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Comparing deliantra/server/common/object.C (file contents):
Revision 1.210 by root, Mon Apr 21 07:01:40 2008 UTC vs.
Revision 1.314 by root, Fri Mar 26 00:59:20 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
42//+GPL
41 43
42short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
43 0, 45 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 46 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, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 51 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 52 -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, 53 -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 54 -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}; 55};
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] = { 56int freedir[SIZEOFFREE] = {
61 0, 57 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 58 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, 59 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 60 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}; 61};
66 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
67static void 70static void
68write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
69{ 72{
70 CALL_BEGIN (2); 73 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 77 CALL_END;
75} 78}
76 79
77static void 80static void
78read_uuid (void) 81read_uuid ()
79{ 82{
80 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
81 84
82 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
83 86
97 100
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 102 _exit (1);
100 } 103 }
101 104
102 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 106 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
105 108
106 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
107 { 110 {
134 137
135void 138void
136UUID::init () 139UUID::init ()
137{ 140{
138 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
139} 207}
140 208
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 210static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
144{ 212{
145 key_value *wants_field;
146
147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* 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 214 * objects with lists are rare, and lists stay short. If not, use a
149 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
150 */ 216 */
151 217
152 /* For each field in wants, */ 218 /* For each field in wants, */
153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
154 { 220 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 221 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 }
169 222
170 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
171 return 1; 224 return true;
172} 225}
173 226
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 228static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 230{
178 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
180 */ 233 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
182} 236}
183 237
184/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 239 * they can be merged together.
186 * 240 *
193 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
194 * check weight 248 * check weight
195 */ 249 */
196bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
197{ 251{
198 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
199 if (ob1 == ob2 253 if (ob1 == ob2
200 || ob1->type != ob2->type 254 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 255 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 258 return 0;
205 259
206 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 262 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; 263 return 0;
213 264
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* 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 266 * 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 267 * just can't ignore the been applied or identified flags, as they
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 273
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 276
226 if (ob1->arch->name != ob2->arch->name 277 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 278 || ob1->name != ob2->name
228 || ob1->title != ob2->title 279 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 286 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
237 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
239 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
242 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
243 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
244 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
245 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
247 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 302 return 0;
251 303
252 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
256 .any ()) 307 .any ())
257 return 0; 308 return 0;
258 309
259 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
331 382
332 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
333 return 1; 384 return 1;
334} 385}
335 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
336// adjust weight per container type ("of holding") 424// adjust weight per container type ("of holding")
337static sint32 425static sint32
338weight_adjust (object *op, sint32 weight) 426weight_adjust_for (object *op, sint32 weight)
339{ 427{
340 return op->type == CONTAINER 428 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 430 : weight;
343} 431}
349static void 437static void
350adjust_weight (object *op, sint32 weight) 438adjust_weight (object *op, sint32 weight)
351{ 439{
352 while (op) 440 while (op)
353 { 441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
354 weight = weight_adjust (op, weight); 444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
355 449
356 op->carrying += weight; 450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
357 op = op->env; 456 op = op->env;
358 } 457 }
359} 458}
360 459
361/* 460/*
374 op->update_weight (); 473 op->update_weight ();
375 474
376 sum += op->total_weight (); 475 sum += op->total_weight ();
377 } 476 }
378 477
379 carrying = weight_adjust (this, sum); 478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
481 {
482 carrying = sum;
483
484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
380} 488}
381 489
382/* 490/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 492 */
391 object_freezer freezer; 499 object_freezer freezer;
392 op->write (freezer); 500 op->write (freezer);
393 return freezer.as_string (); 501 return freezer.as_string ();
394} 502}
395 503
396/* 504char *
397 * get_nearest_part(multi-object, object 2) returns the part of the 505object::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{ 506{
404 object *tmp, *closest; 507 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} 508}
418 509
419/* 510/*
420 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow. 512 * VERRRY slow.
429 520
430 return 0; 521 return 0;
431} 522}
432 523
433/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
434 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
435 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
436 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
437 */ 543 */
438object * 544object *
439find_object_name (const char *str) 545find_object_name (const char *str)
440{ 546{
441 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
442 object *op;
443 548
549 if (str_)
444 for_all_objects (op) 550 for_all_objects (op)
445 if (op->name == str_) 551 if (op->name == str_)
446 break; 552 return op;
447 553
448 return op; 554 return 0;
449} 555}
450 556
451/* 557/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 559 * skill and experience objects.
515 update_stats (); 621 update_stats ();
516 622
517 new_draw_info_format (NDI_UNIQUE, 0, this, 623 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, " 624 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. " 625 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name); 626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
521 return false; 628 return false;
522 } 629 }
523 630
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 } 632 }
551 } 658 }
552 659
553 op->key_values = 0; 660 op->key_values = 0;
554} 661}
555 662
556object & 663/*
557object::operator =(const object &src) 664 * copy_to first frees everything allocated by the dst object,
665 * and then copies the contents of itself into the second
666 * object, allocating what needs to be allocated. Basically, any
667 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
668 * if the first object is freed, the pointers in the new object
669 * will point at garbage.
670 */
671void
672object::copy_to (object *dst)
558{ 673{
559 bool is_freed = flag [FLAG_FREED]; 674 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 675 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 676 dst->flag [FLAG_REMOVED] = true;
566 677
567 /* Copy over key_values, if any. */ 678 /* Copy over key_values, if any. */
568 if (src.key_values) 679 if (key_values)
569 { 680 {
570 key_value *tail = 0; 681 key_value *tail = 0;
571 key_values = 0; 682 dst->key_values = 0;
572 683
573 for (key_value *i = src.key_values; i; i = i->next) 684 for (key_value *i = key_values; i; i = i->next)
574 { 685 {
575 key_value *new_link = new key_value; 686 key_value *new_link = new key_value;
576 687
577 new_link->next = 0; 688 new_link->next = 0;
578 new_link->key = i->key; 689 new_link->key = i->key;
579 new_link->value = i->value; 690 new_link->value = i->value;
580 691
581 /* Try and be clever here, too. */ 692 /* Try and be clever here, too. */
582 if (!key_values) 693 if (!dst->key_values)
583 { 694 {
584 key_values = new_link; 695 dst->key_values = new_link;
585 tail = new_link; 696 tail = new_link;
586 } 697 }
587 else 698 else
588 { 699 {
589 tail->next = new_link; 700 tail->next = new_link;
590 tail = new_link; 701 tail = new_link;
591 } 702 }
592 } 703 }
593 } 704 }
594}
595 705
596/* 706 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} 707}
614 708
615void 709void
616object::instantiate () 710object::instantiate ()
617{ 711{
618 if (!uuid.seq) // HACK 712 if (!uuid.seq) // HACK
619 uuid = UUID::gen (); 713 uuid = UUID::gen ();
620 714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
621 speed_left = -0.1f; 719 speed_left = -1.;
720
622 /* copy the body_info to the body_used - this is only really 721 /* 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. 722 * 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 723 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created 724 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped. 725 * for it, they can be properly equipped.
634object * 733object *
635object::clone () 734object::clone ()
636{ 735{
637 object *neu = create (); 736 object *neu = create ();
638 copy_to (neu); 737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
743 neu->map = map; // not copied by copy_to
639 return neu; 744 return neu;
640} 745}
641 746
642/* 747/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 748 * If an object with the IS_TURNABLE() flag needs to be turned due
660 * This function needs to be called whenever the speed of an object changes. 765 * This function needs to be called whenever the speed of an object changes.
661 */ 766 */
662void 767void
663object::set_speed (float speed) 768object::set_speed (float speed)
664{ 769{
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; 770 this->speed = speed;
672 771
673 if (has_active_speed ()) 772 if (has_active_speed ())
674 activate (); 773 activate ();
675 else 774 else
694 * UP_OBJ_FACE: only the objects face has changed. 793 * UP_OBJ_FACE: only the objects face has changed.
695 */ 794 */
696void 795void
697update_object (object *op, int action) 796update_object (object *op, int action)
698{ 797{
699 if (op == NULL) 798 if (!op)
700 { 799 {
701 /* this should never happen */ 800 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 801 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 802 return;
704 } 803 }
705 804
706 if (op->env) 805 if (!op->is_on_map ())
707 { 806 {
708 /* Animation is currently handled by client, so nothing 807 /* Animation is currently handled by client, so nothing
709 * to do in this case. 808 * to do in this case.
710 */ 809 */
711 return; 810 return;
712 } 811 }
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;
719 812
720 /* make sure the object is within map boundaries */ 813 /* 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) 814 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 815 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 816 LOG (llevError, "update_object() called for object out of map!\n");
731 824
732 if (!(m.flags_ & P_UPTODATE)) 825 if (!(m.flags_ & P_UPTODATE))
733 /* nop */; 826 /* nop */;
734 else if (action == UP_OBJ_INSERT) 827 else if (action == UP_OBJ_INSERT)
735 { 828 {
829#if 0
736 // this is likely overkill, TODO: revisit (schmorp) 830 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 833 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 837 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 838 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 839 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 840 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 841 * have move_allow right now.
748 */ 842 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate ();
845#else
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
751 m.flags_ = 0; 847 m.invalidate ();
848#endif
752 } 849 }
753 /* if the object is being removed, we can't make intelligent 850 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 851 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 852 * that is being removed.
756 */ 853 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 855 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 856 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 857 /* Nothing to do for that case */ ;
761 else 858 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 859 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 860
767 864
768object::object () 865object::object ()
769{ 866{
770 SET_FLAG (this, FLAG_REMOVED); 867 SET_FLAG (this, FLAG_REMOVED);
771 868
772 expmul = 1.0; 869 //expmul = 1.0; declared const for the time being
773 face = blank_face; 870 face = blank_face;
871 material = MATERIAL_NULL;
774} 872}
775 873
776object::~object () 874object::~object ()
777{ 875{
778 unlink (); 876 unlink ();
807 /* If already on active list, don't do anything */ 905 /* If already on active list, don't do anything */
808 if (active) 906 if (active)
809 return; 907 return;
810 908
811 if (has_active_speed ()) 909 if (has_active_speed ())
910 {
911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
913
812 actives.insert (this); 914 actives.insert (this);
915 }
813} 916}
814 917
815void 918void
816object::activate_recursive () 919object::activate_recursive ()
817{ 920{
866object::destroy_inv (bool drop_to_ground) 969object::destroy_inv (bool drop_to_ground)
867{ 970{
868 // need to check first, because the checks below might segfault 971 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 972 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 973 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 974 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 975 // cf will crash below with off-map x and y
873 if (!inv) 976 if (!inv)
874 return; 977 return;
875 978
876 /* Only if the space blocks everything do we not process - 979 /* Only if the space blocks everything do we not process -
878 * drop on that space. 981 * drop on that space.
879 */ 982 */
880 if (!drop_to_ground 983 if (!drop_to_ground
881 || !map 984 || !map
882 || map->in_memory != MAP_ACTIVE 985 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 986 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 987 || ms ().move_block == MOVE_ALL)
885 { 988 {
886 while (inv) 989 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 990 inv->destroy ();
890 }
891 } 991 }
892 else 992 else
893 { /* Put objects in inventory onto this space */ 993 { /* Put objects in inventory onto this space */
894 while (inv) 994 while (inv)
895 { 995 {
913 object *op = new object; 1013 object *op = new object;
914 op->link (); 1014 op->link ();
915 return op; 1015 return op;
916} 1016}
917 1017
1018static struct freed_map : maptile
1019{
1020 freed_map ()
1021 {
1022 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1;
1027 no_reset = 1;
1028
1029 alloc ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032
1033 ~freed_map ()
1034 {
1035 destroy ();
1036 }
1037} freed_map; // freed objects are moved here to avoid crashes
1038
918void 1039void
919object::do_destroy () 1040object::do_destroy ()
920{ 1041{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 1042 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 1043 remove_link ();
925 1044
926 if (flag [FLAG_FRIENDLY]) 1045 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 1046 remove_friendly_object (this);
928 1047
929 if (!flag [FLAG_REMOVED])
930 remove (); 1048 remove ();
931 1049
932 destroy_inv (true); 1050 attachable::do_destroy ();
933 1051
934 deactivate (); 1052 deactivate ();
935 unlink (); 1053 unlink ();
936 1054
937 flag [FLAG_FREED] = 1; 1055 flag [FLAG_FREED] = 1;
938 1056
939 // hack to ensure that freed objects still have a valid map 1057 // 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; 1058 map = &freed_map;
958 x = 1; 1059 x = 1;
959 y = 1; 1060 y = 1;
960 }
961 1061
962 if (more) 1062 if (more)
963 { 1063 {
964 more->destroy (); 1064 more->destroy ();
965 more = 0; 1065 more = 0;
973 attacked_by = 0; 1073 attacked_by = 0;
974 current_weapon = 0; 1074 current_weapon = 0;
975} 1075}
976 1076
977void 1077void
978object::destroy (bool destroy_inventory) 1078object::destroy ()
979{ 1079{
980 if (destroyed ()) 1080 if (destroyed ())
981 return; 1081 return;
982 1082
983 if (destroy_inventory) 1083 if (!is_head () && !head->destroyed ())
1084 {
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy ();
1087 return;
1088 }
1089
984 destroy_inv (false); 1090 destroy_inv (false);
985 1091
986 if (is_head ()) 1092 if (is_head ())
987 if (sound_destroy) 1093 if (sound_destroy)
988 play_sound (sound_destroy); 1094 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1095 else if (flag [FLAG_MONSTER])
1000 * the previous environment. 1106 * the previous environment.
1001 */ 1107 */
1002void 1108void
1003object::do_remove () 1109object::do_remove ()
1004{ 1110{
1005 object *tmp, *last = 0; 1111 if (flag [FLAG_REMOVED])
1006 object *otmp;
1007
1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1009 return; 1112 return;
1010 1113
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1114 INVOKE_OBJECT (REMOVE, this);
1115
1116 flag [FLAG_REMOVED] = true;
1013 1117
1014 if (more) 1118 if (more)
1015 more->remove (); 1119 more->remove ();
1016 1120
1017 /* 1121 /*
1018 * In this case, the object to be removed is in someones 1122 * In this case, the object to be removed is in someones
1019 * inventory. 1123 * inventory.
1020 */ 1124 */
1021 if (env) 1125 if (env)
1022 { 1126 {
1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1128 if (object *pl = visible_to ())
1129 esrv_del_item (pl->contr, count);
1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1131
1023 adjust_weight (env, -total_weight ()); 1132 adjust_weight (env, -total_weight ());
1024 1133
1025 *(above ? &above->below : &env->inv) = below; 1134 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1135
1030 /* we set up values so that it could be inserted into 1136 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1137 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1138 * to the caller to decide what we want to do.
1033 */ 1139 */
1034 map = env->map; 1140 map = env->map;
1035 x = env->x; 1141 x = env->x;
1036 y = env->y; 1142 y = env->y;
1143
1144 // make sure cmov optimisation is applicable
1145 *(above ? &above->below : &env->inv) = below;
1146 *(below ? &below->above : &above ) = above; // &above is just a dummy
1147
1037 above = 0; 1148 above = 0;
1038 below = 0; 1149 below = 0;
1039 env = 0; 1150 env = 0;
1040 1151
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1152 if (pl && pl->is_player ())
1042 * made to players inventory. If set, avoiding the call
1043 * to save cpu time.
1044 */ 1153 {
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1154 pl->contr->queue_stats_update ();
1046 otmp->update_stats (); 1155
1156 if (glow_radius && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y);
1158 }
1047 } 1159 }
1048 else if (map) 1160 else if (map)
1049 { 1161 {
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; 1162 map->dirty = true;
1063 mapspace &ms = this->ms (); 1163 mapspace &ms = this->ms ();
1064 1164
1165 if (object *pl = ms.player ())
1166 {
1167 if (is_player ())
1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1172 // leaving a spot always closes any open container on the ground
1173 if (container && !container->env)
1174 // this causes spurious floorbox updates, but it ensures
1175 // that the CLOSE event is being sent.
1176 close_container ();
1177
1178 --map->players;
1179 map->touch ();
1180 }
1181 else if (pl->container_ () == this)
1182 {
1183 // removing a container should close it
1184 close_container ();
1185 }
1186
1187 esrv_del_item (pl->contr, count);
1188 }
1189
1065 /* link the object above us */ 1190 /* link the object above us */
1066 if (above) 1191 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1192 *(above ? &above->below : &ms.top) = below;
1068 else 1193 *(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 1194
1086 above = 0; 1195 above = 0;
1087 below = 0; 1196 below = 0;
1088 1197
1198 ms.invalidate ();
1199
1089 if (map->in_memory == MAP_SAVING) 1200 if (map->in_memory == MAP_SAVING)
1090 return; 1201 return;
1091 1202
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1203 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1204
1094 if (object *pl = ms.player ()) 1205 if (object *pl = ms.player ())
1095 { 1206 {
1096 if (pl->container == this) 1207 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1099 * appropriately. 1210 * appropriately.
1100 */ 1211 */
1101 pl->close_container (); 1212 pl->close_container ();
1102 1213
1214 //TODO: the floorbox prev/next might need updating
1215 //esrv_del_item (pl->contr, count);
1216 //TODO: update floorbox to preserve ordering
1217 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1218 pl->contr->ns->floorbox_update ();
1104 } 1219 }
1105 1220
1221 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1223 {
1224 above = tmp->above;
1225
1108 /* No point updating the players look faces if he is the object 1226 /* No point updating the players look faces if he is the object
1109 * being removed. 1227 * being removed.
1110 */ 1228 */
1111 1229
1112 /* See if object moving off should effect something */ 1230 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1231 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1233 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 } 1234 }
1122 1235
1123 last = tmp; 1236 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); 1237 update_all_los (map, x, y);
1135 } 1238 }
1136} 1239}
1137 1240
1138/* 1241/*
1152 if (!top) 1255 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1256 for (top = op; top && top->above; top = top->above)
1154 ; 1257 ;
1155 1258
1156 for (; top; top = top->below) 1259 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1260 if (object::can_merge (op, top))
1162 { 1261 {
1163 top->nrof += op->nrof; 1262 top->nrof += op->nrof;
1164 1263
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1264 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1265 esrv_update_item (UPD_NROF, pl, top);
1266
1267 op->weight = 0; // cancel the addition above
1268 op->carrying = 0; // must be 0 already
1269
1167 op->destroy (); 1270 op->destroy ();
1271
1168 return top; 1272 return top;
1169 } 1273 }
1170 }
1171 1274
1172 return 0; 1275 return 0;
1173} 1276}
1174 1277
1175void 1278void
1180 1283
1181 object *prev = this; 1284 object *prev = this;
1182 1285
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1287 {
1185 object *op = arch_to_object (at); 1288 object *op = at->instance ();
1186 1289
1187 op->name = name; 1290 op->name = name;
1188 op->name_pl = name_pl; 1291 op->name_pl = name_pl;
1189 op->title = title; 1292 op->title = title;
1190 1293
1200 * job preparing multi-part monsters. 1303 * job preparing multi-part monsters.
1201 */ 1304 */
1202object * 1305object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1306insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1307{
1308 op->remove ();
1309
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1310 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1311 {
1207 tmp->x = x + tmp->arch->x; 1312 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1313 tmp->y = y + tmp->arch->y;
1209 } 1314 }
1226 * Passing 0 for flag gives proper default values, so flag really only needs 1331 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed. 1332 * to be set if special handling is needed.
1228 * 1333 *
1229 * Return value: 1334 * Return value:
1230 * new object if 'op' was merged with other object 1335 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1336 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1337 * just 'op' otherwise
1233 */ 1338 */
1234object * 1339object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1341{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1342 op->remove ();
1343
1344 if (m == &freed_map)//D TODO: remove soon
1345 {//D
1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1347 }//D
1242 1348
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1349 /* 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 1350 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1351 * need extra work
1246 */ 1352 */
1353 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1354 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1355 {
1249 op->destroy (); 1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1357 return 0;
1251 } 1358 }
1252 1359
1253 if (object *more = op->more) 1360 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1361 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1362 return 0;
1256 1363
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1364 op->flag [FLAG_REMOVED] = false;
1258 1365 op->env = 0;
1259 op->map = m; 1366 op->map = newmap;
1367
1260 mapspace &ms = op->ms (); 1368 mapspace &ms = op->ms ();
1261 1369
1262 /* this has to be done after we translate the coordinates. 1370 /* this has to be done after we translate the coordinates.
1263 */ 1371 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1372 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1374 if (object::can_merge (op, tmp))
1267 { 1375 {
1376 // TODO: we actually want to update tmp, not op,
1377 // but some caller surely breaks when we return tmp
1378 // from here :/
1268 op->nrof += tmp->nrof; 1379 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1380 tmp->destroy ();
1270 } 1381 }
1271 1382
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1384 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274 1385
1281 { 1392 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1394 abort ();
1284 } 1395 }
1285 1396
1397 if (!originator->is_on_map ())
1398 {
1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1403
1286 op->above = originator; 1404 op->above = originator;
1287 op->below = originator->below; 1405 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; 1406 originator->below = op;
1407
1408 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1409 }
1297 else 1410 else
1298 { 1411 {
1299 top = ms.bot; 1412 object *floor = 0;
1413 object *top = ms.top;
1300 1414
1301 /* If there are other objects, then */ 1415 /* If there are other objects, then */
1302 if (top) 1416 if (top)
1303 { 1417 {
1304 object *last = 0;
1305
1306 /* 1418 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1419 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1420 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1421 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1422 * 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 1425 * 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 1426 * 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 1427 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1428 * that flying non pickable objects are spell objects.
1317 */ 1429 */
1318 for (top = ms.bot; top; top = top->above) 1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1431 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1433 floor = tmp;
1322 1434
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1436 {
1325 /* We insert above top, so we want this object below this */ 1437 /* We insert above top, so we want this object below this */
1326 top = top->below; 1438 top = tmp->below;
1327 break; 1439 break;
1328 } 1440 }
1329 1441
1330 last = top; 1442 top = tmp;
1331 } 1443 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1444
1336 /* We let update_position deal with figuring out what the space 1445 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1446 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1447 * makes things faster, and effectively the same result.
1339 */ 1448 */
1346 */ 1455 */
1347 if (!(flag & INS_ON_TOP) 1456 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1457 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1458 && (op->face && !faces [op->face].visibility))
1350 { 1459 {
1460 object *last;
1461
1351 for (last = top; last != floor; last = last->below) 1462 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1464 break;
1354 1465
1355 /* Check to see if we found the object that blocks view, 1466 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1474 } /* If objects on this space */
1364 1475
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1476 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1477 top = floor;
1367 1478
1368 /* Top is the object that our object (op) is going to get inserted above. 1479 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1480 if (!top)
1373 { 1481 {
1482 op->below = 0;
1374 op->above = ms.bot; 1483 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1484 ms.bot = op;
1485
1486 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1487 }
1382 else 1488 else
1383 { /* get inserted into the stack above top */ 1489 {
1384 op->above = top->above; 1490 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1491 top->above = op;
1388 1492
1389 op->below = top; 1493 op->below = top;
1390 top->above = op; 1494 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1495 }
1496 }
1392 1497
1393 if (!op->above) 1498 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1499 {
1399 op->contr->do_los = 1; 1500 op->contr->do_los = 1;
1400 ++op->map->players; 1501 ++op->map->players;
1401 op->map->touch (); 1502 op->map->touch ();
1402 } 1503 }
1403 1504
1404 op->map->dirty = true; 1505 op->map->dirty = true;
1405 1506
1406 if (object *pl = ms.player ()) 1507 if (object *pl = ms.player ())
1508 //TODO: the floorbox prev/next might need updating
1509 //esrv_send_item (pl, op);
1510 //TODO: update floorbox to preserve ordering
1511 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1512 pl->contr->ns->floorbox_update ();
1408 1513
1409 /* If this object glows, it may affect lighting conditions that are 1514 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1515 * 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 1516 * 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 1517 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1518 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1519 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1520 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1521 * of effect may be sufficient.
1417 */ 1522 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1526 update_all_los (op->map, op->x, op->y);
1527 }
1420 1528
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1530 update_object (op, UP_OBJ_INSERT);
1423 1531
1424 INVOKE_OBJECT (INSERT, op); 1532 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1539 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1540 * update_object().
1433 */ 1541 */
1434 1542
1435 /* if this is not the head or flag has been passed, don't check walk on status */ 1543 /* 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) 1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1545 {
1438 if (check_move_on (op, originator)) 1546 if (check_move_on (op, originator))
1439 return 0; 1547 return 0;
1440 1548
1441 /* If we are a multi part object, lets work our way through the check 1549 /* If we are a multi part object, lets work our way through the check
1452/* this function inserts an object in the map, but if it 1560/* 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. 1561 * 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. 1562 * op is the object to insert it under: supplies x and the map.
1455 */ 1563 */
1456void 1564void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1565replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1566{
1459 /* first search for itself and remove any old instances */ 1567 /* first search for itself and remove any old instances */
1460 1568
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1570 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1571 tmp->destroy ();
1464 1572
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1573 object *tmp = archetype::find (archname)->instance ();
1466 1574
1467 tmp->x = op->x; 1575 tmp->x = op->x;
1468 tmp->y = op->y; 1576 tmp->y = op->y;
1469 1577
1470 insert_ob_in_map (tmp, op->map, op, 0); 1578 insert_ob_in_map (tmp, op->map, op, 0);
1477 return where->env->insert (this); 1585 return where->env->insert (this);
1478 else 1586 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1587 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1588}
1481 1589
1482// find player who can see this object 1590// check whether we can put this into the map, respect max_volume, max_items
1483static object * 1591bool
1484visible_to (object *op) 1592object::can_drop_at (maptile *m, int x, int y, object *originator)
1485{ 1593{
1486 if (!op->flag [FLAG_REMOVED]) 1594 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 1595
1495 // else a player could have our env open 1596 int items = ms.items ();
1496 env = env->outer_env ();
1497 1597
1498 // the player itself is always on a map, so we will find him here 1598 if (!items // testing !items ensures we can drop at least one item
1499 // even if our inv is in a player. 1599 || (items < m->max_items
1500 if (env->is_on_map ()) 1600 && ms.volume () < m->max_volume))
1501 if (object *pl = env->ms ().player ()) 1601 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 1602
1603 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format (
1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1606 query_name ()
1607 ));
1608
1513 return 0; 1609 return false;
1514} 1610}
1515 1611
1516/* 1612/*
1517 * decrease(object, number) decreases a specified number from 1613 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1614 * 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 1617 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1618 */
1523bool 1619bool
1524object::decrease (sint32 nr) 1620object::decrease (sint32 nr)
1525{ 1621{
1622 if (!nr)
1623 return true;
1624
1526 nr = min (nr, nrof); 1625 nr = min (nr, nrof);
1527 1626
1528 if (!nr) 1627 if (nrof > nr)
1529 return 1; 1628 {
1530
1531 nrof -= nr; 1629 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1631
1539 if (visible) 1632 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1633 esrv_update_item (UPD_NROF, pl, this);
1541 1634
1542 return 1; 1635 return true;
1543 } 1636 }
1544 else 1637 else
1545 { 1638 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1639 destroy ();
1550 return 0; 1640 return false;
1551 } 1641 }
1552} 1642}
1553 1643
1554/* 1644/*
1555 * split(ob,nr) splits up ob into two parts. The part which 1645 * split(ob,nr) splits up ob into two parts. The part which
1558 * On failure, NULL is returned. 1648 * On failure, NULL is returned.
1559 */ 1649 */
1560object * 1650object *
1561object::split (sint32 nr) 1651object::split (sint32 nr)
1562{ 1652{
1653 int have = number_of ();
1654
1563 if (nrof < nr) 1655 if (have < nr)
1564 return 0; 1656 return 0;
1565 else if (nrof == nr) 1657 else if (have == nr)
1566 { 1658 {
1567 remove (); 1659 remove ();
1568 return this; 1660 return this;
1569 } 1661 }
1570 else 1662 else
1571 { 1663 {
1572 decrease (nr); 1664 decrease (nr);
1573 1665
1574 object *op = object_create_clone (this); 1666 object *op = deep_clone ();
1575 op->nrof = nr; 1667 op->nrof = nr;
1576 return op; 1668 return op;
1577 } 1669 }
1578} 1670}
1579 1671
1623 if (object::can_merge (tmp, op)) 1715 if (object::can_merge (tmp, op))
1624 { 1716 {
1625 /* return the original object and remove inserted object 1717 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1718 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1719 tmp->nrof += op->nrof;
1720
1721 if (object *pl = tmp->visible_to ())
1722 esrv_update_item (UPD_NROF, pl, tmp);
1723
1628 adjust_weight (this, op->total_weight ()); 1724 adjust_weight (this, op->total_weight ());
1629 1725
1630 op->destroy (1); 1726 op->destroy ();
1631 op = tmp; 1727 op = tmp;
1632 goto inserted; 1728 goto inserted;
1633 } 1729 }
1634 1730
1635 op->owner = 0; // it's his/hers now. period. 1731 op->owner = 0; // it's his/hers now. period.
1646 1742
1647 inv = op; 1743 inv = op;
1648 1744
1649 op->flag [FLAG_REMOVED] = 0; 1745 op->flag [FLAG_REMOVED] = 0;
1650 1746
1747 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op);
1749
1651 adjust_weight (this, op->total_weight ()); 1750 adjust_weight (this, op->total_weight ());
1652 1751
1653inserted: 1752inserted:
1654 /* reset the light list and los of the players on the map */ 1753 /* reset the light list and los of the players on the map */
1655 if (op->glow_radius && map && map->darkness) 1754 if (op->glow_radius && is_on_map ())
1755 {
1756 update_stats ();
1656 update_all_los (map, x, y); 1757 update_all_los (map, x, y);
1657 1758 }
1658 if (object *otmp = in_player ()) 1759 else if (is_player ())
1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1760 // if this is a player's inventory, update stats
1660 otmp->update_stats (); 1761 contr->queue_stats_update ();
1661 1762
1662 INVOKE_OBJECT (INSERT, this); 1763 INVOKE_OBJECT (INSERT, this);
1663 1764
1664 return op; 1765 return op;
1665} 1766}
1685 * on top. 1786 * on top.
1686 */ 1787 */
1687int 1788int
1688check_move_on (object *op, object *originator) 1789check_move_on (object *op, object *originator)
1689{ 1790{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1690 object *tmp; 1794 object *tmp;
1691 maptile *m = op->map; 1795 maptile *m = op->map;
1692 int x = op->x, y = op->y; 1796 int x = op->x, y = op->y;
1693 1797
1694 MoveType move_on, move_slow, move_block; 1798 mapspace &ms = m->at (x, y);
1695 1799
1696 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1800 ms.update ();
1697 return 0;
1698 1801
1699 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1802 MoveType move_on = ms.move_on;
1700 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1803 MoveType move_slow = ms.move_slow;
1701 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1804 MoveType move_block = ms.move_block;
1702 1805
1703 /* if nothing on this space will slow op down or be applied, 1806 /* if nothing on this space will slow op down or be applied,
1704 * no need to do checking below. have to make sure move_type 1807 * no need to do checking below. have to make sure move_type
1705 * is set, as lots of objects don't have it set - we treat that 1808 * is set, as lots of objects don't have it set - we treat that
1706 * as walking. 1809 * as walking.
1717 return 0; 1820 return 0;
1718 1821
1719 /* The objects have to be checked from top to bottom. 1822 /* The objects have to be checked from top to bottom.
1720 * Hence, we first go to the top: 1823 * Hence, we first go to the top:
1721 */ 1824 */
1722 1825 for (object *next, *tmp = ms.top; tmp; tmp = next)
1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1724 {
1725 /* Trim the search when we find the first other spell effect
1726 * this helps performance so that if a space has 50 spell objects,
1727 * we don't need to check all of them.
1728 */
1729 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1730 break;
1731 } 1826 {
1827 next = tmp->below;
1732 1828
1733 for (; tmp; tmp = tmp->below)
1734 {
1735 if (tmp == op) 1829 if (tmp == op)
1736 continue; /* Can't apply yourself */ 1830 continue; /* Can't apply yourself */
1737 1831
1738 /* Check to see if one of the movement types should be slowed down. 1832 /* Check to see if one of the movement types should be slowed down.
1739 * Second check makes sure that the movement types not being slowed 1833 * Second check makes sure that the movement types not being slowed
1744 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1745 { 1839 {
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1748 { 1842 {
1749
1750 float
1751 diff = tmp->move_slow_penalty * fabs (op->speed); 1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1844
1753 if (op->type == PLAYER) 1845 if (op->is_player ())
1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1756 diff /= 4.0; 1848 diff /= 4.0;
1757 1849
1758 op->speed_left -= diff; 1850 op->speed_left -= diff;
1759 } 1851 }
1760 } 1852 }
1793 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1886 return NULL;
1795 } 1887 }
1796 1888
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1799 return tmp; 1891 return tmp;
1800 1892
1801 return NULL; 1893 return NULL;
1802} 1894}
1803 1895
1867 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1868 */ 1960 */
1869object * 1961object *
1870present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
1871{ 1963{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1965 if (tmp->arch->archname == at->archname)
1874 return tmp; 1966 return tmp;
1875 1967
1876 return NULL; 1968 return NULL;
1877} 1969}
1878 1970
1966 * head of the object should correspond for the entire object. 2058 * head of the object should correspond for the entire object.
1967 */ 2059 */
1968 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2060 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1969 continue; 2061 continue;
1970 2062
1971 if (ob->blocked (m, pos.x, pos.y)) 2063 if (ob->blocked (pos.m, pos.x, pos.y))
1972 continue; 2064 continue;
1973 2065
1974 altern [index++] = i; 2066 altern [index++] = i;
1975 } 2067 }
1976 2068
2044 * there is capable of. 2136 * there is capable of.
2045 */ 2137 */
2046int 2138int
2047find_dir (maptile *m, int x, int y, object *exclude) 2139find_dir (maptile *m, int x, int y, object *exclude)
2048{ 2140{
2049 int i, max = SIZEOFFREE, mflags; 2141 int max = SIZEOFFREE, mflags;
2050
2051 sint16 nx, ny;
2052 object *tmp;
2053 maptile *mp;
2054
2055 MoveType blocked, move_type; 2142 MoveType move_type;
2056 2143
2057 if (exclude && exclude->head_ () != exclude) 2144 if (exclude && exclude->head_ () != exclude)
2058 { 2145 {
2059 exclude = exclude->head; 2146 exclude = exclude->head;
2060 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2063 { 2150 {
2064 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2065 move_type = MOVE_ALL; 2152 move_type = MOVE_ALL;
2066 } 2153 }
2067 2154
2068 for (i = 1; i < max; i++) 2155 for (int i = 1; i < max; i++)
2069 { 2156 {
2070 mp = m; 2157 mapxy pos (m, x, y);
2071 nx = x + freearr_x[i]; 2158 pos.move (i);
2072 ny = y + freearr_y[i];
2073 2159
2074 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 if (!pos.normalise ())
2075
2076 if (mflags & P_OUT_OF_MAP)
2077 max = maxfree[i]; 2161 max = maxfree[i];
2078 else 2162 else
2079 { 2163 {
2080 mapspace &ms = mp->at (nx, ny); 2164 mapspace &ms = *pos;
2081 2165
2082 blocked = ms.move_block;
2083
2084 if ((move_type & blocked) == move_type) 2166 if ((move_type & ms.move_block) == move_type)
2085 max = maxfree[i]; 2167 max = maxfree [i];
2086 else if (mflags & P_IS_ALIVE) 2168 else if (ms.flags () & P_IS_ALIVE)
2087 { 2169 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break;
2092
2093 if (tmp)
2094 return freedir[i]; 2173 return freedir [i];
2095 } 2174 }
2096 } 2175 }
2097 } 2176 }
2098 2177
2099 return 0; 2178 return 0;
2174 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2175 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2176 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2177 * functions. 2256 * functions.
2178 */ 2257 */
2179int reduction_dir[SIZEOFFREE][3] = { 2258static const int reduction_dir[SIZEOFFREE][3] = {
2180 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2181 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2182 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2183 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2184 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2280int 2359int
2281can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2282{ 2361{
2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2286} 2365}
2287 2366
2288/* 2367/*
2289 * create clone from object to another 2368 * create clone from object to another
2290 */ 2369 */
2291object * 2370object *
2292object_create_clone (object *asrc) 2371object::deep_clone ()
2293{ 2372{
2294 object *dst = 0, *tmp, *src, *prev, *item; 2373 assert (("deep_clone called on non-head object", is_head ()));
2295 2374
2296 if (!asrc) 2375 object *dst = clone ();
2297 return 0;
2298 2376
2299 src = asrc->head_ (); 2377 object *prev = dst;
2300
2301 prev = 0;
2302 for (object *part = src; part; part = part->more) 2378 for (object *part = this->more; part; part = part->more)
2303 { 2379 {
2304 tmp = part->clone (); 2380 object *tmp = part->clone ();
2305 tmp->x -= src->x;
2306 tmp->y -= src->y;
2307
2308 if (!part->head)
2309 {
2310 dst = tmp;
2311 tmp->head = 0;
2312 }
2313 else
2314 tmp->head = dst; 2381 tmp->head = dst;
2315
2316 tmp->more = 0;
2317
2318 if (prev)
2319 prev->more = tmp; 2382 prev->more = tmp;
2320
2321 prev = tmp; 2383 prev = tmp;
2322 } 2384 }
2323 2385
2324 for (item = src->inv; item; item = item->below) 2386 for (object *item = inv; item; item = item->below)
2325 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (item->deep_clone (), dst);
2326 2388
2327 return dst; 2389 return dst;
2328} 2390}
2329 2391
2330/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2339 return tmp; 2401 return tmp;
2340 2402
2341 return 0; 2403 return 0;
2342} 2404}
2343 2405
2344/* If ob has a field named key, return the link from the list, 2406shstr_tmp
2345 * otherwise return NULL. 2407object::kv_get (shstr_tmp key) const
2346 *
2347 * key must be a passed in shared string - otherwise, this won't
2348 * do the desired thing.
2349 */
2350key_value *
2351get_ob_key_link (const object *ob, const char *key)
2352{ 2408{
2353 for (key_value *link = ob->key_values; link; link = link->next) 2409 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (link->key == key) 2410 if (kv->key == key)
2355 return link;
2356
2357 return 0;
2358}
2359
2360/*
2361 * Returns the value of op has an extra_field for key, or NULL.
2362 *
2363 * The argument doesn't need to be a shared string.
2364 *
2365 * The returned string is shared.
2366 */
2367const char *
2368get_ob_key_value (const object *op, const char *const key)
2369{
2370 key_value *link;
2371 shstr_cmp canonical_key (key);
2372
2373 if (!canonical_key)
2374 {
2375 /* 1. There being a field named key on any object
2376 * implies there'd be a shared string to find.
2377 * 2. Since there isn't, no object has this field.
2378 * 3. Therefore, *this* object doesn't have this field.
2379 */
2380 return 0;
2381 }
2382
2383 /* This is copied from get_ob_key_link() above -
2384 * only 4 lines, and saves the function call overhead.
2385 */
2386 for (link = op->key_values; link; link = link->next)
2387 if (link->key == canonical_key)
2388 return link->value; 2411 return kv->value;
2389 2412
2390 return 0; 2413 return shstr ();
2391} 2414}
2392 2415
2393/* 2416void
2394 * Updates the canonical_key in op to value. 2417object::kv_set (shstr_tmp key, shstr_tmp value)
2395 *
2396 * canonical_key is a shared string (value doesn't have to be).
2397 *
2398 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2399 * keys.
2400 *
2401 * Returns TRUE on success.
2402 */
2403int
2404set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2405{ 2418{
2406 key_value *field = NULL, *last = NULL; 2419 for (key_value *kv = key_values; kv; kv = kv->next)
2407 2420 if (kv->key == key)
2408 for (field = op->key_values; field != NULL; field = field->next)
2409 {
2410 if (field->key != canonical_key)
2411 { 2421 {
2412 last = field; 2422 kv->value = value;
2413 continue; 2423 return;
2414 } 2424 }
2415 2425
2416 if (value) 2426 key_value *kv = new key_value;
2417 field->value = value; 2427
2418 else 2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433}
2434
2435void
2436object::kv_del (shstr_tmp key)
2437{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key)
2419 { 2440 {
2420 /* Basically, if the archetype has this key set, 2441 key_value *kv = *kvp;
2421 * we need to store the null value so when we save 2442 *kvp = (*kvp)->next;
2422 * it, we save the empty value so that when we load, 2443 delete kv;
2423 * we get this value back again. 2444 return;
2424 */
2425 if (get_ob_key_link (op->arch, canonical_key))
2426 field->value = 0;
2427 else
2428 {
2429 if (last)
2430 last->next = field->next;
2431 else
2432 op->key_values = field->next;
2433
2434 delete field;
2435 }
2436 } 2445 }
2437 return TRUE;
2438 }
2439 /* IF we get here, key doesn't exist */
2440
2441 /* No field, we'll have to add it. */
2442
2443 if (!add_key)
2444 return FALSE;
2445
2446 /* There isn't any good reason to store a null
2447 * value in the key/value list. If the archetype has
2448 * this key, then we should also have it, so shouldn't
2449 * be here. If user wants to store empty strings,
2450 * should pass in ""
2451 */
2452 if (value == NULL)
2453 return TRUE;
2454
2455 field = new key_value;
2456
2457 field->key = canonical_key;
2458 field->value = value;
2459 /* Usual prepend-addition. */
2460 field->next = op->key_values;
2461 op->key_values = field;
2462
2463 return TRUE;
2464}
2465
2466/*
2467 * Updates the key in op to value.
2468 *
2469 * If add_key is FALSE, this will only update existing keys,
2470 * and not add new ones.
2471 * In general, should be little reason FALSE is ever passed in for add_key
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2477{
2478 shstr key_ (key);
2479
2480 return set_ob_key_value_s (op, key_, value, add_key);
2481} 2446}
2482 2447
2483object::depth_iterator::depth_iterator (object *container) 2448object::depth_iterator::depth_iterator (object *container)
2484: iterator_base (container) 2449: iterator_base (container)
2485{ 2450{
2535{ 2500{
2536 char flagdesc[512]; 2501 char flagdesc[512];
2537 char info2[256 * 4]; 2502 char info2[256 * 4];
2538 char *p = info; 2503 char *p = info;
2539 2504
2540 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2505 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2541 count, 2506 count,
2542 uuid.c_str (), 2507 uuid.c_str (),
2543 &name, 2508 &name,
2544 title ? "\",title:\"" : "", 2509 title ? ",title:\"" : "",
2545 title ? (const char *)title : "", 2510 title ? (const char *)title : "",
2511 title ? "\"" : "",
2546 flag_desc (flagdesc, 512), type); 2512 flag_desc (flagdesc, 512), type);
2547 2513
2548 if (!this->flag[FLAG_REMOVED] && env) 2514 if (!flag[FLAG_REMOVED] && env)
2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2515 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2550 2516
2551 if (map) 2517 if (map)
2552 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2518 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2553 2519
2568{ 2534{
2569 return map ? map->region (x, y) 2535 return map ? map->region (x, y)
2570 : region::default_region (); 2536 : region::default_region ();
2571} 2537}
2572 2538
2573const materialtype_t *
2574object::dominant_material () const
2575{
2576 if (materialtype_t *mt = name_to_material (materialname))
2577 return mt;
2578
2579 return name_to_material (shstr_unknown);
2580}
2581
2582void 2539void
2583object::open_container (object *new_container) 2540object::open_container (object *new_container)
2584{ 2541{
2585 if (container == new_container) 2542 if (container == new_container)
2586 return; 2543 return;
2587 2544
2588 if (object *old_container = container) 2545 object *old_container = container;
2546
2547 if (old_container)
2589 { 2548 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2549 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return; 2550 return;
2592 2551
2593#if 0 2552#if 0
2595 if (object *closer = old_container->inv) 2554 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON) 2555 if (closer->type == CLOSE_CON)
2597 closer->destroy (); 2556 closer->destroy ();
2598#endif 2557#endif
2599 2558
2559 // make sure the container is available
2560 esrv_send_item (this, old_container);
2561
2600 old_container->flag [FLAG_APPLIED] = 0; 2562 old_container->flag [FLAG_APPLIED] = false;
2601 container = 0; 2563 container = 0;
2602 2564
2565 // client needs item update to make it work, client bug requires this to be separate
2603 esrv_update_item (UPD_FLAGS, this, old_container); 2566 esrv_update_item (UPD_FLAGS, this, old_container);
2567
2604 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2605 play_sound (sound_find ("chest_close")); 2569 play_sound (sound_find ("chest_close"));
2606 } 2570 }
2607 2571
2608 if (new_container) 2572 if (new_container)
2609 { 2573 {
2613 // TODO: this does not seem to serve any purpose anymore? 2577 // TODO: this does not seem to serve any purpose anymore?
2614#if 0 2578#if 0
2615 // insert the "Close Container" object. 2579 // insert the "Close Container" object.
2616 if (archetype *closer = new_container->other_arch) 2580 if (archetype *closer = new_container->other_arch)
2617 { 2581 {
2618 object *closer = arch_to_object (new_container->other_arch); 2582 object *closer = new_container->other_arch->instance ();
2619 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2620 new_container->insert (closer); 2584 new_container->insert (closer);
2621 } 2585 }
2622#endif 2586#endif
2623 2587
2624 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2625 2589
2590 // make sure the container is available, client bug requires this to be separate
2591 esrv_send_item (this, new_container);
2592
2626 new_container->flag [FLAG_APPLIED] = 1; 2593 new_container->flag [FLAG_APPLIED] = true;
2627 container = new_container; 2594 container = new_container;
2628 2595
2596 // client needs flag change
2629 esrv_update_item (UPD_FLAGS, this, new_container); 2597 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container); 2598 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open")); 2599 play_sound (sound_find ("chest_open"));
2632 } 2600 }
2601// else if (!old_container->env && contr && contr->ns)
2602// contr->ns->floorbox_reset ();
2633} 2603}
2634 2604
2635object * 2605object *
2636object::force_find (const shstr name) 2606object::force_find (shstr_tmp name)
2637{ 2607{
2638 /* cycle through his inventory to look for the MARK we want to 2608 /* cycle through his inventory to look for the MARK we want to
2639 * place 2609 * place
2640 */ 2610 */
2641 for (object *tmp = inv; tmp; tmp = tmp->below) 2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2643 return splay (tmp); 2613 return splay (tmp);
2644 2614
2645 return 0; 2615 return 0;
2646} 2616}
2647 2617
2618//-GPL
2619
2648void 2620void
2621object::force_set_timer (int duration)
2622{
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627}
2628
2629object *
2649object::force_add (const shstr name, int duration) 2630object::force_add (shstr_tmp name, int duration)
2650{ 2631{
2651 if (object *force = force_find (name)) 2632 if (object *force = force_find (name))
2652 force->destroy (); 2633 force->destroy ();
2653 2634
2654 object *force = get_archetype (FORCE_NAME); 2635 object *force = get_archetype (FORCE_NAME);
2655 2636
2656 force->slaying = name; 2637 force->slaying = name;
2657 force->stats.food = 1; 2638 force->force_set_timer (duration);
2658 force->speed_left = -1.f;
2659
2660 force->set_speed (duration ? 1.f / duration : 0.f);
2661 force->flag [FLAG_IS_USED_UP] = true;
2662 force->flag [FLAG_APPLIED] = true; 2639 force->flag [FLAG_APPLIED] = true;
2663 2640
2664 insert (force); 2641 return insert (force);
2665} 2642}
2666 2643
2667void 2644void
2668object::play_sound (faceidx sound) 2645object::play_sound (faceidx sound) const
2669{ 2646{
2670 if (!sound) 2647 if (!sound)
2671 return; 2648 return;
2672 2649
2673 if (flag [FLAG_REMOVED]) 2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654}
2655
2656void
2657object::say_msg (const char *msg) const
2658{
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663}
2664
2665void
2666object::make_noise ()
2667{
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2674 return; 2675 return;
2675 2676
2676 if (env) 2677 // find old force, or create new one
2677 { 2678 object *force = force_find (shstr_noise_force);
2678 if (object *pl = in_player ()) 2679
2679 pl->contr->play_sound (sound); 2680 if (force)
2680 } 2681 force->speed_left = -1.f; // patch old speed up
2681 else 2682 else
2682 map->play_sound (sound, x, y); 2683 {
2683} 2684 force = archetype::get (shstr_noise_force);
2684 2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696}
2697
2698void object::change_move_type (MoveType mt)
2699{
2700 if (move_type == mt)
2701 return;
2702
2703 if (is_on_map ())
2704 {
2705 // we are on the map, so handle move_on/off effects
2706 remove ();
2707 move_type = mt;
2708 map->insert (this, x, y, this);
2709 }
2710 else
2711 move_type = mt;
2712}
2713

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