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Comparing deliantra/server/common/object.C (file contents):
Revision 1.214 by root, Tue Apr 22 07:01:46 2008 UTC vs.
Revision 1.305 by root, Wed Nov 11 04:45:22 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
334 387
335// find player who can see this object 388// find player who can see this object
336object * 389object *
337object::visible_to () const 390object::visible_to () const
338{ 391{
339 if (!flag [FLAG_REMOVED]) 392 if (client_visible () && !flag [FLAG_REMOVED])
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 ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
363 return pl; 418 return pl;
364 } 419 }
365 } 420 }
366 421
367 return 0; 422 return 0;
368} 423}
369 424
370// adjust weight per container type ("of holding") 425// adjust weight per container type ("of holding")
371static sint32 426static sint32
372weight_adjust (object *op, sint32 weight) 427weight_adjust_for (object *op, sint32 weight)
373{ 428{
374 return op->type == CONTAINER 429 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 431 : weight;
377} 432}
383static void 438static void
384adjust_weight (object *op, sint32 weight) 439adjust_weight (object *op, sint32 weight)
385{ 440{
386 while (op) 441 while (op)
387 { 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
388 weight = weight_adjust (op, weight); 445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
389 447
390 if (!weight) 448 if (!weight)
391 return; 449 return;
392 450
393 op->carrying += weight; 451 op->carrying += weight;
394 452
395 if (object *pl = op->visible_to ()) 453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
396 esrv_update_item (UPD_WEIGHT, pl, op); 455 esrv_update_item (UPD_WEIGHT, pl, op);
397 456
398 op = op->env; 457 op = op->env;
399 } 458 }
400} 459}
401 460
415 op->update_weight (); 474 op->update_weight ();
416 475
417 sum += op->total_weight (); 476 sum += op->total_weight ();
418 } 477 }
419 478
420 sum = weight_adjust (this, sum); 479 sum = weight_adjust_for (this, sum);
421 480
422 if (sum != carrying) 481 if (sum != carrying)
423 { 482 {
424 carrying = sum; 483 carrying = sum;
425 484
426 if (object *pl = visible_to ()) 485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
427 esrv_update_item (UPD_WEIGHT, pl, this); 487 esrv_update_item (UPD_WEIGHT, pl, this);
428 } 488 }
429} 489}
430 490
431/* 491/*
432 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
440 object_freezer freezer; 500 object_freezer freezer;
441 op->write (freezer); 501 op->write (freezer);
442 return freezer.as_string (); 502 return freezer.as_string ();
443} 503}
444 504
445/* 505char *
446 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
447 * multi-object 1 which is closest to the second object.
448 * If it's not a multi-object, it is returned.
449 */
450object *
451get_nearest_part (object *op, const object *pl)
452{ 507{
453 object *tmp, *closest; 508 return dump_object (this);
454 int last_dist, i;
455
456 if (!op->more)
457 return op;
458
459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
462 if ((i = distance (tmp, pl)) < last_dist)
463 closest = tmp, last_dist = i;
464
465 return closest;
466} 509}
467 510
468/* 511/*
469 * 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.
470 * VERRRY slow. 513 * VERRRY slow.
486 */ 529 */
487object * 530object *
488find_object_name (const char *str) 531find_object_name (const char *str)
489{ 532{
490 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
491 object *op;
492 534
535 if (str_)
493 for_all_objects (op) 536 for_all_objects (op)
494 if (op->name == str_) 537 if (op->name == str_)
495 break; 538 return op;
496 539
497 return op; 540 return 0;
498} 541}
499 542
500/* 543/*
501 * 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
502 * skill and experience objects. 545 * skill and experience objects.
564 update_stats (); 607 update_stats ();
565 608
566 new_draw_info_format (NDI_UNIQUE, 0, this, 609 new_draw_info_format (NDI_UNIQUE, 0, this,
567 "You try to balance all your items at once, " 610 "You try to balance all your items at once, "
568 "but the %s is just too much for your body. " 611 "but the %s is just too much for your body. "
569 "[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);
570 return false; 614 return false;
571 } 615 }
572 616
573 //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);
574 } 618 }
600 } 644 }
601 645
602 op->key_values = 0; 646 op->key_values = 0;
603} 647}
604 648
605object & 649/*
606object::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)
607{ 659{
608 bool is_freed = flag [FLAG_FREED]; 660 dst->remove ();
609 bool is_removed = flag [FLAG_REMOVED];
610
611 *(object_copy *)this = src; 661 *(object_copy *)dst = *this;
612
613 flag [FLAG_FREED] = is_freed;
614 flag [FLAG_REMOVED] = is_removed; 662 dst->flag [FLAG_REMOVED] = true;
615 663
616 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
617 if (src.key_values) 665 if (key_values)
618 { 666 {
619 key_value *tail = 0; 667 key_value *tail = 0;
620 key_values = 0; 668 dst->key_values = 0;
621 669
622 for (key_value *i = src.key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
623 { 671 {
624 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
625 673
626 new_link->next = 0; 674 new_link->next = 0;
627 new_link->key = i->key; 675 new_link->key = i->key;
628 new_link->value = i->value; 676 new_link->value = i->value;
629 677
630 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
631 if (!key_values) 679 if (!dst->key_values)
632 { 680 {
633 key_values = new_link; 681 dst->key_values = new_link;
634 tail = new_link; 682 tail = new_link;
635 } 683 }
636 else 684 else
637 { 685 {
638 tail->next = new_link; 686 tail->next = new_link;
639 tail = new_link; 687 tail = new_link;
640 } 688 }
641 } 689 }
642 } 690 }
643}
644
645/*
646 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second
648 * object, allocating what needs to be allocated. Basically, any
649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
650 * if the first object is freed, the pointers in the new object
651 * will point at garbage.
652 */
653void
654object::copy_to (object *dst)
655{
656 *dst = *this;
657 691
658 if (speed < 0) 692 if (speed < 0)
659 dst->speed_left -= rndm (); 693 dst->speed_left -= rndm ();
660 694
661 dst->set_speed (dst->speed); 695 dst->activate ();
662} 696}
663 697
664void 698void
665object::instantiate () 699object::instantiate ()
666{ 700{
683object * 717object *
684object::clone () 718object::clone ()
685{ 719{
686 object *neu = create (); 720 object *neu = create ();
687 copy_to (neu); 721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
688 return neu; 723 return neu;
689} 724}
690 725
691/* 726/*
692 * 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
709 * 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.
710 */ 745 */
711void 746void
712object::set_speed (float speed) 747object::set_speed (float speed)
713{ 748{
714 if (flag [FLAG_FREED] && speed)
715 {
716 LOG (llevError, "Object %s is freed but has speed.\n", &name);
717 speed = 0;
718 }
719
720 this->speed = speed; 749 this->speed = speed;
721 750
722 if (has_active_speed ()) 751 if (has_active_speed ())
723 activate (); 752 activate ();
724 else 753 else
743 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
744 */ 773 */
745void 774void
746update_object (object *op, int action) 775update_object (object *op, int action)
747{ 776{
748 if (op == NULL) 777 if (!op)
749 { 778 {
750 /* this should never happen */ 779 /* this should never happen */
751 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
752 return; 781 return;
753 } 782 }
754 783
755 if (op->env) 784 if (!op->is_on_map ())
756 { 785 {
757 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
758 * to do in this case. 787 * to do in this case.
759 */ 788 */
760 return; 789 return;
761 } 790 }
762
763 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways.
765 */
766 if (!op->map || op->map->in_memory == MAP_SAVING)
767 return;
768 791
769 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
770 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)
771 { 794 {
772 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
780 803
781 if (!(m.flags_ & P_UPTODATE)) 804 if (!(m.flags_ & P_UPTODATE))
782 /* nop */; 805 /* nop */;
783 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
784 { 807 {
808#if 0
785 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
786 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
788 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
789 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
790 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
793 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
794 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
795 /* 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
796 * to have move_allow right now. 820 * have move_allow right now.
797 */ 821 */
798 || ((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
799 || 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)
800 m.flags_ = 0; 826 m.invalidate ();
827#endif
801 } 828 }
802 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
803 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
804 * that is being removed. 831 * that is being removed.
805 */ 832 */
806 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
807 m.flags_ = 0; 834 m.invalidate ();
808 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
809 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
810 else 837 else
811 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
812 839
816 843
817object::object () 844object::object ()
818{ 845{
819 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
820 847
821 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
822 face = blank_face; 849 face = blank_face;
850 material = MATERIAL_NULL;
823} 851}
824 852
825object::~object () 853object::~object ()
826{ 854{
827 unlink (); 855 unlink ();
856 /* If already on active list, don't do anything */ 884 /* If already on active list, don't do anything */
857 if (active) 885 if (active)
858 return; 886 return;
859 887
860 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
861 actives.insert (this); 893 actives.insert (this);
894 }
862} 895}
863 896
864void 897void
865object::activate_recursive () 898object::activate_recursive ()
866{ 899{
915object::destroy_inv (bool drop_to_ground) 948object::destroy_inv (bool drop_to_ground)
916{ 949{
917 // need to check first, because the checks below might segfault 950 // need to check first, because the checks below might segfault
918 // as we might be on an invalid mapspace and crossfire code 951 // as we might be on an invalid mapspace and crossfire code
919 // is too buggy to ensure that the inventory is empty. 952 // is too buggy to ensure that the inventory is empty.
920 // corollary: if you create arrows etc. with stuff in tis inventory, 953 // corollary: if you create arrows etc. with stuff in its inventory,
921 // cf will crash below with off-map x and y 954 // cf will crash below with off-map x and y
922 if (!inv) 955 if (!inv)
923 return; 956 return;
924 957
925 /* Only if the space blocks everything do we not process - 958 /* Only if the space blocks everything do we not process -
927 * drop on that space. 960 * drop on that space.
928 */ 961 */
929 if (!drop_to_ground 962 if (!drop_to_ground
930 || !map 963 || !map
931 || map->in_memory != MAP_ACTIVE 964 || map->in_memory != MAP_ACTIVE
932 || map->nodrop 965 || map->no_drop
933 || ms ().move_block == MOVE_ALL) 966 || ms ().move_block == MOVE_ALL)
934 { 967 {
935 while (inv) 968 while (inv)
936 {
937 inv->destroy_inv (drop_to_ground);
938 inv->destroy (); 969 inv->destroy ();
939 }
940 } 970 }
941 else 971 else
942 { /* Put objects in inventory onto this space */ 972 { /* Put objects in inventory onto this space */
943 while (inv) 973 while (inv)
944 { 974 {
962 object *op = new object; 992 object *op = new object;
963 op->link (); 993 op->link ();
964 return op; 994 return op;
965} 995}
966 996
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
967void 1018void
968object::do_destroy () 1019object::do_destroy ()
969{ 1020{
970 if (flag [FLAG_IS_LINKED]) 1021 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this); 1022 remove_link ();
972 1023
973 if (flag [FLAG_FRIENDLY]) 1024 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this); 1025 remove_friendly_object (this);
975 1026
976 remove (); 1027 remove ();
977 1028
978 attachable::do_destroy (); 1029 attachable::do_destroy ();
979 1030
980 destroy_inv (true);
981
982 deactivate (); 1031 deactivate ();
983 unlink (); 1032 unlink ();
984 1033
985 flag [FLAG_FREED] = 1; 1034 flag [FLAG_FREED] = 1;
986 1035
987 // hack to ensure that freed objects still have a valid map 1036 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 1037 map = &freed_map;
1006 x = 1; 1038 x = 1;
1007 y = 1; 1039 y = 1;
1008 }
1009 1040
1010 if (more) 1041 if (more)
1011 { 1042 {
1012 more->destroy (); 1043 more->destroy ();
1013 more = 0; 1044 more = 0;
1021 attacked_by = 0; 1052 attacked_by = 0;
1022 current_weapon = 0; 1053 current_weapon = 0;
1023} 1054}
1024 1055
1025void 1056void
1026object::destroy (bool destroy_inventory) 1057object::destroy ()
1027{ 1058{
1028 if (destroyed ()) 1059 if (destroyed ())
1029 return; 1060 return;
1030 1061
1031 if (destroy_inventory) 1062 if (!is_head () && !head->destroyed ())
1063 {
1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1065 head->destroy ();
1066 return;
1067 }
1068
1032 destroy_inv (false); 1069 destroy_inv (false);
1033 1070
1034 if (is_head ()) 1071 if (is_head ())
1035 if (sound_destroy) 1072 if (sound_destroy)
1036 play_sound (sound_destroy); 1073 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER]) 1074 else if (flag [FLAG_MONSTER])
1048 * the previous environment. 1085 * the previous environment.
1049 */ 1086 */
1050void 1087void
1051object::do_remove () 1088object::do_remove ()
1052{ 1089{
1053 object *tmp, *last = 0;
1054 object *otmp;
1055
1056 if (flag [FLAG_REMOVED]) 1090 if (flag [FLAG_REMOVED])
1057 return; 1091 return;
1058 1092
1059 INVOKE_OBJECT (REMOVE, this); 1093 INVOKE_OBJECT (REMOVE, this);
1060
1061 if (object *pl = visible_to ())
1062 esrv_del_item (pl->contr, count);
1063 1094
1064 flag [FLAG_REMOVED] = true; 1095 flag [FLAG_REMOVED] = true;
1065 1096
1066 if (more) 1097 if (more)
1067 more->remove (); 1098 more->remove ();
1070 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
1071 * inventory. 1102 * inventory.
1072 */ 1103 */
1073 if (env) 1104 if (env)
1074 { 1105 {
1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1107 if (object *pl = visible_to ())
1108 esrv_del_item (pl->contr, count);
1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1110
1075 adjust_weight (env, -total_weight ()); 1111 adjust_weight (env, -total_weight ());
1076 1112
1077 *(above ? &above->below : &env->inv) = below; 1113 object *pl = in_player ();
1078
1079 if (below)
1080 below->above = above;
1081 1114
1082 /* we set up values so that it could be inserted into 1115 /* we set up values so that it could be inserted into
1083 * 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
1084 * to the caller to decide what we want to do. 1117 * to the caller to decide what we want to do.
1085 */ 1118 */
1086 map = env->map; 1119 map = env->map;
1087 x = env->x; 1120 x = env->x;
1088 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
1089 above = 0; 1127 above = 0;
1090 below = 0; 1128 below = 0;
1091 env = 0; 1129 env = 0;
1092 1130
1093 /* NO_FIX_PLAYER is set when a great many changes are being 1131 if (pl && pl->is_player ())
1094 * made to players inventory. If set, avoiding the call
1095 * to save cpu time.
1096 */ 1132 {
1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1133 pl->contr->queue_stats_update ();
1098 otmp->update_stats (); 1134
1135 if (glow_radius && pl->is_on_map ())
1136 update_all_los (pl->map, pl->x, pl->y);
1137 }
1099 } 1138 }
1100 else if (map) 1139 else if (map)
1101 { 1140 {
1102 if (type == PLAYER)
1103 {
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113
1114 map->dirty = true; 1141 map->dirty = true;
1115 mapspace &ms = this->ms (); 1142 mapspace &ms = this->ms ();
1116 1143
1144 if (object *pl = ms.player ())
1145 {
1146 if (is_player ())
1147 {
1148 if (!flag [FLAG_WIZPASS])
1149 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1150
1151 // leaving a spot always closes any open container on the ground
1152 if (container && !container->env)
1153 // this causes spurious floorbox updates, but it ensures
1154 // that the CLOSE event is being sent.
1155 close_container ();
1156
1157 --map->players;
1158 map->touch ();
1159 }
1160 else if (pl->container_ () == this)
1161 {
1162 // removing a container should close it
1163 close_container ();
1164 }
1165
1166 esrv_del_item (pl->contr, count);
1167 }
1168
1117 /* link the object above us */ 1169 /* link the object above us */
1118 if (above) 1170 // re-link, make sure compiler can easily use cmove
1119 above->below = below; 1171 *(above ? &above->below : &ms.top) = below;
1120 else 1172 *(below ? &below->above : &ms.bot) = above;
1121 ms.top = below; /* we were top, set new top */
1122
1123 /* Relink the object below us, if there is one */
1124 if (below)
1125 below->above = above;
1126 else
1127 {
1128 /* Nothing below, which means we need to relink map object for this space
1129 * use translated coordinates in case some oddness with map tiling is
1130 * evident
1131 */
1132 if (GET_MAP_OB (map, x, y) != this)
1133 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 ());
1134
1135 ms.bot = above; /* goes on above it. */
1136 }
1137 1173
1138 above = 0; 1174 above = 0;
1139 below = 0; 1175 below = 0;
1140 1176
1177 ms.invalidate ();
1178
1141 if (map->in_memory == MAP_SAVING) 1179 if (map->in_memory == MAP_SAVING)
1142 return; 1180 return;
1143 1181
1144 int check_walk_off = !flag [FLAG_NO_APPLY]; 1182 int check_walk_off = !flag [FLAG_NO_APPLY];
1145 1183
1146 if (object *pl = ms.player ()) 1184 if (object *pl = ms.player ())
1147 { 1185 {
1148 if (pl->container == this) 1186 if (pl->container_ () == this)
1149 /* If a container that the player is currently using somehow gets 1187 /* If a container that the player is currently using somehow gets
1150 * removed (most likely destroyed), update the player view 1188 * removed (most likely destroyed), update the player view
1151 * appropriately. 1189 * appropriately.
1152 */ 1190 */
1153 pl->close_container (); 1191 pl->close_container ();
1154 1192
1193 //TODO: the floorbox prev/next might need updating
1194 //esrv_del_item (pl->contr, count);
1195 //TODO: update floorbox to preserve ordering
1196 if (pl->contr->ns)
1155 pl->contr->ns->floorbox_update (); 1197 pl->contr->ns->floorbox_update ();
1156 } 1198 }
1157 1199
1200 if (check_walk_off)
1158 for (tmp = ms.bot; tmp; tmp = tmp->above) 1201 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1159 { 1202 {
1203 above = tmp->above;
1204
1160 /* No point updating the players look faces if he is the object 1205 /* No point updating the players look faces if he is the object
1161 * being removed. 1206 * being removed.
1162 */ 1207 */
1163 1208
1164 /* See if object moving off should effect something */ 1209 /* See if object moving off should effect something */
1165 if (check_walk_off
1166 && ((move_type & tmp->move_off) 1210 if ((move_type & tmp->move_off)
1167 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1211 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1168 {
1169 move_apply (tmp, this, 0); 1212 move_apply (tmp, this, 0);
1170
1171 if (destroyed ())
1172 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1173 } 1213 }
1174 1214
1175 last = tmp; 1215 if (affects_los ())
1176 }
1177
1178 /* last == NULL if there are no objects on this space */
1179 //TODO: this makes little sense, why only update the topmost object?
1180 if (!last)
1181 map->at (x, y).flags_ = 0;
1182 else
1183 update_object (last, UP_OBJ_REMOVE);
1184
1185 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1186 update_all_los (map, x, y); 1216 update_all_los (map, x, y);
1187 } 1217 }
1188} 1218}
1189 1219
1190/* 1220/*
1214 esrv_update_item (UPD_NROF, pl, top); 1244 esrv_update_item (UPD_NROF, pl, top);
1215 1245
1216 op->weight = 0; // cancel the addition above 1246 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already 1247 op->carrying = 0; // must be 0 already
1218 1248
1219 op->destroy (1); 1249 op->destroy ();
1220 1250
1221 return top; 1251 return top;
1222 } 1252 }
1223 1253
1224 return 0; 1254 return 0;
1252 * job preparing multi-part monsters. 1282 * job preparing multi-part monsters.
1253 */ 1283 */
1254object * 1284object *
1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1285insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1256{ 1286{
1287 op->remove ();
1288
1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1289 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1258 { 1290 {
1259 tmp->x = x + tmp->arch->x; 1291 tmp->x = x + tmp->arch->x;
1260 tmp->y = y + tmp->arch->y; 1292 tmp->y = y + tmp->arch->y;
1261 } 1293 }
1284 * just 'op' otherwise 1316 * just 'op' otherwise
1285 */ 1317 */
1286object * 1318object *
1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1319insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288{ 1320{
1289 assert (!op->flag [FLAG_FREED]);
1290
1291 object *top, *floor = NULL;
1292
1293 op->remove (); 1321 op->remove ();
1322
1323 if (m == &freed_map)//D TODO: remove soon
1324 {//D
1325 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1326 }//D
1294 1327
1295 /* Ideally, the caller figures this out. However, it complicates a lot 1328 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * of areas of callers (eg, anything that uses find_free_spot would now 1329 * of areas of callers (eg, anything that uses find_free_spot would now
1297 * need extra work 1330 * need extra work
1298 */ 1331 */
1332 maptile *newmap = m;
1299 if (!xy_normalise (m, op->x, op->y)) 1333 if (!xy_normalise (newmap, op->x, op->y))
1300 { 1334 {
1301 op->destroy (); 1335 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1302 return 0; 1336 return 0;
1303 } 1337 }
1304 1338
1305 if (object *more = op->more) 1339 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag)) 1340 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0; 1341 return 0;
1308 1342
1309 CLEAR_FLAG (op, FLAG_REMOVED); 1343 op->flag [FLAG_REMOVED] = false;
1310 1344 op->env = 0;
1311 op->map = m; 1345 op->map = newmap;
1346
1312 mapspace &ms = op->ms (); 1347 mapspace &ms = op->ms ();
1313 1348
1314 /* this has to be done after we translate the coordinates. 1349 /* this has to be done after we translate the coordinates.
1315 */ 1350 */
1316 if (op->nrof && !(flag & INS_NO_MERGE)) 1351 if (op->nrof && !(flag & INS_NO_MERGE))
1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1352 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1318 if (object::can_merge (op, tmp)) 1353 if (object::can_merge (op, tmp))
1319 { 1354 {
1355 // TODO: we actually want to update tmp, not op,
1356 // but some caller surely breaks when we return tmp
1357 // from here :/
1320 op->nrof += tmp->nrof; 1358 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1359 tmp->destroy ();
1322 } 1360 }
1323 1361
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1362 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1363 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1364
1333 { 1371 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1372 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1373 abort ();
1336 } 1374 }
1337 1375
1376 if (!originator->is_on_map ())
1377 {
1378 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1379 op->debug_desc (), originator->debug_desc ());
1380 abort ();
1381 }
1382
1338 op->above = originator; 1383 op->above = originator;
1339 op->below = originator->below; 1384 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1385 originator->below = op;
1386
1387 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1388 }
1349 else 1389 else
1350 { 1390 {
1351 top = ms.bot; 1391 object *floor = 0;
1392 object *top = ms.top;
1352 1393
1353 /* If there are other objects, then */ 1394 /* If there are other objects, then */
1354 if (top) 1395 if (top)
1355 { 1396 {
1356 object *last = 0;
1357
1358 /* 1397 /*
1359 * If there are multiple objects on this space, we do some trickier handling. 1398 * If there are multiple objects on this space, we do some trickier handling.
1360 * We've already dealt with merging if appropriate. 1399 * We've already dealt with merging if appropriate.
1361 * Generally, we want to put the new object on top. But if 1400 * Generally, we want to put the new object on top. But if
1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1365 * once we get to them. This reduces the need to traverse over all of 1404 * once we get to them. This reduces the need to traverse over all of
1366 * them when adding another one - this saves quite a bit of cpu time 1405 * them when adding another one - this saves quite a bit of cpu time
1367 * when lots of spells are cast in one area. Currently, it is presumed 1406 * when lots of spells are cast in one area. Currently, it is presumed
1368 * that flying non pickable objects are spell objects. 1407 * that flying non pickable objects are spell objects.
1369 */ 1408 */
1370 for (top = ms.bot; top; top = top->above) 1409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1371 { 1410 {
1372 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1411 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1373 floor = top; 1412 floor = tmp;
1374 1413
1375 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1414 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1376 { 1415 {
1377 /* We insert above top, so we want this object below this */ 1416 /* We insert above top, so we want this object below this */
1378 top = top->below; 1417 top = tmp->below;
1379 break; 1418 break;
1380 } 1419 }
1381 1420
1382 last = top; 1421 top = tmp;
1383 } 1422 }
1384
1385 /* Don't want top to be NULL, so set it to the last valid object */
1386 top = last;
1387 1423
1388 /* We let update_position deal with figuring out what the space 1424 /* We let update_position deal with figuring out what the space
1389 * looks like instead of lots of conditions here. 1425 * looks like instead of lots of conditions here.
1390 * makes things faster, and effectively the same result. 1426 * makes things faster, and effectively the same result.
1391 */ 1427 */
1398 */ 1434 */
1399 if (!(flag & INS_ON_TOP) 1435 if (!(flag & INS_ON_TOP)
1400 && ms.flags () & P_BLOCKSVIEW 1436 && ms.flags () & P_BLOCKSVIEW
1401 && (op->face && !faces [op->face].visibility)) 1437 && (op->face && !faces [op->face].visibility))
1402 { 1438 {
1439 object *last;
1440
1403 for (last = top; last != floor; last = last->below) 1441 for (last = top; last != floor; last = last->below)
1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1405 break; 1443 break;
1406 1444
1407 /* Check to see if we found the object that blocks view, 1445 /* Check to see if we found the object that blocks view,
1415 } /* If objects on this space */ 1453 } /* If objects on this space */
1416 1454
1417 if (flag & INS_ABOVE_FLOOR_ONLY) 1455 if (flag & INS_ABOVE_FLOOR_ONLY)
1418 top = floor; 1456 top = floor;
1419 1457
1420 /* Top is the object that our object (op) is going to get inserted above. 1458 // insert object above top, or bottom-most if top = 0
1421 */
1422
1423 /* First object on this space */
1424 if (!top) 1459 if (!top)
1425 { 1460 {
1461 op->below = 0;
1426 op->above = ms.bot; 1462 op->above = ms.bot;
1427
1428 if (op->above)
1429 op->above->below = op;
1430
1431 op->below = 0;
1432 ms.bot = op; 1463 ms.bot = op;
1464
1465 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1466 }
1434 else 1467 else
1435 { /* get inserted into the stack above top */ 1468 {
1436 op->above = top->above; 1469 op->above = top->above;
1437
1438 if (op->above)
1439 op->above->below = op; 1470 top->above = op;
1440 1471
1441 op->below = top; 1472 op->below = top;
1442 top->above = op; 1473 *(op->above ? &op->above->below : &ms.top) = op;
1443 } 1474 }
1475 }
1444 1476
1445 if (!op->above) 1477 if (op->is_player ())
1446 ms.top = op;
1447 } /* else not INS_BELOW_ORIGINATOR */
1448
1449 if (op->type == PLAYER)
1450 { 1478 {
1451 op->contr->do_los = 1; 1479 op->contr->do_los = 1;
1452 ++op->map->players; 1480 ++op->map->players;
1453 op->map->touch (); 1481 op->map->touch ();
1454 } 1482 }
1455 1483
1456 op->map->dirty = true; 1484 op->map->dirty = true;
1457 1485
1458 if (object *pl = ms.player ()) 1486 if (object *pl = ms.player ())
1487 //TODO: the floorbox prev/next might need updating
1488 //esrv_send_item (pl, op);
1489 //TODO: update floorbox to preserve ordering
1490 if (pl->contr->ns)
1459 pl->contr->ns->floorbox_update (); 1491 pl->contr->ns->floorbox_update ();
1460 1492
1461 /* If this object glows, it may affect lighting conditions that are 1493 /* If this object glows, it may affect lighting conditions that are
1462 * visible to others on this map. But update_all_los is really 1494 * visible to others on this map. But update_all_los is really
1463 * an inefficient way to do this, as it means los for all players 1495 * an inefficient way to do this, as it means los for all players
1464 * on the map will get recalculated. The players could very well 1496 * on the map will get recalculated. The players could very well
1465 * be far away from this change and not affected in any way - 1497 * be far away from this change and not affected in any way -
1466 * this should get redone to only look for players within range, 1498 * this should get redone to only look for players within range,
1467 * or just updating the P_UPTODATE for spaces within this area 1499 * or just updating the P_UPTODATE for spaces within this area
1468 * of effect may be sufficient. 1500 * of effect may be sufficient.
1469 */ 1501 */
1470 if (op->map->darkness && (op->glow_radius != 0)) 1502 if (op->affects_los ())
1503 {
1504 op->ms ().invalidate ();
1471 update_all_los (op->map, op->x, op->y); 1505 update_all_los (op->map, op->x, op->y);
1506 }
1472 1507
1473 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1508 /* updates flags (blocked, alive, no magic, etc) for this map space */
1474 update_object (op, UP_OBJ_INSERT); 1509 update_object (op, UP_OBJ_INSERT);
1475 1510
1476 INVOKE_OBJECT (INSERT, op); 1511 INVOKE_OBJECT (INSERT, op);
1483 * blocked() and wall() work properly), and these flags are updated by 1518 * blocked() and wall() work properly), and these flags are updated by
1484 * update_object(). 1519 * update_object().
1485 */ 1520 */
1486 1521
1487 /* if this is not the head or flag has been passed, don't check walk on status */ 1522 /* if this is not the head or flag has been passed, don't check walk on status */
1488 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1523 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1489 { 1524 {
1490 if (check_move_on (op, originator)) 1525 if (check_move_on (op, originator))
1491 return 0; 1526 return 0;
1492 1527
1493 /* If we are a multi part object, lets work our way through the check 1528 /* If we are a multi part object, lets work our way through the check
1504/* this function inserts an object in the map, but if it 1539/* this function inserts an object in the map, but if it
1505 * finds an object of its own type, it'll remove that one first. 1540 * finds an object of its own type, it'll remove that one first.
1506 * op is the object to insert it under: supplies x and the map. 1541 * op is the object to insert it under: supplies x and the map.
1507 */ 1542 */
1508void 1543void
1509replace_insert_ob_in_map (const char *arch_string, object *op) 1544replace_insert_ob_in_map (shstr_tmp archname, object *op)
1510{ 1545{
1511 /* first search for itself and remove any old instances */ 1546 /* first search for itself and remove any old instances */
1512 1547
1513 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1548 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1514 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1549 if (tmp->arch->archname == archname) /* same archetype */
1515 tmp->destroy (1); 1550 tmp->destroy ();
1516 1551
1517 object *tmp = arch_to_object (archetype::find (arch_string)); 1552 object *tmp = arch_to_object (archetype::find (archname));
1518 1553
1519 tmp->x = op->x; 1554 tmp->x = op->x;
1520 tmp->y = op->y; 1555 tmp->y = op->y;
1521 1556
1522 insert_ob_in_map (tmp, op->map, op, 0); 1557 insert_ob_in_map (tmp, op->map, op, 0);
1527{ 1562{
1528 if (where->env) 1563 if (where->env)
1529 return where->env->insert (this); 1564 return where->env->insert (this);
1530 else 1565 else
1531 return where->map->insert (this, where->x, where->y, originator, flags); 1566 return where->map->insert (this, where->x, where->y, originator, flags);
1567}
1568
1569// check whether we can put this into the map, respect max_volume, max_items
1570bool
1571object::can_drop_at (maptile *m, int x, int y, object *originator)
1572{
1573 mapspace &ms = m->at (x, y);
1574
1575 int items = ms.items ();
1576
1577 if (!items // testing !items ensures we can drop at least one item
1578 || (items < m->max_items
1579 && ms.volume () < m->max_volume))
1580 return true;
1581
1582 if (originator && originator->is_player ())
1583 originator->contr->failmsg (format (
1584 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1585 query_name ()
1586 ));
1587
1588 return false;
1532} 1589}
1533 1590
1534/* 1591/*
1535 * decrease(object, number) decreases a specified number from 1592 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1593 * the amount of an object. If the amount reaches 0, the object
1544 if (!nr) 1601 if (!nr)
1545 return true; 1602 return true;
1546 1603
1547 nr = min (nr, nrof); 1604 nr = min (nr, nrof);
1548 1605
1606 if (nrof > nr)
1607 {
1549 nrof -= nr; 1608 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1609 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1610
1555 if (object *pl = visible_to ()) 1611 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1612 esrv_update_item (UPD_NROF, pl, this);
1557 1613
1558 return true; 1614 return true;
1559 } 1615 }
1560 else 1616 else
1561 { 1617 {
1562 destroy (1); 1618 destroy ();
1563 return false; 1619 return false;
1564 } 1620 }
1565} 1621}
1566 1622
1567/* 1623/*
1584 } 1640 }
1585 else 1641 else
1586 { 1642 {
1587 decrease (nr); 1643 decrease (nr);
1588 1644
1589 object *op = object_create_clone (this); 1645 object *op = deep_clone ();
1590 op->nrof = nr; 1646 op->nrof = nr;
1591 return op; 1647 return op;
1592 } 1648 }
1593} 1649}
1594 1650
1644 if (object *pl = tmp->visible_to ()) 1700 if (object *pl = tmp->visible_to ())
1645 esrv_update_item (UPD_NROF, pl, tmp); 1701 esrv_update_item (UPD_NROF, pl, tmp);
1646 1702
1647 adjust_weight (this, op->total_weight ()); 1703 adjust_weight (this, op->total_weight ());
1648 1704
1649 op->destroy (1); 1705 op->destroy ();
1650 op = tmp; 1706 op = tmp;
1651 goto inserted; 1707 goto inserted;
1652 } 1708 }
1653 1709
1654 op->owner = 0; // it's his/hers now. period. 1710 op->owner = 0; // it's his/hers now. period.
1672 1728
1673 adjust_weight (this, op->total_weight ()); 1729 adjust_weight (this, op->total_weight ());
1674 1730
1675inserted: 1731inserted:
1676 /* reset the light list and los of the players on the map */ 1732 /* reset the light list and los of the players on the map */
1677 if (op->glow_radius && map && map->darkness) 1733 if (op->glow_radius && is_on_map ())
1734 {
1735 update_stats ();
1678 update_all_los (map, x, y); 1736 update_all_los (map, x, y);
1679 1737 }
1738 else if (is_player ())
1680 // if this is a player's inventory, update stats 1739 // if this is a player's inventory, update stats
1681 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1740 contr->queue_stats_update ();
1682 update_stats ();
1683 1741
1684 INVOKE_OBJECT (INSERT, this); 1742 INVOKE_OBJECT (INSERT, this);
1685 1743
1686 return op; 1744 return op;
1687} 1745}
1707 * on top. 1765 * on top.
1708 */ 1766 */
1709int 1767int
1710check_move_on (object *op, object *originator) 1768check_move_on (object *op, object *originator)
1711{ 1769{
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0;
1772
1712 object *tmp; 1773 object *tmp;
1713 maptile *m = op->map; 1774 maptile *m = op->map;
1714 int x = op->x, y = op->y; 1775 int x = op->x, y = op->y;
1715 1776
1716 MoveType move_on, move_slow, move_block; 1777 mapspace &ms = m->at (x, y);
1717 1778
1718 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1779 ms.update ();
1719 return 0;
1720 1780
1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1781 MoveType move_on = ms.move_on;
1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1782 MoveType move_slow = ms.move_slow;
1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1783 MoveType move_block = ms.move_block;
1724 1784
1725 /* if nothing on this space will slow op down or be applied, 1785 /* if nothing on this space will slow op down or be applied,
1726 * no need to do checking below. have to make sure move_type 1786 * no need to do checking below. have to make sure move_type
1727 * is set, as lots of objects don't have it set - we treat that 1787 * is set, as lots of objects don't have it set - we treat that
1728 * as walking. 1788 * as walking.
1739 return 0; 1799 return 0;
1740 1800
1741 /* The objects have to be checked from top to bottom. 1801 /* The objects have to be checked from top to bottom.
1742 * Hence, we first go to the top: 1802 * Hence, we first go to the top:
1743 */ 1803 */
1744 1804 for (object *next, *tmp = ms.top; tmp; tmp = next)
1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1746 {
1747 /* Trim the search when we find the first other spell effect
1748 * this helps performance so that if a space has 50 spell objects,
1749 * we don't need to check all of them.
1750 */
1751 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1752 break;
1753 } 1805 {
1806 next = tmp->below;
1754 1807
1755 for (; tmp; tmp = tmp->below)
1756 {
1757 if (tmp == op) 1808 if (tmp == op)
1758 continue; /* Can't apply yourself */ 1809 continue; /* Can't apply yourself */
1759 1810
1760 /* Check to see if one of the movement types should be slowed down. 1811 /* Check to see if one of the movement types should be slowed down.
1761 * Second check makes sure that the movement types not being slowed 1812 * Second check makes sure that the movement types not being slowed
1766 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1817 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1767 { 1818 {
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1819 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1820 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 { 1821 {
1771
1772 float
1773 diff = tmp->move_slow_penalty * fabs (op->speed); 1822 float diff = tmp->move_slow_penalty * fabs (op->speed);
1774 1823
1775 if (op->type == PLAYER) 1824 if (op->is_player ())
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1825 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1826 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0; 1827 diff /= 4.0;
1779 1828
1780 op->speed_left -= diff; 1829 op->speed_left -= diff;
1781 } 1830 }
1782 } 1831 }
1815 LOG (llevError, "Present_arch called outside map.\n"); 1864 LOG (llevError, "Present_arch called outside map.\n");
1816 return NULL; 1865 return NULL;
1817 } 1866 }
1818 1867
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1820 if (tmp->arch == at) 1869 if (tmp->arch->archname == at->archname)
1821 return tmp; 1870 return tmp;
1822 1871
1823 return NULL; 1872 return NULL;
1824} 1873}
1825 1874
1889 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
1890 */ 1939 */
1891object * 1940object *
1892present_arch_in_ob (const archetype *at, const object *op) 1941present_arch_in_ob (const archetype *at, const object *op)
1893{ 1942{
1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1895 if (tmp->arch == at) 1944 if (tmp->arch->archname == at->archname)
1896 return tmp; 1945 return tmp;
1897 1946
1898 return NULL; 1947 return NULL;
1899} 1948}
1900 1949
1988 * head of the object should correspond for the entire object. 2037 * head of the object should correspond for the entire object.
1989 */ 2038 */
1990 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2039 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1991 continue; 2040 continue;
1992 2041
1993 if (ob->blocked (m, pos.x, pos.y)) 2042 if (ob->blocked (pos.m, pos.x, pos.y))
1994 continue; 2043 continue;
1995 2044
1996 altern [index++] = i; 2045 altern [index++] = i;
1997 } 2046 }
1998 2047
2066 * there is capable of. 2115 * there is capable of.
2067 */ 2116 */
2068int 2117int
2069find_dir (maptile *m, int x, int y, object *exclude) 2118find_dir (maptile *m, int x, int y, object *exclude)
2070{ 2119{
2071 int i, max = SIZEOFFREE, mflags; 2120 int max = SIZEOFFREE, mflags;
2072
2073 sint16 nx, ny;
2074 object *tmp;
2075 maptile *mp;
2076
2077 MoveType blocked, move_type; 2121 MoveType move_type;
2078 2122
2079 if (exclude && exclude->head_ () != exclude) 2123 if (exclude && exclude->head_ () != exclude)
2080 { 2124 {
2081 exclude = exclude->head; 2125 exclude = exclude->head;
2082 move_type = exclude->move_type; 2126 move_type = exclude->move_type;
2085 { 2129 {
2086 /* If we don't have anything, presume it can use all movement types. */ 2130 /* If we don't have anything, presume it can use all movement types. */
2087 move_type = MOVE_ALL; 2131 move_type = MOVE_ALL;
2088 } 2132 }
2089 2133
2090 for (i = 1; i < max; i++) 2134 for (int i = 1; i < max; i++)
2091 { 2135 {
2092 mp = m; 2136 mapxy pos (m, x, y);
2093 nx = x + freearr_x[i]; 2137 pos.move (i);
2094 ny = y + freearr_y[i];
2095 2138
2096 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2139 if (!pos.normalise ())
2097
2098 if (mflags & P_OUT_OF_MAP)
2099 max = maxfree[i]; 2140 max = maxfree[i];
2100 else 2141 else
2101 { 2142 {
2102 mapspace &ms = mp->at (nx, ny); 2143 mapspace &ms = *pos;
2103 2144
2104 blocked = ms.move_block;
2105
2106 if ((move_type & blocked) == move_type) 2145 if ((move_type & ms.move_block) == move_type)
2107 max = maxfree[i]; 2146 max = maxfree [i];
2108 else if (mflags & P_IS_ALIVE) 2147 else if (ms.flags () & P_IS_ALIVE)
2109 { 2148 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2149 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2112 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break;
2114
2115 if (tmp)
2116 return freedir[i]; 2152 return freedir [i];
2117 } 2153 }
2118 } 2154 }
2119 } 2155 }
2120 2156
2121 return 0; 2157 return 0;
2196 * This basically means that if direction is 15, then it could either go 2232 * This basically means that if direction is 15, then it could either go
2197 * direction 4, 14, or 16 to get back to where we are. 2233 * direction 4, 14, or 16 to get back to where we are.
2198 * Moved from spell_util.c to object.c with the other related direction 2234 * Moved from spell_util.c to object.c with the other related direction
2199 * functions. 2235 * functions.
2200 */ 2236 */
2201int reduction_dir[SIZEOFFREE][3] = { 2237static const int reduction_dir[SIZEOFFREE][3] = {
2202 {0, 0, 0}, /* 0 */ 2238 {0, 0, 0}, /* 0 */
2203 {0, 0, 0}, /* 1 */ 2239 {0, 0, 0}, /* 1 */
2204 {0, 0, 0}, /* 2 */ 2240 {0, 0, 0}, /* 2 */
2205 {0, 0, 0}, /* 3 */ 2241 {0, 0, 0}, /* 3 */
2206 {0, 0, 0}, /* 4 */ 2242 {0, 0, 0}, /* 4 */
2302int 2338int
2303can_pick (const object *who, const object *item) 2339can_pick (const object *who, const object *item)
2304{ 2340{
2305 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2306 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2307 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2343 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2308} 2344}
2309 2345
2310/* 2346/*
2311 * create clone from object to another 2347 * create clone from object to another
2312 */ 2348 */
2313object * 2349object *
2314object_create_clone (object *asrc) 2350object::deep_clone ()
2315{ 2351{
2316 object *dst = 0, *tmp, *src, *prev, *item; 2352 assert (("deep_clone called on non-head object", is_head ()));
2317 2353
2318 if (!asrc) 2354 object *dst = clone ();
2319 return 0;
2320 2355
2321 src = asrc->head_ (); 2356 object *prev = dst;
2322
2323 prev = 0;
2324 for (object *part = src; part; part = part->more) 2357 for (object *part = this->more; part; part = part->more)
2325 { 2358 {
2326 tmp = part->clone (); 2359 object *tmp = part->clone ();
2327 tmp->x -= src->x;
2328 tmp->y -= src->y;
2329
2330 if (!part->head)
2331 {
2332 dst = tmp;
2333 tmp->head = 0;
2334 }
2335 else
2336 tmp->head = dst; 2360 tmp->head = dst;
2337
2338 tmp->more = 0;
2339
2340 if (prev)
2341 prev->more = tmp; 2361 prev->more = tmp;
2342
2343 prev = tmp; 2362 prev = tmp;
2344 } 2363 }
2345 2364
2346 for (item = src->inv; item; item = item->below) 2365 for (object *item = inv; item; item = item->below)
2347 insert_ob_in_ob (object_create_clone (item), dst); 2366 insert_ob_in_ob (item->deep_clone (), dst);
2348 2367
2349 return dst; 2368 return dst;
2350} 2369}
2351 2370
2352/* This returns the first object in who's inventory that 2371/* This returns the first object in who's inventory that
2361 return tmp; 2380 return tmp;
2362 2381
2363 return 0; 2382 return 0;
2364} 2383}
2365 2384
2366/* If ob has a field named key, return the link from the list, 2385shstr_tmp
2367 * otherwise return NULL. 2386object::kv_get (shstr_tmp key) const
2368 *
2369 * key must be a passed in shared string - otherwise, this won't
2370 * do the desired thing.
2371 */
2372key_value *
2373get_ob_key_link (const object *ob, const char *key)
2374{ 2387{
2375 for (key_value *link = ob->key_values; link; link = link->next) 2388 for (key_value *kv = key_values; kv; kv = kv->next)
2376 if (link->key == key) 2389 if (kv->key == key)
2377 return link;
2378
2379 return 0;
2380}
2381
2382/*
2383 * Returns the value of op has an extra_field for key, or NULL.
2384 *
2385 * The argument doesn't need to be a shared string.
2386 *
2387 * The returned string is shared.
2388 */
2389const char *
2390get_ob_key_value (const object *op, const char *const key)
2391{
2392 key_value *link;
2393 shstr_cmp canonical_key (key);
2394
2395 if (!canonical_key)
2396 {
2397 /* 1. There being a field named key on any object
2398 * implies there'd be a shared string to find.
2399 * 2. Since there isn't, no object has this field.
2400 * 3. Therefore, *this* object doesn't have this field.
2401 */
2402 return 0;
2403 }
2404
2405 /* This is copied from get_ob_key_link() above -
2406 * only 4 lines, and saves the function call overhead.
2407 */
2408 for (link = op->key_values; link; link = link->next)
2409 if (link->key == canonical_key)
2410 return link->value; 2390 return kv->value;
2411 2391
2412 return 0; 2392 return shstr ();
2413} 2393}
2414 2394
2415/* 2395void
2416 * Updates the canonical_key in op to value. 2396object::kv_set (shstr_tmp key, shstr_tmp value)
2417 *
2418 * canonical_key is a shared string (value doesn't have to be).
2419 *
2420 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2421 * keys.
2422 *
2423 * Returns TRUE on success.
2424 */
2425int
2426set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2427{ 2397{
2428 key_value *field = NULL, *last = NULL; 2398 for (key_value *kv = key_values; kv; kv = kv->next)
2429 2399 if (kv->key == key)
2430 for (field = op->key_values; field != NULL; field = field->next)
2431 {
2432 if (field->key != canonical_key)
2433 { 2400 {
2434 last = field; 2401 kv->value = value;
2435 continue; 2402 return;
2436 } 2403 }
2437 2404
2438 if (value) 2405 key_value *kv = new key_value;
2439 field->value = value; 2406
2440 else 2407 kv->next = key_values;
2408 kv->key = key;
2409 kv->value = value;
2410
2411 key_values = kv;
2412}
2413
2414void
2415object::kv_del (shstr_tmp key)
2416{
2417 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2418 if ((*kvp)->key == key)
2441 { 2419 {
2442 /* Basically, if the archetype has this key set, 2420 key_value *kv = *kvp;
2443 * we need to store the null value so when we save 2421 *kvp = (*kvp)->next;
2444 * it, we save the empty value so that when we load, 2422 delete kv;
2445 * we get this value back again. 2423 return;
2446 */
2447 if (get_ob_key_link (op->arch, canonical_key))
2448 field->value = 0;
2449 else
2450 {
2451 if (last)
2452 last->next = field->next;
2453 else
2454 op->key_values = field->next;
2455
2456 delete field;
2457 }
2458 } 2424 }
2459 return TRUE;
2460 }
2461 /* IF we get here, key doesn't exist */
2462
2463 /* No field, we'll have to add it. */
2464
2465 if (!add_key)
2466 return FALSE;
2467
2468 /* There isn't any good reason to store a null
2469 * value in the key/value list. If the archetype has
2470 * this key, then we should also have it, so shouldn't
2471 * be here. If user wants to store empty strings,
2472 * should pass in ""
2473 */
2474 if (value == NULL)
2475 return TRUE;
2476
2477 field = new key_value;
2478
2479 field->key = canonical_key;
2480 field->value = value;
2481 /* Usual prepend-addition. */
2482 field->next = op->key_values;
2483 op->key_values = field;
2484
2485 return TRUE;
2486}
2487
2488/*
2489 * Updates the key in op to value.
2490 *
2491 * If add_key is FALSE, this will only update existing keys,
2492 * and not add new ones.
2493 * In general, should be little reason FALSE is ever passed in for add_key
2494 *
2495 * Returns TRUE on success.
2496 */
2497int
2498set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2499{
2500 shstr key_ (key);
2501
2502 return set_ob_key_value_s (op, key_, value, add_key);
2503} 2425}
2504 2426
2505object::depth_iterator::depth_iterator (object *container) 2427object::depth_iterator::depth_iterator (object *container)
2506: iterator_base (container) 2428: iterator_base (container)
2507{ 2429{
2557{ 2479{
2558 char flagdesc[512]; 2480 char flagdesc[512];
2559 char info2[256 * 4]; 2481 char info2[256 * 4];
2560 char *p = info; 2482 char *p = info;
2561 2483
2562 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2484 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2563 count, 2485 count,
2564 uuid.c_str (), 2486 uuid.c_str (),
2565 &name, 2487 &name,
2566 title ? "\",title:\"" : "", 2488 title ? ",title:\"" : "",
2567 title ? (const char *)title : "", 2489 title ? (const char *)title : "",
2490 title ? "\"" : "",
2568 flag_desc (flagdesc, 512), type); 2491 flag_desc (flagdesc, 512), type);
2569 2492
2570 if (!this->flag[FLAG_REMOVED] && env) 2493 if (!flag[FLAG_REMOVED] && env)
2571 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2494 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2572 2495
2573 if (map) 2496 if (map)
2574 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2497 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2575 2498
2590{ 2513{
2591 return map ? map->region (x, y) 2514 return map ? map->region (x, y)
2592 : region::default_region (); 2515 : region::default_region ();
2593} 2516}
2594 2517
2595const materialtype_t *
2596object::dominant_material () const
2597{
2598 if (materialtype_t *mt = name_to_material (materialname))
2599 return mt;
2600
2601 return name_to_material (shstr_unknown);
2602}
2603
2604void 2518void
2605object::open_container (object *new_container) 2519object::open_container (object *new_container)
2606{ 2520{
2607 if (container == new_container) 2521 if (container == new_container)
2608 return; 2522 return;
2609 2523
2610 if (object *old_container = container) 2524 object *old_container = container;
2525
2526 if (old_container)
2611 { 2527 {
2612 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2528 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2613 return; 2529 return;
2614 2530
2615#if 0 2531#if 0
2617 if (object *closer = old_container->inv) 2533 if (object *closer = old_container->inv)
2618 if (closer->type == CLOSE_CON) 2534 if (closer->type == CLOSE_CON)
2619 closer->destroy (); 2535 closer->destroy ();
2620#endif 2536#endif
2621 2537
2538 // make sure the container is available
2539 esrv_send_item (this, old_container);
2540
2622 old_container->flag [FLAG_APPLIED] = 0; 2541 old_container->flag [FLAG_APPLIED] = false;
2623 container = 0; 2542 container = 0;
2624 2543
2544 // client needs item update to make it work, client bug requires this to be separate
2625 esrv_update_item (UPD_FLAGS, this, old_container); 2545 esrv_update_item (UPD_FLAGS, this, old_container);
2546
2626 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2547 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2627 play_sound (sound_find ("chest_close")); 2548 play_sound (sound_find ("chest_close"));
2628 } 2549 }
2629 2550
2630 if (new_container) 2551 if (new_container)
2631 { 2552 {
2641 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2562 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2642 new_container->insert (closer); 2563 new_container->insert (closer);
2643 } 2564 }
2644#endif 2565#endif
2645 2566
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2567 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2647 2568
2569 // make sure the container is available, client bug requires this to be separate
2570 esrv_send_item (this, new_container);
2571
2648 new_container->flag [FLAG_APPLIED] = 1; 2572 new_container->flag [FLAG_APPLIED] = true;
2649 container = new_container; 2573 container = new_container;
2650 2574
2575 // client needs flag change
2651 esrv_update_item (UPD_FLAGS, this, new_container); 2576 esrv_update_item (UPD_FLAGS, this, new_container);
2652 esrv_send_inventory (this, new_container); 2577 esrv_send_inventory (this, new_container);
2653 play_sound (sound_find ("chest_open")); 2578 play_sound (sound_find ("chest_open"));
2654 } 2579 }
2580// else if (!old_container->env && contr && contr->ns)
2581// contr->ns->floorbox_reset ();
2655} 2582}
2656 2583
2657object * 2584object *
2658object::force_find (const shstr name) 2585object::force_find (shstr_tmp name)
2659{ 2586{
2660 /* cycle through his inventory to look for the MARK we want to 2587 /* cycle through his inventory to look for the MARK we want to
2661 * place 2588 * place
2662 */ 2589 */
2663 for (object *tmp = inv; tmp; tmp = tmp->below) 2590 for (object *tmp = inv; tmp; tmp = tmp->below)
2665 return splay (tmp); 2592 return splay (tmp);
2666 2593
2667 return 0; 2594 return 0;
2668} 2595}
2669 2596
2597//-GPL
2598
2670void 2599void
2600object::force_set_timer (int duration)
2601{
2602 this->duration = 1;
2603 this->speed_left = -1.f;
2604
2605 this->set_speed (duration ? 1.f / duration : 0.f);
2606}
2607
2608object *
2671object::force_add (const shstr name, int duration) 2609object::force_add (shstr_tmp name, int duration)
2672{ 2610{
2673 if (object *force = force_find (name)) 2611 if (object *force = force_find (name))
2674 force->destroy (); 2612 force->destroy ();
2675 2613
2676 object *force = get_archetype (FORCE_NAME); 2614 object *force = get_archetype (FORCE_NAME);
2677 2615
2678 force->slaying = name; 2616 force->slaying = name;
2679 force->stats.food = 1; 2617 force->force_set_timer (duration);
2680 force->speed_left = -1.f;
2681
2682 force->set_speed (duration ? 1.f / duration : 0.f);
2683 force->flag [FLAG_IS_USED_UP] = true;
2684 force->flag [FLAG_APPLIED] = true; 2618 force->flag [FLAG_APPLIED] = true;
2685 2619
2686 insert (force); 2620 return insert (force);
2687} 2621}
2688 2622
2689void 2623void
2690object::play_sound (faceidx sound) 2624object::play_sound (faceidx sound) const
2691{ 2625{
2692 if (!sound) 2626 if (!sound)
2693 return; 2627 return;
2694 2628
2695 if (flag [FLAG_REMOVED]) 2629 if (is_on_map ())
2630 map->play_sound (sound, x, y);
2631 else if (object *pl = in_player ())
2632 pl->contr->play_sound (sound);
2633}
2634
2635void
2636object::say_msg (const char *msg) const
2637{
2638 if (is_on_map ())
2639 map->say_msg (msg, x, y);
2640 else if (object *pl = in_player ())
2641 pl->contr->play_sound (sound);
2642}
2643
2644void
2645object::make_noise ()
2646{
2647 // we do not model noise in the map, so instead put
2648 // a temporary light into the noise source
2649 // could use the map instead, but that's less reliable for our
2650 // goal, which is to make invisibility a bit harder to exploit
2651
2652 // currently only works sensibly for players
2653 if (!is_player ())
2696 return; 2654 return;
2697 2655
2698 if (env) 2656 // find old force, or create new one
2699 { 2657 object *force = force_find (shstr_noise_force);
2700 if (object *pl = in_player ()) 2658
2701 pl->contr->play_sound (sound); 2659 if (force)
2702 } 2660 force->speed_left = -1.f; // patch old speed up
2703 else 2661 else
2704 map->play_sound (sound, x, y); 2662 {
2705} 2663 force = archetype::get (shstr_noise_force);
2706 2664
2665 force->slaying = shstr_noise_force;
2666 force->stats.food = 1;
2667 force->speed_left = -1.f;
2668
2669 force->set_speed (1.f / 4.f);
2670 force->flag [FLAG_IS_USED_UP] = true;
2671 force->flag [FLAG_APPLIED] = true;
2672
2673 insert (force);
2674 }
2675}
2676

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