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Comparing deliantra/server/common/object.C (file contents):
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.317 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27 24
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39UUID UUID::cur; 34UUID UUID::cur;
40static uint64_t seq_next_save; 35static uint64_t seq_next_save;
41static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
41
42//+GPL
45 43
46short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
47 0, 45 0,
48 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
49 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,
53 0, 51 0,
54 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
55 -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,
56 -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
57}; 55};
58int maxfree[SIZEOFFREE] = {
59 0,
60 9, 10, 13, 14, 17, 18, 21, 22,
61 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
62 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
63};
64int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
65 0, 57 0,
66 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
67 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,
68 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
69}; 61};
70 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
71static void 70static void
72write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
73{ 72{
74 CALL_BEGIN (2); 73 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 77 CALL_END;
79} 78}
80 79
81static void 80static void
82read_uuid (void) 81read_uuid ()
83{ 82{
84 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
85 84
86 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
87 86
101 100
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1); 102 _exit (1);
104 } 103 }
105 104
106 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
107 buf[0] = 0; 106 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
109 108
110 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
111 { 110 {
138 137
139void 138void
140UUID::init () 139UUID::init ()
141{ 140{
142 read_uuid (); 141 read_uuid ();
142}
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;
143} 207}
144 208
145/* 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. */
146static bool 210static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
148{ 212{
149 key_value *wants_field;
150
151 /* 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
152 * 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
153 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
154 */ 216 */
155 217
156 /* For each field in wants, */ 218 /* For each field in wants, */
157 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)
158 { 220 if (has->kv_get (kv->key) != kv->value)
159 key_value *has_field; 221 return false;
160
161 /* Look for a field in has with the same key. */
162 has_field = get_ob_key_link (has, wants_field->key);
163
164 if (!has_field)
165 return 0; /* No field with that name. */
166
167 /* Found the matching field. */
168 if (has_field->value != wants_field->value)
169 return 0; /* Values don't match, so this half of the comparison is false. */
170
171 /* If we get here, we found a match. Now for the next field in wants. */
172 }
173 222
174 /* 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. */
175 return 1; 224 return true;
176} 225}
177 226
178/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
179static bool 228static bool
180compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
181{ 230{
182 /* 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,
183 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
184 */ 233 */
185 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);
186} 236}
187 237
188/* 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
189 * they can be merged together. 239 * they can be merged together.
190 * 240 *
197 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
198 * check weight 248 * check weight
199 */ 249 */
200bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
201{ 251{
202 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
203 if (ob1 == ob2 253 if (ob1 == ob2
204 || ob1->type != ob2->type 254 || ob1->type != ob2->type
205 || ob1->speed != ob2->speed
206 || ob1->value != ob2->value 255 || ob1->value != ob2->value
207 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
208 return 0; 258 return 0;
209 259
210 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
211 * for unsigned overflow (2c), second part checks wether the result 261 * is always 0 .. 2**31-1 */
212 * would fit into a 32 bit signed int, which is often used to hold 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
216 return 0; 263 return 0;
217 264
218 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
219 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
220 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
225 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
226 273
227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
228 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
229 276
230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
231 || ob1->arch != ob2->arch
232 || ob1->name != ob2->name 278 || ob1->name != ob2->name
233 || ob1->title != ob2->title 279 || ob1->title != ob2->title
234 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
235 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
239 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
240 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
241 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
242 || ob1->value != ob2->value 286 || ob1->value != ob2->value
243 || 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
244 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
245 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
246 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
247 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
248 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
249 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
250 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
251 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
252 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
254 || 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)))
302 return 0;
303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
255 return 0; 308 return 0;
256 309
257 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
258 * not merge objects with real inventories, as splitting them 311 * not merge objects with real inventories, as splitting them
259 * is hard. 312 * is hard.
298 351
299 if (ob1->key_values || ob2->key_values) 352 if (ob1->key_values || ob2->key_values)
300 { 353 {
301 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
302 if ((!ob1->key_values) != (!ob2->key_values)) 355 if ((!ob1->key_values) != (!ob2->key_values))
303 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
304 return 0; 357
305 else if (!compare_ob_value_lists (ob1, ob2)) 358 if (!compare_ob_value_lists (ob1, ob2))
306 return 0; 359 return 0;
307 } 360 }
308 361
309 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
310 { 363 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318 371
319 if (k1 != k2) 372 if (k1 != k2)
320 return 0; 373 return 0;
374
321 else if (k1 == 0) 375 if (k1 == 0)
322 return 1; 376 return 1;
377
323 else if (!cfperl_can_merge (ob1, ob2)) 378 if (!cfperl_can_merge (ob1, ob2))
324 return 0; 379 return 0;
325 } 380 }
326 } 381 }
327 382
328 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
329 return 1; 384 return 1;
330} 385}
331 386
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")
332static sint32 425static sint32
333weight_adjust (object *op, sint32 weight) 426weight_adjust_for (object *op, sint32 weight)
334{ 427{
335 return op->type == CONTAINER 428 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight; 430 : weight;
338} 431}
339 432
340/* 433/*
341 * add_weight(object, weight) adds the specified weight to an object, 434 * adjust_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying. 435 * and also updates how much the environment(s) is/are carrying.
343 */ 436 */
344static void 437static void
345add_weight (object *op, sint32 weight) 438adjust_weight (object *op, sint32 weight)
346{ 439{
347 while (op) 440 while (op)
348 { 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
349 weight = weight_adjust (op, weight); 444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
350 449
351 op->carrying += weight; 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
352 op = op->env; 456 op = op->env;
353 } 457 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364} 458}
365 459
366/* 460/*
367 * this is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
368 * an object is carrying. It goes through op and figures out how much 462 * an object is carrying. It goes through op and figures out how much
379 op->update_weight (); 473 op->update_weight ();
380 474
381 sum += op->total_weight (); 475 sum += op->total_weight ();
382 } 476 }
383 477
384 carrying = weight_adjust (this, sum); 478 sum = weight_adjust_for (this, sum);
385}
386 479
480 if (sum != carrying)
481 {
482 carrying = sum;
483
484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
488}
489
387/* 490/*
388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
389 * Some error messages.
390 * The result of the dump is stored in the static global errmsg array.
391 */ 492 */
392char * 493char *
393dump_object (object *op) 494dump_object (object *op)
394{ 495{
395 if (!op) 496 if (!op)
398 object_freezer freezer; 499 object_freezer freezer;
399 op->write (freezer); 500 op->write (freezer);
400 return freezer.as_string (); 501 return freezer.as_string ();
401} 502}
402 503
403/* 504char *
404 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
405 * multi-object 1 which is closest to the second object.
406 * If it's not a multi-object, it is returned.
407 */
408object *
409get_nearest_part (object *op, const object *pl)
410{ 506{
411 object *tmp, *closest; 507 return dump_object (this);
412 int last_dist, i;
413
414 if (op->more == NULL)
415 return op;
416 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
417 if ((i = distance (tmp, pl)) < last_dist)
418 closest = tmp, last_dist = i;
419 return closest;
420} 508}
421 509
422/* 510/*
423 * 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.
424 */ 513 */
425object * 514object *
426find_object (tag_t i) 515find_object (tag_t i)
427{ 516{
428 for_all_objects (op) 517 for_all_objects (op)
431 520
432 return 0; 521 return 0;
433} 522}
434 523
435/* 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/*
436 * 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.
437 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
438 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
439 */ 543 */
440object * 544object *
441find_object_name (const char *str) 545find_object_name (const char *str)
442{ 546{
443 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
444 object *op;
445 548
549 if (str_)
446 for_all_objects (op) 550 for_all_objects (op)
447 if (op->name == str_) 551 if (op->name == str_)
448 break; 552 return op;
449 553
450 return op; 554 return 0;
451} 555}
452 556
453/* 557/*
454 * 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
455 * skill and experience objects. 559 * skill and experience objects.
493object::change_weapon (object *ob) 597object::change_weapon (object *ob)
494{ 598{
495 if (current_weapon == ob) 599 if (current_weapon == ob)
496 return true; 600 return true;
497 601
498 if (chosen_skill) 602 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
499 chosen_skill->flag [FLAG_APPLIED] = false;
500
501 current_weapon = ob;
502 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
503
504 if (chosen_skill)
505 chosen_skill->flag [FLAG_APPLIED] = true;
506
507 update_stats ();
508
509 if (ob)
510 {
511 // now check wether any body locations became invalid, in which case
512 // we cannot apply the weapon at the moment.
513 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
514 if (slot[i].used < 0)
515 {
516 current_weapon = chosen_skill = 0;
517 update_stats ();
518
519 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name);
523 return false;
524 }
525
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 } 603 {
528 else 604 manual_apply (this, current_weapon, AP_UNAPPLY);
529 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
530 605
531 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) 606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
532 { 607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
533 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", 608
534 &name, ob->debug_desc ()); 609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
535 return false; 610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
536 } 623 }
537 624
538 return true; 625 return true;
539} 626}
540 627
553 } 640 }
554 641
555 op->key_values = 0; 642 op->key_values = 0;
556} 643}
557 644
558object & 645/*
559object::operator =(const object &src) 646 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second
648 * object, allocating what needs to be allocated. Basically, any
649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
650 * if the first object is freed, the pointers in the new object
651 * will point at garbage.
652 */
653void
654object::copy_to (object *dst)
560{ 655{
561 bool is_freed = flag [FLAG_FREED]; 656 dst->remove ();
562 bool is_removed = flag [FLAG_REMOVED];
563
564 *(object_copy *)this = src; 657 *(object_copy *)dst = *this;
565
566 flag [FLAG_FREED] = is_freed;
567 flag [FLAG_REMOVED] = is_removed; 658 dst->flag [FLAG_REMOVED] = true;
568 659
569 /* Copy over key_values, if any. */ 660 /* Copy over key_values, if any. */
570 if (src.key_values) 661 if (key_values)
571 { 662 {
572 key_value *tail = 0; 663 key_value *tail = 0;
573 key_values = 0; 664 dst->key_values = 0;
574 665
575 for (key_value *i = src.key_values; i; i = i->next) 666 for (key_value *i = key_values; i; i = i->next)
576 { 667 {
577 key_value *new_link = new key_value; 668 key_value *new_link = new key_value;
578 669
579 new_link->next = 0; 670 new_link->next = 0;
580 new_link->key = i->key; 671 new_link->key = i->key;
581 new_link->value = i->value; 672 new_link->value = i->value;
582 673
583 /* Try and be clever here, too. */ 674 /* Try and be clever here, too. */
584 if (!key_values) 675 if (!dst->key_values)
585 { 676 {
586 key_values = new_link; 677 dst->key_values = new_link;
587 tail = new_link; 678 tail = new_link;
588 } 679 }
589 else 680 else
590 { 681 {
591 tail->next = new_link; 682 tail->next = new_link;
592 tail = new_link; 683 tail = new_link;
593 } 684 }
594 } 685 }
595 } 686 }
596}
597 687
598/* 688 dst->activate ();
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610
611 if (speed < 0)
612 dst->speed_left -= rndm ();
613
614 dst->set_speed (dst->speed);
615} 689}
616 690
617void 691void
618object::instantiate () 692object::instantiate ()
619{ 693{
620 if (!uuid.seq) // HACK 694 if (!uuid.seq) // HACK
621 uuid = UUID::gen (); 695 uuid = UUID::gen ();
622 696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
623 speed_left = -0.1f; 701 speed_left = -1.;
702
624 /* copy the body_info to the body_used - this is only really 703 /* copy the body_info to the body_used - this is only really
625 * need for monsters, but doesn't hurt to do it for everything. 704 * need for monsters, but doesn't hurt to do it for everything.
626 * by doing so, when a monster is created, it has good starting 705 * by doing so, when a monster is created, it has good starting
627 * values for the body_used info, so when items are created 706 * values for the body_used info, so when items are created
628 * for it, they can be properly equipped. 707 * for it, they can be properly equipped.
636object * 715object *
637object::clone () 716object::clone ()
638{ 717{
639 object *neu = create (); 718 object *neu = create ();
640 copy_to (neu); 719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
725 neu->map = map; // not copied by copy_to
641 return neu; 726 return neu;
642} 727}
643 728
644/* 729/*
645 * If an object with the IS_TURNABLE() flag needs to be turned due 730 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * This function needs to be called whenever the speed of an object changes. 747 * This function needs to be called whenever the speed of an object changes.
663 */ 748 */
664void 749void
665object::set_speed (float speed) 750object::set_speed (float speed)
666{ 751{
667 if (flag [FLAG_FREED] && speed)
668 {
669 LOG (llevError, "Object %s is freed but has speed.\n", &name);
670 speed = 0;
671 }
672
673 this->speed = speed; 752 this->speed = speed;
674 753
675 if (has_active_speed ()) 754 if (has_active_speed ())
676 activate (); 755 activate ();
677 else 756 else
696 * UP_OBJ_FACE: only the objects face has changed. 775 * UP_OBJ_FACE: only the objects face has changed.
697 */ 776 */
698void 777void
699update_object (object *op, int action) 778update_object (object *op, int action)
700{ 779{
701 if (op == NULL) 780 if (!op)
702 { 781 {
703 /* this should never happen */ 782 /* this should never happen */
704 LOG (llevDebug, "update_object() called for NULL object.\n"); 783 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
705 return; 784 return;
706 } 785 }
707 786
708 if (op->env) 787 if (!op->is_on_map ())
709 { 788 {
710 /* Animation is currently handled by client, so nothing 789 /* Animation is currently handled by client, so nothing
711 * to do in this case. 790 * to do in this case.
712 */ 791 */
713 return; 792 return;
714 } 793 }
715
716 /* If the map is saving, don't do anything as everything is
717 * going to get freed anyways.
718 */
719 if (!op->map || op->map->in_memory == MAP_SAVING)
720 return;
721 794
722 /* make sure the object is within map boundaries */ 795 /* make sure the object is within map boundaries */
723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 796 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
724 { 797 {
725 LOG (llevError, "update_object() called for object out of map!\n"); 798 LOG (llevError, "update_object() called for object out of map!\n");
733 806
734 if (!(m.flags_ & P_UPTODATE)) 807 if (!(m.flags_ & P_UPTODATE))
735 /* nop */; 808 /* nop */;
736 else if (action == UP_OBJ_INSERT) 809 else if (action == UP_OBJ_INSERT)
737 { 810 {
811#if 0
738 // this is likely overkill, TODO: revisit (schmorp) 812 // this is likely overkill, TODO: revisit (schmorp)
739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 815 || (op->is_player () && !(m.flags_ & P_PLAYER))
742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 817 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 818 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
745 || (m.move_on | op->move_on ) != m.move_on 819 || (m.move_on | op->move_on ) != m.move_on
746 || (m.move_off | op->move_off ) != m.move_off 820 || (m.move_off | op->move_off ) != m.move_off
747 || (m.move_slow | op->move_slow) != m.move_slow 821 || (m.move_slow | op->move_slow) != m.move_slow
748 /* This isn't perfect, but I don't expect a lot of objects to 822 /* This isn't perfect, but I don't expect a lot of objects to
749 * to have move_allow right now. 823 * have move_allow right now.
750 */ 824 */
751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 825 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
826 m.invalidate ();
827#else
752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 828 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
753 m.flags_ = 0; 829 m.invalidate ();
830#endif
754 } 831 }
755 /* if the object is being removed, we can't make intelligent 832 /* if the object is being removed, we can't make intelligent
756 * decisions, because remove_ob can't really pass the object 833 * decisions, because remove_ob can't really pass the object
757 * that is being removed. 834 * that is being removed.
758 */ 835 */
759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 836 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
760 m.flags_ = 0; 837 m.invalidate ();
761 else if (action == UP_OBJ_FACE) 838 else if (action == UP_OBJ_FACE)
762 /* Nothing to do for that case */ ; 839 /* Nothing to do for that case */ ;
763 else 840 else
764 LOG (llevError, "update_object called with invalid action: %d\n", action); 841 LOG (llevError, "update_object called with invalid action: %d\n", action);
765 842
769 846
770object::object () 847object::object ()
771{ 848{
772 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
773 850
774 expmul = 1.0; 851 //expmul = 1.0; declared const for the time being
775 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
776} 854}
777 855
778object::~object () 856object::~object ()
779{ 857{
780 unlink (); 858 unlink ();
809 /* If already on active list, don't do anything */ 887 /* If already on active list, don't do anything */
810 if (active) 888 if (active)
811 return; 889 return;
812 890
813 if (has_active_speed ()) 891 if (has_active_speed ())
892 {
893 if (flag [FLAG_FREED])
894 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
895
814 actives.insert (this); 896 actives.insert (this);
897 }
815} 898}
816 899
817void 900void
818object::activate_recursive () 901object::activate_recursive ()
819{ 902{
868object::destroy_inv (bool drop_to_ground) 951object::destroy_inv (bool drop_to_ground)
869{ 952{
870 // need to check first, because the checks below might segfault 953 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code 954 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty. 955 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory, 956 // corollary: if you create arrows etc. with stuff in its inventory,
874 // cf will crash below with off-map x and y 957 // cf will crash below with off-map x and y
875 if (!inv) 958 if (!inv)
876 return; 959 return;
877 960
878 /* Only if the space blocks everything do we not process - 961 /* Only if the space blocks everything do we not process -
880 * drop on that space. 963 * drop on that space.
881 */ 964 */
882 if (!drop_to_ground 965 if (!drop_to_ground
883 || !map 966 || !map
884 || map->in_memory != MAP_ACTIVE 967 || map->in_memory != MAP_ACTIVE
885 || map->nodrop 968 || map->no_drop
886 || ms ().move_block == MOVE_ALL) 969 || ms ().move_block == MOVE_ALL)
887 { 970 {
888 while (inv) 971 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy (); 972 inv->destroy ();
892 }
893 } 973 }
894 else 974 else
895 { /* Put objects in inventory onto this space */ 975 { /* Put objects in inventory onto this space */
896 while (inv) 976 while (inv)
897 { 977 {
915 object *op = new object; 995 object *op = new object;
916 op->link (); 996 op->link ();
917 return op; 997 return op;
918} 998}
919 999
1000static struct freed_map : maptile
1001{
1002 freed_map ()
1003 {
1004 path = "<freed objects map>";
1005 name = "/internal/freed_objects_map";
1006 width = 3;
1007 height = 3;
1008 no_drop = 1;
1009 no_reset = 1;
1010
1011 alloc ();
1012 in_memory = MAP_ACTIVE;
1013 }
1014
1015 ~freed_map ()
1016 {
1017 destroy ();
1018 }
1019} freed_map; // freed objects are moved here to avoid crashes
1020
920void 1021void
921object::do_destroy () 1022object::do_destroy ()
922{ 1023{
923 attachable::do_destroy ();
924
925 if (flag [FLAG_IS_LINKED]) 1024 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this); 1025 remove_link ();
927 1026
928 if (flag [FLAG_FRIENDLY]) 1027 if (flag [FLAG_FRIENDLY])
929 remove_friendly_object (this); 1028 remove_friendly_object (this);
930 1029
931 if (!flag [FLAG_REMOVED])
932 remove (); 1030 remove ();
933 1031
934 destroy_inv (true); 1032 attachable::do_destroy ();
935 1033
936 deactivate (); 1034 deactivate ();
937 unlink (); 1035 unlink ();
938 1036
939 flag [FLAG_FREED] = 1; 1037 flag [FLAG_FREED] = 1;
940 1038
941 // hack to ensure that freed objects still have a valid map 1039 // hack to ensure that freed objects still have a valid map
942 {
943 static maptile *freed_map; // freed objects are moved here to avoid crashes
944
945 if (!freed_map)
946 {
947 freed_map = new maptile;
948
949 freed_map->path = "<freed objects map>";
950 freed_map->name = "/internal/freed_objects_map";
951 freed_map->width = 3;
952 freed_map->height = 3;
953 freed_map->nodrop = 1;
954
955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
957 }
958
959 map = freed_map; 1040 map = &freed_map;
960 x = 1; 1041 x = 1;
961 y = 1; 1042 y = 1;
962 }
963 1043
964 if (more) 1044 if (more)
965 { 1045 {
966 more->destroy (); 1046 more->destroy ();
967 more = 0; 1047 more = 0;
975 attacked_by = 0; 1055 attacked_by = 0;
976 current_weapon = 0; 1056 current_weapon = 0;
977} 1057}
978 1058
979void 1059void
980object::destroy (bool destroy_inventory) 1060object::destroy ()
981{ 1061{
982 if (destroyed ()) 1062 if (destroyed ())
983 return; 1063 return;
984 1064
985 if (destroy_inventory) 1065 if (!is_head () && !head->destroyed ())
1066 {
1067 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1068 head->destroy ();
1069 return;
1070 }
1071
986 destroy_inv (false); 1072 destroy_inv (false);
987 1073
988 if (is_head ()) 1074 if (is_head ())
989 if (sound_destroy) 1075 if (sound_destroy)
990 play_sound (sound_destroy); 1076 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER]) 1077 else if (flag [FLAG_MONSTER])
1002 * the previous environment. 1088 * the previous environment.
1003 */ 1089 */
1004void 1090void
1005object::do_remove () 1091object::do_remove ()
1006{ 1092{
1007 object *tmp, *last = 0; 1093 if (flag [FLAG_REMOVED])
1008 object *otmp;
1009
1010 if (QUERY_FLAG (this, FLAG_REMOVED))
1011 return; 1094 return;
1012 1095
1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this); 1096 INVOKE_OBJECT (REMOVE, this);
1097
1098 flag [FLAG_REMOVED] = true;
1015 1099
1016 if (more) 1100 if (more)
1017 more->remove (); 1101 more->remove ();
1018 1102
1019 /* 1103 /*
1020 * In this case, the object to be removed is in someones 1104 * In this case, the object to be removed is in someones
1021 * inventory. 1105 * inventory.
1022 */ 1106 */
1023 if (env) 1107 if (env)
1024 { 1108 {
1025 if (nrof) 1109 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1026 sub_weight (env, weight * nrof); 1110 if (object *pl = visible_to ())
1027 else 1111 esrv_del_item (pl->contr, count);
1028 sub_weight (env, weight + carrying); 1112 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1029 1113
1030 /* NO_FIX_PLAYER is set when a great many changes are being 1114 adjust_weight (env, -total_weight ());
1031 * made to players inventory. If set, avoiding the call
1032 * to save cpu time.
1033 */
1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1035 otmp->update_stats ();
1036 1115
1037 if (above) 1116 object *pl = in_player ();
1038 above->below = below;
1039 else
1040 env->inv = below;
1041
1042 if (below)
1043 below->above = above;
1044 1117
1045 /* we set up values so that it could be inserted into 1118 /* we set up values so that it could be inserted into
1046 * the map, but we don't actually do that - it is up 1119 * the map, but we don't actually do that - it is up
1047 * to the caller to decide what we want to do. 1120 * to the caller to decide what we want to do.
1048 */ 1121 */
1049 x = env->x, y = env->y;
1050 map = env->map; 1122 map = env->map;
1051 above = 0, below = 0; 1123 x = env->x;
1124 y = env->y;
1125
1126 // make sure cmov optimisation is applicable
1127 *(above ? &above->below : &env->inv) = below;
1128 *(below ? &below->above : &above ) = above; // &above is just a dummy
1129
1130 above = 0;
1131 below = 0;
1052 env = 0; 1132 env = 0;
1133
1134 if (pl && pl->is_player ())
1135 {
1136 if (expect_false (pl->contr->combat_ob == this))
1137 {
1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1152 if (expect_false (glow_radius) && pl->is_on_map ())
1153 update_all_los (pl->map, pl->x, pl->y);
1154 }
1053 } 1155 }
1054 else if (map) 1156 else if (map)
1055 { 1157 {
1056 if (type == PLAYER)
1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true; 1158 map->dirty = true;
1069 mapspace &ms = this->ms (); 1159 mapspace &ms = this->ms ();
1070 1160
1161 if (object *pl = ms.player ())
1162 {
1163 if (is_player ())
1164 {
1165 if (!flag [FLAG_WIZPASS])
1166 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1167
1168 // leaving a spot always closes any open container on the ground
1169 if (container && !container->env)
1170 // this causes spurious floorbox updates, but it ensures
1171 // that the CLOSE event is being sent.
1172 close_container ();
1173
1174 --map->players;
1175 map->touch ();
1176 }
1177 else if (pl->container_ () == this)
1178 {
1179 // removing a container should close it
1180 close_container ();
1181 }
1182
1183 esrv_del_item (pl->contr, count);
1184 }
1185
1071 /* link the object above us */ 1186 /* link the object above us */
1072 if (above) 1187 // re-link, make sure compiler can easily use cmove
1073 above->below = below; 1188 *(above ? &above->below : &ms.top) = below;
1074 else 1189 *(below ? &below->above : &ms.bot) = above;
1075 ms.top = below; /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1085 */
1086 if (GET_MAP_OB (map, x, y) != this)
1087 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1088
1089 ms.bot = above; /* goes on above it. */
1090 }
1091 1190
1092 above = 0; 1191 above = 0;
1093 below = 0; 1192 below = 0;
1094 1193
1194 ms.invalidate ();
1195
1095 if (map->in_memory == MAP_SAVING) 1196 if (map->in_memory == MAP_SAVING)
1096 return; 1197 return;
1097 1198
1098 int check_walk_off = !flag [FLAG_NO_APPLY]; 1199 int check_walk_off = !flag [FLAG_NO_APPLY];
1099 1200
1100 if (object *pl = ms.player ()) 1201 if (object *pl = ms.player ())
1101 { 1202 {
1102 if (pl->container == this) 1203 if (pl->container_ () == this)
1103 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1104 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1105 * appropriately. 1206 * appropriately.
1106 */ 1207 */
1107 pl->close_container (); 1208 pl->close_container ();
1108 1209
1210 //TODO: the floorbox prev/next might need updating
1211 //esrv_del_item (pl->contr, count);
1212 //TODO: update floorbox to preserve ordering
1213 if (pl->contr->ns)
1109 pl->contr->ns->floorbox_update (); 1214 pl->contr->ns->floorbox_update ();
1110 } 1215 }
1111 1216
1217 if (check_walk_off)
1112 for (tmp = ms.bot; tmp; tmp = tmp->above) 1218 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1113 { 1219 {
1220 above = tmp->above;
1221
1114 /* No point updating the players look faces if he is the object 1222 /* No point updating the players look faces if he is the object
1115 * being removed. 1223 * being removed.
1116 */ 1224 */
1117 1225
1118 /* See if object moving off should effect something */ 1226 /* See if object moving off should effect something */
1119 if (check_walk_off
1120 && ((move_type & tmp->move_off) 1227 if ((move_type & tmp->move_off)
1121 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1228 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1122 {
1123 move_apply (tmp, this, 0); 1229 move_apply (tmp, this, 0);
1124
1125 if (destroyed ())
1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1127 } 1230 }
1128 1231
1129 last = tmp; 1232 if (affects_los ())
1130 }
1131
1132 /* last == NULL if there are no objects on this space */
1133 //TODO: this makes little sense, why only update the topmost object?
1134 if (!last)
1135 map->at (x, y).flags_ = 0;
1136 else
1137 update_object (last, UP_OBJ_REMOVE);
1138
1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1140 update_all_los (map, x, y); 1233 update_all_los (map, x, y);
1141 } 1234 }
1142} 1235}
1143 1236
1144/* 1237/*
1158 if (!top) 1251 if (!top)
1159 for (top = op; top && top->above; top = top->above) 1252 for (top = op; top && top->above; top = top->above)
1160 ; 1253 ;
1161 1254
1162 for (; top; top = top->below) 1255 for (; top; top = top->below)
1163 {
1164 if (top == op)
1165 continue;
1166
1167 if (object::can_merge (op, top)) 1256 if (object::can_merge (op, top))
1168 { 1257 {
1169 top->nrof += op->nrof; 1258 top->nrof += op->nrof;
1170 1259
1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1260 if (object *pl = top->visible_to ())
1172 op->weight = 0; /* Don't want any adjustements now */ 1261 esrv_update_item (UPD_NROF, pl, top);
1262
1263 op->weight = 0; // cancel the addition above
1264 op->carrying = 0; // must be 0 already
1265
1173 op->destroy (); 1266 op->destroy ();
1267
1174 return top; 1268 return top;
1175 } 1269 }
1176 }
1177 1270
1178 return 0; 1271 return 0;
1179} 1272}
1180 1273
1181void 1274void
1186 1279
1187 object *prev = this; 1280 object *prev = this;
1188 1281
1189 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1190 { 1283 {
1191 object *op = arch_to_object (at); 1284 object *op = at->instance ();
1192 1285
1193 op->name = name; 1286 op->name = name;
1194 op->name_pl = name_pl; 1287 op->name_pl = name_pl;
1195 op->title = title; 1288 op->title = title;
1196 1289
1206 * job preparing multi-part monsters. 1299 * job preparing multi-part monsters.
1207 */ 1300 */
1208object * 1301object *
1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1302insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1210{ 1303{
1304 op->remove ();
1305
1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1306 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1212 { 1307 {
1213 tmp->x = x + tmp->arch->x; 1308 tmp->x = x + tmp->arch->x;
1214 tmp->y = y + tmp->arch->y; 1309 tmp->y = y + tmp->arch->y;
1215 } 1310 }
1232 * Passing 0 for flag gives proper default values, so flag really only needs 1327 * Passing 0 for flag gives proper default values, so flag really only needs
1233 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1234 * 1329 *
1235 * Return value: 1330 * Return value:
1236 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1237 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1238 * just 'op' otherwise 1333 * just 'op' otherwise
1239 */ 1334 */
1240object * 1335object *
1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1242{ 1337{
1243 assert (!op->flag [FLAG_FREED]);
1244
1245 object *top, *floor = NULL;
1246
1247 op->remove (); 1338 op->remove ();
1339
1340 if (m == &freed_map)//D TODO: remove soon
1341 {//D
1342 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1343 }//D
1248 1344
1249 /* Ideally, the caller figures this out. However, it complicates a lot 1345 /* Ideally, the caller figures this out. However, it complicates a lot
1250 * of areas of callers (eg, anything that uses find_free_spot would now 1346 * of areas of callers (eg, anything that uses find_free_spot would now
1251 * need extra work 1347 * need extra work
1252 */ 1348 */
1349 maptile *newmap = m;
1253 if (!xy_normalise (m, op->x, op->y)) 1350 if (!xy_normalise (newmap, op->x, op->y))
1254 { 1351 {
1255 op->destroy (); 1352 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1256 return 0; 1353 return 0;
1257 } 1354 }
1258 1355
1259 if (object *more = op->more) 1356 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag)) 1357 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0; 1358 return 0;
1262 1359
1263 CLEAR_FLAG (op, FLAG_REMOVED); 1360 op->flag [FLAG_REMOVED] = false;
1264 1361 op->env = 0;
1265 op->map = m; 1362 op->map = newmap;
1363
1266 mapspace &ms = op->ms (); 1364 mapspace &ms = op->ms ();
1267 1365
1268 /* this has to be done after we translate the coordinates. 1366 /* this has to be done after we translate the coordinates.
1269 */ 1367 */
1270 if (op->nrof && !(flag & INS_NO_MERGE)) 1368 if (op->nrof && !(flag & INS_NO_MERGE))
1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1369 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1272 if (object::can_merge (op, tmp)) 1370 if (object::can_merge (op, tmp))
1273 { 1371 {
1372 // TODO: we actually want to update tmp, not op,
1373 // but some caller surely breaks when we return tmp
1374 // from here :/
1274 op->nrof += tmp->nrof; 1375 op->nrof += tmp->nrof;
1275 tmp->destroy (); 1376 tmp->destroy ();
1276 } 1377 }
1277 1378
1278 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1287 { 1388 {
1288 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1289 abort (); 1390 abort ();
1290 } 1391 }
1291 1392
1393 if (!originator->is_on_map ())
1394 {
1395 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1396 op->debug_desc (), originator->debug_desc ());
1397 abort ();
1398 }
1399
1292 op->above = originator; 1400 op->above = originator;
1293 op->below = originator->below; 1401 op->below = originator->below;
1294
1295 if (op->below)
1296 op->below->above = op;
1297 else
1298 ms.bot = op;
1299
1300 /* since *below* originator, no need to update top */
1301 originator->below = op; 1402 originator->below = op;
1403
1404 *(op->below ? &op->below->above : &ms.bot) = op;
1302 } 1405 }
1303 else 1406 else
1304 { 1407 {
1305 top = ms.bot; 1408 object *floor = 0;
1409 object *top = ms.top;
1306 1410
1307 /* If there are other objects, then */ 1411 /* If there are other objects, then */
1308 if (top) 1412 if (top)
1309 { 1413 {
1310 object *last = 0;
1311
1312 /* 1414 /*
1313 * If there are multiple objects on this space, we do some trickier handling. 1415 * If there are multiple objects on this space, we do some trickier handling.
1314 * We've already dealt with merging if appropriate. 1416 * We've already dealt with merging if appropriate.
1315 * Generally, we want to put the new object on top. But if 1417 * Generally, we want to put the new object on top. But if
1316 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1418 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1319 * once we get to them. This reduces the need to traverse over all of 1421 * once we get to them. This reduces the need to traverse over all of
1320 * them when adding another one - this saves quite a bit of cpu time 1422 * them when adding another one - this saves quite a bit of cpu time
1321 * when lots of spells are cast in one area. Currently, it is presumed 1423 * when lots of spells are cast in one area. Currently, it is presumed
1322 * that flying non pickable objects are spell objects. 1424 * that flying non pickable objects are spell objects.
1323 */ 1425 */
1324 for (top = ms.bot; top; top = top->above) 1426 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 { 1427 {
1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1428 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1327 floor = top; 1429 floor = tmp;
1328 1430
1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1431 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1330 { 1432 {
1331 /* We insert above top, so we want this object below this */ 1433 /* We insert above top, so we want this object below this */
1332 top = top->below; 1434 top = tmp->below;
1333 break; 1435 break;
1334 } 1436 }
1335 1437
1336 last = top; 1438 top = tmp;
1337 } 1439 }
1338
1339 /* Don't want top to be NULL, so set it to the last valid object */
1340 top = last;
1341 1440
1342 /* We let update_position deal with figuring out what the space 1441 /* We let update_position deal with figuring out what the space
1343 * looks like instead of lots of conditions here. 1442 * looks like instead of lots of conditions here.
1344 * makes things faster, and effectively the same result. 1443 * makes things faster, and effectively the same result.
1345 */ 1444 */
1352 */ 1451 */
1353 if (!(flag & INS_ON_TOP) 1452 if (!(flag & INS_ON_TOP)
1354 && ms.flags () & P_BLOCKSVIEW 1453 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility)) 1454 && (op->face && !faces [op->face].visibility))
1356 { 1455 {
1456 object *last;
1457
1357 for (last = top; last != floor; last = last->below) 1458 for (last = top; last != floor; last = last->below)
1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1459 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1359 break; 1460 break;
1360 1461
1361 /* Check to see if we found the object that blocks view, 1462 /* Check to see if we found the object that blocks view,
1369 } /* If objects on this space */ 1470 } /* If objects on this space */
1370 1471
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1472 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1473 top = floor;
1373 1474
1374 /* Top is the object that our object (op) is going to get inserted above. 1475 // insert object above top, or bottom-most if top = 0
1375 */
1376
1377 /* First object on this space */
1378 if (!top) 1476 if (!top)
1379 { 1477 {
1478 op->below = 0;
1380 op->above = ms.bot; 1479 op->above = ms.bot;
1381
1382 if (op->above)
1383 op->above->below = op;
1384
1385 op->below = 0;
1386 ms.bot = op; 1480 ms.bot = op;
1481
1482 *(op->above ? &op->above->below : &ms.top) = op;
1387 } 1483 }
1388 else 1484 else
1389 { /* get inserted into the stack above top */ 1485 {
1390 op->above = top->above; 1486 op->above = top->above;
1391
1392 if (op->above)
1393 op->above->below = op; 1487 top->above = op;
1394 1488
1395 op->below = top; 1489 op->below = top;
1396 top->above = op; 1490 *(op->above ? &op->above->below : &ms.top) = op;
1397 } 1491 }
1492 }
1398 1493
1399 if (!op->above) 1494 if (op->is_player ())
1400 ms.top = op;
1401 } /* else not INS_BELOW_ORIGINATOR */
1402
1403 if (op->type == PLAYER)
1404 { 1495 {
1405 op->contr->do_los = 1; 1496 op->contr->do_los = 1;
1406 ++op->map->players; 1497 ++op->map->players;
1407 op->map->touch (); 1498 op->map->touch ();
1408 } 1499 }
1409 1500
1410 op->map->dirty = true; 1501 op->map->dirty = true;
1411 1502
1412 if (object *pl = ms.player ()) 1503 if (object *pl = ms.player ())
1504 //TODO: the floorbox prev/next might need updating
1505 //esrv_send_item (pl, op);
1506 //TODO: update floorbox to preserve ordering
1507 if (pl->contr->ns)
1413 pl->contr->ns->floorbox_update (); 1508 pl->contr->ns->floorbox_update ();
1414 1509
1415 /* If this object glows, it may affect lighting conditions that are 1510 /* If this object glows, it may affect lighting conditions that are
1416 * visible to others on this map. But update_all_los is really 1511 * visible to others on this map. But update_all_los is really
1417 * an inefficient way to do this, as it means los for all players 1512 * an inefficient way to do this, as it means los for all players
1418 * on the map will get recalculated. The players could very well 1513 * on the map will get recalculated. The players could very well
1419 * be far away from this change and not affected in any way - 1514 * be far away from this change and not affected in any way -
1420 * this should get redone to only look for players within range, 1515 * this should get redone to only look for players within range,
1421 * or just updating the P_UPTODATE for spaces within this area 1516 * or just updating the P_UPTODATE for spaces within this area
1422 * of effect may be sufficient. 1517 * of effect may be sufficient.
1423 */ 1518 */
1424 if (op->map->darkness && (op->glow_radius != 0)) 1519 if (op->affects_los ())
1520 {
1521 op->ms ().invalidate ();
1425 update_all_los (op->map, op->x, op->y); 1522 update_all_los (op->map, op->x, op->y);
1523 }
1426 1524
1427 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1525 /* updates flags (blocked, alive, no magic, etc) for this map space */
1428 update_object (op, UP_OBJ_INSERT); 1526 update_object (op, UP_OBJ_INSERT);
1429 1527
1430 INVOKE_OBJECT (INSERT, op); 1528 INVOKE_OBJECT (INSERT, op);
1437 * blocked() and wall() work properly), and these flags are updated by 1535 * blocked() and wall() work properly), and these flags are updated by
1438 * update_object(). 1536 * update_object().
1439 */ 1537 */
1440 1538
1441 /* if this is not the head or flag has been passed, don't check walk on status */ 1539 /* if this is not the head or flag has been passed, don't check walk on status */
1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1540 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1443 { 1541 {
1444 if (check_move_on (op, originator)) 1542 if (check_move_on (op, originator))
1445 return 0; 1543 return 0;
1446 1544
1447 /* If we are a multi part object, lets work our way through the check 1545 /* If we are a multi part object, lets work our way through the check
1458/* this function inserts an object in the map, but if it 1556/* this function inserts an object in the map, but if it
1459 * finds an object of its own type, it'll remove that one first. 1557 * finds an object of its own type, it'll remove that one first.
1460 * op is the object to insert it under: supplies x and the map. 1558 * op is the object to insert it under: supplies x and the map.
1461 */ 1559 */
1462void 1560void
1463replace_insert_ob_in_map (const char *arch_string, object *op) 1561replace_insert_ob_in_map (shstr_tmp archname, object *op)
1464{ 1562{
1465 object *tmp, *tmp1;
1466
1467 /* first search for itself and remove any old instances */ 1563 /* first search for itself and remove any old instances */
1468 1564
1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1471 tmp->destroy (); 1567 tmp->destroy ();
1472 1568
1473 tmp1 = arch_to_object (archetype::find (arch_string)); 1569 object *tmp = archetype::find (archname)->instance ();
1474 1570
1475 tmp1->x = op->x; 1571 tmp->x = op->x;
1476 tmp1->y = op->y; 1572 tmp->y = op->y;
1573
1477 insert_ob_in_map (tmp1, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1478} 1575}
1479 1576
1480object * 1577object *
1481object::insert_at (object *where, object *originator, int flags) 1578object::insert_at (object *where, object *originator, int flags)
1482{ 1579{
1484 return where->env->insert (this); 1581 return where->env->insert (this);
1485 else 1582 else
1486 return where->map->insert (this, where->x, where->y, originator, flags); 1583 return where->map->insert (this, where->x, where->y, originator, flags);
1487} 1584}
1488 1585
1489/* 1586// check whether we can put this into the map, respect max_volume, max_items
1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1587bool
1491 * is returned contains nr objects, and the remaining parts contains 1588object::can_drop_at (maptile *m, int x, int y, object *originator)
1492 * the rest (or is removed and freed if that number is 0).
1493 * On failure, NULL is returned, and the reason put into the
1494 * global static errmsg array.
1495 */
1496object *
1497get_split_ob (object *orig_ob, uint32 nr)
1498{ 1589{
1499 object *newob; 1590 mapspace &ms = m->at (x, y);
1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501 1591
1502 if (orig_ob->nrof < nr) 1592 int items = ms.items ();
1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507 1593
1508 newob = object_create_clone (orig_ob); 1594 if (!items // testing !items ensures we can drop at least one item
1595 || (items < m->max_items
1596 && ms.volume () < m->max_volume))
1597 return true;
1509 1598
1510 if ((orig_ob->nrof -= nr) < 1) 1599 if (originator && originator->is_player ())
1511 orig_ob->destroy (1); 1600 originator->contr->failmsg (format (
1512 else if (!is_removed) 1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1513 { 1602 query_name ()
1514 if (orig_ob->env != NULL) 1603 ));
1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1517 {
1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520 return NULL;
1521 }
1522 }
1523 1604
1524 newob->nrof = nr; 1605 return false;
1525
1526 return newob;
1527} 1606}
1528 1607
1529/* 1608/*
1530 * decrease_ob_nr(object, number) decreases a specified number from 1609 * decrease(object, number) decreases a specified number from
1531 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1532 * is subsequently removed and freed. 1611 * is subsequently removed and freed.
1533 * 1612 *
1534 * Return value: 'op' if something is left, NULL if the amount reached 0 1613 * Return value: 'op' if something is left, NULL if the amount reached 0
1535 */ 1614 */
1615bool
1616object::decrease (sint32 nr)
1617{
1618 if (!nr)
1619 return true;
1620
1621 nr = min (nr, nrof);
1622
1623 if (nrof > nr)
1624 {
1625 nrof -= nr;
1626 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1627
1628 if (object *pl = visible_to ())
1629 esrv_update_item (UPD_NROF, pl, this);
1630
1631 return true;
1632 }
1633 else
1634 {
1635 destroy ();
1636 return false;
1637 }
1638}
1639
1640/*
1641 * split(ob,nr) splits up ob into two parts. The part which
1642 * is returned contains nr objects, and the remaining parts contains
1643 * the rest (or is removed and returned if that number is 0).
1644 * On failure, NULL is returned.
1645 */
1536object * 1646object *
1537decrease_ob_nr (object *op, uint32 i) 1647object::split (sint32 nr)
1538{ 1648{
1539 object *tmp; 1649 int have = number_of ();
1540 1650
1541 if (i == 0) /* objects with op->nrof require this check */ 1651 if (have < nr)
1542 return op; 1652 return 0;
1543 1653 else if (have == nr)
1544 if (i > op->nrof)
1545 i = op->nrof;
1546
1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 { 1654 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove (); 1655 remove ();
1579 op->nrof = 0; 1656 return this;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 } 1657 }
1584 else 1658 else
1585 { 1659 {
1586 object *above = op->above; 1660 decrease (nr);
1587 1661
1588 if (i < op->nrof) 1662 object *op = deep_clone ();
1589 op->nrof -= i; 1663 op->nrof = nr;
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1600 if (op->nrof)
1601 esrv_send_item (tmp, op);
1602 else
1603 esrv_del_item (tmp->contr, op->count);
1604 }
1605 }
1606
1607 if (op->nrof)
1608 return op; 1664 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 } 1665 }
1614} 1666}
1615 1667
1616object * 1668object *
1617insert_ob_in_ob (object *op, object *where) 1669insert_ob_in_ob (object *op, object *where)
1642 * be != op, if items are merged. -Tero 1694 * be != op, if items are merged. -Tero
1643 */ 1695 */
1644object * 1696object *
1645object::insert (object *op) 1697object::insert (object *op)
1646{ 1698{
1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove ();
1649
1650 if (op->more) 1699 if (op->more)
1651 { 1700 {
1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1701 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1653 return op; 1702 return op;
1654 } 1703 }
1655 1704
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1705 op->remove ();
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1706
1707 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658 1708
1659 if (op->nrof) 1709 if (op->nrof)
1660 {
1661 for (object *tmp = inv; tmp; tmp = tmp->below) 1710 for (object *tmp = inv; tmp; tmp = tmp->below)
1662 if (object::can_merge (tmp, op)) 1711 if (object::can_merge (tmp, op))
1663 { 1712 {
1664 /* return the original object and remove inserted object 1713 /* return the original object and remove inserted object
1665 (client needs the original object) */ 1714 (client needs the original object) */
1666 tmp->nrof += op->nrof; 1715 tmp->nrof += op->nrof;
1667 /* Weight handling gets pretty funky. Since we are adding to 1716
1668 * tmp->nrof, we need to increase the weight. 1717 if (object *pl = tmp->visible_to ())
1669 */ 1718 esrv_update_item (UPD_NROF, pl, tmp);
1719
1670 add_weight (this, op->weight * op->nrof); 1720 adjust_weight (this, op->total_weight ());
1671 SET_FLAG (op, FLAG_REMOVED); 1721
1672 op->destroy (); /* free the inserted object */ 1722 op->destroy ();
1673 op = tmp; 1723 op = tmp;
1674 op->remove (); /* and fix old object's links */ 1724 goto inserted;
1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676 break;
1677 } 1725 }
1678 1726
1679 /* I assume combined objects have no inventory
1680 * We add the weight - this object could have just been removed
1681 * (if it was possible to merge). calling remove_ob will subtract
1682 * the weight, so we need to add it in again, since we actually do
1683 * the linking below
1684 */
1685 add_weight (this, op->weight * op->nrof);
1686 }
1687 else
1688 add_weight (this, (op->weight + op->carrying));
1689
1690 if (object *otmp = this->in_player ())
1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats ();
1693
1694 op->owner = 0; // its his/hers now. period. 1727 op->owner = 0; // it's his/hers now. period.
1695 op->map = 0; 1728 op->map = 0;
1729 op->x = 0;
1730 op->y = 0;
1731
1732 op->above = 0;
1733 op->below = inv;
1696 op->env = this; 1734 op->env = this;
1697 op->above = 0;
1698 op->below = 0;
1699 op->x = op->y = 0;
1700 1735
1736 if (inv)
1737 inv->above = op;
1738
1739 inv = op;
1740
1741 op->flag [FLAG_REMOVED] = 0;
1742
1743 if (object *pl = op->visible_to ())
1744 esrv_send_item (pl, op);
1745
1746 adjust_weight (this, op->total_weight ());
1747
1748inserted:
1701 /* reset the light list and los of the players on the map */ 1749 /* reset the light list and los of the players on the map */
1702 if (op->glow_radius && map) 1750 if (op->glow_radius && is_on_map ())
1703 { 1751 {
1704#ifdef DEBUG_LIGHTS 1752 update_stats ();
1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1706#endif /* DEBUG_LIGHTS */
1707 if (map->darkness)
1708 update_all_los (map, x, y); 1753 update_all_los (map, x, y);
1709 }
1710
1711 /* Client has no idea of ordering so lets not bother ordering it here.
1712 * It sure simplifies this function...
1713 */
1714 if (!inv)
1715 inv = op;
1716 else
1717 { 1754 }
1718 op->below = inv; 1755 else if (is_player ())
1719 op->below->above = op; 1756 // if this is a player's inventory, update stats
1720 inv = op; 1757 contr->queue_stats_update ();
1721 }
1722 1758
1723 INVOKE_OBJECT (INSERT, this); 1759 INVOKE_OBJECT (INSERT, this);
1724 1760
1725 return op; 1761 return op;
1726} 1762}
1746 * on top. 1782 * on top.
1747 */ 1783 */
1748int 1784int
1749check_move_on (object *op, object *originator) 1785check_move_on (object *op, object *originator)
1750{ 1786{
1787 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1788 return 0;
1789
1751 object *tmp; 1790 object *tmp;
1752 maptile *m = op->map; 1791 maptile *m = op->map;
1753 int x = op->x, y = op->y; 1792 int x = op->x, y = op->y;
1754 1793
1755 MoveType move_on, move_slow, move_block; 1794 mapspace &ms = m->at (x, y);
1756 1795
1757 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1796 ms.update ();
1758 return 0;
1759 1797
1760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1798 MoveType move_on = ms.move_on;
1761 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1799 MoveType move_slow = ms.move_slow;
1762 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1800 MoveType move_block = ms.move_block;
1763 1801
1764 /* if nothing on this space will slow op down or be applied, 1802 /* if nothing on this space will slow op down or be applied,
1765 * no need to do checking below. have to make sure move_type 1803 * no need to do checking below. have to make sure move_type
1766 * is set, as lots of objects don't have it set - we treat that 1804 * is set, as lots of objects don't have it set - we treat that
1767 * as walking. 1805 * as walking.
1778 return 0; 1816 return 0;
1779 1817
1780 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1781 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1782 */ 1820 */
1783 1821 for (object *next, *tmp = ms.top; tmp; tmp = next)
1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1785 {
1786 /* Trim the search when we find the first other spell effect
1787 * this helps performance so that if a space has 50 spell objects,
1788 * we don't need to check all of them.
1789 */
1790 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1791 break;
1792 } 1822 {
1823 next = tmp->below;
1793 1824
1794 for (; tmp; tmp = tmp->below)
1795 {
1796 if (tmp == op) 1825 if (tmp == op)
1797 continue; /* Can't apply yourself */ 1826 continue; /* Can't apply yourself */
1798 1827
1799 /* Check to see if one of the movement types should be slowed down. 1828 /* Check to see if one of the movement types should be slowed down.
1800 * Second check makes sure that the movement types not being slowed 1829 * Second check makes sure that the movement types not being slowed
1805 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1834 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1806 { 1835 {
1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1808 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1809 { 1838 {
1810
1811 float
1812 diff = tmp->move_slow_penalty * fabs (op->speed); 1839 float diff = tmp->move_slow_penalty * fabs (op->speed);
1813 1840
1814 if (op->type == PLAYER) 1841 if (op->is_player ())
1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1842 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1843 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1817 diff /= 4.0; 1844 diff /= 4.0;
1818 1845
1819 op->speed_left -= diff; 1846 op->speed_left -= diff;
1820 } 1847 }
1821 } 1848 }
1854 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1855 return NULL; 1882 return NULL;
1856 } 1883 }
1857 1884
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1860 return tmp; 1887 return tmp;
1861 1888
1862 return NULL; 1889 return NULL;
1863} 1890}
1864 1891
1928 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
1929 */ 1956 */
1930object * 1957object *
1931present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
1932{ 1959{
1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
1935 return tmp; 1962 return tmp;
1936 1963
1937 return NULL; 1964 return NULL;
1938} 1965}
1939 1966
2027 * head of the object should correspond for the entire object. 2054 * head of the object should correspond for the entire object.
2028 */ 2055 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue; 2057 continue;
2031 2058
2032 if (ob->blocked (m, pos.x, pos.y)) 2059 if (ob->blocked (pos.m, pos.x, pos.y))
2033 continue; 2060 continue;
2034 2061
2035 altern [index++] = i; 2062 altern [index++] = i;
2036 } 2063 }
2037 2064
2105 * there is capable of. 2132 * there is capable of.
2106 */ 2133 */
2107int 2134int
2108find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2109{ 2136{
2110 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE, mflags;
2111
2112 sint16 nx, ny;
2113 object *tmp;
2114 maptile *mp;
2115
2116 MoveType blocked, move_type; 2138 MoveType move_type;
2117 2139
2118 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2119 { 2141 {
2120 exclude = exclude->head; 2142 exclude = exclude->head;
2121 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2124 { 2146 {
2125 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2126 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2127 } 2149 }
2128 2150
2129 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2130 { 2152 {
2131 mp = m; 2153 mapxy pos (m, x, y);
2132 nx = x + freearr_x[i]; 2154 pos.move (i);
2133 ny = y + freearr_y[i];
2134 2155
2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2136
2137 if (mflags & P_OUT_OF_MAP)
2138 max = maxfree[i]; 2157 max = maxfree[i];
2139 else 2158 else
2140 { 2159 {
2141 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2142 2161
2143 blocked = ms.move_block;
2144
2145 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2146 max = maxfree[i]; 2163 max = maxfree [i];
2147 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2148 { 2165 {
2149 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2152 break;
2153
2154 if (tmp)
2155 return freedir[i]; 2169 return freedir [i];
2156 } 2170 }
2157 } 2171 }
2158 } 2172 }
2159 2173
2160 return 0; 2174 return 0;
2235 * This basically means that if direction is 15, then it could either go 2249 * This basically means that if direction is 15, then it could either go
2236 * direction 4, 14, or 16 to get back to where we are. 2250 * direction 4, 14, or 16 to get back to where we are.
2237 * Moved from spell_util.c to object.c with the other related direction 2251 * Moved from spell_util.c to object.c with the other related direction
2238 * functions. 2252 * functions.
2239 */ 2253 */
2240int reduction_dir[SIZEOFFREE][3] = { 2254static const int reduction_dir[SIZEOFFREE][3] = {
2241 {0, 0, 0}, /* 0 */ 2255 {0, 0, 0}, /* 0 */
2242 {0, 0, 0}, /* 1 */ 2256 {0, 0, 0}, /* 1 */
2243 {0, 0, 0}, /* 2 */ 2257 {0, 0, 0}, /* 2 */
2244 {0, 0, 0}, /* 3 */ 2258 {0, 0, 0}, /* 3 */
2245 {0, 0, 0}, /* 4 */ 2259 {0, 0, 0}, /* 4 */
2341int 2355int
2342can_pick (const object *who, const object *item) 2356can_pick (const object *who, const object *item)
2343{ 2357{
2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2346 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2347} 2361}
2348 2362
2349/* 2363/*
2350 * create clone from object to another 2364 * create clone from object to another
2351 */ 2365 */
2352object * 2366object *
2353object_create_clone (object *asrc) 2367object::deep_clone ()
2354{ 2368{
2355 object *dst = 0, *tmp, *src, *prev, *item; 2369 assert (("deep_clone called on non-head object", is_head ()));
2356 2370
2357 if (!asrc) 2371 object *dst = clone ();
2358 return 0;
2359 2372
2360 src = asrc->head_ (); 2373 object *prev = dst;
2361
2362 prev = 0;
2363 for (object *part = src; part; part = part->more) 2374 for (object *part = this->more; part; part = part->more)
2364 { 2375 {
2365 tmp = part->clone (); 2376 object *tmp = part->clone ();
2366 tmp->x -= src->x;
2367 tmp->y -= src->y;
2368
2369 if (!part->head)
2370 {
2371 dst = tmp;
2372 tmp->head = 0;
2373 }
2374 else
2375 tmp->head = dst; 2377 tmp->head = dst;
2376
2377 tmp->more = 0;
2378
2379 if (prev)
2380 prev->more = tmp; 2378 prev->more = tmp;
2381
2382 prev = tmp; 2379 prev = tmp;
2383 } 2380 }
2384 2381
2385 for (item = src->inv; item; item = item->below) 2382 for (object *item = inv; item; item = item->below)
2386 insert_ob_in_ob (object_create_clone (item), dst); 2383 insert_ob_in_ob (item->deep_clone (), dst);
2387 2384
2388 return dst; 2385 return dst;
2389} 2386}
2390 2387
2391/* This returns the first object in who's inventory that 2388/* This returns the first object in who's inventory that
2400 return tmp; 2397 return tmp;
2401 2398
2402 return 0; 2399 return 0;
2403} 2400}
2404 2401
2405/* If ob has a field named key, return the link from the list, 2402shstr_tmp
2406 * otherwise return NULL. 2403object::kv_get (shstr_tmp key) const
2407 *
2408 * key must be a passed in shared string - otherwise, this won't
2409 * do the desired thing.
2410 */
2411key_value *
2412get_ob_key_link (const object *ob, const char *key)
2413{ 2404{
2414 for (key_value *link = ob->key_values; link; link = link->next) 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2415 if (link->key == key) 2406 if (kv->key == key)
2416 return link;
2417
2418 return 0;
2419}
2420
2421/*
2422 * Returns the value of op has an extra_field for key, or NULL.
2423 *
2424 * The argument doesn't need to be a shared string.
2425 *
2426 * The returned string is shared.
2427 */
2428const char *
2429get_ob_key_value (const object *op, const char *const key)
2430{
2431 key_value *link;
2432 shstr_cmp canonical_key (key);
2433
2434 if (!canonical_key)
2435 {
2436 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field.
2440 */
2441 return 0;
2442 }
2443
2444 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead.
2446 */
2447 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key)
2449 return link->value; 2407 return kv->value;
2450 2408
2451 return 0; 2409 return shstr ();
2452} 2410}
2453 2411
2454/* 2412void
2455 * Updates the canonical_key in op to value. 2413object::kv_set (shstr_tmp key, shstr_tmp value)
2456 *
2457 * canonical_key is a shared string (value doesn't have to be).
2458 *
2459 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2460 * keys.
2461 *
2462 * Returns TRUE on success.
2463 */
2464int
2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2466{ 2414{
2467 key_value *field = NULL, *last = NULL; 2415 for (key_value *kv = key_values; kv; kv = kv->next)
2468 2416 if (kv->key == key)
2469 for (field = op->key_values; field != NULL; field = field->next)
2470 {
2471 if (field->key != canonical_key)
2472 { 2417 {
2473 last = field; 2418 kv->value = value;
2474 continue; 2419 return;
2475 } 2420 }
2476 2421
2477 if (value) 2422 key_value *kv = new key_value;
2478 field->value = value; 2423
2479 else 2424 kv->next = key_values;
2425 kv->key = key;
2426 kv->value = value;
2427
2428 key_values = kv;
2429}
2430
2431void
2432object::kv_del (shstr_tmp key)
2433{
2434 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2435 if ((*kvp)->key == key)
2480 { 2436 {
2481 /* Basically, if the archetype has this key set, 2437 key_value *kv = *kvp;
2482 * we need to store the null value so when we save 2438 *kvp = (*kvp)->next;
2483 * it, we save the empty value so that when we load, 2439 delete kv;
2484 * we get this value back again. 2440 return;
2485 */
2486 if (get_ob_key_link (op->arch, canonical_key))
2487 field->value = 0;
2488 else
2489 {
2490 if (last)
2491 last->next = field->next;
2492 else
2493 op->key_values = field->next;
2494
2495 delete field;
2496 }
2497 } 2441 }
2498 return TRUE;
2499 }
2500 /* IF we get here, key doesn't exist */
2501
2502 /* No field, we'll have to add it. */
2503
2504 if (!add_key)
2505 return FALSE;
2506
2507 /* There isn't any good reason to store a null
2508 * value in the key/value list. If the archetype has
2509 * this key, then we should also have it, so shouldn't
2510 * be here. If user wants to store empty strings,
2511 * should pass in ""
2512 */
2513 if (value == NULL)
2514 return TRUE;
2515
2516 field = new key_value;
2517
2518 field->key = canonical_key;
2519 field->value = value;
2520 /* Usual prepend-addition. */
2521 field->next = op->key_values;
2522 op->key_values = field;
2523
2524 return TRUE;
2525}
2526
2527/*
2528 * Updates the key in op to value.
2529 *
2530 * If add_key is FALSE, this will only update existing keys,
2531 * and not add new ones.
2532 * In general, should be little reason FALSE is ever passed in for add_key
2533 *
2534 * Returns TRUE on success.
2535 */
2536int
2537set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2538{
2539 shstr key_ (key);
2540
2541 return set_ob_key_value_s (op, key_, value, add_key);
2542} 2442}
2543 2443
2544object::depth_iterator::depth_iterator (object *container) 2444object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container) 2445: iterator_base (container)
2546{ 2446{
2596{ 2496{
2597 char flagdesc[512]; 2497 char flagdesc[512];
2598 char info2[256 * 4]; 2498 char info2[256 * 4];
2599 char *p = info; 2499 char *p = info;
2600 2500
2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2501 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2602 count, 2502 count,
2603 uuid.c_str (), 2503 uuid.c_str (),
2604 &name, 2504 &name,
2605 title ? "\",title:\"" : "", 2505 title ? ",title:\"" : "",
2606 title ? (const char *)title : "", 2506 title ? (const char *)title : "",
2507 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type); 2508 flag_desc (flagdesc, 512), type);
2608 2509
2609 if (!this->flag[FLAG_REMOVED] && env) 2510 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2511 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611 2512
2612 if (map) 2513 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2514 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614 2515
2629{ 2530{
2630 return map ? map->region (x, y) 2531 return map ? map->region (x, y)
2631 : region::default_region (); 2532 : region::default_region ();
2632} 2533}
2633 2534
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void 2535void
2644object::open_container (object *new_container) 2536object::open_container (object *new_container)
2645{ 2537{
2646 if (container == new_container) 2538 if (container == new_container)
2647 return; 2539 return;
2648 2540
2649 if (object *old_container = container) 2541 object *old_container = container;
2542
2543 if (old_container)
2650 { 2544 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2545 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return; 2546 return;
2653 2547
2654#if 0 2548#if 0
2656 if (object *closer = old_container->inv) 2550 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON) 2551 if (closer->type == CLOSE_CON)
2658 closer->destroy (); 2552 closer->destroy ();
2659#endif 2553#endif
2660 2554
2555 // make sure the container is available
2556 esrv_send_item (this, old_container);
2557
2661 old_container->flag [FLAG_APPLIED] = 0; 2558 old_container->flag [FLAG_APPLIED] = false;
2662 container = 0; 2559 container = 0;
2663 2560
2561 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container); 2562 esrv_update_item (UPD_FLAGS, this, old_container);
2563
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2564 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close")); 2565 play_sound (sound_find ("chest_close"));
2667 } 2566 }
2668 2567
2669 if (new_container) 2568 if (new_container)
2670 { 2569 {
2674 // TODO: this does not seem to serve any purpose anymore? 2573 // TODO: this does not seem to serve any purpose anymore?
2675#if 0 2574#if 0
2676 // insert the "Close Container" object. 2575 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch) 2576 if (archetype *closer = new_container->other_arch)
2678 { 2577 {
2679 object *closer = arch_to_object (new_container->other_arch); 2578 object *closer = new_container->other_arch->instance ();
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer); 2580 new_container->insert (closer);
2682 } 2581 }
2683#endif 2582#endif
2684 2583
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2584 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686 2585
2586 // make sure the container is available, client bug requires this to be separate
2587 esrv_send_item (this, new_container);
2588
2687 new_container->flag [FLAG_APPLIED] = 1; 2589 new_container->flag [FLAG_APPLIED] = true;
2688 container = new_container; 2590 container = new_container;
2689 2591
2592 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container); 2593 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container); 2594 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open")); 2595 play_sound (sound_find ("chest_open"));
2693 } 2596 }
2597// else if (!old_container->env && contr && contr->ns)
2598// contr->ns->floorbox_reset ();
2694} 2599}
2695 2600
2696object * 2601object *
2697object::force_find (const shstr name) 2602object::force_find (shstr_tmp name)
2698{ 2603{
2699 /* cycle through his inventory to look for the MARK we want to 2604 /* cycle through his inventory to look for the MARK we want to
2700 * place 2605 * place
2701 */ 2606 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below) 2607 for (object *tmp = inv; tmp; tmp = tmp->below)
2704 return splay (tmp); 2609 return splay (tmp);
2705 2610
2706 return 0; 2611 return 0;
2707} 2612}
2708 2613
2614//-GPL
2615
2709void 2616void
2617object::force_set_timer (int duration)
2618{
2619 this->duration = 1;
2620 this->speed_left = -1.f;
2621
2622 this->set_speed (duration ? 1.f / duration : 0.f);
2623}
2624
2625object *
2710object::force_add (const shstr name, int duration) 2626object::force_add (shstr_tmp name, int duration)
2711{ 2627{
2712 if (object *force = force_find (name)) 2628 if (object *force = force_find (name))
2713 force->destroy (); 2629 force->destroy ();
2714 2630
2715 object *force = get_archetype (FORCE_NAME); 2631 object *force = get_archetype (FORCE_NAME);
2716 2632
2717 force->slaying = name; 2633 force->slaying = name;
2718 force->stats.food = 1; 2634 force->force_set_timer (duration);
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true; 2635 force->flag [FLAG_APPLIED] = true;
2724 2636
2725 insert (force); 2637 return insert (force);
2726} 2638}
2727 2639
2728void 2640void
2729object::play_sound (faceidx sound) const 2641object::play_sound (faceidx sound) const
2730{ 2642{
2731 if (!sound) 2643 if (!sound)
2732 return; 2644 return;
2733 2645
2734 if (flag [FLAG_REMOVED]) 2646 if (is_on_map ())
2647 map->play_sound (sound, x, y);
2648 else if (object *pl = in_player ())
2649 pl->contr->play_sound (sound);
2650}
2651
2652void
2653object::say_msg (const char *msg) const
2654{
2655 if (is_on_map ())
2656 map->say_msg (msg, x, y);
2657 else if (object *pl = in_player ())
2658 pl->contr->play_sound (sound);
2659}
2660
2661void
2662object::make_noise ()
2663{
2664 // we do not model noise in the map, so instead put
2665 // a temporary light into the noise source
2666 // could use the map instead, but that's less reliable for our
2667 // goal, which is to make invisibility a bit harder to exploit
2668
2669 // currently only works sensibly for players
2670 if (!is_player ())
2735 return; 2671 return;
2736 2672
2737 if (env) 2673 // find old force, or create new one
2738 { 2674 object *force = force_find (shstr_noise_force);
2739 if (object *pl = in_player ()) 2675
2740 pl->contr->play_sound (sound); 2676 if (force)
2741 } 2677 force->speed_left = -1.f; // patch old speed up
2742 else 2678 else
2743 map->play_sound (sound, x, y); 2679 {
2744} 2680 force = archetype::get (shstr_noise_force);
2745 2681
2682 force->slaying = shstr_noise_force;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (1.f / 4.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691 }
2692}
2693
2694void object::change_move_type (MoveType mt)
2695{
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708}
2709

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