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Comparing deliantra/server/common/object.C (file contents):
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC vs.
Revision 1.294 by root, Thu Nov 5 15:43:21 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38UUID UUID::cur; 35UUID UUID::cur;
39static uint64_t seq_next_save; 36static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
42
43//+GPL
44 44
45short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
46 0, 46 0,
47 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
140{ 140{
141 read_uuid (); 141 read_uuid ();
142} 142}
143 143
144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
145static int 145static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
147{ 147{
148 key_value *wants_field;
149
150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 148 /* n-squared behaviour (see kv_get), but I'm hoping both
151 * objects with lists are rare, and lists stay short. If not, use a 149 * objects with lists are rare, and lists stay short. If not, use a
152 * different structure or at least keep the lists sorted... 150 * different structure or at least keep the lists sorted...
153 */ 151 */
154 152
155 /* For each field in wants, */ 153 /* For each field in wants, */
156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 154 for (key_value *kv = wants->key_values; kv; kv = kv->next)
157 { 155 if (has->kv_get (kv->key) != kv->value)
158 key_value *has_field; 156 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (has_field == NULL)
164 {
165 /* No field with that name. */
166 return FALSE;
167 }
168
169 /* Found the matching field. */
170 if (has_field->value != wants_field->value)
171 {
172 /* Values don't match, so this half of the comparison is false. */
173 return FALSE;
174 }
175
176 /* If we get here, we found a match. Now for the next field in wants. */
177 }
178 157
179 /* If we get here, every field in wants has a matching field in has. */ 158 /* If we get here, every field in wants has a matching field in has. */
180 return TRUE; 159 return true;
181} 160}
182 161
183/* Returns TRUE if ob1 has the same key_values as ob2. */ 162/* Returns TRUE if ob1 has the same key_values as ob2. */
184static int 163static bool
185compare_ob_value_lists (const object *ob1, const object *ob2) 164compare_ob_value_lists (const object *ob1, const object *ob2)
186{ 165{
187 /* However, there may be fields in has which aren't partnered in wants, 166 /* However, there may be fields in has which aren't partnered in wants,
188 * so we need to run the comparison *twice*. :( 167 * so we need to run the comparison *twice*. :(
189 */ 168 */
190 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 169 return compare_ob_value_lists_one (ob1, ob2)
170 && compare_ob_value_lists_one (ob2, ob1);
191} 171}
192 172
193/* Function examines the 2 objects given to it, and returns true if 173/* Function examines the 2 objects given to it, and returns true if
194 * they can be merged together. 174 * they can be merged together.
195 * 175 *
210 || ob1->speed != ob2->speed 190 || ob1->speed != ob2->speed
211 || ob1->value != ob2->value 191 || ob1->value != ob2->value
212 || ob1->name != ob2->name) 192 || ob1->name != ob2->name)
213 return 0; 193 return 0;
214 194
215 //TODO: this ain't working well, use nicer and correct overflow check
216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 195 /* Do not merge objects if nrof would overflow, assume nrof
217 * value could not be stored in a sint32 (which unfortunately sometimes is 196 * is always 0 .. 2**31-1 */
218 * used to store nrof). 197 if (ob1->nrof > 0x7fffffff - ob2->nrof)
219 */
220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
221 return 0; 198 return 0;
222 199
223 /* If the objects have been identified, set the BEEN_APPLIED flag. 200 /* If the objects have been identified, set the BEEN_APPLIED flag.
224 * This is to the comparison of the flags below will be OK. We 201 * This is to the comparison of the flags below will be OK. We
225 * just can't ignore the been applied or identified flags, as they 202 * just can't ignore the been applied or identified flags, as they
226 * are not equal - just if it has been identified, the been_applied 203 * are not equal - just if it has been identified, the been_applied
227 * flags lose any meaning. 204 * flags lose any meaning.
228 */ 205 */
229 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
230 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
231 208
232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
233 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
234 211
235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 212 if (ob1->arch->archname != ob2->arch->archname
236 || ob1->arch != ob2->arch
237 || ob1->name != ob2->name 213 || ob1->name != ob2->name
238 || ob1->title != ob2->title 214 || ob1->title != ob2->title
239 || ob1->msg != ob2->msg 215 || ob1->msg != ob2->msg
240 || ob1->weight != ob2->weight 216 || ob1->weight != ob2->weight
241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
243 || ob1->attacktype != ob2->attacktype 217 || ob1->attacktype != ob2->attacktype
244 || ob1->magic != ob2->magic 218 || ob1->magic != ob2->magic
245 || ob1->slaying != ob2->slaying 219 || ob1->slaying != ob2->slaying
246 || ob1->skill != ob2->skill 220 || ob1->skill != ob2->skill
247 || ob1->value != ob2->value 221 || ob1->value != ob2->value
248 || ob1->animation_id != ob2->animation_id 222 || ob1->animation_id != ob2->animation_id
223 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
249 || ob1->client_type != ob2->client_type 224 || ob1->client_type != ob2->client_type
250 || ob1->materialname != ob2->materialname 225 || ob1->materialname != ob2->materialname
251 || ob1->lore != ob2->lore 226 || ob1->lore != ob2->lore
252 || ob1->subtype != ob2->subtype 227 || ob1->subtype != ob2->subtype
253 || ob1->move_type != ob2->move_type 228 || ob1->move_type != ob2->move_type
254 || ob1->move_block != ob2->move_block 229 || ob1->move_block != ob2->move_block
255 || ob1->move_allow != ob2->move_allow 230 || ob1->move_allow != ob2->move_allow
256 || ob1->move_on != ob2->move_on 231 || ob1->move_on != ob2->move_on
257 || ob1->move_off != ob2->move_off 232 || ob1->move_off != ob2->move_off
258 || ob1->move_slow != ob2->move_slow 233 || ob1->move_slow != ob2->move_slow
259 || ob1->move_slow_penalty != ob2->move_slow_penalty) 234 || ob1->move_slow_penalty != ob2->move_slow_penalty
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
260 return 0; 237 return 0;
261 238
239 if ((ob1->flag ^ ob2->flag)
240 .reset (FLAG_INV_LOCKED)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
262 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
263 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
264 */ 248 */
265 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
266 { 250 {
267 if (!(ob1->inv && ob2->inv)) 251 if (!(ob1->inv && ob2->inv))
268 return 0; /* inventories differ in length */ 252 return 0; /* inventories differ in length */
269 253
270 if (ob1->inv->below || ob2->inv->below) 254 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */ 255 return 0; /* more than one object in inv */
272 256
273 if (!object::can_merge (ob1->inv, ob2->inv)) 257 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */ 258 return 0; /* inventory objects differ */
275 259
276 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
277 * if it is valid. 261 * if it is valid.
278 */ 262 */
279 } 263 }
298 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
299 return 0; 283 return 0;
300 break; 284 break;
301 } 285 }
302 286
303 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
304 { 288 {
305 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
306 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
307 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
308 return 0; 292
309 else if (!compare_ob_value_lists (ob1, ob2)) 293 if (!compare_ob_value_lists (ob1, ob2))
310 return 0; 294 return 0;
311 } 295 }
312 296
313 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
314 { 298 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322 306
323 if (k1 != k2) 307 if (k1 != k2)
324 return 0; 308 return 0;
309
325 else if (k1 == 0) 310 if (k1 == 0)
326 return 1; 311 return 1;
312
327 else if (!cfperl_can_merge (ob1, ob2)) 313 if (!cfperl_can_merge (ob1, ob2))
328 return 0; 314 return 0;
329 } 315 }
330 } 316 }
331 317
332 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
333 return 1; 319 return 1;
334} 320}
335 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->is_player ())
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env_or_self ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container_ () == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || pl->container_ () == this)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
336/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
337 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
338 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
339 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
340 */ 399 */
341long 400void
342sum_weight (object *op) 401object::update_weight ()
343{ 402{
344 long sum; 403 sint32 sum = 0;
345 object *inv;
346 404
347 for (sum = 0, inv = op->inv; inv; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
348 { 406 {
349 if (inv->inv) 407 if (op->inv)
350 sum_weight (inv); 408 op->update_weight ();
351 409
352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
353 } 416 {
354
355 if (op->type == CONTAINER && op->stats.Str)
356 sum = (sum * (100 - op->stats.Str)) / 100;
357
358 if (op->carrying != sum)
359 op->carrying = sum; 417 carrying = sum;
360 418
361 return sum; 419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this);
422 }
362} 423}
363 424
364/** 425/*
365 * Return the outermost environment object for a given object. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
366 */
367
368object *
369object_get_env_recursive (object *op)
370{
371 while (op->env != NULL)
372 op = op->env;
373 return op;
374}
375
376/*
377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
378 * Some error messages.
379 * The result of the dump is stored in the static global errmsg array.
380 */ 427 */
381char * 428char *
382dump_object (object *op) 429dump_object (object *op)
383{ 430{
384 if (!op) 431 if (!op)
387 object_freezer freezer; 434 object_freezer freezer;
388 op->write (freezer); 435 op->write (freezer);
389 return freezer.as_string (); 436 return freezer.as_string ();
390} 437}
391 438
439char *
440object::as_string ()
441{
442 return dump_object (this);
443}
444
392/* 445/*
393 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
394 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned. 448 * If it's not a multi-object, it is returned.
396 */ 449 */
398get_nearest_part (object *op, const object *pl) 451get_nearest_part (object *op, const object *pl)
399{ 452{
400 object *tmp, *closest; 453 object *tmp, *closest;
401 int last_dist, i; 454 int last_dist, i;
402 455
403 if (op->more == NULL) 456 if (!op->more)
404 return op; 457 return op;
458
405 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
406 if ((i = distance (tmp, pl)) < last_dist) 462 if ((i = distance (tmp, pl)) < last_dist)
407 closest = tmp, last_dist = i; 463 closest = tmp, last_dist = i;
464
408 return closest; 465 return closest;
409} 466}
410 467
411/* 468/*
412 * Returns the object which has the count-variable equal to the argument. 469 * Returns the object which has the count-variable equal to the argument.
470 * VERRRY slow.
413 */ 471 */
414object * 472object *
415find_object (tag_t i) 473find_object (tag_t i)
416{ 474{
417 for_all_objects (op) 475 for_all_objects (op)
428 */ 486 */
429object * 487object *
430find_object_name (const char *str) 488find_object_name (const char *str)
431{ 489{
432 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
433 object *op;
434 491
492 if (str_)
435 for_all_objects (op) 493 for_all_objects (op)
436 if (op->name == str_) 494 if (op->name == str_)
437 break; 495 return op;
438 496
439 return op; 497 return 0;
440} 498}
441 499
442/* 500/*
443 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
444 * skill and experience objects. 502 * skill and experience objects.
506 update_stats (); 564 update_stats ();
507 565
508 new_draw_info_format (NDI_UNIQUE, 0, this, 566 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, " 567 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. " 568 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name); 569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
512 return false; 571 return false;
513 } 572 }
514 573
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 } 575 }
542 } 601 }
543 602
544 op->key_values = 0; 603 op->key_values = 0;
545} 604}
546 605
547object & 606/*
548object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
549{ 616{
550 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
551 bool is_removed = flag [FLAG_REMOVED];
552
553 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
554
555 flag [FLAG_FREED] = is_freed;
556 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
557 620
558 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
559 if (src.key_values) 622 if (key_values)
560 { 623 {
561 key_value *tail = 0; 624 key_value *tail = 0;
562 key_values = 0; 625 dst->key_values = 0;
563 626
564 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
565 { 628 {
566 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
567 630
568 new_link->next = 0; 631 new_link->next = 0;
569 new_link->key = i->key; 632 new_link->key = i->key;
570 new_link->value = i->value; 633 new_link->value = i->value;
571 634
572 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
573 if (!key_values) 636 if (!dst->key_values)
574 { 637 {
575 key_values = new_link; 638 dst->key_values = new_link;
576 tail = new_link; 639 tail = new_link;
577 } 640 }
578 else 641 else
579 { 642 {
580 tail->next = new_link; 643 tail->next = new_link;
581 tail = new_link; 644 tail = new_link;
582 } 645 }
583 } 646 }
584 } 647 }
585}
586
587/*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599 648
600 if (speed < 0) 649 if (speed < 0)
601 dst->speed_left -= rndm (); 650 dst->speed_left -= rndm ();
602 651
603 dst->set_speed (dst->speed); 652 dst->activate ();
604} 653}
605 654
606void 655void
607object::instantiate () 656object::instantiate ()
608{ 657{
625object * 674object *
626object::clone () 675object::clone ()
627{ 676{
628 object *neu = create (); 677 object *neu = create ();
629 copy_to (neu); 678 copy_to (neu);
679 neu->map = map; // not copied by copy_to
630 return neu; 680 return neu;
631} 681}
632 682
633/* 683/*
634 * If an object with the IS_TURNABLE() flag needs to be turned due 684 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * UP_OBJ_FACE: only the objects face has changed. 735 * UP_OBJ_FACE: only the objects face has changed.
686 */ 736 */
687void 737void
688update_object (object *op, int action) 738update_object (object *op, int action)
689{ 739{
690 if (op == NULL) 740 if (!op)
691 { 741 {
692 /* this should never happen */ 742 /* this should never happen */
693 LOG (llevDebug, "update_object() called for NULL object.\n"); 743 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
694 return; 744 return;
695 } 745 }
696 746
697 if (op->env) 747 if (!op->is_on_map ())
698 { 748 {
699 /* Animation is currently handled by client, so nothing 749 /* Animation is currently handled by client, so nothing
700 * to do in this case. 750 * to do in this case.
701 */ 751 */
702 return; 752 return;
703 } 753 }
704
705 /* If the map is saving, don't do anything as everything is
706 * going to get freed anyways.
707 */
708 if (!op->map || op->map->in_memory == MAP_SAVING)
709 return;
710 754
711 /* make sure the object is within map boundaries */ 755 /* make sure the object is within map boundaries */
712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 756 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
713 { 757 {
714 LOG (llevError, "update_object() called for object out of map!\n"); 758 LOG (llevError, "update_object() called for object out of map!\n");
725 else if (action == UP_OBJ_INSERT) 769 else if (action == UP_OBJ_INSERT)
726 { 770 {
727 // this is likely overkill, TODO: revisit (schmorp) 771 // this is likely overkill, TODO: revisit (schmorp)
728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 774 || (op->is_player () && !(m.flags_ & P_PLAYER))
731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
734 || (m.move_on | op->move_on ) != m.move_on 778 || (m.move_on | op->move_on ) != m.move_on
735 || (m.move_off | op->move_off ) != m.move_off 779 || (m.move_off | op->move_off ) != m.move_off
736 || (m.move_slow | op->move_slow) != m.move_slow 780 || (m.move_slow | op->move_slow) != m.move_slow
737 /* This isn't perfect, but I don't expect a lot of objects to 781 /* This isn't perfect, but I don't expect a lot of objects to
738 * to have move_allow right now. 782 * have move_allow right now.
739 */ 783 */
740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 784 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
742 m.flags_ = 0; 786 m.invalidate ();
743 } 787 }
744 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
745 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
746 * that is being removed. 790 * that is being removed.
747 */ 791 */
748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
749 m.flags_ = 0; 793 m.invalidate ();
750 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
751 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
752 else 796 else
753 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
754 798
758 802
759object::object () 803object::object ()
760{ 804{
761 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
762 806
763 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
764 face = blank_face; 808 face = blank_face;
765} 809}
766 810
767object::~object () 811object::~object ()
768{ 812{
798 /* If already on active list, don't do anything */ 842 /* If already on active list, don't do anything */
799 if (active) 843 if (active)
800 return; 844 return;
801 845
802 if (has_active_speed ()) 846 if (has_active_speed ())
847 {
848 if (flag [FLAG_FREED])
849 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
850
803 actives.insert (this); 851 actives.insert (this);
852 }
804} 853}
805 854
806void 855void
807object::activate_recursive () 856object::activate_recursive ()
808{ 857{
857object::destroy_inv (bool drop_to_ground) 906object::destroy_inv (bool drop_to_ground)
858{ 907{
859 // need to check first, because the checks below might segfault 908 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code 909 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty. 910 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory, 911 // corollary: if you create arrows etc. with stuff in its inventory,
863 // cf will crash below with off-map x and y 912 // cf will crash below with off-map x and y
864 if (!inv) 913 if (!inv)
865 return; 914 return;
866 915
867 /* Only if the space blocks everything do we not process - 916 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects 917 * if some form of movement is allowed, let objects
869 * drop on that space. 918 * drop on that space.
870 */ 919 */
871 if (!drop_to_ground 920 if (!drop_to_ground
872 || !map 921 || !map
873 || map->in_memory != MAP_IN_MEMORY 922 || map->in_memory != MAP_ACTIVE
874 || map->nodrop 923 || map->no_drop
875 || ms ().move_block == MOVE_ALL) 924 || ms ().move_block == MOVE_ALL)
876 { 925 {
877 while (inv) 926 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 927 inv->destroy ();
881 }
882 } 928 }
883 else 929 else
884 { /* Put objects in inventory onto this space */ 930 { /* Put objects in inventory onto this space */
885 while (inv) 931 while (inv)
886 { 932 {
904 object *op = new object; 950 object *op = new object;
905 op->link (); 951 op->link ();
906 return op; 952 return op;
907} 953}
908 954
955static struct freed_map : maptile
956{
957 freed_map ()
958 {
959 path = "<freed objects map>";
960 name = "/internal/freed_objects_map";
961 width = 3;
962 height = 3;
963 no_drop = 1;
964 no_reset = 1;
965
966 alloc ();
967 in_memory = MAP_ACTIVE;
968 }
969
970 ~freed_map ()
971 {
972 destroy ();
973 }
974} freed_map; // freed objects are moved here to avoid crashes
975
909void 976void
910object::do_destroy () 977object::do_destroy ()
911{ 978{
912 attachable::do_destroy ();
913
914 if (flag [FLAG_IS_LINKED]) 979 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this); 980 remove_link ();
916 981
917 if (flag [FLAG_FRIENDLY]) 982 if (flag [FLAG_FRIENDLY])
918 remove_friendly_object (this); 983 remove_friendly_object (this);
919 984
920 if (!flag [FLAG_REMOVED])
921 remove (); 985 remove ();
922 986
923 destroy_inv (true); 987 attachable::do_destroy ();
924 988
925 deactivate (); 989 deactivate ();
926 unlink (); 990 unlink ();
927 991
928 flag [FLAG_FREED] = 1; 992 flag [FLAG_FREED] = 1;
929 993
930 // hack to ensure that freed objects still have a valid map 994 // hack to ensure that freed objects still have a valid map
931 {
932 static maptile *freed_map; // freed objects are moved here to avoid crashes
933
934 if (!freed_map)
935 {
936 freed_map = new maptile;
937
938 freed_map->path = "<freed objects map>";
939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
946 }
947
948 map = freed_map; 995 map = &freed_map;
949 x = 1; 996 x = 1;
950 y = 1; 997 y = 1;
951 }
952 998
953 if (more) 999 if (more)
954 { 1000 {
955 more->destroy (); 1001 more->destroy ();
956 more = 0; 1002 more = 0;
964 attacked_by = 0; 1010 attacked_by = 0;
965 current_weapon = 0; 1011 current_weapon = 0;
966} 1012}
967 1013
968void 1014void
969object::destroy (bool destroy_inventory) 1015object::destroy ()
970{ 1016{
971 if (destroyed ()) 1017 if (destroyed ())
972 return; 1018 return;
973 1019
974 if (destroy_inventory) 1020 if (!is_head () && !head->destroyed ())
1021 {
1022 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1023 head->destroy ();
1024 return;
1025 }
1026
975 destroy_inv (false); 1027 destroy_inv (false);
976 1028
977 if (is_head ()) 1029 if (is_head ())
978 if (sound_destroy) 1030 if (sound_destroy)
979 play_sound (sound_destroy); 1031 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER]) 1032 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1033 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
982 1034
983 attachable::destroy (); 1035 attachable::destroy ();
984}
985
986/*
987 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)).
989 */
990void
991sub_weight (object *op, signed long weight)
992{
993 while (op != NULL)
994 {
995 if (op->type == CONTAINER)
996 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
997
998 op->carrying -= weight;
999 op = op->env;
1000 }
1001} 1036}
1002 1037
1003/* op->remove (): 1038/* op->remove ():
1004 * This function removes the object op from the linked list of objects 1039 * This function removes the object op from the linked list of objects
1005 * which it is currently tied to. When this function is done, the 1040 * which it is currently tied to. When this function is done, the
1008 * the previous environment. 1043 * the previous environment.
1009 */ 1044 */
1010void 1045void
1011object::do_remove () 1046object::do_remove ()
1012{ 1047{
1013 object *tmp, *last = 0; 1048 if (flag [FLAG_REMOVED])
1014 object *otmp;
1015
1016 if (QUERY_FLAG (this, FLAG_REMOVED))
1017 return; 1049 return;
1018 1050
1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
1021 1054
1022 if (more) 1055 if (more)
1023 more->remove (); 1056 more->remove ();
1024 1057
1025 /* 1058 /*
1026 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
1027 * inventory. 1060 * inventory.
1028 */ 1061 */
1029 if (env) 1062 if (env)
1030 { 1063 {
1031 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1032 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
1033 else 1066 esrv_del_item (pl->contr, count);
1034 sub_weight (env, weight + carrying); 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1068
1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1085 above = 0;
1086 below = 0;
1087 env = 0;
1035 1088
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1091 * to save cpu time.
1039 */ 1092 */
1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1041 otmp->update_stats (); 1096 pl->update_stats ();
1042 1097
1043 if (above) 1098 if (glow_radius && pl->is_on_map ())
1044 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
1045 else 1100 }
1046 env->inv = below;
1047
1048 if (below)
1049 below->above = above;
1050
1051 /* we set up values so that it could be inserted into
1052 * the map, but we don't actually do that - it is up
1053 * to the caller to decide what we want to do.
1054 */
1055 x = env->x, y = env->y;
1056 map = env->map;
1057 above = 0, below = 0;
1058 env = 0;
1059 } 1101 }
1060 else if (map) 1102 else if (map)
1061 { 1103 {
1062 if (type == PLAYER)
1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true; 1104 map->dirty = true;
1075 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1076 1106
1107 if (object *pl = ms.player ())
1108 {
1109 if (is_player ())
1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1114 // leaving a spot always closes any open container on the ground
1115 if (container && !container->env)
1116 // this causes spurious floorbox updates, but it ensures
1117 // that the CLOSE event is being sent.
1118 close_container ();
1119
1120 --map->players;
1121 map->touch ();
1122 }
1123 else if (pl->container_ () == this)
1124 {
1125 // removing a container should close it
1126 close_container ();
1127 }
1128
1129 esrv_del_item (pl->contr, count);
1130 }
1131
1077 /* link the object above us */ 1132 /* link the object above us */
1078 if (above) 1133 // re-link, make sure compiler can easily use cmove
1079 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1080 else 1135 *(below ? &below->above : &ms.bot) = above;
1081 ms.top = below; /* we were top, set new top */
1082
1083 /* Relink the object below us, if there is one */
1084 if (below)
1085 below->above = above;
1086 else
1087 {
1088 /* Nothing below, which means we need to relink map object for this space
1089 * use translated coordinates in case some oddness with map tiling is
1090 * evident
1091 */
1092 if (GET_MAP_OB (map, x, y) != this)
1093 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 ());
1094
1095 ms.bot = above; /* goes on above it. */
1096 }
1097 1136
1098 above = 0; 1137 above = 0;
1099 below = 0; 1138 below = 0;
1100 1139
1140 ms.invalidate ();
1141
1101 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1102 return; 1143 return;
1103 1144
1104 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1105 1146
1106 if (object *pl = ms.player ()) 1147 if (object *pl = ms.player ())
1107 { 1148 {
1108 if (pl->container == this) 1149 if (pl->container_ () == this)
1109 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1111 * appropriately. 1152 * appropriately.
1112 */ 1153 */
1113 pl->close_container (); 1154 pl->close_container ();
1114 1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1115 pl->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1116 } 1161 }
1117 1162
1163 if (check_walk_off)
1118 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1119 { 1165 {
1166 above = tmp->above;
1167
1120 /* No point updating the players look faces if he is the object 1168 /* No point updating the players look faces if he is the object
1121 * being removed. 1169 * being removed.
1122 */ 1170 */
1123 1171
1124 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1125 if (check_walk_off
1126 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1128 {
1129 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1130
1131 if (destroyed ())
1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1133 } 1176 }
1134 1177
1135 last = tmp; 1178 if (affects_los ())
1136 }
1137
1138 /* last == NULL if there are no objects on this space */
1139 //TODO: this makes little sense, why only update the topmost object?
1140 if (!last)
1141 map->at (x, y).flags_ = 0;
1142 else
1143 update_object (last, UP_OBJ_REMOVE);
1144
1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1146 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1147 } 1180 }
1148} 1181}
1149 1182
1150/* 1183/*
1164 if (!top) 1197 if (!top)
1165 for (top = op; top && top->above; top = top->above) 1198 for (top = op; top && top->above; top = top->above)
1166 ; 1199 ;
1167 1200
1168 for (; top; top = top->below) 1201 for (; top; top = top->below)
1169 {
1170 if (top == op)
1171 continue;
1172
1173 if (object::can_merge (op, top)) 1202 if (object::can_merge (op, top))
1174 { 1203 {
1175 top->nrof += op->nrof; 1204 top->nrof += op->nrof;
1176 1205
1177/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1206 if (object *pl = top->visible_to ())
1178 op->weight = 0; /* Don't want any adjustements now */ 1207 esrv_update_item (UPD_NROF, pl, top);
1208
1209 op->weight = 0; // cancel the addition above
1210 op->carrying = 0; // must be 0 already
1211
1179 op->destroy (); 1212 op->destroy ();
1213
1180 return top; 1214 return top;
1181 } 1215 }
1182 }
1183 1216
1184 return 0; 1217 return 0;
1185} 1218}
1186 1219
1187void 1220void
1212 * job preparing multi-part monsters. 1245 * job preparing multi-part monsters.
1213 */ 1246 */
1214object * 1247object *
1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216{ 1249{
1250 op->remove ();
1251
1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1252 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 { 1253 {
1219 tmp->x = x + tmp->arch->x; 1254 tmp->x = x + tmp->arch->x;
1220 tmp->y = y + tmp->arch->y; 1255 tmp->y = y + tmp->arch->y;
1221 } 1256 }
1244 * just 'op' otherwise 1279 * just 'op' otherwise
1245 */ 1280 */
1246object * 1281object *
1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1283{
1249 assert (!op->flag [FLAG_FREED]);
1250
1251 object *top, *floor = NULL;
1252
1253 op->remove (); 1284 op->remove ();
1285
1286 if (m == &freed_map)//D TODO: remove soon
1287 {//D
1288 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1289 }//D
1254 1290
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1293 * need extra work
1258 */ 1294 */
1295 maptile *newmap = m;
1259 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (newmap, op->x, op->y))
1260 { 1297 {
1261 op->destroy (); 1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1262 return 0; 1299 return 0;
1263 } 1300 }
1264 1301
1265 if (object *more = op->more) 1302 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag)) 1303 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0; 1304 return 0;
1268 1305
1269 CLEAR_FLAG (op, FLAG_REMOVED); 1306 op->flag [FLAG_REMOVED] = false;
1270 1307 op->env = 0;
1271 op->map = m; 1308 op->map = newmap;
1309
1272 mapspace &ms = op->ms (); 1310 mapspace &ms = op->ms ();
1273 1311
1274 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1275 */ 1313 */
1276 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1278 if (object::can_merge (op, tmp)) 1316 if (object::can_merge (op, tmp))
1279 { 1317 {
1318 // TODO: we actually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp
1320 // from here :/
1280 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1281 tmp->destroy (); 1322 tmp->destroy ();
1282 } 1323 }
1283 1324
1284 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1293 { 1334 {
1294 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1295 abort (); 1336 abort ();
1296 } 1337 }
1297 1338
1339 if (!originator->is_on_map ())
1340 {
1341 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1345
1298 op->above = originator; 1346 op->above = originator;
1299 op->below = originator->below; 1347 op->below = originator->below;
1300
1301 if (op->below)
1302 op->below->above = op;
1303 else
1304 ms.bot = op;
1305
1306 /* since *below* originator, no need to update top */
1307 originator->below = op; 1348 originator->below = op;
1349
1350 *(op->below ? &op->below->above : &ms.bot) = op;
1308 } 1351 }
1309 else 1352 else
1310 { 1353 {
1311 top = ms.bot; 1354 object *floor = 0;
1355 object *top = ms.top;
1312 1356
1313 /* If there are other objects, then */ 1357 /* If there are other objects, then */
1314 if (top) 1358 if (top)
1315 { 1359 {
1316 object *last = 0;
1317
1318 /* 1360 /*
1319 * If there are multiple objects on this space, we do some trickier handling. 1361 * If there are multiple objects on this space, we do some trickier handling.
1320 * We've already dealt with merging if appropriate. 1362 * We've already dealt with merging if appropriate.
1321 * Generally, we want to put the new object on top. But if 1363 * Generally, we want to put the new object on top. But if
1322 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1325 * once we get to them. This reduces the need to traverse over all of 1367 * once we get to them. This reduces the need to traverse over all of
1326 * them when adding another one - this saves quite a bit of cpu time 1368 * them when adding another one - this saves quite a bit of cpu time
1327 * when lots of spells are cast in one area. Currently, it is presumed 1369 * when lots of spells are cast in one area. Currently, it is presumed
1328 * that flying non pickable objects are spell objects. 1370 * that flying non pickable objects are spell objects.
1329 */ 1371 */
1330 for (top = ms.bot; top; top = top->above) 1372 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1331 { 1373 {
1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1374 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1333 floor = top; 1375 floor = tmp;
1334 1376
1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1377 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1336 { 1378 {
1337 /* We insert above top, so we want this object below this */ 1379 /* We insert above top, so we want this object below this */
1338 top = top->below; 1380 top = tmp->below;
1339 break; 1381 break;
1340 } 1382 }
1341 1383
1342 last = top; 1384 top = tmp;
1343 } 1385 }
1344
1345 /* Don't want top to be NULL, so set it to the last valid object */
1346 top = last;
1347 1386
1348 /* We let update_position deal with figuring out what the space 1387 /* We let update_position deal with figuring out what the space
1349 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1350 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1351 */ 1390 */
1358 */ 1397 */
1359 if (!(flag & INS_ON_TOP) 1398 if (!(flag & INS_ON_TOP)
1360 && ms.flags () & P_BLOCKSVIEW 1399 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility)) 1400 && (op->face && !faces [op->face].visibility))
1362 { 1401 {
1402 object *last;
1403
1363 for (last = top; last != floor; last = last->below) 1404 for (last = top; last != floor; last = last->below)
1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1405 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1365 break; 1406 break;
1366 1407
1367 /* Check to see if we found the object that blocks view, 1408 /* Check to see if we found the object that blocks view,
1375 } /* If objects on this space */ 1416 } /* If objects on this space */
1376 1417
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1418 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1419 top = floor;
1379 1420
1380 /* Top is the object that our object (op) is going to get inserted above. 1421 // insert object above top, or bottom-most if top = 0
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1422 if (!top)
1385 { 1423 {
1424 op->below = 0;
1386 op->above = ms.bot; 1425 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1426 ms.bot = op;
1427
1428 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1429 }
1394 else 1430 else
1395 { /* get inserted into the stack above top */ 1431 {
1396 op->above = top->above; 1432 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1433 top->above = op;
1400 1434
1401 op->below = top; 1435 op->below = top;
1402 top->above = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1437 }
1438 }
1404 1439
1405 if (!op->above) 1440 if (op->is_player ())
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 { 1441 {
1411 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1412 ++op->map->players; 1443 ++op->map->players;
1413 op->map->touch (); 1444 op->map->touch ();
1414 } 1445 }
1415 1446
1416 op->map->dirty = true; 1447 op->map->dirty = true;
1417 1448
1418 if (object *pl = ms.player ()) 1449 if (object *pl = ms.player ())
1450 //TODO: the floorbox prev/next might need updating
1451 //esrv_send_item (pl, op);
1452 //TODO: update floorbox to preserve ordering
1453 if (pl->contr->ns)
1419 pl->contr->ns->floorbox_update (); 1454 pl->contr->ns->floorbox_update ();
1420 1455
1421 /* If this object glows, it may affect lighting conditions that are 1456 /* If this object glows, it may affect lighting conditions that are
1422 * visible to others on this map. But update_all_los is really 1457 * visible to others on this map. But update_all_los is really
1423 * an inefficient way to do this, as it means los for all players 1458 * an inefficient way to do this, as it means los for all players
1424 * on the map will get recalculated. The players could very well 1459 * on the map will get recalculated. The players could very well
1425 * be far away from this change and not affected in any way - 1460 * be far away from this change and not affected in any way -
1426 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1427 * or just updating the P_UPTODATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1428 * of effect may be sufficient. 1463 * of effect may be sufficient.
1429 */ 1464 */
1430 if (op->map->darkness && (op->glow_radius != 0)) 1465 if (op->affects_los ())
1466 {
1467 op->ms ().invalidate ();
1431 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1469 }
1432 1470
1433 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1434 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1435 1473
1436 INVOKE_OBJECT (INSERT, op); 1474 INVOKE_OBJECT (INSERT, op);
1443 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1444 * update_object(). 1482 * update_object().
1445 */ 1483 */
1446 1484
1447 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* if this is not the head or flag has been passed, don't check walk on status */
1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1449 { 1487 {
1450 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1451 return 0; 1489 return 0;
1452 1490
1453 /* If we are a multi part object, lets work our way through the check 1491 /* If we are a multi part object, lets work our way through the check
1464/* this function inserts an object in the map, but if it 1502/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1503 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1504 * op is the object to insert it under: supplies x and the map.
1467 */ 1505 */
1468void 1506void
1469replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1470{ 1508{
1471 object *tmp, *tmp1;
1472
1473 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1474 1510
1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1477 tmp->destroy (); 1513 tmp->destroy ();
1478 1514
1479 tmp1 = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1480 1516
1481 tmp1->x = op->x; 1517 tmp->x = op->x;
1482 tmp1->y = op->y; 1518 tmp->y = op->y;
1519
1483 insert_ob_in_map (tmp1, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1484} 1521}
1485 1522
1486object * 1523object *
1487object::insert_at (object *where, object *originator, int flags) 1524object::insert_at (object *where, object *originator, int flags)
1488{ 1525{
1526 if (where->env)
1527 return where->env->insert (this);
1528 else
1489 return where->map->insert (this, where->x, where->y, originator, flags); 1529 return where->map->insert (this, where->x, where->y, originator, flags);
1490} 1530}
1491 1531
1492/* 1532/*
1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1494 * is returned contains nr objects, and the remaining parts contains
1495 * the rest (or is removed and freed if that number is 0).
1496 * On failure, NULL is returned, and the reason put into the
1497 * global static errmsg array.
1498 */
1499object *
1500get_split_ob (object *orig_ob, uint32 nr)
1501{
1502 object *newob;
1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1504
1505 if (orig_ob->nrof < nr)
1506 {
1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1508 return NULL;
1509 }
1510
1511 newob = object_create_clone (orig_ob);
1512
1513 if ((orig_ob->nrof -= nr) < 1)
1514 orig_ob->destroy (1);
1515 else if (!is_removed)
1516 {
1517 if (orig_ob->env != NULL)
1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1520 {
1521 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1522 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1523 return NULL;
1524 }
1525 }
1526
1527 newob->nrof = nr;
1528
1529 return newob;
1530}
1531
1532/*
1533 * decrease_ob_nr(object, number) decreases a specified number from 1533 * decrease(object, number) decreases a specified number from
1534 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1535 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1536 * 1536 *
1537 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1538 */ 1538 */
1539bool
1540object::decrease (sint32 nr)
1541{
1542 if (!nr)
1543 return true;
1544
1545 nr = min (nr, nrof);
1546
1547 if (nrof > nr)
1548 {
1549 nrof -= nr;
1550 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551
1552 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this);
1554
1555 return true;
1556 }
1557 else
1558 {
1559 destroy ();
1560 return false;
1561 }
1562}
1563
1564/*
1565 * split(ob,nr) splits up ob into two parts. The part which
1566 * is returned contains nr objects, and the remaining parts contains
1567 * the rest (or is removed and returned if that number is 0).
1568 * On failure, NULL is returned.
1569 */
1539object * 1570object *
1540decrease_ob_nr (object *op, uint32 i) 1571object::split (sint32 nr)
1541{ 1572{
1542 object *tmp; 1573 int have = number_of ();
1543 1574
1544 if (i == 0) /* objects with op->nrof require this check */ 1575 if (have < nr)
1545 return op; 1576 return 0;
1546 1577 else if (have == nr)
1547 if (i > op->nrof)
1548 i = op->nrof;
1549
1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1551 op->nrof -= i;
1552 else if (op->env)
1553 { 1578 {
1554 /* is this object in the players inventory, or sub container
1555 * therein?
1556 */
1557 tmp = op->in_player ();
1558 /* nope. Is this a container the player has opened?
1559 * If so, set tmp to that player.
1560 * IMO, searching through all the players will mostly
1561 * likely be quicker than following op->env to the map,
1562 * and then searching the map for a player.
1563 */
1564 if (!tmp)
1565 for_all_players (pl)
1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1569 break;
1570 }
1571
1572 if (i < op->nrof)
1573 {
1574 sub_weight (op->env, op->weight * i);
1575 op->nrof -= i;
1576 if (tmp)
1577 esrv_send_item (tmp, op);
1578 }
1579 else
1580 {
1581 op->remove (); 1579 remove ();
1582 op->nrof = 0; 1580 return this;
1583 if (tmp)
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 } 1581 }
1587 else 1582 else
1588 { 1583 {
1589 object *above = op->above; 1584 decrease (nr);
1590 1585
1591 if (i < op->nrof) 1586 object *op = deep_clone ();
1592 op->nrof -= i; 1587 op->nrof = nr;
1593 else
1594 {
1595 op->remove ();
1596 op->nrof = 0;
1597 }
1598
1599 /* Since we just removed op, op->above is null */
1600 for (tmp = above; tmp; tmp = tmp->above)
1601 if (tmp->type == PLAYER)
1602 {
1603 if (op->nrof)
1604 esrv_send_item (tmp, op);
1605 else
1606 esrv_del_item (tmp->contr, op->count);
1607 }
1608 }
1609
1610 if (op->nrof)
1611 return op; 1588 return op;
1612 else
1613 {
1614 op->destroy ();
1615 return 0;
1616 }
1617}
1618
1619/*
1620 * add_weight(object, weight) adds the specified weight to an object,
1621 * and also updates how much the environment(s) is/are carrying.
1622 */
1623void
1624add_weight (object *op, signed long weight)
1625{
1626 while (op != NULL)
1627 {
1628 if (op->type == CONTAINER)
1629 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1630
1631 op->carrying += weight;
1632 op = op->env;
1633 } 1589 }
1634} 1590}
1635 1591
1636object * 1592object *
1637insert_ob_in_ob (object *op, object *where) 1593insert_ob_in_ob (object *op, object *where)
1662 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1663 */ 1619 */
1664object * 1620object *
1665object::insert (object *op) 1621object::insert (object *op)
1666{ 1622{
1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1668 op->remove ();
1669
1670 if (op->more) 1623 if (op->more)
1671 { 1624 {
1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1625 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 return op; 1626 return op;
1674 } 1627 }
1675 1628
1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1629 op->remove ();
1677 CLEAR_FLAG (op, FLAG_REMOVED); 1630
1631 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1678 1632
1679 if (op->nrof) 1633 if (op->nrof)
1680 {
1681 for (object *tmp = inv; tmp; tmp = tmp->below) 1634 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1635 if (object::can_merge (tmp, op))
1683 { 1636 {
1684 /* return the original object and remove inserted object 1637 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1638 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1639 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1640
1688 * tmp->nrof, we need to increase the weight. 1641 if (object *pl = tmp->visible_to ())
1689 */ 1642 esrv_update_item (UPD_NROF, pl, tmp);
1643
1690 add_weight (this, op->weight * op->nrof); 1644 adjust_weight (this, op->total_weight ());
1691 SET_FLAG (op, FLAG_REMOVED); 1645
1692 op->destroy (); /* free the inserted object */ 1646 op->destroy ();
1693 op = tmp; 1647 op = tmp;
1694 op->remove (); /* and fix old object's links */ 1648 goto inserted;
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 } 1649 }
1698 1650
1699 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709
1710 if (object *otmp = this->in_player ())
1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 otmp->update_stats ();
1713
1714 op->owner = 0; // its his/hers now. period. 1651 op->owner = 0; // it's his/hers now. period.
1715 op->map = 0; 1652 op->map = 0;
1653 op->x = 0;
1654 op->y = 0;
1655
1656 op->above = 0;
1657 op->below = inv;
1716 op->env = this; 1658 op->env = this;
1717 op->above = 0;
1718 op->below = 0;
1719 op->x = op->y = 0;
1720 1659
1660 if (inv)
1661 inv->above = op;
1662
1663 inv = op;
1664
1665 op->flag [FLAG_REMOVED] = 0;
1666
1667 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op);
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672inserted:
1721 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1722 if (op->glow_radius && map) 1674 if (op->glow_radius && is_on_map ())
1723 { 1675 {
1724#ifdef DEBUG_LIGHTS 1676 update_stats ();
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 { 1678 }
1738 op->below = inv; 1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1739 op->below->above = op; 1680 // if this is a player's inventory, update stats
1740 inv = op; 1681 update_stats ();
1741 }
1742 1682
1743 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1744 1684
1745 return op; 1685 return op;
1746} 1686}
1766 * on top. 1706 * on top.
1767 */ 1707 */
1768int 1708int
1769check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1770{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1771 object *tmp; 1714 object *tmp;
1772 maptile *m = op->map; 1715 maptile *m = op->map;
1773 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1774 1717
1775 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1776 1719
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1778 return 0;
1779 1721
1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1783 1725
1784 /* if nothing on this space will slow op down or be applied, 1726 /* if nothing on this space will slow op down or be applied,
1785 * no need to do checking below. have to make sure move_type 1727 * no need to do checking below. have to make sure move_type
1786 * is set, as lots of objects don't have it set - we treat that 1728 * is set, as lots of objects don't have it set - we treat that
1787 * as walking. 1729 * as walking.
1798 return 0; 1740 return 0;
1799 1741
1800 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1801 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1802 */ 1744 */
1803 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1805 {
1806 /* Trim the search when we find the first other spell effect
1807 * this helps performance so that if a space has 50 spell objects,
1808 * we don't need to check all of them.
1809 */
1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811 break;
1812 } 1746 {
1747 next = tmp->below;
1813 1748
1814 for (; tmp; tmp = tmp->below)
1815 {
1816 if (tmp == op) 1749 if (tmp == op)
1817 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1818 1751
1819 /* Check to see if one of the movement types should be slowed down. 1752 /* Check to see if one of the movement types should be slowed down.
1820 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1825 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1826 { 1759 {
1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1761 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1829 { 1762 {
1830
1831 float
1832 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1833 1764
1834 if (op->type == PLAYER) 1765 if (op->is_player ())
1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1837 diff /= 4.0; 1768 diff /= 4.0;
1838 1769
1839 op->speed_left -= diff; 1770 op->speed_left -= diff;
1840 } 1771 }
1841 } 1772 }
1874 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1875 return NULL; 1806 return NULL;
1876 } 1807 }
1877 1808
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1880 return tmp; 1811 return tmp;
1881 1812
1882 return NULL; 1813 return NULL;
1883} 1814}
1884 1815
1948 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1949 */ 1880 */
1950object * 1881object *
1951present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1952{ 1883{
1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1954 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1955 return tmp; 1886 return tmp;
1956 1887
1957 return NULL; 1888 return NULL;
1958} 1889}
1959 1890
2047 * head of the object should correspond for the entire object. 1978 * head of the object should correspond for the entire object.
2048 */ 1979 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue; 1981 continue;
2051 1982
2052 if (ob->blocked (m, pos.x, pos.y)) 1983 if (ob->blocked (pos.m, pos.x, pos.y))
2053 continue; 1984 continue;
2054 1985
2055 altern [index++] = i; 1986 altern [index++] = i;
2056 } 1987 }
2057 1988
2125 * there is capable of. 2056 * there is capable of.
2126 */ 2057 */
2127int 2058int
2128find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2129{ 2060{
2130 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2131
2132 sint16 nx, ny;
2133 object *tmp;
2134 maptile *mp;
2135
2136 MoveType blocked, move_type; 2062 MoveType move_type;
2137 2063
2138 if (exclude && exclude->head_ () != exclude) 2064 if (exclude && exclude->head_ () != exclude)
2139 { 2065 {
2140 exclude = exclude->head; 2066 exclude = exclude->head;
2141 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2144 { 2070 {
2145 /* If we don't have anything, presume it can use all movement types. */ 2071 /* If we don't have anything, presume it can use all movement types. */
2146 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2147 } 2073 }
2148 2074
2149 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2150 { 2076 {
2151 mp = m; 2077 mapxy pos (m, x, y);
2152 nx = x + freearr_x[i]; 2078 pos.move (i);
2153 ny = y + freearr_y[i];
2154 2079
2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2156
2157 if (mflags & P_OUT_OF_MAP)
2158 max = maxfree[i]; 2081 max = maxfree[i];
2159 else 2082 else
2160 { 2083 {
2161 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2162 2085
2163 blocked = ms.move_block;
2164
2165 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2166 max = maxfree[i]; 2087 max = maxfree [i];
2167 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2168 { 2089 {
2169 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2172 break;
2173
2174 if (tmp)
2175 return freedir[i]; 2093 return freedir [i];
2176 } 2094 }
2177 } 2095 }
2178 } 2096 }
2179 2097
2180 return 0; 2098 return 0;
2255 * This basically means that if direction is 15, then it could either go 2173 * This basically means that if direction is 15, then it could either go
2256 * direction 4, 14, or 16 to get back to where we are. 2174 * direction 4, 14, or 16 to get back to where we are.
2257 * Moved from spell_util.c to object.c with the other related direction 2175 * Moved from spell_util.c to object.c with the other related direction
2258 * functions. 2176 * functions.
2259 */ 2177 */
2260int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2261 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2262 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2263 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2264 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2265 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2361int 2279int
2362can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2363{ 2281{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2284 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2367} 2285}
2368 2286
2369/* 2287/*
2370 * create clone from object to another 2288 * create clone from object to another
2371 */ 2289 */
2372object * 2290object *
2373object_create_clone (object *asrc) 2291object::deep_clone ()
2374{ 2292{
2375 object *dst = 0, *tmp, *src, *prev, *item; 2293 assert (("deep_clone called on non-head object", is_head ()));
2376 2294
2377 if (!asrc) 2295 object *dst = clone ();
2378 return 0;
2379 2296
2380 src = asrc->head_ (); 2297 object *prev = dst;
2381
2382 prev = 0;
2383 for (object *part = src; part; part = part->more) 2298 for (object *part = this->more; part; part = part->more)
2384 { 2299 {
2385 tmp = part->clone (); 2300 object *tmp = part->clone ();
2386 tmp->x -= src->x;
2387 tmp->y -= src->y;
2388
2389 if (!part->head)
2390 {
2391 dst = tmp;
2392 tmp->head = 0;
2393 }
2394 else
2395 tmp->head = dst; 2301 tmp->head = dst;
2396
2397 tmp->more = 0;
2398
2399 if (prev)
2400 prev->more = tmp; 2302 prev->more = tmp;
2401
2402 prev = tmp; 2303 prev = tmp;
2403 } 2304 }
2404 2305
2405 for (item = src->inv; item; item = item->below) 2306 for (object *item = inv; item; item = item->below)
2406 insert_ob_in_ob (object_create_clone (item), dst); 2307 insert_ob_in_ob (item->deep_clone (), dst);
2407 2308
2408 return dst; 2309 return dst;
2409} 2310}
2410 2311
2411/* This returns the first object in who's inventory that 2312/* This returns the first object in who's inventory that
2420 return tmp; 2321 return tmp;
2421 2322
2422 return 0; 2323 return 0;
2423} 2324}
2424 2325
2425/* If ob has a field named key, return the link from the list, 2326shstr_tmp
2426 * otherwise return NULL. 2327object::kv_get (shstr_tmp key) const
2427 *
2428 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing.
2430 */
2431key_value *
2432get_ob_key_link (const object *ob, const char *key)
2433{ 2328{
2434 for (key_value *link = ob->key_values; link; link = link->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2435 if (link->key == key) 2330 if (kv->key == key)
2436 return link;
2437
2438 return 0;
2439}
2440
2441/*
2442 * Returns the value of op has an extra_field for key, or NULL.
2443 *
2444 * The argument doesn't need to be a shared string.
2445 *
2446 * The returned string is shared.
2447 */
2448const char *
2449get_ob_key_value (const object *op, const char *const key)
2450{
2451 key_value *link;
2452 shstr_cmp canonical_key (key);
2453
2454 if (!canonical_key)
2455 {
2456 /* 1. There being a field named key on any object
2457 * implies there'd be a shared string to find.
2458 * 2. Since there isn't, no object has this field.
2459 * 3. Therefore, *this* object doesn't have this field.
2460 */
2461 return 0;
2462 }
2463
2464 /* This is copied from get_ob_key_link() above -
2465 * only 4 lines, and saves the function call overhead.
2466 */
2467 for (link = op->key_values; link; link = link->next)
2468 if (link->key == canonical_key)
2469 return link->value; 2331 return kv->value;
2470 2332
2471 return 0; 2333 return shstr ();
2472} 2334}
2473 2335
2474/* 2336void
2475 * Updates the canonical_key in op to value. 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2476 *
2477 * canonical_key is a shared string (value doesn't have to be).
2478 *
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys.
2481 *
2482 * Returns TRUE on success.
2483 */
2484int
2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2486{ 2338{
2487 key_value *field = NULL, *last = NULL; 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2488 2340 if (kv->key == key)
2489 for (field = op->key_values; field != NULL; field = field->next)
2490 {
2491 if (field->key != canonical_key)
2492 { 2341 {
2493 last = field; 2342 kv->value = value;
2494 continue; 2343 return;
2495 } 2344 }
2496 2345
2497 if (value) 2346 key_value *kv = new key_value;
2498 field->value = value; 2347
2499 else 2348 kv->next = key_values;
2349 kv->key = key;
2350 kv->value = value;
2351
2352 key_values = kv;
2353}
2354
2355void
2356object::kv_del (shstr_tmp key)
2357{
2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2359 if ((*kvp)->key == key)
2500 { 2360 {
2501 /* Basically, if the archetype has this key set, 2361 key_value *kv = *kvp;
2502 * we need to store the null value so when we save 2362 *kvp = (*kvp)->next;
2503 * it, we save the empty value so that when we load, 2363 delete kv;
2504 * we get this value back again. 2364 return;
2505 */
2506 if (get_ob_key_link (op->arch, canonical_key))
2507 field->value = 0;
2508 else
2509 {
2510 if (last)
2511 last->next = field->next;
2512 else
2513 op->key_values = field->next;
2514
2515 delete field;
2516 }
2517 } 2365 }
2518 return TRUE;
2519 }
2520 /* IF we get here, key doesn't exist */
2521
2522 /* No field, we'll have to add it. */
2523
2524 if (!add_key)
2525 return FALSE;
2526
2527 /* There isn't any good reason to store a null
2528 * value in the key/value list. If the archetype has
2529 * this key, then we should also have it, so shouldn't
2530 * be here. If user wants to store empty strings,
2531 * should pass in ""
2532 */
2533 if (value == NULL)
2534 return TRUE;
2535
2536 field = new key_value;
2537
2538 field->key = canonical_key;
2539 field->value = value;
2540 /* Usual prepend-addition. */
2541 field->next = op->key_values;
2542 op->key_values = field;
2543
2544 return TRUE;
2545}
2546
2547/*
2548 * Updates the key in op to value.
2549 *
2550 * If add_key is FALSE, this will only update existing keys,
2551 * and not add new ones.
2552 * In general, should be little reason FALSE is ever passed in for add_key
2553 *
2554 * Returns TRUE on success.
2555 */
2556int
2557set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2558{
2559 shstr key_ (key);
2560
2561 return set_ob_key_value_s (op, key_, value, add_key);
2562} 2366}
2563 2367
2564object::depth_iterator::depth_iterator (object *container) 2368object::depth_iterator::depth_iterator (object *container)
2565: iterator_base (container) 2369: iterator_base (container)
2566{ 2370{
2616{ 2420{
2617 char flagdesc[512]; 2421 char flagdesc[512];
2618 char info2[256 * 4]; 2422 char info2[256 * 4];
2619 char *p = info; 2423 char *p = info;
2620 2424
2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2425 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2622 count, 2426 count,
2623 uuid.c_str (), 2427 uuid.c_str (),
2624 &name, 2428 &name,
2625 title ? "\",title:\"" : "", 2429 title ? ",title:\"" : "",
2626 title ? (const char *)title : "", 2430 title ? (const char *)title : "",
2431 title ? "\"" : "",
2627 flag_desc (flagdesc, 512), type); 2432 flag_desc (flagdesc, 512), type);
2628 2433
2629 if (!this->flag[FLAG_REMOVED] && env) 2434 if (!flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2435 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2436
2632 if (map) 2437 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2438 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2439
2664object::open_container (object *new_container) 2469object::open_container (object *new_container)
2665{ 2470{
2666 if (container == new_container) 2471 if (container == new_container)
2667 return; 2472 return;
2668 2473
2669 if (object *old_container = container) 2474 object *old_container = container;
2475
2476 if (old_container)
2670 { 2477 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2478 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return; 2479 return;
2673 2480
2674#if 0 2481#if 0
2676 if (object *closer = old_container->inv) 2483 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON) 2484 if (closer->type == CLOSE_CON)
2678 closer->destroy (); 2485 closer->destroy ();
2679#endif 2486#endif
2680 2487
2488 // make sure the container is available
2489 esrv_send_item (this, old_container);
2490
2681 old_container->flag [FLAG_APPLIED] = 0; 2491 old_container->flag [FLAG_APPLIED] = false;
2682 container = 0; 2492 container = 0;
2683 2493
2494 // client needs item update to make it work, client bug requires this to be separate
2684 esrv_update_item (UPD_FLAGS, this, old_container); 2495 esrv_update_item (UPD_FLAGS, this, old_container);
2496
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2497 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2686 play_sound (sound_find ("chest_close")); 2498 play_sound (sound_find ("chest_close"));
2687 } 2499 }
2688 2500
2689 if (new_container) 2501 if (new_container)
2690 { 2502 {
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer); 2513 new_container->insert (closer);
2702 } 2514 }
2703#endif 2515#endif
2704 2516
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2706 2518
2519 // make sure the container is available, client bug requires this to be separate
2520 esrv_send_item (this, new_container);
2521
2707 new_container->flag [FLAG_APPLIED] = 1; 2522 new_container->flag [FLAG_APPLIED] = true;
2708 container = new_container; 2523 container = new_container;
2709 2524
2525 // client needs flag change
2710 esrv_update_item (UPD_FLAGS, this, new_container); 2526 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container); 2527 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open")); 2528 play_sound (sound_find ("chest_open"));
2713 } 2529 }
2530// else if (!old_container->env && contr && contr->ns)
2531// contr->ns->floorbox_reset ();
2714} 2532}
2715 2533
2716object * 2534object *
2717object::force_find (const shstr name) 2535object::force_find (shstr_tmp name)
2718{ 2536{
2719 /* cycle through his inventory to look for the MARK we want to 2537 /* cycle through his inventory to look for the MARK we want to
2720 * place 2538 * place
2721 */ 2539 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below) 2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2724 return splay (tmp); 2542 return splay (tmp);
2725 2543
2726 return 0; 2544 return 0;
2727} 2545}
2728 2546
2547//-GPL
2548
2729void 2549void
2550object::force_set_timer (int duration)
2551{
2552 this->duration = 1;
2553 this->speed_left = -1.f;
2554
2555 this->set_speed (duration ? 1.f / duration : 0.f);
2556}
2557
2558object *
2730object::force_add (const shstr name, int duration) 2559object::force_add (shstr_tmp name, int duration)
2731{ 2560{
2732 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2733 force->destroy (); 2562 force->destroy ();
2734 2563
2735 object *force = get_archetype (FORCE_NAME); 2564 object *force = get_archetype (FORCE_NAME);
2736 2565
2737 force->slaying = name; 2566 force->slaying = name;
2738 force->stats.food = 1; 2567 force->force_set_timer (duration);
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2744 2569
2745 insert (force); 2570 return insert (force);
2746} 2571}
2747 2572
2748void 2573void
2749object::play_sound (faceidx sound) const 2574object::play_sound (faceidx sound) const
2750{ 2575{
2751 if (!sound) 2576 if (!sound)
2752 return; 2577 return;
2753 2578
2754 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2755 return; 2604 return;
2756 2605
2757 if (env) 2606 // find old force, or create new one
2758 { 2607 object *force = force_find (shstr_noise_force);
2759 if (object *pl = in_player ()) 2608
2760 pl->contr->play_sound (sound); 2609 if (force)
2761 } 2610 force->speed_left = -1.f; // patch old speed up
2762 else 2611 else
2763 map->play_sound (sound, x, y); 2612 {
2764} 2613 force = archetype::get (shstr_noise_force);
2765 2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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