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Comparing deliantra/server/common/object.C (file contents):
Revision 1.208 by root, Mon Apr 21 06:16:01 2008 UTC vs.
Revision 1.333 by root, Thu Apr 22 03:53:40 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
41 49
42short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
43 0, 51 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 57 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 61};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
61 0, 63 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65}; 67};
66 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
67static void 76static void
68write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
69{ 78{
70 CALL_BEGIN (2); 79 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 83 CALL_END;
75} 84}
76 85
77static void 86static void
78read_uuid (void) 87read_uuid ()
79{ 88{
80 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
81 90
82 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
83 92
97 106
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 108 _exit (1);
100 } 109 }
101 110
102 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 112 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
105 114
106 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
107 { 116 {
134 143
135void 144void
136UUID::init () 145UUID::init ()
137{ 146{
138 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
139} 213}
140 214
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 216static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
144{ 218{
145 key_value *wants_field;
146
147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
148 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
149 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
150 */ 222 */
151 223
152 /* For each field in wants, */ 224 /* For each field in wants, */
153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
154 { 226 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 227 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 228
170 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
171 return 1; 230 return true;
172} 231}
173 232
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 234static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 236{
178 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
180 */ 239 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
182} 242}
183 243
184/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 245 * they can be merged together.
186 * 246 *
193 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
194 * check weight 254 * check weight
195 */ 255 */
196bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if (ob1 == ob2 259 if (ob1 == ob2
200 || ob1->type != ob2->type 260 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 261 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 264 return 0;
205 265
206 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 269 return 0;
213 270
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 275 * flags lose any meaning.
219 */ 276 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
222 279
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
225 282
226 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 284 || ob1->name != ob2->name
228 || ob1->title != ob2->title 285 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 292 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
237 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
239 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
242 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
243 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
244 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
245 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
247 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 308 return 0;
251 309
252 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
256 .any ()) 313 .any ())
257 return 0; 314 return 0;
258 315
259 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
278 335
279 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
280 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
281 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
282 */ 339 */
283 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
284 return 0; 341 return 0;
285 342
286 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
287 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
288 * check? 345 * check?
289 */ 346 */
290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
291 return 0; 348 return 0;
292 349
293 switch (ob1->type) 350 switch (ob1->type)
294 { 351 {
295 case SCROLL: 352 case SCROLL:
331 388
332 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
333 return 1; 390 return 1;
334} 391}
335 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
336// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
337static sint32 431static sint32
338weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
339{ 433{
340 return op->type == CONTAINER 434 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 436 : weight;
343} 437}
349static void 443static void
350adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
351{ 445{
352 while (op) 446 while (op)
353 { 447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
354 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
452
453 if (!weight)
454 return;
355 455
356 op->carrying += weight; 456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
357 op = op->env; 462 op = op->env;
358 } 463 }
359} 464}
360 465
361/* 466/*
374 op->update_weight (); 479 op->update_weight ();
375 480
376 sum += op->total_weight (); 481 sum += op->total_weight ();
377 } 482 }
378 483
379 carrying = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
492 carrying = sum;
493
494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
380} 498}
381 499
382/* 500/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 502 */
391 object_freezer freezer; 509 object_freezer freezer;
392 op->write (freezer); 510 op->write (freezer);
393 return freezer.as_string (); 511 return freezer.as_string ();
394} 512}
395 513
396/* 514char *
397 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
398 * multi-object 1 which is closest to the second object.
399 * If it's not a multi-object, it is returned.
400 */
401object *
402get_nearest_part (object *op, const object *pl)
403{ 516{
404 object *tmp, *closest; 517 return dump_object (this);
405 int last_dist, i;
406
407 if (!op->more)
408 return op;
409
410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
413 if ((i = distance (tmp, pl)) < last_dist)
414 closest = tmp, last_dist = i;
415
416 return closest;
417} 518}
418 519
419/* 520/*
420 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow. 522 * VERRRY slow.
429 530
430 return 0; 531 return 0;
431} 532}
432 533
433/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
434 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
435 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
436 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
437 */ 553 */
438object * 554object *
439find_object_name (const char *str) 555find_object_name (const char *str)
440{ 556{
441 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
442 object *op;
443 558
559 if (str_)
444 for_all_objects (op) 560 for_all_objects (op)
445 if (op->name == str_) 561 if (op->name == str_)
446 break; 562 return op;
447 563
448 return op; 564 return 0;
449} 565}
450 566
451/* 567/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 569 * skill and experience objects.
468 } 584 }
469 585
470 this->owner = owner; 586 this->owner = owner;
471} 587}
472 588
473int
474object::slottype () const
475{
476 if (type == SKILL)
477 {
478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
513 {
514 current_weapon = chosen_skill = 0;
515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
530 {
531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
535
536 return true;
537}
538
539/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
540 * refcounts and freeing the links. 590 * refcounts and freeing the links.
541 */ 591 */
542static void 592static void
543free_key_values (object *op) 593free_key_values (object *op)
551 } 601 }
552 602
553 op->key_values = 0; 603 op->key_values = 0;
554} 604}
555 605
556object & 606/*
557object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
558{ 616{
559 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
566 620
567 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
568 if (src.key_values) 622 if (key_values)
569 { 623 {
570 key_value *tail = 0; 624 key_value *tail = 0;
571 key_values = 0; 625 dst->key_values = 0;
572 626
573 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
574 { 628 {
575 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
576 630
577 new_link->next = 0; 631 new_link->next = 0;
578 new_link->key = i->key; 632 new_link->key = i->key;
579 new_link->value = i->value; 633 new_link->value = i->value;
580 634
581 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
582 if (!key_values) 636 if (!dst->key_values)
583 { 637 {
584 key_values = new_link; 638 dst->key_values = new_link;
585 tail = new_link; 639 tail = new_link;
586 } 640 }
587 else 641 else
588 { 642 {
589 tail->next = new_link; 643 tail->next = new_link;
590 tail = new_link; 644 tail = new_link;
591 } 645 }
592 } 646 }
593 } 647 }
594}
595 648
596/* 649 dst->activate ();
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608
609 if (speed < 0)
610 dst->speed_left -= rndm ();
611
612 dst->set_speed (dst->speed);
613} 650}
614 651
615void 652void
616object::instantiate () 653object::instantiate ()
617{ 654{
618 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
619 uuid = UUID::gen (); 656 uuid = UUID::gen ();
620 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
621 speed_left = -0.1f; 662 speed_left = -1.;
663
622 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
634object * 676object *
635object::clone () 677object::clone ()
636{ 678{
637 object *neu = create (); 679 object *neu = create ();
638 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
639 return neu; 687 return neu;
640} 688}
641 689
642/* 690/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
645 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
646 */ 694 */
647void 695void
648update_turn_face (object *op) 696update_turn_face (object *op)
649{ 697{
650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
651 return; 699 return;
652 700
653 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
654 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
655} 703}
660 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
661 */ 709 */
662void 710void
663object::set_speed (float speed) 711object::set_speed (float speed)
664{ 712{
665 if (flag [FLAG_FREED] && speed)
666 {
667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
668 speed = 0;
669 }
670
671 this->speed = speed; 713 this->speed = speed;
672 714
673 if (has_active_speed ()) 715 if (has_active_speed ())
674 activate (); 716 activate ();
675 else 717 else
694 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
695 */ 737 */
696void 738void
697update_object (object *op, int action) 739update_object (object *op, int action)
698{ 740{
699 if (op == NULL) 741 if (!op)
700 { 742 {
701 /* this should never happen */ 743 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 745 return;
704 } 746 }
705 747
706 if (op->env) 748 if (!op->is_on_map ())
707 { 749 {
708 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
709 * to do in this case. 751 * to do in this case.
710 */ 752 */
711 return; 753 return;
712 } 754 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 755
720 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 758 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
731 767
732 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
733 /* nop */; 769 /* nop */;
734 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
735 { 771 {
772#if 0
736 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 784 * have move_allow right now.
748 */ 785 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
751 m.flags_ = 0; 790 m.invalidate ();
791#endif
752 } 792 }
753 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 795 * that is being removed.
756 */ 796 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 798 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
761 else 801 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 803
765 update_object (op->more, action); 805 update_object (op->more, action);
766} 806}
767 807
768object::object () 808object::object ()
769{ 809{
770 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
771 811
772 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
773 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
774} 815}
775 816
776object::~object () 817object::~object ()
777{ 818{
778 unlink (); 819 unlink ();
779 820
780 free_key_values (this); 821 free_key_values (this);
781} 822}
782
783static int object_count;
784 823
785void object::link () 824void object::link ()
786{ 825{
787 assert (!index);//D 826 assert (!index);//D
788 uuid = UUID::gen (); 827 uuid = UUID::gen ();
789 count = ++object_count;
790 828
791 refcnt_inc (); 829 refcnt_inc ();
792 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
793} 834}
794 835
795void object::unlink () 836void object::unlink ()
796{ 837{
797 if (!index) 838 if (!index)
798 return; 839 return;
840
841 ++destroy_count;
799 842
800 objects.erase (this); 843 objects.erase (this);
801 refcnt_dec (); 844 refcnt_dec ();
802} 845}
803 846
807 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
808 if (active) 851 if (active)
809 return; 852 return;
810 853
811 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
812 actives.insert (this); 859 actives.insert (this);
860 }
813} 861}
814 862
815void 863void
816object::activate_recursive () 864object::activate_recursive ()
817{ 865{
866object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
867{ 915{
868 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
873 if (!inv) 921 if (!inv)
874 return; 922 return;
875 923
876 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
878 * drop on that space. 926 * drop on that space.
879 */ 927 */
880 if (!drop_to_ground 928 if (!drop_to_ground
881 || !map 929 || !map
882 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 931 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
885 { 933 {
886 while (inv) 934 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 935 inv->destroy ();
890 }
891 } 936 }
892 else 937 else
893 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
894 while (inv) 939 while (inv)
895 { 940 {
906 map->insert (op, x, y); 951 map->insert (op, x, y);
907 } 952 }
908 } 953 }
909} 954}
910 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
911object *object::create () 993object::create ()
912{ 994{
913 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
914 op->link (); 1017 op->link ();
1018
915 return op; 1019 return op;
916} 1020}
917 1021
918void 1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
919object::do_destroy () 1057object::do_destroy ()
920{ 1058{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 1060 remove_link ();
925 1061
926 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 1063 remove_friendly_object (this);
928 1064
929 if (!flag [FLAG_REMOVED])
930 remove (); 1065 remove ();
931 1066
932 destroy_inv (true); 1067 attachable::do_destroy ();
933 1068
934 deactivate (); 1069 deactivate ();
935 unlink (); 1070 unlink ();
936 1071
937 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
938 1073
939 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 1075 map = &freed_map;
958 x = 1; 1076 x = 1;
959 y = 1; 1077 y = 1;
960 }
961 1078
962 if (more) 1079 if (more)
963 { 1080 {
964 more->destroy (); 1081 more->destroy ();
965 more = 0; 1082 more = 0;
973 attacked_by = 0; 1090 attacked_by = 0;
974 current_weapon = 0; 1091 current_weapon = 0;
975} 1092}
976 1093
977void 1094void
978object::destroy (bool destroy_inventory) 1095object::destroy ()
979{ 1096{
980 if (destroyed ()) 1097 if (destroyed ())
981 return; 1098 return;
982 1099
983 if (destroy_inventory) 1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
984 destroy_inv (false); 1107 destroy_inv_fast ();
985 1108
986 if (is_head ()) 1109 if (is_head ())
987 if (sound_destroy) 1110 if (sound_destroy)
988 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1000 * the previous environment. 1123 * the previous environment.
1001 */ 1124 */
1002void 1125void
1003object::do_remove () 1126object::do_remove ()
1004{ 1127{
1005 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1006 object *otmp;
1007
1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1009 return; 1129 return;
1010 1130
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1013 1134
1014 if (more) 1135 if (more)
1015 more->remove (); 1136 more->remove ();
1016 1137
1017 /* 1138 /*
1018 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1019 * inventory. 1140 * inventory.
1020 */ 1141 */
1021 if (env) 1142 if (env)
1022 { 1143 {
1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1145 if (object *pl = visible_to ())
1146 esrv_del_item (pl->contr, count);
1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1148
1023 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1024 1150
1025 *(above ? &above->below : &env->inv) = below; 1151 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1152
1030 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1033 */ 1156 */
1034 map = env->map; 1157 map = env->map;
1035 x = env->x; 1158 x = env->x;
1036 y = env->y; 1159 y = env->y;
1160
1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1037 above = 0; 1165 above = 0;
1038 below = 0; 1166 below = 0;
1039 env = 0; 1167 env = 0;
1040 1168
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1042 * made to players inventory. If set, avoiding the call
1043 * to save cpu time.
1044 */ 1170 {
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1046 otmp->update_stats (); 1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1047 } 1190 }
1048 else if (map) 1191 else if (map)
1049 { 1192 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1193 map->dirty = true;
1063 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1064 1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1065 /* link the object above us */ 1221 /* link the object above us */
1066 if (above) 1222 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1068 else 1224 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1225
1086 above = 0; 1226 above = 0;
1087 below = 0; 1227 below = 0;
1088 1228
1229 ms.invalidate ();
1230
1089 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1090 return; 1232 return;
1091 1233
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1235
1094 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1095 { 1237 {
1096 if (pl->container == this) 1238 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1099 * appropriately. 1241 * appropriately.
1100 */ 1242 */
1101 pl->close_container (); 1243 pl->close_container ();
1102 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1104 } 1250 }
1105 1251
1252 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1254 {
1255 above = tmp->above;
1256
1108 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1109 * being removed. 1258 * being removed.
1110 */ 1259 */
1111 1260
1112 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1265 }
1122 1266
1123 last = tmp; 1267 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1135 } 1269 }
1136} 1270}
1137 1271
1138/* 1272/*
1152 if (!top) 1286 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1154 ; 1288 ;
1155 1289
1156 for (; top; top = top->below) 1290 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1162 { 1292 {
1163 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1164 1294
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1167 op->destroy (); 1301 op->destroy ();
1302
1168 return top; 1303 return top;
1169 } 1304 }
1170 }
1171 1305
1172 return 0; 1306 return 0;
1173} 1307}
1174 1308
1175void 1309void
1180 1314
1181 object *prev = this; 1315 object *prev = this;
1182 1316
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1318 {
1185 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1186 1320
1187 op->name = name; 1321 op->name = name;
1188 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1189 op->title = title; 1323 op->title = title;
1190 1324
1200 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1201 */ 1335 */
1202object * 1336object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1338{
1339 op->remove ();
1340
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1342 {
1207 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1209 } 1345 }
1226 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1228 * 1364 *
1229 * Return value: 1365 * Return value:
1230 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1368 * just 'op' otherwise
1233 */ 1369 */
1234object * 1370object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1372{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1373 op->remove ();
1374
1375 if (m == &freed_map)//D TODO: remove soon
1376 {//D
1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1378 }//D
1242 1379
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1382 * need extra work
1246 */ 1383 */
1384 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1386 {
1249 op->destroy (); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1388 return 0;
1251 } 1389 }
1252 1390
1253 if (object *more = op->more) 1391 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1393 return 0;
1256 1394
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1258 1396 op->env = 0;
1259 op->map = m; 1397 op->map = newmap;
1398
1260 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1261 1400
1262 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1263 */ 1402 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1267 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1268 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1411 tmp->destroy ();
1270 } 1412 }
1271 1413
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1274 1416
1275 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1276 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1277 1419
1278 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1279 { 1421 {
1280 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1281 { 1423 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1425 abort ();
1284 } 1426 }
1285 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1286 op->above = originator; 1435 op->above = originator;
1287 op->below = originator->below; 1436 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1440 }
1297 else 1441 else
1298 { 1442 {
1299 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1300 1445
1301 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1302 if (top) 1447 if (top)
1303 { 1448 {
1304 object *last = 0;
1305
1306 /* 1449 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1317 */ 1460 */
1318 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1462 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1321 floor = top; 1464 floor = tmp;
1322 1465
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1324 { 1467 {
1325 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1326 top = top->below; 1469 top = tmp->below;
1327 break; 1470 break;
1328 } 1471 }
1329 1472
1330 last = top; 1473 top = tmp;
1331 } 1474 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1475
1336 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1339 */ 1479 */
1346 */ 1486 */
1347 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1350 { 1490 {
1491 object *last;
1492
1351 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1353 break; 1495 break;
1354 1496
1355 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1356 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1357 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1363 } /* If objects on this space */ 1505 } /* If objects on this space */
1364 1506
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1508 top = floor;
1367 1509
1368 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1511 if (!top)
1373 { 1512 {
1513 op->below = 0;
1374 op->above = ms.bot; 1514 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1518 }
1382 else 1519 else
1383 { /* get inserted into the stack above top */ 1520 {
1384 op->above = top->above; 1521 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1522 top->above = op;
1388 1523
1389 op->below = top; 1524 op->below = top;
1390 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1526 }
1527 }
1392 1528
1393 if (!op->above) 1529 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1530 {
1399 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1400 ++op->map->players; 1532 ++op->map->players;
1401 op->map->touch (); 1533 op->map->touch ();
1402 } 1534 }
1403 1535
1404 op->map->dirty = true; 1536 op->map->dirty = true;
1405 1537
1406 if (object *pl = ms.player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1542 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1408 1544
1409 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1411 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1412 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1552 * of effect may be sufficient.
1417 */ 1553 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1420 1559
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1423 1562
1424 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1571 * update_object().
1433 */ 1572 */
1434 1573
1435 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1576 {
1438 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1439 return 0; 1578 return 0;
1440 1579
1441 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1452/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1453 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1454 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1455 */ 1594 */
1456void 1595void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1597{
1459 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1460 1599
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1602 tmp->destroy ();
1464 1603
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1466 1605
1467 tmp->x = op->x; 1606 tmp->x = op->x;
1468 tmp->y = op->y; 1607 tmp->y = op->y;
1469 1608
1470 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1477 return where->env->insert (this); 1616 return where->env->insert (this);
1478 else 1617 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1619}
1481 1620
1482/* 1621// check whether we can put this into the map, respect max_volume, max_items
1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1484 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1485 * the rest (or is removed and freed if that number is 0).
1486 * On failure, NULL is returned, and the reason put into the
1487 * global static errmsg array.
1488 */
1489object *
1490object::split_nr (sint32 nr)
1491{ 1624{
1492 if (nrof < nr) 1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1493 return 0; 1632 return true;
1494 else if (nrof == nr)
1495 {
1496 remove ();
1497 return this;
1498 }
1499 else
1500 {
1501 decrease_nr (nr);
1502 1633
1503 object *op = object_create_clone (this); 1634 if (originator && originator->is_player ())
1504 op->nrof = nr; 1635 originator->contr->failmsgf (
1505 return op; 1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1506 } 1637 query_name ()
1507} 1638 );
1508 1639
1509//TODO: remove, but semantics differs from split_nr
1510object *
1511get_split_ob (object *orig_ob, uint32 nr)
1512{
1513 if (orig_ob->nrof < nr)
1514 {
1515 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1516 return 0;
1517 }
1518
1519 return orig_ob->split_nr (nr);
1520}
1521
1522// find player who can see this object
1523static object *
1524visible_to (object *op)
1525{
1526 if (!op->flag [FLAG_REMOVED])
1527 {
1528 // see if we are in a container of sorts
1529 if (object *env = op->env)
1530 {
1531 // the player inventory itself is always visible
1532 if (env->type == PLAYER)
1533 return env;
1534
1535 // else a player could have our env open
1536 env = env->outer_env ();
1537
1538 // the player itself is always on a map, so we will find him here
1539 // even if our inv is in a player.
1540 if (env->is_on_map ())
1541 if (object *pl = env->ms ().player ())
1542 if (pl->container == op->env)
1543 return pl;
1544 }
1545 else
1546 {
1547 // maybe there is a player standing on the same mapspace
1548 if (object *pl = env->ms ().player ())
1549 return pl;
1550 }
1551 }
1552
1553 return 0; 1640 return false;
1554} 1641}
1555 1642
1556/* 1643/*
1557 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1558 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1559 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1560 * 1647 *
1561 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1562 */ 1649 */
1563bool 1650bool
1564object::decrease_nr (sint32 nr) 1651object::decrease (sint32 nr)
1565{ 1652{
1653 if (!nr)
1654 return true;
1655
1566 nr = min (nr, nrof); 1656 nr = min (nr, nrof);
1567 1657
1568 if (!nr) 1658 if (nrof > nr)
1569 return 1; 1659 {
1570
1571 nrof -= nr; 1660 nrof -= nr;
1572
1573 object *visible = visible_to (this);
1574
1575 if (nrof)
1576 {
1577 adjust_weight (env, -weight * nr); // carrying == 0 1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1578 1662
1579 if (visible) 1663 if (object *pl = visible_to ())
1580 esrv_send_item (visible, this); 1664 esrv_update_item (UPD_NROF, pl, this);
1581 1665
1582 return 1; 1666 return true;
1583 } 1667 }
1584 else 1668 else
1585 { 1669 {
1586 if (visible)
1587 esrv_del_item (visible->contr, count);
1588
1589 this->destroy (1); 1670 destroy ();
1590 return 0; 1671 return false;
1591 } 1672 }
1592} 1673}
1593 1674
1594//TODO: remove 1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1595object * 1681object *
1596decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1597{ 1683{
1598 return op->decrease_nr (i) ? op : 0; 1684 int have = number_of ();
1685
1686 if (have < nr)
1687 return 0;
1688 else if (have == nr)
1689 {
1690 remove ();
1691 return this;
1692 }
1693 else
1694 {
1695 decrease (nr);
1696
1697 object *op = deep_clone ();
1698 op->nrof = nr;
1699 return op;
1700 }
1599} 1701}
1600 1702
1601object * 1703object *
1602insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1603{ 1705{
1644 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1645 { 1747 {
1646 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1749 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1751
1752 if (object *pl = tmp->visible_to ())
1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1755 adjust_weight (this, op->total_weight ());
1756
1649 op->destroy (1); 1757 op->destroy ();
1650 op = tmp; 1758 op = tmp;
1651 goto inserted; 1759 goto inserted;
1652 } 1760 }
1653 1761
1654 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1665 1773
1666 inv = op; 1774 inv = op;
1667 1775
1668 op->flag [FLAG_REMOVED] = 0; 1776 op->flag [FLAG_REMOVED] = 0;
1669 1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1670 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1671 1782
1672inserted: 1783inserted:
1673 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1675 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1676 1789 }
1677 if (object *otmp = in_player ()) 1790 else if (is_player ())
1678 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1791 // if this is a player's inventory, update stats
1679 otmp->update_stats (); 1792 contr->queue_stats_update ();
1680 1793
1681 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1682 1795
1683 return op; 1796 return op;
1684} 1797}
1704 * on top. 1817 * on top.
1705 */ 1818 */
1706int 1819int
1707check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1708{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1709 object *tmp; 1825 object *tmp;
1710 maptile *m = op->map; 1826 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1712 1828
1713 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1714 1830
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1716 return 0;
1717 1832
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1721 1836
1722 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1723 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1724 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1725 * as walking. 1840 * as walking.
1736 return 0; 1851 return 0;
1737 1852
1738 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1740 */ 1855 */
1741 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 } 1857 {
1858 next = tmp->below;
1751 1859
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1860 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1756 1862
1757 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1758 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1759 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1760 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1761 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1762 */ 1868 */
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1764 { 1870 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1873 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1875
1772 if (op->type == PLAYER) 1876 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1879 diff /= 4.0;
1776 1880
1777 op->speed_left -= diff; 1881 op->speed_left -= diff;
1778 } 1882 }
1779 } 1883 }
1812 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1813 return NULL; 1917 return NULL;
1814 } 1918 }
1815 1919
1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1818 return tmp; 1922 return tmp;
1819 1923
1820 return NULL; 1924 return NULL;
1821} 1925}
1822 1926
1886 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1887 */ 1991 */
1888object * 1992object *
1889present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1890{ 1994{
1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1893 return tmp; 1997 return tmp;
1894 1998
1895 return NULL; 1999 return NULL;
1896} 2000}
1897 2001
1901void 2005void
1902flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1903{ 2007{
1904 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 { 2009 {
1906 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1907 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1908 } 2012 }
1909} 2013}
1910 2014
1911/* 2015/*
1914void 2018void
1915unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1916{ 2020{
1917 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 { 2022 {
1919 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1920 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1921 } 2025 }
1922} 2026}
1923 2027
1924/* 2028/*
1985 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
1986 */ 2090 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 2092 continue;
1989 2093
1990 if (ob->blocked (m, pos.x, pos.y)) 2094 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 2095 continue;
1992 2096
1993 altern [index++] = i; 2097 altern [index++] = i;
1994 } 2098 }
1995 2099
2063 * there is capable of. 2167 * there is capable of.
2064 */ 2168 */
2065int 2169int
2066find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2067{ 2171{
2068 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2069
2070 sint16 nx, ny;
2071 object *tmp;
2072 maptile *mp;
2073
2074 MoveType blocked, move_type; 2173 MoveType move_type;
2075 2174
2076 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2077 { 2176 {
2078 exclude = exclude->head; 2177 exclude = exclude->head;
2079 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2082 { 2181 {
2083 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2084 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2085 } 2184 }
2086 2185
2087 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2088 { 2187 {
2089 mp = m; 2188 mapxy pos (m, x, y);
2090 nx = x + freearr_x[i]; 2189 pos.move (i);
2091 ny = y + freearr_y[i];
2092 2190
2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2094
2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i]; 2192 max = maxfree[i];
2097 else 2193 else
2098 { 2194 {
2099 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2100 2196
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2104 max = maxfree[i]; 2198 max = maxfree [i];
2105 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2106 { 2200 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break;
2111
2112 if (tmp)
2113 return freedir[i]; 2204 return freedir [i];
2114 } 2205 }
2115 } 2206 }
2116 } 2207 }
2117 2208
2118 return 0; 2209 return 0;
2127{ 2218{
2128 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2129} 2220}
2130 2221
2131/* 2222/*
2132 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2133 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2134 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2135 */ 2226 */
2136int 2227int
2137find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2138{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2139 int q; 2273 int q;
2140 2274
2141 if (y) 2275 if (y)
2142 q = x * 100 / y; 2276 q = 128 * x / y;
2143 else if (x) 2277 else if (x)
2144 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2145 else 2279 else
2146 return 0; 2280 return 0;
2147 2281
2148 if (y > 0) 2282 if (y > 0)
2149 { 2283 {
2150 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2151 return 3; 2289 return 3;
2152 if (q < -41) 2290 }
2153 return 2; 2291 else
2154 if (q < 41) 2292 {
2155 return 1; 2293 if (q < -309) return 3;
2156 if (q < 242) 2294 if (q < -52) return 2;
2157 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2158 return 7; 2298 return 7;
2159 } 2299 }
2160 2300#endif
2161 if (q < -242)
2162 return 7;
2163 if (q < -41)
2164 return 6;
2165 if (q < 41)
2166 return 5;
2167 if (q < 242)
2168 return 4;
2169
2170 return 3;
2171} 2301}
2172 2302
2173/* 2303/*
2174 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2175 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2176 */ 2306 */
2177int 2307int
2178dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2179{ 2309{
2180 int d;
2181
2182 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2183 if (d > 4)
2184 d = 8 - d;
2185 2311
2186 return d; 2312 return d > 4 ? 8 - d : d;
2187} 2313}
2188 2314
2189/* peterm: 2315/* peterm:
2190 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2191 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2193 * This basically means that if direction is 15, then it could either go 2319 * This basically means that if direction is 15, then it could either go
2194 * direction 4, 14, or 16 to get back to where we are. 2320 * direction 4, 14, or 16 to get back to where we are.
2195 * Moved from spell_util.c to object.c with the other related direction 2321 * Moved from spell_util.c to object.c with the other related direction
2196 * functions. 2322 * functions.
2197 */ 2323 */
2198int reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2199 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2200 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2201 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2202 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2203 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2297 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2298 */ 2424 */
2299int 2425int
2300can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2301{ 2427{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2305} 2431}
2306 2432
2307/* 2433/*
2308 * create clone from object to another 2434 * create clone from object to another
2309 */ 2435 */
2310object * 2436object *
2311object_create_clone (object *asrc) 2437object::deep_clone ()
2312{ 2438{
2313 object *dst = 0, *tmp, *src, *prev, *item; 2439 assert (("deep_clone called on non-head object", is_head ()));
2314 2440
2315 if (!asrc) 2441 object *dst = clone ();
2316 return 0;
2317 2442
2318 src = asrc->head_ (); 2443 object *prev = dst;
2319
2320 prev = 0;
2321 for (object *part = src; part; part = part->more) 2444 for (object *part = this->more; part; part = part->more)
2322 { 2445 {
2323 tmp = part->clone (); 2446 object *tmp = part->clone ();
2324 tmp->x -= src->x;
2325 tmp->y -= src->y;
2326
2327 if (!part->head)
2328 {
2329 dst = tmp;
2330 tmp->head = 0;
2331 }
2332 else
2333 tmp->head = dst; 2447 tmp->head = dst;
2334
2335 tmp->more = 0;
2336
2337 if (prev)
2338 prev->more = tmp; 2448 prev->more = tmp;
2339
2340 prev = tmp; 2449 prev = tmp;
2341 } 2450 }
2342 2451
2343 for (item = src->inv; item; item = item->below) 2452 for (object *item = inv; item; item = item->below)
2344 insert_ob_in_ob (object_create_clone (item), dst); 2453 insert_ob_in_ob (item->deep_clone (), dst);
2345 2454
2346 return dst; 2455 return dst;
2347} 2456}
2348 2457
2349/* This returns the first object in who's inventory that 2458/* This returns the first object in who's inventory that
2358 return tmp; 2467 return tmp;
2359 2468
2360 return 0; 2469 return 0;
2361} 2470}
2362 2471
2363/* If ob has a field named key, return the link from the list, 2472shstr_tmp
2364 * otherwise return NULL. 2473object::kv_get (shstr_tmp key) const
2365 *
2366 * key must be a passed in shared string - otherwise, this won't
2367 * do the desired thing.
2368 */
2369key_value *
2370get_ob_key_link (const object *ob, const char *key)
2371{ 2474{
2372 for (key_value *link = ob->key_values; link; link = link->next) 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2373 if (link->key == key) 2476 if (kv->key == key)
2374 return link;
2375
2376 return 0;
2377}
2378
2379/*
2380 * Returns the value of op has an extra_field for key, or NULL.
2381 *
2382 * The argument doesn't need to be a shared string.
2383 *
2384 * The returned string is shared.
2385 */
2386const char *
2387get_ob_key_value (const object *op, const char *const key)
2388{
2389 key_value *link;
2390 shstr_cmp canonical_key (key);
2391
2392 if (!canonical_key)
2393 {
2394 /* 1. There being a field named key on any object
2395 * implies there'd be a shared string to find.
2396 * 2. Since there isn't, no object has this field.
2397 * 3. Therefore, *this* object doesn't have this field.
2398 */
2399 return 0;
2400 }
2401
2402 /* This is copied from get_ob_key_link() above -
2403 * only 4 lines, and saves the function call overhead.
2404 */
2405 for (link = op->key_values; link; link = link->next)
2406 if (link->key == canonical_key)
2407 return link->value; 2477 return kv->value;
2408 2478
2409 return 0; 2479 return shstr ();
2410} 2480}
2411 2481
2412/* 2482void
2413 * Updates the canonical_key in op to value. 2483object::kv_set (shstr_tmp key, shstr_tmp value)
2414 *
2415 * canonical_key is a shared string (value doesn't have to be).
2416 *
2417 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2418 * keys.
2419 *
2420 * Returns TRUE on success.
2421 */
2422int
2423set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2424{ 2484{
2425 key_value *field = NULL, *last = NULL; 2485 for (key_value *kv = key_values; kv; kv = kv->next)
2426 2486 if (kv->key == key)
2427 for (field = op->key_values; field != NULL; field = field->next)
2428 {
2429 if (field->key != canonical_key)
2430 { 2487 {
2431 last = field; 2488 kv->value = value;
2432 continue; 2489 return;
2433 } 2490 }
2434 2491
2435 if (value) 2492 key_value *kv = new key_value;
2436 field->value = value; 2493
2437 else 2494 kv->next = key_values;
2495 kv->key = key;
2496 kv->value = value;
2497
2498 key_values = kv;
2499}
2500
2501void
2502object::kv_del (shstr_tmp key)
2503{
2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2505 if ((*kvp)->key == key)
2438 { 2506 {
2439 /* Basically, if the archetype has this key set, 2507 key_value *kv = *kvp;
2440 * we need to store the null value so when we save 2508 *kvp = (*kvp)->next;
2441 * it, we save the empty value so that when we load, 2509 delete kv;
2442 * we get this value back again. 2510 return;
2443 */
2444 if (get_ob_key_link (op->arch, canonical_key))
2445 field->value = 0;
2446 else
2447 {
2448 if (last)
2449 last->next = field->next;
2450 else
2451 op->key_values = field->next;
2452
2453 delete field;
2454 }
2455 } 2511 }
2456 return TRUE;
2457 }
2458 /* IF we get here, key doesn't exist */
2459
2460 /* No field, we'll have to add it. */
2461
2462 if (!add_key)
2463 return FALSE;
2464
2465 /* There isn't any good reason to store a null
2466 * value in the key/value list. If the archetype has
2467 * this key, then we should also have it, so shouldn't
2468 * be here. If user wants to store empty strings,
2469 * should pass in ""
2470 */
2471 if (value == NULL)
2472 return TRUE;
2473
2474 field = new key_value;
2475
2476 field->key = canonical_key;
2477 field->value = value;
2478 /* Usual prepend-addition. */
2479 field->next = op->key_values;
2480 op->key_values = field;
2481
2482 return TRUE;
2483}
2484
2485/*
2486 * Updates the key in op to value.
2487 *
2488 * If add_key is FALSE, this will only update existing keys,
2489 * and not add new ones.
2490 * In general, should be little reason FALSE is ever passed in for add_key
2491 *
2492 * Returns TRUE on success.
2493 */
2494int
2495set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2496{
2497 shstr key_ (key);
2498
2499 return set_ob_key_value_s (op, key_, value, add_key);
2500} 2512}
2501 2513
2502object::depth_iterator::depth_iterator (object *container) 2514object::depth_iterator::depth_iterator (object *container)
2503: iterator_base (container) 2515: iterator_base (container)
2504{ 2516{
2554{ 2566{
2555 char flagdesc[512]; 2567 char flagdesc[512];
2556 char info2[256 * 4]; 2568 char info2[256 * 4];
2557 char *p = info; 2569 char *p = info;
2558 2570
2559 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2560 count, 2572 count,
2561 uuid.c_str (), 2573 uuid.c_str (),
2562 &name, 2574 &name,
2563 title ? "\",title:\"" : "", 2575 title ? ",title:\"" : "",
2564 title ? (const char *)title : "", 2576 title ? (const char *)title : "",
2577 title ? "\"" : "",
2565 flag_desc (flagdesc, 512), type); 2578 flag_desc (flagdesc, 512), type);
2566 2579
2567 if (!this->flag[FLAG_REMOVED] && env) 2580 if (!flag[FLAG_REMOVED] && env)
2568 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2569 2582
2570 if (map) 2583 if (map)
2571 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2572 2585
2587{ 2600{
2588 return map ? map->region (x, y) 2601 return map ? map->region (x, y)
2589 : region::default_region (); 2602 : region::default_region ();
2590} 2603}
2591 2604
2592const materialtype_t *
2593object::dominant_material () const
2594{
2595 if (materialtype_t *mt = name_to_material (materialname))
2596 return mt;
2597
2598 return name_to_material (shstr_unknown);
2599}
2600
2601void 2605void
2602object::open_container (object *new_container) 2606object::open_container (object *new_container)
2603{ 2607{
2604 if (container == new_container) 2608 if (container == new_container)
2605 return; 2609 return;
2606 2610
2607 if (object *old_container = container) 2611 object *old_container = container;
2612
2613 if (old_container)
2608 { 2614 {
2609 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2615 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2610 return; 2616 return;
2611 2617
2612#if 0 2618#if 0
2614 if (object *closer = old_container->inv) 2620 if (object *closer = old_container->inv)
2615 if (closer->type == CLOSE_CON) 2621 if (closer->type == CLOSE_CON)
2616 closer->destroy (); 2622 closer->destroy ();
2617#endif 2623#endif
2618 2624
2625 // make sure the container is available
2626 esrv_send_item (this, old_container);
2627
2619 old_container->flag [FLAG_APPLIED] = 0; 2628 old_container->flag [FLAG_APPLIED] = false;
2620 container = 0; 2629 container = 0;
2621 2630
2631 // client needs item update to make it work, client bug requires this to be separate
2622 esrv_update_item (UPD_FLAGS, this, old_container); 2632 esrv_update_item (UPD_FLAGS, this, old_container);
2633
2623 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2634 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2624 play_sound (sound_find ("chest_close")); 2635 play_sound (sound_find ("chest_close"));
2625 } 2636 }
2626 2637
2627 if (new_container) 2638 if (new_container)
2628 { 2639 {
2632 // TODO: this does not seem to serve any purpose anymore? 2643 // TODO: this does not seem to serve any purpose anymore?
2633#if 0 2644#if 0
2634 // insert the "Close Container" object. 2645 // insert the "Close Container" object.
2635 if (archetype *closer = new_container->other_arch) 2646 if (archetype *closer = new_container->other_arch)
2636 { 2647 {
2637 object *closer = arch_to_object (new_container->other_arch); 2648 object *closer = new_container->other_arch->instance ();
2638 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2639 new_container->insert (closer); 2650 new_container->insert (closer);
2640 } 2651 }
2641#endif 2652#endif
2642 2653
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2644 2655
2656 // make sure the container is available, client bug requires this to be separate
2657 esrv_send_item (this, new_container);
2658
2645 new_container->flag [FLAG_APPLIED] = 1; 2659 new_container->flag [FLAG_APPLIED] = true;
2646 container = new_container; 2660 container = new_container;
2647 2661
2662 // client needs flag change
2648 esrv_update_item (UPD_FLAGS, this, new_container); 2663 esrv_update_item (UPD_FLAGS, this, new_container);
2649 esrv_send_inventory (this, new_container); 2664 esrv_send_inventory (this, new_container);
2650 play_sound (sound_find ("chest_open")); 2665 play_sound (sound_find ("chest_open"));
2651 } 2666 }
2667// else if (!old_container->env && contr && contr->ns)
2668// contr->ns->floorbox_reset ();
2652} 2669}
2653 2670
2654object * 2671object *
2655object::force_find (const shstr name) 2672object::force_find (shstr_tmp name)
2656{ 2673{
2657 /* cycle through his inventory to look for the MARK we want to 2674 /* cycle through his inventory to look for the MARK we want to
2658 * place 2675 * place
2659 */ 2676 */
2660 for (object *tmp = inv; tmp; tmp = tmp->below) 2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2662 return splay (tmp); 2679 return splay (tmp);
2663 2680
2664 return 0; 2681 return 0;
2665} 2682}
2666 2683
2684//-GPL
2685
2667void 2686void
2687object::force_set_timer (int duration)
2688{
2689 this->duration = 1;
2690 this->speed_left = -1.f;
2691
2692 this->set_speed (duration ? 1.f / duration : 0.f);
2693}
2694
2695object *
2668object::force_add (const shstr name, int duration) 2696object::force_add (shstr_tmp name, int duration)
2669{ 2697{
2670 if (object *force = force_find (name)) 2698 if (object *force = force_find (name))
2671 force->destroy (); 2699 force->destroy ();
2672 2700
2673 object *force = get_archetype (FORCE_NAME); 2701 object *force = get_archetype (FORCE_NAME);
2674 2702
2675 force->slaying = name; 2703 force->slaying = name;
2676 force->stats.food = 1; 2704 force->force_set_timer (duration);
2677 force->speed_left = -1.f;
2678
2679 force->set_speed (duration ? 1.f / duration : 0.f);
2680 force->flag [FLAG_IS_USED_UP] = true;
2681 force->flag [FLAG_APPLIED] = true; 2705 force->flag [FLAG_APPLIED] = true;
2682 2706
2683 insert (force); 2707 return insert (force);
2684} 2708}
2685 2709
2686void 2710void
2687object::play_sound (faceidx sound) 2711object::play_sound (faceidx sound) const
2688{ 2712{
2689 if (!sound) 2713 if (!sound)
2690 return; 2714 return;
2691 2715
2692 if (flag [FLAG_REMOVED]) 2716 if (is_on_map ())
2717 map->play_sound (sound, x, y);
2718 else if (object *pl = in_player ())
2719 pl->contr->play_sound (sound);
2720}
2721
2722void
2723object::say_msg (const char *msg) const
2724{
2725 if (is_on_map ())
2726 map->say_msg (msg, x, y);
2727 else if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729}
2730
2731void
2732object::make_noise ()
2733{
2734 // we do not model noise in the map, so instead put
2735 // a temporary light into the noise source
2736 // could use the map instead, but that's less reliable for our
2737 // goal, which is to make invisibility a bit harder to exploit
2738
2739 // currently only works sensibly for players
2740 if (!is_player ())
2693 return; 2741 return;
2694 2742
2695 if (env) 2743 // find old force, or create new one
2696 { 2744 object *force = force_find (shstr_noise_force);
2697 if (object *pl = in_player ()) 2745
2698 pl->contr->play_sound (sound); 2746 if (force)
2699 } 2747 force->speed_left = -1.f; // patch old speed up
2700 else 2748 else
2701 map->play_sound (sound, x, y); 2749 {
2702} 2750 force = archetype::get (shstr_noise_force);
2703 2751
2752 force->slaying = shstr_noise_force;
2753 force->stats.food = 1;
2754 force->speed_left = -1.f;
2755
2756 force->set_speed (1.f / 4.f);
2757 force->flag [FLAG_IS_USED_UP] = true;
2758 force->flag [FLAG_APPLIED] = true;
2759
2760 insert (force);
2761 }
2762}
2763
2764void object::change_move_type (MoveType mt)
2765{
2766 if (move_type == mt)
2767 return;
2768
2769 if (is_on_map ())
2770 {
2771 // we are on the map, so handle move_on/off effects
2772 remove ();
2773 move_type = mt;
2774 map->insert (this, x, y, this);
2775 }
2776 else
2777 move_type = mt;
2778}
2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2785 */
2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2792 return 0;
2793}
2794

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