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Comparing deliantra/server/common/object.C (file contents):
Revision 1.208 by root, Mon Apr 21 06:16:01 2008 UTC vs.
Revision 1.274 by root, Sun Dec 28 03:58:36 2008 UTC

24#include <global.h> 24#include <global.h>
25#include <stdio.h> 25#include <stdio.h>
26#include <sys/types.h> 26#include <sys/types.h>
27#include <sys/uio.h> 27#include <sys/uio.h>
28#include <object.h> 28#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 29#include <sproto.h>
31#include <loader.h> 30#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 41
42short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
140 140
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 142static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
144{ 144{
145 key_value *wants_field;
146
147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* 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 146 * objects with lists are rare, and lists stay short. If not, use a
149 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
150 */ 148 */
151 149
152 /* For each field in wants, */ 150 /* For each field in wants, */
153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
154 { 152 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 153 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 }
169 154
170 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
171 return 1; 156 return true;
172} 157}
173 158
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 160static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 162{
178 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
180 */ 165 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
182} 168}
183 169
184/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 171 * they can be merged together.
186 * 172 *
201 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 188 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
204 return 0; 190 return 0;
205 191
206 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 194 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; 195 return 0;
213 196
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* 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 198 * 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 199 * just can't ignore the been applied or identified flags, as they
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 205
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 208
226 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 210 || ob1->name != ob2->name
228 || ob1->title != ob2->title 211 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 218 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
237 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 234 return 0;
251 235
252 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
256 .any ()) 239 .any ())
257 return 0; 240 return 0;
258 241
259 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
331 314
332 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
333 return 1; 316 return 1;
334} 317}
335 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
336// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
337static sint32 357static sint32
338weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
339{ 359{
340 return op->type == CONTAINER 360 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 362 : weight;
343} 363}
349static void 369static void
350adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
351{ 371{
352 while (op) 372 while (op)
353 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
354 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
355 381
356 op->carrying += weight; 382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
357 op = op->env; 388 op = op->env;
358 } 389 }
359} 390}
360 391
361/* 392/*
374 op->update_weight (); 405 op->update_weight ();
375 406
376 sum += op->total_weight (); 407 sum += op->total_weight ();
377 } 408 }
378 409
379 carrying = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
413 {
414 carrying = sum;
415
416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
380} 420}
381 421
382/* 422/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 424 */
437 */ 477 */
438object * 478object *
439find_object_name (const char *str) 479find_object_name (const char *str)
440{ 480{
441 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
442 object *op;
443 482
483 if (str_)
444 for_all_objects (op) 484 for_all_objects (op)
445 if (op->name == str_) 485 if (op->name == str_)
446 break; 486 return op;
447 487
448 return op; 488 return 0;
449} 489}
450 490
451/* 491/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 493 * skill and experience objects.
551 } 591 }
552 592
553 op->key_values = 0; 593 op->key_values = 0;
554} 594}
555 595
556object & 596/*
557object::operator =(const object &src) 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)
558{ 606{
559 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
566 610
567 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
568 if (src.key_values) 612 if (key_values)
569 { 613 {
570 key_value *tail = 0; 614 key_value *tail = 0;
571 key_values = 0; 615 dst->key_values = 0;
572 616
573 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
574 { 618 {
575 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
576 620
577 new_link->next = 0; 621 new_link->next = 0;
578 new_link->key = i->key; 622 new_link->key = i->key;
579 new_link->value = i->value; 623 new_link->value = i->value;
580 624
581 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
582 if (!key_values) 626 if (!dst->key_values)
583 { 627 {
584 key_values = new_link; 628 dst->key_values = new_link;
585 tail = new_link; 629 tail = new_link;
586 } 630 }
587 else 631 else
588 { 632 {
589 tail->next = new_link; 633 tail->next = new_link;
590 tail = new_link; 634 tail = new_link;
591 } 635 }
592 } 636 }
593 } 637 }
594}
595
596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608 638
609 if (speed < 0) 639 if (speed < 0)
610 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
611 641
612 dst->set_speed (dst->speed); 642 dst->activate ();
613} 643}
614 644
615void 645void
616object::instantiate () 646object::instantiate ()
617{ 647{
634object * 664object *
635object::clone () 665object::clone ()
636{ 666{
637 object *neu = create (); 667 object *neu = create ();
638 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
639 return neu; 670 return neu;
640} 671}
641 672
642/* 673/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
695 */ 726 */
696void 727void
697update_object (object *op, int action) 728update_object (object *op, int action)
698{ 729{
699 if (op == NULL) 730 if (!op)
700 { 731 {
701 /* this should never happen */ 732 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 734 return;
704 } 735 }
705 736
706 if (op->env) 737 if (!op->is_on_map ())
707 { 738 {
708 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
709 * to do in this case. 740 * to do in this case.
710 */ 741 */
711 return; 742 return;
712 } 743 }
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;
719 744
720 /* make sure the object is within map boundaries */ 745 /* 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) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 747 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
734 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
735 { 760 {
736 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 772 * have move_allow right now.
748 */ 773 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
751 m.flags_ = 0; 776 m.invalidate ();
752 } 777 }
753 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 780 * that is being removed.
756 */ 781 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 783 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
761 else 786 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 788
805object::activate () 830object::activate ()
806{ 831{
807 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
808 if (active) 833 if (active)
809 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
810 838
811 if (has_active_speed ()) 839 if (has_active_speed ())
812 actives.insert (this); 840 actives.insert (this);
813} 841}
814 842
866object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
867{ 895{
868 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
873 if (!inv) 901 if (!inv)
874 return; 902 return;
875 903
876 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
878 * drop on that space. 906 * drop on that space.
879 */ 907 */
880 if (!drop_to_ground 908 if (!drop_to_ground
881 || !map 909 || !map
882 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 911 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
885 { 913 {
886 while (inv) 914 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 915 inv->destroy ();
890 }
891 } 916 }
892 else 917 else
893 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
894 while (inv) 919 while (inv)
895 { 920 {
913 object *op = new object; 938 object *op = new object;
914 op->link (); 939 op->link ();
915 return op; 940 return op;
916} 941}
917 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
918void 964void
919object::do_destroy () 965object::do_destroy ()
920{ 966{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 968 remove_button_link (this);
925 969
926 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 971 remove_friendly_object (this);
928 972
929 if (!flag [FLAG_REMOVED])
930 remove (); 973 remove ();
931 974
932 destroy_inv (true); 975 attachable::do_destroy ();
933 976
934 deactivate (); 977 deactivate ();
935 unlink (); 978 unlink ();
936 979
937 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
938 981
939 // hack to ensure that freed objects still have a valid map 982 // 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; 983 map = &freed_map;
958 x = 1; 984 x = 1;
959 y = 1; 985 y = 1;
960 }
961 986
962 if (more) 987 if (more)
963 { 988 {
964 more->destroy (); 989 more->destroy ();
965 more = 0; 990 more = 0;
973 attacked_by = 0; 998 attacked_by = 0;
974 current_weapon = 0; 999 current_weapon = 0;
975} 1000}
976 1001
977void 1002void
978object::destroy (bool destroy_inventory) 1003object::destroy ()
979{ 1004{
980 if (destroyed ()) 1005 if (destroyed ())
981 return; 1006 return;
982 1007
983 if (destroy_inventory) 1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1012 return;
1013 }
1014
984 destroy_inv (false); 1015 destroy_inv (false);
985 1016
986 if (is_head ()) 1017 if (is_head ())
987 if (sound_destroy) 1018 if (sound_destroy)
988 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1034object::do_remove ()
1004{ 1035{
1005 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1006 object *otmp; 1037 object *otmp;
1007 1038
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
1009 return; 1040 return;
1010 1041
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1013 1045
1014 if (more) 1046 if (more)
1015 more->remove (); 1047 more->remove ();
1016 1048
1017 /* 1049 /*
1018 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1019 * inventory. 1051 * inventory.
1020 */ 1052 */
1021 if (env) 1053 if (env)
1022 { 1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1023 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1024 1061
1025 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1063
1030 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1033 */ 1067 */
1034 map = env->map; 1068 map = env->map;
1035 x = env->x; 1069 x = env->x;
1036 y = env->y; 1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1037 above = 0; 1076 above = 0;
1038 below = 0; 1077 below = 0;
1039 env = 0; 1078 env = 0;
1040 1079
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1082 * to save cpu time.
1044 */ 1083 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1046 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1047 } 1092 }
1048 else if (map) 1093 else if (map)
1049 { 1094 {
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; 1095 map->dirty = true;
1063 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1064 1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
1111 --map->players;
1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
1121 }
1122
1065 /* link the object above us */ 1123 /* link the object above us */
1066 if (above) 1124 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1068 else 1126 *(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 1127
1086 above = 0; 1128 above = 0;
1087 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1088 1132
1089 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1090 return; 1134 return;
1091 1135
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 * removed (most likely destroyed), update the player view 1142 * removed (most likely destroyed), update the player view
1099 * appropriately. 1143 * appropriately.
1100 */ 1144 */
1101 pl->close_container (); 1145 pl->close_container ();
1102 1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1151 pl->contr->ns->floorbox_update ();
1104 } 1152 }
1105 1153
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1155 {
1108 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1121 } 1169 }
1122 1170
1123 last = tmp; 1171 last = tmp;
1124 } 1172 }
1125 1173
1126 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
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); 1175 update_all_los (map, x, y);
1135 } 1176 }
1136} 1177}
1137 1178
1138/* 1179/*
1152 if (!top) 1193 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1194 for (top = op; top && top->above; top = top->above)
1154 ; 1195 ;
1155 1196
1156 for (; top; top = top->below) 1197 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1198 if (object::can_merge (op, top))
1162 { 1199 {
1163 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1164 1201
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1167 op->destroy (); 1208 op->destroy ();
1209
1168 return top; 1210 return top;
1169 } 1211 }
1170 }
1171 1212
1172 return 0; 1213 return 0;
1173} 1214}
1174 1215
1175void 1216void
1200 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1201 */ 1242 */
1202object * 1243object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1245{
1246 op->remove ();
1247
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1249 {
1207 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1209 } 1252 }
1232 * just 'op' otherwise 1275 * just 'op' otherwise
1233 */ 1276 */
1234object * 1277object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1279{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1280 op->remove ();
1281
1282 if (m == &freed_map)//D TODO: remove soon
1283 {//D
1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 }//D
1242 1286
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* 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 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1289 * need extra work
1246 */ 1290 */
1291 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1293 {
1249 op->destroy (); 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1295 return 0;
1251 } 1296 }
1252 1297
1253 if (object *more = op->more) 1298 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1300 return 0;
1256 1301
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1258 1303
1259 op->map = m; 1304 op->map = newmap;
1260 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1261 1306
1262 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1263 */ 1308 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1310 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1311 if (object::can_merge (op, tmp))
1267 { 1312 {
1313 // TODO: we actually want to update tmp, not op,
1314 // but some caller surely breaks when we return tmp
1315 // from here :/
1268 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1317 tmp->destroy ();
1270 } 1318 }
1271 1319
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274 1322
1281 { 1329 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1330 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1331 abort ();
1284 } 1332 }
1285 1333
1334 if (!originator->is_on_map ())
1335 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1336 op->debug_desc (), originator->debug_desc ());
1337
1286 op->above = originator; 1338 op->above = originator;
1287 op->below = originator->below; 1339 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; 1340 originator->below = op;
1341
1342 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1343 }
1297 else 1344 else
1298 { 1345 {
1299 top = ms.bot; 1346 object *floor = 0;
1347 object *top = ms.top;
1300 1348
1301 /* If there are other objects, then */ 1349 /* If there are other objects, then */
1302 if (top) 1350 if (top)
1303 { 1351 {
1304 object *last = 0;
1305
1306 /* 1352 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1353 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1354 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1355 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1356 * 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 1359 * 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 1360 * 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 1361 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1362 * that flying non pickable objects are spell objects.
1317 */ 1363 */
1318 for (top = ms.bot; top; top = top->above) 1364 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1365 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1367 floor = tmp;
1322 1368
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1370 {
1325 /* We insert above top, so we want this object below this */ 1371 /* We insert above top, so we want this object below this */
1326 top = top->below; 1372 top = tmp->below;
1327 break; 1373 break;
1328 } 1374 }
1329 1375
1330 last = top; 1376 top = tmp;
1331 } 1377 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1378
1336 /* We let update_position deal with figuring out what the space 1379 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1380 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1381 * makes things faster, and effectively the same result.
1339 */ 1382 */
1346 */ 1389 */
1347 if (!(flag & INS_ON_TOP) 1390 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1391 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1392 && (op->face && !faces [op->face].visibility))
1350 { 1393 {
1394 object *last;
1395
1351 for (last = top; last != floor; last = last->below) 1396 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1398 break;
1354 1399
1355 /* Check to see if we found the object that blocks view, 1400 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1408 } /* If objects on this space */
1364 1409
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1410 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1411 top = floor;
1367 1412
1368 /* Top is the object that our object (op) is going to get inserted above. 1413 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1414 if (!top)
1373 { 1415 {
1416 op->below = 0;
1374 op->above = ms.bot; 1417 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1418 ms.bot = op;
1419
1420 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1421 }
1382 else 1422 else
1383 { /* get inserted into the stack above top */ 1423 {
1384 op->above = top->above; 1424 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1425 top->above = op;
1388 1426
1389 op->below = top; 1427 op->below = top;
1390 top->above = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1429 }
1430 }
1392 1431
1393 if (!op->above) 1432 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1433 {
1399 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1400 ++op->map->players; 1435 ++op->map->players;
1401 op->map->touch (); 1436 op->map->touch ();
1402 } 1437 }
1403 1438
1404 op->map->dirty = true; 1439 op->map->dirty = true;
1405 1440
1406 if (object *pl = ms.player ()) 1441 if (object *pl = ms.player ())
1442 //TODO: the floorbox prev/next might need updating
1443 //esrv_send_item (pl, op);
1444 //TODO: update floorbox to preserve ordering
1445 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1446 pl->contr->ns->floorbox_update ();
1408 1447
1409 /* If this object glows, it may affect lighting conditions that are 1448 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1449 * 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 1450 * 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 1451 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1455 * of effect may be sufficient.
1417 */ 1456 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1420 1462
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1423 1465
1424 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1458{ 1500{
1459 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1460 1502
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1463 tmp->destroy (1); 1505 tmp->destroy ();
1464 1506
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1466 1508
1467 tmp->x = op->x; 1509 tmp->x = op->x;
1468 tmp->y = op->y; 1510 tmp->y = op->y;
1478 else 1520 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1522}
1481 1523
1482/* 1524/*
1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1484 * is returned contains nr objects, and the remaining parts contains
1485 * the rest (or is removed and freed if that number is 0).
1486 * On failure, NULL is returned, and the reason put into the
1487 * global static errmsg array.
1488 */
1489object *
1490object::split_nr (sint32 nr)
1491{
1492 if (nrof < nr)
1493 return 0;
1494 else if (nrof == nr)
1495 {
1496 remove ();
1497 return this;
1498 }
1499 else
1500 {
1501 decrease_nr (nr);
1502
1503 object *op = object_create_clone (this);
1504 op->nrof = nr;
1505 return op;
1506 }
1507}
1508
1509//TODO: remove, but semantics differs from split_nr
1510object *
1511get_split_ob (object *orig_ob, uint32 nr)
1512{
1513 if (orig_ob->nrof < nr)
1514 {
1515 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1516 return 0;
1517 }
1518
1519 return orig_ob->split_nr (nr);
1520}
1521
1522// find player who can see this object
1523static object *
1524visible_to (object *op)
1525{
1526 if (!op->flag [FLAG_REMOVED])
1527 {
1528 // see if we are in a container of sorts
1529 if (object *env = op->env)
1530 {
1531 // the player inventory itself is always visible
1532 if (env->type == PLAYER)
1533 return env;
1534
1535 // else a player could have our env open
1536 env = env->outer_env ();
1537
1538 // the player itself is always on a map, so we will find him here
1539 // even if our inv is in a player.
1540 if (env->is_on_map ())
1541 if (object *pl = env->ms ().player ())
1542 if (pl->container == op->env)
1543 return pl;
1544 }
1545 else
1546 {
1547 // maybe there is a player standing on the same mapspace
1548 if (object *pl = env->ms ().player ())
1549 return pl;
1550 }
1551 }
1552
1553 return 0;
1554}
1555
1556/*
1557 * decrease_ob_nr(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1558 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1559 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1560 * 1528 *
1561 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1562 */ 1530 */
1563bool 1531bool
1564object::decrease_nr (sint32 nr) 1532object::decrease (sint32 nr)
1565{ 1533{
1534 if (!nr)
1535 return true;
1536
1566 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1567 1538
1568 if (!nr) 1539 if (nrof > nr)
1569 return 1; 1540 {
1570
1571 nrof -= nr; 1541 nrof -= nr;
1572
1573 object *visible = visible_to (this);
1574
1575 if (nrof)
1576 {
1577 adjust_weight (env, -weight * nr); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1578 1543
1579 if (visible) 1544 if (object *pl = visible_to ())
1580 esrv_send_item (visible, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1581 1546
1582 return 1; 1547 return true;
1583 } 1548 }
1584 else 1549 else
1585 { 1550 {
1586 if (visible)
1587 esrv_del_item (visible->contr, count);
1588
1589 this->destroy (1); 1551 destroy ();
1590 return 0; 1552 return false;
1591 } 1553 }
1592} 1554}
1593 1555
1594//TODO: remove 1556/*
1557 * split(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and returned if that number is 0).
1560 * On failure, NULL is returned.
1561 */
1595object * 1562object *
1596decrease_ob_nr (object *op, uint32 i) 1563object::split (sint32 nr)
1597{ 1564{
1598 return op->decrease_nr (i) ? op : 0; 1565 int have = number_of ();
1566
1567 if (have < nr)
1568 return 0;
1569 else if (have == nr)
1570 {
1571 remove ();
1572 return this;
1573 }
1574 else
1575 {
1576 decrease (nr);
1577
1578 object *op = deep_clone ();
1579 op->nrof = nr;
1580 return op;
1581 }
1599} 1582}
1600 1583
1601object * 1584object *
1602insert_ob_in_ob (object *op, object *where) 1585insert_ob_in_ob (object *op, object *where)
1603{ 1586{
1644 if (object::can_merge (tmp, op)) 1627 if (object::can_merge (tmp, op))
1645 { 1628 {
1646 /* return the original object and remove inserted object 1629 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1630 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1631 tmp->nrof += op->nrof;
1632
1633 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp);
1635
1636 adjust_weight (this, op->total_weight ());
1637
1649 op->destroy (1); 1638 op->destroy ();
1650 op = tmp; 1639 op = tmp;
1651 goto inserted; 1640 goto inserted;
1652 } 1641 }
1653 1642
1654 op->owner = 0; // it's his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1665 1654
1666 inv = op; 1655 inv = op;
1667 1656
1668 op->flag [FLAG_REMOVED] = 0; 1657 op->flag [FLAG_REMOVED] = 0;
1669 1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1670 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1671 1663
1672inserted: 1664inserted:
1673 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1675 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1676 1670 }
1677 if (object *otmp = in_player ()) 1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1678 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1672 // if this is a player's inventory, update stats
1679 otmp->update_stats (); 1673 update_stats ();
1680 1674
1681 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1682 1676
1683 return op; 1677 return op;
1684} 1678}
1767 { 1761 {
1768 1762
1769 float 1763 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1765
1772 if (op->type == PLAYER) 1766 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1769 diff /= 4.0;
1776 1770
1777 op->speed_left -= diff; 1771 op->speed_left -= diff;
1812 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
1813 return NULL; 1807 return NULL;
1814 } 1808 }
1815 1809
1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 if (tmp->arch == at) 1811 if (tmp->arch->archname == at->archname)
1818 return tmp; 1812 return tmp;
1819 1813
1820 return NULL; 1814 return NULL;
1821} 1815}
1822 1816
1886 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1887 */ 1881 */
1888object * 1882object *
1889present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
1890{ 1884{
1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1893 return tmp; 1887 return tmp;
1894 1888
1895 return NULL; 1889 return NULL;
1896} 1890}
1897 1891
1985 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1986 */ 1980 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 1982 continue;
1989 1983
1990 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 1985 continue;
1992 1986
1993 altern [index++] = i; 1987 altern [index++] = i;
1994 } 1988 }
1995 1989
2103 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2104 max = maxfree[i]; 2098 max = maxfree[i];
2105 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2106 { 2100 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2103 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break; 2104 break;
2111 2105
2112 if (tmp) 2106 if (tmp)
2113 return freedir[i]; 2107 return freedir[i];
2299int 2293int
2300can_pick (const object *who, const object *item) 2294can_pick (const object *who, const object *item)
2301{ 2295{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2296 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2297 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2298 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2305} 2299}
2306 2300
2307/* 2301/*
2308 * create clone from object to another 2302 * create clone from object to another
2309 */ 2303 */
2310object * 2304object *
2311object_create_clone (object *asrc) 2305object::deep_clone ()
2312{ 2306{
2313 object *dst = 0, *tmp, *src, *prev, *item; 2307 assert (("deep_clone called on non-head object", is_head ()));
2314 2308
2315 if (!asrc) 2309 object *dst = clone ();
2316 return 0;
2317 2310
2318 src = asrc->head_ (); 2311 object *prev = dst;
2319
2320 prev = 0;
2321 for (object *part = src; part; part = part->more) 2312 for (object *part = this->more; part; part = part->more)
2322 { 2313 {
2323 tmp = part->clone (); 2314 object *tmp = part->clone ();
2324 tmp->x -= src->x;
2325 tmp->y -= src->y;
2326
2327 if (!part->head)
2328 {
2329 dst = tmp;
2330 tmp->head = 0;
2331 }
2332 else
2333 tmp->head = dst; 2315 tmp->head = dst;
2334
2335 tmp->more = 0;
2336
2337 if (prev)
2338 prev->more = tmp; 2316 prev->more = tmp;
2339
2340 prev = tmp; 2317 prev = tmp;
2341 } 2318 }
2342 2319
2343 for (item = src->inv; item; item = item->below) 2320 for (object *item = inv; item; item = item->below)
2344 insert_ob_in_ob (object_create_clone (item), dst); 2321 insert_ob_in_ob (item->deep_clone (), dst);
2345 2322
2346 return dst; 2323 return dst;
2347} 2324}
2348 2325
2349/* This returns the first object in who's inventory that 2326/* This returns the first object in who's inventory that
2358 return tmp; 2335 return tmp;
2359 2336
2360 return 0; 2337 return 0;
2361} 2338}
2362 2339
2363/* If ob has a field named key, return the link from the list, 2340const shstr &
2364 * otherwise return NULL. 2341object::kv_get (const shstr &key) const
2365 *
2366 * key must be a passed in shared string - otherwise, this won't
2367 * do the desired thing.
2368 */
2369key_value *
2370get_ob_key_link (const object *ob, const char *key)
2371{ 2342{
2372 for (key_value *link = ob->key_values; link; link = link->next) 2343 for (key_value *kv = key_values; kv; kv = kv->next)
2373 if (link->key == key) 2344 if (kv->key == key)
2374 return link;
2375
2376 return 0;
2377}
2378
2379/*
2380 * Returns the value of op has an extra_field for key, or NULL.
2381 *
2382 * The argument doesn't need to be a shared string.
2383 *
2384 * The returned string is shared.
2385 */
2386const char *
2387get_ob_key_value (const object *op, const char *const key)
2388{
2389 key_value *link;
2390 shstr_cmp canonical_key (key);
2391
2392 if (!canonical_key)
2393 {
2394 /* 1. There being a field named key on any object
2395 * implies there'd be a shared string to find.
2396 * 2. Since there isn't, no object has this field.
2397 * 3. Therefore, *this* object doesn't have this field.
2398 */
2399 return 0;
2400 }
2401
2402 /* This is copied from get_ob_key_link() above -
2403 * only 4 lines, and saves the function call overhead.
2404 */
2405 for (link = op->key_values; link; link = link->next)
2406 if (link->key == canonical_key)
2407 return link->value; 2345 return kv->value;
2408 2346
2409 return 0; 2347 return shstr_null;
2410} 2348}
2411 2349
2412/* 2350void
2413 * Updates the canonical_key in op to value. 2351object::kv_set (const shstr &key, const shstr &value)
2414 *
2415 * canonical_key is a shared string (value doesn't have to be).
2416 *
2417 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2418 * keys.
2419 *
2420 * Returns TRUE on success.
2421 */
2422int
2423set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2424{ 2352{
2425 key_value *field = NULL, *last = NULL; 2353 for (key_value *kv = key_values; kv; kv = kv->next)
2426 2354 if (kv->key == key)
2427 for (field = op->key_values; field != NULL; field = field->next)
2428 {
2429 if (field->key != canonical_key)
2430 { 2355 {
2431 last = field; 2356 kv->value = value;
2432 continue; 2357 return;
2433 } 2358 }
2434 2359
2435 if (value) 2360 key_value *kv = new key_value;
2436 field->value = value; 2361
2437 else 2362 kv->next = key_values;
2363 kv->key = key;
2364 kv->value = value;
2365
2366 key_values = kv;
2367}
2368
2369void
2370object::kv_del (const shstr &key)
2371{
2372 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2373 if ((*kvp)->key == key)
2438 { 2374 {
2439 /* Basically, if the archetype has this key set, 2375 key_value *kv = *kvp;
2440 * we need to store the null value so when we save 2376 *kvp = (*kvp)->next;
2441 * it, we save the empty value so that when we load, 2377 delete kv;
2442 * we get this value back again. 2378 return;
2443 */
2444 if (get_ob_key_link (op->arch, canonical_key))
2445 field->value = 0;
2446 else
2447 {
2448 if (last)
2449 last->next = field->next;
2450 else
2451 op->key_values = field->next;
2452
2453 delete field;
2454 }
2455 } 2379 }
2456 return TRUE;
2457 }
2458 /* IF we get here, key doesn't exist */
2459
2460 /* No field, we'll have to add it. */
2461
2462 if (!add_key)
2463 return FALSE;
2464
2465 /* There isn't any good reason to store a null
2466 * value in the key/value list. If the archetype has
2467 * this key, then we should also have it, so shouldn't
2468 * be here. If user wants to store empty strings,
2469 * should pass in ""
2470 */
2471 if (value == NULL)
2472 return TRUE;
2473
2474 field = new key_value;
2475
2476 field->key = canonical_key;
2477 field->value = value;
2478 /* Usual prepend-addition. */
2479 field->next = op->key_values;
2480 op->key_values = field;
2481
2482 return TRUE;
2483}
2484
2485/*
2486 * Updates the key in op to value.
2487 *
2488 * If add_key is FALSE, this will only update existing keys,
2489 * and not add new ones.
2490 * In general, should be little reason FALSE is ever passed in for add_key
2491 *
2492 * Returns TRUE on success.
2493 */
2494int
2495set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2496{
2497 shstr key_ (key);
2498
2499 return set_ob_key_value_s (op, key_, value, add_key);
2500} 2380}
2501 2381
2502object::depth_iterator::depth_iterator (object *container) 2382object::depth_iterator::depth_iterator (object *container)
2503: iterator_base (container) 2383: iterator_base (container)
2504{ 2384{
2554{ 2434{
2555 char flagdesc[512]; 2435 char flagdesc[512];
2556 char info2[256 * 4]; 2436 char info2[256 * 4];
2557 char *p = info; 2437 char *p = info;
2558 2438
2559 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2439 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2560 count, 2440 count,
2561 uuid.c_str (), 2441 uuid.c_str (),
2562 &name, 2442 &name,
2563 title ? "\",title:\"" : "", 2443 title ? ",title:\"" : "",
2564 title ? (const char *)title : "", 2444 title ? (const char *)title : "",
2445 title ? "\"" : "",
2565 flag_desc (flagdesc, 512), type); 2446 flag_desc (flagdesc, 512), type);
2566 2447
2567 if (!this->flag[FLAG_REMOVED] && env) 2448 if (!flag[FLAG_REMOVED] && env)
2568 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2449 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2569 2450
2570 if (map) 2451 if (map)
2571 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2452 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2572 2453
2602object::open_container (object *new_container) 2483object::open_container (object *new_container)
2603{ 2484{
2604 if (container == new_container) 2485 if (container == new_container)
2605 return; 2486 return;
2606 2487
2607 if (object *old_container = container) 2488 object *old_container = container;
2489
2490 if (old_container)
2608 { 2491 {
2609 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2492 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2610 return; 2493 return;
2611 2494
2612#if 0 2495#if 0
2614 if (object *closer = old_container->inv) 2497 if (object *closer = old_container->inv)
2615 if (closer->type == CLOSE_CON) 2498 if (closer->type == CLOSE_CON)
2616 closer->destroy (); 2499 closer->destroy ();
2617#endif 2500#endif
2618 2501
2502 // make sure the container is available
2503 esrv_send_item (this, old_container);
2504
2619 old_container->flag [FLAG_APPLIED] = 0; 2505 old_container->flag [FLAG_APPLIED] = false;
2620 container = 0; 2506 container = 0;
2621 2507
2508 // client needs item update to make it work, client bug requires this to be separate
2622 esrv_update_item (UPD_FLAGS, this, old_container); 2509 esrv_update_item (UPD_FLAGS, this, old_container);
2510
2623 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2624 play_sound (sound_find ("chest_close")); 2512 play_sound (sound_find ("chest_close"));
2625 } 2513 }
2626 2514
2627 if (new_container) 2515 if (new_container)
2640 } 2528 }
2641#endif 2529#endif
2642 2530
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2531 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2644 2532
2533 // make sure the container is available, client bug requires this to be separate
2534 esrv_send_item (this, new_container);
2535
2645 new_container->flag [FLAG_APPLIED] = 1; 2536 new_container->flag [FLAG_APPLIED] = true;
2646 container = new_container; 2537 container = new_container;
2647 2538
2539 // client needs flag change
2648 esrv_update_item (UPD_FLAGS, this, new_container); 2540 esrv_update_item (UPD_FLAGS, this, new_container);
2649 esrv_send_inventory (this, new_container); 2541 esrv_send_inventory (this, new_container);
2650 play_sound (sound_find ("chest_open")); 2542 play_sound (sound_find ("chest_open"));
2651 } 2543 }
2544// else if (!old_container->env && contr && contr->ns)
2545// contr->ns->floorbox_reset ();
2652} 2546}
2653 2547
2654object * 2548object *
2655object::force_find (const shstr name) 2549object::force_find (const shstr name)
2656{ 2550{
2662 return splay (tmp); 2556 return splay (tmp);
2663 2557
2664 return 0; 2558 return 0;
2665} 2559}
2666 2560
2667void 2561object *
2668object::force_add (const shstr name, int duration) 2562object::force_add (const shstr name, int duration)
2669{ 2563{
2670 if (object *force = force_find (name)) 2564 if (object *force = force_find (name))
2671 force->destroy (); 2565 force->destroy ();
2672 2566
2678 2572
2679 force->set_speed (duration ? 1.f / duration : 0.f); 2573 force->set_speed (duration ? 1.f / duration : 0.f);
2680 force->flag [FLAG_IS_USED_UP] = true; 2574 force->flag [FLAG_IS_USED_UP] = true;
2681 force->flag [FLAG_APPLIED] = true; 2575 force->flag [FLAG_APPLIED] = true;
2682 2576
2683 insert (force); 2577 return insert (force);
2684} 2578}
2685 2579
2686void 2580void
2687object::play_sound (faceidx sound) 2581object::play_sound (faceidx sound)
2688{ 2582{
2699 } 2593 }
2700 else 2594 else
2701 map->play_sound (sound, x, y); 2595 map->play_sound (sound, x, y);
2702} 2596}
2703 2597
2598void
2599object::make_noise ()
2600{
2601 // we do not model noise in the map, so instead put
2602 // a temporary light into the noise source
2603 // could use the map instead, but that's less reliable for our
2604 // goal, which is to make invisibility a bit harder to exploit
2605
2606 // currently only works sensibly for players
2607 if (!is_player ())
2608 return;
2609
2610 // find old force, or create new one
2611 object *force = force_find (shstr_noise_force);
2612
2613 if (force)
2614 force->speed_left = -1.f; // patch old speed up
2615 else
2616 {
2617 force = archetype::get (shstr_noise_force);
2618
2619 force->slaying = shstr_noise_force;
2620 force->stats.food = 1;
2621 force->speed_left = -1.f;
2622
2623 force->set_speed (1.f / 4.f);
2624 force->flag [FLAG_IS_USED_UP] = true;
2625 force->flag [FLAG_APPLIED] = true;
2626
2627 insert (force);
2628 }
2629}
2630

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