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Comparing deliantra/server/common/object.C (file contents):
Revision 1.203 by root, Fri Apr 11 13:59:05 2008 UTC vs.
Revision 1.288 by root, Sat Oct 3 22:36:08 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 = 10000;
40 38
41objectvec objects; 39objectvec objects;
42activevec actives; 40activevec actives;
43 41
44short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
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);
85 83
84 seq_next_save = 0;
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 (UUID_SKIP, true); 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);
109 _exit (1); 109 _exit (1);
110 } 110 }
111 111
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 113
114 write_uuid (UUID_SKIP, true); 114 write_uuid (UUID_GAP, true);
115 fclose (fp); 115 fclose (fp);
116} 116}
117 117
118UUID 118UUID
119UUID::gen () 119UUID::gen ()
120{ 120{
121 UUID uid; 121 UUID uid;
122 122
123 uid.seq = ++cur.seq; 123 uid.seq = ++cur.seq;
124 124
125 if (expect_false (!(cur.seq & (UUID_SKIP - 1)))) 125 if (expect_false (cur.seq >= seq_next_save))
126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
126 write_uuid (UUID_SKIP, false); 128 write_uuid (UUID_GAP, false);
129 }
130
127 131
128 return uid; 132 return uid;
129} 133}
130 134
131void 135void
133{ 137{
134 read_uuid (); 138 read_uuid ();
135} 139}
136 140
137/* 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. */
138static int 142static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
140{ 144{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
146 */ 148 */
147 149
148 /* For each field in wants, */ 150 /* For each field in wants, */
149 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)
150 { 152 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 153 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 154
172 /* 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. */
173 return TRUE; 156 return true;
174} 157}
175 158
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 160static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 162{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
182 */ 165 */
183 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);
184} 168}
185 169
186/* 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
187 * they can be merged together. 171 * they can be merged together.
188 * 172 *
203 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 188 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
206 return 0; 190 return 0;
207 191
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
211 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 195 return 0;
215 196
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 201 * flags lose any meaning.
221 */ 202 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 205
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 208
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 210 || ob1->name != ob2->name
231 || ob1->title != ob2->title 211 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 218 || ob1->value != ob2->value
241 || 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
242 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
252 || 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)))
253 return 0; 234 return 0;
254 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
255 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
257 */ 245 */
258 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
259 { 247 {
260 if (!(ob1->inv && ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
261 return 0; /* inventories differ in length */ 249 return 0; /* inventories differ in length */
262 250
263 if (ob1->inv->below || ob2->inv->below) 251 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */ 252 return 0; /* more than one object in inv */
265 253
266 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */ 255 return 0; /* inventory objects differ */
268 256
269 /* 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
270 * if it is valid. 258 * if it is valid.
271 */ 259 */
272 } 260 }
291 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
292 return 0; 280 return 0;
293 break; 281 break;
294 } 282 }
295 283
296 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
297 { 285 {
298 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
300 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
301 return 0; 289
302 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
303 return 0; 291 return 0;
304 } 292 }
305 293
306 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
307 { 295 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315 303
316 if (k1 != k2) 304 if (k1 != k2)
317 return 0; 305 return 0;
306
318 else if (k1 == 0) 307 if (k1 == 0)
319 return 1; 308 return 1;
309
320 else if (!cfperl_can_merge (ob1, ob2)) 310 if (!cfperl_can_merge (ob1, ob2))
321 return 0; 311 return 0;
322 } 312 }
323 } 313 }
324 314
325 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
326 return 1; 316 return 1;
327} 317}
328 318
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_or_self ();
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
329/* 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/*
330 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
331 * 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
332 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
333 */ 396 */
334long 397void
335sum_weight (object *op) 398object::update_weight ()
336{ 399{
337 long sum; 400 sint32 sum = 0;
338 object *inv;
339 401
340 for (sum = 0, inv = op->inv; inv; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
341 { 403 {
342 if (inv->inv) 404 if (op->inv)
343 sum_weight (inv); 405 op->update_weight ();
344 406
345 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)
346 } 413 {
347
348 if (op->type == CONTAINER && op->stats.Str)
349 sum = (sum * (100 - op->stats.Str)) / 100;
350
351 if (op->carrying != sum)
352 op->carrying = sum; 414 carrying = sum;
353 415
354 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 }
355} 420}
356 421
357/** 422/*
358 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
359 */
360
361object *
362object_get_env_recursive (object *op)
363{
364 while (op->env != NULL)
365 op = op->env;
366 return op;
367}
368
369/*
370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
371 * Some error messages.
372 * The result of the dump is stored in the static global errmsg array.
373 */ 424 */
374char * 425char *
375dump_object (object *op) 426dump_object (object *op)
376{ 427{
377 if (!op) 428 if (!op)
391get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
392{ 443{
393 object *tmp, *closest; 444 object *tmp, *closest;
394 int last_dist, i; 445 int last_dist, i;
395 446
396 if (op->more == NULL) 447 if (!op->more)
397 return op; 448 return op;
449
398 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)
399 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
401 return closest; 456 return closest;
402} 457}
403 458
404/* 459/*
405 * 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.
406 */ 462 */
407object * 463object *
408find_object (tag_t i) 464find_object (tag_t i)
409{ 465{
410 for_all_objects (op) 466 for_all_objects (op)
421 */ 477 */
422object * 478object *
423find_object_name (const char *str) 479find_object_name (const char *str)
424{ 480{
425 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
426 object *op;
427 482
483 if (str_)
428 for_all_objects (op) 484 for_all_objects (op)
429 if (op->name == str_) 485 if (op->name == str_)
430 break; 486 return op;
431 487
432 return op; 488 return 0;
433} 489}
434 490
435/* 491/*
436 * 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
437 * skill and experience objects. 493 * skill and experience objects.
499 update_stats (); 555 update_stats ();
500 556
501 new_draw_info_format (NDI_UNIQUE, 0, this, 557 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, " 558 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. " 559 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name); 560 "[You need to unapply some items first - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
505 return false; 562 return false;
506 } 563 }
507 564
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 } 566 }
535 } 592 }
536 593
537 op->key_values = 0; 594 op->key_values = 0;
538} 595}
539 596
540object & 597/*
541object::operator =(const object &src) 598 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second
600 * object, allocating what needs to be allocated. Basically, any
601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602 * if the first object is freed, the pointers in the new object
603 * will point at garbage.
604 */
605void
606object::copy_to (object *dst)
542{ 607{
543 bool is_freed = flag [FLAG_FREED]; 608 dst->remove ();
544 bool is_removed = flag [FLAG_REMOVED];
545
546 *(object_copy *)this = src; 609 *(object_copy *)dst = *this;
547
548 flag [FLAG_FREED] = is_freed;
549 flag [FLAG_REMOVED] = is_removed; 610 dst->flag [FLAG_REMOVED] = true;
550 611
551 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
552 if (src.key_values) 613 if (key_values)
553 { 614 {
554 key_value *tail = 0; 615 key_value *tail = 0;
555 key_values = 0; 616 dst->key_values = 0;
556 617
557 for (key_value *i = src.key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
558 { 619 {
559 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
560 621
561 new_link->next = 0; 622 new_link->next = 0;
562 new_link->key = i->key; 623 new_link->key = i->key;
563 new_link->value = i->value; 624 new_link->value = i->value;
564 625
565 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
566 if (!key_values) 627 if (!dst->key_values)
567 { 628 {
568 key_values = new_link; 629 dst->key_values = new_link;
569 tail = new_link; 630 tail = new_link;
570 } 631 }
571 else 632 else
572 { 633 {
573 tail->next = new_link; 634 tail->next = new_link;
574 tail = new_link; 635 tail = new_link;
575 } 636 }
576 } 637 }
577 } 638 }
578}
579
580/*
581 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second
583 * object, allocating what needs to be allocated. Basically, any
584 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
585 * if the first object is freed, the pointers in the new object
586 * will point at garbage.
587 */
588void
589object::copy_to (object *dst)
590{
591 *dst = *this;
592 639
593 if (speed < 0) 640 if (speed < 0)
594 dst->speed_left -= rndm (); 641 dst->speed_left -= rndm ();
595 642
596 dst->set_speed (dst->speed); 643 dst->activate ();
597} 644}
598 645
599void 646void
600object::instantiate () 647object::instantiate ()
601{ 648{
618object * 665object *
619object::clone () 666object::clone ()
620{ 667{
621 object *neu = create (); 668 object *neu = create ();
622 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
623 return neu; 671 return neu;
624} 672}
625 673
626/* 674/*
627 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
678 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
679 */ 727 */
680void 728void
681update_object (object *op, int action) 729update_object (object *op, int action)
682{ 730{
683 if (op == NULL) 731 if (!op)
684 { 732 {
685 /* this should never happen */ 733 /* this should never happen */
686 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
687 return; 735 return;
688 } 736 }
689 737
690 if (op->env) 738 if (!op->is_on_map ())
691 { 739 {
692 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
693 * to do in this case. 741 * to do in this case.
694 */ 742 */
695 return; 743 return;
696 } 744 }
697
698 /* If the map is saving, don't do anything as everything is
699 * going to get freed anyways.
700 */
701 if (!op->map || op->map->in_memory == MAP_SAVING)
702 return;
703 745
704 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
705 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
706 { 748 {
707 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
718 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
719 { 761 {
720 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
722 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
723 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 765 || (op->is_player () && !(m.flags_ & P_PLAYER))
724 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
725 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
726 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
727 || (m.move_on | op->move_on ) != m.move_on 769 || (m.move_on | op->move_on ) != m.move_on
728 || (m.move_off | op->move_off ) != m.move_off 770 || (m.move_off | op->move_off ) != m.move_off
729 || (m.move_slow | op->move_slow) != m.move_slow 771 || (m.move_slow | op->move_slow) != m.move_slow
730 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
731 * to have move_allow right now. 773 * have move_allow right now.
732 */ 774 */
733 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
734 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
735 m.flags_ = 0; 777 m.invalidate ();
736 } 778 }
737 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
738 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
739 * that is being removed. 781 * that is being removed.
740 */ 782 */
741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
742 m.flags_ = 0; 784 m.invalidate ();
743 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
744 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
745 else 787 else
746 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
747 789
751 793
752object::object () 794object::object ()
753{ 795{
754 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
755 797
756 expmul = 1.0; 798 //expmul = 1.0; declared const for the time being
757 face = blank_face; 799 face = blank_face;
758} 800}
759 801
760object::~object () 802object::~object ()
761{ 803{
791 /* If already on active list, don't do anything */ 833 /* If already on active list, don't do anything */
792 if (active) 834 if (active)
793 return; 835 return;
794 836
795 if (has_active_speed ()) 837 if (has_active_speed ())
838 {
839 if (flag [FLAG_FREED])
840 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
841
796 actives.insert (this); 842 actives.insert (this);
843 }
797} 844}
798 845
799void 846void
800object::activate_recursive () 847object::activate_recursive ()
801{ 848{
850object::destroy_inv (bool drop_to_ground) 897object::destroy_inv (bool drop_to_ground)
851{ 898{
852 // need to check first, because the checks below might segfault 899 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code 900 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty. 901 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory, 902 // corollary: if you create arrows etc. with stuff in its inventory,
856 // cf will crash below with off-map x and y 903 // cf will crash below with off-map x and y
857 if (!inv) 904 if (!inv)
858 return; 905 return;
859 906
860 /* Only if the space blocks everything do we not process - 907 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects 908 * if some form of movement is allowed, let objects
862 * drop on that space. 909 * drop on that space.
863 */ 910 */
864 if (!drop_to_ground 911 if (!drop_to_ground
865 || !map 912 || !map
866 || map->in_memory != MAP_IN_MEMORY 913 || map->in_memory != MAP_ACTIVE
867 || map->nodrop 914 || map->no_drop
868 || ms ().move_block == MOVE_ALL) 915 || ms ().move_block == MOVE_ALL)
869 { 916 {
870 while (inv) 917 while (inv)
871 {
872 inv->destroy_inv (drop_to_ground);
873 inv->destroy (); 918 inv->destroy ();
874 }
875 } 919 }
876 else 920 else
877 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
878 while (inv) 922 while (inv)
879 { 923 {
897 object *op = new object; 941 object *op = new object;
898 op->link (); 942 op->link ();
899 return op; 943 return op;
900} 944}
901 945
946static struct freed_map : maptile
947{
948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965} freed_map; // freed objects are moved here to avoid crashes
966
902void 967void
903object::do_destroy () 968object::do_destroy ()
904{ 969{
905 attachable::do_destroy ();
906
907 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this); 971 remove_link ();
909 972
910 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 974 remove_friendly_object (this);
912 975
913 if (!flag [FLAG_REMOVED])
914 remove (); 976 remove ();
915 977
916 destroy_inv (true); 978 attachable::do_destroy ();
917 979
918 deactivate (); 980 deactivate ();
919 unlink (); 981 unlink ();
920 982
921 flag [FLAG_FREED] = 1; 983 flag [FLAG_FREED] = 1;
922 984
923 // hack to ensure that freed objects still have a valid map 985 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->path = "<freed objects map>";
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935 freed_map->nodrop = 1;
936
937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
939 }
940
941 map = freed_map; 986 map = &freed_map;
942 x = 1; 987 x = 1;
943 y = 1; 988 y = 1;
944 }
945 989
946 if (more) 990 if (more)
947 { 991 {
948 more->destroy (); 992 more->destroy ();
949 more = 0; 993 more = 0;
957 attacked_by = 0; 1001 attacked_by = 0;
958 current_weapon = 0; 1002 current_weapon = 0;
959} 1003}
960 1004
961void 1005void
962object::destroy (bool destroy_inventory) 1006object::destroy ()
963{ 1007{
964 if (destroyed ()) 1008 if (destroyed ())
965 return; 1009 return;
966 1010
967 if (destroy_inventory) 1011 if (!is_head () && !head->destroyed ())
1012 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy ();
1015 return;
1016 }
1017
968 destroy_inv (false); 1018 destroy_inv (false);
969 1019
970 if (is_head ()) 1020 if (is_head ())
971 if (sound_destroy) 1021 if (sound_destroy)
972 play_sound (sound_destroy); 1022 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER]) 1023 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1024 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
975 1025
976 attachable::destroy (); 1026 attachable::destroy ();
977}
978
979/*
980 * sub_weight() recursively (outwards) subtracts a number from the
981 * weight of an object (and what is carried by it's environment(s)).
982 */
983void
984sub_weight (object *op, signed long weight)
985{
986 while (op != NULL)
987 {
988 if (op->type == CONTAINER)
989 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
990
991 op->carrying -= weight;
992 op = op->env;
993 }
994} 1027}
995 1028
996/* op->remove (): 1029/* op->remove ():
997 * This function removes the object op from the linked list of objects 1030 * This function removes the object op from the linked list of objects
998 * which it is currently tied to. When this function is done, the 1031 * which it is currently tied to. When this function is done, the
1004object::do_remove () 1037object::do_remove ()
1005{ 1038{
1006 object *tmp, *last = 0; 1039 object *tmp, *last = 0;
1007 object *otmp; 1040 object *otmp;
1008 1041
1009 if (QUERY_FLAG (this, FLAG_REMOVED)) 1042 if (flag [FLAG_REMOVED])
1010 return; 1043 return;
1011 1044
1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this); 1045 INVOKE_OBJECT (REMOVE, this);
1046
1047 flag [FLAG_REMOVED] = true;
1014 1048
1015 if (more) 1049 if (more)
1016 more->remove (); 1050 more->remove ();
1017 1051
1018 /* 1052 /*
1019 * In this case, the object to be removed is in someones 1053 * In this case, the object to be removed is in someones
1020 * inventory. 1054 * inventory.
1021 */ 1055 */
1022 if (env) 1056 if (env)
1023 { 1057 {
1024 if (nrof) 1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1025 sub_weight (env, weight * nrof); 1059 if (object *pl = visible_to ())
1026 else 1060 esrv_del_item (pl->contr, count);
1027 sub_weight (env, weight + carrying); 1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1063 adjust_weight (env, -total_weight ());
1064
1065 object *pl = in_player ();
1066
1067 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do.
1070 */
1071 map = env->map;
1072 x = env->x;
1073 y = env->y;
1074
1075 // make sure cmov optimisation is applicable
1076 *(above ? &above->below : &env->inv) = below;
1077 *(below ? &below->above : &above ) = above; // &above is just a dummy
1078
1079 above = 0;
1080 below = 0;
1081 env = 0;
1028 1082
1029 /* NO_FIX_PLAYER is set when a great many changes are being 1083 /* NO_FIX_PLAYER is set when a great many changes are being
1030 * made to players inventory. If set, avoiding the call 1084 * made to players inventory. If set, avoiding the call
1031 * to save cpu time. 1085 * to save cpu time.
1032 */ 1086 */
1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1087 if (pl)
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 {
1034 otmp->update_stats (); 1090 pl->update_stats ();
1035 1091
1036 if (above) 1092 if (glow_radius && pl->is_on_map ())
1037 above->below = below; 1093 update_all_los (pl->map, pl->x, pl->y);
1038 else 1094 }
1039 env->inv = below;
1040
1041 if (below)
1042 below->above = above;
1043
1044 /* we set up values so that it could be inserted into
1045 * the map, but we don't actually do that - it is up
1046 * to the caller to decide what we want to do.
1047 */
1048 x = env->x, y = env->y;
1049 map = env->map;
1050 above = 0, below = 0;
1051 env = 0;
1052 } 1095 }
1053 else if (map) 1096 else if (map)
1054 { 1097 {
1055 if (type == PLAYER)
1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true; 1098 map->dirty = true;
1068 mapspace &ms = this->ms (); 1099 mapspace &ms = this->ms ();
1069 1100
1101 if (object *pl = ms.player ())
1102 {
1103 if (is_player ())
1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
1125
1070 /* link the object above us */ 1126 /* link the object above us */
1071 if (above) 1127 // re-link, make sure compiler can easily use cmove
1072 above->below = below; 1128 *(above ? &above->below : &ms.top) = below;
1073 else 1129 *(below ? &below->above : &ms.bot) = above;
1074 ms.top = below; /* we were top, set new top */
1075
1076 /* Relink the object below us, if there is one */
1077 if (below)
1078 below->above = above;
1079 else
1080 {
1081 /* Nothing below, which means we need to relink map object for this space
1082 * use translated coordinates in case some oddness with map tiling is
1083 * evident
1084 */
1085 if (GET_MAP_OB (map, x, y) != this)
1086 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1087
1088 ms.bot = above; /* goes on above it. */
1089 }
1090 1130
1091 above = 0; 1131 above = 0;
1092 below = 0; 1132 below = 0;
1133
1134 ms.invalidate ();
1093 1135
1094 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1095 return; 1137 return;
1096 1138
1097 int check_walk_off = !flag [FLAG_NO_APPLY]; 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1103 * removed (most likely destroyed), update the player view 1145 * removed (most likely destroyed), update the player view
1104 * appropriately. 1146 * appropriately.
1105 */ 1147 */
1106 pl->close_container (); 1148 pl->close_container ();
1107 1149
1150 //TODO: the floorbox prev/next might need updating
1151 //esrv_del_item (pl->contr, count);
1152 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns)
1108 pl->contr->ns->floorbox_update (); 1154 pl->contr->ns->floorbox_update ();
1109 } 1155 }
1110 1156
1111 for (tmp = ms.bot; tmp; tmp = tmp->above) 1157 for (tmp = ms.bot; tmp; tmp = tmp->above)
1112 { 1158 {
1113 /* No point updating the players look faces if he is the object 1159 /* No point updating the players look faces if he is the object
1126 } 1172 }
1127 1173
1128 last = tmp; 1174 last = tmp;
1129 } 1175 }
1130 1176
1131 /* last == NULL if there are no objects on this space */ 1177 if (affects_los ())
1132 //TODO: this makes little sense, why only update the topmost object?
1133 if (!last)
1134 map->at (x, y).flags_ = 0;
1135 else
1136 update_object (last, UP_OBJ_REMOVE);
1137
1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1139 update_all_los (map, x, y); 1178 update_all_los (map, x, y);
1140 } 1179 }
1141} 1180}
1142 1181
1143/* 1182/*
1157 if (!top) 1196 if (!top)
1158 for (top = op; top && top->above; top = top->above) 1197 for (top = op; top && top->above; top = top->above)
1159 ; 1198 ;
1160 1199
1161 for (; top; top = top->below) 1200 for (; top; top = top->below)
1162 {
1163 if (top == op)
1164 continue;
1165
1166 if (object::can_merge (op, top)) 1201 if (object::can_merge (op, top))
1167 { 1202 {
1168 top->nrof += op->nrof; 1203 top->nrof += op->nrof;
1169 1204
1170/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1205 if (object *pl = top->visible_to ())
1171 op->weight = 0; /* Don't want any adjustements now */ 1206 esrv_update_item (UPD_NROF, pl, top);
1207
1208 op->weight = 0; // cancel the addition above
1209 op->carrying = 0; // must be 0 already
1210
1172 op->destroy (); 1211 op->destroy ();
1212
1173 return top; 1213 return top;
1174 } 1214 }
1175 }
1176 1215
1177 return 0; 1216 return 0;
1178} 1217}
1179 1218
1180void 1219void
1205 * job preparing multi-part monsters. 1244 * job preparing multi-part monsters.
1206 */ 1245 */
1207object * 1246object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1247insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1248{
1249 op->remove ();
1250
1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1251 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1211 { 1252 {
1212 tmp->x = x + tmp->arch->x; 1253 tmp->x = x + tmp->arch->x;
1213 tmp->y = y + tmp->arch->y; 1254 tmp->y = y + tmp->arch->y;
1214 } 1255 }
1237 * just 'op' otherwise 1278 * just 'op' otherwise
1238 */ 1279 */
1239object * 1280object *
1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1241{ 1282{
1242 assert (!op->flag [FLAG_FREED]);
1243
1244 object *top, *floor = NULL;
1245
1246 op->remove (); 1283 op->remove ();
1284
1285 if (m == &freed_map)//D TODO: remove soon
1286 {//D
1287 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 }//D
1247 1289
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1290 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1291 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1292 * need extra work
1251 */ 1293 */
1294 maptile *newmap = m;
1252 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (newmap, op->x, op->y))
1253 { 1296 {
1254 op->destroy (); 1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1255 return 0; 1298 return 0;
1256 } 1299 }
1257 1300
1258 if (object *more = op->more) 1301 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0; 1303 return 0;
1261 1304
1262 CLEAR_FLAG (op, FLAG_REMOVED); 1305 op->flag [FLAG_REMOVED] = false;
1263 1306 op->env = 0;
1264 op->map = m; 1307 op->map = newmap;
1308
1265 mapspace &ms = op->ms (); 1309 mapspace &ms = op->ms ();
1266 1310
1267 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1268 */ 1312 */
1269 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 if (object::can_merge (op, tmp)) 1315 if (object::can_merge (op, tmp))
1272 { 1316 {
1317 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp
1319 // from here :/
1273 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1274 tmp->destroy (); 1321 tmp->destroy ();
1275 } 1322 }
1276 1323
1277 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1286 { 1333 {
1287 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1288 abort (); 1335 abort ();
1289 } 1336 }
1290 1337
1338 if (!originator->is_on_map ())
1339 {
1340 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1344
1291 op->above = originator; 1345 op->above = originator;
1292 op->below = originator->below; 1346 op->below = originator->below;
1293
1294 if (op->below)
1295 op->below->above = op;
1296 else
1297 ms.bot = op;
1298
1299 /* since *below* originator, no need to update top */
1300 originator->below = op; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1301 } 1350 }
1302 else 1351 else
1303 { 1352 {
1304 top = ms.bot; 1353 object *floor = 0;
1354 object *top = ms.top;
1305 1355
1306 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1307 if (top) 1357 if (top)
1308 { 1358 {
1309 object *last = 0;
1310
1311 /* 1359 /*
1312 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1313 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1314 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1315 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1318 * once we get to them. This reduces the need to traverse over all of 1366 * once we get to them. This reduces the need to traverse over all of
1319 * them when adding another one - this saves quite a bit of cpu time 1367 * them when adding another one - this saves quite a bit of cpu time
1320 * when lots of spells are cast in one area. Currently, it is presumed 1368 * when lots of spells are cast in one area. Currently, it is presumed
1321 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1322 */ 1370 */
1323 for (top = ms.bot; top; top = top->above) 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1324 { 1372 {
1325 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1326 floor = top; 1374 floor = tmp;
1327 1375
1328 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1329 { 1377 {
1330 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1331 top = top->below; 1379 top = tmp->below;
1332 break; 1380 break;
1333 } 1381 }
1334 1382
1335 last = top; 1383 top = tmp;
1336 } 1384 }
1337
1338 /* Don't want top to be NULL, so set it to the last valid object */
1339 top = last;
1340 1385
1341 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1342 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1343 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1344 */ 1389 */
1351 */ 1396 */
1352 if (!(flag & INS_ON_TOP) 1397 if (!(flag & INS_ON_TOP)
1353 && ms.flags () & P_BLOCKSVIEW 1398 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility)) 1399 && (op->face && !faces [op->face].visibility))
1355 { 1400 {
1401 object *last;
1402
1356 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1358 break; 1405 break;
1359 1406
1360 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1368 } /* If objects on this space */ 1415 } /* If objects on this space */
1369 1416
1370 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor; 1418 top = floor;
1372 1419
1373 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1374 */
1375
1376 /* First object on this space */
1377 if (!top) 1421 if (!top)
1378 { 1422 {
1423 op->below = 0;
1379 op->above = ms.bot; 1424 op->above = ms.bot;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op; 1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1428 }
1387 else 1429 else
1388 { /* get inserted into the stack above top */ 1430 {
1389 op->above = top->above; 1431 op->above = top->above;
1390
1391 if (op->above)
1392 op->above->below = op; 1432 top->above = op;
1393 1433
1394 op->below = top; 1434 op->below = top;
1395 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1396 } 1436 }
1437 }
1397 1438
1398 if (!op->above) 1439 if (op->is_player ())
1399 ms.top = op;
1400 } /* else not INS_BELOW_ORIGINATOR */
1401
1402 if (op->type == PLAYER)
1403 { 1440 {
1404 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1405 ++op->map->players; 1442 ++op->map->players;
1406 op->map->touch (); 1443 op->map->touch ();
1407 } 1444 }
1408 1445
1409 op->map->dirty = true; 1446 op->map->dirty = true;
1410 1447
1411 if (object *pl = ms.player ()) 1448 if (object *pl = ms.player ())
1449 //TODO: the floorbox prev/next might need updating
1450 //esrv_send_item (pl, op);
1451 //TODO: update floorbox to preserve ordering
1452 if (pl->contr->ns)
1412 pl->contr->ns->floorbox_update (); 1453 pl->contr->ns->floorbox_update ();
1413 1454
1414 /* If this object glows, it may affect lighting conditions that are 1455 /* If this object glows, it may affect lighting conditions that are
1415 * visible to others on this map. But update_all_los is really 1456 * visible to others on this map. But update_all_los is really
1416 * an inefficient way to do this, as it means los for all players 1457 * an inefficient way to do this, as it means los for all players
1417 * on the map will get recalculated. The players could very well 1458 * on the map will get recalculated. The players could very well
1418 * be far away from this change and not affected in any way - 1459 * be far away from this change and not affected in any way -
1419 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1462 * of effect may be sufficient.
1422 */ 1463 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1467 update_all_los (op->map, op->x, op->y);
1468 }
1425 1469
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1428 1472
1429 INVOKE_OBJECT (INSERT, op); 1473 INVOKE_OBJECT (INSERT, op);
1436 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object(). 1481 * update_object().
1438 */ 1482 */
1439 1483
1440 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* if this is not the head or flag has been passed, don't check walk on status */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1442 { 1486 {
1443 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1444 return 0; 1488 return 0;
1445 1489
1446 /* If we are a multi part object, lets work our way through the check 1490 /* If we are a multi part object, lets work our way through the check
1457/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1458 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1459 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1460 */ 1504 */
1461void 1505void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (shstr_tmp archname, object *op)
1463{ 1507{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1467 1509
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1511 if (tmp->arch->archname == archname) /* same archetype */
1470 tmp->destroy (); 1512 tmp->destroy ();
1471 1513
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (archname));
1473 1515
1474 tmp1->x = op->x; 1516 tmp->x = op->x;
1475 tmp1->y = op->y; 1517 tmp->y = op->y;
1518
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1520}
1478 1521
1479object * 1522object *
1480object::insert_at (object *where, object *originator, int flags) 1523object::insert_at (object *where, object *originator, int flags)
1481{ 1524{
1525 if (where->env)
1526 return where->env->insert (this);
1527 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1528 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1529}
1484 1530
1485/* 1531/*
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1487 * is returned contains nr objects, and the remaining parts contains
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{
1495 object *newob;
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497
1498 if (orig_ob->nrof < nr)
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503
1504 newob = object_create_clone (orig_ob);
1505
1506 if ((orig_ob->nrof -= nr) < 1)
1507 orig_ob->destroy (1);
1508 else if (!is_removed)
1509 {
1510 if (orig_ob->env != NULL)
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519
1520 newob->nrof = nr;
1521
1522 return newob;
1523}
1524
1525/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1527 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1528 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1529 * 1535 *
1530 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1531 */ 1537 */
1538bool
1539object::decrease (sint32 nr)
1540{
1541 if (!nr)
1542 return true;
1543
1544 nr = min (nr, nrof);
1545
1546 if (nrof > nr)
1547 {
1548 nrof -= nr;
1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1550
1551 if (object *pl = visible_to ())
1552 esrv_update_item (UPD_NROF, pl, this);
1553
1554 return true;
1555 }
1556 else
1557 {
1558 destroy ();
1559 return false;
1560 }
1561}
1562
1563/*
1564 * split(ob,nr) splits up ob into two parts. The part which
1565 * is returned contains nr objects, and the remaining parts contains
1566 * the rest (or is removed and returned if that number is 0).
1567 * On failure, NULL is returned.
1568 */
1532object * 1569object *
1533decrease_ob_nr (object *op, uint32 i) 1570object::split (sint32 nr)
1534{ 1571{
1535 object *tmp; 1572 int have = number_of ();
1536 1573
1537 if (i == 0) /* objects with op->nrof require this check */ 1574 if (have < nr)
1538 return op; 1575 return 0;
1539 1576 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1577 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1578 remove ();
1575 op->nrof = 0; 1579 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1580 }
1580 else 1581 else
1581 { 1582 {
1582 object *above = op->above; 1583 decrease (nr);
1583 1584
1584 if (i < op->nrof) 1585 object *op = deep_clone ();
1585 op->nrof -= i; 1586 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1587 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1588 }
1627} 1589}
1628 1590
1629object * 1591object *
1630insert_ob_in_ob (object *op, object *where) 1592insert_ob_in_ob (object *op, object *where)
1655 * be != op, if items are merged. -Tero 1617 * be != op, if items are merged. -Tero
1656 */ 1618 */
1657object * 1619object *
1658object::insert (object *op) 1620object::insert (object *op)
1659{ 1621{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1622 if (op->more)
1664 { 1623 {
1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1624 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1666 return op; 1625 return op;
1667 } 1626 }
1668 1627
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1628 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1629
1630 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1631
1672 if (op->nrof) 1632 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1633 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1634 if (object::can_merge (tmp, op))
1676 { 1635 {
1677 /* return the original object and remove inserted object 1636 /* return the original object and remove inserted object
1678 (client needs the original object) */ 1637 (client needs the original object) */
1679 tmp->nrof += op->nrof; 1638 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1639
1681 * tmp->nrof, we need to increase the weight. 1640 if (object *pl = tmp->visible_to ())
1682 */ 1641 esrv_update_item (UPD_NROF, pl, tmp);
1642
1683 add_weight (this, op->weight * op->nrof); 1643 adjust_weight (this, op->total_weight ());
1684 SET_FLAG (op, FLAG_REMOVED); 1644
1685 op->destroy (); /* free the inserted object */ 1645 op->destroy ();
1686 op = tmp; 1646 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1647 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1648 }
1691 1649
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1650 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1651 op->map = 0;
1652 op->x = 0;
1653 op->y = 0;
1654
1655 op->above = 0;
1656 op->below = inv;
1709 op->env = this; 1657 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 if (object *pl = op->visible_to ())
1667 esrv_send_item (pl, op);
1668
1669 adjust_weight (this, op->total_weight ());
1670
1671inserted:
1714 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1715 if (op->glow_radius && map) 1673 if (op->glow_radius && is_on_map ())
1716 { 1674 {
1717#ifdef DEBUG_LIGHTS 1675 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1677 }
1731 op->below = inv; 1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1732 op->below->above = op; 1679 // if this is a player's inventory, update stats
1733 inv = op; 1680 update_stats ();
1734 }
1735 1681
1736 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1737 1683
1738 return op; 1684 return op;
1739} 1685}
1759 * on top. 1705 * on top.
1760 */ 1706 */
1761int 1707int
1762check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1763{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1764 object *tmp; 1713 object *tmp;
1765 maptile *m = op->map; 1714 maptile *m = op->map;
1766 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1767 1716
1768 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1769 1718
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1771 return 0;
1772 1720
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1776 1724
1777 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1780 * as walking. 1728 * as walking.
1791 return 0; 1739 return 0;
1792 1740
1793 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1795 */ 1743 */
1796 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 } 1745 {
1746 next = tmp->below;
1806 1747
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op) 1748 if (tmp == op)
1810 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1811 1750
1812 /* Check to see if one of the movement types should be slowed down. 1751 /* Check to see if one of the movement types should be slowed down.
1813 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1819 { 1758 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1822 { 1761 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1763
1827 if (op->type == PLAYER) 1764 if (op->is_player ())
1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1767 diff /= 4.0;
1831 1768
1832 op->speed_left -= diff; 1769 op->speed_left -= diff;
1833 } 1770 }
1834 } 1771 }
1867 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1805 return NULL;
1869 } 1806 }
1870 1807
1871 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)
1872 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1873 return tmp; 1810 return tmp;
1874 1811
1875 return NULL; 1812 return NULL;
1876} 1813}
1877 1814
1941 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1942 */ 1879 */
1943object * 1880object *
1944present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1945{ 1882{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1948 return tmp; 1885 return tmp;
1949 1886
1950 return NULL; 1887 return NULL;
1951} 1888}
1952 1889
2040 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
2041 */ 1978 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue; 1980 continue;
2044 1981
2045 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
2046 continue; 1983 continue;
2047 1984
2048 altern [index++] = i; 1985 altern [index++] = i;
2049 } 1986 }
2050 1987
2118 * there is capable of. 2055 * there is capable of.
2119 */ 2056 */
2120int 2057int
2121find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2059{
2123 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2061 MoveType move_type;
2130 2062
2131 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2132 { 2064 {
2133 exclude = exclude->head; 2065 exclude = exclude->head;
2134 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2137 { 2069 {
2138 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2139 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2140 } 2072 }
2141 2073
2142 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2143 { 2075 {
2144 mp = m; 2076 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2077 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2078
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2080 max = maxfree[i];
2152 else 2081 else
2153 { 2082 {
2154 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2155 2084
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2086 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2161 { 2088 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2092 return freedir [i];
2169 } 2093 }
2170 } 2094 }
2171 } 2095 }
2172 2096
2173 return 0; 2097 return 0;
2248 * This basically means that if direction is 15, then it could either go 2172 * This basically means that if direction is 15, then it could either go
2249 * direction 4, 14, or 16 to get back to where we are. 2173 * direction 4, 14, or 16 to get back to where we are.
2250 * Moved from spell_util.c to object.c with the other related direction 2174 * Moved from spell_util.c to object.c with the other related direction
2251 * functions. 2175 * functions.
2252 */ 2176 */
2253int reduction_dir[SIZEOFFREE][3] = { 2177const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2354int 2278int
2355can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2356{ 2280{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2360} 2284}
2361 2285
2362/* 2286/*
2363 * create clone from object to another 2287 * create clone from object to another
2364 */ 2288 */
2365object * 2289object *
2366object_create_clone (object *asrc) 2290object::deep_clone ()
2367{ 2291{
2368 object *dst = 0, *tmp, *src, *prev, *item; 2292 assert (("deep_clone called on non-head object", is_head ()));
2369 2293
2370 if (!asrc) 2294 object *dst = clone ();
2371 return 0;
2372 2295
2373 src = asrc->head_ (); 2296 object *prev = dst;
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more) 2297 for (object *part = this->more; part; part = part->more)
2377 { 2298 {
2378 tmp = part->clone (); 2299 object *tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst; 2300 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp; 2301 prev->more = tmp;
2394
2395 prev = tmp; 2302 prev = tmp;
2396 } 2303 }
2397 2304
2398 for (item = src->inv; item; item = item->below) 2305 for (object *item = inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst); 2306 insert_ob_in_ob (item->deep_clone (), dst);
2400 2307
2401 return dst; 2308 return dst;
2402} 2309}
2403 2310
2404/* This returns the first object in who's inventory that 2311/* This returns the first object in who's inventory that
2413 return tmp; 2320 return tmp;
2414 2321
2415 return 0; 2322 return 0;
2416} 2323}
2417 2324
2418/* If ob has a field named key, return the link from the list, 2325shstr_tmp
2419 * otherwise return NULL. 2326object::kv_get (shstr_tmp key) const
2420 *
2421 * key must be a passed in shared string - otherwise, this won't
2422 * do the desired thing.
2423 */
2424key_value *
2425get_ob_key_link (const object *ob, const char *key)
2426{ 2327{
2427 for (key_value *link = ob->key_values; link; link = link->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2428 if (link->key == key) 2329 if (kv->key == key)
2429 return link;
2430
2431 return 0;
2432}
2433
2434/*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char *
2442get_ob_key_value (const object *op, const char *const key)
2443{
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value; 2330 return kv->value;
2463 2331
2464 return 0; 2332 return shstr ();
2465} 2333}
2466 2334
2467/* 2335void
2468 * Updates the canonical_key in op to value. 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2337{
2480 key_value *field = NULL, *last = NULL; 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2481 2339 if (kv->key == key)
2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2484 if (field->key != canonical_key)
2485 { 2340 {
2486 last = field; 2341 kv->value = value;
2487 continue; 2342 return;
2488 } 2343 }
2489 2344
2490 if (value) 2345 key_value *kv = new key_value;
2491 field->value = value; 2346
2492 else 2347 kv->next = key_values;
2348 kv->key = key;
2349 kv->value = value;
2350
2351 key_values = kv;
2352}
2353
2354void
2355object::kv_del (shstr_tmp key)
2356{
2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2358 if ((*kvp)->key == key)
2493 { 2359 {
2494 /* Basically, if the archetype has this key set, 2360 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2361 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2362 delete kv;
2497 * we get this value back again. 2363 return;
2498 */
2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2364 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538}
2539
2540/*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{
2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2365}
2556 2366
2557object::depth_iterator::depth_iterator (object *container) 2367object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2368: iterator_base (container)
2559{ 2369{
2609{ 2419{
2610 char flagdesc[512]; 2420 char flagdesc[512];
2611 char info2[256 * 4]; 2421 char info2[256 * 4];
2612 char *p = info; 2422 char *p = info;
2613 2423
2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2424 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2615 count, 2425 count,
2616 uuid.c_str (), 2426 uuid.c_str (),
2617 &name, 2427 &name,
2618 title ? "\",title:\"" : "", 2428 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2429 title ? (const char *)title : "",
2430 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2431 flag_desc (flagdesc, 512), type);
2621 2432
2622 if (!this->flag[FLAG_REMOVED] && env) 2433 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2434 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2435
2625 if (map) 2436 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2437 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2438
2657object::open_container (object *new_container) 2468object::open_container (object *new_container)
2658{ 2469{
2659 if (container == new_container) 2470 if (container == new_container)
2660 return; 2471 return;
2661 2472
2662 if (object *old_container = container) 2473 object *old_container = container;
2474
2475 if (old_container)
2663 { 2476 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2477 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return; 2478 return;
2666 2479
2667#if 0 2480#if 0
2669 if (object *closer = old_container->inv) 2482 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON) 2483 if (closer->type == CLOSE_CON)
2671 closer->destroy (); 2484 closer->destroy ();
2672#endif 2485#endif
2673 2486
2487 // make sure the container is available
2488 esrv_send_item (this, old_container);
2489
2674 old_container->flag [FLAG_APPLIED] = 0; 2490 old_container->flag [FLAG_APPLIED] = false;
2675 container = 0; 2491 container = 0;
2676 2492
2493 // client needs item update to make it work, client bug requires this to be separate
2677 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2495
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2679 play_sound (sound_find ("chest_close")); 2497 play_sound (sound_find ("chest_close"));
2680 } 2498 }
2681 2499
2682 if (new_container) 2500 if (new_container)
2683 { 2501 {
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer); 2512 new_container->insert (closer);
2695 } 2513 }
2696#endif 2514#endif
2697 2515
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2699 2517
2518 // make sure the container is available, client bug requires this to be separate
2519 esrv_send_item (this, new_container);
2520
2700 new_container->flag [FLAG_APPLIED] = 1; 2521 new_container->flag [FLAG_APPLIED] = true;
2701 container = new_container; 2522 container = new_container;
2702 2523
2524 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2525 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2526 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open")); 2527 play_sound (sound_find ("chest_open"));
2706 } 2528 }
2529// else if (!old_container->env && contr && contr->ns)
2530// contr->ns->floorbox_reset ();
2707} 2531}
2708 2532
2709object * 2533object *
2710object::force_find (const shstr name) 2534object::force_find (shstr_tmp name)
2711{ 2535{
2712 /* cycle through his inventory to look for the MARK we want to 2536 /* cycle through his inventory to look for the MARK we want to
2713 * place 2537 * place
2714 */ 2538 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below) 2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2717 return splay (tmp); 2541 return splay (tmp);
2718 2542
2719 return 0; 2543 return 0;
2720} 2544}
2721 2545
2722void 2546object *
2723object::force_add (const shstr name, int duration) 2547object::force_add (shstr_tmp name, int duration)
2724{ 2548{
2725 if (object *force = force_find (name)) 2549 if (object *force = force_find (name))
2726 force->destroy (); 2550 force->destroy ();
2727 2551
2728 object *force = get_archetype (FORCE_NAME); 2552 object *force = get_archetype (FORCE_NAME);
2733 2557
2734 force->set_speed (duration ? 1.f / duration : 0.f); 2558 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true; 2559 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true; 2560 force->flag [FLAG_APPLIED] = true;
2737 2561
2738 insert (force); 2562 return insert (force);
2739} 2563}
2740 2564
2741void 2565void
2742object::play_sound (faceidx sound) const 2566object::play_sound (faceidx sound) const
2743{ 2567{
2744 if (!sound) 2568 if (!sound)
2745 return; 2569 return;
2746 2570
2747 if (flag [FLAG_REMOVED]) 2571 if (is_on_map ())
2572 map->play_sound (sound, x, y);
2573 else if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575}
2576
2577void
2578object::say_msg (const char *msg) const
2579{
2580 if (is_on_map ())
2581 map->say_msg (msg, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::make_noise ()
2588{
2589 // we do not model noise in the map, so instead put
2590 // a temporary light into the noise source
2591 // could use the map instead, but that's less reliable for our
2592 // goal, which is to make invisibility a bit harder to exploit
2593
2594 // currently only works sensibly for players
2595 if (!is_player ())
2748 return; 2596 return;
2749 2597
2750 if (env) 2598 // find old force, or create new one
2751 { 2599 object *force = force_find (shstr_noise_force);
2752 if (object *pl = in_player ()) 2600
2753 pl->contr->play_sound (sound); 2601 if (force)
2754 } 2602 force->speed_left = -1.f; // patch old speed up
2755 else 2603 else
2756 map->play_sound (sound, x, y); 2604 {
2757} 2605 force = archetype::get (shstr_noise_force);
2758 2606
2607 force->slaying = shstr_noise_force;
2608 force->stats.food = 1;
2609 force->speed_left = -1.f;
2610
2611 force->set_speed (1.f / 4.f);
2612 force->flag [FLAG_IS_USED_UP] = true;
2613 force->flag [FLAG_APPLIED] = true;
2614
2615 insert (force);
2616 }
2617}
2618

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