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Comparing deliantra/server/common/object.C (file contents):
Revision 1.202 by root, Thu Apr 10 15:35:15 2008 UTC vs.
Revision 1.271 by root, Sat Dec 27 04:07:44 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save;
39static const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount;
40 38
41objectvec objects; 39objectvec objects;
42activevec actives; 40activevec actives;
43 41
44short 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, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -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
46}; 47};
47short 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, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
48 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
49}; 53};
50int 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, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
51 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 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
52}; 59};
53int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
54 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, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
55 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
56}; 65};
57 66
58static void 67static void
59write_uuid (void) 68write_uuid (uval64 skip, bool sync)
60{ 69{
61 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
62 71 CALL_ARG_SV (newSVval64 (skip));
63 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
64 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
65 74 CALL_END;
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)UUID::cur.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77} 75}
78 76
79static void 77static void
80read_uuid (void) 78read_uuid (void)
81{ 79{
82 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
83 81
84 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
85 85
86 FILE *fp; 86 FILE *fp;
87 87
88 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
89 { 89 {
90 if (errno == ENOENT) 90 if (errno == ENOENT)
91 { 91 {
92 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0; 93 UUID::cur.seq = 0;
94 write_uuid (); 94 write_uuid (UUID_GAP, true);
95 return; 95 return;
96 } 96 }
97 97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 99 _exit (1);
100 } 100 }
101 101
102 int version; 102 UUID::BUF buf;
103 unsigned long long uid; 103 buf[0] = 0;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
105 { 107 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
107 _exit (1); 109 _exit (1);
108 } 110 }
109 111
110 UUID::cur.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
111 write_uuid (); 113
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
113 fclose (fp); 115 fclose (fp);
114} 116}
115 117
116UUID 118UUID
117UUID::gen () 119UUID::gen ()
118{ 120{
119 UUID uid; 121 UUID uid;
120 122
121 uid.seq = ++cur.seq; 123 uid.seq = ++cur.seq;
122 124
123 if (!(cur.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
124 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
125 131
126 return uid; 132 return uid;
127} 133}
128 134
129void 135void
131{ 137{
132 read_uuid (); 138 read_uuid ();
133} 139}
134 140
135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136static int 142static bool
137compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
138{ 144{
139 key_value *wants_field;
140
141 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
142 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
143 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
144 */ 148 */
145 149
146 /* For each field in wants, */ 150 /* For each field in wants, */
147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
148 { 152 if (has->kv_get (kv->key) != kv->value)
149 key_value *has_field; 153 return false;
150
151 /* Look for a field in has with the same key. */
152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
155 {
156 /* No field with that name. */
157 return FALSE;
158 }
159
160 /* Found the matching field. */
161 if (has_field->value != wants_field->value)
162 {
163 /* Values don't match, so this half of the comparison is false. */
164 return FALSE;
165 }
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 154
170 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
171 return TRUE; 156 return true;
172} 157}
173 158
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int 160static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 162{
178 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
180 */ 165 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
182} 168}
183 169
184/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 171 * they can be merged together.
186 * 172 *
201 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 188 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
204 return 0; 190 return 0;
205 191
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
209 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 195 return 0;
213 196
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 201 * flags lose any meaning.
219 */ 202 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 205
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 208
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 210 || ob1->name != ob2->name
229 || ob1->title != ob2->title 211 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 218 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
240 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 234 return 0;
252 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
253 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
255 */ 245 */
256 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
257 { 247 {
258 if (!(ob1->inv && ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
259 return 0; /* inventories differ in length */ 249 return 0; /* inventories differ in length */
260 250
261 if (ob1->inv->below || ob2->inv->below) 251 if (ob1->inv->below || ob2->inv->below)
262 return 0; /* more than one object in inv */ 252 return 0; /* more than one object in inv */
263 253
264 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; /* inventory objexts differ */ 255 return 0; /* inventory objects differ */
266 256
267 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 258 * if it is valid.
269 */ 259 */
270 } 260 }
289 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
290 return 0; 280 return 0;
291 break; 281 break;
292 } 282 }
293 283
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
295 { 285 {
296 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 289
300 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 291 return 0;
302 } 292 }
303 293
304 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
305 { 295 {
311 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
313 303
314 if (k1 != k2) 304 if (k1 != k2)
315 return 0; 305 return 0;
306
316 else if (k1 == 0) 307 if (k1 == 0)
317 return 1; 308 return 1;
309
318 else if (!cfperl_can_merge (ob1, ob2)) 310 if (!cfperl_can_merge (ob1, ob2))
319 return 0; 311 return 0;
320 } 312 }
321 } 313 }
322 314
323 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
324 return 1; 316 return 1;
325} 317}
326 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
327/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
328 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
329 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
330 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
331 */ 396 */
332long 397void
333sum_weight (object *op) 398object::update_weight ()
334{ 399{
335 long sum; 400 sint32 sum = 0;
336 object *inv;
337 401
338 for (sum = 0, inv = op->inv; inv; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
339 { 403 {
340 if (inv->inv) 404 if (op->inv)
341 sum_weight (inv); 405 op->update_weight ();
342 406
343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
344 } 413 {
345
346 if (op->type == CONTAINER && op->stats.Str)
347 sum = (sum * (100 - op->stats.Str)) / 100;
348
349 if (op->carrying != sum)
350 op->carrying = sum; 414 carrying = sum;
351 415
352 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
353} 420}
354 421
355/** 422/*
356 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
357 */
358
359object *
360object_get_env_recursive (object *op)
361{
362 while (op->env != NULL)
363 op = op->env;
364 return op;
365}
366
367/*
368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
369 * Some error messages.
370 * The result of the dump is stored in the static global errmsg array.
371 */ 424 */
372char * 425char *
373dump_object (object *op) 426dump_object (object *op)
374{ 427{
375 if (!op) 428 if (!op)
389get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
390{ 443{
391 object *tmp, *closest; 444 object *tmp, *closest;
392 int last_dist, i; 445 int last_dist, i;
393 446
394 if (op->more == NULL) 447 if (!op->more)
395 return op; 448 return op;
449
396 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
397 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
398 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
399 return closest; 456 return closest;
400} 457}
401 458
402/* 459/*
403 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
404 */ 462 */
405object * 463object *
406find_object (tag_t i) 464find_object (tag_t i)
407{ 465{
408 for_all_objects (op) 466 for_all_objects (op)
419 */ 477 */
420object * 478object *
421find_object_name (const char *str) 479find_object_name (const char *str)
422{ 480{
423 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
424 object *op;
425 482
483 if (str_)
426 for_all_objects (op) 484 for_all_objects (op)
427 if (op->name == str_) 485 if (op->name == str_)
428 break; 486 return op;
429 487
430 return op; 488 return 0;
431} 489}
432 490
433/* 491/*
434 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
435 * skill and experience objects. 493 * skill and experience objects.
533 } 591 }
534 592
535 op->key_values = 0; 593 op->key_values = 0;
536} 594}
537 595
538object & 596/*
539object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
540{ 606{
541 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
548 610
549 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
550 if (src.key_values) 612 if (key_values)
551 { 613 {
552 key_value *tail = 0; 614 key_value *tail = 0;
553 key_values = 0; 615 dst->key_values = 0;
554 616
555 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
556 { 618 {
557 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
558 620
559 new_link->next = 0; 621 new_link->next = 0;
560 new_link->key = i->key; 622 new_link->key = i->key;
561 new_link->value = i->value; 623 new_link->value = i->value;
562 624
563 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
564 if (!key_values) 626 if (!dst->key_values)
565 { 627 {
566 key_values = new_link; 628 dst->key_values = new_link;
567 tail = new_link; 629 tail = new_link;
568 } 630 }
569 else 631 else
570 { 632 {
571 tail->next = new_link; 633 tail->next = new_link;
572 tail = new_link; 634 tail = new_link;
573 } 635 }
574 } 636 }
575 } 637 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590 638
591 if (speed < 0) 639 if (speed < 0)
592 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
593 641
594 dst->set_speed (dst->speed); 642 dst->activate ();
595} 643}
596 644
597void 645void
598object::instantiate () 646object::instantiate ()
599{ 647{
616object * 664object *
617object::clone () 665object::clone ()
618{ 666{
619 object *neu = create (); 667 object *neu = create ();
620 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
621 return neu; 670 return neu;
622} 671}
623 672
624/* 673/*
625 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
676 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
677 */ 726 */
678void 727void
679update_object (object *op, int action) 728update_object (object *op, int action)
680{ 729{
681 if (op == NULL) 730 if (!op)
682 { 731 {
683 /* this should never happen */ 732 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
685 return; 734 return;
686 } 735 }
687 736
688 if (op->env) 737 if (!op->is_on_map ())
689 { 738 {
690 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
691 * to do in this case. 740 * to do in this case.
692 */ 741 */
693 return; 742 return;
694 } 743 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701 744
702 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 { 747 {
705 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
716 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
717 { 760 {
718 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
728 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
729 * to have move_allow right now. 772 * have move_allow right now.
730 */ 773 */
731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
733 m.flags_ = 0; 776 m.invalidate ();
734 } 777 }
735 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
737 * that is being removed. 780 * that is being removed.
738 */ 781 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0; 783 m.invalidate ();
741 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
743 else 786 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 788
787object::activate () 830object::activate ()
788{ 831{
789 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
790 if (active) 833 if (active)
791 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
792 838
793 if (has_active_speed ()) 839 if (has_active_speed ())
794 actives.insert (this); 840 actives.insert (this);
795} 841}
796 842
848object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
849{ 895{
850 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
854 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
855 if (!inv) 901 if (!inv)
856 return; 902 return;
857 903
858 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects 905 * if some form of movement is allowed, let objects
860 * drop on that space. 906 * drop on that space.
861 */ 907 */
862 if (!drop_to_ground 908 if (!drop_to_ground
863 || !map 909 || !map
864 || map->in_memory != MAP_IN_MEMORY 910 || map->in_memory != MAP_ACTIVE
865 || map->nodrop 911 || map->no_drop
866 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
867 { 913 {
868 while (inv) 914 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy (); 915 inv->destroy ();
872 }
873 } 916 }
874 else 917 else
875 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
876 while (inv) 919 while (inv)
877 { 920 {
895 object *op = new object; 938 object *op = new object;
896 op->link (); 939 op->link ();
897 return op; 940 return op;
898} 941}
899 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
900void 964void
901object::do_destroy () 965object::do_destroy ()
902{ 966{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this); 968 remove_button_link (this);
907 969
908 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 971 remove_friendly_object (this);
910 972
911 if (!flag [FLAG_REMOVED])
912 remove (); 973 remove ();
913 974
914 destroy_inv (true); 975 attachable::do_destroy ();
915 976
916 deactivate (); 977 deactivate ();
917 unlink (); 978 unlink ();
918 979
919 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
920 981
921 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->path = "<freed objects map>";
930 freed_map->name = "/internal/freed_objects_map";
931 freed_map->width = 3;
932 freed_map->height = 3;
933 freed_map->nodrop = 1;
934
935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
937 }
938
939 map = freed_map; 983 map = &freed_map;
940 x = 1; 984 x = 1;
941 y = 1; 985 y = 1;
942 }
943 986
944 if (more) 987 if (more)
945 { 988 {
946 more->destroy (); 989 more->destroy ();
947 more = 0; 990 more = 0;
955 attacked_by = 0; 998 attacked_by = 0;
956 current_weapon = 0; 999 current_weapon = 0;
957} 1000}
958 1001
959void 1002void
960object::destroy (bool destroy_inventory) 1003object::destroy ()
961{ 1004{
962 if (destroyed ()) 1005 if (destroyed ())
963 return; 1006 return;
964 1007
965 if (destroy_inventory) 1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1012 return;
1013 }
1014
966 destroy_inv (false); 1015 destroy_inv (false);
967 1016
968 if (is_head ()) 1017 if (is_head ())
969 if (sound_destroy) 1018 if (sound_destroy)
970 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
973 1022
974 attachable::destroy (); 1023 attachable::destroy ();
975}
976
977/*
978 * sub_weight() recursively (outwards) subtracts a number from the
979 * weight of an object (and what is carried by it's environment(s)).
980 */
981void
982sub_weight (object *op, signed long weight)
983{
984 while (op != NULL)
985 {
986 if (op->type == CONTAINER)
987 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
988
989 op->carrying -= weight;
990 op = op->env;
991 }
992} 1024}
993 1025
994/* op->remove (): 1026/* op->remove ():
995 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
996 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
1002object::do_remove () 1034object::do_remove ()
1003{ 1035{
1004 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1005 object *otmp; 1037 object *otmp;
1006 1038
1007 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
1008 return; 1040 return;
1009 1041
1010 SET_FLAG (this, FLAG_REMOVED);
1011 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1012 1045
1013 if (more) 1046 if (more)
1014 more->remove (); 1047 more->remove ();
1015 1048
1016 /* 1049 /*
1017 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1018 * inventory. 1051 * inventory.
1019 */ 1052 */
1020 if (env) 1053 if (env)
1021 { 1054 {
1022 if (nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1023 sub_weight (env, weight * nrof); 1056 if (object *pl = visible_to ())
1024 else 1057 esrv_del_item (pl->contr, count);
1025 sub_weight (env, weight + carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1026 1079
1027 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1028 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1029 * to save cpu time. 1082 * to save cpu time.
1030 */ 1083 */
1031 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1032 otmp->update_stats (); 1087 pl->update_stats ();
1033 1088
1034 if (above) 1089 if (glow_radius && pl->is_on_map ())
1035 above->below = below; 1090 update_all_los (pl->map, pl->x, pl->y);
1036 else 1091 }
1037 env->inv = below;
1038
1039 if (below)
1040 below->above = above;
1041
1042 /* we set up values so that it could be inserted into
1043 * the map, but we don't actually do that - it is up
1044 * to the caller to decide what we want to do.
1045 */
1046 x = env->x, y = env->y;
1047 map = env->map;
1048 above = 0, below = 0;
1049 env = 0;
1050 } 1092 }
1051 else if (map) 1093 else if (map)
1052 { 1094 {
1053 if (type == PLAYER)
1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
1061 --map->players;
1062 map->touch ();
1063 }
1064
1065 map->dirty = true; 1095 map->dirty = true;
1066 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1067 1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113 else if (pl->container == this)
1114 {
1115 // removing a container should close it
1116 close_container ();
1117 }
1118
1119 esrv_del_item (pl->contr, count);
1120 }
1121
1068 /* link the object above us */ 1122 /* link the object above us */
1069 if (above) 1123 // re-link, make sure compiler can easily use cmove
1070 above->below = below; 1124 *(above ? &above->below : &ms.top) = below;
1071 else 1125 *(below ? &below->above : &ms.bot) = above;
1072 ms.top = below; /* we were top, set new top */
1073
1074 /* Relink the object below us, if there is one */
1075 if (below)
1076 below->above = above;
1077 else
1078 {
1079 /* Nothing below, which means we need to relink map object for this space
1080 * use translated coordinates in case some oddness with map tiling is
1081 * evident
1082 */
1083 if (GET_MAP_OB (map, x, y) != this)
1084 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 ());
1085
1086 ms.bot = above; /* goes on above it. */
1087 }
1088 1126
1089 above = 0; 1127 above = 0;
1090 below = 0; 1128 below = 0;
1129
1130 ms.invalidate ();
1091 1131
1092 if (map->in_memory == MAP_SAVING) 1132 if (map->in_memory == MAP_SAVING)
1093 return; 1133 return;
1094 1134
1095 int check_walk_off = !flag [FLAG_NO_APPLY]; 1135 int check_walk_off = !flag [FLAG_NO_APPLY];
1101 * removed (most likely destroyed), update the player view 1141 * removed (most likely destroyed), update the player view
1102 * appropriately. 1142 * appropriately.
1103 */ 1143 */
1104 pl->close_container (); 1144 pl->close_container ();
1105 1145
1146 //TODO: the floorbox prev/next might need updating
1147 //esrv_del_item (pl->contr, count);
1148 //TODO: update floorbox to preserve ordering
1149 if (pl->contr->ns)
1106 pl->contr->ns->floorbox_update (); 1150 pl->contr->ns->floorbox_update ();
1107 } 1151 }
1108 1152
1109 for (tmp = ms.bot; tmp; tmp = tmp->above) 1153 for (tmp = ms.bot; tmp; tmp = tmp->above)
1110 { 1154 {
1111 /* No point updating the players look faces if he is the object 1155 /* No point updating the players look faces if he is the object
1124 } 1168 }
1125 1169
1126 last = tmp; 1170 last = tmp;
1127 } 1171 }
1128 1172
1129 /* last == NULL if there are no objects on this space */ 1173 if (affects_los ())
1130 //TODO: this makes little sense, why only update the topmost object?
1131 if (!last)
1132 map->at (x, y).flags_ = 0;
1133 else
1134 update_object (last, UP_OBJ_REMOVE);
1135
1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 update_all_los (map, x, y); 1174 update_all_los (map, x, y);
1138 } 1175 }
1139} 1176}
1140 1177
1141/* 1178/*
1155 if (!top) 1192 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1193 for (top = op; top && top->above; top = top->above)
1157 ; 1194 ;
1158 1195
1159 for (; top; top = top->below) 1196 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top)) 1197 if (object::can_merge (op, top))
1165 { 1198 {
1166 top->nrof += op->nrof; 1199 top->nrof += op->nrof;
1167 1200
1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1201 if (object *pl = top->visible_to ())
1169 op->weight = 0; /* Don't want any adjustements now */ 1202 esrv_update_item (UPD_NROF, pl, top);
1203
1204 op->weight = 0; // cancel the addition above
1205 op->carrying = 0; // must be 0 already
1206
1170 op->destroy (); 1207 op->destroy ();
1208
1171 return top; 1209 return top;
1172 } 1210 }
1173 }
1174 1211
1175 return 0; 1212 return 0;
1176} 1213}
1177 1214
1178void 1215void
1203 * job preparing multi-part monsters. 1240 * job preparing multi-part monsters.
1204 */ 1241 */
1205object * 1242object *
1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1243insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207{ 1244{
1245 op->remove ();
1246
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1248 {
1210 tmp->x = x + tmp->arch->x; 1249 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->y; 1250 tmp->y = y + tmp->arch->y;
1212 } 1251 }
1235 * just 'op' otherwise 1274 * just 'op' otherwise
1236 */ 1275 */
1237object * 1276object *
1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239{ 1278{
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove (); 1279 op->remove ();
1280
1281 if (m == &freed_map)//D TODO: remove soon
1282 {//D
1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1284 }//D
1245 1285
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1286 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1287 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1288 * need extra work
1249 */ 1289 */
1250 if (!xy_normalise (m, op->x, op->y)) 1290 if (!xy_normalise (m, op->x, op->y))
1251 { 1291 {
1252 op->destroy (); 1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1253 return 0; 1293 return 0;
1254 } 1294 }
1255 1295
1256 if (object *more = op->more) 1296 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag)) 1297 if (!insert_ob_in_map (more, m, originator, flag))
1266 */ 1306 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1307 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1308 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1309 if (object::can_merge (op, tmp))
1270 { 1310 {
1311 // TODO: we actually want to update tmp, not op,
1312 // but some caller surely breaks when we return tmp
1313 // from here :/
1271 op->nrof += tmp->nrof; 1314 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1315 tmp->destroy ();
1273 } 1316 }
1274 1317
1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1284 { 1327 {
1285 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286 abort (); 1329 abort ();
1287 } 1330 }
1288 1331
1332 if (!originator->is_on_map ())
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ());
1335
1289 op->above = originator; 1336 op->above = originator;
1290 op->below = originator->below; 1337 op->below = originator->below;
1291
1292 if (op->below)
1293 op->below->above = op;
1294 else
1295 ms.bot = op;
1296
1297 /* since *below* originator, no need to update top */
1298 originator->below = op; 1338 originator->below = op;
1339
1340 *(op->below ? &op->below->above : &ms.bot) = op;
1299 } 1341 }
1300 else 1342 else
1301 { 1343 {
1302 top = ms.bot; 1344 object *floor = 0;
1345 object *top = ms.top;
1303 1346
1304 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1305 if (top) 1348 if (top)
1306 { 1349 {
1307 object *last = 0;
1308
1309 /* 1350 /*
1310 * If there are multiple objects on this space, we do some trickier handling. 1351 * If there are multiple objects on this space, we do some trickier handling.
1311 * We've already dealt with merging if appropriate. 1352 * We've already dealt with merging if appropriate.
1312 * Generally, we want to put the new object on top. But if 1353 * Generally, we want to put the new object on top. But if
1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1316 * once we get to them. This reduces the need to traverse over all of 1357 * once we get to them. This reduces the need to traverse over all of
1317 * them when adding another one - this saves quite a bit of cpu time 1358 * them when adding another one - this saves quite a bit of cpu time
1318 * when lots of spells are cast in one area. Currently, it is presumed 1359 * when lots of spells are cast in one area. Currently, it is presumed
1319 * that flying non pickable objects are spell objects. 1360 * that flying non pickable objects are spell objects.
1320 */ 1361 */
1321 for (top = ms.bot; top; top = top->above) 1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 { 1363 {
1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1324 floor = top; 1365 floor = tmp;
1325 1366
1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1327 { 1368 {
1328 /* We insert above top, so we want this object below this */ 1369 /* We insert above top, so we want this object below this */
1329 top = top->below; 1370 top = tmp->below;
1330 break; 1371 break;
1331 } 1372 }
1332 1373
1333 last = top; 1374 top = tmp;
1334 } 1375 }
1335
1336 /* Don't want top to be NULL, so set it to the last valid object */
1337 top = last;
1338 1376
1339 /* We let update_position deal with figuring out what the space 1377 /* We let update_position deal with figuring out what the space
1340 * looks like instead of lots of conditions here. 1378 * looks like instead of lots of conditions here.
1341 * makes things faster, and effectively the same result. 1379 * makes things faster, and effectively the same result.
1342 */ 1380 */
1349 */ 1387 */
1350 if (!(flag & INS_ON_TOP) 1388 if (!(flag & INS_ON_TOP)
1351 && ms.flags () & P_BLOCKSVIEW 1389 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility)) 1390 && (op->face && !faces [op->face].visibility))
1353 { 1391 {
1392 object *last;
1393
1354 for (last = top; last != floor; last = last->below) 1394 for (last = top; last != floor; last = last->below)
1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1356 break; 1396 break;
1357 1397
1358 /* Check to see if we found the object that blocks view, 1398 /* Check to see if we found the object that blocks view,
1366 } /* If objects on this space */ 1406 } /* If objects on this space */
1367 1407
1368 if (flag & INS_ABOVE_FLOOR_ONLY) 1408 if (flag & INS_ABOVE_FLOOR_ONLY)
1369 top = floor; 1409 top = floor;
1370 1410
1371 /* Top is the object that our object (op) is going to get inserted above. 1411 // insert object above top, or bottom-most if top = 0
1372 */
1373
1374 /* First object on this space */
1375 if (!top) 1412 if (!top)
1376 { 1413 {
1414 op->below = 0;
1377 op->above = ms.bot; 1415 op->above = ms.bot;
1378
1379 if (op->above)
1380 op->above->below = op;
1381
1382 op->below = 0;
1383 ms.bot = op; 1416 ms.bot = op;
1417
1418 *(op->above ? &op->above->below : &ms.top) = op;
1384 } 1419 }
1385 else 1420 else
1386 { /* get inserted into the stack above top */ 1421 {
1387 op->above = top->above; 1422 op->above = top->above;
1388
1389 if (op->above)
1390 op->above->below = op; 1423 top->above = op;
1391 1424
1392 op->below = top; 1425 op->below = top;
1393 top->above = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1394 } 1427 }
1428 }
1395 1429
1396 if (!op->above) 1430 if (op->is_player ())
1397 ms.top = op;
1398 } /* else not INS_BELOW_ORIGINATOR */
1399
1400 if (op->type == PLAYER)
1401 { 1431 {
1402 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1403 ++op->map->players; 1433 ++op->map->players;
1404 op->map->touch (); 1434 op->map->touch ();
1405 } 1435 }
1406 1436
1407 op->map->dirty = true; 1437 op->map->dirty = true;
1408 1438
1409 if (object *pl = ms.player ()) 1439 if (object *pl = ms.player ())
1440 //TODO: the floorbox prev/next might need updating
1441 //esrv_send_item (pl, op);
1442 //TODO: update floorbox to preserve ordering
1443 if (pl->contr->ns)
1410 pl->contr->ns->floorbox_update (); 1444 pl->contr->ns->floorbox_update ();
1411 1445
1412 /* If this object glows, it may affect lighting conditions that are 1446 /* If this object glows, it may affect lighting conditions that are
1413 * visible to others on this map. But update_all_los is really 1447 * visible to others on this map. But update_all_los is really
1414 * an inefficient way to do this, as it means los for all players 1448 * an inefficient way to do this, as it means los for all players
1415 * on the map will get recalculated. The players could very well 1449 * on the map will get recalculated. The players could very well
1416 * be far away from this change and not affected in any way - 1450 * be far away from this change and not affected in any way -
1417 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1418 * or just updating the P_UPTODATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1419 * of effect may be sufficient. 1453 * of effect may be sufficient.
1420 */ 1454 */
1421 if (op->map->darkness && (op->glow_radius != 0)) 1455 if (op->affects_los ())
1456 {
1457 op->ms ().invalidate ();
1422 update_all_los (op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1459 }
1423 1460
1424 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1461 /* updates flags (blocked, alive, no magic, etc) for this map space */
1425 update_object (op, UP_OBJ_INSERT); 1462 update_object (op, UP_OBJ_INSERT);
1426 1463
1427 INVOKE_OBJECT (INSERT, op); 1464 INVOKE_OBJECT (INSERT, op);
1457 * op is the object to insert it under: supplies x and the map. 1494 * op is the object to insert it under: supplies x and the map.
1458 */ 1495 */
1459void 1496void
1460replace_insert_ob_in_map (const char *arch_string, object *op) 1497replace_insert_ob_in_map (const char *arch_string, object *op)
1461{ 1498{
1462 object *tmp, *tmp1;
1463
1464 /* first search for itself and remove any old instances */ 1499 /* first search for itself and remove any old instances */
1465 1500
1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1468 tmp->destroy (); 1503 tmp->destroy ();
1469 1504
1470 tmp1 = arch_to_object (archetype::find (arch_string)); 1505 object *tmp = arch_to_object (archetype::find (arch_string));
1471 1506
1472 tmp1->x = op->x; 1507 tmp->x = op->x;
1473 tmp1->y = op->y; 1508 tmp->y = op->y;
1509
1474 insert_ob_in_map (tmp1, op->map, op, 0); 1510 insert_ob_in_map (tmp, op->map, op, 0);
1475} 1511}
1476 1512
1477object * 1513object *
1478object::insert_at (object *where, object *originator, int flags) 1514object::insert_at (object *where, object *originator, int flags)
1479{ 1515{
1516 if (where->env)
1517 return where->env->insert (this);
1518 else
1480 return where->map->insert (this, where->x, where->y, originator, flags); 1519 return where->map->insert (this, where->x, where->y, originator, flags);
1481} 1520}
1482 1521
1483/* 1522/*
1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1485 * is returned contains nr objects, and the remaining parts contains
1486 * the rest (or is removed and freed if that number is 0).
1487 * On failure, NULL is returned, and the reason put into the
1488 * global static errmsg array.
1489 */
1490object *
1491get_split_ob (object *orig_ob, uint32 nr)
1492{
1493 object *newob;
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495
1496 if (orig_ob->nrof < nr)
1497 {
1498 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL;
1500 }
1501
1502 newob = object_create_clone (orig_ob);
1503
1504 if ((orig_ob->nrof -= nr) < 1)
1505 orig_ob->destroy (1);
1506 else if (!is_removed)
1507 {
1508 if (orig_ob->env != NULL)
1509 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1511 {
1512 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1513 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL;
1515 }
1516 }
1517
1518 newob->nrof = nr;
1519
1520 return newob;
1521}
1522
1523/*
1524 * decrease_ob_nr(object, number) decreases a specified number from 1523 * decrease(object, number) decreases a specified number from
1525 * the amount of an object. If the amount reaches 0, the object 1524 * the amount of an object. If the amount reaches 0, the object
1526 * is subsequently removed and freed. 1525 * is subsequently removed and freed.
1527 * 1526 *
1528 * Return value: 'op' if something is left, NULL if the amount reached 0 1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1529 */ 1528 */
1529bool
1530object::decrease (sint32 nr)
1531{
1532 if (!nr)
1533 return true;
1534
1535 nr = min (nr, nrof);
1536
1537 if (nrof > nr)
1538 {
1539 nrof -= nr;
1540 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1541
1542 if (object *pl = visible_to ())
1543 esrv_update_item (UPD_NROF, pl, this);
1544
1545 return true;
1546 }
1547 else
1548 {
1549 destroy ();
1550 return false;
1551 }
1552}
1553
1554/*
1555 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned.
1559 */
1530object * 1560object *
1531decrease_ob_nr (object *op, uint32 i) 1561object::split (sint32 nr)
1532{ 1562{
1533 object *tmp; 1563 int have = number_of ();
1534 1564
1535 if (i == 0) /* objects with op->nrof require this check */ 1565 if (have < nr)
1536 return op; 1566 return 0;
1537 1567 else if (have == nr)
1538 if (i > op->nrof)
1539 i = op->nrof;
1540
1541 if (QUERY_FLAG (op, FLAG_REMOVED))
1542 op->nrof -= i;
1543 else if (op->env)
1544 { 1568 {
1545 /* is this object in the players inventory, or sub container
1546 * therein?
1547 */
1548 tmp = op->in_player ();
1549 /* nope. Is this a container the player has opened?
1550 * If so, set tmp to that player.
1551 * IMO, searching through all the players will mostly
1552 * likely be quicker than following op->env to the map,
1553 * and then searching the map for a player.
1554 */
1555 if (!tmp)
1556 for_all_players (pl)
1557 if (pl->ob->container == op->env)
1558 {
1559 tmp = pl->ob;
1560 break;
1561 }
1562
1563 if (i < op->nrof)
1564 {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp)
1568 esrv_send_item (tmp, op);
1569 }
1570 else
1571 {
1572 op->remove (); 1569 remove ();
1573 op->nrof = 0; 1570 return this;
1574 if (tmp)
1575 esrv_del_item (tmp->contr, op->count);
1576 }
1577 } 1571 }
1578 else 1572 else
1579 { 1573 {
1580 object *above = op->above; 1574 decrease (nr);
1581 1575
1582 if (i < op->nrof) 1576 object *op = deep_clone ();
1583 op->nrof -= i; 1577 op->nrof = nr;
1584 else
1585 {
1586 op->remove ();
1587 op->nrof = 0;
1588 }
1589
1590 /* Since we just removed op, op->above is null */
1591 for (tmp = above; tmp; tmp = tmp->above)
1592 if (tmp->type == PLAYER)
1593 {
1594 if (op->nrof)
1595 esrv_send_item (tmp, op);
1596 else
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 }
1600
1601 if (op->nrof)
1602 return op; 1578 return op;
1603 else
1604 {
1605 op->destroy ();
1606 return 0;
1607 }
1608}
1609
1610/*
1611 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying.
1613 */
1614void
1615add_weight (object *op, signed long weight)
1616{
1617 while (op != NULL)
1618 {
1619 if (op->type == CONTAINER)
1620 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1621
1622 op->carrying += weight;
1623 op = op->env;
1624 } 1579 }
1625} 1580}
1626 1581
1627object * 1582object *
1628insert_ob_in_ob (object *op, object *where) 1583insert_ob_in_ob (object *op, object *where)
1653 * be != op, if items are merged. -Tero 1608 * be != op, if items are merged. -Tero
1654 */ 1609 */
1655object * 1610object *
1656object::insert (object *op) 1611object::insert (object *op)
1657{ 1612{
1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1659 op->remove ();
1660
1661 if (op->more) 1613 if (op->more)
1662 { 1614 {
1663 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1664 return op; 1616 return op;
1665 } 1617 }
1666 1618
1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 op->remove ();
1668 CLEAR_FLAG (op, FLAG_REMOVED); 1620
1621 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1669 1622
1670 if (op->nrof) 1623 if (op->nrof)
1671 {
1672 for (object *tmp = inv; tmp; tmp = tmp->below) 1624 for (object *tmp = inv; tmp; tmp = tmp->below)
1673 if (object::can_merge (tmp, op)) 1625 if (object::can_merge (tmp, op))
1674 { 1626 {
1675 /* return the original object and remove inserted object 1627 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1628 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1629 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1630
1679 * tmp->nrof, we need to increase the weight. 1631 if (object *pl = tmp->visible_to ())
1680 */ 1632 esrv_update_item (UPD_NROF, pl, tmp);
1633
1681 add_weight (this, op->weight * op->nrof); 1634 adjust_weight (this, op->total_weight ());
1682 SET_FLAG (op, FLAG_REMOVED); 1635
1683 op->destroy (); /* free the inserted object */ 1636 op->destroy ();
1684 op = tmp; 1637 op = tmp;
1685 op->remove (); /* and fix old object's links */ 1638 goto inserted;
1686 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break;
1688 } 1639 }
1689 1640
1690 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do
1694 * the linking below
1695 */
1696 add_weight (this, op->weight * op->nrof);
1697 }
1698 else
1699 add_weight (this, (op->weight + op->carrying));
1700
1701 if (object *otmp = this->in_player ())
1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 otmp->update_stats ();
1704
1705 op->owner = 0; // its his/hers now. period. 1641 op->owner = 0; // it's his/hers now. period.
1706 op->map = 0; 1642 op->map = 0;
1643 op->x = 0;
1644 op->y = 0;
1645
1646 op->above = 0;
1647 op->below = inv;
1707 op->env = this; 1648 op->env = this;
1708 op->above = 0;
1709 op->below = 0;
1710 op->x = op->y = 0;
1711 1649
1650 if (inv)
1651 inv->above = op;
1652
1653 inv = op;
1654
1655 op->flag [FLAG_REMOVED] = 0;
1656
1657 if (object *pl = op->visible_to ())
1658 esrv_send_item (pl, op);
1659
1660 adjust_weight (this, op->total_weight ());
1661
1662inserted:
1712 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1713 if (op->glow_radius && map) 1664 if (op->glow_radius && is_on_map ())
1714 { 1665 {
1715#ifdef DEBUG_LIGHTS 1666 update_stats ();
1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717#endif /* DEBUG_LIGHTS */
1718 if (map->darkness)
1719 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1720 }
1721
1722 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function...
1724 */
1725 if (!inv)
1726 inv = op;
1727 else
1728 { 1668 }
1729 op->below = inv; 1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1730 op->below->above = op; 1670 // if this is a player's inventory, update stats
1731 inv = op; 1671 update_stats ();
1732 }
1733 1672
1734 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1735 1674
1736 return op; 1675 return op;
1737} 1676}
1820 { 1759 {
1821 1760
1822 float 1761 float
1823 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1824 1763
1825 if (op->type == PLAYER) 1764 if (op->is_player ())
1826 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1767 diff /= 4.0;
1829 1768
1830 op->speed_left -= diff; 1769 op->speed_left -= diff;
1865 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1805 return NULL;
1867 } 1806 }
1868 1807
1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1871 return tmp; 1810 return tmp;
1872 1811
1873 return NULL; 1812 return NULL;
1874} 1813}
1875 1814
1939 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1940 */ 1879 */
1941object * 1880object *
1942present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1943{ 1882{
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1946 return tmp; 1885 return tmp;
1947 1886
1948 return NULL; 1887 return NULL;
1949} 1888}
1950 1889
2038 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
2039 */ 1978 */
2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue; 1980 continue;
2042 1981
2043 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
2044 continue; 1983 continue;
2045 1984
2046 altern [index++] = i; 1985 altern [index++] = i;
2047 } 1986 }
2048 1987
2156 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2157 max = maxfree[i]; 2096 max = maxfree[i];
2158 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2159 { 2098 {
2160 for (tmp = ms.bot; tmp; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2161 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2162 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2163 break; 2102 break;
2164 2103
2165 if (tmp) 2104 if (tmp)
2166 return freedir[i]; 2105 return freedir[i];
2352int 2291int
2353can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2354{ 2293{
2355 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2356 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2357 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2358} 2297}
2359 2298
2360/* 2299/*
2361 * create clone from object to another 2300 * create clone from object to another
2362 */ 2301 */
2363object * 2302object *
2364object_create_clone (object *asrc) 2303object::deep_clone ()
2365{ 2304{
2366 object *dst = 0, *tmp, *src, *prev, *item; 2305 assert (("deep_clone called on non-head object", is_head ()));
2367 2306
2368 if (!asrc) 2307 object *dst = clone ();
2369 return 0;
2370 2308
2371 src = asrc->head_ (); 2309 object *prev = dst;
2372
2373 prev = 0;
2374 for (object *part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2375 { 2311 {
2376 tmp = part->clone (); 2312 object *tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst; 2313 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2314 prev->more = tmp;
2392
2393 prev = tmp; 2315 prev = tmp;
2394 } 2316 }
2395 2317
2396 for (item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2319 insert_ob_in_ob (item->deep_clone (), dst);
2398 2320
2399 return dst; 2321 return dst;
2400} 2322}
2401 2323
2402/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2411 return tmp; 2333 return tmp;
2412 2334
2413 return 0; 2335 return 0;
2414} 2336}
2415 2337
2416/* If ob has a field named key, return the link from the list, 2338const shstr &
2417 * otherwise return NULL. 2339object::kv_get (const shstr &key) const
2418 *
2419 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing.
2421 */
2422key_value *
2423get_ob_key_link (const object *ob, const char *key)
2424{ 2340{
2425 for (key_value *link = ob->key_values; link; link = link->next) 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2426 if (link->key == key) 2342 if (kv->key == key)
2427 return link;
2428
2429 return 0;
2430}
2431
2432/*
2433 * Returns the value of op has an extra_field for key, or NULL.
2434 *
2435 * The argument doesn't need to be a shared string.
2436 *
2437 * The returned string is shared.
2438 */
2439const char *
2440get_ob_key_value (const object *op, const char *const key)
2441{
2442 key_value *link;
2443 shstr_cmp canonical_key (key);
2444
2445 if (!canonical_key)
2446 {
2447 /* 1. There being a field named key on any object
2448 * implies there'd be a shared string to find.
2449 * 2. Since there isn't, no object has this field.
2450 * 3. Therefore, *this* object doesn't have this field.
2451 */
2452 return 0;
2453 }
2454
2455 /* This is copied from get_ob_key_link() above -
2456 * only 4 lines, and saves the function call overhead.
2457 */
2458 for (link = op->key_values; link; link = link->next)
2459 if (link->key == canonical_key)
2460 return link->value; 2343 return kv->value;
2461 2344
2462 return 0; 2345 return shstr_null;
2463} 2346}
2464 2347
2465/* 2348void
2466 * Updates the canonical_key in op to value. 2349object::kv_set (const shstr &key, const shstr &value)
2467 *
2468 * canonical_key is a shared string (value doesn't have to be).
2469 *
2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2471 * keys.
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477{ 2350{
2478 key_value *field = NULL, *last = NULL; 2351 for (key_value *kv = key_values; kv; kv = kv->next)
2479 2352 if (kv->key == key)
2480 for (field = op->key_values; field != NULL; field = field->next)
2481 {
2482 if (field->key != canonical_key)
2483 { 2353 {
2484 last = field; 2354 kv->value = value;
2485 continue; 2355 return;
2486 } 2356 }
2487 2357
2488 if (value) 2358 key_value *kv = new key_value;
2489 field->value = value; 2359
2490 else 2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2491 { 2372 {
2492 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2493 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2494 * it, we save the empty value so that when we load, 2375 delete kv;
2495 * we get this value back again. 2376 return;
2496 */
2497 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0;
2499 else
2500 {
2501 if (last)
2502 last->next = field->next;
2503 else
2504 op->key_values = field->next;
2505
2506 delete field;
2507 }
2508 } 2377 }
2509 return TRUE;
2510 }
2511 /* IF we get here, key doesn't exist */
2512
2513 /* No field, we'll have to add it. */
2514
2515 if (!add_key)
2516 return FALSE;
2517
2518 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings,
2522 * should pass in ""
2523 */
2524 if (value == NULL)
2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2536}
2537
2538/*
2539 * Updates the key in op to value.
2540 *
2541 * If add_key is FALSE, this will only update existing keys,
2542 * and not add new ones.
2543 * In general, should be little reason FALSE is ever passed in for add_key
2544 *
2545 * Returns TRUE on success.
2546 */
2547int
2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{
2550 shstr key_ (key);
2551
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2378}
2554 2379
2555object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container) 2381: iterator_base (container)
2557{ 2382{
2607{ 2432{
2608 char flagdesc[512]; 2433 char flagdesc[512];
2609 char info2[256 * 4]; 2434 char info2[256 * 4];
2610 char *p = info; 2435 char *p = info;
2611 2436
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2613 count, uuid.seq, 2438 count,
2439 uuid.c_str (),
2614 &name, 2440 &name,
2615 title ? "\",title:\"" : "", 2441 title ? ",title:\"" : "",
2616 title ? (const char *)title : "", 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2617 flag_desc (flagdesc, 512), type); 2444 flag_desc (flagdesc, 512), type);
2618 2445
2619 if (!this->flag[FLAG_REMOVED] && env) 2446 if (!flag[FLAG_REMOVED] && env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621 2448
2622 if (map) 2449 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624 2451
2654object::open_container (object *new_container) 2481object::open_container (object *new_container)
2655{ 2482{
2656 if (container == new_container) 2483 if (container == new_container)
2657 return; 2484 return;
2658 2485
2659 if (object *old_container = container) 2486 object *old_container = container;
2487
2488 if (old_container)
2660 { 2489 {
2661 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2662 return; 2491 return;
2663 2492
2664#if 0 2493#if 0
2666 if (object *closer = old_container->inv) 2495 if (object *closer = old_container->inv)
2667 if (closer->type == CLOSE_CON) 2496 if (closer->type == CLOSE_CON)
2668 closer->destroy (); 2497 closer->destroy ();
2669#endif 2498#endif
2670 2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2671 old_container->flag [FLAG_APPLIED] = 0; 2503 old_container->flag [FLAG_APPLIED] = false;
2672 container = 0; 2504 container = 0;
2673 2505
2506 // client needs item update to make it work, client bug requires this to be separate
2674 esrv_update_item (UPD_FLAGS, this, old_container); 2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2675 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2676 play_sound (sound_find ("chest_close")); 2510 play_sound (sound_find ("chest_close"));
2677 } 2511 }
2678 2512
2679 if (new_container) 2513 if (new_container)
2692 } 2526 }
2693#endif 2527#endif
2694 2528
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2696 2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2697 new_container->flag [FLAG_APPLIED] = 1; 2534 new_container->flag [FLAG_APPLIED] = true;
2698 container = new_container; 2535 container = new_container;
2699 2536
2537 // client needs flag change
2700 esrv_update_item (UPD_FLAGS, this, new_container); 2538 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container); 2539 esrv_send_inventory (this, new_container);
2702 play_sound (sound_find ("chest_open")); 2540 play_sound (sound_find ("chest_open"));
2703 } 2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2704} 2544}
2705 2545
2706object * 2546object *
2707object::force_find (const shstr name) 2547object::force_find (const shstr name)
2708{ 2548{
2714 return splay (tmp); 2554 return splay (tmp);
2715 2555
2716 return 0; 2556 return 0;
2717} 2557}
2718 2558
2719void 2559object *
2720object::force_add (const shstr name, int duration) 2560object::force_add (const shstr name, int duration)
2721{ 2561{
2722 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2723 force->destroy (); 2563 force->destroy ();
2724 2564
2730 2570
2731 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true; 2572 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2734 2574
2735 insert (force); 2575 return insert (force);
2736} 2576}
2737 2577
2738void 2578void
2739object::play_sound (faceidx sound) const 2579object::play_sound (faceidx sound)
2740{ 2580{
2741 if (!sound) 2581 if (!sound)
2742 return; 2582 return;
2743 2583
2744 if (flag [FLAG_REMOVED]) 2584 if (flag [FLAG_REMOVED])
2751 } 2591 }
2752 else 2592 else
2753 map->play_sound (sound, x, y); 2593 map->play_sound (sound, x, y);
2754} 2594}
2755 2595
2596void
2597object::make_noise ()
2598{
2599 // we do not model noise in the map, so instead put
2600 // a temporary light into the noise source
2601 // could use the map instead, but that's less reliable for our
2602 // goal, which is to make invisibility a bit harder to exploit
2603
2604 // currently only works sensibly for players
2605 if (!is_player ())
2606 return;
2607
2608 // find old force, or create new one
2609 object *force = force_find (shstr_noise_force);
2610
2611 if (force)
2612 force->speed_left = -1.f; // patch old speed up
2613 else
2614 {
2615 force = archetype::get (shstr_noise_force);
2616
2617 force->slaying = shstr_noise_force;
2618 force->stats.food = 1;
2619 force->speed_left = -1.f;
2620
2621 force->set_speed (1.f / 4.f);
2622 force->flag [FLAG_IS_USED_UP] = true;
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 insert (force);
2626 }
2627}
2628

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