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Comparing deliantra/server/common/object.C (file contents):
Revision 1.220 by root, Thu Apr 24 00:30:52 2008 UTC vs.
Revision 1.304 by root, Tue Nov 10 16:29:20 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->material != ob2->material
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;
850 material = MATERIAL_NULL;
826} 851}
827 852
828object::~object () 853object::~object ()
829{ 854{
830 unlink (); 855 unlink ();
859 /* If already on active list, don't do anything */ 884 /* If already on active list, don't do anything */
860 if (active) 885 if (active)
861 return; 886 return;
862 887
863 if (has_active_speed ()) 888 if (has_active_speed ())
889 {
890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
892
864 actives.insert (this); 893 actives.insert (this);
894 }
865} 895}
866 896
867void 897void
868object::activate_recursive () 898object::activate_recursive ()
869{ 899{
930 * drop on that space. 960 * drop on that space.
931 */ 961 */
932 if (!drop_to_ground 962 if (!drop_to_ground
933 || !map 963 || !map
934 || map->in_memory != MAP_ACTIVE 964 || map->in_memory != MAP_ACTIVE
935 || map->nodrop 965 || map->no_drop
936 || ms ().move_block == MOVE_ALL) 966 || ms ().move_block == MOVE_ALL)
937 { 967 {
938 while (inv) 968 while (inv)
939 {
940 inv->destroy_inv (false);
941 inv->destroy (); 969 inv->destroy ();
942 }
943 } 970 }
944 else 971 else
945 { /* Put objects in inventory onto this space */ 972 { /* Put objects in inventory onto this space */
946 while (inv) 973 while (inv)
947 { 974 {
951 || op->flag [FLAG_NO_DROP] 978 || op->flag [FLAG_NO_DROP]
952 || op->type == RUNE 979 || op->type == RUNE
953 || op->type == TRAP 980 || op->type == TRAP
954 || op->flag [FLAG_IS_A_TEMPLATE] 981 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH]) 982 || op->flag [FLAG_DESTROY_ON_DEATH])
956 op->destroy (true); 983 op->destroy ();
957 else 984 else
958 map->insert (op, x, y); 985 map->insert (op, x, y);
959 } 986 }
960 } 987 }
961} 988}
965 object *op = new object; 992 object *op = new object;
966 op->link (); 993 op->link ();
967 return op; 994 return op;
968} 995}
969 996
997static struct freed_map : maptile
998{
999 freed_map ()
1000 {
1001 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1;
1006 no_reset = 1;
1007
1008 alloc ();
1009 in_memory = MAP_ACTIVE;
1010 }
1011
1012 ~freed_map ()
1013 {
1014 destroy ();
1015 }
1016} freed_map; // freed objects are moved here to avoid crashes
1017
970void 1018void
971object::do_destroy () 1019object::do_destroy ()
972{ 1020{
973 if (flag [FLAG_IS_LINKED]) 1021 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 1022 remove_link ();
975 1023
976 if (flag [FLAG_FRIENDLY]) 1024 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 1025 remove_friendly_object (this);
978 1026
979 remove (); 1027 remove ();
984 unlink (); 1032 unlink ();
985 1033
986 flag [FLAG_FREED] = 1; 1034 flag [FLAG_FREED] = 1;
987 1035
988 // hack to ensure that freed objects still have a valid map 1036 // 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; 1037 map = &freed_map;
1007 x = 1; 1038 x = 1;
1008 y = 1; 1039 y = 1;
1009 }
1010 1040
1011 if (more) 1041 if (more)
1012 { 1042 {
1013 more->destroy (); 1043 more->destroy ();
1014 more = 0; 1044 more = 0;
1022 attacked_by = 0; 1052 attacked_by = 0;
1023 current_weapon = 0; 1053 current_weapon = 0;
1024} 1054}
1025 1055
1026void 1056void
1027object::destroy (bool destroy_inventory) 1057object::destroy ()
1028{ 1058{
1029 if (destroyed ()) 1059 if (destroyed ())
1030 return; 1060 return;
1031 1061
1032 if (!is_head () && !head->destroyed ()) 1062 if (!is_head () && !head->destroyed ())
1033 { 1063 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory); 1065 head->destroy ();
1066 return;
1036 } 1067 }
1037 1068
1038 destroy_inv (!destroy_inventory); 1069 destroy_inv (false);
1039 1070
1040 if (is_head ()) 1071 if (is_head ())
1041 if (sound_destroy) 1072 if (sound_destroy)
1042 play_sound (sound_destroy); 1073 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER]) 1074 else if (flag [FLAG_MONSTER])
1054 * the previous environment. 1085 * the previous environment.
1055 */ 1086 */
1056void 1087void
1057object::do_remove () 1088object::do_remove ()
1058{ 1089{
1059 object *tmp, *last = 0;
1060 object *otmp;
1061
1062 if (flag [FLAG_REMOVED]) 1090 if (flag [FLAG_REMOVED])
1063 return; 1091 return;
1064 1092
1065 INVOKE_OBJECT (REMOVE, this); 1093 INVOKE_OBJECT (REMOVE, this);
1066 1094
1073 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
1074 * inventory. 1102 * inventory.
1075 */ 1103 */
1076 if (env) 1104 if (env)
1077 { 1105 {
1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1078 if (object *pl = visible_to ()) 1107 if (object *pl = visible_to ())
1079 esrv_del_item (pl->contr, count); 1108 esrv_del_item (pl->contr, count);
1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1080 1110
1081 adjust_weight (env, -total_weight ()); 1111 adjust_weight (env, -total_weight ());
1082 1112
1083 *(above ? &above->below : &env->inv) = below; 1113 object *pl = in_player ();
1084
1085 if (below)
1086 below->above = above;
1087 1114
1088 /* we set up values so that it could be inserted into 1115 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up 1116 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do. 1117 * to the caller to decide what we want to do.
1091 */ 1118 */
1092 map = env->map; 1119 map = env->map;
1093 x = env->x; 1120 x = env->x;
1094 y = env->y; 1121 y = env->y;
1122
1123 // make sure cmov optimisation is applicable
1124 *(above ? &above->below : &env->inv) = below;
1125 *(below ? &below->above : &above ) = above; // &above is just a dummy
1126
1095 above = 0; 1127 above = 0;
1096 below = 0; 1128 below = 0;
1097 env = 0; 1129 env = 0;
1098 1130
1099 /* NO_FIX_PLAYER is set when a great many changes are being 1131 /* NO_FIX_PLAYER is set when a great many changes are being
1100 * made to players inventory. If set, avoiding the call 1132 * made to players inventory. If set, avoiding the call
1101 * to save cpu time. 1133 * to save cpu time.
1102 */ 1134 */
1103 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1135 if (pl)
1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 {
1104 otmp->update_stats (); 1138 pl->update_stats ();
1139
1140 if (glow_radius && pl->is_on_map ())
1141 update_all_los (pl->map, pl->x, pl->y);
1142 }
1105 } 1143 }
1106 else if (map) 1144 else if (map)
1107 { 1145 {
1108 map->dirty = true; 1146 map->dirty = true;
1109 mapspace &ms = this->ms (); 1147 mapspace &ms = this->ms ();
1110 1148
1111 if (object *pl = ms.player ()) 1149 if (object *pl = ms.player ())
1112 { 1150 {
1113 if (type == PLAYER) // this == pl(!) 1151 if (is_player ())
1114 { 1152 {
1153 if (!flag [FLAG_WIZPASS])
1154 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1155
1115 // leaving a spot always closes any open container on the ground 1156 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env) 1157 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures 1158 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent. 1159 // that the CLOSE event is being sent.
1119 close_container (); 1160 close_container ();
1120 1161
1121 --map->players; 1162 --map->players;
1122 map->touch (); 1163 map->touch ();
1123 } 1164 }
1124 else if (pl->container == this) 1165 else if (pl->container_ () == this)
1125 { 1166 {
1126 // removing a container should close it 1167 // removing a container should close it
1127 close_container (); 1168 close_container ();
1128 } 1169 }
1129 1170
1130 esrv_del_item (pl->contr, count); 1171 esrv_del_item (pl->contr, count);
1131 } 1172 }
1132 1173
1133 /* link the object above us */ 1174 /* link the object above us */
1134 if (above) 1175 // re-link, make sure compiler can easily use cmove
1135 above->below = below; 1176 *(above ? &above->below : &ms.top) = below;
1136 else 1177 *(below ? &below->above : &ms.bot) = above;
1137 ms.top = below; /* we were top, set new top */
1138
1139 /* Relink the object below us, if there is one */
1140 if (below)
1141 below->above = above;
1142 else
1143 {
1144 /* Nothing below, which means we need to relink map object for this space
1145 * use translated coordinates in case some oddness with map tiling is
1146 * evident
1147 */
1148 if (GET_MAP_OB (map, x, y) != this)
1149 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 ());
1150
1151 ms.bot = above; /* goes on above it. */
1152 }
1153 1178
1154 above = 0; 1179 above = 0;
1155 below = 0; 1180 below = 0;
1156 1181
1182 ms.invalidate ();
1183
1157 if (map->in_memory == MAP_SAVING) 1184 if (map->in_memory == MAP_SAVING)
1158 return; 1185 return;
1159 1186
1160 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 1188
1162 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1163 { 1190 {
1164 if (pl->container == this) 1191 if (pl->container_ () == this)
1165 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1166 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1167 * appropriately. 1194 * appropriately.
1168 */ 1195 */
1169 pl->close_container (); 1196 pl->close_container ();
1170 1197
1171 //TODO: the floorbox prev/next might need updating 1198 //TODO: the floorbox prev/next might need updating
1172 esrv_del_item (pl->contr, count); 1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1201 if (pl->contr->ns)
1202 pl->contr->ns->floorbox_update ();
1173 } 1203 }
1174 1204
1205 if (check_walk_off)
1175 for (tmp = ms.bot; tmp; tmp = tmp->above) 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1176 { 1207 {
1208 above = tmp->above;
1209
1177 /* No point updating the players look faces if he is the object 1210 /* No point updating the players look faces if he is the object
1178 * being removed. 1211 * being removed.
1179 */ 1212 */
1180 1213
1181 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1182 if (check_walk_off
1183 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1184 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1185 {
1186 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1187
1188 if (destroyed ())
1189 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1190 } 1218 }
1191 1219
1192 last = tmp; 1220 if (affects_los ())
1193 }
1194
1195 /* last == NULL if there are no objects on this space */
1196 //TODO: this makes little sense, why only update the topmost object?
1197 if (!last)
1198 map->at (x, y).flags_ = 0;
1199 else
1200 update_object (last, UP_OBJ_REMOVE);
1201
1202 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1203 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1204 } 1222 }
1205} 1223}
1206 1224
1207/* 1225/*
1231 esrv_update_item (UPD_NROF, pl, top); 1249 esrv_update_item (UPD_NROF, pl, top);
1232 1250
1233 op->weight = 0; // cancel the addition above 1251 op->weight = 0; // cancel the addition above
1234 op->carrying = 0; // must be 0 already 1252 op->carrying = 0; // must be 0 already
1235 1253
1236 op->destroy (1); 1254 op->destroy ();
1237 1255
1238 return top; 1256 return top;
1239 } 1257 }
1240 1258
1241 return 0; 1259 return 0;
1269 * job preparing multi-part monsters. 1287 * job preparing multi-part monsters.
1270 */ 1288 */
1271object * 1289object *
1272insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1290insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1273{ 1291{
1292 op->remove ();
1293
1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1275 { 1295 {
1276 tmp->x = x + tmp->arch->x; 1296 tmp->x = x + tmp->arch->x;
1277 tmp->y = y + tmp->arch->y; 1297 tmp->y = y + tmp->arch->y;
1278 } 1298 }
1301 * just 'op' otherwise 1321 * just 'op' otherwise
1302 */ 1322 */
1303object * 1323object *
1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1305{ 1325{
1306 assert (!op->flag [FLAG_FREED]);
1307
1308 op->remove (); 1326 op->remove ();
1327
1328 if (m == &freed_map)//D TODO: remove soon
1329 {//D
1330 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1331 }//D
1309 1332
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work 1335 * need extra work
1313 */ 1336 */
1337 maptile *newmap = m;
1314 if (!xy_normalise (m, op->x, op->y)) 1338 if (!xy_normalise (newmap, op->x, op->y))
1315 { 1339 {
1316 op->destroy (1); 1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1317 return 0; 1341 return 0;
1318 } 1342 }
1319 1343
1320 if (object *more = op->more) 1344 if (object *more = op->more)
1321 if (!insert_ob_in_map (more, m, originator, flag)) 1345 if (!insert_ob_in_map (more, m, originator, flag))
1322 return 0; 1346 return 0;
1323 1347
1324 CLEAR_FLAG (op, FLAG_REMOVED); 1348 op->flag [FLAG_REMOVED] = false;
1325 1349 op->env = 0;
1326 op->map = m; 1350 op->map = newmap;
1351
1327 mapspace &ms = op->ms (); 1352 mapspace &ms = op->ms ();
1328 1353
1329 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1330 */ 1355 */
1331 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1332 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1333 if (object::can_merge (op, tmp)) 1358 if (object::can_merge (op, tmp))
1334 { 1359 {
1335 // TODO: we atcually want to update tmp, not op, 1360 // TODO: we actually want to update tmp, not op,
1336 // but some caller surely breaks when we return tmp 1361 // but some caller surely breaks when we return tmp
1337 // from here :/ 1362 // from here :/
1338 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1339 tmp->destroy (1); 1364 tmp->destroy ();
1340 } 1365 }
1341 1366
1342 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1343 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1344 1369
1351 { 1376 {
1352 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1353 abort (); 1378 abort ();
1354 } 1379 }
1355 1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1356 op->above = originator; 1388 op->above = originator;
1357 op->below = originator->below; 1389 op->below = originator->below;
1358
1359 if (op->below)
1360 op->below->above = op;
1361 else
1362 ms.bot = op;
1363
1364 /* since *below* originator, no need to update top */
1365 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1366 } 1393 }
1367 else 1394 else
1368 { 1395 {
1369 object *top, *floor = NULL; 1396 object *floor = 0;
1370 1397 object *top = ms.top;
1371 top = ms.bot;
1372 1398
1373 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1374 if (top) 1400 if (top)
1375 { 1401 {
1376 object *last = 0;
1377
1378 /* 1402 /*
1379 * If there are multiple objects on this space, we do some trickier handling. 1403 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1382 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1385 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1389 */ 1413 */
1390 for (top = ms.bot; top; top = top->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1391 { 1415 {
1392 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1416 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1393 floor = top; 1417 floor = tmp;
1394 1418
1395 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1419 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1396 { 1420 {
1397 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1398 top = top->below; 1422 top = tmp->below;
1399 break; 1423 break;
1400 } 1424 }
1401 1425
1402 last = top; 1426 top = tmp;
1403 } 1427 }
1404
1405 /* Don't want top to be NULL, so set it to the last valid object */
1406 top = last;
1407 1428
1408 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1409 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1410 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1411 */ 1432 */
1418 */ 1439 */
1419 if (!(flag & INS_ON_TOP) 1440 if (!(flag & INS_ON_TOP)
1420 && ms.flags () & P_BLOCKSVIEW 1441 && ms.flags () & P_BLOCKSVIEW
1421 && (op->face && !faces [op->face].visibility)) 1442 && (op->face && !faces [op->face].visibility))
1422 { 1443 {
1444 object *last;
1445
1423 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1424 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1425 break; 1448 break;
1426 1449
1427 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1435 } /* If objects on this space */ 1458 } /* If objects on this space */
1436 1459
1437 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1438 top = floor; 1461 top = floor;
1439 1462
1440 /* Top is the object that our object (op) is going to get inserted above. 1463 // insert object above top, or bottom-most if top = 0
1441 */
1442
1443 /* First object on this space */
1444 if (!top) 1464 if (!top)
1445 { 1465 {
1466 op->below = 0;
1446 op->above = ms.bot; 1467 op->above = ms.bot;
1447
1448 if (op->above)
1449 op->above->below = op;
1450
1451 op->below = 0;
1452 ms.bot = op; 1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1453 } 1471 }
1454 else 1472 else
1455 { /* get inserted into the stack above top */ 1473 {
1456 op->above = top->above; 1474 op->above = top->above;
1457
1458 if (op->above)
1459 op->above->below = op; 1475 top->above = op;
1460 1476
1461 op->below = top; 1477 op->below = top;
1462 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1463 } 1479 }
1480 }
1464 1481
1465 if (!op->above) 1482 if (op->is_player ())
1466 ms.top = op;
1467 } /* else not INS_BELOW_ORIGINATOR */
1468
1469 if (op->type == PLAYER)
1470 { 1483 {
1471 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1472 ++op->map->players; 1485 ++op->map->players;
1473 op->map->touch (); 1486 op->map->touch ();
1474 } 1487 }
1475 1488
1476 op->map->dirty = true; 1489 op->map->dirty = true;
1477 1490
1478 if (object *pl = ms.player ()) 1491 if (object *pl = ms.player ())
1479 //TODO: the floorbox prev/next might need updating 1492 //TODO: the floorbox prev/next might need updating
1480 esrv_send_item (pl, op); 1493 //esrv_send_item (pl, op);
1494 //TODO: update floorbox to preserve ordering
1495 if (pl->contr->ns)
1496 pl->contr->ns->floorbox_update ();
1481 1497
1482 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1483 * visible to others on this map. But update_all_los is really 1499 * visible to others on this map. But update_all_los is really
1484 * an inefficient way to do this, as it means los for all players 1500 * an inefficient way to do this, as it means los for all players
1485 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1486 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1487 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1488 * or just updating the P_UPTODATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1489 * of effect may be sufficient. 1505 * of effect may be sufficient.
1490 */ 1506 */
1491 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1492 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1493 1512
1494 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1495 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1496 1515
1497 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1504 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1505 * update_object(). 1524 * update_object().
1506 */ 1525 */
1507 1526
1508 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1509 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1510 { 1529 {
1511 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator))
1512 return 0; 1531 return 0;
1513 1532
1514 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, lets work our way through the check
1525/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1526 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1527 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1528 */ 1547 */
1529void 1548void
1530replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1531{ 1550{
1532 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1533 1552
1534 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1535 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1536 tmp->destroy (1); 1555 tmp->destroy ();
1537 1556
1538 object *tmp = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = arch_to_object (archetype::find (archname));
1539 1558
1540 tmp->x = op->x; 1559 tmp->x = op->x;
1541 tmp->y = op->y; 1560 tmp->y = op->y;
1542 1561
1543 insert_ob_in_map (tmp, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1548{ 1567{
1549 if (where->env) 1568 if (where->env)
1550 return where->env->insert (this); 1569 return where->env->insert (this);
1551 else 1570 else
1552 return where->map->insert (this, where->x, where->y, originator, flags); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1572}
1573
1574// check whether we can put this into the map, respect max_volume, max_items
1575bool
1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1577{
1578 mapspace &ms = m->at (x, y);
1579
1580 int items = ms.items ();
1581
1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1586
1587 if (originator && originator->is_player ())
1588 originator->contr->failmsg (format (
1589 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 ));
1592
1593 return false;
1553} 1594}
1554 1595
1555/* 1596/*
1556 * decrease(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1557 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1565 if (!nr) 1606 if (!nr)
1566 return true; 1607 return true;
1567 1608
1568 nr = min (nr, nrof); 1609 nr = min (nr, nrof);
1569 1610
1611 if (nrof > nr)
1612 {
1570 nrof -= nr; 1613 nrof -= nr;
1571
1572 if (nrof)
1573 {
1574 adjust_weight (env, -weight * nr); // carrying == 0 1614 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1575 1615
1576 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1577 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1578 1618
1579 return true; 1619 return true;
1580 } 1620 }
1581 else 1621 else
1582 { 1622 {
1583 destroy (1); 1623 destroy ();
1584 return false; 1624 return false;
1585 } 1625 }
1586} 1626}
1587 1627
1588/* 1628/*
1605 } 1645 }
1606 else 1646 else
1607 { 1647 {
1608 decrease (nr); 1648 decrease (nr);
1609 1649
1610 object *op = object_create_clone (this); 1650 object *op = deep_clone ();
1611 op->nrof = nr; 1651 op->nrof = nr;
1612 return op; 1652 return op;
1613 } 1653 }
1614} 1654}
1615 1655
1665 if (object *pl = tmp->visible_to ()) 1705 if (object *pl = tmp->visible_to ())
1666 esrv_update_item (UPD_NROF, pl, tmp); 1706 esrv_update_item (UPD_NROF, pl, tmp);
1667 1707
1668 adjust_weight (this, op->total_weight ()); 1708 adjust_weight (this, op->total_weight ());
1669 1709
1670 op->destroy (1); 1710 op->destroy ();
1671 op = tmp; 1711 op = tmp;
1672 goto inserted; 1712 goto inserted;
1673 } 1713 }
1674 1714
1675 op->owner = 0; // it's his/hers now. period. 1715 op->owner = 0; // it's his/hers now. period.
1693 1733
1694 adjust_weight (this, op->total_weight ()); 1734 adjust_weight (this, op->total_weight ());
1695 1735
1696inserted: 1736inserted:
1697 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1698 if (op->glow_radius && map && map->darkness) 1738 if (op->glow_radius && is_on_map ())
1739 {
1740 update_stats ();
1699 update_all_los (map, x, y); 1741 update_all_los (map, x, y);
1700 1742 }
1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1701 // if this is a player's inventory, update stats 1744 // if this is a player's inventory, update stats
1702 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1703 update_stats (); 1745 update_stats ();
1704 1746
1705 INVOKE_OBJECT (INSERT, this); 1747 INVOKE_OBJECT (INSERT, this);
1706 1748
1707 return op; 1749 return op;
1728 * on top. 1770 * on top.
1729 */ 1771 */
1730int 1772int
1731check_move_on (object *op, object *originator) 1773check_move_on (object *op, object *originator)
1732{ 1774{
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776 return 0;
1777
1733 object *tmp; 1778 object *tmp;
1734 maptile *m = op->map; 1779 maptile *m = op->map;
1735 int x = op->x, y = op->y; 1780 int x = op->x, y = op->y;
1736 1781
1737 MoveType move_on, move_slow, move_block; 1782 mapspace &ms = m->at (x, y);
1738 1783
1739 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1784 ms.update ();
1740 return 0;
1741 1785
1742 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1786 MoveType move_on = ms.move_on;
1743 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1787 MoveType move_slow = ms.move_slow;
1744 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1788 MoveType move_block = ms.move_block;
1745 1789
1746 /* if nothing on this space will slow op down or be applied, 1790 /* if nothing on this space will slow op down or be applied,
1747 * no need to do checking below. have to make sure move_type 1791 * no need to do checking below. have to make sure move_type
1748 * is set, as lots of objects don't have it set - we treat that 1792 * is set, as lots of objects don't have it set - we treat that
1749 * as walking. 1793 * as walking.
1760 return 0; 1804 return 0;
1761 1805
1762 /* The objects have to be checked from top to bottom. 1806 /* The objects have to be checked from top to bottom.
1763 * Hence, we first go to the top: 1807 * Hence, we first go to the top:
1764 */ 1808 */
1765 1809 for (object *next, *tmp = ms.top; tmp; tmp = next)
1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1767 {
1768 /* Trim the search when we find the first other spell effect
1769 * this helps performance so that if a space has 50 spell objects,
1770 * we don't need to check all of them.
1771 */
1772 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1773 break;
1774 } 1810 {
1811 next = tmp->below;
1775 1812
1776 for (; tmp; tmp = tmp->below)
1777 {
1778 if (tmp == op) 1813 if (tmp == op)
1779 continue; /* Can't apply yourself */ 1814 continue; /* Can't apply yourself */
1780 1815
1781 /* Check to see if one of the movement types should be slowed down. 1816 /* Check to see if one of the movement types should be slowed down.
1782 * Second check makes sure that the movement types not being slowed 1817 * Second check makes sure that the movement types not being slowed
1787 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1788 { 1823 {
1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1791 { 1826 {
1792
1793 float
1794 diff = tmp->move_slow_penalty * fabs (op->speed); 1827 float diff = tmp->move_slow_penalty * fabs (op->speed);
1795 1828
1796 if (op->type == PLAYER) 1829 if (op->is_player ())
1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1830 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1831 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1799 diff /= 4.0; 1832 diff /= 4.0;
1800 1833
1801 op->speed_left -= diff; 1834 op->speed_left -= diff;
1802 } 1835 }
1803 } 1836 }
1836 LOG (llevError, "Present_arch called outside map.\n"); 1869 LOG (llevError, "Present_arch called outside map.\n");
1837 return NULL; 1870 return NULL;
1838 } 1871 }
1839 1872
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1873 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1841 if (tmp->arch == at) 1874 if (tmp->arch->archname == at->archname)
1842 return tmp; 1875 return tmp;
1843 1876
1844 return NULL; 1877 return NULL;
1845} 1878}
1846 1879
1910 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
1911 */ 1944 */
1912object * 1945object *
1913present_arch_in_ob (const archetype *at, const object *op) 1946present_arch_in_ob (const archetype *at, const object *op)
1914{ 1947{
1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if (tmp->arch == at) 1949 if (tmp->arch->archname == at->archname)
1917 return tmp; 1950 return tmp;
1918 1951
1919 return NULL; 1952 return NULL;
1920} 1953}
1921 1954
2009 * head of the object should correspond for the entire object. 2042 * head of the object should correspond for the entire object.
2010 */ 2043 */
2011 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2012 continue; 2045 continue;
2013 2046
2014 if (ob->blocked (m, pos.x, pos.y)) 2047 if (ob->blocked (pos.m, pos.x, pos.y))
2015 continue; 2048 continue;
2016 2049
2017 altern [index++] = i; 2050 altern [index++] = i;
2018 } 2051 }
2019 2052
2087 * there is capable of. 2120 * there is capable of.
2088 */ 2121 */
2089int 2122int
2090find_dir (maptile *m, int x, int y, object *exclude) 2123find_dir (maptile *m, int x, int y, object *exclude)
2091{ 2124{
2092 int i, max = SIZEOFFREE, mflags; 2125 int max = SIZEOFFREE, mflags;
2093
2094 sint16 nx, ny;
2095 object *tmp;
2096 maptile *mp;
2097
2098 MoveType blocked, move_type; 2126 MoveType move_type;
2099 2127
2100 if (exclude && exclude->head_ () != exclude) 2128 if (exclude && exclude->head_ () != exclude)
2101 { 2129 {
2102 exclude = exclude->head; 2130 exclude = exclude->head;
2103 move_type = exclude->move_type; 2131 move_type = exclude->move_type;
2106 { 2134 {
2107 /* If we don't have anything, presume it can use all movement types. */ 2135 /* If we don't have anything, presume it can use all movement types. */
2108 move_type = MOVE_ALL; 2136 move_type = MOVE_ALL;
2109 } 2137 }
2110 2138
2111 for (i = 1; i < max; i++) 2139 for (int i = 1; i < max; i++)
2112 { 2140 {
2113 mp = m; 2141 mapxy pos (m, x, y);
2114 nx = x + freearr_x[i]; 2142 pos.move (i);
2115 ny = y + freearr_y[i];
2116 2143
2117 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 if (!pos.normalise ())
2118
2119 if (mflags & P_OUT_OF_MAP)
2120 max = maxfree[i]; 2145 max = maxfree[i];
2121 else 2146 else
2122 { 2147 {
2123 mapspace &ms = mp->at (nx, ny); 2148 mapspace &ms = *pos;
2124 2149
2125 blocked = ms.move_block;
2126
2127 if ((move_type & blocked) == move_type) 2150 if ((move_type & ms.move_block) == move_type)
2128 max = maxfree[i]; 2151 max = maxfree [i];
2129 else if (mflags & P_IS_ALIVE) 2152 else if (ms.flags () & P_IS_ALIVE)
2130 { 2153 {
2131 for (tmp = ms.bot; tmp; tmp = tmp->above) 2154 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2132 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2155 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2133 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2156 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2134 break;
2135
2136 if (tmp)
2137 return freedir[i]; 2157 return freedir [i];
2138 } 2158 }
2139 } 2159 }
2140 } 2160 }
2141 2161
2142 return 0; 2162 return 0;
2217 * This basically means that if direction is 15, then it could either go 2237 * This basically means that if direction is 15, then it could either go
2218 * direction 4, 14, or 16 to get back to where we are. 2238 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2239 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2240 * functions.
2221 */ 2241 */
2222int reduction_dir[SIZEOFFREE][3] = { 2242static const int reduction_dir[SIZEOFFREE][3] = {
2223 {0, 0, 0}, /* 0 */ 2243 {0, 0, 0}, /* 0 */
2224 {0, 0, 0}, /* 1 */ 2244 {0, 0, 0}, /* 1 */
2225 {0, 0, 0}, /* 2 */ 2245 {0, 0, 0}, /* 2 */
2226 {0, 0, 0}, /* 3 */ 2246 {0, 0, 0}, /* 3 */
2227 {0, 0, 0}, /* 4 */ 2247 {0, 0, 0}, /* 4 */
2323int 2343int
2324can_pick (const object *who, const object *item) 2344can_pick (const object *who, const object *item)
2325{ 2345{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2348 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2329} 2349}
2330 2350
2331/* 2351/*
2332 * create clone from object to another 2352 * create clone from object to another
2333 */ 2353 */
2334object * 2354object *
2335object_create_clone (object *asrc) 2355object::deep_clone ()
2336{ 2356{
2337 object *dst = 0, *tmp, *src, *prev, *item; 2357 assert (("deep_clone called on non-head object", is_head ()));
2338 2358
2339 if (!asrc) 2359 object *dst = clone ();
2340 return 0;
2341 2360
2342 src = asrc->head_ (); 2361 object *prev = dst;
2343
2344 prev = 0;
2345 for (object *part = src; part; part = part->more) 2362 for (object *part = this->more; part; part = part->more)
2346 { 2363 {
2347 tmp = part->clone (); 2364 object *tmp = part->clone ();
2348 tmp->x -= src->x;
2349 tmp->y -= src->y;
2350
2351 if (!part->head)
2352 {
2353 dst = tmp;
2354 tmp->head = 0;
2355 }
2356 else
2357 tmp->head = dst; 2365 tmp->head = dst;
2358
2359 tmp->more = 0;
2360
2361 if (prev)
2362 prev->more = tmp; 2366 prev->more = tmp;
2363
2364 prev = tmp; 2367 prev = tmp;
2365 } 2368 }
2366 2369
2367 for (item = src->inv; item; item = item->below) 2370 for (object *item = inv; item; item = item->below)
2368 insert_ob_in_ob (object_create_clone (item), dst); 2371 insert_ob_in_ob (item->deep_clone (), dst);
2369 2372
2370 return dst; 2373 return dst;
2371} 2374}
2372 2375
2373/* This returns the first object in who's inventory that 2376/* This returns the first object in who's inventory that
2382 return tmp; 2385 return tmp;
2383 2386
2384 return 0; 2387 return 0;
2385} 2388}
2386 2389
2387/* If ob has a field named key, return the link from the list, 2390shstr_tmp
2388 * otherwise return NULL. 2391object::kv_get (shstr_tmp key) const
2389 *
2390 * key must be a passed in shared string - otherwise, this won't
2391 * do the desired thing.
2392 */
2393key_value *
2394get_ob_key_link (const object *ob, const char *key)
2395{ 2392{
2396 for (key_value *link = ob->key_values; link; link = link->next) 2393 for (key_value *kv = key_values; kv; kv = kv->next)
2397 if (link->key == key) 2394 if (kv->key == key)
2398 return link;
2399
2400 return 0;
2401}
2402
2403/*
2404 * Returns the value of op has an extra_field for key, or NULL.
2405 *
2406 * The argument doesn't need to be a shared string.
2407 *
2408 * The returned string is shared.
2409 */
2410const char *
2411get_ob_key_value (const object *op, const char *const key)
2412{
2413 key_value *link;
2414 shstr_cmp canonical_key (key);
2415
2416 if (!canonical_key)
2417 {
2418 /* 1. There being a field named key on any object
2419 * implies there'd be a shared string to find.
2420 * 2. Since there isn't, no object has this field.
2421 * 3. Therefore, *this* object doesn't have this field.
2422 */
2423 return 0;
2424 }
2425
2426 /* This is copied from get_ob_key_link() above -
2427 * only 4 lines, and saves the function call overhead.
2428 */
2429 for (link = op->key_values; link; link = link->next)
2430 if (link->key == canonical_key)
2431 return link->value; 2395 return kv->value;
2432 2396
2433 return 0; 2397 return shstr ();
2434} 2398}
2435 2399
2436/* 2400void
2437 * Updates the canonical_key in op to value. 2401object::kv_set (shstr_tmp key, shstr_tmp value)
2438 *
2439 * canonical_key is a shared string (value doesn't have to be).
2440 *
2441 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2442 * keys.
2443 *
2444 * Returns TRUE on success.
2445 */
2446int
2447set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2448{ 2402{
2449 key_value *field = NULL, *last = NULL; 2403 for (key_value *kv = key_values; kv; kv = kv->next)
2450 2404 if (kv->key == key)
2451 for (field = op->key_values; field != NULL; field = field->next)
2452 {
2453 if (field->key != canonical_key)
2454 { 2405 {
2455 last = field; 2406 kv->value = value;
2456 continue; 2407 return;
2457 } 2408 }
2458 2409
2459 if (value) 2410 key_value *kv = new key_value;
2460 field->value = value; 2411
2461 else 2412 kv->next = key_values;
2413 kv->key = key;
2414 kv->value = value;
2415
2416 key_values = kv;
2417}
2418
2419void
2420object::kv_del (shstr_tmp key)
2421{
2422 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2423 if ((*kvp)->key == key)
2462 { 2424 {
2463 /* Basically, if the archetype has this key set, 2425 key_value *kv = *kvp;
2464 * we need to store the null value so when we save 2426 *kvp = (*kvp)->next;
2465 * it, we save the empty value so that when we load, 2427 delete kv;
2466 * we get this value back again. 2428 return;
2467 */
2468 if (get_ob_key_link (op->arch, canonical_key))
2469 field->value = 0;
2470 else
2471 {
2472 if (last)
2473 last->next = field->next;
2474 else
2475 op->key_values = field->next;
2476
2477 delete field;
2478 }
2479 } 2429 }
2480 return TRUE;
2481 }
2482 /* IF we get here, key doesn't exist */
2483
2484 /* No field, we'll have to add it. */
2485
2486 if (!add_key)
2487 return FALSE;
2488
2489 /* There isn't any good reason to store a null
2490 * value in the key/value list. If the archetype has
2491 * this key, then we should also have it, so shouldn't
2492 * be here. If user wants to store empty strings,
2493 * should pass in ""
2494 */
2495 if (value == NULL)
2496 return TRUE;
2497
2498 field = new key_value;
2499
2500 field->key = canonical_key;
2501 field->value = value;
2502 /* Usual prepend-addition. */
2503 field->next = op->key_values;
2504 op->key_values = field;
2505
2506 return TRUE;
2507}
2508
2509/*
2510 * Updates the key in op to value.
2511 *
2512 * If add_key is FALSE, this will only update existing keys,
2513 * and not add new ones.
2514 * In general, should be little reason FALSE is ever passed in for add_key
2515 *
2516 * Returns TRUE on success.
2517 */
2518int
2519set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2520{
2521 shstr key_ (key);
2522
2523 return set_ob_key_value_s (op, key_, value, add_key);
2524} 2430}
2525 2431
2526object::depth_iterator::depth_iterator (object *container) 2432object::depth_iterator::depth_iterator (object *container)
2527: iterator_base (container) 2433: iterator_base (container)
2528{ 2434{
2578{ 2484{
2579 char flagdesc[512]; 2485 char flagdesc[512];
2580 char info2[256 * 4]; 2486 char info2[256 * 4];
2581 char *p = info; 2487 char *p = info;
2582 2488
2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2489 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2584 count, 2490 count,
2585 uuid.c_str (), 2491 uuid.c_str (),
2586 &name, 2492 &name,
2587 title ? "\",title:\"" : "", 2493 title ? ",title:\"" : "",
2588 title ? (const char *)title : "", 2494 title ? (const char *)title : "",
2495 title ? "\"" : "",
2589 flag_desc (flagdesc, 512), type); 2496 flag_desc (flagdesc, 512), type);
2590 2497
2591 if (!flag[FLAG_REMOVED] && env) 2498 if (!flag[FLAG_REMOVED] && env)
2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2499 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2593 2500
2609struct region * 2516struct region *
2610object::region () const 2517object::region () const
2611{ 2518{
2612 return map ? map->region (x, y) 2519 return map ? map->region (x, y)
2613 : region::default_region (); 2520 : region::default_region ();
2614}
2615
2616const materialtype_t *
2617object::dominant_material () const
2618{
2619 if (materialtype_t *mt = name_to_material (materialname))
2620 return mt;
2621
2622 return name_to_material (shstr_unknown);
2623} 2521}
2624 2522
2625void 2523void
2626object::open_container (object *new_container) 2524object::open_container (object *new_container)
2627{ 2525{
2649 container = 0; 2547 container = 0;
2650 2548
2651 // client needs item update to make it work, client bug requires this to be separate 2549 // client needs item update to make it work, client bug requires this to be separate
2652 esrv_update_item (UPD_FLAGS, this, old_container); 2550 esrv_update_item (UPD_FLAGS, this, old_container);
2653 2551
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2655 play_sound (sound_find ("chest_close")); 2553 play_sound (sound_find ("chest_close"));
2656 } 2554 }
2657 2555
2658 if (new_container) 2556 if (new_container)
2659 { 2557 {
2669 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2567 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2670 new_container->insert (closer); 2568 new_container->insert (closer);
2671 } 2569 }
2672#endif 2570#endif
2673 2571
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2572 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2675 2573
2676 // make sure the container is available, client bug requires this to be separate 2574 // make sure the container is available, client bug requires this to be separate
2677 esrv_send_item (this, new_container); 2575 esrv_send_item (this, new_container);
2678 2576
2679 new_container->flag [FLAG_APPLIED] = true; 2577 new_container->flag [FLAG_APPLIED] = true;
2687// else if (!old_container->env && contr && contr->ns) 2585// else if (!old_container->env && contr && contr->ns)
2688// contr->ns->floorbox_reset (); 2586// contr->ns->floorbox_reset ();
2689} 2587}
2690 2588
2691object * 2589object *
2692object::force_find (const shstr name) 2590object::force_find (shstr_tmp name)
2693{ 2591{
2694 /* cycle through his inventory to look for the MARK we want to 2592 /* cycle through his inventory to look for the MARK we want to
2695 * place 2593 * place
2696 */ 2594 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below) 2595 for (object *tmp = inv; tmp; tmp = tmp->below)
2699 return splay (tmp); 2597 return splay (tmp);
2700 2598
2701 return 0; 2599 return 0;
2702} 2600}
2703 2601
2602//-GPL
2603
2704void 2604void
2605object::force_set_timer (int duration)
2606{
2607 this->duration = 1;
2608 this->speed_left = -1.f;
2609
2610 this->set_speed (duration ? 1.f / duration : 0.f);
2611}
2612
2613object *
2705object::force_add (const shstr name, int duration) 2614object::force_add (shstr_tmp name, int duration)
2706{ 2615{
2707 if (object *force = force_find (name)) 2616 if (object *force = force_find (name))
2708 force->destroy (); 2617 force->destroy ();
2709 2618
2710 object *force = get_archetype (FORCE_NAME); 2619 object *force = get_archetype (FORCE_NAME);
2711 2620
2712 force->slaying = name; 2621 force->slaying = name;
2713 force->stats.food = 1; 2622 force->force_set_timer (duration);
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true; 2623 force->flag [FLAG_APPLIED] = true;
2719 2624
2720 insert (force); 2625 return insert (force);
2721} 2626}
2722 2627
2723void 2628void
2724object::play_sound (faceidx sound) 2629object::play_sound (faceidx sound) const
2725{ 2630{
2726 if (!sound) 2631 if (!sound)
2727 return; 2632 return;
2728 2633
2729 if (flag [FLAG_REMOVED]) 2634 if (is_on_map ())
2635 map->play_sound (sound, x, y);
2636 else if (object *pl = in_player ())
2637 pl->contr->play_sound (sound);
2638}
2639
2640void
2641object::say_msg (const char *msg) const
2642{
2643 if (is_on_map ())
2644 map->say_msg (msg, x, y);
2645 else if (object *pl = in_player ())
2646 pl->contr->play_sound (sound);
2647}
2648
2649void
2650object::make_noise ()
2651{
2652 // we do not model noise in the map, so instead put
2653 // a temporary light into the noise source
2654 // could use the map instead, but that's less reliable for our
2655 // goal, which is to make invisibility a bit harder to exploit
2656
2657 // currently only works sensibly for players
2658 if (!is_player ())
2730 return; 2659 return;
2731 2660
2732 if (env) 2661 // find old force, or create new one
2733 { 2662 object *force = force_find (shstr_noise_force);
2734 if (object *pl = in_player ()) 2663
2735 pl->contr->play_sound (sound); 2664 if (force)
2736 } 2665 force->speed_left = -1.f; // patch old speed up
2737 else 2666 else
2738 map->play_sound (sound, x, y); 2667 {
2739} 2668 force = archetype::get (shstr_noise_force);
2740 2669
2670 force->slaying = shstr_noise_force;
2671 force->stats.food = 1;
2672 force->speed_left = -1.f;
2673
2674 force->set_speed (1.f / 4.f);
2675 force->flag [FLAG_IS_USED_UP] = true;
2676 force->flag [FLAG_APPLIED] = true;
2677
2678 insert (force);
2679 }
2680}
2681

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