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Comparing deliantra/server/common/object.C (file contents):
Revision 1.221 by root, Thu Apr 24 12:06:01 2008 UTC vs.
Revision 1.302 by root, Tue Nov 10 00:01:31 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 (©) 2005,2006,2007,2008 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 56};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 UUID::BUF buf; 106 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 107 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 108 fgets (buf, sizeof (buf), fp);
104 109
105 if (!UUID::cur.parse (buf)) 110 if (!UUID::cur.parse (buf))
106 { 111 {
133 138
134void 139void
135UUID::init () 140UUID::init ()
136{ 141{
137 read_uuid (); 142 read_uuid ();
143}
144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
138} 208}
139 209
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 211static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
143{ 213{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 215 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
149 */ 217 */
150 218
151 /* For each field in wants, */ 219 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 221 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 222 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 223
169 /* If we get here, every field in wants has a matching field in has. */ 224 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 225 return true;
171} 226}
172 227
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 229static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 231{
177 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
179 */ 234 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
181} 237}
182 238
183/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 240 * they can be merged together.
185 * 241 *
195bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
196{ 252{
197 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
198 if (ob1 == ob2 254 if (ob1 == ob2
199 || ob1->type != ob2->type 255 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
201 || ob1->value != ob2->value 257 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
203 return 0; 259 return 0;
204 260
205 /* Do not merge objects if nrof would overflow. First part checks 261 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 262 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 264 return 0;
212 265
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 274
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 277
225 if (ob1->arch->name != ob2->arch->name 278 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 279 || ob1->name != ob2->name
227 || ob1->title != ob2->title 280 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 282 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 283 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 287 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 291 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 303 return 0;
250 304
251 if ((ob1->flag ^ ob2->flag) 305 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 306 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 307 .reset (FLAG_REMOVED)
255 .any ()) 308 .any ())
256 return 0; 309 return 0;
257 310
258 /* This is really a spellbook check - we should in general 311 /* This is really a spellbook check - we should in general
340 { 393 {
341 // see if we are in a container of sorts 394 // see if we are in a container of sorts
342 if (env) 395 if (env)
343 { 396 {
344 // the player inventory itself is always visible 397 // the player inventory itself is always visible
345 if (env->type == PLAYER) 398 if (env->is_player ())
346 return env; 399 return env;
347 400
348 // else a player could have our env open 401 // else a player could have our env open
349 object *envest = env->outer_env (); 402 object *envest = env->outer_env_or_self ();
350 403
351 // the player itself is always on a map, so we will find him here 404 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 405 // even if our inv is in a player.
353 if (envest->is_on_map ()) 406 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 407 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 408 if (pl->container_ () == env)
356 return pl; 409 return pl;
357 } 410 }
358 else 411 else
359 { 412 {
360 // maybe there is a player standing on the same mapspace 413 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 414 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 415 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container) 416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
364 return pl; 418 return pl;
365 } 419 }
366 } 420 }
367 421
368 return 0; 422 return 0;
369} 423}
370 424
371// adjust weight per container type ("of holding") 425// adjust weight per container type ("of holding")
372static sint32 426static sint32
373weight_adjust (object *op, sint32 weight) 427weight_adjust_for (object *op, sint32 weight)
374{ 428{
375 return op->type == CONTAINER 429 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 431 : weight;
378} 432}
384static void 438static void
385adjust_weight (object *op, sint32 weight) 439adjust_weight (object *op, sint32 weight)
386{ 440{
387 while (op) 441 while (op)
388 { 442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
390 447
391 if (!weight) 448 if (!weight)
392 return; 449 return;
393 450
394 op->carrying += weight; 451 op->carrying += weight;
417 op->update_weight (); 474 op->update_weight ();
418 475
419 sum += op->total_weight (); 476 sum += op->total_weight ();
420 } 477 }
421 478
422 sum = weight_adjust (this, sum); 479 sum = weight_adjust_for (this, sum);
423 480
424 if (sum != carrying) 481 if (sum != carrying)
425 { 482 {
426 carrying = sum; 483 carrying = sum;
427 484
443 object_freezer freezer; 500 object_freezer freezer;
444 op->write (freezer); 501 op->write (freezer);
445 return freezer.as_string (); 502 return freezer.as_string ();
446} 503}
447 504
448/* 505char *
449 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
450 * multi-object 1 which is closest to the second object.
451 * If it's not a multi-object, it is returned.
452 */
453object *
454get_nearest_part (object *op, const object *pl)
455{ 507{
456 object *tmp, *closest; 508 return dump_object (this);
457 int last_dist, i;
458
459 if (!op->more)
460 return op;
461
462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
465 if ((i = distance (tmp, pl)) < last_dist)
466 closest = tmp, last_dist = i;
467
468 return closest;
469} 509}
470 510
471/* 511/*
472 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow. 513 * VERRRY slow.
489 */ 529 */
490object * 530object *
491find_object_name (const char *str) 531find_object_name (const char *str)
492{ 532{
493 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
494 object *op;
495 534
535 if (str_)
496 for_all_objects (op) 536 for_all_objects (op)
497 if (op->name == str_) 537 if (op->name == str_)
498 break; 538 return op;
499 539
500 return op; 540 return 0;
501} 541}
502 542
503/* 543/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 545 * skill and experience objects.
567 update_stats (); 607 update_stats ();
568 608
569 new_draw_info_format (NDI_UNIQUE, 0, this, 609 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, " 610 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. " 611 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name); 612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
573 return false; 614 return false;
574 } 615 }
575 616
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 } 618 }
603 } 644 }
604 645
605 op->key_values = 0; 646 op->key_values = 0;
606} 647}
607 648
608object & 649/*
609object::operator =(const object &src) 650 * copy_to first frees everything allocated by the dst object,
651 * and then copies the contents of itself into the second
652 * object, allocating what needs to be allocated. Basically, any
653 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
654 * if the first object is freed, the pointers in the new object
655 * will point at garbage.
656 */
657void
658object::copy_to (object *dst)
610{ 659{
611 bool is_freed = flag [FLAG_FREED]; 660 dst->remove ();
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src; 661 *(object_copy *)dst = *this;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed; 662 dst->flag [FLAG_REMOVED] = true;
618 663
619 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
620 if (src.key_values) 665 if (key_values)
621 { 666 {
622 key_value *tail = 0; 667 key_value *tail = 0;
623 key_values = 0; 668 dst->key_values = 0;
624 669
625 for (key_value *i = src.key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
626 { 671 {
627 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
628 673
629 new_link->next = 0; 674 new_link->next = 0;
630 new_link->key = i->key; 675 new_link->key = i->key;
631 new_link->value = i->value; 676 new_link->value = i->value;
632 677
633 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
634 if (!key_values) 679 if (!dst->key_values)
635 { 680 {
636 key_values = new_link; 681 dst->key_values = new_link;
637 tail = new_link; 682 tail = new_link;
638 } 683 }
639 else 684 else
640 { 685 {
641 tail->next = new_link; 686 tail->next = new_link;
642 tail = new_link; 687 tail = new_link;
643 } 688 }
644 } 689 }
645 } 690 }
646}
647
648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660 691
661 if (speed < 0) 692 if (speed < 0)
662 dst->speed_left -= rndm (); 693 dst->speed_left -= rndm ();
663 694
664 dst->set_speed (dst->speed); 695 dst->activate ();
665} 696}
666 697
667void 698void
668object::instantiate () 699object::instantiate ()
669{ 700{
686object * 717object *
687object::clone () 718object::clone ()
688{ 719{
689 object *neu = create (); 720 object *neu = create ();
690 copy_to (neu); 721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
691 return neu; 723 return neu;
692} 724}
693 725
694/* 726/*
695 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * If an object with the IS_TURNABLE() flag needs to be turned due
712 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
713 */ 745 */
714void 746void
715object::set_speed (float speed) 747object::set_speed (float speed)
716{ 748{
717 if (flag [FLAG_FREED] && speed)
718 {
719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
720 speed = 0;
721 }
722
723 this->speed = speed; 749 this->speed = speed;
724 750
725 if (has_active_speed ()) 751 if (has_active_speed ())
726 activate (); 752 activate ();
727 else 753 else
746 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
747 */ 773 */
748void 774void
749update_object (object *op, int action) 775update_object (object *op, int action)
750{ 776{
751 if (op == NULL) 777 if (!op)
752 { 778 {
753 /* this should never happen */ 779 /* this should never happen */
754 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
755 return; 781 return;
756 } 782 }
757 783
758 if (op->env) 784 if (!op->is_on_map ())
759 { 785 {
760 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
761 * to do in this case. 787 * to do in this case.
762 */ 788 */
763 return; 789 return;
764 } 790 }
765
766 /* If the map is saving, don't do anything as everything is
767 * going to get freed anyways.
768 */
769 if (!op->map || op->map->in_memory == MAP_SAVING)
770 return;
771 791
772 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
773 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
774 { 794 {
775 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
783 803
784 if (!(m.flags_ & P_UPTODATE)) 804 if (!(m.flags_ & P_UPTODATE))
785 /* nop */; 805 /* nop */;
786 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
787 { 807 {
808#if 0
788 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
789 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
791 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
793 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
794 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
795 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
796 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
797 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
798 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
799 * to have move_allow right now. 820 * have move_allow right now.
800 */ 821 */
801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
823 m.invalidate ();
824#else
802 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
803 m.flags_ = 0; 826 m.invalidate ();
827#endif
804 } 828 }
805 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
806 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
807 * that is being removed. 831 * that is being removed.
808 */ 832 */
809 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
810 m.flags_ = 0; 834 m.invalidate ();
811 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
812 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
813 else 837 else
814 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
815 839
819 843
820object::object () 844object::object ()
821{ 845{
822 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
823 847
824 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
825 face = blank_face; 849 face = blank_face;
826} 850}
827 851
828object::~object () 852object::~object ()
829{ 853{
859 /* If already on active list, don't do anything */ 883 /* If already on active list, don't do anything */
860 if (active) 884 if (active)
861 return; 885 return;
862 886
863 if (has_active_speed ()) 887 if (has_active_speed ())
888 {
889 if (flag [FLAG_FREED])
890 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
891
864 actives.insert (this); 892 actives.insert (this);
893 }
865} 894}
866 895
867void 896void
868object::activate_recursive () 897object::activate_recursive ()
869{ 898{
930 * drop on that space. 959 * drop on that space.
931 */ 960 */
932 if (!drop_to_ground 961 if (!drop_to_ground
933 || !map 962 || !map
934 || map->in_memory != MAP_ACTIVE 963 || map->in_memory != MAP_ACTIVE
935 || map->nodrop 964 || map->no_drop
936 || ms ().move_block == MOVE_ALL) 965 || ms ().move_block == MOVE_ALL)
937 { 966 {
938 while (inv) 967 while (inv)
939 {
940 inv->destroy_inv (false);
941 inv->destroy (); 968 inv->destroy ();
942 }
943 } 969 }
944 else 970 else
945 { /* Put objects in inventory onto this space */ 971 { /* Put objects in inventory onto this space */
946 while (inv) 972 while (inv)
947 { 973 {
951 || op->flag [FLAG_NO_DROP] 977 || op->flag [FLAG_NO_DROP]
952 || op->type == RUNE 978 || op->type == RUNE
953 || op->type == TRAP 979 || op->type == TRAP
954 || op->flag [FLAG_IS_A_TEMPLATE] 980 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH]) 981 || op->flag [FLAG_DESTROY_ON_DEATH])
956 op->destroy (true); 982 op->destroy ();
957 else 983 else
958 map->insert (op, x, y); 984 map->insert (op, x, y);
959 } 985 }
960 } 986 }
961} 987}
965 object *op = new object; 991 object *op = new object;
966 op->link (); 992 op->link ();
967 return op; 993 return op;
968} 994}
969 995
996static struct freed_map : maptile
997{
998 freed_map ()
999 {
1000 path = "<freed objects map>";
1001 name = "/internal/freed_objects_map";
1002 width = 3;
1003 height = 3;
1004 no_drop = 1;
1005 no_reset = 1;
1006
1007 alloc ();
1008 in_memory = MAP_ACTIVE;
1009 }
1010
1011 ~freed_map ()
1012 {
1013 destroy ();
1014 }
1015} freed_map; // freed objects are moved here to avoid crashes
1016
970void 1017void
971object::do_destroy () 1018object::do_destroy ()
972{ 1019{
973 if (flag [FLAG_IS_LINKED]) 1020 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 1021 remove_link ();
975 1022
976 if (flag [FLAG_FRIENDLY]) 1023 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 1024 remove_friendly_object (this);
978 1025
979 remove (); 1026 remove ();
984 unlink (); 1031 unlink ();
985 1032
986 flag [FLAG_FREED] = 1; 1033 flag [FLAG_FREED] = 1;
987 1034
988 // hack to ensure that freed objects still have a valid map 1035 // hack to ensure that freed objects still have a valid map
989 {
990 static maptile *freed_map; // freed objects are moved here to avoid crashes
991
992 if (!freed_map)
993 {
994 freed_map = new maptile;
995
996 freed_map->path = "<freed objects map>";
997 freed_map->name = "/internal/freed_objects_map";
998 freed_map->width = 3;
999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
1001
1002 freed_map->alloc ();
1003 freed_map->in_memory = MAP_ACTIVE;
1004 }
1005
1006 map = freed_map; 1036 map = &freed_map;
1007 x = 1; 1037 x = 1;
1008 y = 1; 1038 y = 1;
1009 }
1010 1039
1011 if (more) 1040 if (more)
1012 { 1041 {
1013 more->destroy (); 1042 more->destroy ();
1014 more = 0; 1043 more = 0;
1022 attacked_by = 0; 1051 attacked_by = 0;
1023 current_weapon = 0; 1052 current_weapon = 0;
1024} 1053}
1025 1054
1026void 1055void
1027object::destroy (bool destroy_inventory) 1056object::destroy ()
1028{ 1057{
1029 if (destroyed ()) 1058 if (destroyed ())
1030 return; 1059 return;
1031 1060
1032 if (!is_head () && !head->destroyed ()) 1061 if (!is_head () && !head->destroyed ())
1033 { 1062 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1063 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory); 1064 head->destroy ();
1065 return;
1036 } 1066 }
1037 1067
1038 destroy_inv (!destroy_inventory); 1068 destroy_inv (false);
1039 1069
1040 if (is_head ()) 1070 if (is_head ())
1041 if (sound_destroy) 1071 if (sound_destroy)
1042 play_sound (sound_destroy); 1072 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER]) 1073 else if (flag [FLAG_MONSTER])
1054 * the previous environment. 1084 * the previous environment.
1055 */ 1085 */
1056void 1086void
1057object::do_remove () 1087object::do_remove ()
1058{ 1088{
1059 object *tmp, *last = 0;
1060 object *otmp;
1061
1062 if (flag [FLAG_REMOVED]) 1089 if (flag [FLAG_REMOVED])
1063 return; 1090 return;
1064 1091
1065 INVOKE_OBJECT (REMOVE, this); 1092 INVOKE_OBJECT (REMOVE, this);
1066 1093
1080 esrv_del_item (pl->contr, count); 1107 esrv_del_item (pl->contr, count);
1081 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1108 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1082 1109
1083 adjust_weight (env, -total_weight ()); 1110 adjust_weight (env, -total_weight ());
1084 1111
1085 *(above ? &above->below : &env->inv) = below; 1112 object *pl = in_player ();
1086
1087 if (below)
1088 below->above = above;
1089 1113
1090 /* we set up values so that it could be inserted into 1114 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 1115 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 1116 * to the caller to decide what we want to do.
1093 */ 1117 */
1094 map = env->map; 1118 map = env->map;
1095 x = env->x; 1119 x = env->x;
1096 y = env->y; 1120 y = env->y;
1121
1122 // make sure cmov optimisation is applicable
1123 *(above ? &above->below : &env->inv) = below;
1124 *(below ? &below->above : &above ) = above; // &above is just a dummy
1125
1097 above = 0; 1126 above = 0;
1098 below = 0; 1127 below = 0;
1099 env = 0; 1128 env = 0;
1100 1129
1101 /* NO_FIX_PLAYER is set when a great many changes are being 1130 /* NO_FIX_PLAYER is set when a great many changes are being
1102 * made to players inventory. If set, avoiding the call 1131 * made to players inventory. If set, avoiding the call
1103 * to save cpu time. 1132 * to save cpu time.
1104 */ 1133 */
1105 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1134 if (pl)
1135 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1136 {
1106 otmp->update_stats (); 1137 pl->update_stats ();
1138
1139 if (glow_radius && pl->is_on_map ())
1140 update_all_los (pl->map, pl->x, pl->y);
1141 }
1107 } 1142 }
1108 else if (map) 1143 else if (map)
1109 { 1144 {
1110 map->dirty = true; 1145 map->dirty = true;
1111 mapspace &ms = this->ms (); 1146 mapspace &ms = this->ms ();
1112 1147
1113 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1114 { 1149 {
1115 if (type == PLAYER) // this == pl(!) 1150 if (is_player ())
1116 { 1151 {
1152 if (!flag [FLAG_WIZPASS])
1153 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1154
1117 // leaving a spot always closes any open container on the ground 1155 // leaving a spot always closes any open container on the ground
1118 if (container && !container->env) 1156 if (container && !container->env)
1119 // this causes spurious floorbox updates, but it ensures 1157 // this causes spurious floorbox updates, but it ensures
1120 // that the CLOSE event is being sent. 1158 // that the CLOSE event is being sent.
1121 close_container (); 1159 close_container ();
1122 1160
1123 --map->players; 1161 --map->players;
1124 map->touch (); 1162 map->touch ();
1125 } 1163 }
1126 else if (pl->container == this) 1164 else if (pl->container_ () == this)
1127 { 1165 {
1128 // removing a container should close it 1166 // removing a container should close it
1129 close_container (); 1167 close_container ();
1130 } 1168 }
1131 1169
1132 esrv_del_item (pl->contr, count); 1170 esrv_del_item (pl->contr, count);
1133 } 1171 }
1134 1172
1135 /* link the object above us */ 1173 /* link the object above us */
1136 if (above) 1174 // re-link, make sure compiler can easily use cmove
1137 above->below = below; 1175 *(above ? &above->below : &ms.top) = below;
1138 else 1176 *(below ? &below->above : &ms.bot) = above;
1139 ms.top = below; /* we were top, set new top */
1140
1141 /* Relink the object below us, if there is one */
1142 if (below)
1143 below->above = above;
1144 else
1145 {
1146 /* Nothing below, which means we need to relink map object for this space
1147 * use translated coordinates in case some oddness with map tiling is
1148 * evident
1149 */
1150 if (GET_MAP_OB (map, x, y) != this)
1151 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 ());
1152
1153 ms.bot = above; /* goes on above it. */
1154 }
1155 1177
1156 above = 0; 1178 above = 0;
1157 below = 0; 1179 below = 0;
1158 1180
1181 ms.invalidate ();
1182
1159 if (map->in_memory == MAP_SAVING) 1183 if (map->in_memory == MAP_SAVING)
1160 return; 1184 return;
1161 1185
1162 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1163 1187
1164 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1165 { 1189 {
1166 if (pl->container == this) 1190 if (pl->container_ () == this)
1167 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1168 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1169 * appropriately. 1193 * appropriately.
1170 */ 1194 */
1171 pl->close_container (); 1195 pl->close_container ();
1172 1196
1173 //TODO: the floorbox prev/next might need updating 1197 //TODO: the floorbox prev/next might need updating
1174 esrv_del_item (pl->contr, count); 1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1200 if (pl->contr->ns)
1201 pl->contr->ns->floorbox_update ();
1175 } 1202 }
1176 1203
1204 if (check_walk_off)
1177 for (tmp = ms.bot; tmp; tmp = tmp->above) 1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1178 { 1206 {
1207 above = tmp->above;
1208
1179 /* No point updating the players look faces if he is the object 1209 /* No point updating the players look faces if he is the object
1180 * being removed. 1210 * being removed.
1181 */ 1211 */
1182 1212
1183 /* See if object moving off should effect something */ 1213 /* See if object moving off should effect something */
1184 if (check_walk_off
1185 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1186 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1187 {
1188 move_apply (tmp, this, 0); 1216 move_apply (tmp, this, 0);
1189
1190 if (destroyed ())
1191 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1192 } 1217 }
1193 1218
1194 last = tmp; 1219 if (affects_los ())
1195 }
1196
1197 /* last == NULL if there are no objects on this space */
1198 //TODO: this makes little sense, why only update the topmost object?
1199 if (!last)
1200 map->at (x, y).flags_ = 0;
1201 else
1202 update_object (last, UP_OBJ_REMOVE);
1203
1204 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1205 update_all_los (map, x, y); 1220 update_all_los (map, x, y);
1206 } 1221 }
1207} 1222}
1208 1223
1209/* 1224/*
1233 esrv_update_item (UPD_NROF, pl, top); 1248 esrv_update_item (UPD_NROF, pl, top);
1234 1249
1235 op->weight = 0; // cancel the addition above 1250 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already 1251 op->carrying = 0; // must be 0 already
1237 1252
1238 op->destroy (1); 1253 op->destroy ();
1239 1254
1240 return top; 1255 return top;
1241 } 1256 }
1242 1257
1243 return 0; 1258 return 0;
1271 * job preparing multi-part monsters. 1286 * job preparing multi-part monsters.
1272 */ 1287 */
1273object * 1288object *
1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1275{ 1290{
1291 op->remove ();
1292
1276 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1277 { 1294 {
1278 tmp->x = x + tmp->arch->x; 1295 tmp->x = x + tmp->arch->x;
1279 tmp->y = y + tmp->arch->y; 1296 tmp->y = y + tmp->arch->y;
1280 } 1297 }
1303 * just 'op' otherwise 1320 * just 'op' otherwise
1304 */ 1321 */
1305object * 1322object *
1306insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1307{ 1324{
1308 assert (!op->flag [FLAG_FREED]);
1309
1310 op->remove (); 1325 op->remove ();
1326
1327 if (m == &freed_map)//D TODO: remove soon
1328 {//D
1329 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1330 }//D
1311 1331
1312 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1313 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1314 * need extra work 1334 * need extra work
1315 */ 1335 */
1336 maptile *newmap = m;
1316 if (!xy_normalise (m, op->x, op->y)) 1337 if (!xy_normalise (newmap, op->x, op->y))
1317 { 1338 {
1318 op->destroy (1); 1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1319 return 0; 1340 return 0;
1320 } 1341 }
1321 1342
1322 if (object *more = op->more) 1343 if (object *more = op->more)
1323 if (!insert_ob_in_map (more, m, originator, flag)) 1344 if (!insert_ob_in_map (more, m, originator, flag))
1324 return 0; 1345 return 0;
1325 1346
1326 CLEAR_FLAG (op, FLAG_REMOVED); 1347 op->flag [FLAG_REMOVED] = false;
1327 1348 op->env = 0;
1328 op->map = m; 1349 op->map = newmap;
1350
1329 mapspace &ms = op->ms (); 1351 mapspace &ms = op->ms ();
1330 1352
1331 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1332 */ 1354 */
1333 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1334 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1335 if (object::can_merge (op, tmp)) 1357 if (object::can_merge (op, tmp))
1336 { 1358 {
1337 // TODO: we atcually want to update tmp, not op, 1359 // TODO: we actually want to update tmp, not op,
1338 // but some caller surely breaks when we return tmp 1360 // but some caller surely breaks when we return tmp
1339 // from here :/ 1361 // from here :/
1340 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1341 tmp->destroy (1); 1363 tmp->destroy ();
1342 } 1364 }
1343 1365
1344 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1345 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1346 1368
1353 { 1375 {
1354 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1355 abort (); 1377 abort ();
1356 } 1378 }
1357 1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1358 op->above = originator; 1387 op->above = originator;
1359 op->below = originator->below; 1388 op->below = originator->below;
1360
1361 if (op->below)
1362 op->below->above = op;
1363 else
1364 ms.bot = op;
1365
1366 /* since *below* originator, no need to update top */
1367 originator->below = op; 1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1368 } 1392 }
1369 else 1393 else
1370 { 1394 {
1371 object *top, *floor = NULL; 1395 object *floor = 0;
1372 1396 object *top = ms.top;
1373 top = ms.bot;
1374 1397
1375 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1376 if (top) 1399 if (top)
1377 { 1400 {
1378 object *last = 0;
1379
1380 /* 1401 /*
1381 * If there are multiple objects on this space, we do some trickier handling. 1402 * If there are multiple objects on this space, we do some trickier handling.
1382 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1383 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1384 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1387 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1388 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1389 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1390 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1391 */ 1412 */
1392 for (top = ms.bot; top; top = top->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1393 { 1414 {
1394 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1415 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1395 floor = top; 1416 floor = tmp;
1396 1417
1397 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1418 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1398 { 1419 {
1399 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1400 top = top->below; 1421 top = tmp->below;
1401 break; 1422 break;
1402 } 1423 }
1403 1424
1404 last = top; 1425 top = tmp;
1405 } 1426 }
1406
1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last;
1409 1427
1410 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1411 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1413 */ 1431 */
1420 */ 1438 */
1421 if (!(flag & INS_ON_TOP) 1439 if (!(flag & INS_ON_TOP)
1422 && ms.flags () & P_BLOCKSVIEW 1440 && ms.flags () & P_BLOCKSVIEW
1423 && (op->face && !faces [op->face].visibility)) 1441 && (op->face && !faces [op->face].visibility))
1424 { 1442 {
1443 object *last;
1444
1425 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1426 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1427 break; 1447 break;
1428 1448
1429 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1437 } /* If objects on this space */ 1457 } /* If objects on this space */
1438 1458
1439 if (flag & INS_ABOVE_FLOOR_ONLY) 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1440 top = floor; 1460 top = floor;
1441 1461
1442 /* Top is the object that our object (op) is going to get inserted above. 1462 // insert object above top, or bottom-most if top = 0
1443 */
1444
1445 /* First object on this space */
1446 if (!top) 1463 if (!top)
1447 { 1464 {
1465 op->below = 0;
1448 op->above = ms.bot; 1466 op->above = ms.bot;
1449
1450 if (op->above)
1451 op->above->below = op;
1452
1453 op->below = 0;
1454 ms.bot = op; 1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1455 } 1470 }
1456 else 1471 else
1457 { /* get inserted into the stack above top */ 1472 {
1458 op->above = top->above; 1473 op->above = top->above;
1459
1460 if (op->above)
1461 op->above->below = op; 1474 top->above = op;
1462 1475
1463 op->below = top; 1476 op->below = top;
1464 top->above = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1465 } 1478 }
1479 }
1466 1480
1467 if (!op->above) 1481 if (op->is_player ())
1468 ms.top = op;
1469 } /* else not INS_BELOW_ORIGINATOR */
1470
1471 if (op->type == PLAYER)
1472 { 1482 {
1473 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1474 ++op->map->players; 1484 ++op->map->players;
1475 op->map->touch (); 1485 op->map->touch ();
1476 } 1486 }
1477 1487
1478 op->map->dirty = true; 1488 op->map->dirty = true;
1479 1489
1480 if (object *pl = ms.player ()) 1490 if (object *pl = ms.player ())
1481 //TODO: the floorbox prev/next might need updating 1491 //TODO: the floorbox prev/next might need updating
1482 esrv_send_item (pl, op); 1492 //esrv_send_item (pl, op);
1493 //TODO: update floorbox to preserve ordering
1494 if (pl->contr->ns)
1495 pl->contr->ns->floorbox_update ();
1483 1496
1484 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1485 * visible to others on this map. But update_all_los is really 1498 * visible to others on this map. But update_all_los is really
1486 * an inefficient way to do this, as it means los for all players 1499 * an inefficient way to do this, as it means los for all players
1487 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1488 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1489 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1490 * or just updating the P_UPTODATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1491 * of effect may be sufficient. 1504 * of effect may be sufficient.
1492 */ 1505 */
1493 if (op->map->darkness && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1494 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1495 1511
1496 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1497 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1498 1514
1499 INVOKE_OBJECT (INSERT, op); 1515 INVOKE_OBJECT (INSERT, op);
1506 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1507 * update_object(). 1523 * update_object().
1508 */ 1524 */
1509 1525
1510 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1511 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1512 { 1528 {
1513 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator))
1514 return 0; 1530 return 0;
1515 1531
1516 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, lets work our way through the check
1527/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1528 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1529 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1530 */ 1546 */
1531void 1547void
1532replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1533{ 1549{
1534 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1535 1551
1536 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1537 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1538 tmp->destroy (1); 1554 tmp->destroy ();
1539 1555
1540 object *tmp = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = arch_to_object (archetype::find (archname));
1541 1557
1542 tmp->x = op->x; 1558 tmp->x = op->x;
1543 tmp->y = op->y; 1559 tmp->y = op->y;
1544 1560
1545 insert_ob_in_map (tmp, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1550{ 1566{
1551 if (where->env) 1567 if (where->env)
1552 return where->env->insert (this); 1568 return where->env->insert (this);
1553 else 1569 else
1554 return where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1571}
1572
1573// check whether we can put this into the map, respect max_volume, max_items
1574bool
1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1576{
1577 mapspace &ms = m->at (x, y);
1578
1579 int items = ms.items ();
1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1585
1586 if (originator && originator->is_player ())
1587 originator->contr->failmsg (format (
1588 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1589 query_name ()
1590 ));
1591
1592 return false;
1555} 1593}
1556 1594
1557/* 1595/*
1558 * decrease(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1559 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1567 if (!nr) 1605 if (!nr)
1568 return true; 1606 return true;
1569 1607
1570 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1571 1609
1610 if (nrof > nr)
1611 {
1572 nrof -= nr; 1612 nrof -= nr;
1573
1574 if (nrof)
1575 {
1576 adjust_weight (env, -weight * nr); // carrying == 0 1613 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1577 1614
1578 if (object *pl = visible_to ()) 1615 if (object *pl = visible_to ())
1579 esrv_update_item (UPD_NROF, pl, this); 1616 esrv_update_item (UPD_NROF, pl, this);
1580 1617
1581 return true; 1618 return true;
1582 } 1619 }
1583 else 1620 else
1584 { 1621 {
1585 destroy (1); 1622 destroy ();
1586 return false; 1623 return false;
1587 } 1624 }
1588} 1625}
1589 1626
1590/* 1627/*
1607 } 1644 }
1608 else 1645 else
1609 { 1646 {
1610 decrease (nr); 1647 decrease (nr);
1611 1648
1612 object *op = object_create_clone (this); 1649 object *op = deep_clone ();
1613 op->nrof = nr; 1650 op->nrof = nr;
1614 return op; 1651 return op;
1615 } 1652 }
1616} 1653}
1617 1654
1667 if (object *pl = tmp->visible_to ()) 1704 if (object *pl = tmp->visible_to ())
1668 esrv_update_item (UPD_NROF, pl, tmp); 1705 esrv_update_item (UPD_NROF, pl, tmp);
1669 1706
1670 adjust_weight (this, op->total_weight ()); 1707 adjust_weight (this, op->total_weight ());
1671 1708
1672 op->destroy (1); 1709 op->destroy ();
1673 op = tmp; 1710 op = tmp;
1674 goto inserted; 1711 goto inserted;
1675 } 1712 }
1676 1713
1677 op->owner = 0; // it's his/hers now. period. 1714 op->owner = 0; // it's his/hers now. period.
1695 1732
1696 adjust_weight (this, op->total_weight ()); 1733 adjust_weight (this, op->total_weight ());
1697 1734
1698inserted: 1735inserted:
1699 /* reset the light list and los of the players on the map */ 1736 /* reset the light list and los of the players on the map */
1700 if (op->glow_radius && map && map->darkness) 1737 if (op->glow_radius && is_on_map ())
1738 {
1739 update_stats ();
1701 update_all_los (map, x, y); 1740 update_all_los (map, x, y);
1702 1741 }
1742 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1703 // if this is a player's inventory, update stats 1743 // if this is a player's inventory, update stats
1704 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1705 update_stats (); 1744 update_stats ();
1706 1745
1707 INVOKE_OBJECT (INSERT, this); 1746 INVOKE_OBJECT (INSERT, this);
1708 1747
1709 return op; 1748 return op;
1730 * on top. 1769 * on top.
1731 */ 1770 */
1732int 1771int
1733check_move_on (object *op, object *originator) 1772check_move_on (object *op, object *originator)
1734{ 1773{
1774 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0;
1776
1735 object *tmp; 1777 object *tmp;
1736 maptile *m = op->map; 1778 maptile *m = op->map;
1737 int x = op->x, y = op->y; 1779 int x = op->x, y = op->y;
1738 1780
1739 MoveType move_on, move_slow, move_block; 1781 mapspace &ms = m->at (x, y);
1740 1782
1741 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1783 ms.update ();
1742 return 0;
1743 1784
1744 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1785 MoveType move_on = ms.move_on;
1745 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1786 MoveType move_slow = ms.move_slow;
1746 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1787 MoveType move_block = ms.move_block;
1747 1788
1748 /* if nothing on this space will slow op down or be applied, 1789 /* if nothing on this space will slow op down or be applied,
1749 * no need to do checking below. have to make sure move_type 1790 * no need to do checking below. have to make sure move_type
1750 * is set, as lots of objects don't have it set - we treat that 1791 * is set, as lots of objects don't have it set - we treat that
1751 * as walking. 1792 * as walking.
1762 return 0; 1803 return 0;
1763 1804
1764 /* The objects have to be checked from top to bottom. 1805 /* The objects have to be checked from top to bottom.
1765 * Hence, we first go to the top: 1806 * Hence, we first go to the top:
1766 */ 1807 */
1767 1808 for (object *next, *tmp = ms.top; tmp; tmp = next)
1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1769 {
1770 /* Trim the search when we find the first other spell effect
1771 * this helps performance so that if a space has 50 spell objects,
1772 * we don't need to check all of them.
1773 */
1774 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1775 break;
1776 } 1809 {
1810 next = tmp->below;
1777 1811
1778 for (; tmp; tmp = tmp->below)
1779 {
1780 if (tmp == op) 1812 if (tmp == op)
1781 continue; /* Can't apply yourself */ 1813 continue; /* Can't apply yourself */
1782 1814
1783 /* Check to see if one of the movement types should be slowed down. 1815 /* Check to see if one of the movement types should be slowed down.
1784 * Second check makes sure that the movement types not being slowed 1816 * Second check makes sure that the movement types not being slowed
1789 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1821 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1790 { 1822 {
1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1823 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1824 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1793 { 1825 {
1794
1795 float
1796 diff = tmp->move_slow_penalty * fabs (op->speed); 1826 float diff = tmp->move_slow_penalty * fabs (op->speed);
1797 1827
1798 if (op->type == PLAYER) 1828 if (op->is_player ())
1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1801 diff /= 4.0; 1831 diff /= 4.0;
1802 1832
1803 op->speed_left -= diff; 1833 op->speed_left -= diff;
1804 } 1834 }
1805 } 1835 }
1838 LOG (llevError, "Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
1839 return NULL; 1869 return NULL;
1840 } 1870 }
1841 1871
1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1843 if (tmp->arch == at) 1873 if (tmp->arch->archname == at->archname)
1844 return tmp; 1874 return tmp;
1845 1875
1846 return NULL; 1876 return NULL;
1847} 1877}
1848 1878
1912 * The first matching object is returned, or NULL if none. 1942 * The first matching object is returned, or NULL if none.
1913 */ 1943 */
1914object * 1944object *
1915present_arch_in_ob (const archetype *at, const object *op) 1945present_arch_in_ob (const archetype *at, const object *op)
1916{ 1946{
1917 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1947 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 if (tmp->arch == at) 1948 if (tmp->arch->archname == at->archname)
1919 return tmp; 1949 return tmp;
1920 1950
1921 return NULL; 1951 return NULL;
1922} 1952}
1923 1953
2011 * head of the object should correspond for the entire object. 2041 * head of the object should correspond for the entire object.
2012 */ 2042 */
2013 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2043 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2014 continue; 2044 continue;
2015 2045
2016 if (ob->blocked (m, pos.x, pos.y)) 2046 if (ob->blocked (pos.m, pos.x, pos.y))
2017 continue; 2047 continue;
2018 2048
2019 altern [index++] = i; 2049 altern [index++] = i;
2020 } 2050 }
2021 2051
2089 * there is capable of. 2119 * there is capable of.
2090 */ 2120 */
2091int 2121int
2092find_dir (maptile *m, int x, int y, object *exclude) 2122find_dir (maptile *m, int x, int y, object *exclude)
2093{ 2123{
2094 int i, max = SIZEOFFREE, mflags; 2124 int max = SIZEOFFREE, mflags;
2095
2096 sint16 nx, ny;
2097 object *tmp;
2098 maptile *mp;
2099
2100 MoveType blocked, move_type; 2125 MoveType move_type;
2101 2126
2102 if (exclude && exclude->head_ () != exclude) 2127 if (exclude && exclude->head_ () != exclude)
2103 { 2128 {
2104 exclude = exclude->head; 2129 exclude = exclude->head;
2105 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2108 { 2133 {
2109 /* If we don't have anything, presume it can use all movement types. */ 2134 /* If we don't have anything, presume it can use all movement types. */
2110 move_type = MOVE_ALL; 2135 move_type = MOVE_ALL;
2111 } 2136 }
2112 2137
2113 for (i = 1; i < max; i++) 2138 for (int i = 1; i < max; i++)
2114 { 2139 {
2115 mp = m; 2140 mapxy pos (m, x, y);
2116 nx = x + freearr_x[i]; 2141 pos.move (i);
2117 ny = y + freearr_y[i];
2118 2142
2119 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 if (!pos.normalise ())
2120
2121 if (mflags & P_OUT_OF_MAP)
2122 max = maxfree[i]; 2144 max = maxfree[i];
2123 else 2145 else
2124 { 2146 {
2125 mapspace &ms = mp->at (nx, ny); 2147 mapspace &ms = *pos;
2126 2148
2127 blocked = ms.move_block;
2128
2129 if ((move_type & blocked) == move_type) 2149 if ((move_type & ms.move_block) == move_type)
2130 max = maxfree[i]; 2150 max = maxfree [i];
2131 else if (mflags & P_IS_ALIVE) 2151 else if (ms.flags () & P_IS_ALIVE)
2132 { 2152 {
2133 for (tmp = ms.bot; tmp; tmp = tmp->above) 2153 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2134 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2154 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2135 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2136 break;
2137
2138 if (tmp)
2139 return freedir[i]; 2156 return freedir [i];
2140 } 2157 }
2141 } 2158 }
2142 } 2159 }
2143 2160
2144 return 0; 2161 return 0;
2219 * This basically means that if direction is 15, then it could either go 2236 * This basically means that if direction is 15, then it could either go
2220 * direction 4, 14, or 16 to get back to where we are. 2237 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2238 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2239 * functions.
2223 */ 2240 */
2224int reduction_dir[SIZEOFFREE][3] = { 2241static const int reduction_dir[SIZEOFFREE][3] = {
2225 {0, 0, 0}, /* 0 */ 2242 {0, 0, 0}, /* 0 */
2226 {0, 0, 0}, /* 1 */ 2243 {0, 0, 0}, /* 1 */
2227 {0, 0, 0}, /* 2 */ 2244 {0, 0, 0}, /* 2 */
2228 {0, 0, 0}, /* 3 */ 2245 {0, 0, 0}, /* 3 */
2229 {0, 0, 0}, /* 4 */ 2246 {0, 0, 0}, /* 4 */
2325int 2342int
2326can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2327{ 2344{
2328 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2329 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2330 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2347 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2331} 2348}
2332 2349
2333/* 2350/*
2334 * create clone from object to another 2351 * create clone from object to another
2335 */ 2352 */
2336object * 2353object *
2337object_create_clone (object *asrc) 2354object::deep_clone ()
2338{ 2355{
2339 object *dst = 0, *tmp, *src, *prev, *item; 2356 assert (("deep_clone called on non-head object", is_head ()));
2340 2357
2341 if (!asrc) 2358 object *dst = clone ();
2342 return 0;
2343 2359
2344 src = asrc->head_ (); 2360 object *prev = dst;
2345
2346 prev = 0;
2347 for (object *part = src; part; part = part->more) 2361 for (object *part = this->more; part; part = part->more)
2348 { 2362 {
2349 tmp = part->clone (); 2363 object *tmp = part->clone ();
2350 tmp->x -= src->x;
2351 tmp->y -= src->y;
2352
2353 if (!part->head)
2354 {
2355 dst = tmp;
2356 tmp->head = 0;
2357 }
2358 else
2359 tmp->head = dst; 2364 tmp->head = dst;
2360
2361 tmp->more = 0;
2362
2363 if (prev)
2364 prev->more = tmp; 2365 prev->more = tmp;
2365
2366 prev = tmp; 2366 prev = tmp;
2367 } 2367 }
2368 2368
2369 for (item = src->inv; item; item = item->below) 2369 for (object *item = inv; item; item = item->below)
2370 insert_ob_in_ob (object_create_clone (item), dst); 2370 insert_ob_in_ob (item->deep_clone (), dst);
2371 2371
2372 return dst; 2372 return dst;
2373} 2373}
2374 2374
2375/* This returns the first object in who's inventory that 2375/* This returns the first object in who's inventory that
2384 return tmp; 2384 return tmp;
2385 2385
2386 return 0; 2386 return 0;
2387} 2387}
2388 2388
2389/* If ob has a field named key, return the link from the list, 2389shstr_tmp
2390 * otherwise return NULL. 2390object::kv_get (shstr_tmp key) const
2391 *
2392 * key must be a passed in shared string - otherwise, this won't
2393 * do the desired thing.
2394 */
2395key_value *
2396get_ob_key_link (const object *ob, const char *key)
2397{ 2391{
2398 for (key_value *link = ob->key_values; link; link = link->next) 2392 for (key_value *kv = key_values; kv; kv = kv->next)
2399 if (link->key == key) 2393 if (kv->key == key)
2400 return link;
2401
2402 return 0;
2403}
2404
2405/*
2406 * Returns the value of op has an extra_field for key, or NULL.
2407 *
2408 * The argument doesn't need to be a shared string.
2409 *
2410 * The returned string is shared.
2411 */
2412const char *
2413get_ob_key_value (const object *op, const char *const key)
2414{
2415 key_value *link;
2416 shstr_cmp canonical_key (key);
2417
2418 if (!canonical_key)
2419 {
2420 /* 1. There being a field named key on any object
2421 * implies there'd be a shared string to find.
2422 * 2. Since there isn't, no object has this field.
2423 * 3. Therefore, *this* object doesn't have this field.
2424 */
2425 return 0;
2426 }
2427
2428 /* This is copied from get_ob_key_link() above -
2429 * only 4 lines, and saves the function call overhead.
2430 */
2431 for (link = op->key_values; link; link = link->next)
2432 if (link->key == canonical_key)
2433 return link->value; 2394 return kv->value;
2434 2395
2435 return 0; 2396 return shstr ();
2436} 2397}
2437 2398
2438/* 2399void
2439 * Updates the canonical_key in op to value. 2400object::kv_set (shstr_tmp key, shstr_tmp value)
2440 *
2441 * canonical_key is a shared string (value doesn't have to be).
2442 *
2443 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2444 * keys.
2445 *
2446 * Returns TRUE on success.
2447 */
2448int
2449set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2450{ 2401{
2451 key_value *field = NULL, *last = NULL; 2402 for (key_value *kv = key_values; kv; kv = kv->next)
2452 2403 if (kv->key == key)
2453 for (field = op->key_values; field != NULL; field = field->next)
2454 {
2455 if (field->key != canonical_key)
2456 { 2404 {
2457 last = field; 2405 kv->value = value;
2458 continue; 2406 return;
2459 } 2407 }
2460 2408
2461 if (value) 2409 key_value *kv = new key_value;
2462 field->value = value; 2410
2463 else 2411 kv->next = key_values;
2412 kv->key = key;
2413 kv->value = value;
2414
2415 key_values = kv;
2416}
2417
2418void
2419object::kv_del (shstr_tmp key)
2420{
2421 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2422 if ((*kvp)->key == key)
2464 { 2423 {
2465 /* Basically, if the archetype has this key set, 2424 key_value *kv = *kvp;
2466 * we need to store the null value so when we save 2425 *kvp = (*kvp)->next;
2467 * it, we save the empty value so that when we load, 2426 delete kv;
2468 * we get this value back again. 2427 return;
2469 */
2470 if (get_ob_key_link (op->arch, canonical_key))
2471 field->value = 0;
2472 else
2473 {
2474 if (last)
2475 last->next = field->next;
2476 else
2477 op->key_values = field->next;
2478
2479 delete field;
2480 }
2481 } 2428 }
2482 return TRUE;
2483 }
2484 /* IF we get here, key doesn't exist */
2485
2486 /* No field, we'll have to add it. */
2487
2488 if (!add_key)
2489 return FALSE;
2490
2491 /* There isn't any good reason to store a null
2492 * value in the key/value list. If the archetype has
2493 * this key, then we should also have it, so shouldn't
2494 * be here. If user wants to store empty strings,
2495 * should pass in ""
2496 */
2497 if (value == NULL)
2498 return TRUE;
2499
2500 field = new key_value;
2501
2502 field->key = canonical_key;
2503 field->value = value;
2504 /* Usual prepend-addition. */
2505 field->next = op->key_values;
2506 op->key_values = field;
2507
2508 return TRUE;
2509}
2510
2511/*
2512 * Updates the key in op to value.
2513 *
2514 * If add_key is FALSE, this will only update existing keys,
2515 * and not add new ones.
2516 * In general, should be little reason FALSE is ever passed in for add_key
2517 *
2518 * Returns TRUE on success.
2519 */
2520int
2521set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2522{
2523 shstr key_ (key);
2524
2525 return set_ob_key_value_s (op, key_, value, add_key);
2526} 2429}
2527 2430
2528object::depth_iterator::depth_iterator (object *container) 2431object::depth_iterator::depth_iterator (object *container)
2529: iterator_base (container) 2432: iterator_base (container)
2530{ 2433{
2580{ 2483{
2581 char flagdesc[512]; 2484 char flagdesc[512];
2582 char info2[256 * 4]; 2485 char info2[256 * 4];
2583 char *p = info; 2486 char *p = info;
2584 2487
2585 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2488 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2586 count, 2489 count,
2587 uuid.c_str (), 2490 uuid.c_str (),
2588 &name, 2491 &name,
2589 title ? "\",title:\"" : "", 2492 title ? ",title:\"" : "",
2590 title ? (const char *)title : "", 2493 title ? (const char *)title : "",
2494 title ? "\"" : "",
2591 flag_desc (flagdesc, 512), type); 2495 flag_desc (flagdesc, 512), type);
2592 2496
2593 if (!flag[FLAG_REMOVED] && env) 2497 if (!flag[FLAG_REMOVED] && env)
2594 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2498 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2595 2499
2611struct region * 2515struct region *
2612object::region () const 2516object::region () const
2613{ 2517{
2614 return map ? map->region (x, y) 2518 return map ? map->region (x, y)
2615 : region::default_region (); 2519 : region::default_region ();
2616}
2617
2618const materialtype_t *
2619object::dominant_material () const
2620{
2621 if (materialtype_t *mt = name_to_material (materialname))
2622 return mt;
2623
2624 return name_to_material (shstr_unknown);
2625} 2520}
2626 2521
2627void 2522void
2628object::open_container (object *new_container) 2523object::open_container (object *new_container)
2629{ 2524{
2651 container = 0; 2546 container = 0;
2652 2547
2653 // client needs item update to make it work, client bug requires this to be separate 2548 // client needs item update to make it work, client bug requires this to be separate
2654 esrv_update_item (UPD_FLAGS, this, old_container); 2549 esrv_update_item (UPD_FLAGS, this, old_container);
2655 2550
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2551 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2657 play_sound (sound_find ("chest_close")); 2552 play_sound (sound_find ("chest_close"));
2658 } 2553 }
2659 2554
2660 if (new_container) 2555 if (new_container)
2661 { 2556 {
2671 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2566 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2672 new_container->insert (closer); 2567 new_container->insert (closer);
2673 } 2568 }
2674#endif 2569#endif
2675 2570
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2571 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2677 2572
2678 // make sure the container is available, client bug requires this to be separate 2573 // make sure the container is available, client bug requires this to be separate
2679 esrv_send_item (this, new_container); 2574 esrv_send_item (this, new_container);
2680 2575
2681 new_container->flag [FLAG_APPLIED] = true; 2576 new_container->flag [FLAG_APPLIED] = true;
2689// else if (!old_container->env && contr && contr->ns) 2584// else if (!old_container->env && contr && contr->ns)
2690// contr->ns->floorbox_reset (); 2585// contr->ns->floorbox_reset ();
2691} 2586}
2692 2587
2693object * 2588object *
2694object::force_find (const shstr name) 2589object::force_find (shstr_tmp name)
2695{ 2590{
2696 /* cycle through his inventory to look for the MARK we want to 2591 /* cycle through his inventory to look for the MARK we want to
2697 * place 2592 * place
2698 */ 2593 */
2699 for (object *tmp = inv; tmp; tmp = tmp->below) 2594 for (object *tmp = inv; tmp; tmp = tmp->below)
2701 return splay (tmp); 2596 return splay (tmp);
2702 2597
2703 return 0; 2598 return 0;
2704} 2599}
2705 2600
2601//-GPL
2602
2706void 2603void
2604object::force_set_timer (int duration)
2605{
2606 this->duration = 1;
2607 this->speed_left = -1.f;
2608
2609 this->set_speed (duration ? 1.f / duration : 0.f);
2610}
2611
2612object *
2707object::force_add (const shstr name, int duration) 2613object::force_add (shstr_tmp name, int duration)
2708{ 2614{
2709 if (object *force = force_find (name)) 2615 if (object *force = force_find (name))
2710 force->destroy (); 2616 force->destroy ();
2711 2617
2712 object *force = get_archetype (FORCE_NAME); 2618 object *force = get_archetype (FORCE_NAME);
2713 2619
2714 force->slaying = name; 2620 force->slaying = name;
2715 force->stats.food = 1; 2621 force->force_set_timer (duration);
2716 force->speed_left = -1.f;
2717
2718 force->set_speed (duration ? 1.f / duration : 0.f);
2719 force->flag [FLAG_IS_USED_UP] = true;
2720 force->flag [FLAG_APPLIED] = true; 2622 force->flag [FLAG_APPLIED] = true;
2721 2623
2722 insert (force); 2624 return insert (force);
2723} 2625}
2724 2626
2725void 2627void
2726object::play_sound (faceidx sound) 2628object::play_sound (faceidx sound) const
2727{ 2629{
2728 if (!sound) 2630 if (!sound)
2729 return; 2631 return;
2730 2632
2731 if (flag [FLAG_REMOVED]) 2633 if (is_on_map ())
2634 map->play_sound (sound, x, y);
2635 else if (object *pl = in_player ())
2636 pl->contr->play_sound (sound);
2637}
2638
2639void
2640object::say_msg (const char *msg) const
2641{
2642 if (is_on_map ())
2643 map->say_msg (msg, x, y);
2644 else if (object *pl = in_player ())
2645 pl->contr->play_sound (sound);
2646}
2647
2648void
2649object::make_noise ()
2650{
2651 // we do not model noise in the map, so instead put
2652 // a temporary light into the noise source
2653 // could use the map instead, but that's less reliable for our
2654 // goal, which is to make invisibility a bit harder to exploit
2655
2656 // currently only works sensibly for players
2657 if (!is_player ())
2732 return; 2658 return;
2733 2659
2734 if (env) 2660 // find old force, or create new one
2735 { 2661 object *force = force_find (shstr_noise_force);
2736 if (object *pl = in_player ()) 2662
2737 pl->contr->play_sound (sound); 2663 if (force)
2738 } 2664 force->speed_left = -1.f; // patch old speed up
2739 else 2665 else
2740 map->play_sound (sound, x, y); 2666 {
2741} 2667 force = archetype::get (shstr_noise_force);
2742 2668
2669 force->slaying = shstr_noise_force;
2670 force->stats.food = 1;
2671 force->speed_left = -1.f;
2672
2673 force->set_speed (1.f / 4.f);
2674 force->flag [FLAG_IS_USED_UP] = true;
2675 force->flag [FLAG_APPLIED] = true;
2676
2677 insert (force);
2678 }
2679}
2680

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