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Comparing deliantra/server/common/object.C (file contents):
Revision 1.217 by root, Wed Apr 23 07:13:23 2008 UTC vs.
Revision 1.311 by root, Sat Jan 16 13:41:37 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 (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
44 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,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
50 -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,
51 -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
52}; 55};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
62 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,
63 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
64}; 61};
65 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
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 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;
138} 207}
139 208
140/* 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. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
143{ 212{
144 key_value *wants_field;
145
146 /* 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
147 * 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
148 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
149 */ 216 */
150 217
151 /* For each field in wants, */ 218 /* For each field in wants, */
152 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)
153 { 220 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 221 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 222
169 /* 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. */
170 return 1; 224 return true;
171} 225}
172 226
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 228static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 230{
177 /* 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,
178 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
179 */ 233 */
180 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);
181} 236}
182 237
183/* 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
184 * they can be merged together. 239 * they can be merged together.
185 * 240 *
192 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
193 * check weight 248 * check weight
194 */ 249 */
195bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
196{ 251{
197 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
198 if (ob1 == ob2 253 if (ob1 == ob2
199 || ob1->type != ob2->type 254 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 255 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 258 return 0;
204 259
205 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 263 return 0;
212 264
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * 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
215 * 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
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 273
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 276
225 if (ob1->arch->name != ob2->arch->name 277 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 278 || ob1->name != ob2->name
227 || ob1->title != ob2->title 279 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 286 || ob1->value != ob2->value
235 || 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
236 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 302 return 0;
250 303
251 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
255 .any ()) 307 .any ())
256 return 0; 308 return 0;
257 309
258 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
334 386
335// find player who can see this object 387// find player who can see this object
336object * 388object *
337object::visible_to () const 389object::visible_to () const
338{ 390{
339 if (!flag [FLAG_REMOVED]) 391 if (client_visible () && !flag [FLAG_REMOVED])
340 { 392 {
341 // see if we are in a container of sorts 393 // see if we are in a container of sorts
342 if (env) 394 if (env)
343 { 395 {
344 // the player inventory itself is always visible 396 // the player inventory itself is always visible
345 if (env->type == PLAYER) 397 if (env->is_player ())
346 return env; 398 return env;
347 399
348 // else a player could have our env open 400 // else a player could have our env open
349 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
350 402
351 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 404 // even if our inv is in a player.
353 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 407 if (pl->container_ () == env)
356 return pl; 408 return pl;
357 } 409 }
358 else 410 else
359 { 411 {
360 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
363 return pl; 417 return pl;
364 } 418 }
365 } 419 }
366 420
367 return 0; 421 return 0;
368} 422}
369 423
370// adjust weight per container type ("of holding") 424// adjust weight per container type ("of holding")
371static sint32 425static sint32
372weight_adjust (object *op, sint32 weight) 426weight_adjust_for (object *op, sint32 weight)
373{ 427{
374 return op->type == CONTAINER 428 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 430 : weight;
377} 431}
383static void 437static void
384adjust_weight (object *op, sint32 weight) 438adjust_weight (object *op, sint32 weight)
385{ 439{
386 while (op) 440 while (op)
387 { 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
388 weight = weight_adjust (op, weight); 444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
389 446
390 if (!weight) 447 if (!weight)
391 return; 448 return;
392 449
393 op->carrying += weight; 450 op->carrying += weight;
416 op->update_weight (); 473 op->update_weight ();
417 474
418 sum += op->total_weight (); 475 sum += op->total_weight ();
419 } 476 }
420 477
421 sum = weight_adjust (this, sum); 478 sum = weight_adjust_for (this, sum);
422 479
423 if (sum != carrying) 480 if (sum != carrying)
424 { 481 {
425 carrying = sum; 482 carrying = sum;
426 483
442 object_freezer freezer; 499 object_freezer freezer;
443 op->write (freezer); 500 op->write (freezer);
444 return freezer.as_string (); 501 return freezer.as_string ();
445} 502}
446 503
447/* 504char *
448 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
449 * multi-object 1 which is closest to the second object.
450 * If it's not a multi-object, it is returned.
451 */
452object *
453get_nearest_part (object *op, const object *pl)
454{ 506{
455 object *tmp, *closest; 507 return dump_object (this);
456 int last_dist, i;
457
458 if (!op->more)
459 return op;
460
461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
464 if ((i = distance (tmp, pl)) < last_dist)
465 closest = tmp, last_dist = i;
466
467 return closest;
468} 508}
469 509
470/* 510/*
471 * 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.
472 * VERRRY slow. 512 * VERRRY slow.
488 */ 528 */
489object * 529object *
490find_object_name (const char *str) 530find_object_name (const char *str)
491{ 531{
492 shstr_cmp str_ (str); 532 shstr_cmp str_ (str);
493 object *op;
494 533
534 if (str_)
495 for_all_objects (op) 535 for_all_objects (op)
496 if (op->name == str_) 536 if (op->name == str_)
497 break; 537 return op;
498 538
499 return op; 539 return 0;
500} 540}
501 541
502/* 542/*
503 * Sets the owner and sets the skill and exp pointers to owner's current 543 * Sets the owner and sets the skill and exp pointers to owner's current
504 * skill and experience objects. 544 * skill and experience objects.
566 update_stats (); 606 update_stats ();
567 607
568 new_draw_info_format (NDI_UNIQUE, 0, this, 608 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, " 609 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. " 610 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name); 611 "[You need to unapply some items first - use the 'body' command to see "
612 "how many items you cna wera on a specific body part.]", &ob->name);
572 return false; 613 return false;
573 } 614 }
574 615
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 616 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 } 617 }
602 } 643 }
603 644
604 op->key_values = 0; 645 op->key_values = 0;
605} 646}
606 647
607object & 648/*
608object::operator =(const object &src) 649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
609{ 658{
610 bool is_freed = flag [FLAG_FREED]; 659 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 660 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 661 dst->flag [FLAG_REMOVED] = true;
617 662
618 /* Copy over key_values, if any. */ 663 /* Copy over key_values, if any. */
619 if (src.key_values) 664 if (key_values)
620 { 665 {
621 key_value *tail = 0; 666 key_value *tail = 0;
622 key_values = 0; 667 dst->key_values = 0;
623 668
624 for (key_value *i = src.key_values; i; i = i->next) 669 for (key_value *i = key_values; i; i = i->next)
625 { 670 {
626 key_value *new_link = new key_value; 671 key_value *new_link = new key_value;
627 672
628 new_link->next = 0; 673 new_link->next = 0;
629 new_link->key = i->key; 674 new_link->key = i->key;
630 new_link->value = i->value; 675 new_link->value = i->value;
631 676
632 /* Try and be clever here, too. */ 677 /* Try and be clever here, too. */
633 if (!key_values) 678 if (!dst->key_values)
634 { 679 {
635 key_values = new_link; 680 dst->key_values = new_link;
636 tail = new_link; 681 tail = new_link;
637 } 682 }
638 else 683 else
639 { 684 {
640 tail->next = new_link; 685 tail->next = new_link;
641 tail = new_link; 686 tail = new_link;
642 } 687 }
643 } 688 }
644 } 689 }
645}
646 690
647/* 691 dst->activate ();
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664} 692}
665 693
666void 694void
667object::instantiate () 695object::instantiate ()
668{ 696{
669 if (!uuid.seq) // HACK 697 if (!uuid.seq) // HACK
670 uuid = UUID::gen (); 698 uuid = UUID::gen ();
671 699
700 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
701 if (flag [FLAG_RANDOM_SPEED] && speed)
702 speed_left = - speed - rndm (); // TODO animation
703 else
672 speed_left = -0.1f; 704 speed_left = -1.;
705
673 /* copy the body_info to the body_used - this is only really 706 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything. 707 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting 708 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created 709 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped. 710 * for it, they can be properly equipped.
685object * 718object *
686object::clone () 719object::clone ()
687{ 720{
688 object *neu = create (); 721 object *neu = create ();
689 copy_to (neu); 722 copy_to (neu);
723
724 // TODO: unclean state changes, should not be done in clone AND instantiate
725 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
726 neu->speed_left = - neu->speed - rndm (); // TODO animation
727
728 neu->map = map; // not copied by copy_to
690 return neu; 729 return neu;
691} 730}
692 731
693/* 732/*
694 * If an object with the IS_TURNABLE() flag needs to be turned due 733 * If an object with the IS_TURNABLE() flag needs to be turned due
711 * This function needs to be called whenever the speed of an object changes. 750 * This function needs to be called whenever the speed of an object changes.
712 */ 751 */
713void 752void
714object::set_speed (float speed) 753object::set_speed (float speed)
715{ 754{
716 if (flag [FLAG_FREED] && speed)
717 {
718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
719 speed = 0;
720 }
721
722 this->speed = speed; 755 this->speed = speed;
723 756
724 if (has_active_speed ()) 757 if (has_active_speed ())
725 activate (); 758 activate ();
726 else 759 else
745 * UP_OBJ_FACE: only the objects face has changed. 778 * UP_OBJ_FACE: only the objects face has changed.
746 */ 779 */
747void 780void
748update_object (object *op, int action) 781update_object (object *op, int action)
749{ 782{
750 if (op == NULL) 783 if (!op)
751 { 784 {
752 /* this should never happen */ 785 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 786 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 787 return;
755 } 788 }
756 789
757 if (op->env) 790 if (!op->is_on_map ())
758 { 791 {
759 /* Animation is currently handled by client, so nothing 792 /* Animation is currently handled by client, so nothing
760 * to do in this case. 793 * to do in this case.
761 */ 794 */
762 return; 795 return;
763 } 796 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 797
771 /* make sure the object is within map boundaries */ 798 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 799 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 800 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 801 LOG (llevError, "update_object() called for object out of map!\n");
782 809
783 if (!(m.flags_ & P_UPTODATE)) 810 if (!(m.flags_ & P_UPTODATE))
784 /* nop */; 811 /* nop */;
785 else if (action == UP_OBJ_INSERT) 812 else if (action == UP_OBJ_INSERT)
786 { 813 {
814#if 0
787 // this is likely overkill, TODO: revisit (schmorp) 815 // this is likely overkill, TODO: revisit (schmorp)
788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 818 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 820 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 821 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 822 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 823 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 824 || (m.move_slow | op->move_slow) != m.move_slow
797 /* This isn't perfect, but I don't expect a lot of objects to 825 /* This isn't perfect, but I don't expect a lot of objects to
798 * to have move_allow right now. 826 * have move_allow right now.
799 */ 827 */
800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 828 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
829 m.invalidate ();
830#else
801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 831 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
802 m.flags_ = 0; 832 m.invalidate ();
833#endif
803 } 834 }
804 /* if the object is being removed, we can't make intelligent 835 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 836 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 837 * that is being removed.
807 */ 838 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 839 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 840 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 841 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 842 /* Nothing to do for that case */ ;
812 else 843 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 844 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 845
818 849
819object::object () 850object::object ()
820{ 851{
821 SET_FLAG (this, FLAG_REMOVED); 852 SET_FLAG (this, FLAG_REMOVED);
822 853
823 expmul = 1.0; 854 //expmul = 1.0; declared const for the time being
824 face = blank_face; 855 face = blank_face;
856 material = MATERIAL_NULL;
825} 857}
826 858
827object::~object () 859object::~object ()
828{ 860{
829 unlink (); 861 unlink ();
858 /* If already on active list, don't do anything */ 890 /* If already on active list, don't do anything */
859 if (active) 891 if (active)
860 return; 892 return;
861 893
862 if (has_active_speed ()) 894 if (has_active_speed ())
895 {
896 if (flag [FLAG_FREED])
897 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
898
863 actives.insert (this); 899 actives.insert (this);
900 }
864} 901}
865 902
866void 903void
867object::activate_recursive () 904object::activate_recursive ()
868{ 905{
929 * drop on that space. 966 * drop on that space.
930 */ 967 */
931 if (!drop_to_ground 968 if (!drop_to_ground
932 || !map 969 || !map
933 || map->in_memory != MAP_ACTIVE 970 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 971 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 972 || ms ().move_block == MOVE_ALL)
936 { 973 {
937 while (inv) 974 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy (); 975 inv->destroy ();
941 }
942 } 976 }
943 else 977 else
944 { /* Put objects in inventory onto this space */ 978 { /* Put objects in inventory onto this space */
945 while (inv) 979 while (inv)
946 { 980 {
950 || op->flag [FLAG_NO_DROP] 984 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE 985 || op->type == RUNE
952 || op->type == TRAP 986 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE] 987 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH]) 988 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true); 989 op->destroy ();
956 else 990 else
957 map->insert (op, x, y); 991 map->insert (op, x, y);
958 } 992 }
959 } 993 }
960} 994}
964 object *op = new object; 998 object *op = new object;
965 op->link (); 999 op->link ();
966 return op; 1000 return op;
967} 1001}
968 1002
1003static struct freed_map : maptile
1004{
1005 freed_map ()
1006 {
1007 path = "<freed objects map>";
1008 name = "/internal/freed_objects_map";
1009 width = 3;
1010 height = 3;
1011 no_drop = 1;
1012 no_reset = 1;
1013
1014 alloc ();
1015 in_memory = MAP_ACTIVE;
1016 }
1017
1018 ~freed_map ()
1019 {
1020 destroy ();
1021 }
1022} freed_map; // freed objects are moved here to avoid crashes
1023
969void 1024void
970object::do_destroy () 1025object::do_destroy ()
971{ 1026{
972 if (flag [FLAG_IS_LINKED]) 1027 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 1028 remove_link ();
974 1029
975 if (flag [FLAG_FRIENDLY]) 1030 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this); 1031 remove_friendly_object (this);
977 1032
978 remove (); 1033 remove ();
983 unlink (); 1038 unlink ();
984 1039
985 flag [FLAG_FREED] = 1; 1040 flag [FLAG_FREED] = 1;
986 1041
987 // hack to ensure that freed objects still have a valid map 1042 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 1043 map = &freed_map;
1006 x = 1; 1044 x = 1;
1007 y = 1; 1045 y = 1;
1008 }
1009 1046
1010 if (more) 1047 if (more)
1011 { 1048 {
1012 more->destroy (); 1049 more->destroy ();
1013 more = 0; 1050 more = 0;
1021 attacked_by = 0; 1058 attacked_by = 0;
1022 current_weapon = 0; 1059 current_weapon = 0;
1023} 1060}
1024 1061
1025void 1062void
1026object::destroy (bool destroy_inventory) 1063object::destroy ()
1027{ 1064{
1028 if (destroyed ()) 1065 if (destroyed ())
1029 return; 1066 return;
1030 1067
1031 destroy_inv (!destroy_inventory); 1068 if (!is_head () && !head->destroyed ())
1069 {
1070 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1071 head->destroy ();
1072 return;
1073 }
1074
1075 destroy_inv (false);
1032 1076
1033 if (is_head ()) 1077 if (is_head ())
1034 if (sound_destroy) 1078 if (sound_destroy)
1035 play_sound (sound_destroy); 1079 play_sound (sound_destroy);
1036 else if (flag [FLAG_MONSTER]) 1080 else if (flag [FLAG_MONSTER])
1047 * the previous environment. 1091 * the previous environment.
1048 */ 1092 */
1049void 1093void
1050object::do_remove () 1094object::do_remove ()
1051{ 1095{
1052 object *tmp, *last = 0;
1053 object *otmp;
1054
1055 if (flag [FLAG_REMOVED]) 1096 if (flag [FLAG_REMOVED])
1056 return; 1097 return;
1057 1098
1058 INVOKE_OBJECT (REMOVE, this); 1099 INVOKE_OBJECT (REMOVE, this);
1059
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062 1100
1063 flag [FLAG_REMOVED] = true; 1101 flag [FLAG_REMOVED] = true;
1064 1102
1065 if (more) 1103 if (more)
1066 more->remove (); 1104 more->remove ();
1069 * In this case, the object to be removed is in someones 1107 * In this case, the object to be removed is in someones
1070 * inventory. 1108 * inventory.
1071 */ 1109 */
1072 if (env) 1110 if (env)
1073 { 1111 {
1112 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1113 if (object *pl = visible_to ())
1114 esrv_del_item (pl->contr, count);
1115 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1116
1074 adjust_weight (env, -total_weight ()); 1117 adjust_weight (env, -total_weight ());
1075 1118
1076 *(above ? &above->below : &env->inv) = below; 1119 object *pl = in_player ();
1077
1078 if (below)
1079 below->above = above;
1080 1120
1081 /* we set up values so that it could be inserted into 1121 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1122 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1123 * to the caller to decide what we want to do.
1084 */ 1124 */
1085 map = env->map; 1125 map = env->map;
1086 x = env->x; 1126 x = env->x;
1087 y = env->y; 1127 y = env->y;
1128
1129 // make sure cmov optimisation is applicable
1130 *(above ? &above->below : &env->inv) = below;
1131 *(below ? &below->above : &above ) = above; // &above is just a dummy
1132
1088 above = 0; 1133 above = 0;
1089 below = 0; 1134 below = 0;
1090 env = 0; 1135 env = 0;
1091 1136
1092 /* NO_FIX_PLAYER is set when a great many changes are being 1137 if (pl && pl->is_player ())
1093 * made to players inventory. If set, avoiding the call
1094 * to save cpu time.
1095 */ 1138 {
1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1139 pl->contr->queue_stats_update ();
1097 otmp->update_stats (); 1140
1141 if (glow_radius && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
1098 } 1144 }
1099 else if (map) 1145 else if (map)
1100 { 1146 {
1101 if (type == PLAYER)
1102 {
1103 // leaving a spot always closes any open container on the ground
1104 if (container && !container->env)
1105 // this causes spurious floorbox updates, but it ensures
1106 // that the CLOSE event is being sent.
1107 close_container ();
1108
1109 --map->players;
1110 map->touch ();
1111 }
1112
1113 map->dirty = true; 1147 map->dirty = true;
1114 mapspace &ms = this->ms (); 1148 mapspace &ms = this->ms ();
1115 1149
1150 if (object *pl = ms.player ())
1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171
1172 esrv_del_item (pl->contr, count);
1173 }
1174
1116 /* link the object above us */ 1175 /* link the object above us */
1117 if (above) 1176 // re-link, make sure compiler can easily use cmove
1118 above->below = below; 1177 *(above ? &above->below : &ms.top) = below;
1119 else 1178 *(below ? &below->above : &ms.bot) = above;
1120 ms.top = below; /* we were top, set new top */
1121
1122 /* Relink the object below us, if there is one */
1123 if (below)
1124 below->above = above;
1125 else
1126 {
1127 /* Nothing below, which means we need to relink map object for this space
1128 * use translated coordinates in case some oddness with map tiling is
1129 * evident
1130 */
1131 if (GET_MAP_OB (map, x, y) != this)
1132 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 ());
1133
1134 ms.bot = above; /* goes on above it. */
1135 }
1136 1179
1137 above = 0; 1180 above = 0;
1138 below = 0; 1181 below = 0;
1139 1182
1183 ms.invalidate ();
1184
1140 if (map->in_memory == MAP_SAVING) 1185 if (map->in_memory == MAP_SAVING)
1141 return; 1186 return;
1142 1187
1143 int check_walk_off = !flag [FLAG_NO_APPLY]; 1188 int check_walk_off = !flag [FLAG_NO_APPLY];
1144 1189
1145 if (object *pl = ms.player ()) 1190 if (object *pl = ms.player ())
1146 { 1191 {
1147 if (pl->container == this) 1192 if (pl->container_ () == this)
1148 /* If a container that the player is currently using somehow gets 1193 /* If a container that the player is currently using somehow gets
1149 * removed (most likely destroyed), update the player view 1194 * removed (most likely destroyed), update the player view
1150 * appropriately. 1195 * appropriately.
1151 */ 1196 */
1152 pl->close_container (); 1197 pl->close_container ();
1153 1198
1199 //TODO: the floorbox prev/next might need updating
1154 esrv_del_item (pl, count); 1200 //esrv_del_item (pl->contr, count);
1201 //TODO: update floorbox to preserve ordering
1202 if (pl->contr->ns)
1203 pl->contr->ns->floorbox_update ();
1155 } 1204 }
1156 1205
1206 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1207 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1208 {
1209 above = tmp->above;
1210
1159 /* No point updating the players look faces if he is the object 1211 /* No point updating the players look faces if he is the object
1160 * being removed. 1212 * being removed.
1161 */ 1213 */
1162 1214
1163 /* See if object moving off should effect something */ 1215 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1216 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1217 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1218 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 } 1219 }
1173 1220
1174 last = tmp; 1221 if (affects_los ())
1175 }
1176
1177 /* last == NULL if there are no objects on this space */
1178 //TODO: this makes little sense, why only update the topmost object?
1179 if (!last)
1180 map->at (x, y).flags_ = 0;
1181 else
1182 update_object (last, UP_OBJ_REMOVE);
1183
1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1185 update_all_los (map, x, y); 1222 update_all_los (map, x, y);
1186 } 1223 }
1187} 1224}
1188 1225
1189/* 1226/*
1213 esrv_update_item (UPD_NROF, pl, top); 1250 esrv_update_item (UPD_NROF, pl, top);
1214 1251
1215 op->weight = 0; // cancel the addition above 1252 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1253 op->carrying = 0; // must be 0 already
1217 1254
1218 op->destroy (1); 1255 op->destroy ();
1219 1256
1220 return top; 1257 return top;
1221 } 1258 }
1222 1259
1223 return 0; 1260 return 0;
1231 1268
1232 object *prev = this; 1269 object *prev = this;
1233 1270
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1271 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 { 1272 {
1236 object *op = arch_to_object (at); 1273 object *op = at->instance ();
1237 1274
1238 op->name = name; 1275 op->name = name;
1239 op->name_pl = name_pl; 1276 op->name_pl = name_pl;
1240 op->title = title; 1277 op->title = title;
1241 1278
1251 * job preparing multi-part monsters. 1288 * job preparing multi-part monsters.
1252 */ 1289 */
1253object * 1290object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1291insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1292{
1293 op->remove ();
1294
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1295 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1296 {
1258 tmp->x = x + tmp->arch->x; 1297 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1298 tmp->y = y + tmp->arch->y;
1260 } 1299 }
1283 * just 'op' otherwise 1322 * just 'op' otherwise
1284 */ 1323 */
1285object * 1324object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1325insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1326{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 object *top, *floor = NULL;
1291
1292 op->remove (); 1327 op->remove ();
1328
1329 if (m == &freed_map)//D TODO: remove soon
1330 {//D
1331 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1332 }//D
1293 1333
1294 /* Ideally, the caller figures this out. However, it complicates a lot 1334 /* Ideally, the caller figures this out. However, it complicates a lot
1295 * of areas of callers (eg, anything that uses find_free_spot would now 1335 * of areas of callers (eg, anything that uses find_free_spot would now
1296 * need extra work 1336 * need extra work
1297 */ 1337 */
1338 maptile *newmap = m;
1298 if (!xy_normalise (m, op->x, op->y)) 1339 if (!xy_normalise (newmap, op->x, op->y))
1299 { 1340 {
1300 op->destroy (1); 1341 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1301 return 0; 1342 return 0;
1302 } 1343 }
1303 1344
1304 if (object *more = op->more) 1345 if (object *more = op->more)
1305 if (!insert_ob_in_map (more, m, originator, flag)) 1346 if (!insert_ob_in_map (more, m, originator, flag))
1306 return 0; 1347 return 0;
1307 1348
1308 CLEAR_FLAG (op, FLAG_REMOVED); 1349 op->flag [FLAG_REMOVED] = false;
1309 1350 op->env = 0;
1310 op->map = m; 1351 op->map = newmap;
1352
1311 mapspace &ms = op->ms (); 1353 mapspace &ms = op->ms ();
1312 1354
1313 /* this has to be done after we translate the coordinates. 1355 /* this has to be done after we translate the coordinates.
1314 */ 1356 */
1315 if (op->nrof && !(flag & INS_NO_MERGE)) 1357 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1358 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1317 if (object::can_merge (op, tmp)) 1359 if (object::can_merge (op, tmp))
1318 { 1360 {
1361 // TODO: we actually want to update tmp, not op,
1362 // but some caller surely breaks when we return tmp
1363 // from here :/
1319 op->nrof += tmp->nrof; 1364 op->nrof += tmp->nrof;
1320 tmp->destroy (1); 1365 tmp->destroy ();
1321 } 1366 }
1322 1367
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1368 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1369 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1325 1370
1332 { 1377 {
1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1378 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1334 abort (); 1379 abort ();
1335 } 1380 }
1336 1381
1382 if (!originator->is_on_map ())
1383 {
1384 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1385 op->debug_desc (), originator->debug_desc ());
1386 abort ();
1387 }
1388
1337 op->above = originator; 1389 op->above = originator;
1338 op->below = originator->below; 1390 op->below = originator->below;
1339
1340 if (op->below)
1341 op->below->above = op;
1342 else
1343 ms.bot = op;
1344
1345 /* since *below* originator, no need to update top */
1346 originator->below = op; 1391 originator->below = op;
1392
1393 *(op->below ? &op->below->above : &ms.bot) = op;
1347 } 1394 }
1348 else 1395 else
1349 { 1396 {
1350 top = ms.bot; 1397 object *floor = 0;
1398 object *top = ms.top;
1351 1399
1352 /* If there are other objects, then */ 1400 /* If there are other objects, then */
1353 if (top) 1401 if (top)
1354 { 1402 {
1355 object *last = 0;
1356
1357 /* 1403 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1404 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1405 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1406 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1407 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * once we get to them. This reduces the need to traverse over all of 1410 * once we get to them. This reduces the need to traverse over all of
1365 * them when adding another one - this saves quite a bit of cpu time 1411 * them when adding another one - this saves quite a bit of cpu time
1366 * when lots of spells are cast in one area. Currently, it is presumed 1412 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1413 * that flying non pickable objects are spell objects.
1368 */ 1414 */
1369 for (top = ms.bot; top; top = top->above) 1415 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1416 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1417 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1372 floor = top; 1418 floor = tmp;
1373 1419
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1420 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1375 { 1421 {
1376 /* We insert above top, so we want this object below this */ 1422 /* We insert above top, so we want this object below this */
1377 top = top->below; 1423 top = tmp->below;
1378 break; 1424 break;
1379 } 1425 }
1380 1426
1381 last = top; 1427 top = tmp;
1382 } 1428 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1429
1387 /* We let update_position deal with figuring out what the space 1430 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1431 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1432 * makes things faster, and effectively the same result.
1390 */ 1433 */
1397 */ 1440 */
1398 if (!(flag & INS_ON_TOP) 1441 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1442 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1443 && (op->face && !faces [op->face].visibility))
1401 { 1444 {
1445 object *last;
1446
1402 for (last = top; last != floor; last = last->below) 1447 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1448 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break; 1449 break;
1405 1450
1406 /* Check to see if we found the object that blocks view, 1451 /* Check to see if we found the object that blocks view,
1414 } /* If objects on this space */ 1459 } /* If objects on this space */
1415 1460
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1461 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1462 top = floor;
1418 1463
1419 /* Top is the object that our object (op) is going to get inserted above. 1464 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1465 if (!top)
1424 { 1466 {
1467 op->below = 0;
1425 op->above = ms.bot; 1468 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1469 ms.bot = op;
1470
1471 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1472 }
1433 else 1473 else
1434 { /* get inserted into the stack above top */ 1474 {
1435 op->above = top->above; 1475 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1476 top->above = op;
1439 1477
1440 op->below = top; 1478 op->below = top;
1441 top->above = op; 1479 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1480 }
1481 }
1443 1482
1444 if (!op->above) 1483 if (op->is_player ())
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447
1448 if (op->type == PLAYER)
1449 { 1484 {
1450 op->contr->do_los = 1; 1485 op->contr->do_los = 1;
1451 ++op->map->players; 1486 ++op->map->players;
1452 op->map->touch (); 1487 op->map->touch ();
1453 } 1488 }
1454 1489
1455 op->map->dirty = true; 1490 op->map->dirty = true;
1456 1491
1457 if (object *pl = ms.player ()) 1492 if (object *pl = ms.player ())
1493 //TODO: the floorbox prev/next might need updating
1458 esrv_send_item (pl, op); 1494 //esrv_send_item (pl, op);
1495 //TODO: update floorbox to preserve ordering
1496 if (pl->contr->ns)
1497 pl->contr->ns->floorbox_update ();
1459 1498
1460 /* If this object glows, it may affect lighting conditions that are 1499 /* If this object glows, it may affect lighting conditions that are
1461 * visible to others on this map. But update_all_los is really 1500 * visible to others on this map. But update_all_los is really
1462 * an inefficient way to do this, as it means los for all players 1501 * an inefficient way to do this, as it means los for all players
1463 * on the map will get recalculated. The players could very well 1502 * on the map will get recalculated. The players could very well
1464 * be far away from this change and not affected in any way - 1503 * be far away from this change and not affected in any way -
1465 * this should get redone to only look for players within range, 1504 * this should get redone to only look for players within range,
1466 * or just updating the P_UPTODATE for spaces within this area 1505 * or just updating the P_UPTODATE for spaces within this area
1467 * of effect may be sufficient. 1506 * of effect may be sufficient.
1468 */ 1507 */
1469 if (op->map->darkness && (op->glow_radius != 0)) 1508 if (op->affects_los ())
1509 {
1510 op->ms ().invalidate ();
1470 update_all_los (op->map, op->x, op->y); 1511 update_all_los (op->map, op->x, op->y);
1512 }
1471 1513
1472 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1473 update_object (op, UP_OBJ_INSERT); 1515 update_object (op, UP_OBJ_INSERT);
1474 1516
1475 INVOKE_OBJECT (INSERT, op); 1517 INVOKE_OBJECT (INSERT, op);
1482 * blocked() and wall() work properly), and these flags are updated by 1524 * blocked() and wall() work properly), and these flags are updated by
1483 * update_object(). 1525 * update_object().
1484 */ 1526 */
1485 1527
1486 /* if this is not the head or flag has been passed, don't check walk on status */ 1528 /* if this is not the head or flag has been passed, don't check walk on status */
1487 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1488 { 1530 {
1489 if (check_move_on (op, originator)) 1531 if (check_move_on (op, originator))
1490 return 0; 1532 return 0;
1491 1533
1492 /* If we are a multi part object, lets work our way through the check 1534 /* If we are a multi part object, lets work our way through the check
1503/* this function inserts an object in the map, but if it 1545/* this function inserts an object in the map, but if it
1504 * finds an object of its own type, it'll remove that one first. 1546 * finds an object of its own type, it'll remove that one first.
1505 * op is the object to insert it under: supplies x and the map. 1547 * op is the object to insert it under: supplies x and the map.
1506 */ 1548 */
1507void 1549void
1508replace_insert_ob_in_map (const char *arch_string, object *op) 1550replace_insert_ob_in_map (shstr_tmp archname, object *op)
1509{ 1551{
1510 /* first search for itself and remove any old instances */ 1552 /* first search for itself and remove any old instances */
1511 1553
1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1554 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1513 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1555 if (tmp->arch->archname == archname) /* same archetype */
1514 tmp->destroy (1); 1556 tmp->destroy ();
1515 1557
1516 object *tmp = arch_to_object (archetype::find (arch_string)); 1558 object *tmp = archetype::find (archname)->instance ();
1517 1559
1518 tmp->x = op->x; 1560 tmp->x = op->x;
1519 tmp->y = op->y; 1561 tmp->y = op->y;
1520 1562
1521 insert_ob_in_map (tmp, op->map, op, 0); 1563 insert_ob_in_map (tmp, op->map, op, 0);
1526{ 1568{
1527 if (where->env) 1569 if (where->env)
1528 return where->env->insert (this); 1570 return where->env->insert (this);
1529 else 1571 else
1530 return where->map->insert (this, where->x, where->y, originator, flags); 1572 return where->map->insert (this, where->x, where->y, originator, flags);
1573}
1574
1575// check whether we can put this into the map, respect max_volume, max_items
1576bool
1577object::can_drop_at (maptile *m, int x, int y, object *originator)
1578{
1579 mapspace &ms = m->at (x, y);
1580
1581 int items = ms.items ();
1582
1583 if (!items // testing !items ensures we can drop at least one item
1584 || (items < m->max_items
1585 && ms.volume () < m->max_volume))
1586 return true;
1587
1588 if (originator && originator->is_player ())
1589 originator->contr->failmsg (format (
1590 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1591 query_name ()
1592 ));
1593
1594 return false;
1531} 1595}
1532 1596
1533/* 1597/*
1534 * decrease(object, number) decreases a specified number from 1598 * decrease(object, number) decreases a specified number from
1535 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1543 if (!nr) 1607 if (!nr)
1544 return true; 1608 return true;
1545 1609
1546 nr = min (nr, nrof); 1610 nr = min (nr, nrof);
1547 1611
1612 if (nrof > nr)
1613 {
1548 nrof -= nr; 1614 nrof -= nr;
1549
1550 if (nrof)
1551 {
1552 adjust_weight (env, -weight * nr); // carrying == 0 1615 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1553 1616
1554 if (object *pl = visible_to ()) 1617 if (object *pl = visible_to ())
1555 esrv_update_item (UPD_NROF, pl, this); 1618 esrv_update_item (UPD_NROF, pl, this);
1556 1619
1557 return true; 1620 return true;
1558 } 1621 }
1559 else 1622 else
1560 { 1623 {
1561 destroy (1); 1624 destroy ();
1562 return false; 1625 return false;
1563 } 1626 }
1564} 1627}
1565 1628
1566/* 1629/*
1583 } 1646 }
1584 else 1647 else
1585 { 1648 {
1586 decrease (nr); 1649 decrease (nr);
1587 1650
1588 object *op = object_create_clone (this); 1651 object *op = deep_clone ();
1589 op->nrof = nr; 1652 op->nrof = nr;
1590 return op; 1653 return op;
1591 } 1654 }
1592} 1655}
1593 1656
1643 if (object *pl = tmp->visible_to ()) 1706 if (object *pl = tmp->visible_to ())
1644 esrv_update_item (UPD_NROF, pl, tmp); 1707 esrv_update_item (UPD_NROF, pl, tmp);
1645 1708
1646 adjust_weight (this, op->total_weight ()); 1709 adjust_weight (this, op->total_weight ());
1647 1710
1648 op->destroy (1); 1711 op->destroy ();
1649 op = tmp; 1712 op = tmp;
1650 goto inserted; 1713 goto inserted;
1651 } 1714 }
1652 1715
1653 op->owner = 0; // it's his/hers now. period. 1716 op->owner = 0; // it's his/hers now. period.
1671 1734
1672 adjust_weight (this, op->total_weight ()); 1735 adjust_weight (this, op->total_weight ());
1673 1736
1674inserted: 1737inserted:
1675 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1676 if (op->glow_radius && map && map->darkness) 1739 if (op->glow_radius && is_on_map ())
1740 {
1741 update_stats ();
1677 update_all_los (map, x, y); 1742 update_all_los (map, x, y);
1678 1743 }
1744 else if (is_player ())
1679 // if this is a player's inventory, update stats 1745 // if this is a player's inventory, update stats
1680 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1746 contr->queue_stats_update ();
1681 update_stats ();
1682 1747
1683 INVOKE_OBJECT (INSERT, this); 1748 INVOKE_OBJECT (INSERT, this);
1684 1749
1685 return op; 1750 return op;
1686} 1751}
1706 * on top. 1771 * on top.
1707 */ 1772 */
1708int 1773int
1709check_move_on (object *op, object *originator) 1774check_move_on (object *op, object *originator)
1710{ 1775{
1776 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1777 return 0;
1778
1711 object *tmp; 1779 object *tmp;
1712 maptile *m = op->map; 1780 maptile *m = op->map;
1713 int x = op->x, y = op->y; 1781 int x = op->x, y = op->y;
1714 1782
1715 MoveType move_on, move_slow, move_block; 1783 mapspace &ms = m->at (x, y);
1716 1784
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1785 ms.update ();
1718 return 0;
1719 1786
1720 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1787 MoveType move_on = ms.move_on;
1721 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1788 MoveType move_slow = ms.move_slow;
1722 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1789 MoveType move_block = ms.move_block;
1723 1790
1724 /* if nothing on this space will slow op down or be applied, 1791 /* if nothing on this space will slow op down or be applied,
1725 * no need to do checking below. have to make sure move_type 1792 * no need to do checking below. have to make sure move_type
1726 * is set, as lots of objects don't have it set - we treat that 1793 * is set, as lots of objects don't have it set - we treat that
1727 * as walking. 1794 * as walking.
1738 return 0; 1805 return 0;
1739 1806
1740 /* The objects have to be checked from top to bottom. 1807 /* The objects have to be checked from top to bottom.
1741 * Hence, we first go to the top: 1808 * Hence, we first go to the top:
1742 */ 1809 */
1743 1810 for (object *next, *tmp = ms.top; tmp; tmp = next)
1744 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1745 {
1746 /* Trim the search when we find the first other spell effect
1747 * this helps performance so that if a space has 50 spell objects,
1748 * we don't need to check all of them.
1749 */
1750 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1751 break;
1752 } 1811 {
1812 next = tmp->below;
1753 1813
1754 for (; tmp; tmp = tmp->below)
1755 {
1756 if (tmp == op) 1814 if (tmp == op)
1757 continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
1758 1816
1759 /* Check to see if one of the movement types should be slowed down. 1817 /* Check to see if one of the movement types should be slowed down.
1760 * Second check makes sure that the movement types not being slowed 1818 * Second check makes sure that the movement types not being slowed
1765 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1766 { 1824 {
1767 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1768 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1769 { 1827 {
1770
1771 float
1772 diff = tmp->move_slow_penalty * fabs (op->speed); 1828 float diff = tmp->move_slow_penalty * fabs (op->speed);
1773 1829
1774 if (op->type == PLAYER) 1830 if (op->is_player ())
1775 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1831 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1776 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1832 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1777 diff /= 4.0; 1833 diff /= 4.0;
1778 1834
1779 op->speed_left -= diff; 1835 op->speed_left -= diff;
1780 } 1836 }
1781 } 1837 }
1814 LOG (llevError, "Present_arch called outside map.\n"); 1870 LOG (llevError, "Present_arch called outside map.\n");
1815 return NULL; 1871 return NULL;
1816 } 1872 }
1817 1873
1818 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1819 if (tmp->arch == at) 1875 if (tmp->arch->archname == at->archname)
1820 return tmp; 1876 return tmp;
1821 1877
1822 return NULL; 1878 return NULL;
1823} 1879}
1824 1880
1888 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
1889 */ 1945 */
1890object * 1946object *
1891present_arch_in_ob (const archetype *at, const object *op) 1947present_arch_in_ob (const archetype *at, const object *op)
1892{ 1948{
1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894 if (tmp->arch == at) 1950 if (tmp->arch->archname == at->archname)
1895 return tmp; 1951 return tmp;
1896 1952
1897 return NULL; 1953 return NULL;
1898} 1954}
1899 1955
1987 * head of the object should correspond for the entire object. 2043 * head of the object should correspond for the entire object.
1988 */ 2044 */
1989 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1990 continue; 2046 continue;
1991 2047
1992 if (ob->blocked (m, pos.x, pos.y)) 2048 if (ob->blocked (pos.m, pos.x, pos.y))
1993 continue; 2049 continue;
1994 2050
1995 altern [index++] = i; 2051 altern [index++] = i;
1996 } 2052 }
1997 2053
2065 * there is capable of. 2121 * there is capable of.
2066 */ 2122 */
2067int 2123int
2068find_dir (maptile *m, int x, int y, object *exclude) 2124find_dir (maptile *m, int x, int y, object *exclude)
2069{ 2125{
2070 int i, max = SIZEOFFREE, mflags; 2126 int max = SIZEOFFREE, mflags;
2071
2072 sint16 nx, ny;
2073 object *tmp;
2074 maptile *mp;
2075
2076 MoveType blocked, move_type; 2127 MoveType move_type;
2077 2128
2078 if (exclude && exclude->head_ () != exclude) 2129 if (exclude && exclude->head_ () != exclude)
2079 { 2130 {
2080 exclude = exclude->head; 2131 exclude = exclude->head;
2081 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2084 { 2135 {
2085 /* If we don't have anything, presume it can use all movement types. */ 2136 /* If we don't have anything, presume it can use all movement types. */
2086 move_type = MOVE_ALL; 2137 move_type = MOVE_ALL;
2087 } 2138 }
2088 2139
2089 for (i = 1; i < max; i++) 2140 for (int i = 1; i < max; i++)
2090 { 2141 {
2091 mp = m; 2142 mapxy pos (m, x, y);
2092 nx = x + freearr_x[i]; 2143 pos.move (i);
2093 ny = y + freearr_y[i];
2094 2144
2095 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2145 if (!pos.normalise ())
2096
2097 if (mflags & P_OUT_OF_MAP)
2098 max = maxfree[i]; 2146 max = maxfree[i];
2099 else 2147 else
2100 { 2148 {
2101 mapspace &ms = mp->at (nx, ny); 2149 mapspace &ms = *pos;
2102 2150
2103 blocked = ms.move_block;
2104
2105 if ((move_type & blocked) == move_type) 2151 if ((move_type & ms.move_block) == move_type)
2106 max = maxfree[i]; 2152 max = maxfree [i];
2107 else if (mflags & P_IS_ALIVE) 2153 else if (ms.flags () & P_IS_ALIVE)
2108 { 2154 {
2109 for (tmp = ms.bot; tmp; tmp = tmp->above) 2155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2110 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2156 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2111 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2112 break;
2113
2114 if (tmp)
2115 return freedir[i]; 2158 return freedir [i];
2116 } 2159 }
2117 } 2160 }
2118 } 2161 }
2119 2162
2120 return 0; 2163 return 0;
2195 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2196 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2197 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2198 * functions. 2241 * functions.
2199 */ 2242 */
2200int reduction_dir[SIZEOFFREE][3] = { 2243static const int reduction_dir[SIZEOFFREE][3] = {
2201 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2202 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2203 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2204 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2205 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2301int 2344int
2302can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2303{ 2346{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2307} 2350}
2308 2351
2309/* 2352/*
2310 * create clone from object to another 2353 * create clone from object to another
2311 */ 2354 */
2312object * 2355object *
2313object_create_clone (object *asrc) 2356object::deep_clone ()
2314{ 2357{
2315 object *dst = 0, *tmp, *src, *prev, *item; 2358 assert (("deep_clone called on non-head object", is_head ()));
2316 2359
2317 if (!asrc) 2360 object *dst = clone ();
2318 return 0;
2319 2361
2320 src = asrc->head_ (); 2362 object *prev = dst;
2321
2322 prev = 0;
2323 for (object *part = src; part; part = part->more) 2363 for (object *part = this->more; part; part = part->more)
2324 { 2364 {
2325 tmp = part->clone (); 2365 object *tmp = part->clone ();
2326 tmp->x -= src->x;
2327 tmp->y -= src->y;
2328
2329 if (!part->head)
2330 {
2331 dst = tmp;
2332 tmp->head = 0;
2333 }
2334 else
2335 tmp->head = dst; 2366 tmp->head = dst;
2336
2337 tmp->more = 0;
2338
2339 if (prev)
2340 prev->more = tmp; 2367 prev->more = tmp;
2341
2342 prev = tmp; 2368 prev = tmp;
2343 } 2369 }
2344 2370
2345 for (item = src->inv; item; item = item->below) 2371 for (object *item = inv; item; item = item->below)
2346 insert_ob_in_ob (object_create_clone (item), dst); 2372 insert_ob_in_ob (item->deep_clone (), dst);
2347 2373
2348 return dst; 2374 return dst;
2349} 2375}
2350 2376
2351/* This returns the first object in who's inventory that 2377/* This returns the first object in who's inventory that
2360 return tmp; 2386 return tmp;
2361 2387
2362 return 0; 2388 return 0;
2363} 2389}
2364 2390
2365/* If ob has a field named key, return the link from the list, 2391shstr_tmp
2366 * otherwise return NULL. 2392object::kv_get (shstr_tmp key) const
2367 *
2368 * key must be a passed in shared string - otherwise, this won't
2369 * do the desired thing.
2370 */
2371key_value *
2372get_ob_key_link (const object *ob, const char *key)
2373{ 2393{
2374 for (key_value *link = ob->key_values; link; link = link->next) 2394 for (key_value *kv = key_values; kv; kv = kv->next)
2375 if (link->key == key) 2395 if (kv->key == key)
2376 return link;
2377
2378 return 0;
2379}
2380
2381/*
2382 * Returns the value of op has an extra_field for key, or NULL.
2383 *
2384 * The argument doesn't need to be a shared string.
2385 *
2386 * The returned string is shared.
2387 */
2388const char *
2389get_ob_key_value (const object *op, const char *const key)
2390{
2391 key_value *link;
2392 shstr_cmp canonical_key (key);
2393
2394 if (!canonical_key)
2395 {
2396 /* 1. There being a field named key on any object
2397 * implies there'd be a shared string to find.
2398 * 2. Since there isn't, no object has this field.
2399 * 3. Therefore, *this* object doesn't have this field.
2400 */
2401 return 0;
2402 }
2403
2404 /* This is copied from get_ob_key_link() above -
2405 * only 4 lines, and saves the function call overhead.
2406 */
2407 for (link = op->key_values; link; link = link->next)
2408 if (link->key == canonical_key)
2409 return link->value; 2396 return kv->value;
2410 2397
2411 return 0; 2398 return shstr ();
2412} 2399}
2413 2400
2414/* 2401void
2415 * Updates the canonical_key in op to value. 2402object::kv_set (shstr_tmp key, shstr_tmp value)
2416 *
2417 * canonical_key is a shared string (value doesn't have to be).
2418 *
2419 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2420 * keys.
2421 *
2422 * Returns TRUE on success.
2423 */
2424int
2425set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2426{ 2403{
2427 key_value *field = NULL, *last = NULL; 2404 for (key_value *kv = key_values; kv; kv = kv->next)
2428 2405 if (kv->key == key)
2429 for (field = op->key_values; field != NULL; field = field->next)
2430 {
2431 if (field->key != canonical_key)
2432 { 2406 {
2433 last = field; 2407 kv->value = value;
2434 continue; 2408 return;
2435 } 2409 }
2436 2410
2437 if (value) 2411 key_value *kv = new key_value;
2438 field->value = value; 2412
2439 else 2413 kv->next = key_values;
2414 kv->key = key;
2415 kv->value = value;
2416
2417 key_values = kv;
2418}
2419
2420void
2421object::kv_del (shstr_tmp key)
2422{
2423 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2424 if ((*kvp)->key == key)
2440 { 2425 {
2441 /* Basically, if the archetype has this key set, 2426 key_value *kv = *kvp;
2442 * we need to store the null value so when we save 2427 *kvp = (*kvp)->next;
2443 * it, we save the empty value so that when we load, 2428 delete kv;
2444 * we get this value back again. 2429 return;
2445 */
2446 if (get_ob_key_link (op->arch, canonical_key))
2447 field->value = 0;
2448 else
2449 {
2450 if (last)
2451 last->next = field->next;
2452 else
2453 op->key_values = field->next;
2454
2455 delete field;
2456 }
2457 } 2430 }
2458 return TRUE;
2459 }
2460 /* IF we get here, key doesn't exist */
2461
2462 /* No field, we'll have to add it. */
2463
2464 if (!add_key)
2465 return FALSE;
2466
2467 /* There isn't any good reason to store a null
2468 * value in the key/value list. If the archetype has
2469 * this key, then we should also have it, so shouldn't
2470 * be here. If user wants to store empty strings,
2471 * should pass in ""
2472 */
2473 if (value == NULL)
2474 return TRUE;
2475
2476 field = new key_value;
2477
2478 field->key = canonical_key;
2479 field->value = value;
2480 /* Usual prepend-addition. */
2481 field->next = op->key_values;
2482 op->key_values = field;
2483
2484 return TRUE;
2485}
2486
2487/*
2488 * Updates the key in op to value.
2489 *
2490 * If add_key is FALSE, this will only update existing keys,
2491 * and not add new ones.
2492 * In general, should be little reason FALSE is ever passed in for add_key
2493 *
2494 * Returns TRUE on success.
2495 */
2496int
2497set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2498{
2499 shstr key_ (key);
2500
2501 return set_ob_key_value_s (op, key_, value, add_key);
2502} 2431}
2503 2432
2504object::depth_iterator::depth_iterator (object *container) 2433object::depth_iterator::depth_iterator (object *container)
2505: iterator_base (container) 2434: iterator_base (container)
2506{ 2435{
2556{ 2485{
2557 char flagdesc[512]; 2486 char flagdesc[512];
2558 char info2[256 * 4]; 2487 char info2[256 * 4];
2559 char *p = info; 2488 char *p = info;
2560 2489
2561 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2490 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2562 count, 2491 count,
2563 uuid.c_str (), 2492 uuid.c_str (),
2564 &name, 2493 &name,
2565 title ? "\",title:\"" : "", 2494 title ? ",title:\"" : "",
2566 title ? (const char *)title : "", 2495 title ? (const char *)title : "",
2496 title ? "\"" : "",
2567 flag_desc (flagdesc, 512), type); 2497 flag_desc (flagdesc, 512), type);
2568 2498
2569 if (!flag[FLAG_REMOVED] && env) 2499 if (!flag[FLAG_REMOVED] && env)
2570 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2500 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2571 2501
2589{ 2519{
2590 return map ? map->region (x, y) 2520 return map ? map->region (x, y)
2591 : region::default_region (); 2521 : region::default_region ();
2592} 2522}
2593 2523
2594const materialtype_t *
2595object::dominant_material () const
2596{
2597 if (materialtype_t *mt = name_to_material (materialname))
2598 return mt;
2599
2600 return name_to_material (shstr_unknown);
2601}
2602
2603void 2524void
2604object::open_container (object *new_container) 2525object::open_container (object *new_container)
2605{ 2526{
2606 if (container == new_container) 2527 if (container == new_container)
2607 return; 2528 return;
2608 2529
2609 if (object *old_container = container) 2530 object *old_container = container;
2531
2532 if (old_container)
2610 { 2533 {
2611 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2534 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2612 return; 2535 return;
2613 2536
2614#if 0 2537#if 0
2616 if (object *closer = old_container->inv) 2539 if (object *closer = old_container->inv)
2617 if (closer->type == CLOSE_CON) 2540 if (closer->type == CLOSE_CON)
2618 closer->destroy (); 2541 closer->destroy ();
2619#endif 2542#endif
2620 2543
2544 // make sure the container is available
2545 esrv_send_item (this, old_container);
2546
2621 old_container->flag [FLAG_APPLIED] = false; 2547 old_container->flag [FLAG_APPLIED] = false;
2622 container = 0; 2548 container = 0;
2623 2549
2550 // client needs item update to make it work, client bug requires this to be separate
2624 esrv_update_item (UPD_FLAGS, this, old_container); 2551 esrv_update_item (UPD_FLAGS, this, old_container);
2552
2625 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2553 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2626 play_sound (sound_find ("chest_close")); 2554 play_sound (sound_find ("chest_close"));
2627 } 2555 }
2628 2556
2629 if (new_container) 2557 if (new_container)
2630 { 2558 {
2634 // TODO: this does not seem to serve any purpose anymore? 2562 // TODO: this does not seem to serve any purpose anymore?
2635#if 0 2563#if 0
2636 // insert the "Close Container" object. 2564 // insert the "Close Container" object.
2637 if (archetype *closer = new_container->other_arch) 2565 if (archetype *closer = new_container->other_arch)
2638 { 2566 {
2639 object *closer = arch_to_object (new_container->other_arch); 2567 object *closer = new_container->other_arch->instance ();
2640 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2568 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2641 new_container->insert (closer); 2569 new_container->insert (closer);
2642 } 2570 }
2643#endif 2571#endif
2644 2572
2645 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2573 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2574
2575 // make sure the container is available, client bug requires this to be separate
2576 esrv_send_item (this, new_container);
2646 2577
2647 new_container->flag [FLAG_APPLIED] = true; 2578 new_container->flag [FLAG_APPLIED] = true;
2648 container = new_container; 2579 container = new_container;
2649 2580
2581 // client needs flag change
2650 esrv_update_item (UPD_FLAGS, this, new_container); 2582 esrv_update_item (UPD_FLAGS, this, new_container);
2651 esrv_send_inventory (this, new_container); 2583 esrv_send_inventory (this, new_container);
2652 play_sound (sound_find ("chest_open")); 2584 play_sound (sound_find ("chest_open"));
2653 } 2585 }
2586// else if (!old_container->env && contr && contr->ns)
2587// contr->ns->floorbox_reset ();
2654} 2588}
2655 2589
2656object * 2590object *
2657object::force_find (const shstr name) 2591object::force_find (shstr_tmp name)
2658{ 2592{
2659 /* cycle through his inventory to look for the MARK we want to 2593 /* cycle through his inventory to look for the MARK we want to
2660 * place 2594 * place
2661 */ 2595 */
2662 for (object *tmp = inv; tmp; tmp = tmp->below) 2596 for (object *tmp = inv; tmp; tmp = tmp->below)
2664 return splay (tmp); 2598 return splay (tmp);
2665 2599
2666 return 0; 2600 return 0;
2667} 2601}
2668 2602
2603//-GPL
2604
2669void 2605void
2606object::force_set_timer (int duration)
2607{
2608 this->duration = 1;
2609 this->speed_left = -1.f;
2610
2611 this->set_speed (duration ? 1.f / duration : 0.f);
2612}
2613
2614object *
2670object::force_add (const shstr name, int duration) 2615object::force_add (shstr_tmp name, int duration)
2671{ 2616{
2672 if (object *force = force_find (name)) 2617 if (object *force = force_find (name))
2673 force->destroy (); 2618 force->destroy ();
2674 2619
2675 object *force = get_archetype (FORCE_NAME); 2620 object *force = get_archetype (FORCE_NAME);
2676 2621
2677 force->slaying = name; 2622 force->slaying = name;
2678 force->stats.food = 1; 2623 force->force_set_timer (duration);
2679 force->speed_left = -1.f;
2680
2681 force->set_speed (duration ? 1.f / duration : 0.f);
2682 force->flag [FLAG_IS_USED_UP] = true;
2683 force->flag [FLAG_APPLIED] = true; 2624 force->flag [FLAG_APPLIED] = true;
2684 2625
2685 insert (force); 2626 return insert (force);
2686} 2627}
2687 2628
2688void 2629void
2689object::play_sound (faceidx sound) 2630object::play_sound (faceidx sound) const
2690{ 2631{
2691 if (!sound) 2632 if (!sound)
2692 return; 2633 return;
2693 2634
2694 if (flag [FLAG_REMOVED]) 2635 if (is_on_map ())
2636 map->play_sound (sound, x, y);
2637 else if (object *pl = in_player ())
2638 pl->contr->play_sound (sound);
2639}
2640
2641void
2642object::say_msg (const char *msg) const
2643{
2644 if (is_on_map ())
2645 map->say_msg (msg, x, y);
2646 else if (object *pl = in_player ())
2647 pl->contr->play_sound (sound);
2648}
2649
2650void
2651object::make_noise ()
2652{
2653 // we do not model noise in the map, so instead put
2654 // a temporary light into the noise source
2655 // could use the map instead, but that's less reliable for our
2656 // goal, which is to make invisibility a bit harder to exploit
2657
2658 // currently only works sensibly for players
2659 if (!is_player ())
2695 return; 2660 return;
2696 2661
2697 if (env) 2662 // find old force, or create new one
2698 { 2663 object *force = force_find (shstr_noise_force);
2699 if (object *pl = in_player ()) 2664
2700 pl->contr->play_sound (sound); 2665 if (force)
2701 } 2666 force->speed_left = -1.f; // patch old speed up
2702 else 2667 else
2703 map->play_sound (sound, x, y); 2668 {
2704} 2669 force = archetype::get (shstr_noise_force);
2705 2670
2671 force->slaying = shstr_noise_force;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (1.f / 4.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680 }
2681}
2682

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