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Comparing deliantra/server/common/object.C (file contents):
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.297 by root, Sat Nov 7 18:30:05 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/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27 24
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h> 31#include <loader.h>
36 32
37#include <bitset> 33#include <bitset>
38 34
39UUID UUID::cur; 35UUID UUID::cur;
40static uint64_t seq_next_save; 36static uint64_t seq_next_save;
41static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
42 39
43objectvec objects; 40objectvec objects;
44activevec actives; 41activevec actives;
42
43//+GPL
45 44
46short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
47 0, 46 0,
48 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
49 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
53 0, 52 0,
54 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
55 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
56 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
57}; 56};
58int maxfree[SIZEOFFREE] = {
59 0,
60 9, 10, 13, 14, 17, 18, 21, 22,
61 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
62 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
63};
64int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
65 0, 58 0,
66 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
67 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69}; 69};
70 70
71static void 71static void
72write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
73{ 73{
144 144
145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
146static bool 146static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
148{ 148{
149 key_value *wants_field;
150
151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* n-squared behaviour (see kv_get), but I'm hoping both
152 * objects with lists are rare, and lists stay short. If not, use a 150 * objects with lists are rare, and lists stay short. If not, use a
153 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
154 */ 152 */
155 153
156 /* For each field in wants, */ 154 /* For each field in wants, */
157 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
158 { 156 if (has->kv_get (kv->key) != kv->value)
159 key_value *has_field; 157 return false;
160
161 /* Look for a field in has with the same key. */
162 has_field = get_ob_key_link (has, wants_field->key);
163
164 if (!has_field)
165 return 0; /* No field with that name. */
166
167 /* Found the matching field. */
168 if (has_field->value != wants_field->value)
169 return 0; /* Values don't match, so this half of the comparison is false. */
170
171 /* If we get here, we found a match. Now for the next field in wants. */
172 }
173 158
174 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
175 return 1; 160 return true;
176} 161}
177 162
178/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
179static bool 164static bool
180compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
181{ 166{
182 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
183 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
184 */ 169 */
185 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
186} 172}
187 173
188/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
189 * they can be merged together. 175 * they can be merged together.
190 * 176 *
200bool object::can_merge_slow (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
201{ 187{
202 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
203 if (ob1 == ob2 189 if (ob1 == ob2
204 || ob1->type != ob2->type 190 || ob1->type != ob2->type
205 || ob1->speed != ob2->speed 191 || fabs (ob1->speed - ob2->speed) < MIN_ACTIVE_SPEED
206 || ob1->value != ob2->value 192 || ob1->value != ob2->value
207 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
208 return 0; 194 return 0;
209 195
210 /* Do not merge objects if nrof would overflow. First part checks 196 /* Do not merge objects if nrof would overflow, assume nrof
211 * for unsigned overflow (2c), second part checks wether the result 197 * is always 0 .. 2**31-1 */
212 * would fit into a 32 bit signed int, which is often used to hold 198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
216 return 0; 199 return 0;
217 200
218 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* If the objects have been identified, set the BEEN_APPLIED flag.
219 * This is to the comparison of the flags below will be OK. We 202 * This is to the comparison of the flags below will be OK. We
220 * just can't ignore the been applied or identified flags, as they 203 * just can't ignore the been applied or identified flags, as they
225 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
226 209
227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
228 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
229 212
230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 213 if (ob1->arch->archname != ob2->arch->archname
231 || ob1->arch != ob2->arch
232 || ob1->name != ob2->name 214 || ob1->name != ob2->name
233 || ob1->title != ob2->title 215 || ob1->title != ob2->title
234 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
235 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
239 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
240 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
241 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
242 || ob1->value != ob2->value 222 || ob1->value != ob2->value
243 || ob1->animation_id != ob2->animation_id 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
244 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
245 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
246 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
247 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
248 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
249 || ob1->move_block != ob2->move_block 230 || ob1->move_block != ob2->move_block
250 || ob1->move_allow != ob2->move_allow 231 || ob1->move_allow != ob2->move_allow
251 || ob1->move_on != ob2->move_on 232 || ob1->move_on != ob2->move_on
252 || ob1->move_off != ob2->move_off 233 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow 234 || ob1->move_slow != ob2->move_slow
254 || ob1->move_slow_penalty != ob2->move_slow_penalty) 235 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) < (1.f / 1024.f)
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
238 return 0;
239
240 if ((ob1->flag ^ ob2->flag)
241 .reset (FLAG_INV_LOCKED)
242 .reset (FLAG_REMOVED)
243 .any ())
255 return 0; 244 return 0;
256 245
257 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
258 * not merge objects with real inventories, as splitting them 247 * not merge objects with real inventories, as splitting them
259 * is hard. 248 * is hard.
298 287
299 if (ob1->key_values || ob2->key_values) 288 if (ob1->key_values || ob2->key_values)
300 { 289 {
301 /* At least one of these has key_values. */ 290 /* At least one of these has key_values. */
302 if ((!ob1->key_values) != (!ob2->key_values)) 291 if ((!ob1->key_values) != (!ob2->key_values))
303 /* One has fields, but the other one doesn't. */ 292 return 0; /* One has fields, but the other one doesn't. */
304 return 0; 293
305 else if (!compare_ob_value_lists (ob1, ob2)) 294 if (!compare_ob_value_lists (ob1, ob2))
306 return 0; 295 return 0;
307 } 296 }
308 297
309 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
310 { 299 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 305 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 306 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318 307
319 if (k1 != k2) 308 if (k1 != k2)
320 return 0; 309 return 0;
310
321 else if (k1 == 0) 311 if (k1 == 0)
322 return 1; 312 return 1;
313
323 else if (!cfperl_can_merge (ob1, ob2)) 314 if (!cfperl_can_merge (ob1, ob2))
324 return 0; 315 return 0;
325 } 316 }
326 } 317 }
327 318
328 /* Everything passes, must be OK. */ 319 /* Everything passes, must be OK. */
329 return 1; 320 return 1;
330} 321}
331 322
323// find player who can see this object
324object *
325object::visible_to () const
326{
327 if (client_visible () && !flag [FLAG_REMOVED])
328 {
329 // see if we are in a container of sorts
330 if (env)
331 {
332 // the player inventory itself is always visible
333 if (env->is_player ())
334 return env;
335
336 // else a player could have our env open
337 object *envest = env->outer_env_or_self ();
338
339 // the player itself is always on a map, so we will find him here
340 // even if our inv is in a player.
341 if (envest->is_on_map ())
342 if (object *pl = envest->ms ().player ())
343 if (pl->container_ () == env)
344 return pl;
345 }
346 else
347 {
348 // maybe there is a player standing on the same mapspace
349 // this will catch the case where "this" is a player
350 if (object *pl = ms ().player ())
351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
353 return pl;
354 }
355 }
356
357 return 0;
358}
359
360// adjust weight per container type ("of holding")
332static sint32 361static sint32
333weight_adjust (object *op, sint32 weight) 362weight_adjust_for (object *op, sint32 weight)
334{ 363{
335 return op->type == CONTAINER 364 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight; 366 : weight;
338} 367}
339 368
340/* 369/*
341 * add_weight(object, weight) adds the specified weight to an object, 370 * adjust_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying. 371 * and also updates how much the environment(s) is/are carrying.
343 */ 372 */
344static void 373static void
345add_weight (object *op, sint32 weight) 374adjust_weight (object *op, sint32 weight)
346{ 375{
347 while (op) 376 while (op)
348 { 377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
349 weight = weight_adjust (op, weight); 380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
382
383 if (!weight)
384 return;
350 385
351 op->carrying += weight; 386 op->carrying += weight;
387
388 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op);
391
352 op = op->env; 392 op = op->env;
353 } 393 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364} 394}
365 395
366/* 396/*
367 * this is a recursive function which calculates the weight 397 * this is a recursive function which calculates the weight
368 * an object is carrying. It goes through op and figures out how much 398 * an object is carrying. It goes through op and figures out how much
379 op->update_weight (); 409 op->update_weight ();
380 410
381 sum += op->total_weight (); 411 sum += op->total_weight ();
382 } 412 }
383 413
384 carrying = weight_adjust (this, sum); 414 sum = weight_adjust_for (this, sum);
385}
386 415
416 if (sum != carrying)
417 {
418 carrying = sum;
419
420 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this);
423 }
424}
425
387/* 426/*
388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 427 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
389 * Some error messages.
390 * The result of the dump is stored in the static global errmsg array.
391 */ 428 */
392char * 429char *
393dump_object (object *op) 430dump_object (object *op)
394{ 431{
395 if (!op) 432 if (!op)
398 object_freezer freezer; 435 object_freezer freezer;
399 op->write (freezer); 436 op->write (freezer);
400 return freezer.as_string (); 437 return freezer.as_string ();
401} 438}
402 439
403/* 440char *
404 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
405 * multi-object 1 which is closest to the second object.
406 * If it's not a multi-object, it is returned.
407 */
408object *
409get_nearest_part (object *op, const object *pl)
410{ 442{
411 object *tmp, *closest; 443 return dump_object (this);
412 int last_dist, i;
413
414 if (op->more == NULL)
415 return op;
416 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
417 if ((i = distance (tmp, pl)) < last_dist)
418 closest = tmp, last_dist = i;
419 return closest;
420} 444}
421 445
422/* 446/*
423 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
448 * VERRRY slow.
424 */ 449 */
425object * 450object *
426find_object (tag_t i) 451find_object (tag_t i)
427{ 452{
428 for_all_objects (op) 453 for_all_objects (op)
439 */ 464 */
440object * 465object *
441find_object_name (const char *str) 466find_object_name (const char *str)
442{ 467{
443 shstr_cmp str_ (str); 468 shstr_cmp str_ (str);
444 object *op;
445 469
470 if (str_)
446 for_all_objects (op) 471 for_all_objects (op)
447 if (op->name == str_) 472 if (op->name == str_)
448 break; 473 return op;
449 474
450 return op; 475 return 0;
451} 476}
452 477
453/* 478/*
454 * Sets the owner and sets the skill and exp pointers to owner's current 479 * Sets the owner and sets the skill and exp pointers to owner's current
455 * skill and experience objects. 480 * skill and experience objects.
517 update_stats (); 542 update_stats ();
518 543
519 new_draw_info_format (NDI_UNIQUE, 0, this, 544 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, " 545 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. " 546 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name); 547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
523 return false; 549 return false;
524 } 550 }
525 551
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 } 553 }
553 } 579 }
554 580
555 op->key_values = 0; 581 op->key_values = 0;
556} 582}
557 583
558object & 584/*
559object::operator =(const object &src) 585 * copy_to first frees everything allocated by the dst object,
586 * and then copies the contents of itself into the second
587 * object, allocating what needs to be allocated. Basically, any
588 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
589 * if the first object is freed, the pointers in the new object
590 * will point at garbage.
591 */
592void
593object::copy_to (object *dst)
560{ 594{
561 bool is_freed = flag [FLAG_FREED]; 595 dst->remove ();
562 bool is_removed = flag [FLAG_REMOVED];
563
564 *(object_copy *)this = src; 596 *(object_copy *)dst = *this;
565
566 flag [FLAG_FREED] = is_freed;
567 flag [FLAG_REMOVED] = is_removed; 597 dst->flag [FLAG_REMOVED] = true;
568 598
569 /* Copy over key_values, if any. */ 599 /* Copy over key_values, if any. */
570 if (src.key_values) 600 if (key_values)
571 { 601 {
572 key_value *tail = 0; 602 key_value *tail = 0;
573 key_values = 0; 603 dst->key_values = 0;
574 604
575 for (key_value *i = src.key_values; i; i = i->next) 605 for (key_value *i = key_values; i; i = i->next)
576 { 606 {
577 key_value *new_link = new key_value; 607 key_value *new_link = new key_value;
578 608
579 new_link->next = 0; 609 new_link->next = 0;
580 new_link->key = i->key; 610 new_link->key = i->key;
581 new_link->value = i->value; 611 new_link->value = i->value;
582 612
583 /* Try and be clever here, too. */ 613 /* Try and be clever here, too. */
584 if (!key_values) 614 if (!dst->key_values)
585 { 615 {
586 key_values = new_link; 616 dst->key_values = new_link;
587 tail = new_link; 617 tail = new_link;
588 } 618 }
589 else 619 else
590 { 620 {
591 tail->next = new_link; 621 tail->next = new_link;
592 tail = new_link; 622 tail = new_link;
593 } 623 }
594 } 624 }
595 } 625 }
596}
597
598/*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610 626
611 if (speed < 0) 627 if (speed < 0)
612 dst->speed_left -= rndm (); 628 dst->speed_left -= rndm ();
613 629
614 dst->set_speed (dst->speed); 630 dst->activate ();
615} 631}
616 632
617void 633void
618object::instantiate () 634object::instantiate ()
619{ 635{
636object * 652object *
637object::clone () 653object::clone ()
638{ 654{
639 object *neu = create (); 655 object *neu = create ();
640 copy_to (neu); 656 copy_to (neu);
657 neu->map = map; // not copied by copy_to
641 return neu; 658 return neu;
642} 659}
643 660
644/* 661/*
645 * If an object with the IS_TURNABLE() flag needs to be turned due 662 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * This function needs to be called whenever the speed of an object changes. 679 * This function needs to be called whenever the speed of an object changes.
663 */ 680 */
664void 681void
665object::set_speed (float speed) 682object::set_speed (float speed)
666{ 683{
667 if (flag [FLAG_FREED] && speed)
668 {
669 LOG (llevError, "Object %s is freed but has speed.\n", &name);
670 speed = 0;
671 }
672
673 this->speed = speed; 684 this->speed = speed;
674 685
675 if (has_active_speed ()) 686 if (has_active_speed ())
676 activate (); 687 activate ();
677 else 688 else
696 * UP_OBJ_FACE: only the objects face has changed. 707 * UP_OBJ_FACE: only the objects face has changed.
697 */ 708 */
698void 709void
699update_object (object *op, int action) 710update_object (object *op, int action)
700{ 711{
701 if (op == NULL) 712 if (!op)
702 { 713 {
703 /* this should never happen */ 714 /* this should never happen */
704 LOG (llevDebug, "update_object() called for NULL object.\n"); 715 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
705 return; 716 return;
706 } 717 }
707 718
708 if (op->env) 719 if (!op->is_on_map ())
709 { 720 {
710 /* Animation is currently handled by client, so nothing 721 /* Animation is currently handled by client, so nothing
711 * to do in this case. 722 * to do in this case.
712 */ 723 */
713 return; 724 return;
714 } 725 }
715
716 /* If the map is saving, don't do anything as everything is
717 * going to get freed anyways.
718 */
719 if (!op->map || op->map->in_memory == MAP_SAVING)
720 return;
721 726
722 /* make sure the object is within map boundaries */ 727 /* make sure the object is within map boundaries */
723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 728 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
724 { 729 {
725 LOG (llevError, "update_object() called for object out of map!\n"); 730 LOG (llevError, "update_object() called for object out of map!\n");
733 738
734 if (!(m.flags_ & P_UPTODATE)) 739 if (!(m.flags_ & P_UPTODATE))
735 /* nop */; 740 /* nop */;
736 else if (action == UP_OBJ_INSERT) 741 else if (action == UP_OBJ_INSERT)
737 { 742 {
743#if 0
738 // this is likely overkill, TODO: revisit (schmorp) 744 // this is likely overkill, TODO: revisit (schmorp)
739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 747 || (op->is_player () && !(m.flags_ & P_PLAYER))
742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
745 || (m.move_on | op->move_on ) != m.move_on 751 || (m.move_on | op->move_on ) != m.move_on
746 || (m.move_off | op->move_off ) != m.move_off 752 || (m.move_off | op->move_off ) != m.move_off
747 || (m.move_slow | op->move_slow) != m.move_slow 753 || (m.move_slow | op->move_slow) != m.move_slow
748 /* This isn't perfect, but I don't expect a lot of objects to 754 /* This isn't perfect, but I don't expect a lot of objects to
749 * to have move_allow right now. 755 * have move_allow right now.
750 */ 756 */
751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
758 m.invalidate ();
759#else
752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
753 m.flags_ = 0; 761 m.invalidate ();
762#endif
754 } 763 }
755 /* if the object is being removed, we can't make intelligent 764 /* if the object is being removed, we can't make intelligent
756 * decisions, because remove_ob can't really pass the object 765 * decisions, because remove_ob can't really pass the object
757 * that is being removed. 766 * that is being removed.
758 */ 767 */
759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
760 m.flags_ = 0; 769 m.invalidate ();
761 else if (action == UP_OBJ_FACE) 770 else if (action == UP_OBJ_FACE)
762 /* Nothing to do for that case */ ; 771 /* Nothing to do for that case */ ;
763 else 772 else
764 LOG (llevError, "update_object called with invalid action: %d\n", action); 773 LOG (llevError, "update_object called with invalid action: %d\n", action);
765 774
769 778
770object::object () 779object::object ()
771{ 780{
772 SET_FLAG (this, FLAG_REMOVED); 781 SET_FLAG (this, FLAG_REMOVED);
773 782
774 expmul = 1.0; 783 //expmul = 1.0; declared const for the time being
775 face = blank_face; 784 face = blank_face;
776} 785}
777 786
778object::~object () 787object::~object ()
779{ 788{
809 /* If already on active list, don't do anything */ 818 /* If already on active list, don't do anything */
810 if (active) 819 if (active)
811 return; 820 return;
812 821
813 if (has_active_speed ()) 822 if (has_active_speed ())
823 {
824 if (flag [FLAG_FREED])
825 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
826
814 actives.insert (this); 827 actives.insert (this);
828 }
815} 829}
816 830
817void 831void
818object::activate_recursive () 832object::activate_recursive ()
819{ 833{
868object::destroy_inv (bool drop_to_ground) 882object::destroy_inv (bool drop_to_ground)
869{ 883{
870 // need to check first, because the checks below might segfault 884 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code 885 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty. 886 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory, 887 // corollary: if you create arrows etc. with stuff in its inventory,
874 // cf will crash below with off-map x and y 888 // cf will crash below with off-map x and y
875 if (!inv) 889 if (!inv)
876 return; 890 return;
877 891
878 /* Only if the space blocks everything do we not process - 892 /* Only if the space blocks everything do we not process -
880 * drop on that space. 894 * drop on that space.
881 */ 895 */
882 if (!drop_to_ground 896 if (!drop_to_ground
883 || !map 897 || !map
884 || map->in_memory != MAP_ACTIVE 898 || map->in_memory != MAP_ACTIVE
885 || map->nodrop 899 || map->no_drop
886 || ms ().move_block == MOVE_ALL) 900 || ms ().move_block == MOVE_ALL)
887 { 901 {
888 while (inv) 902 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy (); 903 inv->destroy ();
892 }
893 } 904 }
894 else 905 else
895 { /* Put objects in inventory onto this space */ 906 { /* Put objects in inventory onto this space */
896 while (inv) 907 while (inv)
897 { 908 {
915 object *op = new object; 926 object *op = new object;
916 op->link (); 927 op->link ();
917 return op; 928 return op;
918} 929}
919 930
931static struct freed_map : maptile
932{
933 freed_map ()
934 {
935 path = "<freed objects map>";
936 name = "/internal/freed_objects_map";
937 width = 3;
938 height = 3;
939 no_drop = 1;
940 no_reset = 1;
941
942 alloc ();
943 in_memory = MAP_ACTIVE;
944 }
945
946 ~freed_map ()
947 {
948 destroy ();
949 }
950} freed_map; // freed objects are moved here to avoid crashes
951
920void 952void
921object::do_destroy () 953object::do_destroy ()
922{ 954{
923 attachable::do_destroy ();
924
925 if (flag [FLAG_IS_LINKED]) 955 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this); 956 remove_link ();
927 957
928 if (flag [FLAG_FRIENDLY]) 958 if (flag [FLAG_FRIENDLY])
929 remove_friendly_object (this); 959 remove_friendly_object (this);
930 960
931 if (!flag [FLAG_REMOVED])
932 remove (); 961 remove ();
933 962
934 destroy_inv (true); 963 attachable::do_destroy ();
935 964
936 deactivate (); 965 deactivate ();
937 unlink (); 966 unlink ();
938 967
939 flag [FLAG_FREED] = 1; 968 flag [FLAG_FREED] = 1;
940 969
941 // hack to ensure that freed objects still have a valid map 970 // hack to ensure that freed objects still have a valid map
942 {
943 static maptile *freed_map; // freed objects are moved here to avoid crashes
944
945 if (!freed_map)
946 {
947 freed_map = new maptile;
948
949 freed_map->path = "<freed objects map>";
950 freed_map->name = "/internal/freed_objects_map";
951 freed_map->width = 3;
952 freed_map->height = 3;
953 freed_map->nodrop = 1;
954
955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
957 }
958
959 map = freed_map; 971 map = &freed_map;
960 x = 1; 972 x = 1;
961 y = 1; 973 y = 1;
962 }
963 974
964 if (more) 975 if (more)
965 { 976 {
966 more->destroy (); 977 more->destroy ();
967 more = 0; 978 more = 0;
975 attacked_by = 0; 986 attacked_by = 0;
976 current_weapon = 0; 987 current_weapon = 0;
977} 988}
978 989
979void 990void
980object::destroy (bool destroy_inventory) 991object::destroy ()
981{ 992{
982 if (destroyed ()) 993 if (destroyed ())
983 return; 994 return;
984 995
985 if (destroy_inventory) 996 if (!is_head () && !head->destroyed ())
997 {
998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 head->destroy ();
1000 return;
1001 }
1002
986 destroy_inv (false); 1003 destroy_inv (false);
987 1004
988 if (is_head ()) 1005 if (is_head ())
989 if (sound_destroy) 1006 if (sound_destroy)
990 play_sound (sound_destroy); 1007 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER]) 1008 else if (flag [FLAG_MONSTER])
1002 * the previous environment. 1019 * the previous environment.
1003 */ 1020 */
1004void 1021void
1005object::do_remove () 1022object::do_remove ()
1006{ 1023{
1007 object *tmp, *last = 0; 1024 if (flag [FLAG_REMOVED])
1008 object *otmp;
1009
1010 if (QUERY_FLAG (this, FLAG_REMOVED))
1011 return; 1025 return;
1012 1026
1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this); 1027 INVOKE_OBJECT (REMOVE, this);
1028
1029 flag [FLAG_REMOVED] = true;
1015 1030
1016 if (more) 1031 if (more)
1017 more->remove (); 1032 more->remove ();
1018 1033
1019 /* 1034 /*
1020 * In this case, the object to be removed is in someones 1035 * In this case, the object to be removed is in someones
1021 * inventory. 1036 * inventory.
1022 */ 1037 */
1023 if (env) 1038 if (env)
1024 { 1039 {
1025 if (nrof) 1040 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1026 sub_weight (env, weight * nrof); 1041 if (object *pl = visible_to ())
1027 else 1042 esrv_del_item (pl->contr, count);
1028 sub_weight (env, weight + carrying); 1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1044
1045 adjust_weight (env, -total_weight ());
1046
1047 object *pl = in_player ();
1048
1049 /* we set up values so that it could be inserted into
1050 * the map, but we don't actually do that - it is up
1051 * to the caller to decide what we want to do.
1052 */
1053 map = env->map;
1054 x = env->x;
1055 y = env->y;
1056
1057 // make sure cmov optimisation is applicable
1058 *(above ? &above->below : &env->inv) = below;
1059 *(below ? &below->above : &above ) = above; // &above is just a dummy
1060
1061 above = 0;
1062 below = 0;
1063 env = 0;
1029 1064
1030 /* NO_FIX_PLAYER is set when a great many changes are being 1065 /* NO_FIX_PLAYER is set when a great many changes are being
1031 * made to players inventory. If set, avoiding the call 1066 * made to players inventory. If set, avoiding the call
1032 * to save cpu time. 1067 * to save cpu time.
1033 */ 1068 */
1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1069 if (pl)
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 {
1035 otmp->update_stats (); 1072 pl->update_stats ();
1036 1073
1037 if (above) 1074 if (glow_radius && pl->is_on_map ())
1038 above->below = below; 1075 update_all_los (pl->map, pl->x, pl->y);
1039 else 1076 }
1040 env->inv = below;
1041
1042 if (below)
1043 below->above = above;
1044
1045 /* we set up values so that it could be inserted into
1046 * the map, but we don't actually do that - it is up
1047 * to the caller to decide what we want to do.
1048 */
1049 x = env->x, y = env->y;
1050 map = env->map;
1051 above = 0, below = 0;
1052 env = 0;
1053 } 1077 }
1054 else if (map) 1078 else if (map)
1055 { 1079 {
1056 if (type == PLAYER)
1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true; 1080 map->dirty = true;
1069 mapspace &ms = this->ms (); 1081 mapspace &ms = this->ms ();
1070 1082
1083 if (object *pl = ms.player ())
1084 {
1085 if (is_player ())
1086 {
1087 if (!flag [FLAG_WIZPASS])
1088 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1089
1090 // leaving a spot always closes any open container on the ground
1091 if (container && !container->env)
1092 // this causes spurious floorbox updates, but it ensures
1093 // that the CLOSE event is being sent.
1094 close_container ();
1095
1096 --map->players;
1097 map->touch ();
1098 }
1099 else if (pl->container_ () == this)
1100 {
1101 // removing a container should close it
1102 close_container ();
1103 }
1104
1105 esrv_del_item (pl->contr, count);
1106 }
1107
1071 /* link the object above us */ 1108 /* link the object above us */
1072 if (above) 1109 // re-link, make sure compiler can easily use cmove
1073 above->below = below; 1110 *(above ? &above->below : &ms.top) = below;
1074 else 1111 *(below ? &below->above : &ms.bot) = above;
1075 ms.top = below; /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1085 */
1086 if (GET_MAP_OB (map, x, y) != this)
1087 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1088
1089 ms.bot = above; /* goes on above it. */
1090 }
1091 1112
1092 above = 0; 1113 above = 0;
1093 below = 0; 1114 below = 0;
1094 1115
1116 ms.invalidate ();
1117
1095 if (map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1096 return; 1119 return;
1097 1120
1098 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
1099 1122
1100 if (object *pl = ms.player ()) 1123 if (object *pl = ms.player ())
1101 { 1124 {
1102 if (pl->container == this) 1125 if (pl->container_ () == this)
1103 /* If a container that the player is currently using somehow gets 1126 /* If a container that the player is currently using somehow gets
1104 * removed (most likely destroyed), update the player view 1127 * removed (most likely destroyed), update the player view
1105 * appropriately. 1128 * appropriately.
1106 */ 1129 */
1107 pl->close_container (); 1130 pl->close_container ();
1108 1131
1132 //TODO: the floorbox prev/next might need updating
1133 //esrv_del_item (pl->contr, count);
1134 //TODO: update floorbox to preserve ordering
1135 if (pl->contr->ns)
1109 pl->contr->ns->floorbox_update (); 1136 pl->contr->ns->floorbox_update ();
1110 } 1137 }
1111 1138
1139 if (check_walk_off)
1112 for (tmp = ms.bot; tmp; tmp = tmp->above) 1140 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1113 { 1141 {
1142 above = tmp->above;
1143
1114 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1115 * being removed. 1145 * being removed.
1116 */ 1146 */
1117 1147
1118 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1119 if (check_walk_off
1120 && ((move_type & tmp->move_off) 1149 if ((move_type & tmp->move_off)
1121 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1122 {
1123 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1124
1125 if (destroyed ())
1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1127 } 1152 }
1128 1153
1129 last = tmp; 1154 if (affects_los ())
1130 }
1131
1132 /* last == NULL if there are no objects on this space */
1133 //TODO: this makes little sense, why only update the topmost object?
1134 if (!last)
1135 map->at (x, y).flags_ = 0;
1136 else
1137 update_object (last, UP_OBJ_REMOVE);
1138
1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1140 update_all_los (map, x, y); 1155 update_all_los (map, x, y);
1141 } 1156 }
1142} 1157}
1143 1158
1144/* 1159/*
1158 if (!top) 1173 if (!top)
1159 for (top = op; top && top->above; top = top->above) 1174 for (top = op; top && top->above; top = top->above)
1160 ; 1175 ;
1161 1176
1162 for (; top; top = top->below) 1177 for (; top; top = top->below)
1163 {
1164 if (top == op)
1165 continue;
1166
1167 if (object::can_merge (op, top)) 1178 if (object::can_merge (op, top))
1168 { 1179 {
1169 top->nrof += op->nrof; 1180 top->nrof += op->nrof;
1170 1181
1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1182 if (object *pl = top->visible_to ())
1172 op->weight = 0; /* Don't want any adjustements now */ 1183 esrv_update_item (UPD_NROF, pl, top);
1184
1185 op->weight = 0; // cancel the addition above
1186 op->carrying = 0; // must be 0 already
1187
1173 op->destroy (); 1188 op->destroy ();
1189
1174 return top; 1190 return top;
1175 } 1191 }
1176 }
1177 1192
1178 return 0; 1193 return 0;
1179} 1194}
1180 1195
1181void 1196void
1206 * job preparing multi-part monsters. 1221 * job preparing multi-part monsters.
1207 */ 1222 */
1208object * 1223object *
1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1210{ 1225{
1226 op->remove ();
1227
1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1228 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1212 { 1229 {
1213 tmp->x = x + tmp->arch->x; 1230 tmp->x = x + tmp->arch->x;
1214 tmp->y = y + tmp->arch->y; 1231 tmp->y = y + tmp->arch->y;
1215 } 1232 }
1238 * just 'op' otherwise 1255 * just 'op' otherwise
1239 */ 1256 */
1240object * 1257object *
1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1242{ 1259{
1243 assert (!op->flag [FLAG_FREED]);
1244
1245 object *top, *floor = NULL;
1246
1247 op->remove (); 1260 op->remove ();
1261
1262 if (m == &freed_map)//D TODO: remove soon
1263 {//D
1264 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1265 }//D
1248 1266
1249 /* Ideally, the caller figures this out. However, it complicates a lot 1267 /* Ideally, the caller figures this out. However, it complicates a lot
1250 * of areas of callers (eg, anything that uses find_free_spot would now 1268 * of areas of callers (eg, anything that uses find_free_spot would now
1251 * need extra work 1269 * need extra work
1252 */ 1270 */
1271 maptile *newmap = m;
1253 if (!xy_normalise (m, op->x, op->y)) 1272 if (!xy_normalise (newmap, op->x, op->y))
1254 { 1273 {
1255 op->destroy (); 1274 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1256 return 0; 1275 return 0;
1257 } 1276 }
1258 1277
1259 if (object *more = op->more) 1278 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag)) 1279 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0; 1280 return 0;
1262 1281
1263 CLEAR_FLAG (op, FLAG_REMOVED); 1282 op->flag [FLAG_REMOVED] = false;
1264 1283 op->env = 0;
1265 op->map = m; 1284 op->map = newmap;
1285
1266 mapspace &ms = op->ms (); 1286 mapspace &ms = op->ms ();
1267 1287
1268 /* this has to be done after we translate the coordinates. 1288 /* this has to be done after we translate the coordinates.
1269 */ 1289 */
1270 if (op->nrof && !(flag & INS_NO_MERGE)) 1290 if (op->nrof && !(flag & INS_NO_MERGE))
1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1291 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1272 if (object::can_merge (op, tmp)) 1292 if (object::can_merge (op, tmp))
1273 { 1293 {
1294 // TODO: we actually want to update tmp, not op,
1295 // but some caller surely breaks when we return tmp
1296 // from here :/
1274 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1275 tmp->destroy (); 1298 tmp->destroy ();
1276 } 1299 }
1277 1300
1278 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1287 { 1310 {
1288 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1289 abort (); 1312 abort ();
1290 } 1313 }
1291 1314
1315 if (!originator->is_on_map ())
1316 {
1317 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1318 op->debug_desc (), originator->debug_desc ());
1319 abort ();
1320 }
1321
1292 op->above = originator; 1322 op->above = originator;
1293 op->below = originator->below; 1323 op->below = originator->below;
1294
1295 if (op->below)
1296 op->below->above = op;
1297 else
1298 ms.bot = op;
1299
1300 /* since *below* originator, no need to update top */
1301 originator->below = op; 1324 originator->below = op;
1325
1326 *(op->below ? &op->below->above : &ms.bot) = op;
1302 } 1327 }
1303 else 1328 else
1304 { 1329 {
1305 top = ms.bot; 1330 object *floor = 0;
1331 object *top = ms.top;
1306 1332
1307 /* If there are other objects, then */ 1333 /* If there are other objects, then */
1308 if (top) 1334 if (top)
1309 { 1335 {
1310 object *last = 0;
1311
1312 /* 1336 /*
1313 * If there are multiple objects on this space, we do some trickier handling. 1337 * If there are multiple objects on this space, we do some trickier handling.
1314 * We've already dealt with merging if appropriate. 1338 * We've already dealt with merging if appropriate.
1315 * Generally, we want to put the new object on top. But if 1339 * Generally, we want to put the new object on top. But if
1316 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1340 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1319 * once we get to them. This reduces the need to traverse over all of 1343 * once we get to them. This reduces the need to traverse over all of
1320 * them when adding another one - this saves quite a bit of cpu time 1344 * them when adding another one - this saves quite a bit of cpu time
1321 * when lots of spells are cast in one area. Currently, it is presumed 1345 * when lots of spells are cast in one area. Currently, it is presumed
1322 * that flying non pickable objects are spell objects. 1346 * that flying non pickable objects are spell objects.
1323 */ 1347 */
1324 for (top = ms.bot; top; top = top->above) 1348 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 { 1349 {
1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1350 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1327 floor = top; 1351 floor = tmp;
1328 1352
1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1353 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1330 { 1354 {
1331 /* We insert above top, so we want this object below this */ 1355 /* We insert above top, so we want this object below this */
1332 top = top->below; 1356 top = tmp->below;
1333 break; 1357 break;
1334 } 1358 }
1335 1359
1336 last = top; 1360 top = tmp;
1337 } 1361 }
1338
1339 /* Don't want top to be NULL, so set it to the last valid object */
1340 top = last;
1341 1362
1342 /* We let update_position deal with figuring out what the space 1363 /* We let update_position deal with figuring out what the space
1343 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1344 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1345 */ 1366 */
1352 */ 1373 */
1353 if (!(flag & INS_ON_TOP) 1374 if (!(flag & INS_ON_TOP)
1354 && ms.flags () & P_BLOCKSVIEW 1375 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility)) 1376 && (op->face && !faces [op->face].visibility))
1356 { 1377 {
1378 object *last;
1379
1357 for (last = top; last != floor; last = last->below) 1380 for (last = top; last != floor; last = last->below)
1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1381 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1359 break; 1382 break;
1360 1383
1361 /* Check to see if we found the object that blocks view, 1384 /* Check to see if we found the object that blocks view,
1369 } /* If objects on this space */ 1392 } /* If objects on this space */
1370 1393
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1394 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1395 top = floor;
1373 1396
1374 /* Top is the object that our object (op) is going to get inserted above. 1397 // insert object above top, or bottom-most if top = 0
1375 */
1376
1377 /* First object on this space */
1378 if (!top) 1398 if (!top)
1379 { 1399 {
1400 op->below = 0;
1380 op->above = ms.bot; 1401 op->above = ms.bot;
1381
1382 if (op->above)
1383 op->above->below = op;
1384
1385 op->below = 0;
1386 ms.bot = op; 1402 ms.bot = op;
1403
1404 *(op->above ? &op->above->below : &ms.top) = op;
1387 } 1405 }
1388 else 1406 else
1389 { /* get inserted into the stack above top */ 1407 {
1390 op->above = top->above; 1408 op->above = top->above;
1391
1392 if (op->above)
1393 op->above->below = op; 1409 top->above = op;
1394 1410
1395 op->below = top; 1411 op->below = top;
1396 top->above = op; 1412 *(op->above ? &op->above->below : &ms.top) = op;
1397 } 1413 }
1414 }
1398 1415
1399 if (!op->above) 1416 if (op->is_player ())
1400 ms.top = op;
1401 } /* else not INS_BELOW_ORIGINATOR */
1402
1403 if (op->type == PLAYER)
1404 { 1417 {
1405 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1406 ++op->map->players; 1419 ++op->map->players;
1407 op->map->touch (); 1420 op->map->touch ();
1408 } 1421 }
1409 1422
1410 op->map->dirty = true; 1423 op->map->dirty = true;
1411 1424
1412 if (object *pl = ms.player ()) 1425 if (object *pl = ms.player ())
1426 //TODO: the floorbox prev/next might need updating
1427 //esrv_send_item (pl, op);
1428 //TODO: update floorbox to preserve ordering
1429 if (pl->contr->ns)
1413 pl->contr->ns->floorbox_update (); 1430 pl->contr->ns->floorbox_update ();
1414 1431
1415 /* If this object glows, it may affect lighting conditions that are 1432 /* If this object glows, it may affect lighting conditions that are
1416 * visible to others on this map. But update_all_los is really 1433 * visible to others on this map. But update_all_los is really
1417 * an inefficient way to do this, as it means los for all players 1434 * an inefficient way to do this, as it means los for all players
1418 * on the map will get recalculated. The players could very well 1435 * on the map will get recalculated. The players could very well
1419 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1420 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1421 * or just updating the P_UPTODATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1422 * of effect may be sufficient. 1439 * of effect may be sufficient.
1423 */ 1440 */
1424 if (op->map->darkness && (op->glow_radius != 0)) 1441 if (op->affects_los ())
1442 {
1443 op->ms ().invalidate ();
1425 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1445 }
1426 1446
1427 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1428 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1429 1449
1430 INVOKE_OBJECT (INSERT, op); 1450 INVOKE_OBJECT (INSERT, op);
1437 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1438 * update_object(). 1458 * update_object().
1439 */ 1459 */
1440 1460
1441 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1462 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1443 { 1463 {
1444 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1445 return 0; 1465 return 0;
1446 1466
1447 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1458/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1459 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1460 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1461 */ 1481 */
1462void 1482void
1463replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (shstr_tmp archname, object *op)
1464{ 1484{
1465 object *tmp, *tmp1;
1466
1467 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1468 1486
1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1488 if (tmp->arch->archname == archname) /* same archetype */
1471 tmp->destroy (); 1489 tmp->destroy ();
1472 1490
1473 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (archname));
1474 1492
1475 tmp1->x = op->x; 1493 tmp->x = op->x;
1476 tmp1->y = op->y; 1494 tmp->y = op->y;
1495
1477 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1478} 1497}
1479 1498
1480object * 1499object *
1481object::insert_at (object *where, object *originator, int flags) 1500object::insert_at (object *where, object *originator, int flags)
1482{ 1501{
1485 else 1504 else
1486 return where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1487} 1506}
1488 1507
1489/* 1508/*
1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1491 * is returned contains nr objects, and the remaining parts contains
1492 * the rest (or is removed and freed if that number is 0).
1493 * On failure, NULL is returned, and the reason put into the
1494 * global static errmsg array.
1495 */
1496object *
1497get_split_ob (object *orig_ob, uint32 nr)
1498{
1499 object *newob;
1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501
1502 if (orig_ob->nrof < nr)
1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507
1508 newob = object_create_clone (orig_ob);
1509
1510 if ((orig_ob->nrof -= nr) < 1)
1511 orig_ob->destroy (1);
1512 else if (!is_removed)
1513 {
1514 if (orig_ob->env != NULL)
1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1517 {
1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520 return NULL;
1521 }
1522 }
1523
1524 newob->nrof = nr;
1525
1526 return newob;
1527}
1528
1529/*
1530 * decrease_ob_nr(object, number) decreases a specified number from 1509 * decrease(object, number) decreases a specified number from
1531 * the amount of an object. If the amount reaches 0, the object 1510 * the amount of an object. If the amount reaches 0, the object
1532 * is subsequently removed and freed. 1511 * is subsequently removed and freed.
1533 * 1512 *
1534 * Return value: 'op' if something is left, NULL if the amount reached 0 1513 * Return value: 'op' if something is left, NULL if the amount reached 0
1535 */ 1514 */
1515bool
1516object::decrease (sint32 nr)
1517{
1518 if (!nr)
1519 return true;
1520
1521 nr = min (nr, nrof);
1522
1523 if (nrof > nr)
1524 {
1525 nrof -= nr;
1526 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1527
1528 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this);
1530
1531 return true;
1532 }
1533 else
1534 {
1535 destroy ();
1536 return false;
1537 }
1538}
1539
1540/*
1541 * split(ob,nr) splits up ob into two parts. The part which
1542 * is returned contains nr objects, and the remaining parts contains
1543 * the rest (or is removed and returned if that number is 0).
1544 * On failure, NULL is returned.
1545 */
1536object * 1546object *
1537decrease_ob_nr (object *op, uint32 i) 1547object::split (sint32 nr)
1538{ 1548{
1539 object *tmp; 1549 int have = number_of ();
1540 1550
1541 if (i == 0) /* objects with op->nrof require this check */ 1551 if (have < nr)
1542 return op; 1552 return 0;
1543 1553 else if (have == nr)
1544 if (i > op->nrof)
1545 i = op->nrof;
1546
1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 { 1554 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove (); 1555 remove ();
1579 op->nrof = 0; 1556 return this;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 } 1557 }
1584 else 1558 else
1585 { 1559 {
1586 object *above = op->above; 1560 decrease (nr);
1587 1561
1588 if (i < op->nrof) 1562 object *op = deep_clone ();
1589 op->nrof -= i; 1563 op->nrof = nr;
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1600 if (op->nrof)
1601 esrv_send_item (tmp, op);
1602 else
1603 esrv_del_item (tmp->contr, op->count);
1604 }
1605 }
1606
1607 if (op->nrof)
1608 return op; 1564 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 } 1565 }
1614} 1566}
1615 1567
1616object * 1568object *
1617insert_ob_in_ob (object *op, object *where) 1569insert_ob_in_ob (object *op, object *where)
1642 * be != op, if items are merged. -Tero 1594 * be != op, if items are merged. -Tero
1643 */ 1595 */
1644object * 1596object *
1645object::insert (object *op) 1597object::insert (object *op)
1646{ 1598{
1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove ();
1649
1650 if (op->more) 1599 if (op->more)
1651 { 1600 {
1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1601 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1653 return op; 1602 return op;
1654 } 1603 }
1655 1604
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1605 op->remove ();
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1606
1607 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658 1608
1659 if (op->nrof) 1609 if (op->nrof)
1660 {
1661 for (object *tmp = inv; tmp; tmp = tmp->below) 1610 for (object *tmp = inv; tmp; tmp = tmp->below)
1662 if (object::can_merge (tmp, op)) 1611 if (object::can_merge (tmp, op))
1663 { 1612 {
1664 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1665 (client needs the original object) */ 1614 (client needs the original object) */
1666 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1667 /* Weight handling gets pretty funky. Since we are adding to 1616
1668 * tmp->nrof, we need to increase the weight. 1617 if (object *pl = tmp->visible_to ())
1669 */ 1618 esrv_update_item (UPD_NROF, pl, tmp);
1619
1670 add_weight (this, op->weight * op->nrof); 1620 adjust_weight (this, op->total_weight ());
1671 SET_FLAG (op, FLAG_REMOVED); 1621
1672 op->destroy (); /* free the inserted object */ 1622 op->destroy ();
1673 op = tmp; 1623 op = tmp;
1674 op->remove (); /* and fix old object's links */ 1624 goto inserted;
1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676 break;
1677 } 1625 }
1678 1626
1679 /* I assume combined objects have no inventory
1680 * We add the weight - this object could have just been removed
1681 * (if it was possible to merge). calling remove_ob will subtract
1682 * the weight, so we need to add it in again, since we actually do
1683 * the linking below
1684 */
1685 add_weight (this, op->weight * op->nrof);
1686 }
1687 else
1688 add_weight (this, (op->weight + op->carrying));
1689
1690 if (object *otmp = this->in_player ())
1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats ();
1693
1694 op->owner = 0; // its his/hers now. period. 1627 op->owner = 0; // it's his/hers now. period.
1695 op->map = 0; 1628 op->map = 0;
1629 op->x = 0;
1630 op->y = 0;
1631
1632 op->above = 0;
1633 op->below = inv;
1696 op->env = this; 1634 op->env = this;
1697 op->above = 0;
1698 op->below = 0;
1699 op->x = op->y = 0;
1700 1635
1636 if (inv)
1637 inv->above = op;
1638
1639 inv = op;
1640
1641 op->flag [FLAG_REMOVED] = 0;
1642
1643 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op);
1645
1646 adjust_weight (this, op->total_weight ());
1647
1648inserted:
1701 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1702 if (op->glow_radius && map) 1650 if (op->glow_radius && is_on_map ())
1703 { 1651 {
1704#ifdef DEBUG_LIGHTS 1652 update_stats ();
1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1706#endif /* DEBUG_LIGHTS */
1707 if (map->darkness)
1708 update_all_los (map, x, y); 1653 update_all_los (map, x, y);
1709 }
1710
1711 /* Client has no idea of ordering so lets not bother ordering it here.
1712 * It sure simplifies this function...
1713 */
1714 if (!inv)
1715 inv = op;
1716 else
1717 { 1654 }
1718 op->below = inv; 1655 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1719 op->below->above = op; 1656 // if this is a player's inventory, update stats
1720 inv = op; 1657 update_stats ();
1721 }
1722 1658
1723 INVOKE_OBJECT (INSERT, this); 1659 INVOKE_OBJECT (INSERT, this);
1724 1660
1725 return op; 1661 return op;
1726} 1662}
1746 * on top. 1682 * on top.
1747 */ 1683 */
1748int 1684int
1749check_move_on (object *op, object *originator) 1685check_move_on (object *op, object *originator)
1750{ 1686{
1687 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1688 return 0;
1689
1751 object *tmp; 1690 object *tmp;
1752 maptile *m = op->map; 1691 maptile *m = op->map;
1753 int x = op->x, y = op->y; 1692 int x = op->x, y = op->y;
1754 1693
1755 MoveType move_on, move_slow, move_block; 1694 mapspace &ms = m->at (x, y);
1756 1695
1757 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1696 ms.update ();
1758 return 0;
1759 1697
1760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1698 MoveType move_on = ms.move_on;
1761 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1699 MoveType move_slow = ms.move_slow;
1762 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1700 MoveType move_block = ms.move_block;
1763 1701
1764 /* if nothing on this space will slow op down or be applied, 1702 /* if nothing on this space will slow op down or be applied,
1765 * no need to do checking below. have to make sure move_type 1703 * no need to do checking below. have to make sure move_type
1766 * is set, as lots of objects don't have it set - we treat that 1704 * is set, as lots of objects don't have it set - we treat that
1767 * as walking. 1705 * as walking.
1778 return 0; 1716 return 0;
1779 1717
1780 /* The objects have to be checked from top to bottom. 1718 /* The objects have to be checked from top to bottom.
1781 * Hence, we first go to the top: 1719 * Hence, we first go to the top:
1782 */ 1720 */
1783 1721 for (object *next, *tmp = ms.top; tmp; tmp = next)
1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1785 {
1786 /* Trim the search when we find the first other spell effect
1787 * this helps performance so that if a space has 50 spell objects,
1788 * we don't need to check all of them.
1789 */
1790 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1791 break;
1792 } 1722 {
1723 next = tmp->below;
1793 1724
1794 for (; tmp; tmp = tmp->below)
1795 {
1796 if (tmp == op) 1725 if (tmp == op)
1797 continue; /* Can't apply yourself */ 1726 continue; /* Can't apply yourself */
1798 1727
1799 /* Check to see if one of the movement types should be slowed down. 1728 /* Check to see if one of the movement types should be slowed down.
1800 * Second check makes sure that the movement types not being slowed 1729 * Second check makes sure that the movement types not being slowed
1805 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1734 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1806 { 1735 {
1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1736 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1808 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1737 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1809 { 1738 {
1810
1811 float
1812 diff = tmp->move_slow_penalty * fabs (op->speed); 1739 float diff = tmp->move_slow_penalty * fabs (op->speed);
1813 1740
1814 if (op->type == PLAYER) 1741 if (op->is_player ())
1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1742 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1743 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1817 diff /= 4.0; 1744 diff /= 4.0;
1818 1745
1819 op->speed_left -= diff; 1746 op->speed_left -= diff;
1820 } 1747 }
1821 } 1748 }
1854 LOG (llevError, "Present_arch called outside map.\n"); 1781 LOG (llevError, "Present_arch called outside map.\n");
1855 return NULL; 1782 return NULL;
1856 } 1783 }
1857 1784
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1785 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->arch == at) 1786 if (tmp->arch->archname == at->archname)
1860 return tmp; 1787 return tmp;
1861 1788
1862 return NULL; 1789 return NULL;
1863} 1790}
1864 1791
1928 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1929 */ 1856 */
1930object * 1857object *
1931present_arch_in_ob (const archetype *at, const object *op) 1858present_arch_in_ob (const archetype *at, const object *op)
1932{ 1859{
1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->arch == at) 1861 if (tmp->arch->archname == at->archname)
1935 return tmp; 1862 return tmp;
1936 1863
1937 return NULL; 1864 return NULL;
1938} 1865}
1939 1866
2027 * head of the object should correspond for the entire object. 1954 * head of the object should correspond for the entire object.
2028 */ 1955 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1956 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue; 1957 continue;
2031 1958
2032 if (ob->blocked (m, pos.x, pos.y)) 1959 if (ob->blocked (pos.m, pos.x, pos.y))
2033 continue; 1960 continue;
2034 1961
2035 altern [index++] = i; 1962 altern [index++] = i;
2036 } 1963 }
2037 1964
2105 * there is capable of. 2032 * there is capable of.
2106 */ 2033 */
2107int 2034int
2108find_dir (maptile *m, int x, int y, object *exclude) 2035find_dir (maptile *m, int x, int y, object *exclude)
2109{ 2036{
2110 int i, max = SIZEOFFREE, mflags; 2037 int max = SIZEOFFREE, mflags;
2111
2112 sint16 nx, ny;
2113 object *tmp;
2114 maptile *mp;
2115
2116 MoveType blocked, move_type; 2038 MoveType move_type;
2117 2039
2118 if (exclude && exclude->head_ () != exclude) 2040 if (exclude && exclude->head_ () != exclude)
2119 { 2041 {
2120 exclude = exclude->head; 2042 exclude = exclude->head;
2121 move_type = exclude->move_type; 2043 move_type = exclude->move_type;
2124 { 2046 {
2125 /* If we don't have anything, presume it can use all movement types. */ 2047 /* If we don't have anything, presume it can use all movement types. */
2126 move_type = MOVE_ALL; 2048 move_type = MOVE_ALL;
2127 } 2049 }
2128 2050
2129 for (i = 1; i < max; i++) 2051 for (int i = 1; i < max; i++)
2130 { 2052 {
2131 mp = m; 2053 mapxy pos (m, x, y);
2132 nx = x + freearr_x[i]; 2054 pos.move (i);
2133 ny = y + freearr_y[i];
2134 2055
2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2056 if (!pos.normalise ())
2136
2137 if (mflags & P_OUT_OF_MAP)
2138 max = maxfree[i]; 2057 max = maxfree[i];
2139 else 2058 else
2140 { 2059 {
2141 mapspace &ms = mp->at (nx, ny); 2060 mapspace &ms = *pos;
2142 2061
2143 blocked = ms.move_block;
2144
2145 if ((move_type & blocked) == move_type) 2062 if ((move_type & ms.move_block) == move_type)
2146 max = maxfree[i]; 2063 max = maxfree [i];
2147 else if (mflags & P_IS_ALIVE) 2064 else if (ms.flags () & P_IS_ALIVE)
2148 { 2065 {
2149 for (tmp = ms.bot; tmp; tmp = tmp->above) 2066 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2067 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2068 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2152 break;
2153
2154 if (tmp)
2155 return freedir[i]; 2069 return freedir [i];
2156 } 2070 }
2157 } 2071 }
2158 } 2072 }
2159 2073
2160 return 0; 2074 return 0;
2235 * This basically means that if direction is 15, then it could either go 2149 * This basically means that if direction is 15, then it could either go
2236 * direction 4, 14, or 16 to get back to where we are. 2150 * direction 4, 14, or 16 to get back to where we are.
2237 * Moved from spell_util.c to object.c with the other related direction 2151 * Moved from spell_util.c to object.c with the other related direction
2238 * functions. 2152 * functions.
2239 */ 2153 */
2240int reduction_dir[SIZEOFFREE][3] = { 2154static const int reduction_dir[SIZEOFFREE][3] = {
2241 {0, 0, 0}, /* 0 */ 2155 {0, 0, 0}, /* 0 */
2242 {0, 0, 0}, /* 1 */ 2156 {0, 0, 0}, /* 1 */
2243 {0, 0, 0}, /* 2 */ 2157 {0, 0, 0}, /* 2 */
2244 {0, 0, 0}, /* 3 */ 2158 {0, 0, 0}, /* 3 */
2245 {0, 0, 0}, /* 4 */ 2159 {0, 0, 0}, /* 4 */
2341int 2255int
2342can_pick (const object *who, const object *item) 2256can_pick (const object *who, const object *item)
2343{ 2257{
2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2258 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2259 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2346 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2260 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2347} 2261}
2348 2262
2349/* 2263/*
2350 * create clone from object to another 2264 * create clone from object to another
2351 */ 2265 */
2352object * 2266object *
2353object_create_clone (object *asrc) 2267object::deep_clone ()
2354{ 2268{
2355 object *dst = 0, *tmp, *src, *prev, *item; 2269 assert (("deep_clone called on non-head object", is_head ()));
2356 2270
2357 if (!asrc) 2271 object *dst = clone ();
2358 return 0;
2359 2272
2360 src = asrc->head_ (); 2273 object *prev = dst;
2361
2362 prev = 0;
2363 for (object *part = src; part; part = part->more) 2274 for (object *part = this->more; part; part = part->more)
2364 { 2275 {
2365 tmp = part->clone (); 2276 object *tmp = part->clone ();
2366 tmp->x -= src->x;
2367 tmp->y -= src->y;
2368
2369 if (!part->head)
2370 {
2371 dst = tmp;
2372 tmp->head = 0;
2373 }
2374 else
2375 tmp->head = dst; 2277 tmp->head = dst;
2376
2377 tmp->more = 0;
2378
2379 if (prev)
2380 prev->more = tmp; 2278 prev->more = tmp;
2381
2382 prev = tmp; 2279 prev = tmp;
2383 } 2280 }
2384 2281
2385 for (item = src->inv; item; item = item->below) 2282 for (object *item = inv; item; item = item->below)
2386 insert_ob_in_ob (object_create_clone (item), dst); 2283 insert_ob_in_ob (item->deep_clone (), dst);
2387 2284
2388 return dst; 2285 return dst;
2389} 2286}
2390 2287
2391/* This returns the first object in who's inventory that 2288/* This returns the first object in who's inventory that
2400 return tmp; 2297 return tmp;
2401 2298
2402 return 0; 2299 return 0;
2403} 2300}
2404 2301
2405/* If ob has a field named key, return the link from the list, 2302shstr_tmp
2406 * otherwise return NULL. 2303object::kv_get (shstr_tmp key) const
2407 *
2408 * key must be a passed in shared string - otherwise, this won't
2409 * do the desired thing.
2410 */
2411key_value *
2412get_ob_key_link (const object *ob, const char *key)
2413{ 2304{
2414 for (key_value *link = ob->key_values; link; link = link->next) 2305 for (key_value *kv = key_values; kv; kv = kv->next)
2415 if (link->key == key) 2306 if (kv->key == key)
2416 return link;
2417
2418 return 0;
2419}
2420
2421/*
2422 * Returns the value of op has an extra_field for key, or NULL.
2423 *
2424 * The argument doesn't need to be a shared string.
2425 *
2426 * The returned string is shared.
2427 */
2428const char *
2429get_ob_key_value (const object *op, const char *const key)
2430{
2431 key_value *link;
2432 shstr_cmp canonical_key (key);
2433
2434 if (!canonical_key)
2435 {
2436 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field.
2440 */
2441 return 0;
2442 }
2443
2444 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead.
2446 */
2447 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key)
2449 return link->value; 2307 return kv->value;
2450 2308
2451 return 0; 2309 return shstr ();
2452} 2310}
2453 2311
2454/* 2312void
2455 * Updates the canonical_key in op to value. 2313object::kv_set (shstr_tmp key, shstr_tmp value)
2456 *
2457 * canonical_key is a shared string (value doesn't have to be).
2458 *
2459 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2460 * keys.
2461 *
2462 * Returns TRUE on success.
2463 */
2464int
2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2466{ 2314{
2467 key_value *field = NULL, *last = NULL; 2315 for (key_value *kv = key_values; kv; kv = kv->next)
2468 2316 if (kv->key == key)
2469 for (field = op->key_values; field != NULL; field = field->next)
2470 {
2471 if (field->key != canonical_key)
2472 { 2317 {
2473 last = field; 2318 kv->value = value;
2474 continue; 2319 return;
2475 } 2320 }
2476 2321
2477 if (value) 2322 key_value *kv = new key_value;
2478 field->value = value; 2323
2479 else 2324 kv->next = key_values;
2325 kv->key = key;
2326 kv->value = value;
2327
2328 key_values = kv;
2329}
2330
2331void
2332object::kv_del (shstr_tmp key)
2333{
2334 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2335 if ((*kvp)->key == key)
2480 { 2336 {
2481 /* Basically, if the archetype has this key set, 2337 key_value *kv = *kvp;
2482 * we need to store the null value so when we save 2338 *kvp = (*kvp)->next;
2483 * it, we save the empty value so that when we load, 2339 delete kv;
2484 * we get this value back again. 2340 return;
2485 */
2486 if (get_ob_key_link (op->arch, canonical_key))
2487 field->value = 0;
2488 else
2489 {
2490 if (last)
2491 last->next = field->next;
2492 else
2493 op->key_values = field->next;
2494
2495 delete field;
2496 }
2497 } 2341 }
2498 return TRUE;
2499 }
2500 /* IF we get here, key doesn't exist */
2501
2502 /* No field, we'll have to add it. */
2503
2504 if (!add_key)
2505 return FALSE;
2506
2507 /* There isn't any good reason to store a null
2508 * value in the key/value list. If the archetype has
2509 * this key, then we should also have it, so shouldn't
2510 * be here. If user wants to store empty strings,
2511 * should pass in ""
2512 */
2513 if (value == NULL)
2514 return TRUE;
2515
2516 field = new key_value;
2517
2518 field->key = canonical_key;
2519 field->value = value;
2520 /* Usual prepend-addition. */
2521 field->next = op->key_values;
2522 op->key_values = field;
2523
2524 return TRUE;
2525}
2526
2527/*
2528 * Updates the key in op to value.
2529 *
2530 * If add_key is FALSE, this will only update existing keys,
2531 * and not add new ones.
2532 * In general, should be little reason FALSE is ever passed in for add_key
2533 *
2534 * Returns TRUE on success.
2535 */
2536int
2537set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2538{
2539 shstr key_ (key);
2540
2541 return set_ob_key_value_s (op, key_, value, add_key);
2542} 2342}
2543 2343
2544object::depth_iterator::depth_iterator (object *container) 2344object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container) 2345: iterator_base (container)
2546{ 2346{
2596{ 2396{
2597 char flagdesc[512]; 2397 char flagdesc[512];
2598 char info2[256 * 4]; 2398 char info2[256 * 4];
2599 char *p = info; 2399 char *p = info;
2600 2400
2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2401 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2602 count, 2402 count,
2603 uuid.c_str (), 2403 uuid.c_str (),
2604 &name, 2404 &name,
2605 title ? "\",title:\"" : "", 2405 title ? ",title:\"" : "",
2606 title ? (const char *)title : "", 2406 title ? (const char *)title : "",
2407 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type); 2408 flag_desc (flagdesc, 512), type);
2608 2409
2609 if (!this->flag[FLAG_REMOVED] && env) 2410 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2411 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611 2412
2612 if (map) 2413 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2414 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614 2415
2644object::open_container (object *new_container) 2445object::open_container (object *new_container)
2645{ 2446{
2646 if (container == new_container) 2447 if (container == new_container)
2647 return; 2448 return;
2648 2449
2649 if (object *old_container = container) 2450 object *old_container = container;
2451
2452 if (old_container)
2650 { 2453 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2454 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return; 2455 return;
2653 2456
2654#if 0 2457#if 0
2656 if (object *closer = old_container->inv) 2459 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON) 2460 if (closer->type == CLOSE_CON)
2658 closer->destroy (); 2461 closer->destroy ();
2659#endif 2462#endif
2660 2463
2464 // make sure the container is available
2465 esrv_send_item (this, old_container);
2466
2661 old_container->flag [FLAG_APPLIED] = 0; 2467 old_container->flag [FLAG_APPLIED] = false;
2662 container = 0; 2468 container = 0;
2663 2469
2470 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container); 2471 esrv_update_item (UPD_FLAGS, this, old_container);
2472
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2473 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close")); 2474 play_sound (sound_find ("chest_close"));
2667 } 2475 }
2668 2476
2669 if (new_container) 2477 if (new_container)
2670 { 2478 {
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2488 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer); 2489 new_container->insert (closer);
2682 } 2490 }
2683#endif 2491#endif
2684 2492
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686 2494
2495 // make sure the container is available, client bug requires this to be separate
2496 esrv_send_item (this, new_container);
2497
2687 new_container->flag [FLAG_APPLIED] = 1; 2498 new_container->flag [FLAG_APPLIED] = true;
2688 container = new_container; 2499 container = new_container;
2689 2500
2501 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container); 2502 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container); 2503 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open")); 2504 play_sound (sound_find ("chest_open"));
2693 } 2505 }
2506// else if (!old_container->env && contr && contr->ns)
2507// contr->ns->floorbox_reset ();
2694} 2508}
2695 2509
2696object * 2510object *
2697object::force_find (const shstr name) 2511object::force_find (shstr_tmp name)
2698{ 2512{
2699 /* cycle through his inventory to look for the MARK we want to 2513 /* cycle through his inventory to look for the MARK we want to
2700 * place 2514 * place
2701 */ 2515 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below) 2516 for (object *tmp = inv; tmp; tmp = tmp->below)
2704 return splay (tmp); 2518 return splay (tmp);
2705 2519
2706 return 0; 2520 return 0;
2707} 2521}
2708 2522
2523//-GPL
2524
2709void 2525void
2526object::force_set_timer (int duration)
2527{
2528 this->duration = 1;
2529 this->speed_left = -1.f;
2530
2531 this->set_speed (duration ? 1.f / duration : 0.f);
2532}
2533
2534object *
2710object::force_add (const shstr name, int duration) 2535object::force_add (shstr_tmp name, int duration)
2711{ 2536{
2712 if (object *force = force_find (name)) 2537 if (object *force = force_find (name))
2713 force->destroy (); 2538 force->destroy ();
2714 2539
2715 object *force = get_archetype (FORCE_NAME); 2540 object *force = get_archetype (FORCE_NAME);
2716 2541
2717 force->slaying = name; 2542 force->slaying = name;
2718 force->stats.food = 1; 2543 force->force_set_timer (duration);
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true; 2544 force->flag [FLAG_APPLIED] = true;
2724 2545
2725 insert (force); 2546 return insert (force);
2726} 2547}
2727 2548
2728void 2549void
2729object::play_sound (faceidx sound) const 2550object::play_sound (faceidx sound) const
2730{ 2551{
2731 if (!sound) 2552 if (!sound)
2732 return; 2553 return;
2733 2554
2734 if (flag [FLAG_REMOVED]) 2555 if (is_on_map ())
2556 map->play_sound (sound, x, y);
2557 else if (object *pl = in_player ())
2558 pl->contr->play_sound (sound);
2559}
2560
2561void
2562object::say_msg (const char *msg) const
2563{
2564 if (is_on_map ())
2565 map->say_msg (msg, x, y);
2566 else if (object *pl = in_player ())
2567 pl->contr->play_sound (sound);
2568}
2569
2570void
2571object::make_noise ()
2572{
2573 // we do not model noise in the map, so instead put
2574 // a temporary light into the noise source
2575 // could use the map instead, but that's less reliable for our
2576 // goal, which is to make invisibility a bit harder to exploit
2577
2578 // currently only works sensibly for players
2579 if (!is_player ())
2735 return; 2580 return;
2736 2581
2737 if (env) 2582 // find old force, or create new one
2738 { 2583 object *force = force_find (shstr_noise_force);
2739 if (object *pl = in_player ()) 2584
2740 pl->contr->play_sound (sound); 2585 if (force)
2741 } 2586 force->speed_left = -1.f; // patch old speed up
2742 else 2587 else
2743 map->play_sound (sound, x, y); 2588 {
2744} 2589 force = archetype::get (shstr_noise_force);
2745 2590
2591 force->slaying = shstr_noise_force;
2592 force->stats.food = 1;
2593 force->speed_left = -1.f;
2594
2595 force->set_speed (1.f / 4.f);
2596 force->flag [FLAG_IS_USED_UP] = true;
2597 force->flag [FLAG_APPLIED] = true;
2598
2599 insert (force);
2600 }
2601}
2602

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