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Comparing deliantra/server/common/object.C (file contents):
Revision 1.205 by root, Sun Apr 13 01:34:08 2008 UTC vs.
Revision 1.288 by root, Sat Oct 3 22:36:08 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38UUID UUID::cur; 34UUID UUID::cur;
39static uint64_t seq_next_save; 35static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
143 140
144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
145static bool 142static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
147{ 144{
148 key_value *wants_field;
149
150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
151 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
152 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
153 */ 148 */
154 149
155 /* For each field in wants, */ 150 /* For each field in wants, */
156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
157 { 152 if (has->kv_get (kv->key) != kv->value)
158 key_value *has_field; 153 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (!has_field)
164 return 0; /* No field with that name. */
165
166 /* Found the matching field. */
167 if (has_field->value != wants_field->value)
168 return 0; /* Values don't match, so this half of the comparison is false. */
169
170 /* If we get here, we found a match. Now for the next field in wants. */
171 }
172 154
173 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
174 return 1; 156 return true;
175} 157}
176 158
177/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
178static bool 160static bool
179compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
180{ 162{
181 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
182 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
183 */ 165 */
184 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
185} 168}
186 169
187/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
188 * they can be merged together. 171 * they can be merged together.
189 * 172 *
204 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
205 || ob1->value != ob2->value 188 || ob1->value != ob2->value
206 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
207 return 0; 190 return 0;
208 191
209 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
210 * for unsigned overflow (2c), second part checks wether the result 193 * is always 0 .. 2**31-1 */
211 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 * nrof values.
213 */
214 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
215 return 0; 195 return 0;
216 196
217 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
218 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
219 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
224 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
225 205
226 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
227 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
228 208
229 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
230 || ob1->arch != ob2->arch
231 || ob1->name != ob2->name 210 || ob1->name != ob2->name
232 || ob1->title != ob2->title 211 || ob1->title != ob2->title
233 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
234 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
237 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
238 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
239 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
240 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
241 || ob1->value != ob2->value 218 || ob1->value != ob2->value
242 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
243 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
244 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
245 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
246 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
247 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
248 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
249 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
250 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
251 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
252 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
253 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0;
235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
254 return 0; 240 return 0;
255 241
256 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
257 * not merge objects with real inventories, as splitting them 243 * not merge objects with real inventories, as splitting them
258 * is hard. 244 * is hard.
297 283
298 if (ob1->key_values || ob2->key_values) 284 if (ob1->key_values || ob2->key_values)
299 { 285 {
300 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
301 if ((!ob1->key_values) != (!ob2->key_values)) 287 if ((!ob1->key_values) != (!ob2->key_values))
302 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
303 return 0; 289
304 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
305 return 0; 291 return 0;
306 } 292 }
307 293
308 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
309 { 295 {
315 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
316 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
317 303
318 if (k1 != k2) 304 if (k1 != k2)
319 return 0; 305 return 0;
306
320 else if (k1 == 0) 307 if (k1 == 0)
321 return 1; 308 return 1;
309
322 else if (!cfperl_can_merge (ob1, ob2)) 310 if (!cfperl_can_merge (ob1, ob2))
323 return 0; 311 return 0;
324 } 312 }
325 } 313 }
326 314
327 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
328 return 1; 316 return 1;
329} 317}
330 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
331/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
332 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
333 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
334 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
335 */ 396 */
336long 397void
337sum_weight (object *op) 398object::update_weight ()
338{ 399{
339 long sum; 400 sint32 sum = 0;
340 object *inv;
341 401
342 for (sum = 0, inv = op->inv; inv; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
343 { 403 {
344 if (inv->inv) 404 if (op->inv)
345 sum_weight (inv); 405 op->update_weight ();
346 406
347 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
348 } 413 {
349
350 if (op->type == CONTAINER && op->stats.Str)
351 sum = (sum * (100 - op->stats.Str)) / 100;
352
353 if (op->carrying != sum)
354 op->carrying = sum; 414 carrying = sum;
355 415
356 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
357} 420}
358 421
359/** 422/*
360 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
361 */
362
363object *
364object_get_env_recursive (object *op)
365{
366 while (op->env != NULL)
367 op = op->env;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array.
375 */ 424 */
376char * 425char *
377dump_object (object *op) 426dump_object (object *op)
378{ 427{
379 if (!op) 428 if (!op)
393get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
394{ 443{
395 object *tmp, *closest; 444 object *tmp, *closest;
396 int last_dist, i; 445 int last_dist, i;
397 446
398 if (op->more == NULL) 447 if (!op->more)
399 return op; 448 return op;
449
400 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
401 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
402 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
403 return closest; 456 return closest;
404} 457}
405 458
406/* 459/*
407 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
408 */ 462 */
409object * 463object *
410find_object (tag_t i) 464find_object (tag_t i)
411{ 465{
412 for_all_objects (op) 466 for_all_objects (op)
423 */ 477 */
424object * 478object *
425find_object_name (const char *str) 479find_object_name (const char *str)
426{ 480{
427 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
428 object *op;
429 482
483 if (str_)
430 for_all_objects (op) 484 for_all_objects (op)
431 if (op->name == str_) 485 if (op->name == str_)
432 break; 486 return op;
433 487
434 return op; 488 return 0;
435} 489}
436 490
437/* 491/*
438 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
439 * skill and experience objects. 493 * skill and experience objects.
501 update_stats (); 555 update_stats ();
502 556
503 new_draw_info_format (NDI_UNIQUE, 0, this, 557 new_draw_info_format (NDI_UNIQUE, 0, this,
504 "You try to balance all your items at once, " 558 "You try to balance all your items at once, "
505 "but the %s is just too much for your body. " 559 "but the %s is just too much for your body. "
506 "[You need to unapply some items first.]", &ob->name); 560 "[You need to unapply some items first - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
507 return false; 562 return false;
508 } 563 }
509 564
510 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
511 } 566 }
537 } 592 }
538 593
539 op->key_values = 0; 594 op->key_values = 0;
540} 595}
541 596
542object & 597/*
543object::operator =(const object &src) 598 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second
600 * object, allocating what needs to be allocated. Basically, any
601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602 * if the first object is freed, the pointers in the new object
603 * will point at garbage.
604 */
605void
606object::copy_to (object *dst)
544{ 607{
545 bool is_freed = flag [FLAG_FREED]; 608 dst->remove ();
546 bool is_removed = flag [FLAG_REMOVED];
547
548 *(object_copy *)this = src; 609 *(object_copy *)dst = *this;
549
550 flag [FLAG_FREED] = is_freed;
551 flag [FLAG_REMOVED] = is_removed; 610 dst->flag [FLAG_REMOVED] = true;
552 611
553 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
554 if (src.key_values) 613 if (key_values)
555 { 614 {
556 key_value *tail = 0; 615 key_value *tail = 0;
557 key_values = 0; 616 dst->key_values = 0;
558 617
559 for (key_value *i = src.key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
560 { 619 {
561 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
562 621
563 new_link->next = 0; 622 new_link->next = 0;
564 new_link->key = i->key; 623 new_link->key = i->key;
565 new_link->value = i->value; 624 new_link->value = i->value;
566 625
567 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
568 if (!key_values) 627 if (!dst->key_values)
569 { 628 {
570 key_values = new_link; 629 dst->key_values = new_link;
571 tail = new_link; 630 tail = new_link;
572 } 631 }
573 else 632 else
574 { 633 {
575 tail->next = new_link; 634 tail->next = new_link;
576 tail = new_link; 635 tail = new_link;
577 } 636 }
578 } 637 }
579 } 638 }
580}
581
582/*
583 * copy_to first frees everything allocated by the dst object,
584 * and then copies the contents of itself into the second
585 * object, allocating what needs to be allocated. Basically, any
586 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
587 * if the first object is freed, the pointers in the new object
588 * will point at garbage.
589 */
590void
591object::copy_to (object *dst)
592{
593 *dst = *this;
594 639
595 if (speed < 0) 640 if (speed < 0)
596 dst->speed_left -= rndm (); 641 dst->speed_left -= rndm ();
597 642
598 dst->set_speed (dst->speed); 643 dst->activate ();
599} 644}
600 645
601void 646void
602object::instantiate () 647object::instantiate ()
603{ 648{
620object * 665object *
621object::clone () 666object::clone ()
622{ 667{
623 object *neu = create (); 668 object *neu = create ();
624 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
625 return neu; 671 return neu;
626} 672}
627 673
628/* 674/*
629 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
680 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
681 */ 727 */
682void 728void
683update_object (object *op, int action) 729update_object (object *op, int action)
684{ 730{
685 if (op == NULL) 731 if (!op)
686 { 732 {
687 /* this should never happen */ 733 /* this should never happen */
688 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
689 return; 735 return;
690 } 736 }
691 737
692 if (op->env) 738 if (!op->is_on_map ())
693 { 739 {
694 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
695 * to do in this case. 741 * to do in this case.
696 */ 742 */
697 return; 743 return;
698 } 744 }
699
700 /* If the map is saving, don't do anything as everything is
701 * going to get freed anyways.
702 */
703 if (!op->map || op->map->in_memory == MAP_SAVING)
704 return;
705 745
706 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
707 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
708 { 748 {
709 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
720 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
721 { 761 {
722 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
723 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
725 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 765 || (op->is_player () && !(m.flags_ & P_PLAYER))
726 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
727 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
728 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
729 || (m.move_on | op->move_on ) != m.move_on 769 || (m.move_on | op->move_on ) != m.move_on
730 || (m.move_off | op->move_off ) != m.move_off 770 || (m.move_off | op->move_off ) != m.move_off
731 || (m.move_slow | op->move_slow) != m.move_slow 771 || (m.move_slow | op->move_slow) != m.move_slow
732 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
733 * to have move_allow right now. 773 * have move_allow right now.
734 */ 774 */
735 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
736 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
737 m.flags_ = 0; 777 m.invalidate ();
738 } 778 }
739 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
740 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
741 * that is being removed. 781 * that is being removed.
742 */ 782 */
743 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
744 m.flags_ = 0; 784 m.invalidate ();
745 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
746 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
747 else 787 else
748 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
749 789
753 793
754object::object () 794object::object ()
755{ 795{
756 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
757 797
758 expmul = 1.0; 798 //expmul = 1.0; declared const for the time being
759 face = blank_face; 799 face = blank_face;
760} 800}
761 801
762object::~object () 802object::~object ()
763{ 803{
793 /* If already on active list, don't do anything */ 833 /* If already on active list, don't do anything */
794 if (active) 834 if (active)
795 return; 835 return;
796 836
797 if (has_active_speed ()) 837 if (has_active_speed ())
838 {
839 if (flag [FLAG_FREED])
840 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
841
798 actives.insert (this); 842 actives.insert (this);
843 }
799} 844}
800 845
801void 846void
802object::activate_recursive () 847object::activate_recursive ()
803{ 848{
852object::destroy_inv (bool drop_to_ground) 897object::destroy_inv (bool drop_to_ground)
853{ 898{
854 // need to check first, because the checks below might segfault 899 // need to check first, because the checks below might segfault
855 // as we might be on an invalid mapspace and crossfire code 900 // as we might be on an invalid mapspace and crossfire code
856 // is too buggy to ensure that the inventory is empty. 901 // is too buggy to ensure that the inventory is empty.
857 // corollary: if you create arrows etc. with stuff in tis inventory, 902 // corollary: if you create arrows etc. with stuff in its inventory,
858 // cf will crash below with off-map x and y 903 // cf will crash below with off-map x and y
859 if (!inv) 904 if (!inv)
860 return; 905 return;
861 906
862 /* Only if the space blocks everything do we not process - 907 /* Only if the space blocks everything do we not process -
863 * if some form of movement is allowed, let objects 908 * if some form of movement is allowed, let objects
864 * drop on that space. 909 * drop on that space.
865 */ 910 */
866 if (!drop_to_ground 911 if (!drop_to_ground
867 || !map 912 || !map
868 || map->in_memory != MAP_IN_MEMORY 913 || map->in_memory != MAP_ACTIVE
869 || map->nodrop 914 || map->no_drop
870 || ms ().move_block == MOVE_ALL) 915 || ms ().move_block == MOVE_ALL)
871 { 916 {
872 while (inv) 917 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 918 inv->destroy ();
876 }
877 } 919 }
878 else 920 else
879 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
880 while (inv) 922 while (inv)
881 { 923 {
899 object *op = new object; 941 object *op = new object;
900 op->link (); 942 op->link ();
901 return op; 943 return op;
902} 944}
903 945
946static struct freed_map : maptile
947{
948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965} freed_map; // freed objects are moved here to avoid crashes
966
904void 967void
905object::do_destroy () 968object::do_destroy ()
906{ 969{
907 attachable::do_destroy ();
908
909 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
910 remove_button_link (this); 971 remove_link ();
911 972
912 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 974 remove_friendly_object (this);
914 975
915 if (!flag [FLAG_REMOVED])
916 remove (); 976 remove ();
917 977
918 destroy_inv (true); 978 attachable::do_destroy ();
919 979
920 deactivate (); 980 deactivate ();
921 unlink (); 981 unlink ();
922 982
923 flag [FLAG_FREED] = 1; 983 flag [FLAG_FREED] = 1;
924 984
925 // hack to ensure that freed objects still have a valid map 985 // hack to ensure that freed objects still have a valid map
926 {
927 static maptile *freed_map; // freed objects are moved here to avoid crashes
928
929 if (!freed_map)
930 {
931 freed_map = new maptile;
932
933 freed_map->path = "<freed objects map>";
934 freed_map->name = "/internal/freed_objects_map";
935 freed_map->width = 3;
936 freed_map->height = 3;
937 freed_map->nodrop = 1;
938
939 freed_map->alloc ();
940 freed_map->in_memory = MAP_IN_MEMORY;
941 }
942
943 map = freed_map; 986 map = &freed_map;
944 x = 1; 987 x = 1;
945 y = 1; 988 y = 1;
946 }
947 989
948 if (more) 990 if (more)
949 { 991 {
950 more->destroy (); 992 more->destroy ();
951 more = 0; 993 more = 0;
959 attacked_by = 0; 1001 attacked_by = 0;
960 current_weapon = 0; 1002 current_weapon = 0;
961} 1003}
962 1004
963void 1005void
964object::destroy (bool destroy_inventory) 1006object::destroy ()
965{ 1007{
966 if (destroyed ()) 1008 if (destroyed ())
967 return; 1009 return;
968 1010
969 if (destroy_inventory) 1011 if (!is_head () && !head->destroyed ())
1012 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy ();
1015 return;
1016 }
1017
970 destroy_inv (false); 1018 destroy_inv (false);
971 1019
972 if (is_head ()) 1020 if (is_head ())
973 if (sound_destroy) 1021 if (sound_destroy)
974 play_sound (sound_destroy); 1022 play_sound (sound_destroy);
975 else if (flag [FLAG_MONSTER]) 1023 else if (flag [FLAG_MONSTER])
976 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1024 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
977 1025
978 attachable::destroy (); 1026 attachable::destroy ();
979}
980
981/*
982 * sub_weight() recursively (outwards) subtracts a number from the
983 * weight of an object (and what is carried by it's environment(s)).
984 */
985void
986sub_weight (object *op, signed long weight)
987{
988 while (op != NULL)
989 {
990 if (op->type == CONTAINER)
991 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
992
993 op->carrying -= weight;
994 op = op->env;
995 }
996} 1027}
997 1028
998/* op->remove (): 1029/* op->remove ():
999 * This function removes the object op from the linked list of objects 1030 * This function removes the object op from the linked list of objects
1000 * which it is currently tied to. When this function is done, the 1031 * which it is currently tied to. When this function is done, the
1006object::do_remove () 1037object::do_remove ()
1007{ 1038{
1008 object *tmp, *last = 0; 1039 object *tmp, *last = 0;
1009 object *otmp; 1040 object *otmp;
1010 1041
1011 if (QUERY_FLAG (this, FLAG_REMOVED)) 1042 if (flag [FLAG_REMOVED])
1012 return; 1043 return;
1013 1044
1014 SET_FLAG (this, FLAG_REMOVED);
1015 INVOKE_OBJECT (REMOVE, this); 1045 INVOKE_OBJECT (REMOVE, this);
1046
1047 flag [FLAG_REMOVED] = true;
1016 1048
1017 if (more) 1049 if (more)
1018 more->remove (); 1050 more->remove ();
1019 1051
1020 /* 1052 /*
1021 * In this case, the object to be removed is in someones 1053 * In this case, the object to be removed is in someones
1022 * inventory. 1054 * inventory.
1023 */ 1055 */
1024 if (env) 1056 if (env)
1025 { 1057 {
1026 if (nrof) 1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1027 sub_weight (env, weight * nrof); 1059 if (object *pl = visible_to ())
1028 else 1060 esrv_del_item (pl->contr, count);
1029 sub_weight (env, weight + carrying); 1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1063 adjust_weight (env, -total_weight ());
1064
1065 object *pl = in_player ();
1066
1067 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do.
1070 */
1071 map = env->map;
1072 x = env->x;
1073 y = env->y;
1074
1075 // make sure cmov optimisation is applicable
1076 *(above ? &above->below : &env->inv) = below;
1077 *(below ? &below->above : &above ) = above; // &above is just a dummy
1078
1079 above = 0;
1080 below = 0;
1081 env = 0;
1030 1082
1031 /* NO_FIX_PLAYER is set when a great many changes are being 1083 /* NO_FIX_PLAYER is set when a great many changes are being
1032 * made to players inventory. If set, avoiding the call 1084 * made to players inventory. If set, avoiding the call
1033 * to save cpu time. 1085 * to save cpu time.
1034 */ 1086 */
1035 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1087 if (pl)
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 {
1036 otmp->update_stats (); 1090 pl->update_stats ();
1037 1091
1038 if (above) 1092 if (glow_radius && pl->is_on_map ())
1039 above->below = below; 1093 update_all_los (pl->map, pl->x, pl->y);
1040 else 1094 }
1041 env->inv = below;
1042
1043 if (below)
1044 below->above = above;
1045
1046 /* we set up values so that it could be inserted into
1047 * the map, but we don't actually do that - it is up
1048 * to the caller to decide what we want to do.
1049 */
1050 x = env->x, y = env->y;
1051 map = env->map;
1052 above = 0, below = 0;
1053 env = 0;
1054 } 1095 }
1055 else if (map) 1096 else if (map)
1056 { 1097 {
1057 if (type == PLAYER)
1058 {
1059 // leaving a spot always closes any open container on the ground
1060 if (container && !container->env)
1061 // this causes spurious floorbox updates, but it ensures
1062 // that the CLOSE event is being sent.
1063 close_container ();
1064
1065 --map->players;
1066 map->touch ();
1067 }
1068
1069 map->dirty = true; 1098 map->dirty = true;
1070 mapspace &ms = this->ms (); 1099 mapspace &ms = this->ms ();
1071 1100
1101 if (object *pl = ms.player ())
1102 {
1103 if (is_player ())
1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
1125
1072 /* link the object above us */ 1126 /* link the object above us */
1073 if (above) 1127 // re-link, make sure compiler can easily use cmove
1074 above->below = below; 1128 *(above ? &above->below : &ms.top) = below;
1075 else 1129 *(below ? &below->above : &ms.bot) = above;
1076 ms.top = below; /* we were top, set new top */
1077
1078 /* Relink the object below us, if there is one */
1079 if (below)
1080 below->above = above;
1081 else
1082 {
1083 /* Nothing below, which means we need to relink map object for this space
1084 * use translated coordinates in case some oddness with map tiling is
1085 * evident
1086 */
1087 if (GET_MAP_OB (map, x, y) != this)
1088 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 ());
1089
1090 ms.bot = above; /* goes on above it. */
1091 }
1092 1130
1093 above = 0; 1131 above = 0;
1094 below = 0; 1132 below = 0;
1133
1134 ms.invalidate ();
1095 1135
1096 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1097 return; 1137 return;
1098 1138
1099 int check_walk_off = !flag [FLAG_NO_APPLY]; 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1105 * removed (most likely destroyed), update the player view 1145 * removed (most likely destroyed), update the player view
1106 * appropriately. 1146 * appropriately.
1107 */ 1147 */
1108 pl->close_container (); 1148 pl->close_container ();
1109 1149
1150 //TODO: the floorbox prev/next might need updating
1151 //esrv_del_item (pl->contr, count);
1152 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns)
1110 pl->contr->ns->floorbox_update (); 1154 pl->contr->ns->floorbox_update ();
1111 } 1155 }
1112 1156
1113 for (tmp = ms.bot; tmp; tmp = tmp->above) 1157 for (tmp = ms.bot; tmp; tmp = tmp->above)
1114 { 1158 {
1115 /* No point updating the players look faces if he is the object 1159 /* No point updating the players look faces if he is the object
1128 } 1172 }
1129 1173
1130 last = tmp; 1174 last = tmp;
1131 } 1175 }
1132 1176
1133 /* last == NULL if there are no objects on this space */ 1177 if (affects_los ())
1134 //TODO: this makes little sense, why only update the topmost object?
1135 if (!last)
1136 map->at (x, y).flags_ = 0;
1137 else
1138 update_object (last, UP_OBJ_REMOVE);
1139
1140 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1141 update_all_los (map, x, y); 1178 update_all_los (map, x, y);
1142 } 1179 }
1143} 1180}
1144 1181
1145/* 1182/*
1159 if (!top) 1196 if (!top)
1160 for (top = op; top && top->above; top = top->above) 1197 for (top = op; top && top->above; top = top->above)
1161 ; 1198 ;
1162 1199
1163 for (; top; top = top->below) 1200 for (; top; top = top->below)
1164 {
1165 if (top == op)
1166 continue;
1167
1168 if (object::can_merge (op, top)) 1201 if (object::can_merge (op, top))
1169 { 1202 {
1170 top->nrof += op->nrof; 1203 top->nrof += op->nrof;
1171 1204
1172/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1205 if (object *pl = top->visible_to ())
1173 op->weight = 0; /* Don't want any adjustements now */ 1206 esrv_update_item (UPD_NROF, pl, top);
1207
1208 op->weight = 0; // cancel the addition above
1209 op->carrying = 0; // must be 0 already
1210
1174 op->destroy (); 1211 op->destroy ();
1212
1175 return top; 1213 return top;
1176 } 1214 }
1177 }
1178 1215
1179 return 0; 1216 return 0;
1180} 1217}
1181 1218
1182void 1219void
1207 * job preparing multi-part monsters. 1244 * job preparing multi-part monsters.
1208 */ 1245 */
1209object * 1246object *
1210insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1247insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1211{ 1248{
1249 op->remove ();
1250
1212 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1251 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1213 { 1252 {
1214 tmp->x = x + tmp->arch->x; 1253 tmp->x = x + tmp->arch->x;
1215 tmp->y = y + tmp->arch->y; 1254 tmp->y = y + tmp->arch->y;
1216 } 1255 }
1239 * just 'op' otherwise 1278 * just 'op' otherwise
1240 */ 1279 */
1241object * 1280object *
1242insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1243{ 1282{
1244 assert (!op->flag [FLAG_FREED]);
1245
1246 object *top, *floor = NULL;
1247
1248 op->remove (); 1283 op->remove ();
1284
1285 if (m == &freed_map)//D TODO: remove soon
1286 {//D
1287 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 }//D
1249 1289
1250 /* Ideally, the caller figures this out. However, it complicates a lot 1290 /* Ideally, the caller figures this out. However, it complicates a lot
1251 * of areas of callers (eg, anything that uses find_free_spot would now 1291 * of areas of callers (eg, anything that uses find_free_spot would now
1252 * need extra work 1292 * need extra work
1253 */ 1293 */
1294 maptile *newmap = m;
1254 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (newmap, op->x, op->y))
1255 { 1296 {
1256 op->destroy (); 1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1257 return 0; 1298 return 0;
1258 } 1299 }
1259 1300
1260 if (object *more = op->more) 1301 if (object *more = op->more)
1261 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1262 return 0; 1303 return 0;
1263 1304
1264 CLEAR_FLAG (op, FLAG_REMOVED); 1305 op->flag [FLAG_REMOVED] = false;
1265 1306 op->env = 0;
1266 op->map = m; 1307 op->map = newmap;
1308
1267 mapspace &ms = op->ms (); 1309 mapspace &ms = op->ms ();
1268 1310
1269 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1270 */ 1312 */
1271 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1272 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1273 if (object::can_merge (op, tmp)) 1315 if (object::can_merge (op, tmp))
1274 { 1316 {
1317 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp
1319 // from here :/
1275 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1276 tmp->destroy (); 1321 tmp->destroy ();
1277 } 1322 }
1278 1323
1279 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1288 { 1333 {
1289 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1290 abort (); 1335 abort ();
1291 } 1336 }
1292 1337
1338 if (!originator->is_on_map ())
1339 {
1340 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1344
1293 op->above = originator; 1345 op->above = originator;
1294 op->below = originator->below; 1346 op->below = originator->below;
1295
1296 if (op->below)
1297 op->below->above = op;
1298 else
1299 ms.bot = op;
1300
1301 /* since *below* originator, no need to update top */
1302 originator->below = op; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1303 } 1350 }
1304 else 1351 else
1305 { 1352 {
1306 top = ms.bot; 1353 object *floor = 0;
1354 object *top = ms.top;
1307 1355
1308 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1309 if (top) 1357 if (top)
1310 { 1358 {
1311 object *last = 0;
1312
1313 /* 1359 /*
1314 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1315 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1316 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1317 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1320 * once we get to them. This reduces the need to traverse over all of 1366 * once we get to them. This reduces the need to traverse over all of
1321 * them when adding another one - this saves quite a bit of cpu time 1367 * them when adding another one - this saves quite a bit of cpu time
1322 * when lots of spells are cast in one area. Currently, it is presumed 1368 * when lots of spells are cast in one area. Currently, it is presumed
1323 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1324 */ 1370 */
1325 for (top = ms.bot; top; top = top->above) 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1326 { 1372 {
1327 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1328 floor = top; 1374 floor = tmp;
1329 1375
1330 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1331 { 1377 {
1332 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1333 top = top->below; 1379 top = tmp->below;
1334 break; 1380 break;
1335 } 1381 }
1336 1382
1337 last = top; 1383 top = tmp;
1338 } 1384 }
1339
1340 /* Don't want top to be NULL, so set it to the last valid object */
1341 top = last;
1342 1385
1343 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1344 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1345 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1346 */ 1389 */
1353 */ 1396 */
1354 if (!(flag & INS_ON_TOP) 1397 if (!(flag & INS_ON_TOP)
1355 && ms.flags () & P_BLOCKSVIEW 1398 && ms.flags () & P_BLOCKSVIEW
1356 && (op->face && !faces [op->face].visibility)) 1399 && (op->face && !faces [op->face].visibility))
1357 { 1400 {
1401 object *last;
1402
1358 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1359 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1360 break; 1405 break;
1361 1406
1362 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1370 } /* If objects on this space */ 1415 } /* If objects on this space */
1371 1416
1372 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1373 top = floor; 1418 top = floor;
1374 1419
1375 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1376 */
1377
1378 /* First object on this space */
1379 if (!top) 1421 if (!top)
1380 { 1422 {
1423 op->below = 0;
1381 op->above = ms.bot; 1424 op->above = ms.bot;
1382
1383 if (op->above)
1384 op->above->below = op;
1385
1386 op->below = 0;
1387 ms.bot = op; 1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1388 } 1428 }
1389 else 1429 else
1390 { /* get inserted into the stack above top */ 1430 {
1391 op->above = top->above; 1431 op->above = top->above;
1392
1393 if (op->above)
1394 op->above->below = op; 1432 top->above = op;
1395 1433
1396 op->below = top; 1434 op->below = top;
1397 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1436 }
1437 }
1399 1438
1400 if (!op->above) 1439 if (op->is_player ())
1401 ms.top = op;
1402 } /* else not INS_BELOW_ORIGINATOR */
1403
1404 if (op->type == PLAYER)
1405 { 1440 {
1406 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1407 ++op->map->players; 1442 ++op->map->players;
1408 op->map->touch (); 1443 op->map->touch ();
1409 } 1444 }
1410 1445
1411 op->map->dirty = true; 1446 op->map->dirty = true;
1412 1447
1413 if (object *pl = ms.player ()) 1448 if (object *pl = ms.player ())
1449 //TODO: the floorbox prev/next might need updating
1450 //esrv_send_item (pl, op);
1451 //TODO: update floorbox to preserve ordering
1452 if (pl->contr->ns)
1414 pl->contr->ns->floorbox_update (); 1453 pl->contr->ns->floorbox_update ();
1415 1454
1416 /* If this object glows, it may affect lighting conditions that are 1455 /* If this object glows, it may affect lighting conditions that are
1417 * visible to others on this map. But update_all_los is really 1456 * visible to others on this map. But update_all_los is really
1418 * an inefficient way to do this, as it means los for all players 1457 * an inefficient way to do this, as it means los for all players
1419 * on the map will get recalculated. The players could very well 1458 * on the map will get recalculated. The players could very well
1420 * be far away from this change and not affected in any way - 1459 * be far away from this change and not affected in any way -
1421 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1422 * or just updating the P_UPTODATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1423 * of effect may be sufficient. 1462 * of effect may be sufficient.
1424 */ 1463 */
1425 if (op->map->darkness && (op->glow_radius != 0)) 1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1426 update_all_los (op->map, op->x, op->y); 1467 update_all_los (op->map, op->x, op->y);
1468 }
1427 1469
1428 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1429 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1430 1472
1431 INVOKE_OBJECT (INSERT, op); 1473 INVOKE_OBJECT (INSERT, op);
1438 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1439 * update_object(). 1481 * update_object().
1440 */ 1482 */
1441 1483
1442 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* if this is not the head or flag has been passed, don't check walk on status */
1443 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1444 { 1486 {
1445 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1446 return 0; 1488 return 0;
1447 1489
1448 /* If we are a multi part object, lets work our way through the check 1490 /* If we are a multi part object, lets work our way through the check
1459/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1460 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1461 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1462 */ 1504 */
1463void 1505void
1464replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (shstr_tmp archname, object *op)
1465{ 1507{
1466 object *tmp, *tmp1;
1467
1468 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1469 1509
1470 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1511 if (tmp->arch->archname == archname) /* same archetype */
1472 tmp->destroy (); 1512 tmp->destroy ();
1473 1513
1474 tmp1 = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (archname));
1475 1515
1476 tmp1->x = op->x; 1516 tmp->x = op->x;
1477 tmp1->y = op->y; 1517 tmp->y = op->y;
1518
1478 insert_ob_in_map (tmp1, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1479} 1520}
1480 1521
1481object * 1522object *
1482object::insert_at (object *where, object *originator, int flags) 1523object::insert_at (object *where, object *originator, int flags)
1483{ 1524{
1486 else 1527 else
1487 return where->map->insert (this, where->x, where->y, originator, flags); 1528 return where->map->insert (this, where->x, where->y, originator, flags);
1488} 1529}
1489 1530
1490/* 1531/*
1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1492 * is returned contains nr objects, and the remaining parts contains
1493 * the rest (or is removed and freed if that number is 0).
1494 * On failure, NULL is returned, and the reason put into the
1495 * global static errmsg array.
1496 */
1497object *
1498get_split_ob (object *orig_ob, uint32 nr)
1499{
1500 object *newob;
1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1502
1503 if (orig_ob->nrof < nr)
1504 {
1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1506 return NULL;
1507 }
1508
1509 newob = object_create_clone (orig_ob);
1510
1511 if ((orig_ob->nrof -= nr) < 1)
1512 orig_ob->destroy (1);
1513 else if (!is_removed)
1514 {
1515 if (orig_ob->env != NULL)
1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1518 {
1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1521 return NULL;
1522 }
1523 }
1524
1525 newob->nrof = nr;
1526
1527 return newob;
1528}
1529
1530/*
1531 * decrease_ob_nr(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1532 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1533 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1534 * 1535 *
1535 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1536 */ 1537 */
1538bool
1539object::decrease (sint32 nr)
1540{
1541 if (!nr)
1542 return true;
1543
1544 nr = min (nr, nrof);
1545
1546 if (nrof > nr)
1547 {
1548 nrof -= nr;
1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1550
1551 if (object *pl = visible_to ())
1552 esrv_update_item (UPD_NROF, pl, this);
1553
1554 return true;
1555 }
1556 else
1557 {
1558 destroy ();
1559 return false;
1560 }
1561}
1562
1563/*
1564 * split(ob,nr) splits up ob into two parts. The part which
1565 * is returned contains nr objects, and the remaining parts contains
1566 * the rest (or is removed and returned if that number is 0).
1567 * On failure, NULL is returned.
1568 */
1537object * 1569object *
1538decrease_ob_nr (object *op, uint32 i) 1570object::split (sint32 nr)
1539{ 1571{
1540 object *tmp; 1572 int have = number_of ();
1541 1573
1542 if (i == 0) /* objects with op->nrof require this check */ 1574 if (have < nr)
1543 return op; 1575 return 0;
1544 1576 else if (have == nr)
1545 if (i > op->nrof)
1546 i = op->nrof;
1547
1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1549 op->nrof -= i;
1550 else if (op->env)
1551 { 1577 {
1552 /* is this object in the players inventory, or sub container
1553 * therein?
1554 */
1555 tmp = op->in_player ();
1556 /* nope. Is this a container the player has opened?
1557 * If so, set tmp to that player.
1558 * IMO, searching through all the players will mostly
1559 * likely be quicker than following op->env to the map,
1560 * and then searching the map for a player.
1561 */
1562 if (!tmp)
1563 for_all_players (pl)
1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1567 break;
1568 }
1569
1570 if (i < op->nrof)
1571 {
1572 sub_weight (op->env, op->weight * i);
1573 op->nrof -= i;
1574 if (tmp)
1575 esrv_send_item (tmp, op);
1576 }
1577 else
1578 {
1579 op->remove (); 1578 remove ();
1580 op->nrof = 0; 1579 return this;
1581 if (tmp)
1582 esrv_del_item (tmp->contr, op->count);
1583 }
1584 } 1580 }
1585 else 1581 else
1586 { 1582 {
1587 object *above = op->above; 1583 decrease (nr);
1588 1584
1589 if (i < op->nrof) 1585 object *op = deep_clone ();
1590 op->nrof -= i; 1586 op->nrof = nr;
1591 else
1592 {
1593 op->remove ();
1594 op->nrof = 0;
1595 }
1596
1597 /* Since we just removed op, op->above is null */
1598 for (tmp = above; tmp; tmp = tmp->above)
1599 if (tmp->type == PLAYER)
1600 {
1601 if (op->nrof)
1602 esrv_send_item (tmp, op);
1603 else
1604 esrv_del_item (tmp->contr, op->count);
1605 }
1606 }
1607
1608 if (op->nrof)
1609 return op; 1587 return op;
1610 else
1611 {
1612 op->destroy ();
1613 return 0;
1614 }
1615}
1616
1617/*
1618 * add_weight(object, weight) adds the specified weight to an object,
1619 * and also updates how much the environment(s) is/are carrying.
1620 */
1621void
1622add_weight (object *op, signed long weight)
1623{
1624 while (op != NULL)
1625 {
1626 if (op->type == CONTAINER)
1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1628
1629 op->carrying += weight;
1630 op = op->env;
1631 } 1588 }
1632} 1589}
1633 1590
1634object * 1591object *
1635insert_ob_in_ob (object *op, object *where) 1592insert_ob_in_ob (object *op, object *where)
1660 * be != op, if items are merged. -Tero 1617 * be != op, if items are merged. -Tero
1661 */ 1618 */
1662object * 1619object *
1663object::insert (object *op) 1620object::insert (object *op)
1664{ 1621{
1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1666 op->remove ();
1667
1668 if (op->more) 1622 if (op->more)
1669 { 1623 {
1670 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1624 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 return op; 1625 return op;
1672 } 1626 }
1673 1627
1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1628 op->remove ();
1675 CLEAR_FLAG (op, FLAG_REMOVED); 1629
1630 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676 1631
1677 if (op->nrof) 1632 if (op->nrof)
1678 {
1679 for (object *tmp = inv; tmp; tmp = tmp->below) 1633 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if (object::can_merge (tmp, op)) 1634 if (object::can_merge (tmp, op))
1681 { 1635 {
1682 /* return the original object and remove inserted object 1636 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1637 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1638 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1639
1686 * tmp->nrof, we need to increase the weight. 1640 if (object *pl = tmp->visible_to ())
1687 */ 1641 esrv_update_item (UPD_NROF, pl, tmp);
1642
1688 add_weight (this, op->weight * op->nrof); 1643 adjust_weight (this, op->total_weight ());
1689 SET_FLAG (op, FLAG_REMOVED); 1644
1690 op->destroy (); /* free the inserted object */ 1645 op->destroy ();
1691 op = tmp; 1646 op = tmp;
1692 op->remove (); /* and fix old object's links */ 1647 goto inserted;
1693 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break;
1695 } 1648 }
1696 1649
1697 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do
1701 * the linking below
1702 */
1703 add_weight (this, op->weight * op->nrof);
1704 }
1705 else
1706 add_weight (this, (op->weight + op->carrying));
1707
1708 if (object *otmp = this->in_player ())
1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 otmp->update_stats ();
1711
1712 op->owner = 0; // its his/hers now. period. 1650 op->owner = 0; // it's his/hers now. period.
1713 op->map = 0; 1651 op->map = 0;
1652 op->x = 0;
1653 op->y = 0;
1654
1655 op->above = 0;
1656 op->below = inv;
1714 op->env = this; 1657 op->env = this;
1715 op->above = 0;
1716 op->below = 0;
1717 op->x = op->y = 0;
1718 1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 if (object *pl = op->visible_to ())
1667 esrv_send_item (pl, op);
1668
1669 adjust_weight (this, op->total_weight ());
1670
1671inserted:
1719 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1720 if (op->glow_radius && map) 1673 if (op->glow_radius && is_on_map ())
1721 { 1674 {
1722#ifdef DEBUG_LIGHTS 1675 update_stats ();
1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724#endif /* DEBUG_LIGHTS */
1725 if (map->darkness)
1726 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1727 }
1728
1729 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function...
1731 */
1732 if (!inv)
1733 inv = op;
1734 else
1735 { 1677 }
1736 op->below = inv; 1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1737 op->below->above = op; 1679 // if this is a player's inventory, update stats
1738 inv = op; 1680 update_stats ();
1739 }
1740 1681
1741 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1742 1683
1743 return op; 1684 return op;
1744} 1685}
1764 * on top. 1705 * on top.
1765 */ 1706 */
1766int 1707int
1767check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1768{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1769 object *tmp; 1713 object *tmp;
1770 maptile *m = op->map; 1714 maptile *m = op->map;
1771 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1772 1716
1773 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1774 1718
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1776 return 0;
1777 1720
1778 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1781 1724
1782 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1728 * as walking.
1796 return 0; 1739 return 0;
1797 1740
1798 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1800 */ 1743 */
1801 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 {
1804 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them.
1807 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1809 break;
1810 } 1745 {
1746 next = tmp->below;
1811 1747
1812 for (; tmp; tmp = tmp->below)
1813 {
1814 if (tmp == op) 1748 if (tmp == op)
1815 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1816 1750
1817 /* Check to see if one of the movement types should be slowed down. 1751 /* Check to see if one of the movement types should be slowed down.
1818 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1823 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1824 { 1758 {
1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1827 { 1761 {
1828
1829 float
1830 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1831 1763
1832 if (op->type == PLAYER) 1764 if (op->is_player ())
1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1835 diff /= 4.0; 1767 diff /= 4.0;
1836 1768
1837 op->speed_left -= diff; 1769 op->speed_left -= diff;
1838 } 1770 }
1839 } 1771 }
1872 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1873 return NULL; 1805 return NULL;
1874 } 1806 }
1875 1807
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1878 return tmp; 1810 return tmp;
1879 1811
1880 return NULL; 1812 return NULL;
1881} 1813}
1882 1814
1946 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1947 */ 1879 */
1948object * 1880object *
1949present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1950{ 1882{
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1953 return tmp; 1885 return tmp;
1954 1886
1955 return NULL; 1887 return NULL;
1956} 1888}
1957 1889
2045 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
2046 */ 1978 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue; 1980 continue;
2049 1981
2050 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
2051 continue; 1983 continue;
2052 1984
2053 altern [index++] = i; 1985 altern [index++] = i;
2054 } 1986 }
2055 1987
2123 * there is capable of. 2055 * there is capable of.
2124 */ 2056 */
2125int 2057int
2126find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2127{ 2059{
2128 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2129
2130 sint16 nx, ny;
2131 object *tmp;
2132 maptile *mp;
2133
2134 MoveType blocked, move_type; 2061 MoveType move_type;
2135 2062
2136 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2137 { 2064 {
2138 exclude = exclude->head; 2065 exclude = exclude->head;
2139 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2142 { 2069 {
2143 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2144 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2145 } 2072 }
2146 2073
2147 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2148 { 2075 {
2149 mp = m; 2076 mapxy pos (m, x, y);
2150 nx = x + freearr_x[i]; 2077 pos.move (i);
2151 ny = y + freearr_y[i];
2152 2078
2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2154
2155 if (mflags & P_OUT_OF_MAP)
2156 max = maxfree[i]; 2080 max = maxfree[i];
2157 else 2081 else
2158 { 2082 {
2159 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2160 2084
2161 blocked = ms.move_block;
2162
2163 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2164 max = maxfree[i]; 2086 max = maxfree [i];
2165 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2166 { 2088 {
2167 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2170 break;
2171
2172 if (tmp)
2173 return freedir[i]; 2092 return freedir [i];
2174 } 2093 }
2175 } 2094 }
2176 } 2095 }
2177 2096
2178 return 0; 2097 return 0;
2253 * This basically means that if direction is 15, then it could either go 2172 * This basically means that if direction is 15, then it could either go
2254 * direction 4, 14, or 16 to get back to where we are. 2173 * direction 4, 14, or 16 to get back to where we are.
2255 * Moved from spell_util.c to object.c with the other related direction 2174 * Moved from spell_util.c to object.c with the other related direction
2256 * functions. 2175 * functions.
2257 */ 2176 */
2258int reduction_dir[SIZEOFFREE][3] = { 2177const int reduction_dir[SIZEOFFREE][3] = {
2259 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2260 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2261 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2262 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2263 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2359int 2278int
2360can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2361{ 2280{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2365} 2284}
2366 2285
2367/* 2286/*
2368 * create clone from object to another 2287 * create clone from object to another
2369 */ 2288 */
2370object * 2289object *
2371object_create_clone (object *asrc) 2290object::deep_clone ()
2372{ 2291{
2373 object *dst = 0, *tmp, *src, *prev, *item; 2292 assert (("deep_clone called on non-head object", is_head ()));
2374 2293
2375 if (!asrc) 2294 object *dst = clone ();
2376 return 0;
2377 2295
2378 src = asrc->head_ (); 2296 object *prev = dst;
2379
2380 prev = 0;
2381 for (object *part = src; part; part = part->more) 2297 for (object *part = this->more; part; part = part->more)
2382 { 2298 {
2383 tmp = part->clone (); 2299 object *tmp = part->clone ();
2384 tmp->x -= src->x;
2385 tmp->y -= src->y;
2386
2387 if (!part->head)
2388 {
2389 dst = tmp;
2390 tmp->head = 0;
2391 }
2392 else
2393 tmp->head = dst; 2300 tmp->head = dst;
2394
2395 tmp->more = 0;
2396
2397 if (prev)
2398 prev->more = tmp; 2301 prev->more = tmp;
2399
2400 prev = tmp; 2302 prev = tmp;
2401 } 2303 }
2402 2304
2403 for (item = src->inv; item; item = item->below) 2305 for (object *item = inv; item; item = item->below)
2404 insert_ob_in_ob (object_create_clone (item), dst); 2306 insert_ob_in_ob (item->deep_clone (), dst);
2405 2307
2406 return dst; 2308 return dst;
2407} 2309}
2408 2310
2409/* This returns the first object in who's inventory that 2311/* This returns the first object in who's inventory that
2418 return tmp; 2320 return tmp;
2419 2321
2420 return 0; 2322 return 0;
2421} 2323}
2422 2324
2423/* If ob has a field named key, return the link from the list, 2325shstr_tmp
2424 * otherwise return NULL. 2326object::kv_get (shstr_tmp key) const
2425 *
2426 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing.
2428 */
2429key_value *
2430get_ob_key_link (const object *ob, const char *key)
2431{ 2327{
2432 for (key_value *link = ob->key_values; link; link = link->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2433 if (link->key == key) 2329 if (kv->key == key)
2434 return link;
2435
2436 return 0;
2437}
2438
2439/*
2440 * Returns the value of op has an extra_field for key, or NULL.
2441 *
2442 * The argument doesn't need to be a shared string.
2443 *
2444 * The returned string is shared.
2445 */
2446const char *
2447get_ob_key_value (const object *op, const char *const key)
2448{
2449 key_value *link;
2450 shstr_cmp canonical_key (key);
2451
2452 if (!canonical_key)
2453 {
2454 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field.
2458 */
2459 return 0;
2460 }
2461
2462 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead.
2464 */
2465 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key)
2467 return link->value; 2330 return kv->value;
2468 2331
2469 return 0; 2332 return shstr ();
2470} 2333}
2471 2334
2472/* 2335void
2473 * Updates the canonical_key in op to value. 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2474 *
2475 * canonical_key is a shared string (value doesn't have to be).
2476 *
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys.
2479 *
2480 * Returns TRUE on success.
2481 */
2482int
2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484{ 2337{
2485 key_value *field = NULL, *last = NULL; 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2486 2339 if (kv->key == key)
2487 for (field = op->key_values; field != NULL; field = field->next)
2488 {
2489 if (field->key != canonical_key)
2490 { 2340 {
2491 last = field; 2341 kv->value = value;
2492 continue; 2342 return;
2493 } 2343 }
2494 2344
2495 if (value) 2345 key_value *kv = new key_value;
2496 field->value = value; 2346
2497 else 2347 kv->next = key_values;
2348 kv->key = key;
2349 kv->value = value;
2350
2351 key_values = kv;
2352}
2353
2354void
2355object::kv_del (shstr_tmp key)
2356{
2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2358 if ((*kvp)->key == key)
2498 { 2359 {
2499 /* Basically, if the archetype has this key set, 2360 key_value *kv = *kvp;
2500 * we need to store the null value so when we save 2361 *kvp = (*kvp)->next;
2501 * it, we save the empty value so that when we load, 2362 delete kv;
2502 * we get this value back again. 2363 return;
2503 */
2504 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0;
2506 else
2507 {
2508 if (last)
2509 last->next = field->next;
2510 else
2511 op->key_values = field->next;
2512
2513 delete field;
2514 }
2515 } 2364 }
2516 return TRUE;
2517 }
2518 /* IF we get here, key doesn't exist */
2519
2520 /* No field, we'll have to add it. */
2521
2522 if (!add_key)
2523 return FALSE;
2524
2525 /* There isn't any good reason to store a null
2526 * value in the key/value list. If the archetype has
2527 * this key, then we should also have it, so shouldn't
2528 * be here. If user wants to store empty strings,
2529 * should pass in ""
2530 */
2531 if (value == NULL)
2532 return TRUE;
2533
2534 field = new key_value;
2535
2536 field->key = canonical_key;
2537 field->value = value;
2538 /* Usual prepend-addition. */
2539 field->next = op->key_values;
2540 op->key_values = field;
2541
2542 return TRUE;
2543}
2544
2545/*
2546 * Updates the key in op to value.
2547 *
2548 * If add_key is FALSE, this will only update existing keys,
2549 * and not add new ones.
2550 * In general, should be little reason FALSE is ever passed in for add_key
2551 *
2552 * Returns TRUE on success.
2553 */
2554int
2555set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2556{
2557 shstr key_ (key);
2558
2559 return set_ob_key_value_s (op, key_, value, add_key);
2560} 2365}
2561 2366
2562object::depth_iterator::depth_iterator (object *container) 2367object::depth_iterator::depth_iterator (object *container)
2563: iterator_base (container) 2368: iterator_base (container)
2564{ 2369{
2614{ 2419{
2615 char flagdesc[512]; 2420 char flagdesc[512];
2616 char info2[256 * 4]; 2421 char info2[256 * 4];
2617 char *p = info; 2422 char *p = info;
2618 2423
2619 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2424 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2620 count, 2425 count,
2621 uuid.c_str (), 2426 uuid.c_str (),
2622 &name, 2427 &name,
2623 title ? "\",title:\"" : "", 2428 title ? ",title:\"" : "",
2624 title ? (const char *)title : "", 2429 title ? (const char *)title : "",
2430 title ? "\"" : "",
2625 flag_desc (flagdesc, 512), type); 2431 flag_desc (flagdesc, 512), type);
2626 2432
2627 if (!this->flag[FLAG_REMOVED] && env) 2433 if (!flag[FLAG_REMOVED] && env)
2628 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2434 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2629 2435
2630 if (map) 2436 if (map)
2631 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2437 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2632 2438
2662object::open_container (object *new_container) 2468object::open_container (object *new_container)
2663{ 2469{
2664 if (container == new_container) 2470 if (container == new_container)
2665 return; 2471 return;
2666 2472
2667 if (object *old_container = container) 2473 object *old_container = container;
2474
2475 if (old_container)
2668 { 2476 {
2669 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2477 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2670 return; 2478 return;
2671 2479
2672#if 0 2480#if 0
2674 if (object *closer = old_container->inv) 2482 if (object *closer = old_container->inv)
2675 if (closer->type == CLOSE_CON) 2483 if (closer->type == CLOSE_CON)
2676 closer->destroy (); 2484 closer->destroy ();
2677#endif 2485#endif
2678 2486
2487 // make sure the container is available
2488 esrv_send_item (this, old_container);
2489
2679 old_container->flag [FLAG_APPLIED] = 0; 2490 old_container->flag [FLAG_APPLIED] = false;
2680 container = 0; 2491 container = 0;
2681 2492
2493 // client needs item update to make it work, client bug requires this to be separate
2682 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2495
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2684 play_sound (sound_find ("chest_close")); 2497 play_sound (sound_find ("chest_close"));
2685 } 2498 }
2686 2499
2687 if (new_container) 2500 if (new_container)
2688 { 2501 {
2698 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2699 new_container->insert (closer); 2512 new_container->insert (closer);
2700 } 2513 }
2701#endif 2514#endif
2702 2515
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2704 2517
2518 // make sure the container is available, client bug requires this to be separate
2519 esrv_send_item (this, new_container);
2520
2705 new_container->flag [FLAG_APPLIED] = 1; 2521 new_container->flag [FLAG_APPLIED] = true;
2706 container = new_container; 2522 container = new_container;
2707 2523
2524 // client needs flag change
2708 esrv_update_item (UPD_FLAGS, this, new_container); 2525 esrv_update_item (UPD_FLAGS, this, new_container);
2709 esrv_send_inventory (this, new_container); 2526 esrv_send_inventory (this, new_container);
2710 play_sound (sound_find ("chest_open")); 2527 play_sound (sound_find ("chest_open"));
2711 } 2528 }
2529// else if (!old_container->env && contr && contr->ns)
2530// contr->ns->floorbox_reset ();
2712} 2531}
2713 2532
2714object * 2533object *
2715object::force_find (const shstr name) 2534object::force_find (shstr_tmp name)
2716{ 2535{
2717 /* cycle through his inventory to look for the MARK we want to 2536 /* cycle through his inventory to look for the MARK we want to
2718 * place 2537 * place
2719 */ 2538 */
2720 for (object *tmp = inv; tmp; tmp = tmp->below) 2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2722 return splay (tmp); 2541 return splay (tmp);
2723 2542
2724 return 0; 2543 return 0;
2725} 2544}
2726 2545
2727void 2546object *
2728object::force_add (const shstr name, int duration) 2547object::force_add (shstr_tmp name, int duration)
2729{ 2548{
2730 if (object *force = force_find (name)) 2549 if (object *force = force_find (name))
2731 force->destroy (); 2550 force->destroy ();
2732 2551
2733 object *force = get_archetype (FORCE_NAME); 2552 object *force = get_archetype (FORCE_NAME);
2738 2557
2739 force->set_speed (duration ? 1.f / duration : 0.f); 2558 force->set_speed (duration ? 1.f / duration : 0.f);
2740 force->flag [FLAG_IS_USED_UP] = true; 2559 force->flag [FLAG_IS_USED_UP] = true;
2741 force->flag [FLAG_APPLIED] = true; 2560 force->flag [FLAG_APPLIED] = true;
2742 2561
2743 insert (force); 2562 return insert (force);
2744} 2563}
2745 2564
2746void 2565void
2747object::play_sound (faceidx sound) const 2566object::play_sound (faceidx sound) const
2748{ 2567{
2749 if (!sound) 2568 if (!sound)
2750 return; 2569 return;
2751 2570
2752 if (flag [FLAG_REMOVED]) 2571 if (is_on_map ())
2572 map->play_sound (sound, x, y);
2573 else if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575}
2576
2577void
2578object::say_msg (const char *msg) const
2579{
2580 if (is_on_map ())
2581 map->say_msg (msg, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::make_noise ()
2588{
2589 // we do not model noise in the map, so instead put
2590 // a temporary light into the noise source
2591 // could use the map instead, but that's less reliable for our
2592 // goal, which is to make invisibility a bit harder to exploit
2593
2594 // currently only works sensibly for players
2595 if (!is_player ())
2753 return; 2596 return;
2754 2597
2755 if (env) 2598 // find old force, or create new one
2756 { 2599 object *force = force_find (shstr_noise_force);
2757 if (object *pl = in_player ()) 2600
2758 pl->contr->play_sound (sound); 2601 if (force)
2759 } 2602 force->speed_left = -1.f; // patch old speed up
2760 else 2603 else
2761 map->play_sound (sound, x, y); 2604 {
2762} 2605 force = archetype::get (shstr_noise_force);
2763 2606
2607 force->slaying = shstr_noise_force;
2608 force->stats.food = 1;
2609 force->speed_left = -1.f;
2610
2611 force->set_speed (1.f / 4.f);
2612 force->flag [FLAG_IS_USED_UP] = true;
2613 force->flag [FLAG_APPLIED] = true;
2614
2615 insert (force);
2616 }
2617}
2618

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