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Comparing deliantra/server/common/object.C (file contents):
Revision 1.191 by root, Sun Sep 30 20:22:15 2007 UTC vs.
Revision 1.317 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38int nrofallocobjects = 0; 34UUID UUID::cur;
39static UUID uuid; 35static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 49};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -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
50};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 55};
54int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 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
57}; 61};
58 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
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid ()
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
86 88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 char buf [UUID::MAX_LEN];
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
136/* 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. */
137static int 210static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
139{ 212{
140 key_value *wants_field;
141
142 /* 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
143 * 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
144 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
145 */ 216 */
146 217
147 /* For each field in wants, */ 218 /* For each field in wants, */
148 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)
149 { 220 if (has->kv_get (kv->key) != kv->value)
150 key_value *has_field; 221 return false;
151
152 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
156 {
157 /* No field with that name. */
158 return FALSE;
159 }
160
161 /* Found the matching field. */
162 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167
168 /* If we get here, we found a match. Now for the next field in wants. */
169 }
170 222
171 /* 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. */
172 return TRUE; 224 return true;
173} 225}
174 226
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 228static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 230{
179 /* 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,
180 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
181 */ 233 */
182 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);
183} 236}
184 237
185/* 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
186 * they can be merged together. 239 * they can be merged together.
187 * 240 *
194 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
195 * check weight 248 * check weight
196 */ 249 */
197bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
198{ 251{
199 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
200 if (ob1 == ob2 253 if (ob1 == ob2
201 || ob1->type != ob2->type 254 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 255 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
205 return 0; 258 return 0;
206 259
207 //TODO: this ain't working well, use nicer and correct overflow check
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
209 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
210 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
211 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0; 263 return 0;
214 264
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * 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
217 * 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
218 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 269 * flags lose any meaning.
220 */ 270 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223 273
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 276
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 278 || ob1->name != ob2->name
230 || ob1->title != ob2->title 279 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value 286 || ob1->value != ob2->value
240 || 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
241 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
243 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
251 || 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)))
252 return 0; 302 return 0;
253 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
254 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
256 */ 313 */
257 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
258 { 315 {
259 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
261 return 0;
262 318
263 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
264 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 323 return 0; /* inventory objects differ */
266 324
267 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 326 * if it is valid.
269 */ 327 */
270 } 328 }
289 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
290 return 0; 348 return 0;
291 break; 349 break;
292 } 350 }
293 351
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
295 { 353 {
296 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 357
300 else if (!compare_ob_value_lists (ob1, ob2)) 358 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 359 return 0;
302 } 360 }
303 361
304 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
305 { 363 {
306 ob1->optimise (); 364 ob1->optimise ();
307 ob2->optimise (); 365 ob2->optimise ();
308 366
309 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
310 if (!cfperl_can_merge (ob1, ob2)) 378 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 379 return 0;
380 }
312 } 381 }
313 382
314 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
315 return 1; 384 return 1;
316} 385}
317 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
318/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
319 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
321 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
322 */ 464 */
323long 465void
324sum_weight (object *op) 466object::update_weight ()
325{ 467{
326 long sum; 468 sint32 sum = 0;
327 object *inv;
328 469
329 for (sum = 0, inv = op->inv; inv; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
330 { 471 {
331 if (inv->inv) 472 if (op->inv)
332 sum_weight (inv); 473 op->update_weight ();
333 474
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
335 } 481 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 482 carrying = sum;
342 483
343 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
344} 488}
345 489
346/** 490/*
347 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 * Some error messages.
361 * The result of the dump is stored in the static global errmsg array.
362 */ 492 */
363char * 493char *
364dump_object (object *op) 494dump_object (object *op)
365{ 495{
366 if (!op) 496 if (!op)
369 object_freezer freezer; 499 object_freezer freezer;
370 op->write (freezer); 500 op->write (freezer);
371 return freezer.as_string (); 501 return freezer.as_string ();
372} 502}
373 503
374/* 504char *
375 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned.
378 */
379object *
380get_nearest_part (object *op, const object *pl)
381{ 506{
382 object *tmp, *closest; 507 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 508}
392 509
393/* 510/*
394 * 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.
395 */ 513 */
396object * 514object *
397find_object (tag_t i) 515find_object (tag_t i)
398{ 516{
399 for_all_objects (op) 517 for_all_objects (op)
402 520
403 return 0; 521 return 0;
404} 522}
405 523
406/* 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/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
410 */ 543 */
411object * 544object *
412find_object_name (const char *str) 545find_object_name (const char *str)
413{ 546{
414 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
415 object *op;
416 548
549 if (str_)
417 for_all_objects (op) 550 for_all_objects (op)
418 if (op->name == str_) 551 if (op->name == str_)
419 break; 552 return op;
420 553
421 return op; 554 return 0;
422}
423
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428} 555}
429 556
430/* 557/*
431 * 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
432 * skill and experience objects. 559 * skill and experience objects.
438 // allow objects which own objects 565 // allow objects which own objects
439 if (owner) 566 if (owner)
440 while (owner->owner) 567 while (owner->owner)
441 owner = owner->owner; 568 owner = owner->owner;
442 569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
575
443 this->owner = owner; 576 this->owner = owner;
444} 577}
445 578
446int 579int
447object::slottype () const 580object::slottype () const
464object::change_weapon (object *ob) 597object::change_weapon (object *ob)
465{ 598{
466 if (current_weapon == ob) 599 if (current_weapon == ob)
467 return true; 600 return true;
468 601
469 if (chosen_skill) 602 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 } 603 {
499 else 604 manual_apply (this, current_weapon, AP_UNAPPLY);
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501 605
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) 606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
503 { 607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", 608
505 &name, ob->debug_desc ()); 609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
506 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;
507 } 623 }
508 624
509 return true; 625 return true;
510} 626}
511 627
524 } 640 }
525 641
526 op->key_values = 0; 642 op->key_values = 0;
527} 643}
528 644
529object & 645/*
530object::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)
531{ 655{
532 bool is_freed = flag [FLAG_FREED]; 656 dst->remove ();
533 bool is_removed = flag [FLAG_REMOVED];
534
535 *(object_copy *)this = src; 657 *(object_copy *)dst = *this;
536
537 flag [FLAG_FREED] = is_freed;
538 flag [FLAG_REMOVED] = is_removed; 658 dst->flag [FLAG_REMOVED] = true;
539 659
540 /* Copy over key_values, if any. */ 660 /* Copy over key_values, if any. */
541 if (src.key_values) 661 if (key_values)
542 { 662 {
543 key_value *tail = 0; 663 key_value *tail = 0;
544 key_values = 0; 664 dst->key_values = 0;
545 665
546 for (key_value *i = src.key_values; i; i = i->next) 666 for (key_value *i = key_values; i; i = i->next)
547 { 667 {
548 key_value *new_link = new key_value; 668 key_value *new_link = new key_value;
549 669
550 new_link->next = 0; 670 new_link->next = 0;
551 new_link->key = i->key; 671 new_link->key = i->key;
552 new_link->value = i->value; 672 new_link->value = i->value;
553 673
554 /* Try and be clever here, too. */ 674 /* Try and be clever here, too. */
555 if (!key_values) 675 if (!dst->key_values)
556 { 676 {
557 key_values = new_link; 677 dst->key_values = new_link;
558 tail = new_link; 678 tail = new_link;
559 } 679 }
560 else 680 else
561 { 681 {
562 tail->next = new_link; 682 tail->next = new_link;
563 tail = new_link; 683 tail = new_link;
564 } 684 }
565 } 685 }
566 } 686 }
567}
568 687
569/* 688 dst->activate ();
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586} 689}
587 690
588void 691void
589object::instantiate () 692object::instantiate ()
590{ 693{
591 if (!uuid.seq) // HACK 694 if (!uuid.seq) // HACK
592 uuid = gen_uuid (); 695 uuid = UUID::gen ();
593 696
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
594 speed_left = -0.1f; 701 speed_left = -1.;
702
595 /* 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
596 * 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.
597 * 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
598 * values for the body_used info, so when items are created 706 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped. 707 * for it, they can be properly equipped.
607object * 715object *
608object::clone () 716object::clone ()
609{ 717{
610 object *neu = create (); 718 object *neu = create ();
611 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
612 return neu; 726 return neu;
613} 727}
614 728
615/* 729/*
616 * 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
633 * 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.
634 */ 748 */
635void 749void
636object::set_speed (float speed) 750object::set_speed (float speed)
637{ 751{
638 if (flag [FLAG_FREED] && speed)
639 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641 speed = 0;
642 }
643
644 this->speed = speed; 752 this->speed = speed;
645 753
646 if (has_active_speed ()) 754 if (has_active_speed ())
647 activate (); 755 activate ();
648 else 756 else
667 * UP_OBJ_FACE: only the objects face has changed. 775 * UP_OBJ_FACE: only the objects face has changed.
668 */ 776 */
669void 777void
670update_object (object *op, int action) 778update_object (object *op, int action)
671{ 779{
672 if (op == NULL) 780 if (!op)
673 { 781 {
674 /* this should never happen */ 782 /* this should never happen */
675 LOG (llevDebug, "update_object() called for NULL object.\n"); 783 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
676 return; 784 return;
677 } 785 }
678 786
679 if (op->env) 787 if (!op->is_on_map ())
680 { 788 {
681 /* Animation is currently handled by client, so nothing 789 /* Animation is currently handled by client, so nothing
682 * to do in this case. 790 * to do in this case.
683 */ 791 */
684 return; 792 return;
685 } 793 }
686
687 /* If the map is saving, don't do anything as everything is
688 * going to get freed anyways.
689 */
690 if (!op->map || op->map->in_memory == MAP_SAVING)
691 return;
692 794
693 /* make sure the object is within map boundaries */ 795 /* make sure the object is within map boundaries */
694 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)
695 { 797 {
696 LOG (llevError, "update_object() called for object out of map!\n"); 798 LOG (llevError, "update_object() called for object out of map!\n");
704 806
705 if (!(m.flags_ & P_UPTODATE)) 807 if (!(m.flags_ & P_UPTODATE))
706 /* nop */; 808 /* nop */;
707 else if (action == UP_OBJ_INSERT) 809 else if (action == UP_OBJ_INSERT)
708 { 810 {
811#if 0
709 // this is likely overkill, TODO: revisit (schmorp) 812 // this is likely overkill, TODO: revisit (schmorp)
710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 815 || (op->is_player () && !(m.flags_ & P_PLAYER))
713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 817 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 818 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
716 || (m.move_on | op->move_on ) != m.move_on 819 || (m.move_on | op->move_on ) != m.move_on
717 || (m.move_off | op->move_off ) != m.move_off 820 || (m.move_off | op->move_off ) != m.move_off
718 || (m.move_slow | op->move_slow) != m.move_slow 821 || (m.move_slow | op->move_slow) != m.move_slow
719 /* 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
720 * to have move_allow right now. 823 * have move_allow right now.
721 */ 824 */
722 || ((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
723 || 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)
724 m.flags_ = 0; 829 m.invalidate ();
830#endif
725 } 831 }
726 /* if the object is being removed, we can't make intelligent 832 /* if the object is being removed, we can't make intelligent
727 * decisions, because remove_ob can't really pass the object 833 * decisions, because remove_ob can't really pass the object
728 * that is being removed. 834 * that is being removed.
729 */ 835 */
730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 836 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
731 m.flags_ = 0; 837 m.invalidate ();
732 else if (action == UP_OBJ_FACE) 838 else if (action == UP_OBJ_FACE)
733 /* Nothing to do for that case */ ; 839 /* Nothing to do for that case */ ;
734 else 840 else
735 LOG (llevError, "update_object called with invalid action: %d\n", action); 841 LOG (llevError, "update_object called with invalid action: %d\n", action);
736 842
740 846
741object::object () 847object::object ()
742{ 848{
743 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
744 850
745 expmul = 1.0; 851 //expmul = 1.0; declared const for the time being
746 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
747} 854}
748 855
749object::~object () 856object::~object ()
750{ 857{
751 unlink (); 858 unlink ();
756static int object_count; 863static int object_count;
757 864
758void object::link () 865void object::link ()
759{ 866{
760 assert (!index);//D 867 assert (!index);//D
761 uuid = gen_uuid (); 868 uuid = UUID::gen ();
762 count = ++object_count; 869 count = ++object_count;
763 870
764 refcnt_inc (); 871 refcnt_inc ();
765 objects.insert (this); 872 objects.insert (this);
766} 873}
780 /* If already on active list, don't do anything */ 887 /* If already on active list, don't do anything */
781 if (active) 888 if (active)
782 return; 889 return;
783 890
784 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
785 actives.insert (this); 896 actives.insert (this);
897 }
786} 898}
787 899
788void 900void
789object::activate_recursive () 901object::activate_recursive ()
790{ 902{
839object::destroy_inv (bool drop_to_ground) 951object::destroy_inv (bool drop_to_ground)
840{ 952{
841 // need to check first, because the checks below might segfault 953 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code 954 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty. 955 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory, 956 // corollary: if you create arrows etc. with stuff in its inventory,
845 // cf will crash below with off-map x and y 957 // cf will crash below with off-map x and y
846 if (!inv) 958 if (!inv)
847 return; 959 return;
848 960
849 /* Only if the space blocks everything do we not process - 961 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects 962 * if some form of movement is allowed, let objects
851 * drop on that space. 963 * drop on that space.
852 */ 964 */
853 if (!drop_to_ground 965 if (!drop_to_ground
854 || !map 966 || !map
855 || map->in_memory != MAP_IN_MEMORY 967 || map->in_memory != MAP_ACTIVE
856 || map->nodrop 968 || map->no_drop
857 || ms ().move_block == MOVE_ALL) 969 || ms ().move_block == MOVE_ALL)
858 { 970 {
859 while (inv) 971 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy (); 972 inv->destroy ();
863 }
864 } 973 }
865 else 974 else
866 { /* Put objects in inventory onto this space */ 975 { /* Put objects in inventory onto this space */
867 while (inv) 976 while (inv)
868 { 977 {
886 object *op = new object; 995 object *op = new object;
887 op->link (); 996 op->link ();
888 return op; 997 return op;
889} 998}
890 999
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
891void 1021void
892object::do_destroy () 1022object::do_destroy ()
893{ 1023{
894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED]) 1024 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this); 1025 remove_link ();
898 1026
899 if (flag [FLAG_FRIENDLY]) 1027 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this); 1028 remove_friendly_object (this);
901 1029
902 if (!flag [FLAG_REMOVED])
903 remove (); 1030 remove ();
904 1031
905 destroy_inv (true); 1032 attachable::do_destroy ();
906 1033
907 deactivate (); 1034 deactivate ();
908 unlink (); 1035 unlink ();
909 1036
910 flag [FLAG_FREED] = 1; 1037 flag [FLAG_FREED] = 1;
911 1038
912 // hack to ensure that freed objects still have a valid map 1039 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map; 1040 map = &freed_map;
930 x = 1; 1041 x = 1;
931 y = 1; 1042 y = 1;
932 }
933 1043
934 if (more) 1044 if (more)
935 { 1045 {
936 more->destroy (); 1046 more->destroy ();
937 more = 0; 1047 more = 0;
945 attacked_by = 0; 1055 attacked_by = 0;
946 current_weapon = 0; 1056 current_weapon = 0;
947} 1057}
948 1058
949void 1059void
950object::destroy (bool destroy_inventory) 1060object::destroy ()
951{ 1061{
952 if (destroyed ()) 1062 if (destroyed ())
953 return; 1063 return;
954 1064
955 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
956 destroy_inv (false); 1072 destroy_inv (false);
957 1073
958 if (is_head ()) 1074 if (is_head ())
959 if (sound_destroy) 1075 if (sound_destroy)
960 play_sound (sound_destroy); 1076 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER]) 1077 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1078 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963 1079
964 attachable::destroy (); 1080 attachable::destroy ();
965}
966
967/*
968 * sub_weight() recursively (outwards) subtracts a number from the
969 * weight of an object (and what is carried by it's environment(s)).
970 */
971void
972sub_weight (object *op, signed long weight)
973{
974 while (op != NULL)
975 {
976 if (op->type == CONTAINER)
977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
978
979 op->carrying -= weight;
980 op = op->env;
981 }
982} 1081}
983 1082
984/* op->remove (): 1083/* op->remove ():
985 * This function removes the object op from the linked list of objects 1084 * This function removes the object op from the linked list of objects
986 * which it is currently tied to. When this function is done, the 1085 * which it is currently tied to. When this function is done, the
989 * the previous environment. 1088 * the previous environment.
990 */ 1089 */
991void 1090void
992object::do_remove () 1091object::do_remove ()
993{ 1092{
994 object *tmp, *last = 0; 1093 if (flag [FLAG_REMOVED])
995 object *otmp;
996
997 if (QUERY_FLAG (this, FLAG_REMOVED))
998 return; 1094 return;
999 1095
1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this); 1096 INVOKE_OBJECT (REMOVE, this);
1097
1098 flag [FLAG_REMOVED] = true;
1002 1099
1003 if (more) 1100 if (more)
1004 more->remove (); 1101 more->remove ();
1005 1102
1006 /* 1103 /*
1007 * In this case, the object to be removed is in someones 1104 * In this case, the object to be removed is in someones
1008 * inventory. 1105 * inventory.
1009 */ 1106 */
1010 if (env) 1107 if (env)
1011 { 1108 {
1012 if (nrof) 1109 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1013 sub_weight (env, weight * nrof); 1110 if (object *pl = visible_to ())
1014 else 1111 esrv_del_item (pl->contr, count);
1015 sub_weight (env, weight + carrying); 1112 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1016 1113
1017 /* NO_FIX_PLAYER is set when a great many changes are being 1114 adjust_weight (env, -total_weight ());
1018 * made to players inventory. If set, avoiding the call
1019 * to save cpu time.
1020 */
1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1022 otmp->update_stats ();
1023 1115
1024 if (above) 1116 object *pl = in_player ();
1025 above->below = below;
1026 else
1027 env->inv = below;
1028
1029 if (below)
1030 below->above = above;
1031 1117
1032 /* we set up values so that it could be inserted into 1118 /* we set up values so that it could be inserted into
1033 * 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
1034 * to the caller to decide what we want to do. 1120 * to the caller to decide what we want to do.
1035 */ 1121 */
1036 x = env->x, y = env->y;
1037 map = env->map; 1122 map = env->map;
1038 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;
1039 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 }
1040 } 1155 }
1041 else if (map) 1156 else if (map)
1042 { 1157 {
1043 if (type == PLAYER)
1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true; 1158 map->dirty = true;
1056 mapspace &ms = this->ms (); 1159 mapspace &ms = this->ms ();
1057 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
1058 /* link the object above us */ 1186 /* link the object above us */
1059 if (above) 1187 // re-link, make sure compiler can easily use cmove
1060 above->below = below; 1188 *(above ? &above->below : &ms.top) = below;
1061 else 1189 *(below ? &below->above : &ms.bot) = above;
1062 ms.top = below; /* we were top, set new top */
1063
1064 /* Relink the object below us, if there is one */
1065 if (below)
1066 below->above = above;
1067 else
1068 {
1069 /* Nothing below, which means we need to relink map object for this space
1070 * use translated coordinates in case some oddness with map tiling is
1071 * evident
1072 */
1073 if (GET_MAP_OB (map, x, y) != this)
1074 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 ());
1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078 1190
1079 above = 0; 1191 above = 0;
1080 below = 0; 1192 below = 0;
1081 1193
1194 ms.invalidate ();
1195
1082 if (map->in_memory == MAP_SAVING) 1196 if (map->in_memory == MAP_SAVING)
1083 return; 1197 return;
1084 1198
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1199 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 1200
1087 if (object *pl = ms.player ()) 1201 if (object *pl = ms.player ())
1088 { 1202 {
1089 if (pl->container == this) 1203 if (pl->container_ () == this)
1090 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1092 * appropriately. 1206 * appropriately.
1093 */ 1207 */
1094 pl->close_container (); 1208 pl->close_container ();
1095 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)
1096 pl->contr->ns->floorbox_update (); 1214 pl->contr->ns->floorbox_update ();
1097 } 1215 }
1098 1216
1217 if (check_walk_off)
1099 for (tmp = ms.bot; tmp; tmp = tmp->above) 1218 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1100 { 1219 {
1220 above = tmp->above;
1221
1101 /* 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
1102 * being removed. 1223 * being removed.
1103 */ 1224 */
1104 1225
1105 /* See if object moving off should effect something */ 1226 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off) 1227 if ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1228 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1109 {
1110 move_apply (tmp, this, 0); 1229 move_apply (tmp, this, 0);
1111
1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1114 } 1230 }
1115 1231
1116 last = tmp; 1232 if (affects_los ())
1117 }
1118
1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1121 if (!last)
1122 map->at (x, y).flags_ = 0;
1123 else
1124 update_object (last, UP_OBJ_REMOVE);
1125
1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1127 update_all_los (map, x, y); 1233 update_all_los (map, x, y);
1128 } 1234 }
1129} 1235}
1130 1236
1131/* 1237/*
1140merge_ob (object *op, object *top) 1246merge_ob (object *op, object *top)
1141{ 1247{
1142 if (!op->nrof) 1248 if (!op->nrof)
1143 return 0; 1249 return 0;
1144 1250
1145 if (top) 1251 if (!top)
1146 for (top = op; top && top->above; top = top->above) 1252 for (top = op; top && top->above; top = top->above)
1147 ; 1253 ;
1148 1254
1149 for (; top; top = top->below) 1255 for (; top; top = top->below)
1150 {
1151 if (top == op)
1152 continue;
1153
1154 if (object::can_merge (op, top)) 1256 if (object::can_merge (op, top))
1155 { 1257 {
1156 top->nrof += op->nrof; 1258 top->nrof += op->nrof;
1157 1259
1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1260 if (object *pl = top->visible_to ())
1159 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
1160 op->destroy (); 1266 op->destroy ();
1267
1161 return top; 1268 return top;
1162 } 1269 }
1163 }
1164 1270
1165 return 0; 1271 return 0;
1166} 1272}
1167 1273
1168void 1274void
1173 1279
1174 object *prev = this; 1280 object *prev = this;
1175 1281
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 { 1283 {
1178 object *op = arch_to_object (at); 1284 object *op = at->instance ();
1179 1285
1180 op->name = name; 1286 op->name = name;
1181 op->name_pl = name_pl; 1287 op->name_pl = name_pl;
1182 op->title = title; 1288 op->title = title;
1183 1289
1193 * job preparing multi-part monsters. 1299 * job preparing multi-part monsters.
1194 */ 1300 */
1195object * 1301object *
1196insert_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)
1197{ 1303{
1304 op->remove ();
1305
1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1306 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1199 { 1307 {
1200 tmp->x = x + tmp->arch->x; 1308 tmp->x = x + tmp->arch->x;
1201 tmp->y = y + tmp->arch->y; 1309 tmp->y = y + tmp->arch->y;
1202 } 1310 }
1219 * 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
1220 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1221 * 1329 *
1222 * Return value: 1330 * Return value:
1223 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1224 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1225 * just 'op' otherwise 1333 * just 'op' otherwise
1226 */ 1334 */
1227object * 1335object *
1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1229{ 1337{
1230 assert (!op->flag [FLAG_FREED]);
1231
1232 object *top, *floor = NULL;
1233
1234 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
1235 1344
1236 /* Ideally, the caller figures this out. However, it complicates a lot 1345 /* Ideally, the caller figures this out. However, it complicates a lot
1237 * 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
1238 * need extra work 1347 * need extra work
1239 */ 1348 */
1349 maptile *newmap = m;
1240 if (!xy_normalise (m, op->x, op->y)) 1350 if (!xy_normalise (newmap, op->x, op->y))
1241 { 1351 {
1242 op->destroy (); 1352 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1243 return 0; 1353 return 0;
1244 } 1354 }
1245 1355
1246 if (object *more = op->more) 1356 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag)) 1357 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0; 1358 return 0;
1249 1359
1250 CLEAR_FLAG (op, FLAG_REMOVED); 1360 op->flag [FLAG_REMOVED] = false;
1251 1361 op->env = 0;
1252 op->map = m; 1362 op->map = newmap;
1363
1253 mapspace &ms = op->ms (); 1364 mapspace &ms = op->ms ();
1254 1365
1255 /* this has to be done after we translate the coordinates. 1366 /* this has to be done after we translate the coordinates.
1256 */ 1367 */
1257 if (op->nrof && !(flag & INS_NO_MERGE)) 1368 if (op->nrof && !(flag & INS_NO_MERGE))
1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1369 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1259 if (object::can_merge (op, tmp)) 1370 if (object::can_merge (op, tmp))
1260 { 1371 {
1372 // TODO: we actually want to update tmp, not op,
1373 // but some caller surely breaks when we return tmp
1374 // from here :/
1261 op->nrof += tmp->nrof; 1375 op->nrof += tmp->nrof;
1262 tmp->destroy (); 1376 tmp->destroy ();
1263 } 1377 }
1264 1378
1265 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 */
1274 { 1388 {
1275 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");
1276 abort (); 1390 abort ();
1277 } 1391 }
1278 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
1279 op->above = originator; 1400 op->above = originator;
1280 op->below = originator->below; 1401 op->below = originator->below;
1281
1282 if (op->below)
1283 op->below->above = op;
1284 else
1285 ms.bot = op;
1286
1287 /* since *below* originator, no need to update top */
1288 originator->below = op; 1402 originator->below = op;
1403
1404 *(op->below ? &op->below->above : &ms.bot) = op;
1289 } 1405 }
1290 else 1406 else
1291 { 1407 {
1292 top = ms.bot; 1408 object *floor = 0;
1409 object *top = ms.top;
1293 1410
1294 /* If there are other objects, then */ 1411 /* If there are other objects, then */
1295 if (top) 1412 if (top)
1296 { 1413 {
1297 object *last = 0;
1298
1299 /* 1414 /*
1300 * 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.
1301 * We've already dealt with merging if appropriate. 1416 * We've already dealt with merging if appropriate.
1302 * 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
1303 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1418 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1306 * 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
1307 * 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
1308 * 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
1309 * that flying non pickable objects are spell objects. 1424 * that flying non pickable objects are spell objects.
1310 */ 1425 */
1311 for (top = ms.bot; top; top = top->above) 1426 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 { 1427 {
1313 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))
1314 floor = top; 1429 floor = tmp;
1315 1430
1316 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))
1317 { 1432 {
1318 /* We insert above top, so we want this object below this */ 1433 /* We insert above top, so we want this object below this */
1319 top = top->below; 1434 top = tmp->below;
1320 break; 1435 break;
1321 } 1436 }
1322 1437
1323 last = top; 1438 top = tmp;
1324 } 1439 }
1325
1326 /* Don't want top to be NULL, so set it to the last valid object */
1327 top = last;
1328 1440
1329 /* We let update_position deal with figuring out what the space 1441 /* We let update_position deal with figuring out what the space
1330 * looks like instead of lots of conditions here. 1442 * looks like instead of lots of conditions here.
1331 * makes things faster, and effectively the same result. 1443 * makes things faster, and effectively the same result.
1332 */ 1444 */
1339 */ 1451 */
1340 if (!(flag & INS_ON_TOP) 1452 if (!(flag & INS_ON_TOP)
1341 && ms.flags () & P_BLOCKSVIEW 1453 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility)) 1454 && (op->face && !faces [op->face].visibility))
1343 { 1455 {
1456 object *last;
1457
1344 for (last = top; last != floor; last = last->below) 1458 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1459 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1460 break;
1347 1461
1348 /* Check to see if we found the object that blocks view, 1462 /* Check to see if we found the object that blocks view,
1356 } /* If objects on this space */ 1470 } /* If objects on this space */
1357 1471
1358 if (flag & INS_ABOVE_FLOOR_ONLY) 1472 if (flag & INS_ABOVE_FLOOR_ONLY)
1359 top = floor; 1473 top = floor;
1360 1474
1361 /* 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
1362 */
1363
1364 /* First object on this space */
1365 if (!top) 1476 if (!top)
1366 { 1477 {
1478 op->below = 0;
1367 op->above = ms.bot; 1479 op->above = ms.bot;
1368
1369 if (op->above)
1370 op->above->below = op;
1371
1372 op->below = 0;
1373 ms.bot = op; 1480 ms.bot = op;
1481
1482 *(op->above ? &op->above->below : &ms.top) = op;
1374 } 1483 }
1375 else 1484 else
1376 { /* get inserted into the stack above top */ 1485 {
1377 op->above = top->above; 1486 op->above = top->above;
1378
1379 if (op->above)
1380 op->above->below = op; 1487 top->above = op;
1381 1488
1382 op->below = top; 1489 op->below = top;
1383 top->above = op; 1490 *(op->above ? &op->above->below : &ms.top) = op;
1384 } 1491 }
1492 }
1385 1493
1386 if (!op->above) 1494 if (op->is_player ())
1387 ms.top = op;
1388 } /* else not INS_BELOW_ORIGINATOR */
1389
1390 if (op->type == PLAYER)
1391 { 1495 {
1392 op->contr->do_los = 1; 1496 op->contr->do_los = 1;
1393 ++op->map->players; 1497 ++op->map->players;
1394 op->map->touch (); 1498 op->map->touch ();
1395 } 1499 }
1396 1500
1397 op->map->dirty = true; 1501 op->map->dirty = true;
1398 1502
1399 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)
1400 pl->contr->ns->floorbox_update (); 1508 pl->contr->ns->floorbox_update ();
1401 1509
1402 /* If this object glows, it may affect lighting conditions that are 1510 /* If this object glows, it may affect lighting conditions that are
1403 * 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
1404 * 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
1405 * on the map will get recalculated. The players could very well 1513 * on the map will get recalculated. The players could very well
1406 * 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 -
1407 * this should get redone to only look for players within range, 1515 * this should get redone to only look for players within range,
1408 * or just updating the P_UPTODATE for spaces within this area 1516 * or just updating the P_UPTODATE for spaces within this area
1409 * of effect may be sufficient. 1517 * of effect may be sufficient.
1410 */ 1518 */
1411 if (op->map->darkness && (op->glow_radius != 0)) 1519 if (op->affects_los ())
1520 {
1521 op->ms ().invalidate ();
1412 update_all_los (op->map, op->x, op->y); 1522 update_all_los (op->map, op->x, op->y);
1523 }
1413 1524
1414 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1525 /* updates flags (blocked, alive, no magic, etc) for this map space */
1415 update_object (op, UP_OBJ_INSERT); 1526 update_object (op, UP_OBJ_INSERT);
1416 1527
1417 INVOKE_OBJECT (INSERT, op); 1528 INVOKE_OBJECT (INSERT, op);
1424 * blocked() and wall() work properly), and these flags are updated by 1535 * blocked() and wall() work properly), and these flags are updated by
1425 * update_object(). 1536 * update_object().
1426 */ 1537 */
1427 1538
1428 /* 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 */
1429 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1540 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1430 { 1541 {
1431 if (check_move_on (op, originator)) 1542 if (check_move_on (op, originator))
1432 return 0; 1543 return 0;
1433 1544
1434 /* 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
1445/* this function inserts an object in the map, but if it 1556/* this function inserts an object in the map, but if it
1446 * 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.
1447 * 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.
1448 */ 1559 */
1449void 1560void
1450replace_insert_ob_in_map (const char *arch_string, object *op) 1561replace_insert_ob_in_map (shstr_tmp archname, object *op)
1451{ 1562{
1452 object *tmp, *tmp1;
1453
1454 /* first search for itself and remove any old instances */ 1563 /* first search for itself and remove any old instances */
1455 1564
1456 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1457 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1458 tmp->destroy (); 1567 tmp->destroy ();
1459 1568
1460 tmp1 = arch_to_object (archetype::find (arch_string)); 1569 object *tmp = archetype::find (archname)->instance ();
1461 1570
1462 tmp1->x = op->x; 1571 tmp->x = op->x;
1463 tmp1->y = op->y; 1572 tmp->y = op->y;
1573
1464 insert_ob_in_map (tmp1, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1465} 1575}
1466 1576
1467object * 1577object *
1468object::insert_at (object *where, object *originator, int flags) 1578object::insert_at (object *where, object *originator, int flags)
1469{ 1579{
1580 if (where->env)
1581 return where->env->insert (this);
1582 else
1470 return where->map->insert (this, where->x, where->y, originator, flags); 1583 return where->map->insert (this, where->x, where->y, originator, flags);
1471} 1584}
1472 1585
1473/* 1586// check whether we can put this into the map, respect max_volume, max_items
1474 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1587bool
1475 * is returned contains nr objects, and the remaining parts contains 1588object::can_drop_at (maptile *m, int x, int y, object *originator)
1476 * the rest (or is removed and freed if that number is 0).
1477 * On failure, NULL is returned, and the reason put into the
1478 * global static errmsg array.
1479 */
1480object *
1481get_split_ob (object *orig_ob, uint32 nr)
1482{ 1589{
1483 object *newob; 1590 mapspace &ms = m->at (x, y);
1484 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1485 1591
1486 if (orig_ob->nrof < nr) 1592 int items = ms.items ();
1487 {
1488 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1489 return NULL;
1490 }
1491 1593
1492 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;
1493 1598
1494 if ((orig_ob->nrof -= nr) < 1) 1599 if (originator && originator->is_player ())
1495 orig_ob->destroy (1); 1600 originator->contr->failmsg (format (
1496 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.>",
1497 { 1602 query_name ()
1498 if (orig_ob->env != NULL) 1603 ));
1499 sub_weight (orig_ob->env, orig_ob->weight * nr);
1500 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1501 {
1502 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1503 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1504 return NULL;
1505 }
1506 }
1507 1604
1508 newob->nrof = nr; 1605 return false;
1509
1510 return newob;
1511} 1606}
1512 1607
1513/* 1608/*
1514 * decrease_ob_nr(object, number) decreases a specified number from 1609 * decrease(object, number) decreases a specified number from
1515 * 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
1516 * is subsequently removed and freed. 1611 * is subsequently removed and freed.
1517 * 1612 *
1518 * 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
1519 */ 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 */
1520object * 1646object *
1521decrease_ob_nr (object *op, uint32 i) 1647object::split (sint32 nr)
1522{ 1648{
1523 object *tmp; 1649 int have = number_of ();
1524 1650
1525 if (i == 0) /* objects with op->nrof require this check */ 1651 if (have < nr)
1526 return op; 1652 return 0;
1527 1653 else if (have == nr)
1528 if (i > op->nrof)
1529 i = op->nrof;
1530
1531 if (QUERY_FLAG (op, FLAG_REMOVED))
1532 op->nrof -= i;
1533 else if (op->env)
1534 { 1654 {
1535 /* is this object in the players inventory, or sub container
1536 * therein?
1537 */
1538 tmp = op->in_player ();
1539 /* nope. Is this a container the player has opened?
1540 * If so, set tmp to that player.
1541 * IMO, searching through all the players will mostly
1542 * likely be quicker than following op->env to the map,
1543 * and then searching the map for a player.
1544 */
1545 if (!tmp)
1546 for_all_players (pl)
1547 if (pl->ob->container == op->env)
1548 {
1549 tmp = pl->ob;
1550 break;
1551 }
1552
1553 if (i < op->nrof)
1554 {
1555 sub_weight (op->env, op->weight * i);
1556 op->nrof -= i;
1557 if (tmp)
1558 esrv_send_item (tmp, op);
1559 }
1560 else
1561 {
1562 op->remove (); 1655 remove ();
1563 op->nrof = 0; 1656 return this;
1564 if (tmp)
1565 esrv_del_item (tmp->contr, op->count);
1566 }
1567 } 1657 }
1568 else 1658 else
1569 { 1659 {
1570 object *above = op->above; 1660 decrease (nr);
1571 1661
1572 if (i < op->nrof) 1662 object *op = deep_clone ();
1573 op->nrof -= i; 1663 op->nrof = nr;
1574 else
1575 {
1576 op->remove ();
1577 op->nrof = 0;
1578 }
1579
1580 /* Since we just removed op, op->above is null */
1581 for (tmp = above; tmp; tmp = tmp->above)
1582 if (tmp->type == PLAYER)
1583 {
1584 if (op->nrof)
1585 esrv_send_item (tmp, op);
1586 else
1587 esrv_del_item (tmp->contr, op->count);
1588 }
1589 }
1590
1591 if (op->nrof)
1592 return op; 1664 return op;
1593 else
1594 {
1595 op->destroy ();
1596 return 0;
1597 }
1598}
1599
1600/*
1601 * add_weight(object, weight) adds the specified weight to an object,
1602 * and also updates how much the environment(s) is/are carrying.
1603 */
1604void
1605add_weight (object *op, signed long weight)
1606{
1607 while (op != NULL)
1608 {
1609 if (op->type == CONTAINER)
1610 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1611
1612 op->carrying += weight;
1613 op = op->env;
1614 } 1665 }
1615} 1666}
1616 1667
1617object * 1668object *
1618insert_ob_in_ob (object *op, object *where) 1669insert_ob_in_ob (object *op, object *where)
1643 * be != op, if items are merged. -Tero 1694 * be != op, if items are merged. -Tero
1644 */ 1695 */
1645object * 1696object *
1646object::insert (object *op) 1697object::insert (object *op)
1647{ 1698{
1648 if (!QUERY_FLAG (op, FLAG_REMOVED))
1649 op->remove ();
1650
1651 if (op->more) 1699 if (op->more)
1652 { 1700 {
1653 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);
1654 return op; 1702 return op;
1655 } 1703 }
1656 1704
1657 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1705 op->remove ();
1658 CLEAR_FLAG (op, FLAG_REMOVED); 1706
1707 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1659 1708
1660 if (op->nrof) 1709 if (op->nrof)
1661 {
1662 for (object *tmp = inv; tmp; tmp = tmp->below) 1710 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1711 if (object::can_merge (tmp, op))
1664 { 1712 {
1665 /* return the original object and remove inserted object 1713 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1714 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1715 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1716
1669 * tmp->nrof, we need to increase the weight. 1717 if (object *pl = tmp->visible_to ())
1670 */ 1718 esrv_update_item (UPD_NROF, pl, tmp);
1719
1671 add_weight (this, op->weight * op->nrof); 1720 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1721
1673 op->destroy (); /* free the inserted object */ 1722 op->destroy ();
1674 op = tmp; 1723 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1724 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1725 }
1679 1726
1680 /* I assume combined objects have no inventory
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 if (object *otmp = this->in_player ())
1692 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1693 otmp->update_stats ();
1694
1695 op->owner = 0; // its his/hers now. period. 1727 op->owner = 0; // it's his/hers now. period.
1696 op->map = 0; 1728 op->map = 0;
1729 op->x = 0;
1730 op->y = 0;
1731
1732 op->above = 0;
1733 op->below = inv;
1697 op->env = this; 1734 op->env = this;
1698 op->above = 0;
1699 op->below = 0;
1700 op->x = op->y = 0;
1701 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:
1702 /* 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 */
1703 if (op->glow_radius && map) 1750 if (op->glow_radius && is_on_map ())
1704 { 1751 {
1705#ifdef DEBUG_LIGHTS 1752 update_stats ();
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (map->darkness)
1709 update_all_los (map, x, y); 1753 update_all_los (map, x, y);
1710 }
1711
1712 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function...
1714 */
1715 if (!inv)
1716 inv = op;
1717 else
1718 { 1754 }
1719 op->below = inv; 1755 else if (is_player ())
1720 op->below->above = op; 1756 // if this is a player's inventory, update stats
1721 inv = op; 1757 contr->queue_stats_update ();
1722 }
1723 1758
1724 INVOKE_OBJECT (INSERT, this); 1759 INVOKE_OBJECT (INSERT, this);
1725 1760
1726 return op; 1761 return op;
1727} 1762}
1747 * on top. 1782 * on top.
1748 */ 1783 */
1749int 1784int
1750check_move_on (object *op, object *originator) 1785check_move_on (object *op, object *originator)
1751{ 1786{
1787 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1788 return 0;
1789
1752 object *tmp; 1790 object *tmp;
1753 maptile *m = op->map; 1791 maptile *m = op->map;
1754 int x = op->x, y = op->y; 1792 int x = op->x, y = op->y;
1755 1793
1756 MoveType move_on, move_slow, move_block; 1794 mapspace &ms = m->at (x, y);
1757 1795
1758 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1796 ms.update ();
1759 return 0;
1760 1797
1761 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1798 MoveType move_on = ms.move_on;
1762 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1799 MoveType move_slow = ms.move_slow;
1763 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1800 MoveType move_block = ms.move_block;
1764 1801
1765 /* 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,
1766 * 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
1767 * 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
1768 * as walking. 1805 * as walking.
1779 return 0; 1816 return 0;
1780 1817
1781 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1783 */ 1820 */
1784 1821 for (object *next, *tmp = ms.top; tmp; tmp = next)
1785 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 {
1787 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them.
1790 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1792 break;
1793 } 1822 {
1823 next = tmp->below;
1794 1824
1795 for (; tmp; tmp = tmp->below)
1796 {
1797 if (tmp == op) 1825 if (tmp == op)
1798 continue; /* Can't apply yourself */ 1826 continue; /* Can't apply yourself */
1799 1827
1800 /* 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.
1801 * Second check makes sure that the movement types not being slowed 1829 * Second check makes sure that the movement types not being slowed
1806 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1834 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 { 1835 {
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((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))
1810 { 1838 {
1811
1812 float
1813 diff = tmp->move_slow_penalty * fabs (op->speed); 1839 float diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1840
1815 if (op->type == PLAYER) 1841 if (op->is_player ())
1816 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)) ||
1817 (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)))
1818 diff /= 4.0; 1844 diff /= 4.0;
1819 1845
1820 op->speed_left -= diff; 1846 op->speed_left -= diff;
1821 } 1847 }
1822 } 1848 }
1855 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1882 return NULL;
1857 } 1883 }
1858 1884
1859 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)
1860 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1861 return tmp; 1887 return tmp;
1862 1888
1863 return NULL; 1889 return NULL;
1864} 1890}
1865 1891
1929 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
1930 */ 1956 */
1931object * 1957object *
1932present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
1933{ 1959{
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
1936 return tmp; 1962 return tmp;
1937 1963
1938 return NULL; 1964 return NULL;
1939} 1965}
1940 1966
1942 * activate recursively a flag on an object inventory 1968 * activate recursively a flag on an object inventory
1943 */ 1969 */
1944void 1970void
1945flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1946{ 1972{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1974 {
1950 SET_FLAG (tmp, flag); 1975 SET_FLAG (tmp, flag);
1951 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1952 } 1977 }
1953} 1978}
1954 1979
1955/* 1980/*
1956 * deactivate recursively a flag on an object inventory 1981 * deactivate recursively a flag on an object inventory
1957 */ 1982 */
1958void 1983void
1959unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1960{ 1985{
1961 if (op->inv)
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 { 1987 {
1964 CLEAR_FLAG (tmp, flag); 1988 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1966 } 1990 }
1967} 1991}
1968 1992
1969/* 1993/*
1970 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
1971 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
1973 * to search (see the freearr_x/y[] definition). 1997 * to search (see the freearr_x/y[] definition).
1974 * It returns a random choice among the alternatives found. 1998 * It returns a random choice among the alternatives found.
1975 * start and stop are where to start relative to the free_arr array (1,9 1999 * start and stop are where to start relative to the free_arr array (1,9
1976 * does all 4 immediate directions). This returns the index into the 2000 * does all 4 immediate directions). This returns the index into the
1977 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2001 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1978 * Note - this only checks to see if there is space for the head of the
1979 * object - if it is a multispace object, this should be called for all
1980 * pieces.
1981 * Note2: This function does correctly handle tiled maps, but does not 2002 * Note: This function does correctly handle tiled maps, but does not
1982 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1983 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
1984 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
1985 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
1986 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2007 2028
2008 /* However, often 2029 /* However, often
2009 * ob doesn't have any move type (when used to place exits) 2030 * ob doesn't have any move type (when used to place exits)
2010 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 2031 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2011 */ 2032 */
2012 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 2033 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2013 { 2034 {
2014 altern [index++] = i; 2035 altern [index++] = i;
2015 continue; 2036 continue;
2016 } 2037 }
2017 2038
2033 * head of the object should correspond for the entire object. 2054 * head of the object should correspond for the entire object.
2034 */ 2055 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue; 2057 continue;
2037 2058
2059 if (ob->blocked (pos.m, pos.x, pos.y))
2060 continue;
2061
2038 altern [index++] = i; 2062 altern [index++] = i;
2039 } 2063 }
2040 2064
2041 if (!index) 2065 if (!index)
2042 return -1; 2066 return -1;
2108 * there is capable of. 2132 * there is capable of.
2109 */ 2133 */
2110int 2134int
2111find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2112{ 2136{
2113 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE, mflags;
2114
2115 sint16 nx, ny;
2116 object *tmp;
2117 maptile *mp;
2118
2119 MoveType blocked, move_type; 2138 MoveType move_type;
2120 2139
2121 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2122 { 2141 {
2123 exclude = exclude->head; 2142 exclude = exclude->head;
2124 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2127 { 2146 {
2128 /* 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. */
2129 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2130 } 2149 }
2131 2150
2132 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2133 { 2152 {
2134 mp = m; 2153 mapxy pos (m, x, y);
2135 nx = x + freearr_x[i]; 2154 pos.move (i);
2136 ny = y + freearr_y[i];
2137 2155
2138 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2139
2140 if (mflags & P_OUT_OF_MAP)
2141 max = maxfree[i]; 2157 max = maxfree[i];
2142 else 2158 else
2143 { 2159 {
2144 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2145 2161
2146 blocked = ms.move_block;
2147
2148 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2149 max = maxfree[i]; 2163 max = maxfree [i];
2150 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2151 { 2165 {
2152 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2153 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2155 break;
2156
2157 if (tmp)
2158 return freedir[i]; 2169 return freedir [i];
2159 } 2170 }
2160 } 2171 }
2161 } 2172 }
2162 2173
2163 return 0; 2174 return 0;
2238 * 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
2239 * 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.
2240 * 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
2241 * functions. 2252 * functions.
2242 */ 2253 */
2243int reduction_dir[SIZEOFFREE][3] = { 2254static const int reduction_dir[SIZEOFFREE][3] = {
2244 {0, 0, 0}, /* 0 */ 2255 {0, 0, 0}, /* 0 */
2245 {0, 0, 0}, /* 1 */ 2256 {0, 0, 0}, /* 1 */
2246 {0, 0, 0}, /* 2 */ 2257 {0, 0, 0}, /* 2 */
2247 {0, 0, 0}, /* 3 */ 2258 {0, 0, 0}, /* 3 */
2248 {0, 0, 0}, /* 4 */ 2259 {0, 0, 0}, /* 4 */
2344int 2355int
2345can_pick (const object *who, const object *item) 2356can_pick (const object *who, const object *item)
2346{ 2357{
2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2349 !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));
2350} 2361}
2351 2362
2352/* 2363/*
2353 * create clone from object to another 2364 * create clone from object to another
2354 */ 2365 */
2355object * 2366object *
2356object_create_clone (object *asrc) 2367object::deep_clone ()
2357{ 2368{
2358 object *dst = 0, *tmp, *src, *prev, *item; 2369 assert (("deep_clone called on non-head object", is_head ()));
2359 2370
2360 if (!asrc) 2371 object *dst = clone ();
2361 return 0;
2362 2372
2363 src = asrc->head_ (); 2373 object *prev = dst;
2364
2365 prev = 0;
2366 for (object *part = src; part; part = part->more) 2374 for (object *part = this->more; part; part = part->more)
2367 { 2375 {
2368 tmp = part->clone (); 2376 object *tmp = part->clone ();
2369 tmp->x -= src->x;
2370 tmp->y -= src->y;
2371
2372 if (!part->head)
2373 {
2374 dst = tmp;
2375 tmp->head = 0;
2376 }
2377 else
2378 tmp->head = dst; 2377 tmp->head = dst;
2379
2380 tmp->more = 0;
2381
2382 if (prev)
2383 prev->more = tmp; 2378 prev->more = tmp;
2384
2385 prev = tmp; 2379 prev = tmp;
2386 } 2380 }
2387 2381
2388 for (item = src->inv; item; item = item->below) 2382 for (object *item = inv; item; item = item->below)
2389 insert_ob_in_ob (object_create_clone (item), dst); 2383 insert_ob_in_ob (item->deep_clone (), dst);
2390 2384
2391 return dst; 2385 return dst;
2392} 2386}
2393 2387
2394/* This returns the first object in who's inventory that 2388/* This returns the first object in who's inventory that
2403 return tmp; 2397 return tmp;
2404 2398
2405 return 0; 2399 return 0;
2406} 2400}
2407 2401
2408/* If ob has a field named key, return the link from the list, 2402shstr_tmp
2409 * otherwise return NULL. 2403object::kv_get (shstr_tmp key) const
2410 *
2411 * key must be a passed in shared string - otherwise, this won't
2412 * do the desired thing.
2413 */
2414key_value *
2415get_ob_key_link (const object *ob, const char *key)
2416{ 2404{
2417 for (key_value *link = ob->key_values; link; link = link->next) 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2418 if (link->key == key) 2406 if (kv->key == key)
2419 return link;
2420
2421 return 0;
2422}
2423
2424/*
2425 * Returns the value of op has an extra_field for key, or NULL.
2426 *
2427 * The argument doesn't need to be a shared string.
2428 *
2429 * The returned string is shared.
2430 */
2431const char *
2432get_ob_key_value (const object *op, const char *const key)
2433{
2434 key_value *link;
2435 shstr_cmp canonical_key (key);
2436
2437 if (!canonical_key)
2438 {
2439 /* 1. There being a field named key on any object
2440 * implies there'd be a shared string to find.
2441 * 2. Since there isn't, no object has this field.
2442 * 3. Therefore, *this* object doesn't have this field.
2443 */
2444 return 0;
2445 }
2446
2447 /* This is copied from get_ob_key_link() above -
2448 * only 4 lines, and saves the function call overhead.
2449 */
2450 for (link = op->key_values; link; link = link->next)
2451 if (link->key == canonical_key)
2452 return link->value; 2407 return kv->value;
2453 2408
2454 return 0; 2409 return shstr ();
2455} 2410}
2456 2411
2457/* 2412void
2458 * Updates the canonical_key in op to value. 2413object::kv_set (shstr_tmp key, shstr_tmp value)
2459 *
2460 * canonical_key is a shared string (value doesn't have to be).
2461 *
2462 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2463 * keys.
2464 *
2465 * Returns TRUE on success.
2466 */
2467int
2468set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2469{ 2414{
2470 key_value *field = NULL, *last = NULL; 2415 for (key_value *kv = key_values; kv; kv = kv->next)
2471 2416 if (kv->key == key)
2472 for (field = op->key_values; field != NULL; field = field->next)
2473 {
2474 if (field->key != canonical_key)
2475 { 2417 {
2476 last = field; 2418 kv->value = value;
2477 continue; 2419 return;
2478 } 2420 }
2479 2421
2480 if (value) 2422 key_value *kv = new key_value;
2481 field->value = value; 2423
2482 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)
2483 { 2436 {
2484 /* Basically, if the archetype has this key set, 2437 key_value *kv = *kvp;
2485 * we need to store the null value so when we save 2438 *kvp = (*kvp)->next;
2486 * it, we save the empty value so that when we load, 2439 delete kv;
2487 * we get this value back again. 2440 return;
2488 */
2489 if (get_ob_key_link (op->arch, canonical_key))
2490 field->value = 0;
2491 else
2492 {
2493 if (last)
2494 last->next = field->next;
2495 else
2496 op->key_values = field->next;
2497
2498 delete field;
2499 }
2500 } 2441 }
2501 return TRUE;
2502 }
2503 /* IF we get here, key doesn't exist */
2504
2505 /* No field, we'll have to add it. */
2506
2507 if (!add_key)
2508 return FALSE;
2509
2510 /* There isn't any good reason to store a null
2511 * value in the key/value list. If the archetype has
2512 * this key, then we should also have it, so shouldn't
2513 * be here. If user wants to store empty strings,
2514 * should pass in ""
2515 */
2516 if (value == NULL)
2517 return TRUE;
2518
2519 field = new key_value;
2520
2521 field->key = canonical_key;
2522 field->value = value;
2523 /* Usual prepend-addition. */
2524 field->next = op->key_values;
2525 op->key_values = field;
2526
2527 return TRUE;
2528}
2529
2530/*
2531 * Updates the key in op to value.
2532 *
2533 * If add_key is FALSE, this will only update existing keys,
2534 * and not add new ones.
2535 * In general, should be little reason FALSE is ever passed in for add_key
2536 *
2537 * Returns TRUE on success.
2538 */
2539int
2540set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2541{
2542 shstr key_ (key);
2543
2544 return set_ob_key_value_s (op, key_, value, add_key);
2545} 2442}
2546 2443
2547object::depth_iterator::depth_iterator (object *container) 2444object::depth_iterator::depth_iterator (object *container)
2548: iterator_base (container) 2445: iterator_base (container)
2549{ 2446{
2599{ 2496{
2600 char flagdesc[512]; 2497 char flagdesc[512];
2601 char info2[256 * 4]; 2498 char info2[256 * 4];
2602 char *p = info; 2499 char *p = info;
2603 2500
2604 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,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}",
2605 count, uuid.seq, 2502 count,
2503 uuid.c_str (),
2606 &name, 2504 &name,
2607 title ? "\",title:\"" : "", 2505 title ? ",title:\"" : "",
2608 title ? (const char *)title : "", 2506 title ? (const char *)title : "",
2507 title ? "\"" : "",
2609 flag_desc (flagdesc, 512), type); 2508 flag_desc (flagdesc, 512), type);
2610 2509
2611 if (!this->flag[FLAG_REMOVED] && env) 2510 if (!flag[FLAG_REMOVED] && env)
2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2511 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2613 2512
2614 if (map) 2513 if (map)
2615 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);
2616 2515
2631{ 2530{
2632 return map ? map->region (x, y) 2531 return map ? map->region (x, y)
2633 : region::default_region (); 2532 : region::default_region ();
2634} 2533}
2635 2534
2636const materialtype_t *
2637object::dominant_material () const
2638{
2639 if (materialtype_t *mt = name_to_material (materialname))
2640 return mt;
2641
2642 return name_to_material (shstr_unknown);
2643}
2644
2645void 2535void
2646object::open_container (object *new_container) 2536object::open_container (object *new_container)
2647{ 2537{
2648 if (container == new_container) 2538 if (container == new_container)
2649 return; 2539 return;
2650 2540
2651 if (object *old_container = container) 2541 object *old_container = container;
2542
2543 if (old_container)
2652 { 2544 {
2653 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2545 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2654 return; 2546 return;
2655 2547
2656#if 0 2548#if 0
2658 if (object *closer = old_container->inv) 2550 if (object *closer = old_container->inv)
2659 if (closer->type == CLOSE_CON) 2551 if (closer->type == CLOSE_CON)
2660 closer->destroy (); 2552 closer->destroy ();
2661#endif 2553#endif
2662 2554
2555 // make sure the container is available
2556 esrv_send_item (this, old_container);
2557
2663 old_container->flag [FLAG_APPLIED] = 0; 2558 old_container->flag [FLAG_APPLIED] = false;
2664 container = 0; 2559 container = 0;
2665 2560
2561 // client needs item update to make it work, client bug requires this to be separate
2666 esrv_update_item (UPD_FLAGS, this, old_container); 2562 esrv_update_item (UPD_FLAGS, this, old_container);
2563
2667 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 ());
2668 play_sound (sound_find ("chest_close")); 2565 play_sound (sound_find ("chest_close"));
2669 } 2566 }
2670 2567
2671 if (new_container) 2568 if (new_container)
2672 { 2569 {
2676 // TODO: this does not seem to serve any purpose anymore? 2573 // TODO: this does not seem to serve any purpose anymore?
2677#if 0 2574#if 0
2678 // insert the "Close Container" object. 2575 // insert the "Close Container" object.
2679 if (archetype *closer = new_container->other_arch) 2576 if (archetype *closer = new_container->other_arch)
2680 { 2577 {
2681 object *closer = arch_to_object (new_container->other_arch); 2578 object *closer = new_container->other_arch->instance ();
2682 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2683 new_container->insert (closer); 2580 new_container->insert (closer);
2684 } 2581 }
2685#endif 2582#endif
2686 2583
2687 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 ());
2688 2585
2586 // make sure the container is available, client bug requires this to be separate
2587 esrv_send_item (this, new_container);
2588
2689 new_container->flag [FLAG_APPLIED] = 1; 2589 new_container->flag [FLAG_APPLIED] = true;
2690 container = new_container; 2590 container = new_container;
2691 2591
2592 // client needs flag change
2692 esrv_update_item (UPD_FLAGS, this, new_container); 2593 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container); 2594 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open")); 2595 play_sound (sound_find ("chest_open"));
2695 } 2596 }
2597// else if (!old_container->env && contr && contr->ns)
2598// contr->ns->floorbox_reset ();
2696} 2599}
2697 2600
2698object * 2601object *
2699object::force_find (const shstr name) 2602object::force_find (shstr_tmp name)
2700{ 2603{
2701 /* 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
2702 * place 2605 * place
2703 */ 2606 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below) 2607 for (object *tmp = inv; tmp; tmp = tmp->below)
2706 return splay (tmp); 2609 return splay (tmp);
2707 2610
2708 return 0; 2611 return 0;
2709} 2612}
2710 2613
2614//-GPL
2615
2711void 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 *
2712object::force_add (const shstr name, int duration) 2626object::force_add (shstr_tmp name, int duration)
2713{ 2627{
2714 if (object *force = force_find (name)) 2628 if (object *force = force_find (name))
2715 force->destroy (); 2629 force->destroy ();
2716 2630
2717 object *force = get_archetype (FORCE_NAME); 2631 object *force = get_archetype (FORCE_NAME);
2718 2632
2719 force->slaying = name; 2633 force->slaying = name;
2720 force->stats.food = 1; 2634 force->force_set_timer (duration);
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true; 2635 force->flag [FLAG_APPLIED] = true;
2726 2636
2727 insert (force); 2637 return insert (force);
2728} 2638}
2729 2639
2730void 2640void
2731object::play_sound (faceidx sound) const 2641object::play_sound (faceidx sound) const
2732{ 2642{
2733 if (!sound) 2643 if (!sound)
2734 return; 2644 return;
2735 2645
2736 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 ())
2737 return; 2671 return;
2738 2672
2739 if (env) 2673 // find old force, or create new one
2740 { 2674 object *force = force_find (shstr_noise_force);
2741 if (object *pl = in_player ()) 2675
2742 pl->contr->play_sound (sound); 2676 if (force)
2743 } 2677 force->speed_left = -1.f; // patch old speed up
2744 else 2678 else
2745 map->play_sound (sound, x, y); 2679 {
2746} 2680 force = archetype::get (shstr_noise_force);
2747 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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