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Comparing deliantra/server/common/object.C (file contents):
Revision 1.203 by root, Fri Apr 11 13:59:05 2008 UTC vs.
Revision 1.313 by root, Fri Mar 26 00:05:45 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 (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 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;
35static uint64_t seq_next_save;
39static const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41objectvec objects; 39objectvec objects;
42activevec actives; 40activevec actives;
41
42//+GPL
43 43
44short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
45 0, 45 0,
46 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
47 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,
51 0, 51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -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,
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 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
55}; 55};
56int maxfree[SIZEOFFREE] = {
57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
61};
62int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
63 0, 57 0,
64 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
65 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,
66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
67}; 61};
68 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
69static void 70static void
70write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
71{ 72{
72 CALL_BEGIN (2); 73 CALL_BEGIN (2);
73 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
75 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
76 CALL_END; 77 CALL_END;
77} 78}
78 79
79static void 80static void
80read_uuid (void) 81read_uuid ()
81{ 82{
82 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
83 84
84 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
85 88
86 FILE *fp; 89 FILE *fp;
87 90
88 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
89 { 92 {
90 if (errno == ENOENT) 93 if (errno == ENOENT)
91 { 94 {
92 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0; 96 UUID::cur.seq = 0;
94 write_uuid (UUID_SKIP, true); 97 write_uuid (UUID_GAP, true);
95 return; 98 return;
96 } 99 }
97 100
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 102 _exit (1);
100 } 103 }
101 104
102 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 106 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
105 108
106 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
107 { 110 {
109 _exit (1); 112 _exit (1);
110 } 113 }
111 114
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 116
114 write_uuid (UUID_SKIP, true); 117 write_uuid (UUID_GAP, true);
115 fclose (fp); 118 fclose (fp);
116} 119}
117 120
118UUID 121UUID
119UUID::gen () 122UUID::gen ()
120{ 123{
121 UUID uid; 124 UUID uid;
122 125
123 uid.seq = ++cur.seq; 126 uid.seq = ++cur.seq;
124 127
125 if (expect_false (!(cur.seq & (UUID_SKIP - 1)))) 128 if (expect_false (cur.seq >= seq_next_save))
129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
126 write_uuid (UUID_SKIP, false); 131 write_uuid (UUID_GAP, false);
132 }
133
127 134
128 return uid; 135 return uid;
129} 136}
130 137
131void 138void
132UUID::init () 139UUID::init ()
133{ 140{
134 read_uuid (); 141 read_uuid ();
135} 142}
136 143
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
137/* 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. */
138static int 210static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
140{ 212{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
146 */ 216 */
147 217
148 /* For each field in wants, */ 218 /* For each field in wants, */
149 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)
150 { 220 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 221 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 222
172 /* 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. */
173 return TRUE; 224 return true;
174} 225}
175 226
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 228static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 230{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
182 */ 233 */
183 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);
184} 236}
185 237
186/* 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
187 * they can be merged together. 239 * they can be merged together.
188 * 240 *
195 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
196 * check weight 248 * check weight
197 */ 249 */
198bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
199{ 251{
200 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
201 if (ob1 == ob2 253 if (ob1 == ob2
202 || ob1->type != ob2->type 254 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 255 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 258 return 0;
207 259
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* 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
210 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
211 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 263 return 0;
215 264
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * 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
218 * 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
219 * 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
220 * flags lose any meaning. 269 * flags lose any meaning.
221 */ 270 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 273
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 276
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 278 || ob1->name != ob2->name
231 || ob1->title != ob2->title 279 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 286 || ob1->value != ob2->value
241 || 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
242 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
252 || 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)))
253 return 0; 302 return 0;
254 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
255 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
257 */ 313 */
258 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
259 { 315 {
260 if (!(ob1->inv && ob2->inv)) 316 if (!(ob1->inv && ob2->inv))
261 return 0; /* inventories differ in length */ 317 return 0; /* inventories differ in length */
262 318
263 if (ob1->inv->below || ob2->inv->below) 319 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */ 320 return 0; /* more than one object in inv */
265 321
266 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */ 323 return 0; /* inventory objects differ */
268 324
269 /* 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
270 * if it is valid. 326 * if it is valid.
271 */ 327 */
272 } 328 }
291 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
292 return 0; 348 return 0;
293 break; 349 break;
294 } 350 }
295 351
296 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
297 { 353 {
298 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
300 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
301 return 0; 357
302 else if (!compare_ob_value_lists (ob1, ob2)) 358 if (!compare_ob_value_lists (ob1, ob2))
303 return 0; 359 return 0;
304 } 360 }
305 361
306 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
307 { 363 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315 371
316 if (k1 != k2) 372 if (k1 != k2)
317 return 0; 373 return 0;
374
318 else if (k1 == 0) 375 if (k1 == 0)
319 return 1; 376 return 1;
377
320 else if (!cfperl_can_merge (ob1, ob2)) 378 if (!cfperl_can_merge (ob1, ob2))
321 return 0; 379 return 0;
322 } 380 }
323 } 381 }
324 382
325 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
326 return 1; 384 return 1;
327} 385}
328 386
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
329/* 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/*
330 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
331 * 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
332 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
333 */ 464 */
334long 465void
335sum_weight (object *op) 466object::update_weight ()
336{ 467{
337 long sum; 468 sint32 sum = 0;
338 object *inv;
339 469
340 for (sum = 0, inv = op->inv; inv; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
341 { 471 {
342 if (inv->inv) 472 if (op->inv)
343 sum_weight (inv); 473 op->update_weight ();
344 474
345 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)
346 } 481 {
347
348 if (op->type == CONTAINER && op->stats.Str)
349 sum = (sum * (100 - op->stats.Str)) / 100;
350
351 if (op->carrying != sum)
352 op->carrying = sum; 482 carrying = sum;
353 483
354 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 }
355} 488}
356 489
357/** 490/*
358 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
359 */
360
361object *
362object_get_env_recursive (object *op)
363{
364 while (op->env != NULL)
365 op = op->env;
366 return op;
367}
368
369/*
370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
371 * Some error messages.
372 * The result of the dump is stored in the static global errmsg array.
373 */ 492 */
374char * 493char *
375dump_object (object *op) 494dump_object (object *op)
376{ 495{
377 if (!op) 496 if (!op)
380 object_freezer freezer; 499 object_freezer freezer;
381 op->write (freezer); 500 op->write (freezer);
382 return freezer.as_string (); 501 return freezer.as_string ();
383} 502}
384 503
385/* 504char *
386 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
387 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned.
389 */
390object *
391get_nearest_part (object *op, const object *pl)
392{ 506{
393 object *tmp, *closest; 507 return dump_object (this);
394 int last_dist, i;
395
396 if (op->more == NULL)
397 return op;
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i;
401 return closest;
402} 508}
403 509
404/* 510/*
405 * 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.
406 */ 513 */
407object * 514object *
408find_object (tag_t i) 515find_object (tag_t i)
409{ 516{
410 for_all_objects (op) 517 for_all_objects (op)
413 520
414 return 0; 521 return 0;
415} 522}
416 523
417/* 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/*
418 * 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.
419 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
420 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
421 */ 543 */
422object * 544object *
423find_object_name (const char *str) 545find_object_name (const char *str)
424{ 546{
425 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
426 object *op;
427 548
549 if (str_)
428 for_all_objects (op) 550 for_all_objects (op)
429 if (op->name == str_) 551 if (op->name == str_)
430 break; 552 return op;
431 553
432 return op; 554 return 0;
433} 555}
434 556
435/* 557/*
436 * 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
437 * skill and experience objects. 559 * skill and experience objects.
499 update_stats (); 621 update_stats ();
500 622
501 new_draw_info_format (NDI_UNIQUE, 0, this, 623 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, " 624 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. " 625 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name); 626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
505 return false; 628 return false;
506 } 629 }
507 630
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 } 632 }
535 } 658 }
536 659
537 op->key_values = 0; 660 op->key_values = 0;
538} 661}
539 662
540object & 663/*
541object::operator =(const object &src) 664 * copy_to first frees everything allocated by the dst object,
665 * and then copies the contents of itself into the second
666 * object, allocating what needs to be allocated. Basically, any
667 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
668 * if the first object is freed, the pointers in the new object
669 * will point at garbage.
670 */
671void
672object::copy_to (object *dst)
542{ 673{
543 bool is_freed = flag [FLAG_FREED]; 674 dst->remove ();
544 bool is_removed = flag [FLAG_REMOVED];
545
546 *(object_copy *)this = src; 675 *(object_copy *)dst = *this;
547
548 flag [FLAG_FREED] = is_freed;
549 flag [FLAG_REMOVED] = is_removed; 676 dst->flag [FLAG_REMOVED] = true;
550 677
551 /* Copy over key_values, if any. */ 678 /* Copy over key_values, if any. */
552 if (src.key_values) 679 if (key_values)
553 { 680 {
554 key_value *tail = 0; 681 key_value *tail = 0;
555 key_values = 0; 682 dst->key_values = 0;
556 683
557 for (key_value *i = src.key_values; i; i = i->next) 684 for (key_value *i = key_values; i; i = i->next)
558 { 685 {
559 key_value *new_link = new key_value; 686 key_value *new_link = new key_value;
560 687
561 new_link->next = 0; 688 new_link->next = 0;
562 new_link->key = i->key; 689 new_link->key = i->key;
563 new_link->value = i->value; 690 new_link->value = i->value;
564 691
565 /* Try and be clever here, too. */ 692 /* Try and be clever here, too. */
566 if (!key_values) 693 if (!dst->key_values)
567 { 694 {
568 key_values = new_link; 695 dst->key_values = new_link;
569 tail = new_link; 696 tail = new_link;
570 } 697 }
571 else 698 else
572 { 699 {
573 tail->next = new_link; 700 tail->next = new_link;
574 tail = new_link; 701 tail = new_link;
575 } 702 }
576 } 703 }
577 } 704 }
578}
579 705
580/* 706 dst->activate ();
581 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second
583 * object, allocating what needs to be allocated. Basically, any
584 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
585 * if the first object is freed, the pointers in the new object
586 * will point at garbage.
587 */
588void
589object::copy_to (object *dst)
590{
591 *dst = *this;
592
593 if (speed < 0)
594 dst->speed_left -= rndm ();
595
596 dst->set_speed (dst->speed);
597} 707}
598 708
599void 709void
600object::instantiate () 710object::instantiate ()
601{ 711{
602 if (!uuid.seq) // HACK 712 if (!uuid.seq) // HACK
603 uuid = UUID::gen (); 713 uuid = UUID::gen ();
604 714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
605 speed_left = -0.1f; 719 speed_left = -1.;
720
606 /* copy the body_info to the body_used - this is only really 721 /* copy the body_info to the body_used - this is only really
607 * need for monsters, but doesn't hurt to do it for everything. 722 * need for monsters, but doesn't hurt to do it for everything.
608 * by doing so, when a monster is created, it has good starting 723 * by doing so, when a monster is created, it has good starting
609 * values for the body_used info, so when items are created 724 * values for the body_used info, so when items are created
610 * for it, they can be properly equipped. 725 * for it, they can be properly equipped.
618object * 733object *
619object::clone () 734object::clone ()
620{ 735{
621 object *neu = create (); 736 object *neu = create ();
622 copy_to (neu); 737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
743 neu->map = map; // not copied by copy_to
623 return neu; 744 return neu;
624} 745}
625 746
626/* 747/*
627 * If an object with the IS_TURNABLE() flag needs to be turned due 748 * If an object with the IS_TURNABLE() flag needs to be turned due
644 * This function needs to be called whenever the speed of an object changes. 765 * This function needs to be called whenever the speed of an object changes.
645 */ 766 */
646void 767void
647object::set_speed (float speed) 768object::set_speed (float speed)
648{ 769{
649 if (flag [FLAG_FREED] && speed)
650 {
651 LOG (llevError, "Object %s is freed but has speed.\n", &name);
652 speed = 0;
653 }
654
655 this->speed = speed; 770 this->speed = speed;
656 771
657 if (has_active_speed ()) 772 if (has_active_speed ())
658 activate (); 773 activate ();
659 else 774 else
678 * UP_OBJ_FACE: only the objects face has changed. 793 * UP_OBJ_FACE: only the objects face has changed.
679 */ 794 */
680void 795void
681update_object (object *op, int action) 796update_object (object *op, int action)
682{ 797{
683 if (op == NULL) 798 if (!op)
684 { 799 {
685 /* this should never happen */ 800 /* this should never happen */
686 LOG (llevDebug, "update_object() called for NULL object.\n"); 801 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
687 return; 802 return;
688 } 803 }
689 804
690 if (op->env) 805 if (!op->is_on_map ())
691 { 806 {
692 /* Animation is currently handled by client, so nothing 807 /* Animation is currently handled by client, so nothing
693 * to do in this case. 808 * to do in this case.
694 */ 809 */
695 return; 810 return;
696 } 811 }
697
698 /* If the map is saving, don't do anything as everything is
699 * going to get freed anyways.
700 */
701 if (!op->map || op->map->in_memory == MAP_SAVING)
702 return;
703 812
704 /* make sure the object is within map boundaries */ 813 /* make sure the object is within map boundaries */
705 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 814 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
706 { 815 {
707 LOG (llevError, "update_object() called for object out of map!\n"); 816 LOG (llevError, "update_object() called for object out of map!\n");
715 824
716 if (!(m.flags_ & P_UPTODATE)) 825 if (!(m.flags_ & P_UPTODATE))
717 /* nop */; 826 /* nop */;
718 else if (action == UP_OBJ_INSERT) 827 else if (action == UP_OBJ_INSERT)
719 { 828 {
829#if 0
720 // this is likely overkill, TODO: revisit (schmorp) 830 // this is likely overkill, TODO: revisit (schmorp)
721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
722 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
723 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 833 || (op->is_player () && !(m.flags_ & P_PLAYER))
724 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
725 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
726 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
727 || (m.move_on | op->move_on ) != m.move_on 837 || (m.move_on | op->move_on ) != m.move_on
728 || (m.move_off | op->move_off ) != m.move_off 838 || (m.move_off | op->move_off ) != m.move_off
729 || (m.move_slow | op->move_slow) != m.move_slow 839 || (m.move_slow | op->move_slow) != m.move_slow
730 /* This isn't perfect, but I don't expect a lot of objects to 840 /* This isn't perfect, but I don't expect a lot of objects to
731 * to have move_allow right now. 841 * have move_allow right now.
732 */ 842 */
733 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate ();
845#else
734 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
735 m.flags_ = 0; 847 m.invalidate ();
848#endif
736 } 849 }
737 /* if the object is being removed, we can't make intelligent 850 /* if the object is being removed, we can't make intelligent
738 * decisions, because remove_ob can't really pass the object 851 * decisions, because remove_ob can't really pass the object
739 * that is being removed. 852 * that is being removed.
740 */ 853 */
741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
742 m.flags_ = 0; 855 m.invalidate ();
743 else if (action == UP_OBJ_FACE) 856 else if (action == UP_OBJ_FACE)
744 /* Nothing to do for that case */ ; 857 /* Nothing to do for that case */ ;
745 else 858 else
746 LOG (llevError, "update_object called with invalid action: %d\n", action); 859 LOG (llevError, "update_object called with invalid action: %d\n", action);
747 860
751 864
752object::object () 865object::object ()
753{ 866{
754 SET_FLAG (this, FLAG_REMOVED); 867 SET_FLAG (this, FLAG_REMOVED);
755 868
756 expmul = 1.0; 869 //expmul = 1.0; declared const for the time being
757 face = blank_face; 870 face = blank_face;
871 material = MATERIAL_NULL;
758} 872}
759 873
760object::~object () 874object::~object ()
761{ 875{
762 unlink (); 876 unlink ();
791 /* If already on active list, don't do anything */ 905 /* If already on active list, don't do anything */
792 if (active) 906 if (active)
793 return; 907 return;
794 908
795 if (has_active_speed ()) 909 if (has_active_speed ())
910 {
911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
913
796 actives.insert (this); 914 actives.insert (this);
915 }
797} 916}
798 917
799void 918void
800object::activate_recursive () 919object::activate_recursive ()
801{ 920{
850object::destroy_inv (bool drop_to_ground) 969object::destroy_inv (bool drop_to_ground)
851{ 970{
852 // need to check first, because the checks below might segfault 971 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code 972 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty. 973 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory, 974 // corollary: if you create arrows etc. with stuff in its inventory,
856 // cf will crash below with off-map x and y 975 // cf will crash below with off-map x and y
857 if (!inv) 976 if (!inv)
858 return; 977 return;
859 978
860 /* Only if the space blocks everything do we not process - 979 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects 980 * if some form of movement is allowed, let objects
862 * drop on that space. 981 * drop on that space.
863 */ 982 */
864 if (!drop_to_ground 983 if (!drop_to_ground
865 || !map 984 || !map
866 || map->in_memory != MAP_IN_MEMORY 985 || map->in_memory != MAP_ACTIVE
867 || map->nodrop 986 || map->no_drop
868 || ms ().move_block == MOVE_ALL) 987 || ms ().move_block == MOVE_ALL)
869 { 988 {
870 while (inv) 989 while (inv)
871 {
872 inv->destroy_inv (drop_to_ground);
873 inv->destroy (); 990 inv->destroy ();
874 }
875 } 991 }
876 else 992 else
877 { /* Put objects in inventory onto this space */ 993 { /* Put objects in inventory onto this space */
878 while (inv) 994 while (inv)
879 { 995 {
897 object *op = new object; 1013 object *op = new object;
898 op->link (); 1014 op->link ();
899 return op; 1015 return op;
900} 1016}
901 1017
1018static struct freed_map : maptile
1019{
1020 freed_map ()
1021 {
1022 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1;
1027 no_reset = 1;
1028
1029 alloc ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032
1033 ~freed_map ()
1034 {
1035 destroy ();
1036 }
1037} freed_map; // freed objects are moved here to avoid crashes
1038
902void 1039void
903object::do_destroy () 1040object::do_destroy ()
904{ 1041{
905 attachable::do_destroy ();
906
907 if (flag [FLAG_IS_LINKED]) 1042 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this); 1043 remove_link ();
909 1044
910 if (flag [FLAG_FRIENDLY]) 1045 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 1046 remove_friendly_object (this);
912 1047
913 if (!flag [FLAG_REMOVED])
914 remove (); 1048 remove ();
915 1049
916 destroy_inv (true); 1050 attachable::do_destroy ();
917 1051
918 deactivate (); 1052 deactivate ();
919 unlink (); 1053 unlink ();
920 1054
921 flag [FLAG_FREED] = 1; 1055 flag [FLAG_FREED] = 1;
922 1056
923 // hack to ensure that freed objects still have a valid map 1057 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->path = "<freed objects map>";
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935 freed_map->nodrop = 1;
936
937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
939 }
940
941 map = freed_map; 1058 map = &freed_map;
942 x = 1; 1059 x = 1;
943 y = 1; 1060 y = 1;
944 }
945 1061
946 if (more) 1062 if (more)
947 { 1063 {
948 more->destroy (); 1064 more->destroy ();
949 more = 0; 1065 more = 0;
957 attacked_by = 0; 1073 attacked_by = 0;
958 current_weapon = 0; 1074 current_weapon = 0;
959} 1075}
960 1076
961void 1077void
962object::destroy (bool destroy_inventory) 1078object::destroy ()
963{ 1079{
964 if (destroyed ()) 1080 if (destroyed ())
965 return; 1081 return;
966 1082
967 if (destroy_inventory) 1083 if (!is_head () && !head->destroyed ())
1084 {
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy ();
1087 return;
1088 }
1089
968 destroy_inv (false); 1090 destroy_inv (false);
969 1091
970 if (is_head ()) 1092 if (is_head ())
971 if (sound_destroy) 1093 if (sound_destroy)
972 play_sound (sound_destroy); 1094 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER]) 1095 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1096 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
975 1097
976 attachable::destroy (); 1098 attachable::destroy ();
977}
978
979/*
980 * sub_weight() recursively (outwards) subtracts a number from the
981 * weight of an object (and what is carried by it's environment(s)).
982 */
983void
984sub_weight (object *op, signed long weight)
985{
986 while (op != NULL)
987 {
988 if (op->type == CONTAINER)
989 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
990
991 op->carrying -= weight;
992 op = op->env;
993 }
994} 1099}
995 1100
996/* op->remove (): 1101/* op->remove ():
997 * This function removes the object op from the linked list of objects 1102 * This function removes the object op from the linked list of objects
998 * which it is currently tied to. When this function is done, the 1103 * which it is currently tied to. When this function is done, the
1001 * the previous environment. 1106 * the previous environment.
1002 */ 1107 */
1003void 1108void
1004object::do_remove () 1109object::do_remove ()
1005{ 1110{
1006 object *tmp, *last = 0; 1111 if (flag [FLAG_REMOVED])
1007 object *otmp;
1008
1009 if (QUERY_FLAG (this, FLAG_REMOVED))
1010 return; 1112 return;
1011 1113
1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this); 1114 INVOKE_OBJECT (REMOVE, this);
1115
1116 flag [FLAG_REMOVED] = true;
1014 1117
1015 if (more) 1118 if (more)
1016 more->remove (); 1119 more->remove ();
1017 1120
1018 /* 1121 /*
1019 * In this case, the object to be removed is in someones 1122 * In this case, the object to be removed is in someones
1020 * inventory. 1123 * inventory.
1021 */ 1124 */
1022 if (env) 1125 if (env)
1023 { 1126 {
1024 if (nrof) 1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1025 sub_weight (env, weight * nrof); 1128 if (object *pl = visible_to ())
1026 else 1129 esrv_del_item (pl->contr, count);
1027 sub_weight (env, weight + carrying); 1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1028 1131
1029 /* NO_FIX_PLAYER is set when a great many changes are being 1132 adjust_weight (env, -total_weight ());
1030 * made to players inventory. If set, avoiding the call
1031 * to save cpu time.
1032 */
1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1034 otmp->update_stats ();
1035 1133
1036 if (above) 1134 object *pl = in_player ();
1037 above->below = below;
1038 else
1039 env->inv = below;
1040
1041 if (below)
1042 below->above = above;
1043 1135
1044 /* we set up values so that it could be inserted into 1136 /* we set up values so that it could be inserted into
1045 * the map, but we don't actually do that - it is up 1137 * the map, but we don't actually do that - it is up
1046 * to the caller to decide what we want to do. 1138 * to the caller to decide what we want to do.
1047 */ 1139 */
1048 x = env->x, y = env->y;
1049 map = env->map; 1140 map = env->map;
1050 above = 0, below = 0; 1141 x = env->x;
1142 y = env->y;
1143
1144 // make sure cmov optimisation is applicable
1145 *(above ? &above->below : &env->inv) = below;
1146 *(below ? &below->above : &above ) = above; // &above is just a dummy
1147
1148 above = 0;
1149 below = 0;
1051 env = 0; 1150 env = 0;
1151
1152 if (pl && pl->is_player ())
1153 {
1154 pl->contr->queue_stats_update ();
1155
1156 if (glow_radius && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y);
1158 }
1052 } 1159 }
1053 else if (map) 1160 else if (map)
1054 { 1161 {
1055 if (type == PLAYER)
1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true; 1162 map->dirty = true;
1068 mapspace &ms = this->ms (); 1163 mapspace &ms = this->ms ();
1069 1164
1165 if (object *pl = ms.player ())
1166 {
1167 if (is_player ())
1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1172 // leaving a spot always closes any open container on the ground
1173 if (container && !container->env)
1174 // this causes spurious floorbox updates, but it ensures
1175 // that the CLOSE event is being sent.
1176 close_container ();
1177
1178 --map->players;
1179 map->touch ();
1180 }
1181 else if (pl->container_ () == this)
1182 {
1183 // removing a container should close it
1184 close_container ();
1185 }
1186
1187 esrv_del_item (pl->contr, count);
1188 }
1189
1070 /* link the object above us */ 1190 /* link the object above us */
1071 if (above) 1191 // re-link, make sure compiler can easily use cmove
1072 above->below = below; 1192 *(above ? &above->below : &ms.top) = below;
1073 else 1193 *(below ? &below->above : &ms.bot) = above;
1074 ms.top = below; /* we were top, set new top */
1075
1076 /* Relink the object below us, if there is one */
1077 if (below)
1078 below->above = above;
1079 else
1080 {
1081 /* Nothing below, which means we need to relink map object for this space
1082 * use translated coordinates in case some oddness with map tiling is
1083 * evident
1084 */
1085 if (GET_MAP_OB (map, x, y) != this)
1086 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 ());
1087
1088 ms.bot = above; /* goes on above it. */
1089 }
1090 1194
1091 above = 0; 1195 above = 0;
1092 below = 0; 1196 below = 0;
1093 1197
1198 ms.invalidate ();
1199
1094 if (map->in_memory == MAP_SAVING) 1200 if (map->in_memory == MAP_SAVING)
1095 return; 1201 return;
1096 1202
1097 int check_walk_off = !flag [FLAG_NO_APPLY]; 1203 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 1204
1099 if (object *pl = ms.player ()) 1205 if (object *pl = ms.player ())
1100 { 1206 {
1101 if (pl->container == this) 1207 if (pl->container_ () == this)
1102 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1104 * appropriately. 1210 * appropriately.
1105 */ 1211 */
1106 pl->close_container (); 1212 pl->close_container ();
1107 1213
1214 //TODO: the floorbox prev/next might need updating
1215 //esrv_del_item (pl->contr, count);
1216 //TODO: update floorbox to preserve ordering
1217 if (pl->contr->ns)
1108 pl->contr->ns->floorbox_update (); 1218 pl->contr->ns->floorbox_update ();
1109 } 1219 }
1110 1220
1221 if (check_walk_off)
1111 for (tmp = ms.bot; tmp; tmp = tmp->above) 1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1112 { 1223 {
1224 above = tmp->above;
1225
1113 /* No point updating the players look faces if he is the object 1226 /* No point updating the players look faces if he is the object
1114 * being removed. 1227 * being removed.
1115 */ 1228 */
1116 1229
1117 /* See if object moving off should effect something */ 1230 /* See if object moving off should effect something */
1118 if (check_walk_off
1119 && ((move_type & tmp->move_off) 1231 if ((move_type & tmp->move_off)
1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1121 {
1122 move_apply (tmp, this, 0); 1233 move_apply (tmp, this, 0);
1123
1124 if (destroyed ())
1125 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1126 } 1234 }
1127 1235
1128 last = tmp; 1236 if (affects_los ())
1129 }
1130
1131 /* last == NULL if there are no objects on this space */
1132 //TODO: this makes little sense, why only update the topmost object?
1133 if (!last)
1134 map->at (x, y).flags_ = 0;
1135 else
1136 update_object (last, UP_OBJ_REMOVE);
1137
1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1139 update_all_los (map, x, y); 1237 update_all_los (map, x, y);
1140 } 1238 }
1141} 1239}
1142 1240
1143/* 1241/*
1157 if (!top) 1255 if (!top)
1158 for (top = op; top && top->above; top = top->above) 1256 for (top = op; top && top->above; top = top->above)
1159 ; 1257 ;
1160 1258
1161 for (; top; top = top->below) 1259 for (; top; top = top->below)
1162 {
1163 if (top == op)
1164 continue;
1165
1166 if (object::can_merge (op, top)) 1260 if (object::can_merge (op, top))
1167 { 1261 {
1168 top->nrof += op->nrof; 1262 top->nrof += op->nrof;
1169 1263
1170/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1264 if (object *pl = top->visible_to ())
1171 op->weight = 0; /* Don't want any adjustements now */ 1265 esrv_update_item (UPD_NROF, pl, top);
1266
1267 op->weight = 0; // cancel the addition above
1268 op->carrying = 0; // must be 0 already
1269
1172 op->destroy (); 1270 op->destroy ();
1271
1173 return top; 1272 return top;
1174 } 1273 }
1175 }
1176 1274
1177 return 0; 1275 return 0;
1178} 1276}
1179 1277
1180void 1278void
1185 1283
1186 object *prev = this; 1284 object *prev = this;
1187 1285
1188 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1189 { 1287 {
1190 object *op = arch_to_object (at); 1288 object *op = at->instance ();
1191 1289
1192 op->name = name; 1290 op->name = name;
1193 op->name_pl = name_pl; 1291 op->name_pl = name_pl;
1194 op->title = title; 1292 op->title = title;
1195 1293
1205 * job preparing multi-part monsters. 1303 * job preparing multi-part monsters.
1206 */ 1304 */
1207object * 1305object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1306insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1307{
1308 op->remove ();
1309
1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1310 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1211 { 1311 {
1212 tmp->x = x + tmp->arch->x; 1312 tmp->x = x + tmp->arch->x;
1213 tmp->y = y + tmp->arch->y; 1313 tmp->y = y + tmp->arch->y;
1214 } 1314 }
1231 * Passing 0 for flag gives proper default values, so flag really only needs 1331 * Passing 0 for flag gives proper default values, so flag really only needs
1232 * to be set if special handling is needed. 1332 * to be set if special handling is needed.
1233 * 1333 *
1234 * Return value: 1334 * Return value:
1235 * new object if 'op' was merged with other object 1335 * new object if 'op' was merged with other object
1236 * NULL if 'op' was destroyed 1336 * NULL if there was an error (destroyed, blocked etc.)
1237 * just 'op' otherwise 1337 * just 'op' otherwise
1238 */ 1338 */
1239object * 1339object *
1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1241{ 1341{
1242 assert (!op->flag [FLAG_FREED]);
1243
1244 object *top, *floor = NULL;
1245
1246 op->remove (); 1342 op->remove ();
1343
1344 if (m == &freed_map)//D TODO: remove soon
1345 {//D
1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1347 }//D
1247 1348
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1349 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1350 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1351 * need extra work
1251 */ 1352 */
1353 maptile *newmap = m;
1252 if (!xy_normalise (m, op->x, op->y)) 1354 if (!xy_normalise (newmap, op->x, op->y))
1253 { 1355 {
1254 op->destroy (); 1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1255 return 0; 1357 return 0;
1256 } 1358 }
1257 1359
1258 if (object *more = op->more) 1360 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag)) 1361 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0; 1362 return 0;
1261 1363
1262 CLEAR_FLAG (op, FLAG_REMOVED); 1364 op->flag [FLAG_REMOVED] = false;
1263 1365 op->env = 0;
1264 op->map = m; 1366 op->map = newmap;
1367
1265 mapspace &ms = op->ms (); 1368 mapspace &ms = op->ms ();
1266 1369
1267 /* this has to be done after we translate the coordinates. 1370 /* this has to be done after we translate the coordinates.
1268 */ 1371 */
1269 if (op->nrof && !(flag & INS_NO_MERGE)) 1372 if (op->nrof && !(flag & INS_NO_MERGE))
1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 if (object::can_merge (op, tmp)) 1374 if (object::can_merge (op, tmp))
1272 { 1375 {
1376 // TODO: we actually want to update tmp, not op,
1377 // but some caller surely breaks when we return tmp
1378 // from here :/
1273 op->nrof += tmp->nrof; 1379 op->nrof += tmp->nrof;
1274 tmp->destroy (); 1380 tmp->destroy ();
1275 } 1381 }
1276 1382
1277 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1286 { 1392 {
1287 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1288 abort (); 1394 abort ();
1289 } 1395 }
1290 1396
1397 if (!originator->is_on_map ())
1398 {
1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1403
1291 op->above = originator; 1404 op->above = originator;
1292 op->below = originator->below; 1405 op->below = originator->below;
1293
1294 if (op->below)
1295 op->below->above = op;
1296 else
1297 ms.bot = op;
1298
1299 /* since *below* originator, no need to update top */
1300 originator->below = op; 1406 originator->below = op;
1407
1408 *(op->below ? &op->below->above : &ms.bot) = op;
1301 } 1409 }
1302 else 1410 else
1303 { 1411 {
1304 top = ms.bot; 1412 object *floor = 0;
1413 object *top = ms.top;
1305 1414
1306 /* If there are other objects, then */ 1415 /* If there are other objects, then */
1307 if (top) 1416 if (top)
1308 { 1417 {
1309 object *last = 0;
1310
1311 /* 1418 /*
1312 * If there are multiple objects on this space, we do some trickier handling. 1419 * If there are multiple objects on this space, we do some trickier handling.
1313 * We've already dealt with merging if appropriate. 1420 * We've already dealt with merging if appropriate.
1314 * Generally, we want to put the new object on top. But if 1421 * Generally, we want to put the new object on top. But if
1315 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1422 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1318 * once we get to them. This reduces the need to traverse over all of 1425 * once we get to them. This reduces the need to traverse over all of
1319 * them when adding another one - this saves quite a bit of cpu time 1426 * them when adding another one - this saves quite a bit of cpu time
1320 * when lots of spells are cast in one area. Currently, it is presumed 1427 * when lots of spells are cast in one area. Currently, it is presumed
1321 * that flying non pickable objects are spell objects. 1428 * that flying non pickable objects are spell objects.
1322 */ 1429 */
1323 for (top = ms.bot; top; top = top->above) 1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1324 { 1431 {
1325 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1326 floor = top; 1433 floor = tmp;
1327 1434
1328 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1329 { 1436 {
1330 /* We insert above top, so we want this object below this */ 1437 /* We insert above top, so we want this object below this */
1331 top = top->below; 1438 top = tmp->below;
1332 break; 1439 break;
1333 } 1440 }
1334 1441
1335 last = top; 1442 top = tmp;
1336 } 1443 }
1337
1338 /* Don't want top to be NULL, so set it to the last valid object */
1339 top = last;
1340 1444
1341 /* We let update_position deal with figuring out what the space 1445 /* We let update_position deal with figuring out what the space
1342 * looks like instead of lots of conditions here. 1446 * looks like instead of lots of conditions here.
1343 * makes things faster, and effectively the same result. 1447 * makes things faster, and effectively the same result.
1344 */ 1448 */
1351 */ 1455 */
1352 if (!(flag & INS_ON_TOP) 1456 if (!(flag & INS_ON_TOP)
1353 && ms.flags () & P_BLOCKSVIEW 1457 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility)) 1458 && (op->face && !faces [op->face].visibility))
1355 { 1459 {
1460 object *last;
1461
1356 for (last = top; last != floor; last = last->below) 1462 for (last = top; last != floor; last = last->below)
1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1358 break; 1464 break;
1359 1465
1360 /* Check to see if we found the object that blocks view, 1466 /* Check to see if we found the object that blocks view,
1368 } /* If objects on this space */ 1474 } /* If objects on this space */
1369 1475
1370 if (flag & INS_ABOVE_FLOOR_ONLY) 1476 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor; 1477 top = floor;
1372 1478
1373 /* Top is the object that our object (op) is going to get inserted above. 1479 // insert object above top, or bottom-most if top = 0
1374 */
1375
1376 /* First object on this space */
1377 if (!top) 1480 if (!top)
1378 { 1481 {
1482 op->below = 0;
1379 op->above = ms.bot; 1483 op->above = ms.bot;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op; 1484 ms.bot = op;
1485
1486 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1487 }
1387 else 1488 else
1388 { /* get inserted into the stack above top */ 1489 {
1389 op->above = top->above; 1490 op->above = top->above;
1390
1391 if (op->above)
1392 op->above->below = op; 1491 top->above = op;
1393 1492
1394 op->below = top; 1493 op->below = top;
1395 top->above = op; 1494 *(op->above ? &op->above->below : &ms.top) = op;
1396 } 1495 }
1496 }
1397 1497
1398 if (!op->above) 1498 if (op->is_player ())
1399 ms.top = op;
1400 } /* else not INS_BELOW_ORIGINATOR */
1401
1402 if (op->type == PLAYER)
1403 { 1499 {
1404 op->contr->do_los = 1; 1500 op->contr->do_los = 1;
1405 ++op->map->players; 1501 ++op->map->players;
1406 op->map->touch (); 1502 op->map->touch ();
1407 } 1503 }
1408 1504
1409 op->map->dirty = true; 1505 op->map->dirty = true;
1410 1506
1411 if (object *pl = ms.player ()) 1507 if (object *pl = ms.player ())
1508 //TODO: the floorbox prev/next might need updating
1509 //esrv_send_item (pl, op);
1510 //TODO: update floorbox to preserve ordering
1511 if (pl->contr->ns)
1412 pl->contr->ns->floorbox_update (); 1512 pl->contr->ns->floorbox_update ();
1413 1513
1414 /* If this object glows, it may affect lighting conditions that are 1514 /* If this object glows, it may affect lighting conditions that are
1415 * visible to others on this map. But update_all_los is really 1515 * visible to others on this map. But update_all_los is really
1416 * an inefficient way to do this, as it means los for all players 1516 * an inefficient way to do this, as it means los for all players
1417 * on the map will get recalculated. The players could very well 1517 * on the map will get recalculated. The players could very well
1418 * be far away from this change and not affected in any way - 1518 * be far away from this change and not affected in any way -
1419 * this should get redone to only look for players within range, 1519 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1520 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1521 * of effect may be sufficient.
1422 */ 1522 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1526 update_all_los (op->map, op->x, op->y);
1527 }
1425 1528
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1530 update_object (op, UP_OBJ_INSERT);
1428 1531
1429 INVOKE_OBJECT (INSERT, op); 1532 INVOKE_OBJECT (INSERT, op);
1436 * blocked() and wall() work properly), and these flags are updated by 1539 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object(). 1540 * update_object().
1438 */ 1541 */
1439 1542
1440 /* if this is not the head or flag has been passed, don't check walk on status */ 1543 /* if this is not the head or flag has been passed, don't check walk on status */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1442 { 1545 {
1443 if (check_move_on (op, originator)) 1546 if (check_move_on (op, originator))
1444 return 0; 1547 return 0;
1445 1548
1446 /* If we are a multi part object, lets work our way through the check 1549 /* If we are a multi part object, lets work our way through the check
1457/* this function inserts an object in the map, but if it 1560/* this function inserts an object in the map, but if it
1458 * finds an object of its own type, it'll remove that one first. 1561 * finds an object of its own type, it'll remove that one first.
1459 * op is the object to insert it under: supplies x and the map. 1562 * op is the object to insert it under: supplies x and the map.
1460 */ 1563 */
1461void 1564void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1565replace_insert_ob_in_map (shstr_tmp archname, object *op)
1463{ 1566{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1567 /* first search for itself and remove any old instances */
1467 1568
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1570 if (tmp->arch->archname == archname) /* same archetype */
1470 tmp->destroy (); 1571 tmp->destroy ();
1471 1572
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1573 object *tmp = archetype::find (archname)->instance ();
1473 1574
1474 tmp1->x = op->x; 1575 tmp->x = op->x;
1475 tmp1->y = op->y; 1576 tmp->y = op->y;
1577
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1578 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1579}
1478 1580
1479object * 1581object *
1480object::insert_at (object *where, object *originator, int flags) 1582object::insert_at (object *where, object *originator, int flags)
1481{ 1583{
1584 if (where->env)
1585 return where->env->insert (this);
1586 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1587 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1588}
1484 1589
1485/* 1590// check whether we can put this into the map, respect max_volume, max_items
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1591bool
1487 * is returned contains nr objects, and the remaining parts contains 1592object::can_drop_at (maptile *m, int x, int y, object *originator)
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{ 1593{
1495 object *newob; 1594 mapspace &ms = m->at (x, y);
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 1595
1498 if (orig_ob->nrof < nr) 1596 int items = ms.items ();
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503 1597
1504 newob = object_create_clone (orig_ob); 1598 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items
1600 && ms.volume () < m->max_volume))
1601 return true;
1505 1602
1506 if ((orig_ob->nrof -= nr) < 1) 1603 if (originator && originator->is_player ())
1507 orig_ob->destroy (1); 1604 originator->contr->failmsg (format (
1508 else if (!is_removed) 1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1509 { 1606 query_name ()
1510 if (orig_ob->env != NULL) 1607 ));
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519 1608
1520 newob->nrof = nr; 1609 return false;
1521
1522 return newob;
1523} 1610}
1524 1611
1525/* 1612/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1613 * decrease(object, number) decreases a specified number from
1527 * the amount of an object. If the amount reaches 0, the object 1614 * the amount of an object. If the amount reaches 0, the object
1528 * is subsequently removed and freed. 1615 * is subsequently removed and freed.
1529 * 1616 *
1530 * Return value: 'op' if something is left, NULL if the amount reached 0 1617 * Return value: 'op' if something is left, NULL if the amount reached 0
1531 */ 1618 */
1619bool
1620object::decrease (sint32 nr)
1621{
1622 if (!nr)
1623 return true;
1624
1625 nr = min (nr, nrof);
1626
1627 if (nrof > nr)
1628 {
1629 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631
1632 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this);
1634
1635 return true;
1636 }
1637 else
1638 {
1639 destroy ();
1640 return false;
1641 }
1642}
1643
1644/*
1645 * split(ob,nr) splits up ob into two parts. The part which
1646 * is returned contains nr objects, and the remaining parts contains
1647 * the rest (or is removed and returned if that number is 0).
1648 * On failure, NULL is returned.
1649 */
1532object * 1650object *
1533decrease_ob_nr (object *op, uint32 i) 1651object::split (sint32 nr)
1534{ 1652{
1535 object *tmp; 1653 int have = number_of ();
1536 1654
1537 if (i == 0) /* objects with op->nrof require this check */ 1655 if (have < nr)
1538 return op; 1656 return 0;
1539 1657 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1658 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1659 remove ();
1575 op->nrof = 0; 1660 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1661 }
1580 else 1662 else
1581 { 1663 {
1582 object *above = op->above; 1664 decrease (nr);
1583 1665
1584 if (i < op->nrof) 1666 object *op = deep_clone ();
1585 op->nrof -= i; 1667 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1668 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1669 }
1627} 1670}
1628 1671
1629object * 1672object *
1630insert_ob_in_ob (object *op, object *where) 1673insert_ob_in_ob (object *op, object *where)
1655 * be != op, if items are merged. -Tero 1698 * be != op, if items are merged. -Tero
1656 */ 1699 */
1657object * 1700object *
1658object::insert (object *op) 1701object::insert (object *op)
1659{ 1702{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1703 if (op->more)
1664 { 1704 {
1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1705 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1666 return op; 1706 return op;
1667 } 1707 }
1668 1708
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1709 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1710
1711 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1712
1672 if (op->nrof) 1713 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1714 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1715 if (object::can_merge (tmp, op))
1676 { 1716 {
1677 /* return the original object and remove inserted object 1717 /* return the original object and remove inserted object
1678 (client needs the original object) */ 1718 (client needs the original object) */
1679 tmp->nrof += op->nrof; 1719 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1720
1681 * tmp->nrof, we need to increase the weight. 1721 if (object *pl = tmp->visible_to ())
1682 */ 1722 esrv_update_item (UPD_NROF, pl, tmp);
1723
1683 add_weight (this, op->weight * op->nrof); 1724 adjust_weight (this, op->total_weight ());
1684 SET_FLAG (op, FLAG_REMOVED); 1725
1685 op->destroy (); /* free the inserted object */ 1726 op->destroy ();
1686 op = tmp; 1727 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1728 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1729 }
1691 1730
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1731 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1732 op->map = 0;
1733 op->x = 0;
1734 op->y = 0;
1735
1736 op->above = 0;
1737 op->below = inv;
1709 op->env = this; 1738 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 1739
1740 if (inv)
1741 inv->above = op;
1742
1743 inv = op;
1744
1745 op->flag [FLAG_REMOVED] = 0;
1746
1747 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op);
1749
1750 adjust_weight (this, op->total_weight ());
1751
1752inserted:
1714 /* reset the light list and los of the players on the map */ 1753 /* reset the light list and los of the players on the map */
1715 if (op->glow_radius && map) 1754 if (op->glow_radius && is_on_map ())
1716 { 1755 {
1717#ifdef DEBUG_LIGHTS 1756 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1757 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1758 }
1731 op->below = inv; 1759 else if (is_player ())
1732 op->below->above = op; 1760 // if this is a player's inventory, update stats
1733 inv = op; 1761 contr->queue_stats_update ();
1734 }
1735 1762
1736 INVOKE_OBJECT (INSERT, this); 1763 INVOKE_OBJECT (INSERT, this);
1737 1764
1738 return op; 1765 return op;
1739} 1766}
1759 * on top. 1786 * on top.
1760 */ 1787 */
1761int 1788int
1762check_move_on (object *op, object *originator) 1789check_move_on (object *op, object *originator)
1763{ 1790{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1764 object *tmp; 1794 object *tmp;
1765 maptile *m = op->map; 1795 maptile *m = op->map;
1766 int x = op->x, y = op->y; 1796 int x = op->x, y = op->y;
1767 1797
1768 MoveType move_on, move_slow, move_block; 1798 mapspace &ms = m->at (x, y);
1769 1799
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1800 ms.update ();
1771 return 0;
1772 1801
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1802 MoveType move_on = ms.move_on;
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1803 MoveType move_slow = ms.move_slow;
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1804 MoveType move_block = ms.move_block;
1776 1805
1777 /* if nothing on this space will slow op down or be applied, 1806 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1807 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1808 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1809 * as walking.
1791 return 0; 1820 return 0;
1792 1821
1793 /* The objects have to be checked from top to bottom. 1822 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1823 * Hence, we first go to the top:
1795 */ 1824 */
1796 1825 for (object *next, *tmp = ms.top; tmp; tmp = next)
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 } 1826 {
1827 next = tmp->below;
1806 1828
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op) 1829 if (tmp == op)
1810 continue; /* Can't apply yourself */ 1830 continue; /* Can't apply yourself */
1811 1831
1812 /* Check to see if one of the movement types should be slowed down. 1832 /* Check to see if one of the movement types should be slowed down.
1813 * Second check makes sure that the movement types not being slowed 1833 * Second check makes sure that the movement types not being slowed
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1819 { 1839 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1822 { 1842 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1844
1827 if (op->type == PLAYER) 1845 if (op->is_player ())
1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1848 diff /= 4.0;
1831 1849
1832 op->speed_left -= diff; 1850 op->speed_left -= diff;
1833 } 1851 }
1834 } 1852 }
1867 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1886 return NULL;
1869 } 1887 }
1870 1888
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1872 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1873 return tmp; 1891 return tmp;
1874 1892
1875 return NULL; 1893 return NULL;
1876} 1894}
1877 1895
1941 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1942 */ 1960 */
1943object * 1961object *
1944present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
1945{ 1963{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 1965 if (tmp->arch->archname == at->archname)
1948 return tmp; 1966 return tmp;
1949 1967
1950 return NULL; 1968 return NULL;
1951} 1969}
1952 1970
2040 * head of the object should correspond for the entire object. 2058 * head of the object should correspond for the entire object.
2041 */ 2059 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2060 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue; 2061 continue;
2044 2062
2045 if (ob->blocked (m, pos.x, pos.y)) 2063 if (ob->blocked (pos.m, pos.x, pos.y))
2046 continue; 2064 continue;
2047 2065
2048 altern [index++] = i; 2066 altern [index++] = i;
2049 } 2067 }
2050 2068
2118 * there is capable of. 2136 * there is capable of.
2119 */ 2137 */
2120int 2138int
2121find_dir (maptile *m, int x, int y, object *exclude) 2139find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2140{
2123 int i, max = SIZEOFFREE, mflags; 2141 int max = SIZEOFFREE, mflags;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2142 MoveType move_type;
2130 2143
2131 if (exclude && exclude->head_ () != exclude) 2144 if (exclude && exclude->head_ () != exclude)
2132 { 2145 {
2133 exclude = exclude->head; 2146 exclude = exclude->head;
2134 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2137 { 2150 {
2138 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2139 move_type = MOVE_ALL; 2152 move_type = MOVE_ALL;
2140 } 2153 }
2141 2154
2142 for (i = 1; i < max; i++) 2155 for (int i = 1; i < max; i++)
2143 { 2156 {
2144 mp = m; 2157 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2158 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2159
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2161 max = maxfree[i];
2152 else 2162 else
2153 { 2163 {
2154 mapspace &ms = mp->at (nx, ny); 2164 mapspace &ms = *pos;
2155 2165
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2166 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2167 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2168 else if (ms.flags () & P_IS_ALIVE)
2161 { 2169 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2173 return freedir [i];
2169 } 2174 }
2170 } 2175 }
2171 } 2176 }
2172 2177
2173 return 0; 2178 return 0;
2248 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2249 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2250 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2251 * functions. 2256 * functions.
2252 */ 2257 */
2253int reduction_dir[SIZEOFFREE][3] = { 2258static const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2354int 2359int
2355can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2356{ 2361{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2360} 2365}
2361 2366
2362/* 2367/*
2363 * create clone from object to another 2368 * create clone from object to another
2364 */ 2369 */
2365object * 2370object *
2366object_create_clone (object *asrc) 2371object::deep_clone ()
2367{ 2372{
2368 object *dst = 0, *tmp, *src, *prev, *item; 2373 assert (("deep_clone called on non-head object", is_head ()));
2369 2374
2370 if (!asrc) 2375 object *dst = clone ();
2371 return 0;
2372 2376
2373 src = asrc->head_ (); 2377 object *prev = dst;
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more) 2378 for (object *part = this->more; part; part = part->more)
2377 { 2379 {
2378 tmp = part->clone (); 2380 object *tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst; 2381 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp; 2382 prev->more = tmp;
2394
2395 prev = tmp; 2383 prev = tmp;
2396 } 2384 }
2397 2385
2398 for (item = src->inv; item; item = item->below) 2386 for (object *item = inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (item->deep_clone (), dst);
2400 2388
2401 return dst; 2389 return dst;
2402} 2390}
2403 2391
2404/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2413 return tmp; 2401 return tmp;
2414 2402
2415 return 0; 2403 return 0;
2416} 2404}
2417 2405
2418/* If ob has a field named key, return the link from the list, 2406shstr_tmp
2419 * otherwise return NULL. 2407object::kv_get (shstr_tmp key) const
2420 *
2421 * key must be a passed in shared string - otherwise, this won't
2422 * do the desired thing.
2423 */
2424key_value *
2425get_ob_key_link (const object *ob, const char *key)
2426{ 2408{
2427 for (key_value *link = ob->key_values; link; link = link->next) 2409 for (key_value *kv = key_values; kv; kv = kv->next)
2428 if (link->key == key) 2410 if (kv->key == key)
2429 return link;
2430
2431 return 0;
2432}
2433
2434/*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char *
2442get_ob_key_value (const object *op, const char *const key)
2443{
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value; 2411 return kv->value;
2463 2412
2464 return 0; 2413 return shstr ();
2465} 2414}
2466 2415
2467/* 2416void
2468 * Updates the canonical_key in op to value. 2417object::kv_set (shstr_tmp key, shstr_tmp value)
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2418{
2480 key_value *field = NULL, *last = NULL; 2419 for (key_value *kv = key_values; kv; kv = kv->next)
2481 2420 if (kv->key == key)
2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2484 if (field->key != canonical_key)
2485 { 2421 {
2486 last = field; 2422 kv->value = value;
2487 continue; 2423 return;
2488 } 2424 }
2489 2425
2490 if (value) 2426 key_value *kv = new key_value;
2491 field->value = value; 2427
2492 else 2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433}
2434
2435void
2436object::kv_del (shstr_tmp key)
2437{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key)
2493 { 2440 {
2494 /* Basically, if the archetype has this key set, 2441 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2442 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2443 delete kv;
2497 * we get this value back again. 2444 return;
2498 */
2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2445 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538}
2539
2540/*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{
2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2446}
2556 2447
2557object::depth_iterator::depth_iterator (object *container) 2448object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2449: iterator_base (container)
2559{ 2450{
2609{ 2500{
2610 char flagdesc[512]; 2501 char flagdesc[512];
2611 char info2[256 * 4]; 2502 char info2[256 * 4];
2612 char *p = info; 2503 char *p = info;
2613 2504
2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2505 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2615 count, 2506 count,
2616 uuid.c_str (), 2507 uuid.c_str (),
2617 &name, 2508 &name,
2618 title ? "\",title:\"" : "", 2509 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2510 title ? (const char *)title : "",
2511 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2512 flag_desc (flagdesc, 512), type);
2621 2513
2622 if (!this->flag[FLAG_REMOVED] && env) 2514 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2515 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2516
2625 if (map) 2517 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2518 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2519
2642{ 2534{
2643 return map ? map->region (x, y) 2535 return map ? map->region (x, y)
2644 : region::default_region (); 2536 : region::default_region ();
2645} 2537}
2646 2538
2647const materialtype_t *
2648object::dominant_material () const
2649{
2650 if (materialtype_t *mt = name_to_material (materialname))
2651 return mt;
2652
2653 return name_to_material (shstr_unknown);
2654}
2655
2656void 2539void
2657object::open_container (object *new_container) 2540object::open_container (object *new_container)
2658{ 2541{
2659 if (container == new_container) 2542 if (container == new_container)
2660 return; 2543 return;
2661 2544
2662 if (object *old_container = container) 2545 object *old_container = container;
2546
2547 if (old_container)
2663 { 2548 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2549 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return; 2550 return;
2666 2551
2667#if 0 2552#if 0
2669 if (object *closer = old_container->inv) 2554 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON) 2555 if (closer->type == CLOSE_CON)
2671 closer->destroy (); 2556 closer->destroy ();
2672#endif 2557#endif
2673 2558
2559 // make sure the container is available
2560 esrv_send_item (this, old_container);
2561
2674 old_container->flag [FLAG_APPLIED] = 0; 2562 old_container->flag [FLAG_APPLIED] = false;
2675 container = 0; 2563 container = 0;
2676 2564
2565 // client needs item update to make it work, client bug requires this to be separate
2677 esrv_update_item (UPD_FLAGS, this, old_container); 2566 esrv_update_item (UPD_FLAGS, this, old_container);
2567
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2679 play_sound (sound_find ("chest_close")); 2569 play_sound (sound_find ("chest_close"));
2680 } 2570 }
2681 2571
2682 if (new_container) 2572 if (new_container)
2683 { 2573 {
2687 // TODO: this does not seem to serve any purpose anymore? 2577 // TODO: this does not seem to serve any purpose anymore?
2688#if 0 2578#if 0
2689 // insert the "Close Container" object. 2579 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch) 2580 if (archetype *closer = new_container->other_arch)
2691 { 2581 {
2692 object *closer = arch_to_object (new_container->other_arch); 2582 object *closer = new_container->other_arch->instance ();
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer); 2584 new_container->insert (closer);
2695 } 2585 }
2696#endif 2586#endif
2697 2587
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2699 2589
2590 // make sure the container is available, client bug requires this to be separate
2591 esrv_send_item (this, new_container);
2592
2700 new_container->flag [FLAG_APPLIED] = 1; 2593 new_container->flag [FLAG_APPLIED] = true;
2701 container = new_container; 2594 container = new_container;
2702 2595
2596 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2597 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2598 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open")); 2599 play_sound (sound_find ("chest_open"));
2706 } 2600 }
2601// else if (!old_container->env && contr && contr->ns)
2602// contr->ns->floorbox_reset ();
2707} 2603}
2708 2604
2709object * 2605object *
2710object::force_find (const shstr name) 2606object::force_find (shstr_tmp name)
2711{ 2607{
2712 /* cycle through his inventory to look for the MARK we want to 2608 /* cycle through his inventory to look for the MARK we want to
2713 * place 2609 * place
2714 */ 2610 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below) 2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2717 return splay (tmp); 2613 return splay (tmp);
2718 2614
2719 return 0; 2615 return 0;
2720} 2616}
2721 2617
2618//-GPL
2619
2722void 2620void
2621object::force_set_timer (int duration)
2622{
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627}
2628
2629object *
2723object::force_add (const shstr name, int duration) 2630object::force_add (shstr_tmp name, int duration)
2724{ 2631{
2725 if (object *force = force_find (name)) 2632 if (object *force = force_find (name))
2726 force->destroy (); 2633 force->destroy ();
2727 2634
2728 object *force = get_archetype (FORCE_NAME); 2635 object *force = get_archetype (FORCE_NAME);
2729 2636
2730 force->slaying = name; 2637 force->slaying = name;
2731 force->stats.food = 1; 2638 force->force_set_timer (duration);
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true; 2639 force->flag [FLAG_APPLIED] = true;
2737 2640
2738 insert (force); 2641 return insert (force);
2739} 2642}
2740 2643
2741void 2644void
2742object::play_sound (faceidx sound) const 2645object::play_sound (faceidx sound) const
2743{ 2646{
2744 if (!sound) 2647 if (!sound)
2745 return; 2648 return;
2746 2649
2747 if (flag [FLAG_REMOVED]) 2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654}
2655
2656void
2657object::say_msg (const char *msg) const
2658{
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663}
2664
2665void
2666object::make_noise ()
2667{
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2748 return; 2675 return;
2749 2676
2750 if (env) 2677 // find old force, or create new one
2751 { 2678 object *force = force_find (shstr_noise_force);
2752 if (object *pl = in_player ()) 2679
2753 pl->contr->play_sound (sound); 2680 if (force)
2754 } 2681 force->speed_left = -1.f; // patch old speed up
2755 else 2682 else
2756 map->play_sound (sound, x, y); 2683 {
2757} 2684 force = archetype::get (shstr_noise_force);
2758 2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696}
2697
2698void object::change_move_type (MoveType mt)
2699{
2700 if (move_type == mt)
2701 return;
2702
2703 if (is_on_map ())
2704 {
2705 // we are on the map, so handle move_on/off effects
2706 remove ();
2707 move_type = mt;
2708 map->insert (this, x, y, this);
2709 }
2710 else
2711 move_type = mt;
2712}
2713

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