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Comparing deliantra/server/common/object.C (file contents):
Revision 1.209 by root, Mon Apr 21 06:35:26 2008 UTC vs.
Revision 1.296 by root, Fri Nov 6 13:31:47 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 (©) 2005,2006,2007,2008 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#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h> 31#include <loader.h>
32 32
33#include <bitset> 33#include <bitset>
34 34
35UUID UUID::cur; 35UUID UUID::cur;
36static uint64_t seq_next_save; 36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
38 39
39objectvec objects; 40objectvec objects;
40activevec actives; 41activevec actives;
42
43//+GPL
41 44
42short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
43 0, 46 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 52 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
53}; 56};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
61 0, 58 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
65}; 69};
66 70
67static void 71static void
68write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
69{ 73{
140 144
141/* 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. */
142static bool 146static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
144{ 148{
145 key_value *wants_field;
146
147 /* 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
148 * 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
149 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
150 */ 152 */
151 153
152 /* For each field in wants, */ 154 /* For each field in wants, */
153 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)
154 { 156 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 157 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 158
170 /* 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. */
171 return 1; 160 return true;
172} 161}
173 162
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 164static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 166{
178 /* 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,
179 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
180 */ 169 */
181 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);
182} 172}
183 173
184/* 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
185 * they can be merged together. 175 * they can be merged together.
186 * 176 *
201 || ob1->speed != ob2->speed 191 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 192 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
204 return 0; 194 return 0;
205 195
206 /* Do not merge objects if nrof would overflow. First part checks 196 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 197 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 199 return 0;
213 200
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 202 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 203 * just can't ignore the been applied or identified flags, as they
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 209
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 212
226 if (ob1->arch->name != ob2->arch->name 213 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 214 || ob1->name != ob2->name
228 || ob1->title != ob2->title 215 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 222 || ob1->value != ob2->value
236 || 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
237 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 238 return 0;
251 239
252 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 241 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 242 .reset (FLAG_REMOVED)
256 .any ()) 243 .any ())
257 return 0; 244 return 0;
258 245
259 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
331 318
332 /* Everything passes, must be OK. */ 319 /* Everything passes, must be OK. */
333 return 1; 320 return 1;
334} 321}
335 322
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
336// adjust weight per container type ("of holding") 360// adjust weight per container type ("of holding")
337static sint32 361static sint32
338weight_adjust (object *op, sint32 weight) 362weight_adjust_for (object *op, sint32 weight)
339{ 363{
340 return op->type == CONTAINER 364 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 366 : weight;
343} 367}
349static void 373static void
350adjust_weight (object *op, sint32 weight) 374adjust_weight (object *op, sint32 weight)
351{ 375{
352 while (op) 376 while (op)
353 { 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
354 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;
355 385
356 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
357 op = op->env; 392 op = op->env;
358 } 393 }
359} 394}
360 395
361/* 396/*
374 op->update_weight (); 409 op->update_weight ();
375 410
376 sum += op->total_weight (); 411 sum += op->total_weight ();
377 } 412 }
378 413
379 carrying = weight_adjust (this, sum); 414 sum = weight_adjust_for (this, sum);
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 }
380} 424}
381 425
382/* 426/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 427 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 428 */
391 object_freezer freezer; 435 object_freezer freezer;
392 op->write (freezer); 436 op->write (freezer);
393 return freezer.as_string (); 437 return freezer.as_string ();
394} 438}
395 439
396/* 440char *
397 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
398 * multi-object 1 which is closest to the second object.
399 * If it's not a multi-object, it is returned.
400 */
401object *
402get_nearest_part (object *op, const object *pl)
403{ 442{
404 object *tmp, *closest; 443 return dump_object (this);
405 int last_dist, i;
406
407 if (!op->more)
408 return op;
409
410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
413 if ((i = distance (tmp, pl)) < last_dist)
414 closest = tmp, last_dist = i;
415
416 return closest;
417} 444}
418 445
419/* 446/*
420 * 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.
421 * VERRRY slow. 448 * VERRRY slow.
437 */ 464 */
438object * 465object *
439find_object_name (const char *str) 466find_object_name (const char *str)
440{ 467{
441 shstr_cmp str_ (str); 468 shstr_cmp str_ (str);
442 object *op;
443 469
470 if (str_)
444 for_all_objects (op) 471 for_all_objects (op)
445 if (op->name == str_) 472 if (op->name == str_)
446 break; 473 return op;
447 474
448 return op; 475 return 0;
449} 476}
450 477
451/* 478/*
452 * 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
453 * skill and experience objects. 480 * skill and experience objects.
515 update_stats (); 542 update_stats ();
516 543
517 new_draw_info_format (NDI_UNIQUE, 0, this, 544 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, " 545 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. " 546 "but the %s is just too much for your body. "
520 "[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);
521 return false; 549 return false;
522 } 550 }
523 551
524 //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);
525 } 553 }
551 } 579 }
552 580
553 op->key_values = 0; 581 op->key_values = 0;
554} 582}
555 583
556object & 584/*
557object::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)
558{ 594{
559 bool is_freed = flag [FLAG_FREED]; 595 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 596 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 597 dst->flag [FLAG_REMOVED] = true;
566 598
567 /* Copy over key_values, if any. */ 599 /* Copy over key_values, if any. */
568 if (src.key_values) 600 if (key_values)
569 { 601 {
570 key_value *tail = 0; 602 key_value *tail = 0;
571 key_values = 0; 603 dst->key_values = 0;
572 604
573 for (key_value *i = src.key_values; i; i = i->next) 605 for (key_value *i = key_values; i; i = i->next)
574 { 606 {
575 key_value *new_link = new key_value; 607 key_value *new_link = new key_value;
576 608
577 new_link->next = 0; 609 new_link->next = 0;
578 new_link->key = i->key; 610 new_link->key = i->key;
579 new_link->value = i->value; 611 new_link->value = i->value;
580 612
581 /* Try and be clever here, too. */ 613 /* Try and be clever here, too. */
582 if (!key_values) 614 if (!dst->key_values)
583 { 615 {
584 key_values = new_link; 616 dst->key_values = new_link;
585 tail = new_link; 617 tail = new_link;
586 } 618 }
587 else 619 else
588 { 620 {
589 tail->next = new_link; 621 tail->next = new_link;
590 tail = new_link; 622 tail = new_link;
591 } 623 }
592 } 624 }
593 } 625 }
594}
595
596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608 626
609 if (speed < 0) 627 if (speed < 0)
610 dst->speed_left -= rndm (); 628 dst->speed_left -= rndm ();
611 629
612 dst->set_speed (dst->speed); 630 dst->activate ();
613} 631}
614 632
615void 633void
616object::instantiate () 634object::instantiate ()
617{ 635{
634object * 652object *
635object::clone () 653object::clone ()
636{ 654{
637 object *neu = create (); 655 object *neu = create ();
638 copy_to (neu); 656 copy_to (neu);
657 neu->map = map; // not copied by copy_to
639 return neu; 658 return neu;
640} 659}
641 660
642/* 661/*
643 * 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
694 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
695 */ 714 */
696void 715void
697update_object (object *op, int action) 716update_object (object *op, int action)
698{ 717{
699 if (op == NULL) 718 if (!op)
700 { 719 {
701 /* this should never happen */ 720 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 721 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 722 return;
704 } 723 }
705 724
706 if (op->env) 725 if (!op->is_on_map ())
707 { 726 {
708 /* Animation is currently handled by client, so nothing 727 /* Animation is currently handled by client, so nothing
709 * to do in this case. 728 * to do in this case.
710 */ 729 */
711 return; 730 return;
712 } 731 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 732
720 /* make sure the object is within map boundaries */ 733 /* make sure the object is within map boundaries */
721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 734 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 735 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 736 LOG (llevError, "update_object() called for object out of map!\n");
734 else if (action == UP_OBJ_INSERT) 747 else if (action == UP_OBJ_INSERT)
735 { 748 {
736 // this is likely overkill, TODO: revisit (schmorp) 749 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 750 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 751 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 752 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 753 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 754 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 755 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 756 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 757 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 758 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 759 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 760 * have move_allow right now.
748 */ 761 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 762 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 763 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
751 m.flags_ = 0; 764 m.invalidate ();
752 } 765 }
753 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 768 * that is being removed.
756 */ 769 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 771 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
761 else 774 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 776
767 780
768object::object () 781object::object ()
769{ 782{
770 SET_FLAG (this, FLAG_REMOVED); 783 SET_FLAG (this, FLAG_REMOVED);
771 784
772 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
773 face = blank_face; 786 face = blank_face;
774} 787}
775 788
776object::~object () 789object::~object ()
777{ 790{
807 /* If already on active list, don't do anything */ 820 /* If already on active list, don't do anything */
808 if (active) 821 if (active)
809 return; 822 return;
810 823
811 if (has_active_speed ()) 824 if (has_active_speed ())
825 {
826 if (flag [FLAG_FREED])
827 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
828
812 actives.insert (this); 829 actives.insert (this);
830 }
813} 831}
814 832
815void 833void
816object::activate_recursive () 834object::activate_recursive ()
817{ 835{
866object::destroy_inv (bool drop_to_ground) 884object::destroy_inv (bool drop_to_ground)
867{ 885{
868 // need to check first, because the checks below might segfault 886 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 887 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 888 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 889 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 890 // cf will crash below with off-map x and y
873 if (!inv) 891 if (!inv)
874 return; 892 return;
875 893
876 /* Only if the space blocks everything do we not process - 894 /* Only if the space blocks everything do we not process -
878 * drop on that space. 896 * drop on that space.
879 */ 897 */
880 if (!drop_to_ground 898 if (!drop_to_ground
881 || !map 899 || !map
882 || map->in_memory != MAP_ACTIVE 900 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 901 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 902 || ms ().move_block == MOVE_ALL)
885 { 903 {
886 while (inv) 904 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 905 inv->destroy ();
890 }
891 } 906 }
892 else 907 else
893 { /* Put objects in inventory onto this space */ 908 { /* Put objects in inventory onto this space */
894 while (inv) 909 while (inv)
895 { 910 {
913 object *op = new object; 928 object *op = new object;
914 op->link (); 929 op->link ();
915 return op; 930 return op;
916} 931}
917 932
933static struct freed_map : maptile
934{
935 freed_map ()
936 {
937 path = "<freed objects map>";
938 name = "/internal/freed_objects_map";
939 width = 3;
940 height = 3;
941 no_drop = 1;
942 no_reset = 1;
943
944 alloc ();
945 in_memory = MAP_ACTIVE;
946 }
947
948 ~freed_map ()
949 {
950 destroy ();
951 }
952} freed_map; // freed objects are moved here to avoid crashes
953
918void 954void
919object::do_destroy () 955object::do_destroy ()
920{ 956{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 957 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 958 remove_link ();
925 959
926 if (flag [FLAG_FRIENDLY]) 960 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 961 remove_friendly_object (this);
928 962
929 if (!flag [FLAG_REMOVED])
930 remove (); 963 remove ();
931 964
932 destroy_inv (true); 965 attachable::do_destroy ();
933 966
934 deactivate (); 967 deactivate ();
935 unlink (); 968 unlink ();
936 969
937 flag [FLAG_FREED] = 1; 970 flag [FLAG_FREED] = 1;
938 971
939 // hack to ensure that freed objects still have a valid map 972 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 973 map = &freed_map;
958 x = 1; 974 x = 1;
959 y = 1; 975 y = 1;
960 }
961 976
962 if (more) 977 if (more)
963 { 978 {
964 more->destroy (); 979 more->destroy ();
965 more = 0; 980 more = 0;
973 attacked_by = 0; 988 attacked_by = 0;
974 current_weapon = 0; 989 current_weapon = 0;
975} 990}
976 991
977void 992void
978object::destroy (bool destroy_inventory) 993object::destroy ()
979{ 994{
980 if (destroyed ()) 995 if (destroyed ())
981 return; 996 return;
982 997
983 if (destroy_inventory) 998 if (!is_head () && !head->destroyed ())
999 {
1000 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1001 head->destroy ();
1002 return;
1003 }
1004
984 destroy_inv (false); 1005 destroy_inv (false);
985 1006
986 if (is_head ()) 1007 if (is_head ())
987 if (sound_destroy) 1008 if (sound_destroy)
988 play_sound (sound_destroy); 1009 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1010 else if (flag [FLAG_MONSTER])
1000 * the previous environment. 1021 * the previous environment.
1001 */ 1022 */
1002void 1023void
1003object::do_remove () 1024object::do_remove ()
1004{ 1025{
1005 object *tmp, *last = 0; 1026 if (flag [FLAG_REMOVED])
1006 object *otmp;
1007
1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1009 return; 1027 return;
1010 1028
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1029 INVOKE_OBJECT (REMOVE, this);
1030
1031 flag [FLAG_REMOVED] = true;
1013 1032
1014 if (more) 1033 if (more)
1015 more->remove (); 1034 more->remove ();
1016 1035
1017 /* 1036 /*
1018 * In this case, the object to be removed is in someones 1037 * In this case, the object to be removed is in someones
1019 * inventory. 1038 * inventory.
1020 */ 1039 */
1021 if (env) 1040 if (env)
1022 { 1041 {
1042 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1043 if (object *pl = visible_to ())
1044 esrv_del_item (pl->contr, count);
1045 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1046
1023 adjust_weight (env, -total_weight ()); 1047 adjust_weight (env, -total_weight ());
1024 1048
1025 *(above ? &above->below : &env->inv) = below; 1049 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1050
1030 /* we set up values so that it could be inserted into 1051 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1052 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1053 * to the caller to decide what we want to do.
1033 */ 1054 */
1034 map = env->map; 1055 map = env->map;
1035 x = env->x; 1056 x = env->x;
1036 y = env->y; 1057 y = env->y;
1058
1059 // make sure cmov optimisation is applicable
1060 *(above ? &above->below : &env->inv) = below;
1061 *(below ? &below->above : &above ) = above; // &above is just a dummy
1062
1037 above = 0; 1063 above = 0;
1038 below = 0; 1064 below = 0;
1039 env = 0; 1065 env = 0;
1040 1066
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1067 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1068 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1069 * to save cpu time.
1044 */ 1070 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1071 if (pl)
1072 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1073 {
1046 otmp->update_stats (); 1074 pl->update_stats ();
1075
1076 if (glow_radius && pl->is_on_map ())
1077 update_all_los (pl->map, pl->x, pl->y);
1078 }
1047 } 1079 }
1048 else if (map) 1080 else if (map)
1049 { 1081 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1082 map->dirty = true;
1063 mapspace &ms = this->ms (); 1083 mapspace &ms = this->ms ();
1064 1084
1085 if (object *pl = ms.player ())
1086 {
1087 if (is_player ())
1088 {
1089 if (!flag [FLAG_WIZPASS])
1090 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1091
1092 // leaving a spot always closes any open container on the ground
1093 if (container && !container->env)
1094 // this causes spurious floorbox updates, but it ensures
1095 // that the CLOSE event is being sent.
1096 close_container ();
1097
1098 --map->players;
1099 map->touch ();
1100 }
1101 else if (pl->container_ () == this)
1102 {
1103 // removing a container should close it
1104 close_container ();
1105 }
1106
1107 esrv_del_item (pl->contr, count);
1108 }
1109
1065 /* link the object above us */ 1110 /* link the object above us */
1066 if (above) 1111 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1112 *(above ? &above->below : &ms.top) = below;
1068 else 1113 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1114
1086 above = 0; 1115 above = 0;
1087 below = 0; 1116 below = 0;
1088 1117
1118 ms.invalidate ();
1119
1089 if (map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1090 return; 1121 return;
1091 1122
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1124
1094 if (object *pl = ms.player ()) 1125 if (object *pl = ms.player ())
1095 { 1126 {
1096 if (pl->container == this) 1127 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1128 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1129 * removed (most likely destroyed), update the player view
1099 * appropriately. 1130 * appropriately.
1100 */ 1131 */
1101 pl->close_container (); 1132 pl->close_container ();
1102 1133
1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1138 pl->contr->ns->floorbox_update ();
1104 } 1139 }
1105 1140
1141 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1142 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1143 {
1144 above = tmp->above;
1145
1108 /* No point updating the players look faces if he is the object 1146 /* No point updating the players look faces if he is the object
1109 * being removed. 1147 * being removed.
1110 */ 1148 */
1111 1149
1112 /* See if object moving off should effect something */ 1150 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1151 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1153 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1154 }
1122 1155
1123 last = tmp; 1156 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1157 update_all_los (map, x, y);
1135 } 1158 }
1136} 1159}
1137 1160
1138/* 1161/*
1152 if (!top) 1175 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1176 for (top = op; top && top->above; top = top->above)
1154 ; 1177 ;
1155 1178
1156 for (; top; top = top->below) 1179 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1180 if (object::can_merge (op, top))
1162 { 1181 {
1163 top->nrof += op->nrof; 1182 top->nrof += op->nrof;
1164 1183
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1184 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1185 esrv_update_item (UPD_NROF, pl, top);
1186
1187 op->weight = 0; // cancel the addition above
1188 op->carrying = 0; // must be 0 already
1189
1167 op->destroy (); 1190 op->destroy ();
1191
1168 return top; 1192 return top;
1169 } 1193 }
1170 }
1171 1194
1172 return 0; 1195 return 0;
1173} 1196}
1174 1197
1175void 1198void
1200 * job preparing multi-part monsters. 1223 * job preparing multi-part monsters.
1201 */ 1224 */
1202object * 1225object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1226insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1227{
1228 op->remove ();
1229
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1230 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1231 {
1207 tmp->x = x + tmp->arch->x; 1232 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1233 tmp->y = y + tmp->arch->y;
1209 } 1234 }
1232 * just 'op' otherwise 1257 * just 'op' otherwise
1233 */ 1258 */
1234object * 1259object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1261{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1262 op->remove ();
1263
1264 if (m == &freed_map)//D TODO: remove soon
1265 {//D
1266 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1267 }//D
1242 1268
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1269 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1270 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1271 * need extra work
1246 */ 1272 */
1273 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1274 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1275 {
1249 op->destroy (); 1276 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1277 return 0;
1251 } 1278 }
1252 1279
1253 if (object *more = op->more) 1280 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1281 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1282 return 0;
1256 1283
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1284 op->flag [FLAG_REMOVED] = false;
1258 1285 op->env = 0;
1259 op->map = m; 1286 op->map = newmap;
1287
1260 mapspace &ms = op->ms (); 1288 mapspace &ms = op->ms ();
1261 1289
1262 /* this has to be done after we translate the coordinates. 1290 /* this has to be done after we translate the coordinates.
1263 */ 1291 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1292 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1293 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1294 if (object::can_merge (op, tmp))
1267 { 1295 {
1296 // TODO: we actually want to update tmp, not op,
1297 // but some caller surely breaks when we return tmp
1298 // from here :/
1268 op->nrof += tmp->nrof; 1299 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1300 tmp->destroy ();
1270 } 1301 }
1271 1302
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1303 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1304 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274 1305
1281 { 1312 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1313 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1314 abort ();
1284 } 1315 }
1285 1316
1317 if (!originator->is_on_map ())
1318 {
1319 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1320 op->debug_desc (), originator->debug_desc ());
1321 abort ();
1322 }
1323
1286 op->above = originator; 1324 op->above = originator;
1287 op->below = originator->below; 1325 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1326 originator->below = op;
1327
1328 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1329 }
1297 else 1330 else
1298 { 1331 {
1299 top = ms.bot; 1332 object *floor = 0;
1333 object *top = ms.top;
1300 1334
1301 /* If there are other objects, then */ 1335 /* If there are other objects, then */
1302 if (top) 1336 if (top)
1303 { 1337 {
1304 object *last = 0;
1305
1306 /* 1338 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1339 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1340 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1341 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1342 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * once we get to them. This reduces the need to traverse over all of 1345 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time 1346 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed 1347 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1348 * that flying non pickable objects are spell objects.
1317 */ 1349 */
1318 for (top = ms.bot; top; top = top->above) 1350 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1351 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1352 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1353 floor = tmp;
1322 1354
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1356 {
1325 /* We insert above top, so we want this object below this */ 1357 /* We insert above top, so we want this object below this */
1326 top = top->below; 1358 top = tmp->below;
1327 break; 1359 break;
1328 } 1360 }
1329 1361
1330 last = top; 1362 top = tmp;
1331 } 1363 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1364
1336 /* We let update_position deal with figuring out what the space 1365 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1366 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1367 * makes things faster, and effectively the same result.
1339 */ 1368 */
1346 */ 1375 */
1347 if (!(flag & INS_ON_TOP) 1376 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1377 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1378 && (op->face && !faces [op->face].visibility))
1350 { 1379 {
1380 object *last;
1381
1351 for (last = top; last != floor; last = last->below) 1382 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1383 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1384 break;
1354 1385
1355 /* Check to see if we found the object that blocks view, 1386 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1394 } /* If objects on this space */
1364 1395
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1396 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1397 top = floor;
1367 1398
1368 /* Top is the object that our object (op) is going to get inserted above. 1399 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1400 if (!top)
1373 { 1401 {
1402 op->below = 0;
1374 op->above = ms.bot; 1403 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1404 ms.bot = op;
1405
1406 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1407 }
1382 else 1408 else
1383 { /* get inserted into the stack above top */ 1409 {
1384 op->above = top->above; 1410 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1411 top->above = op;
1388 1412
1389 op->below = top; 1413 op->below = top;
1390 top->above = op; 1414 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1415 }
1416 }
1392 1417
1393 if (!op->above) 1418 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1419 {
1399 op->contr->do_los = 1; 1420 op->contr->do_los = 1;
1400 ++op->map->players; 1421 ++op->map->players;
1401 op->map->touch (); 1422 op->map->touch ();
1402 } 1423 }
1403 1424
1404 op->map->dirty = true; 1425 op->map->dirty = true;
1405 1426
1406 if (object *pl = ms.player ()) 1427 if (object *pl = ms.player ())
1428 //TODO: the floorbox prev/next might need updating
1429 //esrv_send_item (pl, op);
1430 //TODO: update floorbox to preserve ordering
1431 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1408 1433
1409 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1411 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1412 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1441 * of effect may be sufficient.
1417 */ 1442 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1443 if (op->affects_los ())
1444 {
1445 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1446 update_all_los (op->map, op->x, op->y);
1447 }
1420 1448
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1423 1451
1424 INVOKE_OBJECT (INSERT, op); 1452 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1460 * update_object().
1433 */ 1461 */
1434 1462
1435 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1464 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1465 {
1438 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1439 return 0; 1467 return 0;
1440 1468
1441 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1452/* this function inserts an object in the map, but if it 1480/* this function inserts an object in the map, but if it
1453 * finds an object of its own type, it'll remove that one first. 1481 * finds an object of its own type, it'll remove that one first.
1454 * op is the object to insert it under: supplies x and the map. 1482 * op is the object to insert it under: supplies x and the map.
1455 */ 1483 */
1456void 1484void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1485replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1486{
1459 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1460 1488
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1489 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1490 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1491 tmp->destroy ();
1464 1492
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1493 object *tmp = arch_to_object (archetype::find (archname));
1466 1494
1467 tmp->x = op->x; 1495 tmp->x = op->x;
1468 tmp->y = op->y; 1496 tmp->y = op->y;
1469 1497
1470 insert_ob_in_map (tmp, op->map, op, 0); 1498 insert_ob_in_map (tmp, op->map, op, 0);
1475{ 1503{
1476 if (where->env) 1504 if (where->env)
1477 return where->env->insert (this); 1505 return where->env->insert (this);
1478 else 1506 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1507 return where->map->insert (this, where->x, where->y, originator, flags);
1480}
1481
1482// find player who can see this object
1483static object *
1484visible_to (object *op)
1485{
1486 if (!op->flag [FLAG_REMOVED])
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494
1495 // else a player could have our env open
1496 env = env->outer_env ();
1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514} 1508}
1515 1509
1516/* 1510/*
1517 * decrease(object, number) decreases a specified number from 1511 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1516 */
1523bool 1517bool
1524object::decrease (sint32 nr) 1518object::decrease (sint32 nr)
1525{ 1519{
1520 if (!nr)
1521 return true;
1522
1526 nr = min (nr, nrof); 1523 nr = min (nr, nrof);
1527 1524
1528 if (!nr) 1525 if (nrof > nr)
1529 return 1; 1526 {
1530
1531 nrof -= nr; 1527 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1528 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1529
1539 if (visible) 1530 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1531 esrv_update_item (UPD_NROF, pl, this);
1541 1532
1542 return 1; 1533 return true;
1543 } 1534 }
1544 else 1535 else
1545 { 1536 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1537 destroy ();
1550 return 0; 1538 return false;
1551 } 1539 }
1552} 1540}
1553 1541
1554/* 1542/*
1555 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1543 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains 1544 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and freed if that number is 0). 1545 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned, and the reason put into the 1546 * On failure, NULL is returned.
1559 * global static errmsg array.
1560 */ 1547 */
1561object * 1548object *
1562object::split (sint32 nr) 1549object::split (sint32 nr)
1563{ 1550{
1551 int have = number_of ();
1552
1564 if (nrof < nr) 1553 if (have < nr)
1565 return 0; 1554 return 0;
1566 else if (nrof == nr) 1555 else if (have == nr)
1567 { 1556 {
1568 remove (); 1557 remove ();
1569 return this; 1558 return this;
1570 } 1559 }
1571 else 1560 else
1572 { 1561 {
1573 decrease (nr); 1562 decrease (nr);
1574 1563
1575 object *op = object_create_clone (this); 1564 object *op = deep_clone ();
1576 op->nrof = nr; 1565 op->nrof = nr;
1577 return op; 1566 return op;
1578 } 1567 }
1579}
1580
1581//TODO: remove, but semantics differs from split_nr
1582object *
1583get_split_ob (object *orig_ob, uint32 nr)
1584{
1585 if (orig_ob->nrof < nr)
1586 {
1587 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1588 return 0;
1589 }
1590
1591 return orig_ob->split (nr);
1592} 1568}
1593 1569
1594object * 1570object *
1595insert_ob_in_ob (object *op, object *where) 1571insert_ob_in_ob (object *op, object *where)
1596{ 1572{
1637 if (object::can_merge (tmp, op)) 1613 if (object::can_merge (tmp, op))
1638 { 1614 {
1639 /* return the original object and remove inserted object 1615 /* return the original object and remove inserted object
1640 (client needs the original object) */ 1616 (client needs the original object) */
1641 tmp->nrof += op->nrof; 1617 tmp->nrof += op->nrof;
1618
1619 if (object *pl = tmp->visible_to ())
1620 esrv_update_item (UPD_NROF, pl, tmp);
1621
1622 adjust_weight (this, op->total_weight ());
1623
1642 op->destroy (1); 1624 op->destroy ();
1643 op = tmp; 1625 op = tmp;
1644 goto inserted; 1626 goto inserted;
1645 } 1627 }
1646 1628
1647 op->owner = 0; // it's his/hers now. period. 1629 op->owner = 0; // it's his/hers now. period.
1658 1640
1659 inv = op; 1641 inv = op;
1660 1642
1661 op->flag [FLAG_REMOVED] = 0; 1643 op->flag [FLAG_REMOVED] = 0;
1662 1644
1645 if (object *pl = op->visible_to ())
1646 esrv_send_item (pl, op);
1647
1663 adjust_weight (this, op->total_weight ()); 1648 adjust_weight (this, op->total_weight ());
1664 1649
1665inserted: 1650inserted:
1666 /* reset the light list and los of the players on the map */ 1651 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness) 1652 if (op->glow_radius && is_on_map ())
1653 {
1654 update_stats ();
1668 update_all_los (map, x, y); 1655 update_all_los (map, x, y);
1669 1656 }
1670 if (object *otmp = in_player ()) 1657 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1671 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1658 // if this is a player's inventory, update stats
1672 otmp->update_stats (); 1659 update_stats ();
1673 1660
1674 INVOKE_OBJECT (INSERT, this); 1661 INVOKE_OBJECT (INSERT, this);
1675 1662
1676 return op; 1663 return op;
1677} 1664}
1697 * on top. 1684 * on top.
1698 */ 1685 */
1699int 1686int
1700check_move_on (object *op, object *originator) 1687check_move_on (object *op, object *originator)
1701{ 1688{
1689 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1690 return 0;
1691
1702 object *tmp; 1692 object *tmp;
1703 maptile *m = op->map; 1693 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1694 int x = op->x, y = op->y;
1705 1695
1706 MoveType move_on, move_slow, move_block; 1696 mapspace &ms = m->at (x, y);
1707 1697
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1698 ms.update ();
1709 return 0;
1710 1699
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1700 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1701 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1702 MoveType move_block = ms.move_block;
1714 1703
1715 /* if nothing on this space will slow op down or be applied, 1704 /* if nothing on this space will slow op down or be applied,
1716 * no need to do checking below. have to make sure move_type 1705 * no need to do checking below. have to make sure move_type
1717 * is set, as lots of objects don't have it set - we treat that 1706 * is set, as lots of objects don't have it set - we treat that
1718 * as walking. 1707 * as walking.
1729 return 0; 1718 return 0;
1730 1719
1731 /* The objects have to be checked from top to bottom. 1720 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1721 * Hence, we first go to the top:
1733 */ 1722 */
1734 1723 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1724 {
1725 next = tmp->below;
1744 1726
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1727 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1728 continue; /* Can't apply yourself */
1749 1729
1750 /* Check to see if one of the movement types should be slowed down. 1730 /* Check to see if one of the movement types should be slowed down.
1751 * Second check makes sure that the movement types not being slowed 1731 * Second check makes sure that the movement types not being slowed
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1736 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1757 { 1737 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1738 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1739 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 { 1740 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1741 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1742
1765 if (op->type == PLAYER) 1743 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1744 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1745 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1746 diff /= 4.0;
1769 1747
1770 op->speed_left -= diff; 1748 op->speed_left -= diff;
1771 } 1749 }
1772 } 1750 }
1805 LOG (llevError, "Present_arch called outside map.\n"); 1783 LOG (llevError, "Present_arch called outside map.\n");
1806 return NULL; 1784 return NULL;
1807 } 1785 }
1808 1786
1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1787 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 if (tmp->arch == at) 1788 if (tmp->arch->archname == at->archname)
1811 return tmp; 1789 return tmp;
1812 1790
1813 return NULL; 1791 return NULL;
1814} 1792}
1815 1793
1879 * The first matching object is returned, or NULL if none. 1857 * The first matching object is returned, or NULL if none.
1880 */ 1858 */
1881object * 1859object *
1882present_arch_in_ob (const archetype *at, const object *op) 1860present_arch_in_ob (const archetype *at, const object *op)
1883{ 1861{
1884 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1862 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885 if (tmp->arch == at) 1863 if (tmp->arch->archname == at->archname)
1886 return tmp; 1864 return tmp;
1887 1865
1888 return NULL; 1866 return NULL;
1889} 1867}
1890 1868
1978 * head of the object should correspond for the entire object. 1956 * head of the object should correspond for the entire object.
1979 */ 1957 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1958 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 1959 continue;
1982 1960
1983 if (ob->blocked (m, pos.x, pos.y)) 1961 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 1962 continue;
1985 1963
1986 altern [index++] = i; 1964 altern [index++] = i;
1987 } 1965 }
1988 1966
2056 * there is capable of. 2034 * there is capable of.
2057 */ 2035 */
2058int 2036int
2059find_dir (maptile *m, int x, int y, object *exclude) 2037find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2038{
2061 int i, max = SIZEOFFREE, mflags; 2039 int max = SIZEOFFREE, mflags;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2040 MoveType move_type;
2068 2041
2069 if (exclude && exclude->head_ () != exclude) 2042 if (exclude && exclude->head_ () != exclude)
2070 { 2043 {
2071 exclude = exclude->head; 2044 exclude = exclude->head;
2072 move_type = exclude->move_type; 2045 move_type = exclude->move_type;
2075 { 2048 {
2076 /* If we don't have anything, presume it can use all movement types. */ 2049 /* If we don't have anything, presume it can use all movement types. */
2077 move_type = MOVE_ALL; 2050 move_type = MOVE_ALL;
2078 } 2051 }
2079 2052
2080 for (i = 1; i < max; i++) 2053 for (int i = 1; i < max; i++)
2081 { 2054 {
2082 mp = m; 2055 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2056 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2057
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2058 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2059 max = maxfree[i];
2090 else 2060 else
2091 { 2061 {
2092 mapspace &ms = mp->at (nx, ny); 2062 mapspace &ms = *pos;
2093 2063
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2064 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2065 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2066 else if (ms.flags () & P_IS_ALIVE)
2099 { 2067 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2068 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2069 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2070 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2071 return freedir [i];
2107 } 2072 }
2108 } 2073 }
2109 } 2074 }
2110 2075
2111 return 0; 2076 return 0;
2186 * This basically means that if direction is 15, then it could either go 2151 * This basically means that if direction is 15, then it could either go
2187 * direction 4, 14, or 16 to get back to where we are. 2152 * direction 4, 14, or 16 to get back to where we are.
2188 * Moved from spell_util.c to object.c with the other related direction 2153 * Moved from spell_util.c to object.c with the other related direction
2189 * functions. 2154 * functions.
2190 */ 2155 */
2191int reduction_dir[SIZEOFFREE][3] = { 2156static const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2157 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2158 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2159 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2160 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2161 {0, 0, 0}, /* 4 */
2292int 2257int
2293can_pick (const object *who, const object *item) 2258can_pick (const object *who, const object *item)
2294{ 2259{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2260 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2261 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2262 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298} 2263}
2299 2264
2300/* 2265/*
2301 * create clone from object to another 2266 * create clone from object to another
2302 */ 2267 */
2303object * 2268object *
2304object_create_clone (object *asrc) 2269object::deep_clone ()
2305{ 2270{
2306 object *dst = 0, *tmp, *src, *prev, *item; 2271 assert (("deep_clone called on non-head object", is_head ()));
2307 2272
2308 if (!asrc) 2273 object *dst = clone ();
2309 return 0;
2310 2274
2311 src = asrc->head_ (); 2275 object *prev = dst;
2312
2313 prev = 0;
2314 for (object *part = src; part; part = part->more) 2276 for (object *part = this->more; part; part = part->more)
2315 { 2277 {
2316 tmp = part->clone (); 2278 object *tmp = part->clone ();
2317 tmp->x -= src->x;
2318 tmp->y -= src->y;
2319
2320 if (!part->head)
2321 {
2322 dst = tmp;
2323 tmp->head = 0;
2324 }
2325 else
2326 tmp->head = dst; 2279 tmp->head = dst;
2327
2328 tmp->more = 0;
2329
2330 if (prev)
2331 prev->more = tmp; 2280 prev->more = tmp;
2332
2333 prev = tmp; 2281 prev = tmp;
2334 } 2282 }
2335 2283
2336 for (item = src->inv; item; item = item->below) 2284 for (object *item = inv; item; item = item->below)
2337 insert_ob_in_ob (object_create_clone (item), dst); 2285 insert_ob_in_ob (item->deep_clone (), dst);
2338 2286
2339 return dst; 2287 return dst;
2340} 2288}
2341 2289
2342/* This returns the first object in who's inventory that 2290/* This returns the first object in who's inventory that
2351 return tmp; 2299 return tmp;
2352 2300
2353 return 0; 2301 return 0;
2354} 2302}
2355 2303
2356/* If ob has a field named key, return the link from the list, 2304shstr_tmp
2357 * otherwise return NULL. 2305object::kv_get (shstr_tmp key) const
2358 *
2359 * key must be a passed in shared string - otherwise, this won't
2360 * do the desired thing.
2361 */
2362key_value *
2363get_ob_key_link (const object *ob, const char *key)
2364{ 2306{
2365 for (key_value *link = ob->key_values; link; link = link->next) 2307 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (link->key == key) 2308 if (kv->key == key)
2367 return link;
2368
2369 return 0;
2370}
2371
2372/*
2373 * Returns the value of op has an extra_field for key, or NULL.
2374 *
2375 * The argument doesn't need to be a shared string.
2376 *
2377 * The returned string is shared.
2378 */
2379const char *
2380get_ob_key_value (const object *op, const char *const key)
2381{
2382 key_value *link;
2383 shstr_cmp canonical_key (key);
2384
2385 if (!canonical_key)
2386 {
2387 /* 1. There being a field named key on any object
2388 * implies there'd be a shared string to find.
2389 * 2. Since there isn't, no object has this field.
2390 * 3. Therefore, *this* object doesn't have this field.
2391 */
2392 return 0;
2393 }
2394
2395 /* This is copied from get_ob_key_link() above -
2396 * only 4 lines, and saves the function call overhead.
2397 */
2398 for (link = op->key_values; link; link = link->next)
2399 if (link->key == canonical_key)
2400 return link->value; 2309 return kv->value;
2401 2310
2402 return 0; 2311 return shstr ();
2403} 2312}
2404 2313
2405/* 2314void
2406 * Updates the canonical_key in op to value. 2315object::kv_set (shstr_tmp key, shstr_tmp value)
2407 *
2408 * canonical_key is a shared string (value doesn't have to be).
2409 *
2410 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2411 * keys.
2412 *
2413 * Returns TRUE on success.
2414 */
2415int
2416set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2417{ 2316{
2418 key_value *field = NULL, *last = NULL; 2317 for (key_value *kv = key_values; kv; kv = kv->next)
2419 2318 if (kv->key == key)
2420 for (field = op->key_values; field != NULL; field = field->next)
2421 {
2422 if (field->key != canonical_key)
2423 { 2319 {
2424 last = field; 2320 kv->value = value;
2425 continue; 2321 return;
2426 } 2322 }
2427 2323
2428 if (value) 2324 key_value *kv = new key_value;
2429 field->value = value; 2325
2430 else 2326 kv->next = key_values;
2327 kv->key = key;
2328 kv->value = value;
2329
2330 key_values = kv;
2331}
2332
2333void
2334object::kv_del (shstr_tmp key)
2335{
2336 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2337 if ((*kvp)->key == key)
2431 { 2338 {
2432 /* Basically, if the archetype has this key set, 2339 key_value *kv = *kvp;
2433 * we need to store the null value so when we save 2340 *kvp = (*kvp)->next;
2434 * it, we save the empty value so that when we load, 2341 delete kv;
2435 * we get this value back again. 2342 return;
2436 */
2437 if (get_ob_key_link (op->arch, canonical_key))
2438 field->value = 0;
2439 else
2440 {
2441 if (last)
2442 last->next = field->next;
2443 else
2444 op->key_values = field->next;
2445
2446 delete field;
2447 }
2448 } 2343 }
2449 return TRUE;
2450 }
2451 /* IF we get here, key doesn't exist */
2452
2453 /* No field, we'll have to add it. */
2454
2455 if (!add_key)
2456 return FALSE;
2457
2458 /* There isn't any good reason to store a null
2459 * value in the key/value list. If the archetype has
2460 * this key, then we should also have it, so shouldn't
2461 * be here. If user wants to store empty strings,
2462 * should pass in ""
2463 */
2464 if (value == NULL)
2465 return TRUE;
2466
2467 field = new key_value;
2468
2469 field->key = canonical_key;
2470 field->value = value;
2471 /* Usual prepend-addition. */
2472 field->next = op->key_values;
2473 op->key_values = field;
2474
2475 return TRUE;
2476}
2477
2478/*
2479 * Updates the key in op to value.
2480 *
2481 * If add_key is FALSE, this will only update existing keys,
2482 * and not add new ones.
2483 * In general, should be little reason FALSE is ever passed in for add_key
2484 *
2485 * Returns TRUE on success.
2486 */
2487int
2488set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2489{
2490 shstr key_ (key);
2491
2492 return set_ob_key_value_s (op, key_, value, add_key);
2493} 2344}
2494 2345
2495object::depth_iterator::depth_iterator (object *container) 2346object::depth_iterator::depth_iterator (object *container)
2496: iterator_base (container) 2347: iterator_base (container)
2497{ 2348{
2547{ 2398{
2548 char flagdesc[512]; 2399 char flagdesc[512];
2549 char info2[256 * 4]; 2400 char info2[256 * 4];
2550 char *p = info; 2401 char *p = info;
2551 2402
2552 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2403 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2553 count, 2404 count,
2554 uuid.c_str (), 2405 uuid.c_str (),
2555 &name, 2406 &name,
2556 title ? "\",title:\"" : "", 2407 title ? ",title:\"" : "",
2557 title ? (const char *)title : "", 2408 title ? (const char *)title : "",
2409 title ? "\"" : "",
2558 flag_desc (flagdesc, 512), type); 2410 flag_desc (flagdesc, 512), type);
2559 2411
2560 if (!this->flag[FLAG_REMOVED] && env) 2412 if (!flag[FLAG_REMOVED] && env)
2561 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2413 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2562 2414
2563 if (map) 2415 if (map)
2564 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2416 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2565 2417
2595object::open_container (object *new_container) 2447object::open_container (object *new_container)
2596{ 2448{
2597 if (container == new_container) 2449 if (container == new_container)
2598 return; 2450 return;
2599 2451
2600 if (object *old_container = container) 2452 object *old_container = container;
2453
2454 if (old_container)
2601 { 2455 {
2602 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2456 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2603 return; 2457 return;
2604 2458
2605#if 0 2459#if 0
2607 if (object *closer = old_container->inv) 2461 if (object *closer = old_container->inv)
2608 if (closer->type == CLOSE_CON) 2462 if (closer->type == CLOSE_CON)
2609 closer->destroy (); 2463 closer->destroy ();
2610#endif 2464#endif
2611 2465
2466 // make sure the container is available
2467 esrv_send_item (this, old_container);
2468
2612 old_container->flag [FLAG_APPLIED] = 0; 2469 old_container->flag [FLAG_APPLIED] = false;
2613 container = 0; 2470 container = 0;
2614 2471
2472 // client needs item update to make it work, client bug requires this to be separate
2615 esrv_update_item (UPD_FLAGS, this, old_container); 2473 esrv_update_item (UPD_FLAGS, this, old_container);
2474
2616 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2475 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2617 play_sound (sound_find ("chest_close")); 2476 play_sound (sound_find ("chest_close"));
2618 } 2477 }
2619 2478
2620 if (new_container) 2479 if (new_container)
2621 { 2480 {
2631 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2490 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2632 new_container->insert (closer); 2491 new_container->insert (closer);
2633 } 2492 }
2634#endif 2493#endif
2635 2494
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2637 2496
2497 // make sure the container is available, client bug requires this to be separate
2498 esrv_send_item (this, new_container);
2499
2638 new_container->flag [FLAG_APPLIED] = 1; 2500 new_container->flag [FLAG_APPLIED] = true;
2639 container = new_container; 2501 container = new_container;
2640 2502
2503 // client needs flag change
2641 esrv_update_item (UPD_FLAGS, this, new_container); 2504 esrv_update_item (UPD_FLAGS, this, new_container);
2642 esrv_send_inventory (this, new_container); 2505 esrv_send_inventory (this, new_container);
2643 play_sound (sound_find ("chest_open")); 2506 play_sound (sound_find ("chest_open"));
2644 } 2507 }
2508// else if (!old_container->env && contr && contr->ns)
2509// contr->ns->floorbox_reset ();
2645} 2510}
2646 2511
2647object * 2512object *
2648object::force_find (const shstr name) 2513object::force_find (shstr_tmp name)
2649{ 2514{
2650 /* cycle through his inventory to look for the MARK we want to 2515 /* cycle through his inventory to look for the MARK we want to
2651 * place 2516 * place
2652 */ 2517 */
2653 for (object *tmp = inv; tmp; tmp = tmp->below) 2518 for (object *tmp = inv; tmp; tmp = tmp->below)
2655 return splay (tmp); 2520 return splay (tmp);
2656 2521
2657 return 0; 2522 return 0;
2658} 2523}
2659 2524
2525//-GPL
2526
2660void 2527void
2528object::force_set_timer (int duration)
2529{
2530 this->duration = 1;
2531 this->speed_left = -1.f;
2532
2533 this->set_speed (duration ? 1.f / duration : 0.f);
2534}
2535
2536object *
2661object::force_add (const shstr name, int duration) 2537object::force_add (shstr_tmp name, int duration)
2662{ 2538{
2663 if (object *force = force_find (name)) 2539 if (object *force = force_find (name))
2664 force->destroy (); 2540 force->destroy ();
2665 2541
2666 object *force = get_archetype (FORCE_NAME); 2542 object *force = get_archetype (FORCE_NAME);
2667 2543
2668 force->slaying = name; 2544 force->slaying = name;
2669 force->stats.food = 1; 2545 force->force_set_timer (duration);
2670 force->speed_left = -1.f;
2671
2672 force->set_speed (duration ? 1.f / duration : 0.f);
2673 force->flag [FLAG_IS_USED_UP] = true;
2674 force->flag [FLAG_APPLIED] = true; 2546 force->flag [FLAG_APPLIED] = true;
2675 2547
2676 insert (force); 2548 return insert (force);
2677} 2549}
2678 2550
2679void 2551void
2680object::play_sound (faceidx sound) 2552object::play_sound (faceidx sound) const
2681{ 2553{
2682 if (!sound) 2554 if (!sound)
2683 return; 2555 return;
2684 2556
2685 if (flag [FLAG_REMOVED]) 2557 if (is_on_map ())
2558 map->play_sound (sound, x, y);
2559 else if (object *pl = in_player ())
2560 pl->contr->play_sound (sound);
2561}
2562
2563void
2564object::say_msg (const char *msg) const
2565{
2566 if (is_on_map ())
2567 map->say_msg (msg, x, y);
2568 else if (object *pl = in_player ())
2569 pl->contr->play_sound (sound);
2570}
2571
2572void
2573object::make_noise ()
2574{
2575 // we do not model noise in the map, so instead put
2576 // a temporary light into the noise source
2577 // could use the map instead, but that's less reliable for our
2578 // goal, which is to make invisibility a bit harder to exploit
2579
2580 // currently only works sensibly for players
2581 if (!is_player ())
2686 return; 2582 return;
2687 2583
2688 if (env) 2584 // find old force, or create new one
2689 { 2585 object *force = force_find (shstr_noise_force);
2690 if (object *pl = in_player ()) 2586
2691 pl->contr->play_sound (sound); 2587 if (force)
2692 } 2588 force->speed_left = -1.f; // patch old speed up
2693 else 2589 else
2694 map->play_sound (sound, x, y); 2590 {
2695} 2591 force = archetype::get (shstr_noise_force);
2696 2592
2593 force->slaying = shstr_noise_force;
2594 force->stats.food = 1;
2595 force->speed_left = -1.f;
2596
2597 force->set_speed (1.f / 4.f);
2598 force->flag [FLAG_IS_USED_UP] = true;
2599 force->flag [FLAG_APPLIED] = true;
2600
2601 insert (force);
2602 }
2603}
2604

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