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Comparing deliantra/server/common/object.C (file contents):
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC vs.
Revision 1.316 by root, Sun Mar 28 02:53:46 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 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/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38UUID UUID::cur; 34UUID UUID::cur;
39static uint64_t seq_next_save; 35static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
41
42//+GPL
44 43
45short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
46 0, 45 0,
47 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
52 0, 51 0,
53 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
56}; 55};
57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
62};
63int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
64 0, 57 0,
65 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
68}; 61};
69 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
70static void 70static void
71write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
72{ 72{
73 CALL_BEGIN (2); 73 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
76 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END; 77 CALL_END;
78} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid ()
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86 86
100 100
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1); 102 _exit (1);
103 } 103 }
104 104
105 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
106 buf[0] = 0; 106 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
108 108
109 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
110 { 110 {
139UUID::init () 139UUID::init ()
140{ 140{
141 read_uuid (); 141 read_uuid ();
142} 142}
143 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
145static int 210static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
147{ 212{
148 key_value *wants_field;
149
150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
151 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
152 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
153 */ 216 */
154 217
155 /* For each field in wants, */ 218 /* For each field in wants, */
156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
157 { 220 if (has->kv_get (kv->key) != kv->value)
158 key_value *has_field; 221 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (has_field == NULL)
164 {
165 /* No field with that name. */
166 return FALSE;
167 }
168
169 /* Found the matching field. */
170 if (has_field->value != wants_field->value)
171 {
172 /* Values don't match, so this half of the comparison is false. */
173 return FALSE;
174 }
175
176 /* If we get here, we found a match. Now for the next field in wants. */
177 }
178 222
179 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
180 return TRUE; 224 return true;
181} 225}
182 226
183/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
184static int 228static bool
185compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
186{ 230{
187 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
188 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
189 */ 233 */
190 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
191} 236}
192 237
193/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
194 * they can be merged together. 239 * they can be merged together.
195 * 240 *
202 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
203 * check weight 248 * check weight
204 */ 249 */
205bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
206{ 251{
207 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
208 if (ob1 == ob2 253 if (ob1 == ob2
209 || ob1->type != ob2->type 254 || ob1->type != ob2->type
210 || ob1->speed != ob2->speed
211 || ob1->value != ob2->value 255 || ob1->value != ob2->value
212 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
213 return 0; 258 return 0;
214 259
215 //TODO: this ain't working well, use nicer and correct overflow check
216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
217 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
218 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
219 */
220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
221 return 0; 263 return 0;
222 264
223 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
224 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
225 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
226 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
227 * flags lose any meaning. 269 * flags lose any meaning.
228 */ 270 */
229 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
230 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
231 273
232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
233 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
234 276
235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
236 || ob1->arch != ob2->arch
237 || ob1->name != ob2->name 278 || ob1->name != ob2->name
238 || ob1->title != ob2->title 279 || ob1->title != ob2->title
239 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
240 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
243 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
244 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
245 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
246 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
247 || ob1->value != ob2->value 286 || ob1->value != ob2->value
248 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
249 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
250 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
251 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
252 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
253 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
254 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
255 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
256 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
257 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
258 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
259 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
260 return 0; 302 return 0;
261 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
262 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
263 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
264 */ 313 */
265 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
266 { 315 {
267 if (!(ob1->inv && ob2->inv)) 316 if (!(ob1->inv && ob2->inv))
268 return 0; /* inventories differ in length */ 317 return 0; /* inventories differ in length */
269 318
270 if (ob1->inv->below || ob2->inv->below) 319 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */ 320 return 0; /* more than one object in inv */
272 321
273 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */ 323 return 0; /* inventory objects differ */
275 324
276 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
277 * if it is valid. 326 * if it is valid.
278 */ 327 */
279 } 328 }
298 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
299 return 0; 348 return 0;
300 break; 349 break;
301 } 350 }
302 351
303 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
304 { 353 {
305 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
306 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
307 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
308 return 0; 357
309 else if (!compare_ob_value_lists (ob1, ob2)) 358 if (!compare_ob_value_lists (ob1, ob2))
310 return 0; 359 return 0;
311 } 360 }
312 361
313 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
314 { 363 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322 371
323 if (k1 != k2) 372 if (k1 != k2)
324 return 0; 373 return 0;
374
325 else if (k1 == 0) 375 if (k1 == 0)
326 return 1; 376 return 1;
377
327 else if (!cfperl_can_merge (ob1, ob2)) 378 if (!cfperl_can_merge (ob1, ob2))
328 return 0; 379 return 0;
329 } 380 }
330 } 381 }
331 382
332 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
333 return 1; 384 return 1;
334} 385}
335 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
336/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
337 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
338 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
339 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
340 */ 464 */
341long 465void
342sum_weight (object *op) 466object::update_weight ()
343{ 467{
344 long sum; 468 sint32 sum = 0;
345 object *inv;
346 469
347 for (sum = 0, inv = op->inv; inv; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
348 { 471 {
349 if (inv->inv) 472 if (op->inv)
350 sum_weight (inv); 473 op->update_weight ();
351 474
352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
353 } 481 {
354
355 if (op->type == CONTAINER && op->stats.Str)
356 sum = (sum * (100 - op->stats.Str)) / 100;
357
358 if (op->carrying != sum)
359 op->carrying = sum; 482 carrying = sum;
360 483
361 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
362} 488}
363 489
364/** 490/*
365 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
366 */
367
368object *
369object_get_env_recursive (object *op)
370{
371 while (op->env != NULL)
372 op = op->env;
373 return op;
374}
375
376/*
377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
378 * Some error messages.
379 * The result of the dump is stored in the static global errmsg array.
380 */ 492 */
381char * 493char *
382dump_object (object *op) 494dump_object (object *op)
383{ 495{
384 if (!op) 496 if (!op)
387 object_freezer freezer; 499 object_freezer freezer;
388 op->write (freezer); 500 op->write (freezer);
389 return freezer.as_string (); 501 return freezer.as_string ();
390} 502}
391 503
392/* 504char *
393 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
394 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned.
396 */
397object *
398get_nearest_part (object *op, const object *pl)
399{ 506{
400 object *tmp, *closest; 507 return dump_object (this);
401 int last_dist, i;
402
403 if (op->more == NULL)
404 return op;
405 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
406 if ((i = distance (tmp, pl)) < last_dist)
407 closest = tmp, last_dist = i;
408 return closest;
409} 508}
410 509
411/* 510/*
412 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
413 */ 513 */
414object * 514object *
415find_object (tag_t i) 515find_object (tag_t i)
416{ 516{
417 for_all_objects (op) 517 for_all_objects (op)
420 520
421 return 0; 521 return 0;
422} 522}
423 523
424/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
425 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
428 */ 543 */
429object * 544object *
430find_object_name (const char *str) 545find_object_name (const char *str)
431{ 546{
432 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
433 object *op;
434 548
549 if (str_)
435 for_all_objects (op) 550 for_all_objects (op)
436 if (op->name == str_) 551 if (op->name == str_)
437 break; 552 return op;
438 553
439 return op; 554 return 0;
440} 555}
441 556
442/* 557/*
443 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
444 * skill and experience objects. 559 * skill and experience objects.
499 { 614 {
500 // now check wether any body locations became invalid, in which case 615 // now check wether any body locations became invalid, in which case
501 // we cannot apply the weapon at the moment. 616 // we cannot apply the weapon at the moment.
502 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) 617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
503 if (slot[i].used < 0) 618 if (slot[i].used < 0)
504 { 619 {
620 if (chosen_skill)
621 chosen_skill->flag [FLAG_APPLIED] = false;
622
505 current_weapon = chosen_skill = 0; 623 current_weapon = chosen_skill = 0;
506 update_stats (); 624 update_stats ();
507 625
508 new_draw_info_format (NDI_UNIQUE, 0, this, 626 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, " 627 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. " 628 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name); 629 "[You need to unapply some items first - use the 'body' command to see "
630 "how many items you can wear on a specific body part.]", &ob->name);
512 return false; 631 return false;
513 } 632 }
514 633
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 634 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 } 635 }
542 } 661 }
543 662
544 op->key_values = 0; 663 op->key_values = 0;
545} 664}
546 665
547object & 666/*
548object::operator =(const object &src) 667 * copy_to first frees everything allocated by the dst object,
668 * and then copies the contents of itself into the second
669 * object, allocating what needs to be allocated. Basically, any
670 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
671 * if the first object is freed, the pointers in the new object
672 * will point at garbage.
673 */
674void
675object::copy_to (object *dst)
549{ 676{
550 bool is_freed = flag [FLAG_FREED]; 677 dst->remove ();
551 bool is_removed = flag [FLAG_REMOVED];
552
553 *(object_copy *)this = src; 678 *(object_copy *)dst = *this;
554
555 flag [FLAG_FREED] = is_freed;
556 flag [FLAG_REMOVED] = is_removed; 679 dst->flag [FLAG_REMOVED] = true;
557 680
558 /* Copy over key_values, if any. */ 681 /* Copy over key_values, if any. */
559 if (src.key_values) 682 if (key_values)
560 { 683 {
561 key_value *tail = 0; 684 key_value *tail = 0;
562 key_values = 0; 685 dst->key_values = 0;
563 686
564 for (key_value *i = src.key_values; i; i = i->next) 687 for (key_value *i = key_values; i; i = i->next)
565 { 688 {
566 key_value *new_link = new key_value; 689 key_value *new_link = new key_value;
567 690
568 new_link->next = 0; 691 new_link->next = 0;
569 new_link->key = i->key; 692 new_link->key = i->key;
570 new_link->value = i->value; 693 new_link->value = i->value;
571 694
572 /* Try and be clever here, too. */ 695 /* Try and be clever here, too. */
573 if (!key_values) 696 if (!dst->key_values)
574 { 697 {
575 key_values = new_link; 698 dst->key_values = new_link;
576 tail = new_link; 699 tail = new_link;
577 } 700 }
578 else 701 else
579 { 702 {
580 tail->next = new_link; 703 tail->next = new_link;
581 tail = new_link; 704 tail = new_link;
582 } 705 }
583 } 706 }
584 } 707 }
585}
586 708
587/* 709 dst->activate ();
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599
600 if (speed < 0)
601 dst->speed_left -= rndm ();
602
603 dst->set_speed (dst->speed);
604} 710}
605 711
606void 712void
607object::instantiate () 713object::instantiate ()
608{ 714{
609 if (!uuid.seq) // HACK 715 if (!uuid.seq) // HACK
610 uuid = UUID::gen (); 716 uuid = UUID::gen ();
611 717
718 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
719 if (flag [FLAG_RANDOM_SPEED] && speed)
720 speed_left = - speed - rndm (); // TODO animation
721 else
612 speed_left = -0.1f; 722 speed_left = -1.;
723
613 /* copy the body_info to the body_used - this is only really 724 /* copy the body_info to the body_used - this is only really
614 * need for monsters, but doesn't hurt to do it for everything. 725 * need for monsters, but doesn't hurt to do it for everything.
615 * by doing so, when a monster is created, it has good starting 726 * by doing so, when a monster is created, it has good starting
616 * values for the body_used info, so when items are created 727 * values for the body_used info, so when items are created
617 * for it, they can be properly equipped. 728 * for it, they can be properly equipped.
625object * 736object *
626object::clone () 737object::clone ()
627{ 738{
628 object *neu = create (); 739 object *neu = create ();
629 copy_to (neu); 740 copy_to (neu);
741
742 // TODO: unclean state changes, should not be done in clone AND instantiate
743 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
744 neu->speed_left = - neu->speed - rndm (); // TODO animation
745
746 neu->map = map; // not copied by copy_to
630 return neu; 747 return neu;
631} 748}
632 749
633/* 750/*
634 * If an object with the IS_TURNABLE() flag needs to be turned due 751 * If an object with the IS_TURNABLE() flag needs to be turned due
651 * This function needs to be called whenever the speed of an object changes. 768 * This function needs to be called whenever the speed of an object changes.
652 */ 769 */
653void 770void
654object::set_speed (float speed) 771object::set_speed (float speed)
655{ 772{
656 if (flag [FLAG_FREED] && speed)
657 {
658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
659 speed = 0;
660 }
661
662 this->speed = speed; 773 this->speed = speed;
663 774
664 if (has_active_speed ()) 775 if (has_active_speed ())
665 activate (); 776 activate ();
666 else 777 else
685 * UP_OBJ_FACE: only the objects face has changed. 796 * UP_OBJ_FACE: only the objects face has changed.
686 */ 797 */
687void 798void
688update_object (object *op, int action) 799update_object (object *op, int action)
689{ 800{
690 if (op == NULL) 801 if (!op)
691 { 802 {
692 /* this should never happen */ 803 /* this should never happen */
693 LOG (llevDebug, "update_object() called for NULL object.\n"); 804 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
694 return; 805 return;
695 } 806 }
696 807
697 if (op->env) 808 if (!op->is_on_map ())
698 { 809 {
699 /* Animation is currently handled by client, so nothing 810 /* Animation is currently handled by client, so nothing
700 * to do in this case. 811 * to do in this case.
701 */ 812 */
702 return; 813 return;
703 } 814 }
704
705 /* If the map is saving, don't do anything as everything is
706 * going to get freed anyways.
707 */
708 if (!op->map || op->map->in_memory == MAP_SAVING)
709 return;
710 815
711 /* make sure the object is within map boundaries */ 816 /* make sure the object is within map boundaries */
712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 817 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
713 { 818 {
714 LOG (llevError, "update_object() called for object out of map!\n"); 819 LOG (llevError, "update_object() called for object out of map!\n");
722 827
723 if (!(m.flags_ & P_UPTODATE)) 828 if (!(m.flags_ & P_UPTODATE))
724 /* nop */; 829 /* nop */;
725 else if (action == UP_OBJ_INSERT) 830 else if (action == UP_OBJ_INSERT)
726 { 831 {
832#if 0
727 // this is likely overkill, TODO: revisit (schmorp) 833 // this is likely overkill, TODO: revisit (schmorp)
728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 834 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 835 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 836 || (op->is_player () && !(m.flags_ & P_PLAYER))
731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 837 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 838 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 839 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
734 || (m.move_on | op->move_on ) != m.move_on 840 || (m.move_on | op->move_on ) != m.move_on
735 || (m.move_off | op->move_off ) != m.move_off 841 || (m.move_off | op->move_off ) != m.move_off
736 || (m.move_slow | op->move_slow) != m.move_slow 842 || (m.move_slow | op->move_slow) != m.move_slow
737 /* This isn't perfect, but I don't expect a lot of objects to 843 /* This isn't perfect, but I don't expect a lot of objects to
738 * to have move_allow right now. 844 * have move_allow right now.
739 */ 845 */
740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 846 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
847 m.invalidate ();
848#else
741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 849 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
742 m.flags_ = 0; 850 m.invalidate ();
851#endif
743 } 852 }
744 /* if the object is being removed, we can't make intelligent 853 /* if the object is being removed, we can't make intelligent
745 * decisions, because remove_ob can't really pass the object 854 * decisions, because remove_ob can't really pass the object
746 * that is being removed. 855 * that is being removed.
747 */ 856 */
748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 857 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
749 m.flags_ = 0; 858 m.invalidate ();
750 else if (action == UP_OBJ_FACE) 859 else if (action == UP_OBJ_FACE)
751 /* Nothing to do for that case */ ; 860 /* Nothing to do for that case */ ;
752 else 861 else
753 LOG (llevError, "update_object called with invalid action: %d\n", action); 862 LOG (llevError, "update_object called with invalid action: %d\n", action);
754 863
758 867
759object::object () 868object::object ()
760{ 869{
761 SET_FLAG (this, FLAG_REMOVED); 870 SET_FLAG (this, FLAG_REMOVED);
762 871
763 expmul = 1.0; 872 //expmul = 1.0; declared const for the time being
764 face = blank_face; 873 face = blank_face;
874 material = MATERIAL_NULL;
765} 875}
766 876
767object::~object () 877object::~object ()
768{ 878{
769 unlink (); 879 unlink ();
798 /* If already on active list, don't do anything */ 908 /* If already on active list, don't do anything */
799 if (active) 909 if (active)
800 return; 910 return;
801 911
802 if (has_active_speed ()) 912 if (has_active_speed ())
913 {
914 if (flag [FLAG_FREED])
915 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
916
803 actives.insert (this); 917 actives.insert (this);
918 }
804} 919}
805 920
806void 921void
807object::activate_recursive () 922object::activate_recursive ()
808{ 923{
857object::destroy_inv (bool drop_to_ground) 972object::destroy_inv (bool drop_to_ground)
858{ 973{
859 // need to check first, because the checks below might segfault 974 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code 975 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty. 976 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory, 977 // corollary: if you create arrows etc. with stuff in its inventory,
863 // cf will crash below with off-map x and y 978 // cf will crash below with off-map x and y
864 if (!inv) 979 if (!inv)
865 return; 980 return;
866 981
867 /* Only if the space blocks everything do we not process - 982 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects 983 * if some form of movement is allowed, let objects
869 * drop on that space. 984 * drop on that space.
870 */ 985 */
871 if (!drop_to_ground 986 if (!drop_to_ground
872 || !map 987 || !map
873 || map->in_memory != MAP_IN_MEMORY 988 || map->in_memory != MAP_ACTIVE
874 || map->nodrop 989 || map->no_drop
875 || ms ().move_block == MOVE_ALL) 990 || ms ().move_block == MOVE_ALL)
876 { 991 {
877 while (inv) 992 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 993 inv->destroy ();
881 }
882 } 994 }
883 else 995 else
884 { /* Put objects in inventory onto this space */ 996 { /* Put objects in inventory onto this space */
885 while (inv) 997 while (inv)
886 { 998 {
904 object *op = new object; 1016 object *op = new object;
905 op->link (); 1017 op->link ();
906 return op; 1018 return op;
907} 1019}
908 1020
1021static struct freed_map : maptile
1022{
1023 freed_map ()
1024 {
1025 path = "<freed objects map>";
1026 name = "/internal/freed_objects_map";
1027 width = 3;
1028 height = 3;
1029 no_drop = 1;
1030 no_reset = 1;
1031
1032 alloc ();
1033 in_memory = MAP_ACTIVE;
1034 }
1035
1036 ~freed_map ()
1037 {
1038 destroy ();
1039 }
1040} freed_map; // freed objects are moved here to avoid crashes
1041
909void 1042void
910object::do_destroy () 1043object::do_destroy ()
911{ 1044{
912 attachable::do_destroy ();
913
914 if (flag [FLAG_IS_LINKED]) 1045 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this); 1046 remove_link ();
916 1047
917 if (flag [FLAG_FRIENDLY]) 1048 if (flag [FLAG_FRIENDLY])
918 remove_friendly_object (this); 1049 remove_friendly_object (this);
919 1050
920 if (!flag [FLAG_REMOVED])
921 remove (); 1051 remove ();
922 1052
923 destroy_inv (true); 1053 attachable::do_destroy ();
924 1054
925 deactivate (); 1055 deactivate ();
926 unlink (); 1056 unlink ();
927 1057
928 flag [FLAG_FREED] = 1; 1058 flag [FLAG_FREED] = 1;
929 1059
930 // hack to ensure that freed objects still have a valid map 1060 // hack to ensure that freed objects still have a valid map
931 {
932 static maptile *freed_map; // freed objects are moved here to avoid crashes
933
934 if (!freed_map)
935 {
936 freed_map = new maptile;
937
938 freed_map->path = "<freed objects map>";
939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
946 }
947
948 map = freed_map; 1061 map = &freed_map;
949 x = 1; 1062 x = 1;
950 y = 1; 1063 y = 1;
951 }
952 1064
953 if (more) 1065 if (more)
954 { 1066 {
955 more->destroy (); 1067 more->destroy ();
956 more = 0; 1068 more = 0;
964 attacked_by = 0; 1076 attacked_by = 0;
965 current_weapon = 0; 1077 current_weapon = 0;
966} 1078}
967 1079
968void 1080void
969object::destroy (bool destroy_inventory) 1081object::destroy ()
970{ 1082{
971 if (destroyed ()) 1083 if (destroyed ())
972 return; 1084 return;
973 1085
974 if (destroy_inventory) 1086 if (!is_head () && !head->destroyed ())
1087 {
1088 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1089 head->destroy ();
1090 return;
1091 }
1092
975 destroy_inv (false); 1093 destroy_inv (false);
976 1094
977 if (is_head ()) 1095 if (is_head ())
978 if (sound_destroy) 1096 if (sound_destroy)
979 play_sound (sound_destroy); 1097 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER]) 1098 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1099 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
982 1100
983 attachable::destroy (); 1101 attachable::destroy ();
984}
985
986/*
987 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)).
989 */
990void
991sub_weight (object *op, signed long weight)
992{
993 while (op != NULL)
994 {
995 if (op->type == CONTAINER)
996 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
997
998 op->carrying -= weight;
999 op = op->env;
1000 }
1001} 1102}
1002 1103
1003/* op->remove (): 1104/* op->remove ():
1004 * This function removes the object op from the linked list of objects 1105 * This function removes the object op from the linked list of objects
1005 * which it is currently tied to. When this function is done, the 1106 * which it is currently tied to. When this function is done, the
1008 * the previous environment. 1109 * the previous environment.
1009 */ 1110 */
1010void 1111void
1011object::do_remove () 1112object::do_remove ()
1012{ 1113{
1013 object *tmp, *last = 0; 1114 if (flag [FLAG_REMOVED])
1014 object *otmp;
1015
1016 if (QUERY_FLAG (this, FLAG_REMOVED))
1017 return; 1115 return;
1018 1116
1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this); 1117 INVOKE_OBJECT (REMOVE, this);
1118
1119 flag [FLAG_REMOVED] = true;
1021 1120
1022 if (more) 1121 if (more)
1023 more->remove (); 1122 more->remove ();
1024 1123
1025 /* 1124 /*
1026 * In this case, the object to be removed is in someones 1125 * In this case, the object to be removed is in someones
1027 * inventory. 1126 * inventory.
1028 */ 1127 */
1029 if (env) 1128 if (env)
1030 { 1129 {
1031 if (nrof) 1130 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1032 sub_weight (env, weight * nrof); 1131 if (object *pl = visible_to ())
1033 else 1132 esrv_del_item (pl->contr, count);
1034 sub_weight (env, weight + carrying); 1133 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1035 1134
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1135 adjust_weight (env, -total_weight ());
1037 * made to players inventory. If set, avoiding the call
1038 * to save cpu time.
1039 */
1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 otmp->update_stats ();
1042 1136
1043 if (above) 1137 object *pl = in_player ();
1044 above->below = below;
1045 else
1046 env->inv = below;
1047
1048 if (below)
1049 below->above = above;
1050 1138
1051 /* we set up values so that it could be inserted into 1139 /* we set up values so that it could be inserted into
1052 * the map, but we don't actually do that - it is up 1140 * the map, but we don't actually do that - it is up
1053 * to the caller to decide what we want to do. 1141 * to the caller to decide what we want to do.
1054 */ 1142 */
1055 x = env->x, y = env->y;
1056 map = env->map; 1143 map = env->map;
1057 above = 0, below = 0; 1144 x = env->x;
1145 y = env->y;
1146
1147 // make sure cmov optimisation is applicable
1148 *(above ? &above->below : &env->inv) = below;
1149 *(below ? &below->above : &above ) = above; // &above is just a dummy
1150
1151 above = 0;
1152 below = 0;
1058 env = 0; 1153 env = 0;
1154
1155 if (pl && pl->is_player ())
1156 {
1157 pl->contr->queue_stats_update ();
1158
1159 if (glow_radius && pl->is_on_map ())
1160 update_all_los (pl->map, pl->x, pl->y);
1161 }
1059 } 1162 }
1060 else if (map) 1163 else if (map)
1061 { 1164 {
1062 if (type == PLAYER)
1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true; 1165 map->dirty = true;
1075 mapspace &ms = this->ms (); 1166 mapspace &ms = this->ms ();
1076 1167
1168 if (object *pl = ms.player ())
1169 {
1170 if (is_player ())
1171 {
1172 if (!flag [FLAG_WIZPASS])
1173 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1174
1175 // leaving a spot always closes any open container on the ground
1176 if (container && !container->env)
1177 // this causes spurious floorbox updates, but it ensures
1178 // that the CLOSE event is being sent.
1179 close_container ();
1180
1181 --map->players;
1182 map->touch ();
1183 }
1184 else if (pl->container_ () == this)
1185 {
1186 // removing a container should close it
1187 close_container ();
1188 }
1189
1190 esrv_del_item (pl->contr, count);
1191 }
1192
1077 /* link the object above us */ 1193 /* link the object above us */
1078 if (above) 1194 // re-link, make sure compiler can easily use cmove
1079 above->below = below; 1195 *(above ? &above->below : &ms.top) = below;
1080 else 1196 *(below ? &below->above : &ms.bot) = above;
1081 ms.top = below; /* we were top, set new top */
1082
1083 /* Relink the object below us, if there is one */
1084 if (below)
1085 below->above = above;
1086 else
1087 {
1088 /* Nothing below, which means we need to relink map object for this space
1089 * use translated coordinates in case some oddness with map tiling is
1090 * evident
1091 */
1092 if (GET_MAP_OB (map, x, y) != this)
1093 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 ());
1094
1095 ms.bot = above; /* goes on above it. */
1096 }
1097 1197
1098 above = 0; 1198 above = 0;
1099 below = 0; 1199 below = 0;
1100 1200
1201 ms.invalidate ();
1202
1101 if (map->in_memory == MAP_SAVING) 1203 if (map->in_memory == MAP_SAVING)
1102 return; 1204 return;
1103 1205
1104 int check_walk_off = !flag [FLAG_NO_APPLY]; 1206 int check_walk_off = !flag [FLAG_NO_APPLY];
1105 1207
1106 if (object *pl = ms.player ()) 1208 if (object *pl = ms.player ())
1107 { 1209 {
1108 if (pl->container == this) 1210 if (pl->container_ () == this)
1109 /* If a container that the player is currently using somehow gets 1211 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view 1212 * removed (most likely destroyed), update the player view
1111 * appropriately. 1213 * appropriately.
1112 */ 1214 */
1113 pl->close_container (); 1215 pl->close_container ();
1114 1216
1217 //TODO: the floorbox prev/next might need updating
1218 //esrv_del_item (pl->contr, count);
1219 //TODO: update floorbox to preserve ordering
1220 if (pl->contr->ns)
1115 pl->contr->ns->floorbox_update (); 1221 pl->contr->ns->floorbox_update ();
1116 } 1222 }
1117 1223
1224 if (check_walk_off)
1118 for (tmp = ms.bot; tmp; tmp = tmp->above) 1225 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1119 { 1226 {
1227 above = tmp->above;
1228
1120 /* No point updating the players look faces if he is the object 1229 /* No point updating the players look faces if he is the object
1121 * being removed. 1230 * being removed.
1122 */ 1231 */
1123 1232
1124 /* See if object moving off should effect something */ 1233 /* See if object moving off should effect something */
1125 if (check_walk_off
1126 && ((move_type & tmp->move_off) 1234 if ((move_type & tmp->move_off)
1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1235 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1128 {
1129 move_apply (tmp, this, 0); 1236 move_apply (tmp, this, 0);
1130
1131 if (destroyed ())
1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1133 } 1237 }
1134 1238
1135 last = tmp; 1239 if (affects_los ())
1136 }
1137
1138 /* last == NULL if there are no objects on this space */
1139 //TODO: this makes little sense, why only update the topmost object?
1140 if (!last)
1141 map->at (x, y).flags_ = 0;
1142 else
1143 update_object (last, UP_OBJ_REMOVE);
1144
1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1146 update_all_los (map, x, y); 1240 update_all_los (map, x, y);
1147 } 1241 }
1148} 1242}
1149 1243
1150/* 1244/*
1164 if (!top) 1258 if (!top)
1165 for (top = op; top && top->above; top = top->above) 1259 for (top = op; top && top->above; top = top->above)
1166 ; 1260 ;
1167 1261
1168 for (; top; top = top->below) 1262 for (; top; top = top->below)
1169 {
1170 if (top == op)
1171 continue;
1172
1173 if (object::can_merge (op, top)) 1263 if (object::can_merge (op, top))
1174 { 1264 {
1175 top->nrof += op->nrof; 1265 top->nrof += op->nrof;
1176 1266
1177/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1267 if (object *pl = top->visible_to ())
1178 op->weight = 0; /* Don't want any adjustements now */ 1268 esrv_update_item (UPD_NROF, pl, top);
1269
1270 op->weight = 0; // cancel the addition above
1271 op->carrying = 0; // must be 0 already
1272
1179 op->destroy (); 1273 op->destroy ();
1274
1180 return top; 1275 return top;
1181 } 1276 }
1182 }
1183 1277
1184 return 0; 1278 return 0;
1185} 1279}
1186 1280
1187void 1281void
1192 1286
1193 object *prev = this; 1287 object *prev = this;
1194 1288
1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1289 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1196 { 1290 {
1197 object *op = arch_to_object (at); 1291 object *op = at->instance ();
1198 1292
1199 op->name = name; 1293 op->name = name;
1200 op->name_pl = name_pl; 1294 op->name_pl = name_pl;
1201 op->title = title; 1295 op->title = title;
1202 1296
1212 * job preparing multi-part monsters. 1306 * job preparing multi-part monsters.
1213 */ 1307 */
1214object * 1308object *
1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1309insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216{ 1310{
1311 op->remove ();
1312
1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1313 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 { 1314 {
1219 tmp->x = x + tmp->arch->x; 1315 tmp->x = x + tmp->arch->x;
1220 tmp->y = y + tmp->arch->y; 1316 tmp->y = y + tmp->arch->y;
1221 } 1317 }
1238 * Passing 0 for flag gives proper default values, so flag really only needs 1334 * Passing 0 for flag gives proper default values, so flag really only needs
1239 * to be set if special handling is needed. 1335 * to be set if special handling is needed.
1240 * 1336 *
1241 * Return value: 1337 * Return value:
1242 * new object if 'op' was merged with other object 1338 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1339 * NULL if there was an error (destroyed, blocked etc.)
1244 * just 'op' otherwise 1340 * just 'op' otherwise
1245 */ 1341 */
1246object * 1342object *
1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1343insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1344{
1249 assert (!op->flag [FLAG_FREED]);
1250
1251 object *top, *floor = NULL;
1252
1253 op->remove (); 1345 op->remove ();
1346
1347 if (m == &freed_map)//D TODO: remove soon
1348 {//D
1349 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1350 }//D
1254 1351
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1352 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now 1353 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1354 * need extra work
1258 */ 1355 */
1356 maptile *newmap = m;
1259 if (!xy_normalise (m, op->x, op->y)) 1357 if (!xy_normalise (newmap, op->x, op->y))
1260 { 1358 {
1261 op->destroy (); 1359 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1262 return 0; 1360 return 0;
1263 } 1361 }
1264 1362
1265 if (object *more = op->more) 1363 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag)) 1364 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0; 1365 return 0;
1268 1366
1269 CLEAR_FLAG (op, FLAG_REMOVED); 1367 op->flag [FLAG_REMOVED] = false;
1270 1368 op->env = 0;
1271 op->map = m; 1369 op->map = newmap;
1370
1272 mapspace &ms = op->ms (); 1371 mapspace &ms = op->ms ();
1273 1372
1274 /* this has to be done after we translate the coordinates. 1373 /* this has to be done after we translate the coordinates.
1275 */ 1374 */
1276 if (op->nrof && !(flag & INS_NO_MERGE)) 1375 if (op->nrof && !(flag & INS_NO_MERGE))
1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1376 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1278 if (object::can_merge (op, tmp)) 1377 if (object::can_merge (op, tmp))
1279 { 1378 {
1379 // TODO: we actually want to update tmp, not op,
1380 // but some caller surely breaks when we return tmp
1381 // from here :/
1280 op->nrof += tmp->nrof; 1382 op->nrof += tmp->nrof;
1281 tmp->destroy (); 1383 tmp->destroy ();
1282 } 1384 }
1283 1385
1284 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1386 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1293 { 1395 {
1294 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1396 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1295 abort (); 1397 abort ();
1296 } 1398 }
1297 1399
1400 if (!originator->is_on_map ())
1401 {
1402 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1403 op->debug_desc (), originator->debug_desc ());
1404 abort ();
1405 }
1406
1298 op->above = originator; 1407 op->above = originator;
1299 op->below = originator->below; 1408 op->below = originator->below;
1300
1301 if (op->below)
1302 op->below->above = op;
1303 else
1304 ms.bot = op;
1305
1306 /* since *below* originator, no need to update top */
1307 originator->below = op; 1409 originator->below = op;
1410
1411 *(op->below ? &op->below->above : &ms.bot) = op;
1308 } 1412 }
1309 else 1413 else
1310 { 1414 {
1311 top = ms.bot; 1415 object *floor = 0;
1416 object *top = ms.top;
1312 1417
1313 /* If there are other objects, then */ 1418 /* If there are other objects, then */
1314 if (top) 1419 if (top)
1315 { 1420 {
1316 object *last = 0;
1317
1318 /* 1421 /*
1319 * If there are multiple objects on this space, we do some trickier handling. 1422 * If there are multiple objects on this space, we do some trickier handling.
1320 * We've already dealt with merging if appropriate. 1423 * We've already dealt with merging if appropriate.
1321 * Generally, we want to put the new object on top. But if 1424 * Generally, we want to put the new object on top. But if
1322 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1425 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1325 * once we get to them. This reduces the need to traverse over all of 1428 * once we get to them. This reduces the need to traverse over all of
1326 * them when adding another one - this saves quite a bit of cpu time 1429 * them when adding another one - this saves quite a bit of cpu time
1327 * when lots of spells are cast in one area. Currently, it is presumed 1430 * when lots of spells are cast in one area. Currently, it is presumed
1328 * that flying non pickable objects are spell objects. 1431 * that flying non pickable objects are spell objects.
1329 */ 1432 */
1330 for (top = ms.bot; top; top = top->above) 1433 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1331 { 1434 {
1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1333 floor = top; 1436 floor = tmp;
1334 1437
1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1438 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1336 { 1439 {
1337 /* We insert above top, so we want this object below this */ 1440 /* We insert above top, so we want this object below this */
1338 top = top->below; 1441 top = tmp->below;
1339 break; 1442 break;
1340 } 1443 }
1341 1444
1342 last = top; 1445 top = tmp;
1343 } 1446 }
1344
1345 /* Don't want top to be NULL, so set it to the last valid object */
1346 top = last;
1347 1447
1348 /* We let update_position deal with figuring out what the space 1448 /* We let update_position deal with figuring out what the space
1349 * looks like instead of lots of conditions here. 1449 * looks like instead of lots of conditions here.
1350 * makes things faster, and effectively the same result. 1450 * makes things faster, and effectively the same result.
1351 */ 1451 */
1358 */ 1458 */
1359 if (!(flag & INS_ON_TOP) 1459 if (!(flag & INS_ON_TOP)
1360 && ms.flags () & P_BLOCKSVIEW 1460 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility)) 1461 && (op->face && !faces [op->face].visibility))
1362 { 1462 {
1463 object *last;
1464
1363 for (last = top; last != floor; last = last->below) 1465 for (last = top; last != floor; last = last->below)
1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1365 break; 1467 break;
1366 1468
1367 /* Check to see if we found the object that blocks view, 1469 /* Check to see if we found the object that blocks view,
1375 } /* If objects on this space */ 1477 } /* If objects on this space */
1376 1478
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1479 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1480 top = floor;
1379 1481
1380 /* Top is the object that our object (op) is going to get inserted above. 1482 // insert object above top, or bottom-most if top = 0
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1483 if (!top)
1385 { 1484 {
1485 op->below = 0;
1386 op->above = ms.bot; 1486 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1487 ms.bot = op;
1488
1489 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1490 }
1394 else 1491 else
1395 { /* get inserted into the stack above top */ 1492 {
1396 op->above = top->above; 1493 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1494 top->above = op;
1400 1495
1401 op->below = top; 1496 op->below = top;
1402 top->above = op; 1497 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1498 }
1499 }
1404 1500
1405 if (!op->above) 1501 if (op->is_player ())
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 { 1502 {
1411 op->contr->do_los = 1; 1503 op->contr->do_los = 1;
1412 ++op->map->players; 1504 ++op->map->players;
1413 op->map->touch (); 1505 op->map->touch ();
1414 } 1506 }
1415 1507
1416 op->map->dirty = true; 1508 op->map->dirty = true;
1417 1509
1418 if (object *pl = ms.player ()) 1510 if (object *pl = ms.player ())
1511 //TODO: the floorbox prev/next might need updating
1512 //esrv_send_item (pl, op);
1513 //TODO: update floorbox to preserve ordering
1514 if (pl->contr->ns)
1419 pl->contr->ns->floorbox_update (); 1515 pl->contr->ns->floorbox_update ();
1420 1516
1421 /* If this object glows, it may affect lighting conditions that are 1517 /* If this object glows, it may affect lighting conditions that are
1422 * visible to others on this map. But update_all_los is really 1518 * visible to others on this map. But update_all_los is really
1423 * an inefficient way to do this, as it means los for all players 1519 * an inefficient way to do this, as it means los for all players
1424 * on the map will get recalculated. The players could very well 1520 * on the map will get recalculated. The players could very well
1425 * be far away from this change and not affected in any way - 1521 * be far away from this change and not affected in any way -
1426 * this should get redone to only look for players within range, 1522 * this should get redone to only look for players within range,
1427 * or just updating the P_UPTODATE for spaces within this area 1523 * or just updating the P_UPTODATE for spaces within this area
1428 * of effect may be sufficient. 1524 * of effect may be sufficient.
1429 */ 1525 */
1430 if (op->map->darkness && (op->glow_radius != 0)) 1526 if (op->affects_los ())
1527 {
1528 op->ms ().invalidate ();
1431 update_all_los (op->map, op->x, op->y); 1529 update_all_los (op->map, op->x, op->y);
1530 }
1432 1531
1433 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1532 /* updates flags (blocked, alive, no magic, etc) for this map space */
1434 update_object (op, UP_OBJ_INSERT); 1533 update_object (op, UP_OBJ_INSERT);
1435 1534
1436 INVOKE_OBJECT (INSERT, op); 1535 INVOKE_OBJECT (INSERT, op);
1443 * blocked() and wall() work properly), and these flags are updated by 1542 * blocked() and wall() work properly), and these flags are updated by
1444 * update_object(). 1543 * update_object().
1445 */ 1544 */
1446 1545
1447 /* if this is not the head or flag has been passed, don't check walk on status */ 1546 /* if this is not the head or flag has been passed, don't check walk on status */
1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1547 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1449 { 1548 {
1450 if (check_move_on (op, originator)) 1549 if (check_move_on (op, originator))
1451 return 0; 1550 return 0;
1452 1551
1453 /* If we are a multi part object, lets work our way through the check 1552 /* If we are a multi part object, lets work our way through the check
1464/* this function inserts an object in the map, but if it 1563/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1564 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1565 * op is the object to insert it under: supplies x and the map.
1467 */ 1566 */
1468void 1567void
1469replace_insert_ob_in_map (const char *arch_string, object *op) 1568replace_insert_ob_in_map (shstr_tmp archname, object *op)
1470{ 1569{
1471 object *tmp, *tmp1;
1472
1473 /* first search for itself and remove any old instances */ 1570 /* first search for itself and remove any old instances */
1474 1571
1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1572 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1573 if (tmp->arch->archname == archname) /* same archetype */
1477 tmp->destroy (); 1574 tmp->destroy ();
1478 1575
1479 tmp1 = arch_to_object (archetype::find (arch_string)); 1576 object *tmp = archetype::find (archname)->instance ();
1480 1577
1481 tmp1->x = op->x; 1578 tmp->x = op->x;
1482 tmp1->y = op->y; 1579 tmp->y = op->y;
1580
1483 insert_ob_in_map (tmp1, op->map, op, 0); 1581 insert_ob_in_map (tmp, op->map, op, 0);
1484} 1582}
1485 1583
1486object * 1584object *
1487object::insert_at (object *where, object *originator, int flags) 1585object::insert_at (object *where, object *originator, int flags)
1488{ 1586{
1587 if (where->env)
1588 return where->env->insert (this);
1589 else
1489 return where->map->insert (this, where->x, where->y, originator, flags); 1590 return where->map->insert (this, where->x, where->y, originator, flags);
1490} 1591}
1491 1592
1492/* 1593// check whether we can put this into the map, respect max_volume, max_items
1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1594bool
1494 * is returned contains nr objects, and the remaining parts contains 1595object::can_drop_at (maptile *m, int x, int y, object *originator)
1495 * the rest (or is removed and freed if that number is 0).
1496 * On failure, NULL is returned, and the reason put into the
1497 * global static errmsg array.
1498 */
1499object *
1500get_split_ob (object *orig_ob, uint32 nr)
1501{ 1596{
1502 object *newob; 1597 mapspace &ms = m->at (x, y);
1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1504 1598
1505 if (orig_ob->nrof < nr) 1599 int items = ms.items ();
1506 {
1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1508 return NULL;
1509 }
1510 1600
1511 newob = object_create_clone (orig_ob); 1601 if (!items // testing !items ensures we can drop at least one item
1602 || (items < m->max_items
1603 && ms.volume () < m->max_volume))
1604 return true;
1512 1605
1513 if ((orig_ob->nrof -= nr) < 1) 1606 if (originator && originator->is_player ())
1514 orig_ob->destroy (1); 1607 originator->contr->failmsg (format (
1515 else if (!is_removed) 1608 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1516 { 1609 query_name ()
1517 if (orig_ob->env != NULL) 1610 ));
1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1520 {
1521 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1522 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1523 return NULL;
1524 }
1525 }
1526 1611
1527 newob->nrof = nr; 1612 return false;
1528
1529 return newob;
1530} 1613}
1531 1614
1532/* 1615/*
1533 * decrease_ob_nr(object, number) decreases a specified number from 1616 * decrease(object, number) decreases a specified number from
1534 * the amount of an object. If the amount reaches 0, the object 1617 * the amount of an object. If the amount reaches 0, the object
1535 * is subsequently removed and freed. 1618 * is subsequently removed and freed.
1536 * 1619 *
1537 * Return value: 'op' if something is left, NULL if the amount reached 0 1620 * Return value: 'op' if something is left, NULL if the amount reached 0
1538 */ 1621 */
1622bool
1623object::decrease (sint32 nr)
1624{
1625 if (!nr)
1626 return true;
1627
1628 nr = min (nr, nrof);
1629
1630 if (nrof > nr)
1631 {
1632 nrof -= nr;
1633 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1634
1635 if (object *pl = visible_to ())
1636 esrv_update_item (UPD_NROF, pl, this);
1637
1638 return true;
1639 }
1640 else
1641 {
1642 destroy ();
1643 return false;
1644 }
1645}
1646
1647/*
1648 * split(ob,nr) splits up ob into two parts. The part which
1649 * is returned contains nr objects, and the remaining parts contains
1650 * the rest (or is removed and returned if that number is 0).
1651 * On failure, NULL is returned.
1652 */
1539object * 1653object *
1540decrease_ob_nr (object *op, uint32 i) 1654object::split (sint32 nr)
1541{ 1655{
1542 object *tmp; 1656 int have = number_of ();
1543 1657
1544 if (i == 0) /* objects with op->nrof require this check */ 1658 if (have < nr)
1545 return op; 1659 return 0;
1546 1660 else if (have == nr)
1547 if (i > op->nrof)
1548 i = op->nrof;
1549
1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1551 op->nrof -= i;
1552 else if (op->env)
1553 { 1661 {
1554 /* is this object in the players inventory, or sub container
1555 * therein?
1556 */
1557 tmp = op->in_player ();
1558 /* nope. Is this a container the player has opened?
1559 * If so, set tmp to that player.
1560 * IMO, searching through all the players will mostly
1561 * likely be quicker than following op->env to the map,
1562 * and then searching the map for a player.
1563 */
1564 if (!tmp)
1565 for_all_players (pl)
1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1569 break;
1570 }
1571
1572 if (i < op->nrof)
1573 {
1574 sub_weight (op->env, op->weight * i);
1575 op->nrof -= i;
1576 if (tmp)
1577 esrv_send_item (tmp, op);
1578 }
1579 else
1580 {
1581 op->remove (); 1662 remove ();
1582 op->nrof = 0; 1663 return this;
1583 if (tmp)
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 } 1664 }
1587 else 1665 else
1588 { 1666 {
1589 object *above = op->above; 1667 decrease (nr);
1590 1668
1591 if (i < op->nrof) 1669 object *op = deep_clone ();
1592 op->nrof -= i; 1670 op->nrof = nr;
1593 else
1594 {
1595 op->remove ();
1596 op->nrof = 0;
1597 }
1598
1599 /* Since we just removed op, op->above is null */
1600 for (tmp = above; tmp; tmp = tmp->above)
1601 if (tmp->type == PLAYER)
1602 {
1603 if (op->nrof)
1604 esrv_send_item (tmp, op);
1605 else
1606 esrv_del_item (tmp->contr, op->count);
1607 }
1608 }
1609
1610 if (op->nrof)
1611 return op; 1671 return op;
1612 else
1613 {
1614 op->destroy ();
1615 return 0;
1616 }
1617}
1618
1619/*
1620 * add_weight(object, weight) adds the specified weight to an object,
1621 * and also updates how much the environment(s) is/are carrying.
1622 */
1623void
1624add_weight (object *op, signed long weight)
1625{
1626 while (op != NULL)
1627 {
1628 if (op->type == CONTAINER)
1629 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1630
1631 op->carrying += weight;
1632 op = op->env;
1633 } 1672 }
1634} 1673}
1635 1674
1636object * 1675object *
1637insert_ob_in_ob (object *op, object *where) 1676insert_ob_in_ob (object *op, object *where)
1662 * be != op, if items are merged. -Tero 1701 * be != op, if items are merged. -Tero
1663 */ 1702 */
1664object * 1703object *
1665object::insert (object *op) 1704object::insert (object *op)
1666{ 1705{
1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1668 op->remove ();
1669
1670 if (op->more) 1706 if (op->more)
1671 { 1707 {
1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1708 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 return op; 1709 return op;
1674 } 1710 }
1675 1711
1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1712 op->remove ();
1677 CLEAR_FLAG (op, FLAG_REMOVED); 1713
1714 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1678 1715
1679 if (op->nrof) 1716 if (op->nrof)
1680 {
1681 for (object *tmp = inv; tmp; tmp = tmp->below) 1717 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1718 if (object::can_merge (tmp, op))
1683 { 1719 {
1684 /* return the original object and remove inserted object 1720 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1721 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1722 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1723
1688 * tmp->nrof, we need to increase the weight. 1724 if (object *pl = tmp->visible_to ())
1689 */ 1725 esrv_update_item (UPD_NROF, pl, tmp);
1726
1690 add_weight (this, op->weight * op->nrof); 1727 adjust_weight (this, op->total_weight ());
1691 SET_FLAG (op, FLAG_REMOVED); 1728
1692 op->destroy (); /* free the inserted object */ 1729 op->destroy ();
1693 op = tmp; 1730 op = tmp;
1694 op->remove (); /* and fix old object's links */ 1731 goto inserted;
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 } 1732 }
1698 1733
1699 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709
1710 if (object *otmp = this->in_player ())
1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 otmp->update_stats ();
1713
1714 op->owner = 0; // its his/hers now. period. 1734 op->owner = 0; // it's his/hers now. period.
1715 op->map = 0; 1735 op->map = 0;
1736 op->x = 0;
1737 op->y = 0;
1738
1739 op->above = 0;
1740 op->below = inv;
1716 op->env = this; 1741 op->env = this;
1717 op->above = 0;
1718 op->below = 0;
1719 op->x = op->y = 0;
1720 1742
1743 if (inv)
1744 inv->above = op;
1745
1746 inv = op;
1747
1748 op->flag [FLAG_REMOVED] = 0;
1749
1750 if (object *pl = op->visible_to ())
1751 esrv_send_item (pl, op);
1752
1753 adjust_weight (this, op->total_weight ());
1754
1755inserted:
1721 /* reset the light list and los of the players on the map */ 1756 /* reset the light list and los of the players on the map */
1722 if (op->glow_radius && map) 1757 if (op->glow_radius && is_on_map ())
1723 { 1758 {
1724#ifdef DEBUG_LIGHTS 1759 update_stats ();
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y); 1760 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 { 1761 }
1738 op->below = inv; 1762 else if (is_player ())
1739 op->below->above = op; 1763 // if this is a player's inventory, update stats
1740 inv = op; 1764 contr->queue_stats_update ();
1741 }
1742 1765
1743 INVOKE_OBJECT (INSERT, this); 1766 INVOKE_OBJECT (INSERT, this);
1744 1767
1745 return op; 1768 return op;
1746} 1769}
1766 * on top. 1789 * on top.
1767 */ 1790 */
1768int 1791int
1769check_move_on (object *op, object *originator) 1792check_move_on (object *op, object *originator)
1770{ 1793{
1794 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1795 return 0;
1796
1771 object *tmp; 1797 object *tmp;
1772 maptile *m = op->map; 1798 maptile *m = op->map;
1773 int x = op->x, y = op->y; 1799 int x = op->x, y = op->y;
1774 1800
1775 MoveType move_on, move_slow, move_block; 1801 mapspace &ms = m->at (x, y);
1776 1802
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1803 ms.update ();
1778 return 0;
1779 1804
1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1805 MoveType move_on = ms.move_on;
1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1806 MoveType move_slow = ms.move_slow;
1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1807 MoveType move_block = ms.move_block;
1783 1808
1784 /* if nothing on this space will slow op down or be applied, 1809 /* if nothing on this space will slow op down or be applied,
1785 * no need to do checking below. have to make sure move_type 1810 * no need to do checking below. have to make sure move_type
1786 * is set, as lots of objects don't have it set - we treat that 1811 * is set, as lots of objects don't have it set - we treat that
1787 * as walking. 1812 * as walking.
1798 return 0; 1823 return 0;
1799 1824
1800 /* The objects have to be checked from top to bottom. 1825 /* The objects have to be checked from top to bottom.
1801 * Hence, we first go to the top: 1826 * Hence, we first go to the top:
1802 */ 1827 */
1803 1828 for (object *next, *tmp = ms.top; tmp; tmp = next)
1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1805 {
1806 /* Trim the search when we find the first other spell effect
1807 * this helps performance so that if a space has 50 spell objects,
1808 * we don't need to check all of them.
1809 */
1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811 break;
1812 } 1829 {
1830 next = tmp->below;
1813 1831
1814 for (; tmp; tmp = tmp->below)
1815 {
1816 if (tmp == op) 1832 if (tmp == op)
1817 continue; /* Can't apply yourself */ 1833 continue; /* Can't apply yourself */
1818 1834
1819 /* Check to see if one of the movement types should be slowed down. 1835 /* Check to see if one of the movement types should be slowed down.
1820 * Second check makes sure that the movement types not being slowed 1836 * Second check makes sure that the movement types not being slowed
1825 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1841 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1826 { 1842 {
1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1843 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1844 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1829 { 1845 {
1830
1831 float
1832 diff = tmp->move_slow_penalty * fabs (op->speed); 1846 float diff = tmp->move_slow_penalty * fabs (op->speed);
1833 1847
1834 if (op->type == PLAYER) 1848 if (op->is_player ())
1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1849 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1850 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1837 diff /= 4.0; 1851 diff /= 4.0;
1838 1852
1839 op->speed_left -= diff; 1853 op->speed_left -= diff;
1840 } 1854 }
1841 } 1855 }
1874 LOG (llevError, "Present_arch called outside map.\n"); 1888 LOG (llevError, "Present_arch called outside map.\n");
1875 return NULL; 1889 return NULL;
1876 } 1890 }
1877 1891
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 if (tmp->arch == at) 1893 if (tmp->arch->archname == at->archname)
1880 return tmp; 1894 return tmp;
1881 1895
1882 return NULL; 1896 return NULL;
1883} 1897}
1884 1898
1948 * The first matching object is returned, or NULL if none. 1962 * The first matching object is returned, or NULL if none.
1949 */ 1963 */
1950object * 1964object *
1951present_arch_in_ob (const archetype *at, const object *op) 1965present_arch_in_ob (const archetype *at, const object *op)
1952{ 1966{
1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1954 if (tmp->arch == at) 1968 if (tmp->arch->archname == at->archname)
1955 return tmp; 1969 return tmp;
1956 1970
1957 return NULL; 1971 return NULL;
1958} 1972}
1959 1973
2047 * head of the object should correspond for the entire object. 2061 * head of the object should correspond for the entire object.
2048 */ 2062 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2063 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue; 2064 continue;
2051 2065
2052 if (ob->blocked (m, pos.x, pos.y)) 2066 if (ob->blocked (pos.m, pos.x, pos.y))
2053 continue; 2067 continue;
2054 2068
2055 altern [index++] = i; 2069 altern [index++] = i;
2056 } 2070 }
2057 2071
2125 * there is capable of. 2139 * there is capable of.
2126 */ 2140 */
2127int 2141int
2128find_dir (maptile *m, int x, int y, object *exclude) 2142find_dir (maptile *m, int x, int y, object *exclude)
2129{ 2143{
2130 int i, max = SIZEOFFREE, mflags; 2144 int max = SIZEOFFREE, mflags;
2131
2132 sint16 nx, ny;
2133 object *tmp;
2134 maptile *mp;
2135
2136 MoveType blocked, move_type; 2145 MoveType move_type;
2137 2146
2138 if (exclude && exclude->head_ () != exclude) 2147 if (exclude && exclude->head_ () != exclude)
2139 { 2148 {
2140 exclude = exclude->head; 2149 exclude = exclude->head;
2141 move_type = exclude->move_type; 2150 move_type = exclude->move_type;
2144 { 2153 {
2145 /* If we don't have anything, presume it can use all movement types. */ 2154 /* If we don't have anything, presume it can use all movement types. */
2146 move_type = MOVE_ALL; 2155 move_type = MOVE_ALL;
2147 } 2156 }
2148 2157
2149 for (i = 1; i < max; i++) 2158 for (int i = 1; i < max; i++)
2150 { 2159 {
2151 mp = m; 2160 mapxy pos (m, x, y);
2152 nx = x + freearr_x[i]; 2161 pos.move (i);
2153 ny = y + freearr_y[i];
2154 2162
2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2163 if (!pos.normalise ())
2156
2157 if (mflags & P_OUT_OF_MAP)
2158 max = maxfree[i]; 2164 max = maxfree[i];
2159 else 2165 else
2160 { 2166 {
2161 mapspace &ms = mp->at (nx, ny); 2167 mapspace &ms = *pos;
2162 2168
2163 blocked = ms.move_block;
2164
2165 if ((move_type & blocked) == move_type) 2169 if ((move_type & ms.move_block) == move_type)
2166 max = maxfree[i]; 2170 max = maxfree [i];
2167 else if (mflags & P_IS_ALIVE) 2171 else if (ms.flags () & P_IS_ALIVE)
2168 { 2172 {
2169 for (tmp = ms.bot; tmp; tmp = tmp->above) 2173 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2174 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2175 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2172 break;
2173
2174 if (tmp)
2175 return freedir[i]; 2176 return freedir [i];
2176 } 2177 }
2177 } 2178 }
2178 } 2179 }
2179 2180
2180 return 0; 2181 return 0;
2255 * This basically means that if direction is 15, then it could either go 2256 * This basically means that if direction is 15, then it could either go
2256 * direction 4, 14, or 16 to get back to where we are. 2257 * direction 4, 14, or 16 to get back to where we are.
2257 * Moved from spell_util.c to object.c with the other related direction 2258 * Moved from spell_util.c to object.c with the other related direction
2258 * functions. 2259 * functions.
2259 */ 2260 */
2260int reduction_dir[SIZEOFFREE][3] = { 2261static const int reduction_dir[SIZEOFFREE][3] = {
2261 {0, 0, 0}, /* 0 */ 2262 {0, 0, 0}, /* 0 */
2262 {0, 0, 0}, /* 1 */ 2263 {0, 0, 0}, /* 1 */
2263 {0, 0, 0}, /* 2 */ 2264 {0, 0, 0}, /* 2 */
2264 {0, 0, 0}, /* 3 */ 2265 {0, 0, 0}, /* 3 */
2265 {0, 0, 0}, /* 4 */ 2266 {0, 0, 0}, /* 4 */
2361int 2362int
2362can_pick (const object *who, const object *item) 2363can_pick (const object *who, const object *item)
2363{ 2364{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2365 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2366 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2367 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2367} 2368}
2368 2369
2369/* 2370/*
2370 * create clone from object to another 2371 * create clone from object to another
2371 */ 2372 */
2372object * 2373object *
2373object_create_clone (object *asrc) 2374object::deep_clone ()
2374{ 2375{
2375 object *dst = 0, *tmp, *src, *prev, *item; 2376 assert (("deep_clone called on non-head object", is_head ()));
2376 2377
2377 if (!asrc) 2378 object *dst = clone ();
2378 return 0;
2379 2379
2380 src = asrc->head_ (); 2380 object *prev = dst;
2381
2382 prev = 0;
2383 for (object *part = src; part; part = part->more) 2381 for (object *part = this->more; part; part = part->more)
2384 { 2382 {
2385 tmp = part->clone (); 2383 object *tmp = part->clone ();
2386 tmp->x -= src->x;
2387 tmp->y -= src->y;
2388
2389 if (!part->head)
2390 {
2391 dst = tmp;
2392 tmp->head = 0;
2393 }
2394 else
2395 tmp->head = dst; 2384 tmp->head = dst;
2396
2397 tmp->more = 0;
2398
2399 if (prev)
2400 prev->more = tmp; 2385 prev->more = tmp;
2401
2402 prev = tmp; 2386 prev = tmp;
2403 } 2387 }
2404 2388
2405 for (item = src->inv; item; item = item->below) 2389 for (object *item = inv; item; item = item->below)
2406 insert_ob_in_ob (object_create_clone (item), dst); 2390 insert_ob_in_ob (item->deep_clone (), dst);
2407 2391
2408 return dst; 2392 return dst;
2409} 2393}
2410 2394
2411/* This returns the first object in who's inventory that 2395/* This returns the first object in who's inventory that
2420 return tmp; 2404 return tmp;
2421 2405
2422 return 0; 2406 return 0;
2423} 2407}
2424 2408
2425/* If ob has a field named key, return the link from the list, 2409shstr_tmp
2426 * otherwise return NULL. 2410object::kv_get (shstr_tmp key) const
2427 *
2428 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing.
2430 */
2431key_value *
2432get_ob_key_link (const object *ob, const char *key)
2433{ 2411{
2434 for (key_value *link = ob->key_values; link; link = link->next) 2412 for (key_value *kv = key_values; kv; kv = kv->next)
2435 if (link->key == key) 2413 if (kv->key == key)
2436 return link;
2437
2438 return 0;
2439}
2440
2441/*
2442 * Returns the value of op has an extra_field for key, or NULL.
2443 *
2444 * The argument doesn't need to be a shared string.
2445 *
2446 * The returned string is shared.
2447 */
2448const char *
2449get_ob_key_value (const object *op, const char *const key)
2450{
2451 key_value *link;
2452 shstr_cmp canonical_key (key);
2453
2454 if (!canonical_key)
2455 {
2456 /* 1. There being a field named key on any object
2457 * implies there'd be a shared string to find.
2458 * 2. Since there isn't, no object has this field.
2459 * 3. Therefore, *this* object doesn't have this field.
2460 */
2461 return 0;
2462 }
2463
2464 /* This is copied from get_ob_key_link() above -
2465 * only 4 lines, and saves the function call overhead.
2466 */
2467 for (link = op->key_values; link; link = link->next)
2468 if (link->key == canonical_key)
2469 return link->value; 2414 return kv->value;
2470 2415
2471 return 0; 2416 return shstr ();
2472} 2417}
2473 2418
2474/* 2419void
2475 * Updates the canonical_key in op to value. 2420object::kv_set (shstr_tmp key, shstr_tmp value)
2476 *
2477 * canonical_key is a shared string (value doesn't have to be).
2478 *
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys.
2481 *
2482 * Returns TRUE on success.
2483 */
2484int
2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2486{ 2421{
2487 key_value *field = NULL, *last = NULL; 2422 for (key_value *kv = key_values; kv; kv = kv->next)
2488 2423 if (kv->key == key)
2489 for (field = op->key_values; field != NULL; field = field->next)
2490 {
2491 if (field->key != canonical_key)
2492 { 2424 {
2493 last = field; 2425 kv->value = value;
2494 continue; 2426 return;
2495 } 2427 }
2496 2428
2497 if (value) 2429 key_value *kv = new key_value;
2498 field->value = value; 2430
2499 else 2431 kv->next = key_values;
2432 kv->key = key;
2433 kv->value = value;
2434
2435 key_values = kv;
2436}
2437
2438void
2439object::kv_del (shstr_tmp key)
2440{
2441 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2442 if ((*kvp)->key == key)
2500 { 2443 {
2501 /* Basically, if the archetype has this key set, 2444 key_value *kv = *kvp;
2502 * we need to store the null value so when we save 2445 *kvp = (*kvp)->next;
2503 * it, we save the empty value so that when we load, 2446 delete kv;
2504 * we get this value back again. 2447 return;
2505 */
2506 if (get_ob_key_link (op->arch, canonical_key))
2507 field->value = 0;
2508 else
2509 {
2510 if (last)
2511 last->next = field->next;
2512 else
2513 op->key_values = field->next;
2514
2515 delete field;
2516 }
2517 } 2448 }
2518 return TRUE;
2519 }
2520 /* IF we get here, key doesn't exist */
2521
2522 /* No field, we'll have to add it. */
2523
2524 if (!add_key)
2525 return FALSE;
2526
2527 /* There isn't any good reason to store a null
2528 * value in the key/value list. If the archetype has
2529 * this key, then we should also have it, so shouldn't
2530 * be here. If user wants to store empty strings,
2531 * should pass in ""
2532 */
2533 if (value == NULL)
2534 return TRUE;
2535
2536 field = new key_value;
2537
2538 field->key = canonical_key;
2539 field->value = value;
2540 /* Usual prepend-addition. */
2541 field->next = op->key_values;
2542 op->key_values = field;
2543
2544 return TRUE;
2545}
2546
2547/*
2548 * Updates the key in op to value.
2549 *
2550 * If add_key is FALSE, this will only update existing keys,
2551 * and not add new ones.
2552 * In general, should be little reason FALSE is ever passed in for add_key
2553 *
2554 * Returns TRUE on success.
2555 */
2556int
2557set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2558{
2559 shstr key_ (key);
2560
2561 return set_ob_key_value_s (op, key_, value, add_key);
2562} 2449}
2563 2450
2564object::depth_iterator::depth_iterator (object *container) 2451object::depth_iterator::depth_iterator (object *container)
2565: iterator_base (container) 2452: iterator_base (container)
2566{ 2453{
2616{ 2503{
2617 char flagdesc[512]; 2504 char flagdesc[512];
2618 char info2[256 * 4]; 2505 char info2[256 * 4];
2619 char *p = info; 2506 char *p = info;
2620 2507
2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2508 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2622 count, 2509 count,
2623 uuid.c_str (), 2510 uuid.c_str (),
2624 &name, 2511 &name,
2625 title ? "\",title:\"" : "", 2512 title ? ",title:\"" : "",
2626 title ? (const char *)title : "", 2513 title ? (const char *)title : "",
2514 title ? "\"" : "",
2627 flag_desc (flagdesc, 512), type); 2515 flag_desc (flagdesc, 512), type);
2628 2516
2629 if (!this->flag[FLAG_REMOVED] && env) 2517 if (!flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2518 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2519
2632 if (map) 2520 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2521 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2522
2649{ 2537{
2650 return map ? map->region (x, y) 2538 return map ? map->region (x, y)
2651 : region::default_region (); 2539 : region::default_region ();
2652} 2540}
2653 2541
2654const materialtype_t *
2655object::dominant_material () const
2656{
2657 if (materialtype_t *mt = name_to_material (materialname))
2658 return mt;
2659
2660 return name_to_material (shstr_unknown);
2661}
2662
2663void 2542void
2664object::open_container (object *new_container) 2543object::open_container (object *new_container)
2665{ 2544{
2666 if (container == new_container) 2545 if (container == new_container)
2667 return; 2546 return;
2668 2547
2669 if (object *old_container = container) 2548 object *old_container = container;
2549
2550 if (old_container)
2670 { 2551 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2552 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return; 2553 return;
2673 2554
2674#if 0 2555#if 0
2676 if (object *closer = old_container->inv) 2557 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON) 2558 if (closer->type == CLOSE_CON)
2678 closer->destroy (); 2559 closer->destroy ();
2679#endif 2560#endif
2680 2561
2562 // make sure the container is available
2563 esrv_send_item (this, old_container);
2564
2681 old_container->flag [FLAG_APPLIED] = 0; 2565 old_container->flag [FLAG_APPLIED] = false;
2682 container = 0; 2566 container = 0;
2683 2567
2568 // client needs item update to make it work, client bug requires this to be separate
2684 esrv_update_item (UPD_FLAGS, this, old_container); 2569 esrv_update_item (UPD_FLAGS, this, old_container);
2570
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2571 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2686 play_sound (sound_find ("chest_close")); 2572 play_sound (sound_find ("chest_close"));
2687 } 2573 }
2688 2574
2689 if (new_container) 2575 if (new_container)
2690 { 2576 {
2694 // TODO: this does not seem to serve any purpose anymore? 2580 // TODO: this does not seem to serve any purpose anymore?
2695#if 0 2581#if 0
2696 // insert the "Close Container" object. 2582 // insert the "Close Container" object.
2697 if (archetype *closer = new_container->other_arch) 2583 if (archetype *closer = new_container->other_arch)
2698 { 2584 {
2699 object *closer = arch_to_object (new_container->other_arch); 2585 object *closer = new_container->other_arch->instance ();
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2586 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer); 2587 new_container->insert (closer);
2702 } 2588 }
2703#endif 2589#endif
2704 2590
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2591 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2706 2592
2593 // make sure the container is available, client bug requires this to be separate
2594 esrv_send_item (this, new_container);
2595
2707 new_container->flag [FLAG_APPLIED] = 1; 2596 new_container->flag [FLAG_APPLIED] = true;
2708 container = new_container; 2597 container = new_container;
2709 2598
2599 // client needs flag change
2710 esrv_update_item (UPD_FLAGS, this, new_container); 2600 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container); 2601 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open")); 2602 play_sound (sound_find ("chest_open"));
2713 } 2603 }
2604// else if (!old_container->env && contr && contr->ns)
2605// contr->ns->floorbox_reset ();
2714} 2606}
2715 2607
2716object * 2608object *
2717object::force_find (const shstr name) 2609object::force_find (shstr_tmp name)
2718{ 2610{
2719 /* cycle through his inventory to look for the MARK we want to 2611 /* cycle through his inventory to look for the MARK we want to
2720 * place 2612 * place
2721 */ 2613 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below) 2614 for (object *tmp = inv; tmp; tmp = tmp->below)
2724 return splay (tmp); 2616 return splay (tmp);
2725 2617
2726 return 0; 2618 return 0;
2727} 2619}
2728 2620
2621//-GPL
2622
2729void 2623void
2624object::force_set_timer (int duration)
2625{
2626 this->duration = 1;
2627 this->speed_left = -1.f;
2628
2629 this->set_speed (duration ? 1.f / duration : 0.f);
2630}
2631
2632object *
2730object::force_add (const shstr name, int duration) 2633object::force_add (shstr_tmp name, int duration)
2731{ 2634{
2732 if (object *force = force_find (name)) 2635 if (object *force = force_find (name))
2733 force->destroy (); 2636 force->destroy ();
2734 2637
2735 object *force = get_archetype (FORCE_NAME); 2638 object *force = get_archetype (FORCE_NAME);
2736 2639
2737 force->slaying = name; 2640 force->slaying = name;
2738 force->stats.food = 1; 2641 force->force_set_timer (duration);
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true; 2642 force->flag [FLAG_APPLIED] = true;
2744 2643
2745 insert (force); 2644 return insert (force);
2746} 2645}
2747 2646
2748void 2647void
2749object::play_sound (faceidx sound) const 2648object::play_sound (faceidx sound) const
2750{ 2649{
2751 if (!sound) 2650 if (!sound)
2752 return; 2651 return;
2753 2652
2754 if (flag [FLAG_REMOVED]) 2653 if (is_on_map ())
2654 map->play_sound (sound, x, y);
2655 else if (object *pl = in_player ())
2656 pl->contr->play_sound (sound);
2657}
2658
2659void
2660object::say_msg (const char *msg) const
2661{
2662 if (is_on_map ())
2663 map->say_msg (msg, x, y);
2664 else if (object *pl = in_player ())
2665 pl->contr->play_sound (sound);
2666}
2667
2668void
2669object::make_noise ()
2670{
2671 // we do not model noise in the map, so instead put
2672 // a temporary light into the noise source
2673 // could use the map instead, but that's less reliable for our
2674 // goal, which is to make invisibility a bit harder to exploit
2675
2676 // currently only works sensibly for players
2677 if (!is_player ())
2755 return; 2678 return;
2756 2679
2757 if (env) 2680 // find old force, or create new one
2758 { 2681 object *force = force_find (shstr_noise_force);
2759 if (object *pl = in_player ()) 2682
2760 pl->contr->play_sound (sound); 2683 if (force)
2761 } 2684 force->speed_left = -1.f; // patch old speed up
2762 else 2685 else
2763 map->play_sound (sound, x, y); 2686 {
2764} 2687 force = archetype::get (shstr_noise_force);
2765 2688
2689 force->slaying = shstr_noise_force;
2690 force->stats.food = 1;
2691 force->speed_left = -1.f;
2692
2693 force->set_speed (1.f / 4.f);
2694 force->flag [FLAG_IS_USED_UP] = true;
2695 force->flag [FLAG_APPLIED] = true;
2696
2697 insert (force);
2698 }
2699}
2700
2701void object::change_move_type (MoveType mt)
2702{
2703 if (move_type == mt)
2704 return;
2705
2706 if (is_on_map ())
2707 {
2708 // we are on the map, so handle move_on/off effects
2709 remove ();
2710 move_type = mt;
2711 map->insert (this, x, y, this);
2712 }
2713 else
2714 move_type = mt;
2715}
2716

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