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Comparing deliantra/server/common/object.C (file contents):
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC vs.
Revision 1.290 by sf-marcmagus, Sun Oct 11 05:43:35 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38UUID UUID::cur; 34UUID UUID::cur;
39static uint64_t seq_next_save; 35static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
44 41
45short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
140{ 137{
141 read_uuid (); 138 read_uuid ();
142} 139}
143 140
144/* 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. */
145static int 142static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
147{ 144{
148 key_value *wants_field;
149
150 /* 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
151 * 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
152 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
153 */ 148 */
154 149
155 /* For each field in wants, */ 150 /* For each field in wants, */
156 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)
157 { 152 if (has->kv_get (kv->key) != kv->value)
158 key_value *has_field; 153 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (has_field == NULL)
164 {
165 /* No field with that name. */
166 return FALSE;
167 }
168
169 /* Found the matching field. */
170 if (has_field->value != wants_field->value)
171 {
172 /* Values don't match, so this half of the comparison is false. */
173 return FALSE;
174 }
175
176 /* If we get here, we found a match. Now for the next field in wants. */
177 }
178 154
179 /* 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. */
180 return TRUE; 156 return true;
181} 157}
182 158
183/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
184static int 160static bool
185compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
186{ 162{
187 /* 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,
188 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
189 */ 165 */
190 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);
191} 168}
192 169
193/* 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
194 * they can be merged together. 171 * they can be merged together.
195 * 172 *
210 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
211 || ob1->value != ob2->value 188 || ob1->value != ob2->value
212 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
213 return 0; 190 return 0;
214 191
215 //TODO: this ain't working well, use nicer and correct overflow check
216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 /* Do not merge objects if nrof would overflow, assume nrof
217 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * is always 0 .. 2**31-1 */
218 * used to store nrof). 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
219 */
220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
221 return 0; 195 return 0;
222 196
223 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
224 * 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
225 * 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
226 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
227 * flags lose any meaning. 201 * flags lose any meaning.
228 */ 202 */
229 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
230 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
231 205
232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
233 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
234 208
235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 209 if (ob1->arch->archname != ob2->arch->archname
236 || ob1->arch != ob2->arch
237 || ob1->name != ob2->name 210 || ob1->name != ob2->name
238 || ob1->title != ob2->title 211 || ob1->title != ob2->title
239 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
240 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
243 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
244 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
245 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
246 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
247 || ob1->value != ob2->value 218 || ob1->value != ob2->value
248 || 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
249 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
250 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
251 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
252 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
253 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
254 || ob1->move_block != ob2->move_block 226 || ob1->move_block != ob2->move_block
255 || ob1->move_allow != ob2->move_allow 227 || ob1->move_allow != ob2->move_allow
256 || ob1->move_on != ob2->move_on 228 || ob1->move_on != ob2->move_on
257 || ob1->move_off != ob2->move_off 229 || ob1->move_off != ob2->move_off
258 || ob1->move_slow != ob2->move_slow 230 || ob1->move_slow != ob2->move_slow
259 || ob1->move_slow_penalty != ob2->move_slow_penalty) 231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
260 return 0; 234 return 0;
261 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
262 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
263 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
264 */ 245 */
265 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
266 { 247 {
267 if (!(ob1->inv && ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
268 return 0; /* inventories differ in length */ 249 return 0; /* inventories differ in length */
269 250
270 if (ob1->inv->below || ob2->inv->below) 251 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */ 252 return 0; /* more than one object in inv */
272 253
273 if (!object::can_merge (ob1->inv, ob2->inv)) 254 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */ 255 return 0; /* inventory objects differ */
275 256
276 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
277 * if it is valid. 258 * if it is valid.
278 */ 259 */
279 } 260 }
298 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
299 return 0; 280 return 0;
300 break; 281 break;
301 } 282 }
302 283
303 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
304 { 285 {
305 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
306 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
307 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
308 return 0; 289
309 else if (!compare_ob_value_lists (ob1, ob2)) 290 if (!compare_ob_value_lists (ob1, ob2))
310 return 0; 291 return 0;
311 } 292 }
312 293
313 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
314 { 295 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322 303
323 if (k1 != k2) 304 if (k1 != k2)
324 return 0; 305 return 0;
306
325 else if (k1 == 0) 307 if (k1 == 0)
326 return 1; 308 return 1;
309
327 else if (!cfperl_can_merge (ob1, ob2)) 310 if (!cfperl_can_merge (ob1, ob2))
328 return 0; 311 return 0;
329 } 312 }
330 } 313 }
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_or_self ();
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
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
336/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
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
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
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
388 op = op->env;
389 }
390}
391
392/*
337 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
338 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
339 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
340 */ 396 */
341long 397void
342sum_weight (object *op) 398object::update_weight ()
343{ 399{
344 long sum; 400 sint32 sum = 0;
345 object *inv;
346 401
347 for (sum = 0, inv = op->inv; inv; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
348 { 403 {
349 if (inv->inv) 404 if (op->inv)
350 sum_weight (inv); 405 op->update_weight ();
351 406
352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
353 } 413 {
354
355 if (op->type == CONTAINER && op->stats.Str)
356 sum = (sum * (100 - op->stats.Str)) / 100;
357
358 if (op->carrying != sum)
359 op->carrying = sum; 414 carrying = sum;
360 415
361 return sum; 416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
362} 420}
363 421
364/** 422/*
365 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
366 */
367
368object *
369object_get_env_recursive (object *op)
370{
371 while (op->env != NULL)
372 op = op->env;
373 return op;
374}
375
376/*
377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
378 * Some error messages.
379 * The result of the dump is stored in the static global errmsg array.
380 */ 424 */
381char * 425char *
382dump_object (object *op) 426dump_object (object *op)
383{ 427{
384 if (!op) 428 if (!op)
387 object_freezer freezer; 431 object_freezer freezer;
388 op->write (freezer); 432 op->write (freezer);
389 return freezer.as_string (); 433 return freezer.as_string ();
390} 434}
391 435
436char *
437object::as_string ()
438{
439 return dump_object (this);
440}
441
392/* 442/*
393 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
394 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned. 445 * If it's not a multi-object, it is returned.
396 */ 446 */
398get_nearest_part (object *op, const object *pl) 448get_nearest_part (object *op, const object *pl)
399{ 449{
400 object *tmp, *closest; 450 object *tmp, *closest;
401 int last_dist, i; 451 int last_dist, i;
402 452
403 if (op->more == NULL) 453 if (!op->more)
404 return op; 454 return op;
455
405 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
406 if ((i = distance (tmp, pl)) < last_dist) 459 if ((i = distance (tmp, pl)) < last_dist)
407 closest = tmp, last_dist = i; 460 closest = tmp, last_dist = i;
461
408 return closest; 462 return closest;
409} 463}
410 464
411/* 465/*
412 * Returns the object which has the count-variable equal to the argument. 466 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow.
413 */ 468 */
414object * 469object *
415find_object (tag_t i) 470find_object (tag_t i)
416{ 471{
417 for_all_objects (op) 472 for_all_objects (op)
428 */ 483 */
429object * 484object *
430find_object_name (const char *str) 485find_object_name (const char *str)
431{ 486{
432 shstr_cmp str_ (str); 487 shstr_cmp str_ (str);
433 object *op;
434 488
489 if (str_)
435 for_all_objects (op) 490 for_all_objects (op)
436 if (op->name == str_) 491 if (op->name == str_)
437 break; 492 return op;
438 493
439 return op; 494 return 0;
440} 495}
441 496
442/* 497/*
443 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
444 * skill and experience objects. 499 * skill and experience objects.
506 update_stats (); 561 update_stats ();
507 562
508 new_draw_info_format (NDI_UNIQUE, 0, this, 563 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, " 564 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. " 565 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name); 566 "[You need to unapply some items first - use the 'body' command to see "
567 "how many items you cna wera on a specific body part.]", &ob->name);
512 return false; 568 return false;
513 } 569 }
514 570
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 571 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 } 572 }
542 } 598 }
543 599
544 op->key_values = 0; 600 op->key_values = 0;
545} 601}
546 602
547object & 603/*
548object::operator =(const object &src) 604 * copy_to first frees everything allocated by the dst object,
605 * and then copies the contents of itself into the second
606 * object, allocating what needs to be allocated. Basically, any
607 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
608 * if the first object is freed, the pointers in the new object
609 * will point at garbage.
610 */
611void
612object::copy_to (object *dst)
549{ 613{
550 bool is_freed = flag [FLAG_FREED]; 614 dst->remove ();
551 bool is_removed = flag [FLAG_REMOVED];
552
553 *(object_copy *)this = src; 615 *(object_copy *)dst = *this;
554
555 flag [FLAG_FREED] = is_freed;
556 flag [FLAG_REMOVED] = is_removed; 616 dst->flag [FLAG_REMOVED] = true;
557 617
558 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
559 if (src.key_values) 619 if (key_values)
560 { 620 {
561 key_value *tail = 0; 621 key_value *tail = 0;
562 key_values = 0; 622 dst->key_values = 0;
563 623
564 for (key_value *i = src.key_values; i; i = i->next) 624 for (key_value *i = key_values; i; i = i->next)
565 { 625 {
566 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
567 627
568 new_link->next = 0; 628 new_link->next = 0;
569 new_link->key = i->key; 629 new_link->key = i->key;
570 new_link->value = i->value; 630 new_link->value = i->value;
571 631
572 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
573 if (!key_values) 633 if (!dst->key_values)
574 { 634 {
575 key_values = new_link; 635 dst->key_values = new_link;
576 tail = new_link; 636 tail = new_link;
577 } 637 }
578 else 638 else
579 { 639 {
580 tail->next = new_link; 640 tail->next = new_link;
581 tail = new_link; 641 tail = new_link;
582 } 642 }
583 } 643 }
584 } 644 }
585}
586
587/*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599 645
600 if (speed < 0) 646 if (speed < 0)
601 dst->speed_left -= rndm (); 647 dst->speed_left -= rndm ();
602 648
603 dst->set_speed (dst->speed); 649 dst->activate ();
604} 650}
605 651
606void 652void
607object::instantiate () 653object::instantiate ()
608{ 654{
625object * 671object *
626object::clone () 672object::clone ()
627{ 673{
628 object *neu = create (); 674 object *neu = create ();
629 copy_to (neu); 675 copy_to (neu);
676 neu->map = map; // not copied by copy_to
630 return neu; 677 return neu;
631} 678}
632 679
633/* 680/*
634 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
686 */ 733 */
687void 734void
688update_object (object *op, int action) 735update_object (object *op, int action)
689{ 736{
690 if (op == NULL) 737 if (!op)
691 { 738 {
692 /* this should never happen */ 739 /* this should never happen */
693 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
694 return; 741 return;
695 } 742 }
696 743
697 if (op->env) 744 if (!op->is_on_map ())
698 { 745 {
699 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
700 * to do in this case. 747 * to do in this case.
701 */ 748 */
702 return; 749 return;
703 } 750 }
704
705 /* If the map is saving, don't do anything as everything is
706 * going to get freed anyways.
707 */
708 if (!op->map || op->map->in_memory == MAP_SAVING)
709 return;
710 751
711 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
713 { 754 {
714 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
725 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
726 { 767 {
727 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
734 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
735 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
736 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
737 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
738 * to have move_allow right now. 779 * have move_allow right now.
739 */ 780 */
740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 782 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
742 m.flags_ = 0; 783 m.invalidate ();
743 } 784 }
744 /* if the object is being removed, we can't make intelligent 785 /* if the object is being removed, we can't make intelligent
745 * decisions, because remove_ob can't really pass the object 786 * decisions, because remove_ob can't really pass the object
746 * that is being removed. 787 * that is being removed.
747 */ 788 */
748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 789 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
749 m.flags_ = 0; 790 m.invalidate ();
750 else if (action == UP_OBJ_FACE) 791 else if (action == UP_OBJ_FACE)
751 /* Nothing to do for that case */ ; 792 /* Nothing to do for that case */ ;
752 else 793 else
753 LOG (llevError, "update_object called with invalid action: %d\n", action); 794 LOG (llevError, "update_object called with invalid action: %d\n", action);
754 795
758 799
759object::object () 800object::object ()
760{ 801{
761 SET_FLAG (this, FLAG_REMOVED); 802 SET_FLAG (this, FLAG_REMOVED);
762 803
763 expmul = 1.0; 804 //expmul = 1.0; declared const for the time being
764 face = blank_face; 805 face = blank_face;
765} 806}
766 807
767object::~object () 808object::~object ()
768{ 809{
798 /* If already on active list, don't do anything */ 839 /* If already on active list, don't do anything */
799 if (active) 840 if (active)
800 return; 841 return;
801 842
802 if (has_active_speed ()) 843 if (has_active_speed ())
844 {
845 if (flag [FLAG_FREED])
846 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
847
803 actives.insert (this); 848 actives.insert (this);
849 }
804} 850}
805 851
806void 852void
807object::activate_recursive () 853object::activate_recursive ()
808{ 854{
857object::destroy_inv (bool drop_to_ground) 903object::destroy_inv (bool drop_to_ground)
858{ 904{
859 // need to check first, because the checks below might segfault 905 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code 906 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty. 907 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory, 908 // corollary: if you create arrows etc. with stuff in its inventory,
863 // cf will crash below with off-map x and y 909 // cf will crash below with off-map x and y
864 if (!inv) 910 if (!inv)
865 return; 911 return;
866 912
867 /* Only if the space blocks everything do we not process - 913 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects 914 * if some form of movement is allowed, let objects
869 * drop on that space. 915 * drop on that space.
870 */ 916 */
871 if (!drop_to_ground 917 if (!drop_to_ground
872 || !map 918 || !map
873 || map->in_memory != MAP_IN_MEMORY 919 || map->in_memory != MAP_ACTIVE
874 || map->nodrop 920 || map->no_drop
875 || ms ().move_block == MOVE_ALL) 921 || ms ().move_block == MOVE_ALL)
876 { 922 {
877 while (inv) 923 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 924 inv->destroy ();
881 }
882 } 925 }
883 else 926 else
884 { /* Put objects in inventory onto this space */ 927 { /* Put objects in inventory onto this space */
885 while (inv) 928 while (inv)
886 { 929 {
904 object *op = new object; 947 object *op = new object;
905 op->link (); 948 op->link ();
906 return op; 949 return op;
907} 950}
908 951
952static struct freed_map : maptile
953{
954 freed_map ()
955 {
956 path = "<freed objects map>";
957 name = "/internal/freed_objects_map";
958 width = 3;
959 height = 3;
960 no_drop = 1;
961 no_reset = 1;
962
963 alloc ();
964 in_memory = MAP_ACTIVE;
965 }
966
967 ~freed_map ()
968 {
969 destroy ();
970 }
971} freed_map; // freed objects are moved here to avoid crashes
972
909void 973void
910object::do_destroy () 974object::do_destroy ()
911{ 975{
912 attachable::do_destroy ();
913
914 if (flag [FLAG_IS_LINKED]) 976 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this); 977 remove_link ();
916 978
917 if (flag [FLAG_FRIENDLY]) 979 if (flag [FLAG_FRIENDLY])
918 remove_friendly_object (this); 980 remove_friendly_object (this);
919 981
920 if (!flag [FLAG_REMOVED])
921 remove (); 982 remove ();
922 983
923 destroy_inv (true); 984 attachable::do_destroy ();
924 985
925 deactivate (); 986 deactivate ();
926 unlink (); 987 unlink ();
927 988
928 flag [FLAG_FREED] = 1; 989 flag [FLAG_FREED] = 1;
929 990
930 // hack to ensure that freed objects still have a valid map 991 // hack to ensure that freed objects still have a valid map
931 {
932 static maptile *freed_map; // freed objects are moved here to avoid crashes
933
934 if (!freed_map)
935 {
936 freed_map = new maptile;
937
938 freed_map->path = "<freed objects map>";
939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
946 }
947
948 map = freed_map; 992 map = &freed_map;
949 x = 1; 993 x = 1;
950 y = 1; 994 y = 1;
951 }
952 995
953 if (more) 996 if (more)
954 { 997 {
955 more->destroy (); 998 more->destroy ();
956 more = 0; 999 more = 0;
964 attacked_by = 0; 1007 attacked_by = 0;
965 current_weapon = 0; 1008 current_weapon = 0;
966} 1009}
967 1010
968void 1011void
969object::destroy (bool destroy_inventory) 1012object::destroy ()
970{ 1013{
971 if (destroyed ()) 1014 if (destroyed ())
972 return; 1015 return;
973 1016
974 if (destroy_inventory) 1017 if (!is_head () && !head->destroyed ())
1018 {
1019 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1020 head->destroy ();
1021 return;
1022 }
1023
975 destroy_inv (false); 1024 destroy_inv (false);
976 1025
977 if (is_head ()) 1026 if (is_head ())
978 if (sound_destroy) 1027 if (sound_destroy)
979 play_sound (sound_destroy); 1028 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER]) 1029 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1030 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
982 1031
983 attachable::destroy (); 1032 attachable::destroy ();
984}
985
986/*
987 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)).
989 */
990void
991sub_weight (object *op, signed long weight)
992{
993 while (op != NULL)
994 {
995 if (op->type == CONTAINER)
996 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
997
998 op->carrying -= weight;
999 op = op->env;
1000 }
1001} 1033}
1002 1034
1003/* op->remove (): 1035/* op->remove ():
1004 * This function removes the object op from the linked list of objects 1036 * This function removes the object op from the linked list of objects
1005 * which it is currently tied to. When this function is done, the 1037 * which it is currently tied to. When this function is done, the
1011object::do_remove () 1043object::do_remove ()
1012{ 1044{
1013 object *tmp, *last = 0; 1045 object *tmp, *last = 0;
1014 object *otmp; 1046 object *otmp;
1015 1047
1016 if (QUERY_FLAG (this, FLAG_REMOVED)) 1048 if (flag [FLAG_REMOVED])
1017 return; 1049 return;
1018 1050
1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1052
1053 flag [FLAG_REMOVED] = true;
1021 1054
1022 if (more) 1055 if (more)
1023 more->remove (); 1056 more->remove ();
1024 1057
1025 /* 1058 /*
1026 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
1027 * inventory. 1060 * inventory.
1028 */ 1061 */
1029 if (env) 1062 if (env)
1030 { 1063 {
1031 if (nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1032 sub_weight (env, weight * nrof); 1065 if (object *pl = visible_to ())
1033 else 1066 esrv_del_item (pl->contr, count);
1034 sub_weight (env, weight + carrying); 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1068
1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1085 above = 0;
1086 below = 0;
1087 env = 0;
1035 1088
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1091 * to save cpu time.
1039 */ 1092 */
1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1041 otmp->update_stats (); 1096 pl->update_stats ();
1042 1097
1043 if (above) 1098 if (glow_radius && pl->is_on_map ())
1044 above->below = below; 1099 update_all_los (pl->map, pl->x, pl->y);
1045 else 1100 }
1046 env->inv = below;
1047
1048 if (below)
1049 below->above = above;
1050
1051 /* we set up values so that it could be inserted into
1052 * the map, but we don't actually do that - it is up
1053 * to the caller to decide what we want to do.
1054 */
1055 x = env->x, y = env->y;
1056 map = env->map;
1057 above = 0, below = 0;
1058 env = 0;
1059 } 1101 }
1060 else if (map) 1102 else if (map)
1061 { 1103 {
1062 if (type == PLAYER)
1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true; 1104 map->dirty = true;
1075 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1076 1106
1107 if (object *pl = ms.player ())
1108 {
1109 if (is_player ())
1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1114 // leaving a spot always closes any open container on the ground
1115 if (container && !container->env)
1116 // this causes spurious floorbox updates, but it ensures
1117 // that the CLOSE event is being sent.
1118 close_container ();
1119
1120 --map->players;
1121 map->touch ();
1122 }
1123 else if (pl->container == this)
1124 {
1125 // removing a container should close it
1126 close_container ();
1127 }
1128
1129 esrv_del_item (pl->contr, count);
1130 }
1131
1077 /* link the object above us */ 1132 /* link the object above us */
1078 if (above) 1133 // re-link, make sure compiler can easily use cmove
1079 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1080 else 1135 *(below ? &below->above : &ms.bot) = above;
1081 ms.top = below; /* we were top, set new top */
1082
1083 /* Relink the object below us, if there is one */
1084 if (below)
1085 below->above = above;
1086 else
1087 {
1088 /* Nothing below, which means we need to relink map object for this space
1089 * use translated coordinates in case some oddness with map tiling is
1090 * evident
1091 */
1092 if (GET_MAP_OB (map, x, y) != this)
1093 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 ());
1094
1095 ms.bot = above; /* goes on above it. */
1096 }
1097 1136
1098 above = 0; 1137 above = 0;
1099 below = 0; 1138 below = 0;
1139
1140 ms.invalidate ();
1100 1141
1101 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1102 return; 1143 return;
1103 1144
1104 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1110 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1111 * appropriately. 1152 * appropriately.
1112 */ 1153 */
1113 pl->close_container (); 1154 pl->close_container ();
1114 1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1115 pl->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1116 } 1161 }
1117 1162
1118 for (tmp = ms.bot; tmp; tmp = tmp->above) 1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
1119 { 1164 {
1120 /* No point updating the players look faces if he is the object 1165 /* No point updating the players look faces if he is the object
1133 } 1178 }
1134 1179
1135 last = tmp; 1180 last = tmp;
1136 } 1181 }
1137 1182
1138 /* last == NULL if there are no objects on this space */ 1183 if (affects_los ())
1139 //TODO: this makes little sense, why only update the topmost object?
1140 if (!last)
1141 map->at (x, y).flags_ = 0;
1142 else
1143 update_object (last, UP_OBJ_REMOVE);
1144
1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1146 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1147 } 1185 }
1148} 1186}
1149 1187
1150/* 1188/*
1164 if (!top) 1202 if (!top)
1165 for (top = op; top && top->above; top = top->above) 1203 for (top = op; top && top->above; top = top->above)
1166 ; 1204 ;
1167 1205
1168 for (; top; top = top->below) 1206 for (; top; top = top->below)
1169 {
1170 if (top == op)
1171 continue;
1172
1173 if (object::can_merge (op, top)) 1207 if (object::can_merge (op, top))
1174 { 1208 {
1175 top->nrof += op->nrof; 1209 top->nrof += op->nrof;
1176 1210
1177/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1211 if (object *pl = top->visible_to ())
1178 op->weight = 0; /* Don't want any adjustements now */ 1212 esrv_update_item (UPD_NROF, pl, top);
1213
1214 op->weight = 0; // cancel the addition above
1215 op->carrying = 0; // must be 0 already
1216
1179 op->destroy (); 1217 op->destroy ();
1218
1180 return top; 1219 return top;
1181 } 1220 }
1182 }
1183 1221
1184 return 0; 1222 return 0;
1185} 1223}
1186 1224
1187void 1225void
1212 * job preparing multi-part monsters. 1250 * job preparing multi-part monsters.
1213 */ 1251 */
1214object * 1252object *
1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1253insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216{ 1254{
1255 op->remove ();
1256
1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 { 1258 {
1219 tmp->x = x + tmp->arch->x; 1259 tmp->x = x + tmp->arch->x;
1220 tmp->y = y + tmp->arch->y; 1260 tmp->y = y + tmp->arch->y;
1221 } 1261 }
1244 * just 'op' otherwise 1284 * just 'op' otherwise
1245 */ 1285 */
1246object * 1286object *
1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1288{
1249 assert (!op->flag [FLAG_FREED]);
1250
1251 object *top, *floor = NULL;
1252
1253 op->remove (); 1289 op->remove ();
1290
1291 if (m == &freed_map)//D TODO: remove soon
1292 {//D
1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1294 }//D
1254 1295
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now 1297 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1298 * need extra work
1258 */ 1299 */
1300 maptile *newmap = m;
1259 if (!xy_normalise (m, op->x, op->y)) 1301 if (!xy_normalise (newmap, op->x, op->y))
1260 { 1302 {
1261 op->destroy (); 1303 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1262 return 0; 1304 return 0;
1263 } 1305 }
1264 1306
1265 if (object *more = op->more) 1307 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag)) 1308 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0; 1309 return 0;
1268 1310
1269 CLEAR_FLAG (op, FLAG_REMOVED); 1311 op->flag [FLAG_REMOVED] = false;
1270 1312 op->env = 0;
1271 op->map = m; 1313 op->map = newmap;
1314
1272 mapspace &ms = op->ms (); 1315 mapspace &ms = op->ms ();
1273 1316
1274 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1275 */ 1318 */
1276 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1278 if (object::can_merge (op, tmp)) 1321 if (object::can_merge (op, tmp))
1279 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1280 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1281 tmp->destroy (); 1327 tmp->destroy ();
1282 } 1328 }
1283 1329
1284 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1293 { 1339 {
1294 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1295 abort (); 1341 abort ();
1296 } 1342 }
1297 1343
1344 if (!originator->is_on_map ())
1345 {
1346 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1347 op->debug_desc (), originator->debug_desc ());
1348 abort ();
1349 }
1350
1298 op->above = originator; 1351 op->above = originator;
1299 op->below = originator->below; 1352 op->below = originator->below;
1300
1301 if (op->below)
1302 op->below->above = op;
1303 else
1304 ms.bot = op;
1305
1306 /* since *below* originator, no need to update top */
1307 originator->below = op; 1353 originator->below = op;
1354
1355 *(op->below ? &op->below->above : &ms.bot) = op;
1308 } 1356 }
1309 else 1357 else
1310 { 1358 {
1311 top = ms.bot; 1359 object *floor = 0;
1360 object *top = ms.top;
1312 1361
1313 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1314 if (top) 1363 if (top)
1315 { 1364 {
1316 object *last = 0;
1317
1318 /* 1365 /*
1319 * If there are multiple objects on this space, we do some trickier handling. 1366 * If there are multiple objects on this space, we do some trickier handling.
1320 * We've already dealt with merging if appropriate. 1367 * We've already dealt with merging if appropriate.
1321 * Generally, we want to put the new object on top. But if 1368 * Generally, we want to put the new object on top. But if
1322 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1369 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1325 * once we get to them. This reduces the need to traverse over all of 1372 * once we get to them. This reduces the need to traverse over all of
1326 * them when adding another one - this saves quite a bit of cpu time 1373 * them when adding another one - this saves quite a bit of cpu time
1327 * when lots of spells are cast in one area. Currently, it is presumed 1374 * when lots of spells are cast in one area. Currently, it is presumed
1328 * that flying non pickable objects are spell objects. 1375 * that flying non pickable objects are spell objects.
1329 */ 1376 */
1330 for (top = ms.bot; top; top = top->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1331 { 1378 {
1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1379 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1333 floor = top; 1380 floor = tmp;
1334 1381
1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1382 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1336 { 1383 {
1337 /* We insert above top, so we want this object below this */ 1384 /* We insert above top, so we want this object below this */
1338 top = top->below; 1385 top = tmp->below;
1339 break; 1386 break;
1340 } 1387 }
1341 1388
1342 last = top; 1389 top = tmp;
1343 } 1390 }
1344
1345 /* Don't want top to be NULL, so set it to the last valid object */
1346 top = last;
1347 1391
1348 /* We let update_position deal with figuring out what the space 1392 /* We let update_position deal with figuring out what the space
1349 * looks like instead of lots of conditions here. 1393 * looks like instead of lots of conditions here.
1350 * makes things faster, and effectively the same result. 1394 * makes things faster, and effectively the same result.
1351 */ 1395 */
1358 */ 1402 */
1359 if (!(flag & INS_ON_TOP) 1403 if (!(flag & INS_ON_TOP)
1360 && ms.flags () & P_BLOCKSVIEW 1404 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility)) 1405 && (op->face && !faces [op->face].visibility))
1362 { 1406 {
1407 object *last;
1408
1363 for (last = top; last != floor; last = last->below) 1409 for (last = top; last != floor; last = last->below)
1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1365 break; 1411 break;
1366 1412
1367 /* Check to see if we found the object that blocks view, 1413 /* Check to see if we found the object that blocks view,
1375 } /* If objects on this space */ 1421 } /* If objects on this space */
1376 1422
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1423 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1424 top = floor;
1379 1425
1380 /* Top is the object that our object (op) is going to get inserted above. 1426 // insert object above top, or bottom-most if top = 0
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1427 if (!top)
1385 { 1428 {
1429 op->below = 0;
1386 op->above = ms.bot; 1430 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1431 ms.bot = op;
1432
1433 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1434 }
1394 else 1435 else
1395 { /* get inserted into the stack above top */ 1436 {
1396 op->above = top->above; 1437 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1438 top->above = op;
1400 1439
1401 op->below = top; 1440 op->below = top;
1402 top->above = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1442 }
1443 }
1404 1444
1405 if (!op->above) 1445 if (op->is_player ())
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 { 1446 {
1411 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1412 ++op->map->players; 1448 ++op->map->players;
1413 op->map->touch (); 1449 op->map->touch ();
1414 } 1450 }
1415 1451
1416 op->map->dirty = true; 1452 op->map->dirty = true;
1417 1453
1418 if (object *pl = ms.player ()) 1454 if (object *pl = ms.player ())
1455 //TODO: the floorbox prev/next might need updating
1456 //esrv_send_item (pl, op);
1457 //TODO: update floorbox to preserve ordering
1458 if (pl->contr->ns)
1419 pl->contr->ns->floorbox_update (); 1459 pl->contr->ns->floorbox_update ();
1420 1460
1421 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1422 * visible to others on this map. But update_all_los is really 1462 * visible to others on this map. But update_all_los is really
1423 * an inefficient way to do this, as it means los for all players 1463 * an inefficient way to do this, as it means los for all players
1424 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1425 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1426 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1427 * or just updating the P_UPTODATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1428 * of effect may be sufficient. 1468 * of effect may be sufficient.
1429 */ 1469 */
1430 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1431 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1432 1475
1433 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1434 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1435 1478
1436 INVOKE_OBJECT (INSERT, op); 1479 INVOKE_OBJECT (INSERT, op);
1443 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1444 * update_object(). 1487 * update_object().
1445 */ 1488 */
1446 1489
1447 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1449 { 1492 {
1450 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1451 return 0; 1494 return 0;
1452 1495
1453 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1464/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1467 */ 1510 */
1468void 1511void
1469replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1470{ 1513{
1471 object *tmp, *tmp1;
1472
1473 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1474 1515
1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1477 tmp->destroy (); 1518 tmp->destroy ();
1478 1519
1479 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (archname));
1480 1521
1481 tmp1->x = op->x; 1522 tmp->x = op->x;
1482 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1483 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1484} 1526}
1485 1527
1486object * 1528object *
1487object::insert_at (object *where, object *originator, int flags) 1529object::insert_at (object *where, object *originator, int flags)
1488{ 1530{
1531 if (where->env)
1532 return where->env->insert (this);
1533 else
1489 return where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1490} 1535}
1491 1536
1492/* 1537/*
1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1494 * is returned contains nr objects, and the remaining parts contains
1495 * the rest (or is removed and freed if that number is 0).
1496 * On failure, NULL is returned, and the reason put into the
1497 * global static errmsg array.
1498 */
1499object *
1500get_split_ob (object *orig_ob, uint32 nr)
1501{
1502 object *newob;
1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1504
1505 if (orig_ob->nrof < nr)
1506 {
1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1508 return NULL;
1509 }
1510
1511 newob = object_create_clone (orig_ob);
1512
1513 if ((orig_ob->nrof -= nr) < 1)
1514 orig_ob->destroy (1);
1515 else if (!is_removed)
1516 {
1517 if (orig_ob->env != NULL)
1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1520 {
1521 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1522 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1523 return NULL;
1524 }
1525 }
1526
1527 newob->nrof = nr;
1528
1529 return newob;
1530}
1531
1532/*
1533 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1534 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1535 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1536 * 1541 *
1537 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1538 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1549
1550 nr = min (nr, nrof);
1551
1552 if (nrof > nr)
1553 {
1554 nrof -= nr;
1555 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1556
1557 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this);
1559
1560 return true;
1561 }
1562 else
1563 {
1564 destroy ();
1565 return false;
1566 }
1567}
1568
1569/*
1570 * split(ob,nr) splits up ob into two parts. The part which
1571 * is returned contains nr objects, and the remaining parts contains
1572 * the rest (or is removed and returned if that number is 0).
1573 * On failure, NULL is returned.
1574 */
1539object * 1575object *
1540decrease_ob_nr (object *op, uint32 i) 1576object::split (sint32 nr)
1541{ 1577{
1542 object *tmp; 1578 int have = number_of ();
1543 1579
1544 if (i == 0) /* objects with op->nrof require this check */ 1580 if (have < nr)
1545 return op; 1581 return 0;
1546 1582 else if (have == nr)
1547 if (i > op->nrof)
1548 i = op->nrof;
1549
1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1551 op->nrof -= i;
1552 else if (op->env)
1553 { 1583 {
1554 /* is this object in the players inventory, or sub container
1555 * therein?
1556 */
1557 tmp = op->in_player ();
1558 /* nope. Is this a container the player has opened?
1559 * If so, set tmp to that player.
1560 * IMO, searching through all the players will mostly
1561 * likely be quicker than following op->env to the map,
1562 * and then searching the map for a player.
1563 */
1564 if (!tmp)
1565 for_all_players (pl)
1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1569 break;
1570 }
1571
1572 if (i < op->nrof)
1573 {
1574 sub_weight (op->env, op->weight * i);
1575 op->nrof -= i;
1576 if (tmp)
1577 esrv_send_item (tmp, op);
1578 }
1579 else
1580 {
1581 op->remove (); 1584 remove ();
1582 op->nrof = 0; 1585 return this;
1583 if (tmp)
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 } 1586 }
1587 else 1587 else
1588 { 1588 {
1589 object *above = op->above; 1589 decrease (nr);
1590 1590
1591 if (i < op->nrof) 1591 object *op = deep_clone ();
1592 op->nrof -= i; 1592 op->nrof = nr;
1593 else
1594 {
1595 op->remove ();
1596 op->nrof = 0;
1597 }
1598
1599 /* Since we just removed op, op->above is null */
1600 for (tmp = above; tmp; tmp = tmp->above)
1601 if (tmp->type == PLAYER)
1602 {
1603 if (op->nrof)
1604 esrv_send_item (tmp, op);
1605 else
1606 esrv_del_item (tmp->contr, op->count);
1607 }
1608 }
1609
1610 if (op->nrof)
1611 return op; 1593 return op;
1612 else
1613 {
1614 op->destroy ();
1615 return 0;
1616 }
1617}
1618
1619/*
1620 * add_weight(object, weight) adds the specified weight to an object,
1621 * and also updates how much the environment(s) is/are carrying.
1622 */
1623void
1624add_weight (object *op, signed long weight)
1625{
1626 while (op != NULL)
1627 {
1628 if (op->type == CONTAINER)
1629 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1630
1631 op->carrying += weight;
1632 op = op->env;
1633 } 1594 }
1634} 1595}
1635 1596
1636object * 1597object *
1637insert_ob_in_ob (object *op, object *where) 1598insert_ob_in_ob (object *op, object *where)
1662 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1663 */ 1624 */
1664object * 1625object *
1665object::insert (object *op) 1626object::insert (object *op)
1666{ 1627{
1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1668 op->remove ();
1669
1670 if (op->more) 1628 if (op->more)
1671 { 1629 {
1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 return op; 1631 return op;
1674 } 1632 }
1675 1633
1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 op->remove ();
1677 CLEAR_FLAG (op, FLAG_REMOVED); 1635
1636 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1678 1637
1679 if (op->nrof) 1638 if (op->nrof)
1680 {
1681 for (object *tmp = inv; tmp; tmp = tmp->below) 1639 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1640 if (object::can_merge (tmp, op))
1683 { 1641 {
1684 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1643 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1645
1688 * tmp->nrof, we need to increase the weight. 1646 if (object *pl = tmp->visible_to ())
1689 */ 1647 esrv_update_item (UPD_NROF, pl, tmp);
1648
1690 add_weight (this, op->weight * op->nrof); 1649 adjust_weight (this, op->total_weight ());
1691 SET_FLAG (op, FLAG_REMOVED); 1650
1692 op->destroy (); /* free the inserted object */ 1651 op->destroy ();
1693 op = tmp; 1652 op = tmp;
1694 op->remove (); /* and fix old object's links */ 1653 goto inserted;
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 } 1654 }
1698 1655
1699 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709
1710 if (object *otmp = this->in_player ())
1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 otmp->update_stats ();
1713
1714 op->owner = 0; // its his/hers now. period. 1656 op->owner = 0; // it's his/hers now. period.
1715 op->map = 0; 1657 op->map = 0;
1658 op->x = 0;
1659 op->y = 0;
1660
1661 op->above = 0;
1662 op->below = inv;
1716 op->env = this; 1663 op->env = this;
1717 op->above = 0;
1718 op->below = 0;
1719 op->x = op->y = 0;
1720 1664
1665 if (inv)
1666 inv->above = op;
1667
1668 inv = op;
1669
1670 op->flag [FLAG_REMOVED] = 0;
1671
1672 if (object *pl = op->visible_to ())
1673 esrv_send_item (pl, op);
1674
1675 adjust_weight (this, op->total_weight ());
1676
1677inserted:
1721 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1722 if (op->glow_radius && map) 1679 if (op->glow_radius && is_on_map ())
1723 { 1680 {
1724#ifdef DEBUG_LIGHTS 1681 update_stats ();
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 { 1683 }
1738 op->below = inv; 1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1739 op->below->above = op; 1685 // if this is a player's inventory, update stats
1740 inv = op; 1686 update_stats ();
1741 }
1742 1687
1743 INVOKE_OBJECT (INSERT, this); 1688 INVOKE_OBJECT (INSERT, this);
1744 1689
1745 return op; 1690 return op;
1746} 1691}
1766 * on top. 1711 * on top.
1767 */ 1712 */
1768int 1713int
1769check_move_on (object *op, object *originator) 1714check_move_on (object *op, object *originator)
1770{ 1715{
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1717 return 0;
1718
1771 object *tmp; 1719 object *tmp;
1772 maptile *m = op->map; 1720 maptile *m = op->map;
1773 int x = op->x, y = op->y; 1721 int x = op->x, y = op->y;
1774 1722
1775 MoveType move_on, move_slow, move_block; 1723 mapspace &ms = m->at (x, y);
1776 1724
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1725 ms.update ();
1778 return 0;
1779 1726
1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1727 MoveType move_on = ms.move_on;
1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1728 MoveType move_slow = ms.move_slow;
1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1729 MoveType move_block = ms.move_block;
1783 1730
1784 /* if nothing on this space will slow op down or be applied, 1731 /* if nothing on this space will slow op down or be applied,
1785 * no need to do checking below. have to make sure move_type 1732 * no need to do checking below. have to make sure move_type
1786 * is set, as lots of objects don't have it set - we treat that 1733 * is set, as lots of objects don't have it set - we treat that
1787 * as walking. 1734 * as walking.
1798 return 0; 1745 return 0;
1799 1746
1800 /* The objects have to be checked from top to bottom. 1747 /* The objects have to be checked from top to bottom.
1801 * Hence, we first go to the top: 1748 * Hence, we first go to the top:
1802 */ 1749 */
1803 1750 for (object *next, *tmp = ms.top; tmp; tmp = next)
1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1805 {
1806 /* Trim the search when we find the first other spell effect
1807 * this helps performance so that if a space has 50 spell objects,
1808 * we don't need to check all of them.
1809 */
1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811 break;
1812 } 1751 {
1752 next = tmp->below;
1813 1753
1814 for (; tmp; tmp = tmp->below)
1815 {
1816 if (tmp == op) 1754 if (tmp == op)
1817 continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
1818 1756
1819 /* Check to see if one of the movement types should be slowed down. 1757 /* Check to see if one of the movement types should be slowed down.
1820 * Second check makes sure that the movement types not being slowed 1758 * Second check makes sure that the movement types not being slowed
1825 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1826 { 1764 {
1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1829 { 1767 {
1830
1831 float
1832 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 float diff = tmp->move_slow_penalty * fabs (op->speed);
1833 1769
1834 if (op->type == PLAYER) 1770 if (op->is_player ())
1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1837 diff /= 4.0; 1773 diff /= 4.0;
1838 1774
1839 op->speed_left -= diff; 1775 op->speed_left -= diff;
1840 } 1776 }
1841 } 1777 }
1874 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
1875 return NULL; 1811 return NULL;
1876 } 1812 }
1877 1813
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1814 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 if (tmp->arch == at) 1815 if (tmp->arch->archname == at->archname)
1880 return tmp; 1816 return tmp;
1881 1817
1882 return NULL; 1818 return NULL;
1883} 1819}
1884 1820
1948 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1949 */ 1885 */
1950object * 1886object *
1951present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
1952{ 1888{
1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1954 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1955 return tmp; 1891 return tmp;
1956 1892
1957 return NULL; 1893 return NULL;
1958} 1894}
1959 1895
2047 * head of the object should correspond for the entire object. 1983 * head of the object should correspond for the entire object.
2048 */ 1984 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue; 1986 continue;
2051 1987
2052 if (ob->blocked (m, pos.x, pos.y)) 1988 if (ob->blocked (pos.m, pos.x, pos.y))
2053 continue; 1989 continue;
2054 1990
2055 altern [index++] = i; 1991 altern [index++] = i;
2056 } 1992 }
2057 1993
2125 * there is capable of. 2061 * there is capable of.
2126 */ 2062 */
2127int 2063int
2128find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2129{ 2065{
2130 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2131
2132 sint16 nx, ny;
2133 object *tmp;
2134 maptile *mp;
2135
2136 MoveType blocked, move_type; 2067 MoveType move_type;
2137 2068
2138 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2139 { 2070 {
2140 exclude = exclude->head; 2071 exclude = exclude->head;
2141 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2144 { 2075 {
2145 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2146 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2147 } 2078 }
2148 2079
2149 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2150 { 2081 {
2151 mp = m; 2082 mapxy pos (m, x, y);
2152 nx = x + freearr_x[i]; 2083 pos.move (i);
2153 ny = y + freearr_y[i];
2154 2084
2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2156
2157 if (mflags & P_OUT_OF_MAP)
2158 max = maxfree[i]; 2086 max = maxfree[i];
2159 else 2087 else
2160 { 2088 {
2161 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2162 2090
2163 blocked = ms.move_block;
2164
2165 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2166 max = maxfree[i]; 2092 max = maxfree [i];
2167 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2168 { 2094 {
2169 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2172 break;
2173
2174 if (tmp)
2175 return freedir[i]; 2098 return freedir [i];
2176 } 2099 }
2177 } 2100 }
2178 } 2101 }
2179 2102
2180 return 0; 2103 return 0;
2255 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2256 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2257 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2258 * functions. 2181 * functions.
2259 */ 2182 */
2260int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2261 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2262 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2263 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2264 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2265 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2361int 2284int
2362can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2363{ 2286{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2367} 2290}
2368 2291
2369/* 2292/*
2370 * create clone from object to another 2293 * create clone from object to another
2371 */ 2294 */
2372object * 2295object *
2373object_create_clone (object *asrc) 2296object::deep_clone ()
2374{ 2297{
2375 object *dst = 0, *tmp, *src, *prev, *item; 2298 assert (("deep_clone called on non-head object", is_head ()));
2376 2299
2377 if (!asrc) 2300 object *dst = clone ();
2378 return 0;
2379 2301
2380 src = asrc->head_ (); 2302 object *prev = dst;
2381
2382 prev = 0;
2383 for (object *part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2384 { 2304 {
2385 tmp = part->clone (); 2305 object *tmp = part->clone ();
2386 tmp->x -= src->x;
2387 tmp->y -= src->y;
2388
2389 if (!part->head)
2390 {
2391 dst = tmp;
2392 tmp->head = 0;
2393 }
2394 else
2395 tmp->head = dst; 2306 tmp->head = dst;
2396
2397 tmp->more = 0;
2398
2399 if (prev)
2400 prev->more = tmp; 2307 prev->more = tmp;
2401
2402 prev = tmp; 2308 prev = tmp;
2403 } 2309 }
2404 2310
2405 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2406 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2407 2313
2408 return dst; 2314 return dst;
2409} 2315}
2410 2316
2411/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2420 return tmp; 2326 return tmp;
2421 2327
2422 return 0; 2328 return 0;
2423} 2329}
2424 2330
2425/* If ob has a field named key, return the link from the list, 2331shstr_tmp
2426 * otherwise return NULL. 2332object::kv_get (shstr_tmp key) const
2427 *
2428 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing.
2430 */
2431key_value *
2432get_ob_key_link (const object *ob, const char *key)
2433{ 2333{
2434 for (key_value *link = ob->key_values; link; link = link->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2435 if (link->key == key) 2335 if (kv->key == key)
2436 return link;
2437
2438 return 0;
2439}
2440
2441/*
2442 * Returns the value of op has an extra_field for key, or NULL.
2443 *
2444 * The argument doesn't need to be a shared string.
2445 *
2446 * The returned string is shared.
2447 */
2448const char *
2449get_ob_key_value (const object *op, const char *const key)
2450{
2451 key_value *link;
2452 shstr_cmp canonical_key (key);
2453
2454 if (!canonical_key)
2455 {
2456 /* 1. There being a field named key on any object
2457 * implies there'd be a shared string to find.
2458 * 2. Since there isn't, no object has this field.
2459 * 3. Therefore, *this* object doesn't have this field.
2460 */
2461 return 0;
2462 }
2463
2464 /* This is copied from get_ob_key_link() above -
2465 * only 4 lines, and saves the function call overhead.
2466 */
2467 for (link = op->key_values; link; link = link->next)
2468 if (link->key == canonical_key)
2469 return link->value; 2336 return kv->value;
2470 2337
2471 return 0; 2338 return shstr ();
2472} 2339}
2473 2340
2474/* 2341void
2475 * Updates the canonical_key in op to value. 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2476 *
2477 * canonical_key is a shared string (value doesn't have to be).
2478 *
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys.
2481 *
2482 * Returns TRUE on success.
2483 */
2484int
2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2486{ 2343{
2487 key_value *field = NULL, *last = NULL; 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2488 2345 if (kv->key == key)
2489 for (field = op->key_values; field != NULL; field = field->next)
2490 {
2491 if (field->key != canonical_key)
2492 { 2346 {
2493 last = field; 2347 kv->value = value;
2494 continue; 2348 return;
2495 } 2349 }
2496 2350
2497 if (value) 2351 key_value *kv = new key_value;
2498 field->value = value; 2352
2499 else 2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (shstr_tmp key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2500 { 2365 {
2501 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2502 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2503 * it, we save the empty value so that when we load, 2368 delete kv;
2504 * we get this value back again. 2369 return;
2505 */
2506 if (get_ob_key_link (op->arch, canonical_key))
2507 field->value = 0;
2508 else
2509 {
2510 if (last)
2511 last->next = field->next;
2512 else
2513 op->key_values = field->next;
2514
2515 delete field;
2516 }
2517 } 2370 }
2518 return TRUE;
2519 }
2520 /* IF we get here, key doesn't exist */
2521
2522 /* No field, we'll have to add it. */
2523
2524 if (!add_key)
2525 return FALSE;
2526
2527 /* There isn't any good reason to store a null
2528 * value in the key/value list. If the archetype has
2529 * this key, then we should also have it, so shouldn't
2530 * be here. If user wants to store empty strings,
2531 * should pass in ""
2532 */
2533 if (value == NULL)
2534 return TRUE;
2535
2536 field = new key_value;
2537
2538 field->key = canonical_key;
2539 field->value = value;
2540 /* Usual prepend-addition. */
2541 field->next = op->key_values;
2542 op->key_values = field;
2543
2544 return TRUE;
2545}
2546
2547/*
2548 * Updates the key in op to value.
2549 *
2550 * If add_key is FALSE, this will only update existing keys,
2551 * and not add new ones.
2552 * In general, should be little reason FALSE is ever passed in for add_key
2553 *
2554 * Returns TRUE on success.
2555 */
2556int
2557set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2558{
2559 shstr key_ (key);
2560
2561 return set_ob_key_value_s (op, key_, value, add_key);
2562} 2371}
2563 2372
2564object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2565: iterator_base (container) 2374: iterator_base (container)
2566{ 2375{
2616{ 2425{
2617 char flagdesc[512]; 2426 char flagdesc[512];
2618 char info2[256 * 4]; 2427 char info2[256 * 4];
2619 char *p = info; 2428 char *p = info;
2620 2429
2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2622 count, 2431 count,
2623 uuid.c_str (), 2432 uuid.c_str (),
2624 &name, 2433 &name,
2625 title ? "\",title:\"" : "", 2434 title ? ",title:\"" : "",
2626 title ? (const char *)title : "", 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2627 flag_desc (flagdesc, 512), type); 2437 flag_desc (flagdesc, 512), type);
2628 2438
2629 if (!this->flag[FLAG_REMOVED] && env) 2439 if (!flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2441
2632 if (map) 2442 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2444
2664object::open_container (object *new_container) 2474object::open_container (object *new_container)
2665{ 2475{
2666 if (container == new_container) 2476 if (container == new_container)
2667 return; 2477 return;
2668 2478
2669 if (object *old_container = container) 2479 object *old_container = container;
2480
2481 if (old_container)
2670 { 2482 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return; 2484 return;
2673 2485
2674#if 0 2486#if 0
2676 if (object *closer = old_container->inv) 2488 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON) 2489 if (closer->type == CLOSE_CON)
2678 closer->destroy (); 2490 closer->destroy ();
2679#endif 2491#endif
2680 2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2681 old_container->flag [FLAG_APPLIED] = 0; 2496 old_container->flag [FLAG_APPLIED] = false;
2682 container = 0; 2497 container = 0;
2683 2498
2499 // client needs item update to make it work, client bug requires this to be separate
2684 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2686 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2687 } 2504 }
2688 2505
2689 if (new_container) 2506 if (new_container)
2690 { 2507 {
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer); 2518 new_container->insert (closer);
2702 } 2519 }
2703#endif 2520#endif
2704 2521
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2706 2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2707 new_container->flag [FLAG_APPLIED] = 1; 2527 new_container->flag [FLAG_APPLIED] = true;
2708 container = new_container; 2528 container = new_container;
2709 2529
2530 // client needs flag change
2710 esrv_update_item (UPD_FLAGS, this, new_container); 2531 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container); 2532 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open")); 2533 play_sound (sound_find ("chest_open"));
2713 } 2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2714} 2537}
2715 2538
2716object * 2539object *
2717object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2718{ 2541{
2719 /* cycle through his inventory to look for the MARK we want to 2542 /* cycle through his inventory to look for the MARK we want to
2720 * place 2543 * place
2721 */ 2544 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2725 2548
2726 return 0; 2549 return 0;
2727} 2550}
2728 2551
2729void 2552void
2553object::force_set_timer (int duration)
2554{
2555 this->duration = 1;
2556 this->speed_left = -1.f;
2557
2558 this->set_speed (duration ? 1.f / duration : 0.f);
2559}
2560
2561object *
2730object::force_add (const shstr name, int duration) 2562object::force_add (shstr_tmp name, int duration)
2731{ 2563{
2732 if (object *force = force_find (name)) 2564 if (object *force = force_find (name))
2733 force->destroy (); 2565 force->destroy ();
2734 2566
2735 object *force = get_archetype (FORCE_NAME); 2567 object *force = get_archetype (FORCE_NAME);
2736 2568
2737 force->slaying = name; 2569 force->slaying = name;
2738 force->stats.food = 1;
2739 force->speed_left = -1.f;
2740 2570
2741 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->force_set_timer (duration);
2742 force->flag [FLAG_IS_USED_UP] = true; 2572
2743 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2744 2574
2745 insert (force); 2575 return insert (force);
2746} 2576}
2747 2577
2748void 2578void
2749object::play_sound (faceidx sound) const 2579object::play_sound (faceidx sound) const
2750{ 2580{
2751 if (!sound) 2581 if (!sound)
2752 return; 2582 return;
2753 2583
2754 if (flag [FLAG_REMOVED]) 2584 if (is_on_map ())
2585 map->play_sound (sound, x, y);
2586 else if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588}
2589
2590void
2591object::say_msg (const char *msg) const
2592{
2593 if (is_on_map ())
2594 map->say_msg (msg, x, y);
2595 else if (object *pl = in_player ())
2596 pl->contr->play_sound (sound);
2597}
2598
2599void
2600object::make_noise ()
2601{
2602 // we do not model noise in the map, so instead put
2603 // a temporary light into the noise source
2604 // could use the map instead, but that's less reliable for our
2605 // goal, which is to make invisibility a bit harder to exploit
2606
2607 // currently only works sensibly for players
2608 if (!is_player ())
2755 return; 2609 return;
2756 2610
2757 if (env) 2611 // find old force, or create new one
2758 { 2612 object *force = force_find (shstr_noise_force);
2759 if (object *pl = in_player ()) 2613
2760 pl->contr->play_sound (sound); 2614 if (force)
2761 } 2615 force->speed_left = -1.f; // patch old speed up
2762 else 2616 else
2763 map->play_sound (sound, x, y); 2617 {
2764} 2618 force = archetype::get (shstr_noise_force);
2765 2619
2620 force->slaying = shstr_noise_force;
2621 force->stats.food = 1;
2622 force->speed_left = -1.f;
2623
2624 force->set_speed (1.f / 4.f);
2625 force->flag [FLAG_IS_USED_UP] = true;
2626 force->flag [FLAG_APPLIED] = true;
2627
2628 insert (force);
2629 }
2630}
2631

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