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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 1.334 by root, Fri Apr 23 09:22:46 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
41 49
42short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
43 0, 51 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 52 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, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 57 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 58 -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, 59 -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 60 -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}; 61};
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] = { 62int freedir[SIZEOFFREE] = {
61 0, 63 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 64 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, 65 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 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65}; 67};
66 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
67static void 76static void
68write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
69{ 78{
70 CALL_BEGIN (2); 79 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 83 CALL_END;
75} 84}
76 85
77static void 86static void
78read_uuid (void) 87read_uuid ()
79{ 88{
80 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
81 90
82 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
83 92
97 106
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 108 _exit (1);
100 } 109 }
101 110
102 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 112 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
105 114
106 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
107 { 116 {
134 143
135void 144void
136UUID::init () 145UUID::init ()
137{ 146{
138 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
139} 213}
140 214
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 216static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
144{ 218{
145 key_value *wants_field;
146
147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* 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 220 * objects with lists are rare, and lists stay short. If not, use a
149 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
150 */ 222 */
151 223
152 /* For each field in wants, */ 224 /* For each field in wants, */
153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
154 { 226 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 227 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 }
169 228
170 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
171 return 1; 230 return true;
172} 231}
173 232
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 234static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 236{
178 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
180 */ 239 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
182} 242}
183 243
184/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 245 * they can be merged together.
186 * 246 *
193 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
194 * check weight 254 * check weight
195 */ 255 */
196bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if (ob1 == ob2 259 if (ob1 == ob2
200 || ob1->type != ob2->type 260 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 261 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 264 return 0;
205 265
206 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 268 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; 269 return 0;
213 270
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* 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 272 * 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 273 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 275 * flags lose any meaning.
219 */ 276 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
222 279
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
225 282
226 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 284 || ob1->name != ob2->name
228 || ob1->title != ob2->title 285 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 292 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
237 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
239 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
242 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
243 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
244 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
245 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
247 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 308 return 0;
251 309
252 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
256 .any ()) 313 .any ())
257 return 0; 314 return 0;
258 315
259 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
278 335
279 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
280 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
281 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
282 */ 339 */
283 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
284 return 0; 341 return 0;
285 342
286 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
287 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
288 * check? 345 * check?
289 */ 346 */
290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
291 return 0; 348 return 0;
292 349
293 switch (ob1->type) 350 switch (ob1->type)
294 { 351 {
295 case SCROLL: 352 case SCROLL:
331 388
332 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
333 return 1; 390 return 1;
334} 391}
335 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
336// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
337static sint32 431static sint32
338weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
339{ 433{
340 return op->type == CONTAINER 434 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 436 : weight;
343} 437}
349static void 443static void
350adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
351{ 445{
352 while (op) 446 while (op)
353 { 447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
354 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
452
453 if (!weight)
454 return;
355 455
356 op->carrying += weight; 456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
357 op = op->env; 462 op = op->env;
358 } 463 }
359} 464}
360 465
361/* 466/*
374 op->update_weight (); 479 op->update_weight ();
375 480
376 sum += op->total_weight (); 481 sum += op->total_weight ();
377 } 482 }
378 483
379 carrying = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
492 carrying = sum;
493
494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
380} 498}
381 499
382/* 500/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 502 */
391 object_freezer freezer; 509 object_freezer freezer;
392 op->write (freezer); 510 op->write (freezer);
393 return freezer.as_string (); 511 return freezer.as_string ();
394} 512}
395 513
396/* 514char *
397 * get_nearest_part(multi-object, object 2) returns the part of the 515object::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{ 516{
404 object *tmp, *closest; 517 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} 518}
418 519
419/* 520/*
420 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow. 522 * VERRRY slow.
429 530
430 return 0; 531 return 0;
431} 532}
432 533
433/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
434 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
435 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
436 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
437 */ 553 */
438object * 554object *
439find_object_name (const char *str) 555find_object_name (const char *str)
440{ 556{
441 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
442 object *op;
443 558
559 if (str_)
444 for_all_objects (op) 560 for_all_objects (op)
445 if (op->name == str_) 561 if (op->name == str_)
446 break; 562 return op;
447 563
448 return op; 564 return 0;
449} 565}
450 566
451/* 567/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 569 * skill and experience objects.
468 } 584 }
469 585
470 this->owner = owner; 586 this->owner = owner;
471} 587}
472 588
473int
474object::slottype () const
475{
476 if (type == SKILL)
477 {
478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
513 {
514 current_weapon = chosen_skill = 0;
515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
530 {
531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
535
536 return true;
537}
538
539/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
540 * refcounts and freeing the links. 590 * refcounts and freeing the links.
541 */ 591 */
542static void 592static void
543free_key_values (object *op) 593free_key_values (object *op)
551 } 601 }
552 602
553 op->key_values = 0; 603 op->key_values = 0;
554} 604}
555 605
556object & 606/*
557object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
558{ 616{
559 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
566 620
567 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
568 if (src.key_values) 622 if (key_values)
569 { 623 {
570 key_value *tail = 0; 624 key_value *tail = 0;
571 key_values = 0; 625 dst->key_values = 0;
572 626
573 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
574 { 628 {
575 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
576 630
577 new_link->next = 0; 631 new_link->next = 0;
578 new_link->key = i->key; 632 new_link->key = i->key;
579 new_link->value = i->value; 633 new_link->value = i->value;
580 634
581 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
582 if (!key_values) 636 if (!dst->key_values)
583 { 637 {
584 key_values = new_link; 638 dst->key_values = new_link;
585 tail = new_link; 639 tail = new_link;
586 } 640 }
587 else 641 else
588 { 642 {
589 tail->next = new_link; 643 tail->next = new_link;
590 tail = new_link; 644 tail = new_link;
591 } 645 }
592 } 646 }
593 } 647 }
594}
595 648
596/* 649 dst->activate ();
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
609 if (speed < 0)
610 dst->speed_left -= rndm ();
611
612 dst->set_speed (dst->speed);
613} 650}
614 651
615void 652void
616object::instantiate () 653object::instantiate ()
617{ 654{
618 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
619 uuid = UUID::gen (); 656 uuid = UUID::gen ();
620 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
621 speed_left = -0.1f; 662 speed_left = -1.;
663
622 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
634object * 676object *
635object::clone () 677object::clone ()
636{ 678{
637 object *neu = create (); 679 object *neu = create ();
638 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
639 return neu; 687 return neu;
640} 688}
641 689
642/* 690/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
645 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
646 */ 694 */
647void 695void
648update_turn_face (object *op) 696update_turn_face (object *op)
649{ 697{
650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
651 return; 699 return;
652 700
653 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
654 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
655} 703}
660 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
661 */ 709 */
662void 710void
663object::set_speed (float speed) 711object::set_speed (float speed)
664{ 712{
665 if (flag [FLAG_FREED] && speed)
666 {
667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
668 speed = 0;
669 }
670
671 this->speed = speed; 713 this->speed = speed;
672 714
673 if (has_active_speed ()) 715 if (has_active_speed ())
674 activate (); 716 activate ();
675 else 717 else
694 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
695 */ 737 */
696void 738void
697update_object (object *op, int action) 739update_object (object *op, int action)
698{ 740{
699 if (op == NULL) 741 if (!op)
700 { 742 {
701 /* this should never happen */ 743 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 745 return;
704 } 746 }
705 747
706 if (op->env) 748 if (!op->is_on_map ())
707 { 749 {
708 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
709 * to do in this case. 751 * to do in this case.
710 */ 752 */
711 return; 753 return;
712 } 754 }
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;
719 755
720 /* make sure the object is within map boundaries */ 756 /* 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) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 758 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
731 767
732 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
733 /* nop */; 769 /* nop */;
734 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
735 { 771 {
772#if 0
736 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 784 * have move_allow right now.
748 */ 785 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
751 m.flags_ = 0; 790 m.invalidate ();
791#endif
752 } 792 }
753 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 795 * that is being removed.
756 */ 796 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 798 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
761 else 801 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 803
765 update_object (op->more, action); 805 update_object (op->more, action);
766} 806}
767 807
768object::object () 808object::object ()
769{ 809{
770 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
771 811
772 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
773 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
774} 815}
775 816
776object::~object () 817object::~object ()
777{ 818{
778 unlink (); 819 unlink ();
779 820
780 free_key_values (this); 821 free_key_values (this);
781} 822}
782
783static int object_count;
784 823
785void object::link () 824void object::link ()
786{ 825{
787 assert (!index);//D 826 assert (!index);//D
788 uuid = UUID::gen (); 827 uuid = UUID::gen ();
789 count = ++object_count;
790 828
791 refcnt_inc (); 829 refcnt_inc ();
792 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
793} 834}
794 835
795void object::unlink () 836void object::unlink ()
796{ 837{
797 if (!index) 838 if (!index)
798 return; 839 return;
840
841 ++destroy_count;
799 842
800 objects.erase (this); 843 objects.erase (this);
801 refcnt_dec (); 844 refcnt_dec ();
802} 845}
803 846
807 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
808 if (active) 851 if (active)
809 return; 852 return;
810 853
811 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
812 actives.insert (this); 859 actives.insert (this);
860 }
813} 861}
814 862
815void 863void
816object::activate_recursive () 864object::activate_recursive ()
817{ 865{
866object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
867{ 915{
868 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
873 if (!inv) 921 if (!inv)
874 return; 922 return;
875 923
876 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
878 * drop on that space. 926 * drop on that space.
879 */ 927 */
880 if (!drop_to_ground 928 if (!drop_to_ground
881 || !map 929 || !map
882 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 931 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
885 { 933 {
886 while (inv) 934 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 935 inv->destroy ();
890 }
891 } 936 }
892 else 937 else
893 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
894 while (inv) 939 while (inv)
895 { 940 {
906 map->insert (op, x, y); 951 map->insert (op, x, y);
907 } 952 }
908 } 953 }
909} 954}
910 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
911object *object::create () 993object::create ()
912{ 994{
913 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
914 op->link (); 1017 op->link ();
1018
915 return op; 1019 return op;
916} 1020}
917 1021
918void 1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
919object::do_destroy () 1057object::do_destroy ()
920{ 1058{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 1060 remove_link ();
925 1061
926 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 1063 remove_friendly_object (this);
928 1064
929 if (!flag [FLAG_REMOVED])
930 remove (); 1065 remove ();
931 1066
932 destroy_inv (true); 1067 attachable::do_destroy ();
933 1068
934 deactivate (); 1069 deactivate ();
935 unlink (); 1070 unlink ();
936 1071
937 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
938 1073
939 // hack to ensure that freed objects still have a valid map 1074 // 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; 1075 map = &freed_map;
958 x = 1; 1076 x = 1;
959 y = 1; 1077 y = 1;
960 }
961 1078
962 if (more) 1079 if (more)
963 { 1080 {
964 more->destroy (); 1081 more->destroy ();
965 more = 0; 1082 more = 0;
973 attacked_by = 0; 1090 attacked_by = 0;
974 current_weapon = 0; 1091 current_weapon = 0;
975} 1092}
976 1093
977void 1094void
978object::destroy (bool destroy_inventory) 1095object::destroy ()
979{ 1096{
980 if (destroyed ()) 1097 if (destroyed ())
981 return; 1098 return;
982 1099
983 if (destroy_inventory) 1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
984 destroy_inv (false); 1107 destroy_inv_fast ();
985 1108
986 if (is_head ()) 1109 if (is_head ())
987 if (sound_destroy) 1110 if (sound_destroy)
988 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1000 * the previous environment. 1123 * the previous environment.
1001 */ 1124 */
1002void 1125void
1003object::do_remove () 1126object::do_remove ()
1004{ 1127{
1005 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1006 object *otmp;
1007
1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1009 return; 1129 return;
1010 1130
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1013 1134
1014 if (more) 1135 if (more)
1015 more->remove (); 1136 more->remove ();
1016 1137
1017 /* 1138 /*
1018 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1019 * inventory. 1140 * inventory.
1020 */ 1141 */
1021 if (env) 1142 if (env)
1022 { 1143 {
1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1145 if (object *pl = visible_to ())
1146 esrv_del_item (pl->contr, count);
1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1148
1023 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1024 1150
1025 *(above ? &above->below : &env->inv) = below; 1151 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1152
1030 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1033 */ 1156 */
1034 map = env->map; 1157 map = env->map;
1035 x = env->x; 1158 x = env->x;
1036 y = env->y; 1159 y = env->y;
1160
1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1037 above = 0; 1165 above = 0;
1038 below = 0; 1166 below = 0;
1039 env = 0; 1167 env = 0;
1040 1168
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1042 * made to players inventory. If set, avoiding the call
1043 * to save cpu time.
1044 */ 1170 {
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1046 otmp->update_stats (); 1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1047 } 1190 }
1048 else if (map) 1191 else if (map)
1049 { 1192 {
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; 1193 map->dirty = true;
1063 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1064 1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1065 /* link the object above us */ 1221 /* link the object above us */
1066 if (above) 1222 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1068 else 1224 *(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 1225
1086 above = 0; 1226 above = 0;
1087 below = 0; 1227 below = 0;
1088 1228
1229 ms.invalidate ();
1230
1089 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1090 return; 1232 return;
1091 1233
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1235
1094 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1095 { 1237 {
1096 if (pl->container == this) 1238 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1099 * appropriately. 1241 * appropriately.
1100 */ 1242 */
1101 pl->close_container (); 1243 pl->close_container ();
1102 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1104 } 1250 }
1105 1251
1252 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1254 {
1255 above = tmp->above;
1256
1108 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1109 * being removed. 1258 * being removed.
1110 */ 1259 */
1111 1260
1112 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1264 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 } 1265 }
1122 1266
1123 last = tmp; 1267 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); 1268 update_all_los (map, x, y);
1135 } 1269 }
1136} 1270}
1137 1271
1138/* 1272/*
1152 if (!top) 1286 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1154 ; 1288 ;
1155 1289
1156 for (; top; top = top->below) 1290 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1162 { 1292 {
1163 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1164 1294
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1167 op->destroy (); 1301 op->destroy ();
1302
1168 return top; 1303 return top;
1169 } 1304 }
1170 }
1171 1305
1172 return 0; 1306 return 0;
1173} 1307}
1174 1308
1175void 1309void
1180 1314
1181 object *prev = this; 1315 object *prev = this;
1182 1316
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1318 {
1185 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1186 1320
1187 op->name = name; 1321 op->name = name;
1188 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1189 op->title = title; 1323 op->title = title;
1190 1324
1200 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1201 */ 1335 */
1202object * 1336object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1338{
1339 op->remove ();
1340
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1342 {
1207 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1209 } 1345 }
1226 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1228 * 1364 *
1229 * Return value: 1365 * Return value:
1230 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1368 * just 'op' otherwise
1233 */ 1369 */
1234object * 1370object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1372{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1373 op->remove ();
1374
1375 if (m == &freed_map)//D TODO: remove soon
1376 {//D
1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1378 }//D
1242 1379
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* 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 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1382 * need extra work
1246 */ 1383 */
1384 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1386 {
1249 op->destroy (); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1388 return 0;
1251 } 1389 }
1252 1390
1253 if (object *more = op->more) 1391 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1393 return 0;
1256 1394
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1258 1396 op->env = 0;
1259 op->map = m; 1397 op->map = newmap;
1398
1260 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1261 1400
1262 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1263 */ 1402 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1267 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1268 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1411 tmp->destroy ();
1270 } 1412 }
1271 1413
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1274 1416
1275 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1276 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1277 1419
1278 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1279 { 1421 {
1280 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1281 { 1423 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1425 abort ();
1284 } 1426 }
1285 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1286 op->above = originator; 1435 op->above = originator;
1287 op->below = originator->below; 1436 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; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1440 }
1297 else 1441 else
1298 { 1442 {
1299 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1300 1445
1301 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1302 if (top) 1447 if (top)
1303 { 1448 {
1304 object *last = 0;
1305
1306 /* 1449 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * 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 1456 * 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 1457 * 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 1458 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1317 */ 1460 */
1318 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1462 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1321 floor = top; 1464 floor = tmp;
1322 1465
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1324 { 1467 {
1325 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1326 top = top->below; 1469 top = tmp->below;
1327 break; 1470 break;
1328 } 1471 }
1329 1472
1330 last = top; 1473 top = tmp;
1331 } 1474 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1475
1336 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1339 */ 1479 */
1346 */ 1486 */
1347 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1350 { 1490 {
1491 object *last;
1492
1351 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1353 break; 1495 break;
1354 1496
1355 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1356 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1357 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1363 } /* If objects on this space */ 1505 } /* If objects on this space */
1364 1506
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1508 top = floor;
1367 1509
1368 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1511 if (!top)
1373 { 1512 {
1513 op->below = 0;
1374 op->above = ms.bot; 1514 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1518 }
1382 else 1519 else
1383 { /* get inserted into the stack above top */ 1520 {
1384 op->above = top->above; 1521 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1522 top->above = op;
1388 1523
1389 op->below = top; 1524 op->below = top;
1390 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1526 }
1527 }
1392 1528
1393 if (!op->above) 1529 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1530 {
1399 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1400 ++op->map->players; 1532 ++op->map->players;
1401 op->map->touch (); 1533 op->map->touch ();
1402 } 1534 }
1403 1535
1404 op->map->dirty = true; 1536 op->map->dirty = true;
1405 1537
1406 if (object *pl = ms.player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1542 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1408 1544
1409 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1546 * 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 1547 * 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 1548 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1552 * of effect may be sufficient.
1417 */ 1553 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1420 1559
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1423 1562
1424 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1571 * update_object().
1433 */ 1572 */
1434 1573
1435 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* 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) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1576 {
1438 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1439 return 0; 1578 return 0;
1440 1579
1441 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1442 * walk on's. 1581 * walk on's.
1443 */ 1582 */
1444 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1445 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1446 return 0; 1585 return 0;
1447 } 1586 }
1448 1587
1449 return op; 1588 return op;
1450} 1589}
1452/* this function inserts an object in the map, but if it 1591/* 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. 1592 * 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. 1593 * op is the object to insert it under: supplies x and the map.
1455 */ 1594 */
1456void 1595void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1597{
1459 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1460 1599
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1602 tmp->destroy ();
1464 1603
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1466 1605
1467 tmp->x = op->x; 1606 tmp->x = op->x;
1468 tmp->y = op->y; 1607 tmp->y = op->y;
1469 1608
1470 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1477 return where->env->insert (this); 1616 return where->env->insert (this);
1478 else 1617 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1619}
1481 1620
1482// find player who can see this object 1621// check whether we can put this into the map, respect max_volume, max_items
1483static object * 1622bool
1484visible_to (object *op) 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1485{ 1624{
1486 if (!op->flag [FLAG_REMOVED]) 1625 mapspace &ms = m->at (x, y);
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 1626
1495 // else a player could have our env open 1627 int items = ms.items ();
1496 env = env->outer_env ();
1497 1628
1498 // the player itself is always on a map, so we will find him here 1629 if (!items // testing !items ensures we can drop at least one item
1499 // even if our inv is in a player. 1630 || (items < m->max_items
1500 if (env->is_on_map ()) 1631 && ms.volume () < m->max_volume))
1501 if (object *pl = env->ms ().player ()) 1632 return true;
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 1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1513 return 0; 1640 return false;
1514} 1641}
1515 1642
1516/* 1643/*
1517 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1645 * 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 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1649 */
1523bool 1650bool
1524object::decrease (sint32 nr) 1651object::decrease (sint32 nr)
1525{ 1652{
1653 if (!nr)
1654 return true;
1655
1526 nr = min (nr, nrof); 1656 nr = min (nr, nrof);
1527 1657
1528 if (!nr) 1658 if (nrof > nr)
1529 return 1; 1659 {
1530
1531 nrof -= nr; 1660 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1662
1539 if (visible) 1663 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1664 esrv_update_item (UPD_NROF, pl, this);
1541 1665
1542 return 1; 1666 return true;
1543 } 1667 }
1544 else 1668 else
1545 { 1669 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1670 destroy ();
1550 return 0; 1671 return false;
1551 } 1672 }
1552} 1673}
1553 1674
1554/* 1675/*
1555 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1676 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains 1677 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and freed if that number is 0). 1678 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned, and the reason put into the 1679 * On failure, NULL is returned.
1559 * global static errmsg array.
1560 */ 1680 */
1561object * 1681object *
1562object::split (sint32 nr) 1682object::split (sint32 nr)
1563{ 1683{
1684 int have = number_of ();
1685
1564 if (nrof < nr) 1686 if (have < nr)
1565 return 0; 1687 return 0;
1566 else if (nrof == nr) 1688 else if (have == nr)
1567 { 1689 {
1568 remove (); 1690 remove ();
1569 return this; 1691 return this;
1570 } 1692 }
1571 else 1693 else
1572 { 1694 {
1573 decrease (nr); 1695 decrease (nr);
1574 1696
1575 object *op = object_create_clone (this); 1697 object *op = deep_clone ();
1576 op->nrof = nr; 1698 op->nrof = nr;
1577 return op; 1699 return op;
1578 } 1700 }
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} 1701}
1593 1702
1594object * 1703object *
1595insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1596{ 1705{
1637 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1638 { 1747 {
1639 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1640 (client needs the original object) */ 1749 (client needs the original object) */
1641 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1751
1752 if (object *pl = tmp->visible_to ())
1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1755 adjust_weight (this, op->total_weight ());
1756
1642 op->destroy (1); 1757 op->destroy ();
1643 op = tmp; 1758 op = tmp;
1644 goto inserted; 1759 goto inserted;
1645 } 1760 }
1646 1761
1647 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1658 1773
1659 inv = op; 1774 inv = op;
1660 1775
1661 op->flag [FLAG_REMOVED] = 0; 1776 op->flag [FLAG_REMOVED] = 0;
1662 1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1663 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1664 1782
1665inserted: 1783inserted:
1666 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1668 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1669 1789 }
1670 if (object *otmp = in_player ()) 1790 else if (is_player ())
1671 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1791 // if this is a player's inventory, update stats
1672 otmp->update_stats (); 1792 contr->queue_stats_update ();
1673 1793
1674 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1675 1795
1676 return op; 1796 return op;
1677} 1797}
1695 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1696 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1697 * on top. 1817 * on top.
1698 */ 1818 */
1699int 1819int
1700check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1701{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1702 object *tmp; 1825 object *tmp;
1703 maptile *m = op->map; 1826 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1705 1828
1706 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1707 1830
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1709 return 0;
1710 1832
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1714 1836
1715 /* if nothing on this space will slow op down or be applied, 1837 /* 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 1838 * 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 1839 * is set, as lots of objects don't have it set - we treat that
1718 * as walking. 1840 * as walking.
1729 return 0; 1851 return 0;
1730 1852
1731 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1733 */ 1855 */
1734 1856 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 } 1857 {
1858 next = tmp->below;
1744 1859
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1860 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1749 1862
1750 /* Check to see if one of the movement types should be slowed down. 1863 /* 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 1864 * Second check makes sure that the movement types not being slowed
1752 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1753 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1754 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1755 */ 1868 */
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1757 { 1870 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 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)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 { 1873 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1875
1765 if (op->type == PLAYER) 1876 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 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))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1879 diff /= 4.0;
1769 1880
1770 op->speed_left -= diff; 1881 op->speed_left -= diff;
1771 } 1882 }
1772 } 1883 }
1773 1884
1774 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1775 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1776 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1777 { 1888 {
1889 if (tmp->type == EXIT && (flags & INS_NO_AUTO_EXIT)) //TODO: temporary, fix exits instead
1890 continue;
1891
1778 move_apply (tmp, op, originator); 1892 move_apply (tmp, op, originator);
1779 1893
1780 if (op->destroyed ()) 1894 if (op->destroyed ())
1781 return 1; 1895 return 1;
1782 1896
1805 LOG (llevError, "Present_arch called outside map.\n"); 1919 LOG (llevError, "Present_arch called outside map.\n");
1806 return NULL; 1920 return NULL;
1807 } 1921 }
1808 1922
1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 if (tmp->arch == at) 1924 if (tmp->arch->archname == at->archname)
1811 return tmp; 1925 return tmp;
1812 1926
1813 return NULL; 1927 return NULL;
1814} 1928}
1815 1929
1879 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
1880 */ 1994 */
1881object * 1995object *
1882present_arch_in_ob (const archetype *at, const object *op) 1996present_arch_in_ob (const archetype *at, const object *op)
1883{ 1997{
1884 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885 if (tmp->arch == at) 1999 if (tmp->arch->archname == at->archname)
1886 return tmp; 2000 return tmp;
1887 2001
1888 return NULL; 2002 return NULL;
1889} 2003}
1890 2004
1894void 2008void
1895flag_inv (object *op, int flag) 2009flag_inv (object *op, int flag)
1896{ 2010{
1897 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2011 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 { 2012 {
1899 SET_FLAG (tmp, flag); 2013 tmp->set_flag (flag);
1900 flag_inv (tmp, flag); 2014 flag_inv (tmp, flag);
1901 } 2015 }
1902} 2016}
1903 2017
1904/* 2018/*
1907void 2021void
1908unflag_inv (object *op, int flag) 2022unflag_inv (object *op, int flag)
1909{ 2023{
1910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2024 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 { 2025 {
1912 CLEAR_FLAG (tmp, flag); 2026 tmp->clr_flag (flag);
1913 unflag_inv (tmp, flag); 2027 unflag_inv (tmp, flag);
1914 } 2028 }
1915} 2029}
1916 2030
1917/* 2031/*
1978 * head of the object should correspond for the entire object. 2092 * head of the object should correspond for the entire object.
1979 */ 2093 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2094 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 2095 continue;
1982 2096
1983 if (ob->blocked (m, pos.x, pos.y)) 2097 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 2098 continue;
1985 2099
1986 altern [index++] = i; 2100 altern [index++] = i;
1987 } 2101 }
1988 2102
2056 * there is capable of. 2170 * there is capable of.
2057 */ 2171 */
2058int 2172int
2059find_dir (maptile *m, int x, int y, object *exclude) 2173find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2174{
2061 int i, max = SIZEOFFREE, mflags; 2175 int max = SIZEOFFREE, mflags;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2176 MoveType move_type;
2068 2177
2069 if (exclude && exclude->head_ () != exclude) 2178 if (exclude && exclude->head_ () != exclude)
2070 { 2179 {
2071 exclude = exclude->head; 2180 exclude = exclude->head;
2072 move_type = exclude->move_type; 2181 move_type = exclude->move_type;
2075 { 2184 {
2076 /* If we don't have anything, presume it can use all movement types. */ 2185 /* If we don't have anything, presume it can use all movement types. */
2077 move_type = MOVE_ALL; 2186 move_type = MOVE_ALL;
2078 } 2187 }
2079 2188
2080 for (i = 1; i < max; i++) 2189 for (int i = 1; i < max; i++)
2081 { 2190 {
2082 mp = m; 2191 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2192 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2193
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2194 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2195 max = maxfree[i];
2090 else 2196 else
2091 { 2197 {
2092 mapspace &ms = mp->at (nx, ny); 2198 mapspace &ms = *pos;
2093 2199
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2200 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2201 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2202 else if (ms.flags () & P_IS_ALIVE)
2099 { 2203 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2204 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2205 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2206 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2207 return freedir [i];
2107 } 2208 }
2108 } 2209 }
2109 } 2210 }
2110 2211
2111 return 0; 2212 return 0;
2120{ 2221{
2121 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2222 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2122} 2223}
2123 2224
2124/* 2225/*
2125 * find_dir_2(delta-x,delta-y) will return a direction in which 2226 * find_dir_2(delta-x,delta-y) will return a direction value
2126 * an object which has subtracted the x and y coordinates of another 2227 * for running into direct [dx, dy].
2127 * object, needs to travel toward it. 2228 * (the opposite of crossfire's find_dir_2!)
2128 */ 2229 */
2129int 2230int
2130find_dir_2 (int x, int y) 2231find_dir_2 (int x, int y)
2131{ 2232{
2233#if 1 // new algorithm
2234 // this works by putting x, y into 16 sectors, which
2235 // are not equal sized, but are a better approximation
2236 // then the old algorithm, and then using a mapping
2237 // table to map it into a direction value.
2238 // basically, it maps these comparisons to each bit
2239 // bit #3: x < 0
2240 // bit #2: y < 0
2241 // bit #1: x > y
2242 // bit #0: x > 2y
2243
2244 static const uint8 dir[16] = {
2245 4, 5, 4, 3,
2246 2, 1, 2, 3,
2247 6, 5, 6, 7,
2248 8, 1, 8, 7,
2249 };
2250 int sector = 0;
2251
2252 // this is a bit ugly, but more likely to result in branchless code
2253 sector |= x < 0 ? 8 : 0;
2254 x = x < 0 ? -x : x; // abs
2255
2256 sector |= y < 0 ? 4 : 0;
2257 y = y < 0 ? -y : y; // abs
2258
2259 if (x > y)
2260 {
2261 sector |= 2;
2262
2263 if (x > y * 2)
2264 sector |= 1;
2265 }
2266 else
2267 {
2268 if (y > x * 2)
2269 sector |= 1;
2270 else if (!y)
2271 return 0; // x == 0 here
2272 }
2273
2274 return dir [sector];
2275#else // old algorithm
2132 int q; 2276 int q;
2133 2277
2134 if (y) 2278 if (y)
2135 q = x * 100 / y; 2279 q = 128 * x / y;
2136 else if (x) 2280 else if (x)
2137 q = -300 * x; 2281 q = -512 * x; // to make it > 309
2138 else 2282 else
2139 return 0; 2283 return 0;
2140 2284
2141 if (y > 0) 2285 if (y > 0)
2142 { 2286 {
2143 if (q < -242) 2287 if (q < -309) return 7;
2288 if (q < -52) return 6;
2289 if (q < 52) return 5;
2290 if (q < 309) return 4;
2291
2144 return 3; 2292 return 3;
2145 if (q < -41) 2293 }
2146 return 2; 2294 else
2147 if (q < 41) 2295 {
2148 return 1; 2296 if (q < -309) return 3;
2149 if (q < 242) 2297 if (q < -52) return 2;
2150 return 8; 2298 if (q < 52) return 1;
2299 if (q < 309) return 8;
2300
2151 return 7; 2301 return 7;
2152 } 2302 }
2153 2303#endif
2154 if (q < -242)
2155 return 7;
2156 if (q < -41)
2157 return 6;
2158 if (q < 41)
2159 return 5;
2160 if (q < 242)
2161 return 4;
2162
2163 return 3;
2164} 2304}
2165 2305
2166/* 2306/*
2167 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2307 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2168 * between two directions (which are expected to be absolute (see absdir()) 2308 * between two directions (which are expected to be absolute (see absdir())
2169 */ 2309 */
2170int 2310int
2171dirdiff (int dir1, int dir2) 2311dirdiff (int dir1, int dir2)
2172{ 2312{
2173 int d;
2174
2175 d = abs (dir1 - dir2); 2313 int d = abs (dir1 - dir2);
2176 if (d > 4)
2177 d = 8 - d;
2178 2314
2179 return d; 2315 return d > 4 ? 8 - d : d;
2180} 2316}
2181 2317
2182/* peterm: 2318/* peterm:
2183 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2319 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2184 * Basically, this is a table of directions, and what directions 2320 * Basically, this is a table of directions, and what directions
2186 * This basically means that if direction is 15, then it could either go 2322 * 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. 2323 * 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 2324 * Moved from spell_util.c to object.c with the other related direction
2189 * functions. 2325 * functions.
2190 */ 2326 */
2191int reduction_dir[SIZEOFFREE][3] = { 2327static const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2328 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2329 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2330 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2331 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2332 {0, 0, 0}, /* 4 */
2290 * Add a check so we can't pick up invisible objects (0.93.8) 2426 * Add a check so we can't pick up invisible objects (0.93.8)
2291 */ 2427 */
2292int 2428int
2293can_pick (const object *who, const object *item) 2429can_pick (const object *who, const object *item)
2294{ 2430{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2431 return /*who->flag [FLAG_WIZ]|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2432 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2433 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298} 2434}
2299 2435
2300/* 2436/*
2301 * create clone from object to another 2437 * create clone from object to another
2302 */ 2438 */
2303object * 2439object *
2304object_create_clone (object *asrc) 2440object::deep_clone ()
2305{ 2441{
2306 object *dst = 0, *tmp, *src, *prev, *item; 2442 assert (("deep_clone called on non-head object", is_head ()));
2307 2443
2308 if (!asrc) 2444 object *dst = clone ();
2309 return 0;
2310 2445
2311 src = asrc->head_ (); 2446 object *prev = dst;
2312
2313 prev = 0;
2314 for (object *part = src; part; part = part->more) 2447 for (object *part = this->more; part; part = part->more)
2315 { 2448 {
2316 tmp = part->clone (); 2449 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; 2450 tmp->head = dst;
2327
2328 tmp->more = 0;
2329
2330 if (prev)
2331 prev->more = tmp; 2451 prev->more = tmp;
2332
2333 prev = tmp; 2452 prev = tmp;
2334 } 2453 }
2335 2454
2336 for (item = src->inv; item; item = item->below) 2455 for (object *item = inv; item; item = item->below)
2337 insert_ob_in_ob (object_create_clone (item), dst); 2456 insert_ob_in_ob (item->deep_clone (), dst);
2338 2457
2339 return dst; 2458 return dst;
2340} 2459}
2341 2460
2342/* This returns the first object in who's inventory that 2461/* This returns the first object in who's inventory that
2351 return tmp; 2470 return tmp;
2352 2471
2353 return 0; 2472 return 0;
2354} 2473}
2355 2474
2356/* If ob has a field named key, return the link from the list, 2475shstr_tmp
2357 * otherwise return NULL. 2476object::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{ 2477{
2365 for (key_value *link = ob->key_values; link; link = link->next) 2478 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (link->key == key) 2479 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; 2480 return kv->value;
2401 2481
2402 return 0; 2482 return shstr ();
2403} 2483}
2404 2484
2405/* 2485void
2406 * Updates the canonical_key in op to value. 2486object::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{ 2487{
2418 key_value *field = NULL, *last = NULL; 2488 for (key_value *kv = key_values; kv; kv = kv->next)
2419 2489 if (kv->key == key)
2420 for (field = op->key_values; field != NULL; field = field->next)
2421 {
2422 if (field->key != canonical_key)
2423 { 2490 {
2424 last = field; 2491 kv->value = value;
2425 continue; 2492 return;
2426 } 2493 }
2427 2494
2428 if (value) 2495 key_value *kv = new key_value;
2429 field->value = value; 2496
2430 else 2497 kv->next = key_values;
2498 kv->key = key;
2499 kv->value = value;
2500
2501 key_values = kv;
2502}
2503
2504void
2505object::kv_del (shstr_tmp key)
2506{
2507 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2508 if ((*kvp)->key == key)
2431 { 2509 {
2432 /* Basically, if the archetype has this key set, 2510 key_value *kv = *kvp;
2433 * we need to store the null value so when we save 2511 *kvp = (*kvp)->next;
2434 * it, we save the empty value so that when we load, 2512 delete kv;
2435 * we get this value back again. 2513 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 } 2514 }
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} 2515}
2494 2516
2495object::depth_iterator::depth_iterator (object *container) 2517object::depth_iterator::depth_iterator (object *container)
2496: iterator_base (container) 2518: iterator_base (container)
2497{ 2519{
2547{ 2569{
2548 char flagdesc[512]; 2570 char flagdesc[512];
2549 char info2[256 * 4]; 2571 char info2[256 * 4];
2550 char *p = info; 2572 char *p = info;
2551 2573
2552 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2553 count, 2575 count,
2554 uuid.c_str (), 2576 uuid.c_str (),
2555 &name, 2577 &name,
2556 title ? "\",title:\"" : "", 2578 title ? ",title:\"" : "",
2557 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2580 title ? "\"" : "",
2558 flag_desc (flagdesc, 512), type); 2581 flag_desc (flagdesc, 512), type);
2559 2582
2560 if (!this->flag[FLAG_REMOVED] && env) 2583 if (!flag[FLAG_REMOVED] && env)
2561 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2562 2585
2563 if (map) 2586 if (map)
2564 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2565 2588
2580{ 2603{
2581 return map ? map->region (x, y) 2604 return map ? map->region (x, y)
2582 : region::default_region (); 2605 : region::default_region ();
2583} 2606}
2584 2607
2585const materialtype_t *
2586object::dominant_material () const
2587{
2588 if (materialtype_t *mt = name_to_material (materialname))
2589 return mt;
2590
2591 return name_to_material (shstr_unknown);
2592}
2593
2594void 2608void
2595object::open_container (object *new_container) 2609object::open_container (object *new_container)
2596{ 2610{
2597 if (container == new_container) 2611 if (container == new_container)
2598 return; 2612 return;
2599 2613
2600 if (object *old_container = container) 2614 object *old_container = container;
2615
2616 if (old_container)
2601 { 2617 {
2602 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2618 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2603 return; 2619 return;
2604 2620
2605#if 0 2621#if 0
2607 if (object *closer = old_container->inv) 2623 if (object *closer = old_container->inv)
2608 if (closer->type == CLOSE_CON) 2624 if (closer->type == CLOSE_CON)
2609 closer->destroy (); 2625 closer->destroy ();
2610#endif 2626#endif
2611 2627
2628 // make sure the container is available
2629 esrv_send_item (this, old_container);
2630
2612 old_container->flag [FLAG_APPLIED] = 0; 2631 old_container->flag [FLAG_APPLIED] = false;
2613 container = 0; 2632 container = 0;
2614 2633
2634 // client needs item update to make it work, client bug requires this to be separate
2615 esrv_update_item (UPD_FLAGS, this, old_container); 2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636
2616 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2637 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2617 play_sound (sound_find ("chest_close")); 2638 play_sound (sound_find ("chest_close"));
2618 } 2639 }
2619 2640
2620 if (new_container) 2641 if (new_container)
2621 { 2642 {
2625 // TODO: this does not seem to serve any purpose anymore? 2646 // TODO: this does not seem to serve any purpose anymore?
2626#if 0 2647#if 0
2627 // insert the "Close Container" object. 2648 // insert the "Close Container" object.
2628 if (archetype *closer = new_container->other_arch) 2649 if (archetype *closer = new_container->other_arch)
2629 { 2650 {
2630 object *closer = arch_to_object (new_container->other_arch); 2651 object *closer = new_container->other_arch->instance ();
2631 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2632 new_container->insert (closer); 2653 new_container->insert (closer);
2633 } 2654 }
2634#endif 2655#endif
2635 2656
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2637 2658
2659 // make sure the container is available, client bug requires this to be separate
2660 esrv_send_item (this, new_container);
2661
2638 new_container->flag [FLAG_APPLIED] = 1; 2662 new_container->flag [FLAG_APPLIED] = true;
2639 container = new_container; 2663 container = new_container;
2640 2664
2665 // client needs flag change
2641 esrv_update_item (UPD_FLAGS, this, new_container); 2666 esrv_update_item (UPD_FLAGS, this, new_container);
2642 esrv_send_inventory (this, new_container); 2667 esrv_send_inventory (this, new_container);
2643 play_sound (sound_find ("chest_open")); 2668 play_sound (sound_find ("chest_open"));
2644 } 2669 }
2670// else if (!old_container->env && contr && contr->ns)
2671// contr->ns->floorbox_reset ();
2645} 2672}
2646 2673
2647object * 2674object *
2648object::force_find (const shstr name) 2675object::force_find (shstr_tmp name)
2649{ 2676{
2650 /* cycle through his inventory to look for the MARK we want to 2677 /* cycle through his inventory to look for the MARK we want to
2651 * place 2678 * place
2652 */ 2679 */
2653 for (object *tmp = inv; tmp; tmp = tmp->below) 2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2655 return splay (tmp); 2682 return splay (tmp);
2656 2683
2657 return 0; 2684 return 0;
2658} 2685}
2659 2686
2687//-GPL
2688
2660void 2689void
2690object::force_set_timer (int duration)
2691{
2692 this->duration = 1;
2693 this->speed_left = -1.f;
2694
2695 this->set_speed (duration ? 1.f / duration : 0.f);
2696}
2697
2698object *
2661object::force_add (const shstr name, int duration) 2699object::force_add (shstr_tmp name, int duration)
2662{ 2700{
2663 if (object *force = force_find (name)) 2701 if (object *force = force_find (name))
2664 force->destroy (); 2702 force->destroy ();
2665 2703
2666 object *force = get_archetype (FORCE_NAME); 2704 object *force = get_archetype (FORCE_NAME);
2667 2705
2668 force->slaying = name; 2706 force->slaying = name;
2669 force->stats.food = 1; 2707 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; 2708 force->flag [FLAG_APPLIED] = true;
2675 2709
2676 insert (force); 2710 return insert (force);
2677} 2711}
2678 2712
2679void 2713void
2680object::play_sound (faceidx sound) 2714object::play_sound (faceidx sound) const
2681{ 2715{
2682 if (!sound) 2716 if (!sound)
2683 return; 2717 return;
2684 2718
2685 if (flag [FLAG_REMOVED]) 2719 if (is_on_map ())
2720 map->play_sound (sound, x, y);
2721 else if (object *pl = in_player ())
2722 pl->contr->play_sound (sound);
2723}
2724
2725void
2726object::say_msg (const char *msg) const
2727{
2728 if (is_on_map ())
2729 map->say_msg (msg, x, y);
2730 else if (object *pl = in_player ())
2731 pl->contr->play_sound (sound);
2732}
2733
2734void
2735object::make_noise ()
2736{
2737 // we do not model noise in the map, so instead put
2738 // a temporary light into the noise source
2739 // could use the map instead, but that's less reliable for our
2740 // goal, which is to make invisibility a bit harder to exploit
2741
2742 // currently only works sensibly for players
2743 if (!is_player ())
2686 return; 2744 return;
2687 2745
2688 if (env) 2746 // find old force, or create new one
2689 { 2747 object *force = force_find (shstr_noise_force);
2690 if (object *pl = in_player ()) 2748
2691 pl->contr->play_sound (sound); 2749 if (force)
2692 } 2750 force->speed_left = -1.f; // patch old speed up
2693 else 2751 else
2694 map->play_sound (sound, x, y); 2752 {
2695} 2753 force = archetype::get (shstr_noise_force);
2696 2754
2755 force->slaying = shstr_noise_force;
2756 force->stats.food = 1;
2757 force->speed_left = -1.f;
2758
2759 force->set_speed (1.f / 4.f);
2760 force->flag [FLAG_IS_USED_UP] = true;
2761 force->flag [FLAG_APPLIED] = true;
2762
2763 insert (force);
2764 }
2765}
2766
2767void object::change_move_type (MoveType mt)
2768{
2769 if (move_type == mt)
2770 return;
2771
2772 if (is_on_map ())
2773 {
2774 // we are on the map, so handle move_on/off effects
2775 remove ();
2776 move_type = mt;
2777 map->insert (this, x, y, this);
2778 }
2779 else
2780 move_type = mt;
2781}
2782
2783/* object should be a player.
2784 * we return the object the player has marked with the 'mark' command
2785 * below. If no match is found (or object has changed), we return
2786 * NULL. We leave it up to the calling function to print messages if
2787 * nothing is found.
2788 */
2789object *
2790object::mark () const
2791{
2792 if (contr && contr->mark && contr->mark->env == this)
2793 return contr->mark;
2794 else
2795 return 0;
2796}
2797

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