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Comparing deliantra/server/common/object.C (file contents):
Revision 1.222 by root, Wed Apr 30 05:06:36 2008 UTC vs.
Revision 1.307 by root, Sun Nov 29 10:55:18 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
64}; 62};
65 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
69};
70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
69 CALL_BEGIN (2); 74 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 75 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 78 CALL_END;
74} 79}
75 80
76static void 81static void
77read_uuid (void) 82read_uuid ()
78{ 83{
79 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
80 85
81 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
82 87
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}
647 691
648/* 692 dst->activate ();
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
661 if (speed < 0)
662 dst->speed_left -= rndm ();
663
664 dst->set_speed (dst->speed);
665} 693}
666 694
667void 695void
668object::instantiate () 696object::instantiate ()
669{ 697{
670 if (!uuid.seq) // HACK 698 if (!uuid.seq) // HACK
671 uuid = UUID::gen (); 699 uuid = UUID::gen ();
672 700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = -rndm (); // TODO animation
704 else
673 speed_left = -0.1f; 705 speed_left = -speed;
706
674 /* copy the body_info to the body_used - this is only really 707 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything. 708 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting 709 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created 710 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped. 711 * for it, they can be properly equipped.
686object * 719object *
687object::clone () 720object::clone ()
688{ 721{
689 object *neu = create (); 722 object *neu = create ();
690 copy_to (neu); 723 copy_to (neu);
724
725 // TODO: unclean state changes, should not be done in clone AND instantiate
726 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
727 neu->speed_left = -rndm (); // TODO animation
728
729 neu->map = map; // not copied by copy_to
691 return neu; 730 return neu;
692} 731}
693 732
694/* 733/*
695 * If an object with the IS_TURNABLE() flag needs to be turned due 734 * 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. 751 * This function needs to be called whenever the speed of an object changes.
713 */ 752 */
714void 753void
715object::set_speed (float speed) 754object::set_speed (float speed)
716{ 755{
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; 756 this->speed = speed;
724 757
725 if (has_active_speed ()) 758 if (has_active_speed ())
726 activate (); 759 activate ();
727 else 760 else
777 810
778 if (!(m.flags_ & P_UPTODATE)) 811 if (!(m.flags_ & P_UPTODATE))
779 /* nop */; 812 /* nop */;
780 else if (action == UP_OBJ_INSERT) 813 else if (action == UP_OBJ_INSERT)
781 { 814 {
815#if 0
782 // this is likely overkill, TODO: revisit (schmorp) 816 // this is likely overkill, TODO: revisit (schmorp)
783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 817 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 819 || (op->is_player () && !(m.flags_ & P_PLAYER))
786 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
787 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 822 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 || (m.move_on | op->move_on ) != m.move_on 823 || (m.move_on | op->move_on ) != m.move_on
790 || (m.move_off | op->move_off ) != m.move_off 824 || (m.move_off | op->move_off ) != m.move_off
791 || (m.move_slow | op->move_slow) != m.move_slow 825 || (m.move_slow | op->move_slow) != m.move_slow
792 /* This isn't perfect, but I don't expect a lot of objects to 826 /* This isn't perfect, but I don't expect a lot of objects to
793 * to have move_allow right now. 827 * have move_allow right now.
794 */ 828 */
795 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 829 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
830 m.invalidate ();
831#else
796 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 832 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
797 m.flags_ = 0; 833 m.invalidate ();
834#endif
798 } 835 }
799 /* if the object is being removed, we can't make intelligent 836 /* if the object is being removed, we can't make intelligent
800 * decisions, because remove_ob can't really pass the object 837 * decisions, because remove_ob can't really pass the object
801 * that is being removed. 838 * that is being removed.
802 */ 839 */
803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
804 m.flags_ = 0; 841 m.invalidate ();
805 else if (action == UP_OBJ_FACE) 842 else if (action == UP_OBJ_FACE)
806 /* Nothing to do for that case */ ; 843 /* Nothing to do for that case */ ;
807 else 844 else
808 LOG (llevError, "update_object called with invalid action: %d\n", action); 845 LOG (llevError, "update_object called with invalid action: %d\n", action);
809 846
813 850
814object::object () 851object::object ()
815{ 852{
816 SET_FLAG (this, FLAG_REMOVED); 853 SET_FLAG (this, FLAG_REMOVED);
817 854
818 expmul = 1.0; 855 //expmul = 1.0; declared const for the time being
819 face = blank_face; 856 face = blank_face;
857 material = MATERIAL_NULL;
820} 858}
821 859
822object::~object () 860object::~object ()
823{ 861{
824 unlink (); 862 unlink ();
853 /* If already on active list, don't do anything */ 891 /* If already on active list, don't do anything */
854 if (active) 892 if (active)
855 return; 893 return;
856 894
857 if (has_active_speed ()) 895 if (has_active_speed ())
896 {
897 if (flag [FLAG_FREED])
898 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
899
858 actives.insert (this); 900 actives.insert (this);
901 }
859} 902}
860 903
861void 904void
862object::activate_recursive () 905object::activate_recursive ()
863{ 906{
924 * drop on that space. 967 * drop on that space.
925 */ 968 */
926 if (!drop_to_ground 969 if (!drop_to_ground
927 || !map 970 || !map
928 || map->in_memory != MAP_ACTIVE 971 || map->in_memory != MAP_ACTIVE
929 || map->nodrop 972 || map->no_drop
930 || ms ().move_block == MOVE_ALL) 973 || ms ().move_block == MOVE_ALL)
931 { 974 {
932 while (inv) 975 while (inv)
933 {
934 inv->destroy_inv (false);
935 inv->destroy (); 976 inv->destroy ();
936 }
937 } 977 }
938 else 978 else
939 { /* Put objects in inventory onto this space */ 979 { /* Put objects in inventory onto this space */
940 while (inv) 980 while (inv)
941 { 981 {
945 || op->flag [FLAG_NO_DROP] 985 || op->flag [FLAG_NO_DROP]
946 || op->type == RUNE 986 || op->type == RUNE
947 || op->type == TRAP 987 || op->type == TRAP
948 || op->flag [FLAG_IS_A_TEMPLATE] 988 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH]) 989 || op->flag [FLAG_DESTROY_ON_DEATH])
950 op->destroy (true); 990 op->destroy ();
951 else 991 else
952 map->insert (op, x, y); 992 map->insert (op, x, y);
953 } 993 }
954 } 994 }
955} 995}
959 object *op = new object; 999 object *op = new object;
960 op->link (); 1000 op->link ();
961 return op; 1001 return op;
962} 1002}
963 1003
1004static struct freed_map : maptile
1005{
1006 freed_map ()
1007 {
1008 path = "<freed objects map>";
1009 name = "/internal/freed_objects_map";
1010 width = 3;
1011 height = 3;
1012 no_drop = 1;
1013 no_reset = 1;
1014
1015 alloc ();
1016 in_memory = MAP_ACTIVE;
1017 }
1018
1019 ~freed_map ()
1020 {
1021 destroy ();
1022 }
1023} freed_map; // freed objects are moved here to avoid crashes
1024
964void 1025void
965object::do_destroy () 1026object::do_destroy ()
966{ 1027{
967 if (flag [FLAG_IS_LINKED]) 1028 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1029 remove_link ();
969 1030
970 if (flag [FLAG_FRIENDLY]) 1031 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1032 remove_friendly_object (this);
972 1033
973 remove (); 1034 remove ();
978 unlink (); 1039 unlink ();
979 1040
980 flag [FLAG_FREED] = 1; 1041 flag [FLAG_FREED] = 1;
981 1042
982 // hack to ensure that freed objects still have a valid map 1043 // hack to ensure that freed objects still have a valid map
983 {
984 static maptile *freed_map; // freed objects are moved here to avoid crashes
985
986 if (!freed_map)
987 {
988 freed_map = new maptile;
989
990 freed_map->path = "<freed objects map>";
991 freed_map->name = "/internal/freed_objects_map";
992 freed_map->width = 3;
993 freed_map->height = 3;
994 freed_map->nodrop = 1;
995
996 freed_map->alloc ();
997 freed_map->in_memory = MAP_ACTIVE;
998 }
999
1000 map = freed_map; 1044 map = &freed_map;
1001 x = 1; 1045 x = 1;
1002 y = 1; 1046 y = 1;
1003 }
1004 1047
1005 if (more) 1048 if (more)
1006 { 1049 {
1007 more->destroy (); 1050 more->destroy ();
1008 more = 0; 1051 more = 0;
1016 attacked_by = 0; 1059 attacked_by = 0;
1017 current_weapon = 0; 1060 current_weapon = 0;
1018} 1061}
1019 1062
1020void 1063void
1021object::destroy (bool destroy_inventory) 1064object::destroy ()
1022{ 1065{
1023 if (destroyed ()) 1066 if (destroyed ())
1024 return; 1067 return;
1025 1068
1026 if (!is_head () && !head->destroyed ()) 1069 if (!is_head () && !head->destroyed ())
1027 { 1070 {
1028 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1029 head->destroy (destroy_inventory); 1072 head->destroy ();
1073 return;
1030 } 1074 }
1031 1075
1032 destroy_inv (!destroy_inventory); 1076 destroy_inv (false);
1033 1077
1034 if (is_head ()) 1078 if (is_head ())
1035 if (sound_destroy) 1079 if (sound_destroy)
1036 play_sound (sound_destroy); 1080 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER]) 1081 else if (flag [FLAG_MONSTER])
1048 * the previous environment. 1092 * the previous environment.
1049 */ 1093 */
1050void 1094void
1051object::do_remove () 1095object::do_remove ()
1052{ 1096{
1053 object *tmp, *last = 0;
1054 object *otmp;
1055
1056 if (flag [FLAG_REMOVED]) 1097 if (flag [FLAG_REMOVED])
1057 return; 1098 return;
1058 1099
1059 INVOKE_OBJECT (REMOVE, this); 1100 INVOKE_OBJECT (REMOVE, this);
1060 1101
1074 esrv_del_item (pl->contr, count); 1115 esrv_del_item (pl->contr, count);
1075 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1116 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1076 1117
1077 adjust_weight (env, -total_weight ()); 1118 adjust_weight (env, -total_weight ());
1078 1119
1079 *(above ? &above->below : &env->inv) = below; 1120 object *pl = in_player ();
1080
1081 if (below)
1082 below->above = above;
1083 1121
1084 /* we set up values so that it could be inserted into 1122 /* we set up values so that it could be inserted into
1085 * the map, but we don't actually do that - it is up 1123 * the map, but we don't actually do that - it is up
1086 * to the caller to decide what we want to do. 1124 * to the caller to decide what we want to do.
1087 */ 1125 */
1088 map = env->map; 1126 map = env->map;
1089 x = env->x; 1127 x = env->x;
1090 y = env->y; 1128 y = env->y;
1129
1130 // make sure cmov optimisation is applicable
1131 *(above ? &above->below : &env->inv) = below;
1132 *(below ? &below->above : &above ) = above; // &above is just a dummy
1133
1091 above = 0; 1134 above = 0;
1092 below = 0; 1135 below = 0;
1093 env = 0; 1136 env = 0;
1094 1137
1095 /* NO_FIX_PLAYER is set when a great many changes are being 1138 if (pl && pl->is_player ())
1096 * made to players inventory. If set, avoiding the call
1097 * to save cpu time.
1098 */ 1139 {
1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1140 pl->contr->queue_stats_update ();
1100 otmp->update_stats (); 1141
1142 if (glow_radius && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1101 } 1145 }
1102 else if (map) 1146 else if (map)
1103 { 1147 {
1104 map->dirty = true; 1148 map->dirty = true;
1105 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1106 1150
1107 if (object *pl = ms.player ()) 1151 if (object *pl = ms.player ())
1108 { 1152 {
1109 if (type == PLAYER) // this == pl(!) 1153 if (is_player ())
1110 { 1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1111 // leaving a spot always closes any open container on the ground 1158 // leaving a spot always closes any open container on the ground
1112 if (container && !container->env) 1159 if (container && !container->env)
1113 // this causes spurious floorbox updates, but it ensures 1160 // this causes spurious floorbox updates, but it ensures
1114 // that the CLOSE event is being sent. 1161 // that the CLOSE event is being sent.
1115 close_container (); 1162 close_container ();
1116 1163
1117 --map->players; 1164 --map->players;
1118 map->touch (); 1165 map->touch ();
1119 } 1166 }
1120 else if (pl->container == this) 1167 else if (pl->container_ () == this)
1121 { 1168 {
1122 // removing a container should close it 1169 // removing a container should close it
1123 close_container (); 1170 close_container ();
1124 } 1171 }
1125 1172
1126 esrv_del_item (pl->contr, count); 1173 esrv_del_item (pl->contr, count);
1127 } 1174 }
1128 1175
1129 /* link the object above us */ 1176 /* link the object above us */
1130 if (above) 1177 // re-link, make sure compiler can easily use cmove
1131 above->below = below; 1178 *(above ? &above->below : &ms.top) = below;
1132 else 1179 *(below ? &below->above : &ms.bot) = above;
1133 ms.top = below; /* we were top, set new top */
1134
1135 /* Relink the object below us, if there is one */
1136 if (below)
1137 below->above = above;
1138 else
1139 {
1140 /* Nothing below, which means we need to relink map object for this space
1141 * use translated coordinates in case some oddness with map tiling is
1142 * evident
1143 */
1144 if (GET_MAP_OB (map, x, y) != this)
1145 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 ());
1146
1147 ms.bot = above; /* goes on above it. */
1148 }
1149 1180
1150 above = 0; 1181 above = 0;
1151 below = 0; 1182 below = 0;
1152 1183
1184 ms.invalidate ();
1185
1153 if (map->in_memory == MAP_SAVING) 1186 if (map->in_memory == MAP_SAVING)
1154 return; 1187 return;
1155 1188
1156 int check_walk_off = !flag [FLAG_NO_APPLY]; 1189 int check_walk_off = !flag [FLAG_NO_APPLY];
1157 1190
1158 if (object *pl = ms.player ()) 1191 if (object *pl = ms.player ())
1159 { 1192 {
1160 if (pl->container == this) 1193 if (pl->container_ () == this)
1161 /* If a container that the player is currently using somehow gets 1194 /* If a container that the player is currently using somehow gets
1162 * removed (most likely destroyed), update the player view 1195 * removed (most likely destroyed), update the player view
1163 * appropriately. 1196 * appropriately.
1164 */ 1197 */
1165 pl->close_container (); 1198 pl->close_container ();
1166 1199
1167 //TODO: the floorbox prev/next might need updating 1200 //TODO: the floorbox prev/next might need updating
1168 esrv_del_item (pl->contr, count); 1201 //esrv_del_item (pl->contr, count);
1202 //TODO: update floorbox to preserve ordering
1203 if (pl->contr->ns)
1204 pl->contr->ns->floorbox_update ();
1169 } 1205 }
1170 1206
1207 if (check_walk_off)
1171 for (tmp = ms.bot; tmp; tmp = tmp->above) 1208 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1172 { 1209 {
1210 above = tmp->above;
1211
1173 /* No point updating the players look faces if he is the object 1212 /* No point updating the players look faces if he is the object
1174 * being removed. 1213 * being removed.
1175 */ 1214 */
1176 1215
1177 /* See if object moving off should effect something */ 1216 /* See if object moving off should effect something */
1178 if (check_walk_off
1179 && ((move_type & tmp->move_off) 1217 if ((move_type & tmp->move_off)
1180 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1218 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1181 {
1182 move_apply (tmp, this, 0); 1219 move_apply (tmp, this, 0);
1183
1184 if (destroyed ())
1185 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1186 } 1220 }
1187 1221
1188 last = tmp; 1222 if (affects_los ())
1189 }
1190
1191 /* last == NULL if there are no objects on this space */
1192 //TODO: this makes little sense, why only update the topmost object?
1193 if (!last)
1194 map->at (x, y).flags_ = 0;
1195 else
1196 update_object (last, UP_OBJ_REMOVE);
1197
1198 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1199 update_all_los (map, x, y); 1223 update_all_los (map, x, y);
1200 } 1224 }
1201} 1225}
1202 1226
1203/* 1227/*
1227 esrv_update_item (UPD_NROF, pl, top); 1251 esrv_update_item (UPD_NROF, pl, top);
1228 1252
1229 op->weight = 0; // cancel the addition above 1253 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already 1254 op->carrying = 0; // must be 0 already
1231 1255
1232 op->destroy (1); 1256 op->destroy ();
1233 1257
1234 return top; 1258 return top;
1235 } 1259 }
1236 1260
1237 return 0; 1261 return 0;
1265 * job preparing multi-part monsters. 1289 * job preparing multi-part monsters.
1266 */ 1290 */
1267object * 1291object *
1268insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1292insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1269{ 1293{
1294 op->remove ();
1295
1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1296 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1297 {
1272 tmp->x = x + tmp->arch->x; 1298 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->y; 1299 tmp->y = y + tmp->arch->y;
1274 } 1300 }
1297 * just 'op' otherwise 1323 * just 'op' otherwise
1298 */ 1324 */
1299object * 1325object *
1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1326insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1327{
1302 assert (!op->flag [FLAG_FREED]);
1303
1304 op->remove (); 1328 op->remove ();
1329
1330 if (m == &freed_map)//D TODO: remove soon
1331 {//D
1332 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1333 }//D
1305 1334
1306 /* Ideally, the caller figures this out. However, it complicates a lot 1335 /* Ideally, the caller figures this out. However, it complicates a lot
1307 * of areas of callers (eg, anything that uses find_free_spot would now 1336 * of areas of callers (eg, anything that uses find_free_spot would now
1308 * need extra work 1337 * need extra work
1309 */ 1338 */
1339 maptile *newmap = m;
1310 if (!xy_normalise (m, op->x, op->y)) 1340 if (!xy_normalise (newmap, op->x, op->y))
1311 { 1341 {
1312 op->destroy (1); 1342 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1313 return 0; 1343 return 0;
1314 } 1344 }
1315 1345
1316 if (object *more = op->more) 1346 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag)) 1347 if (!insert_ob_in_map (more, m, originator, flag))
1318 return 0; 1348 return 0;
1319 1349
1320 CLEAR_FLAG (op, FLAG_REMOVED); 1350 op->flag [FLAG_REMOVED] = false;
1321 1351 op->env = 0;
1322 op->map = m; 1352 op->map = newmap;
1353
1323 mapspace &ms = op->ms (); 1354 mapspace &ms = op->ms ();
1324 1355
1325 /* this has to be done after we translate the coordinates. 1356 /* this has to be done after we translate the coordinates.
1326 */ 1357 */
1327 if (op->nrof && !(flag & INS_NO_MERGE)) 1358 if (op->nrof && !(flag & INS_NO_MERGE))
1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 if (object::can_merge (op, tmp)) 1360 if (object::can_merge (op, tmp))
1330 { 1361 {
1331 // TODO: we atcually want to update tmp, not op, 1362 // TODO: we actually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp 1363 // but some caller surely breaks when we return tmp
1333 // from here :/ 1364 // from here :/
1334 op->nrof += tmp->nrof; 1365 op->nrof += tmp->nrof;
1335 tmp->destroy (1); 1366 tmp->destroy ();
1336 } 1367 }
1337 1368
1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1369 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1370 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1340 1371
1347 { 1378 {
1348 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1379 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349 abort (); 1380 abort ();
1350 } 1381 }
1351 1382
1383 if (!originator->is_on_map ())
1384 {
1385 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1386 op->debug_desc (), originator->debug_desc ());
1387 abort ();
1388 }
1389
1352 op->above = originator; 1390 op->above = originator;
1353 op->below = originator->below; 1391 op->below = originator->below;
1354
1355 if (op->below)
1356 op->below->above = op;
1357 else
1358 ms.bot = op;
1359
1360 /* since *below* originator, no need to update top */
1361 originator->below = op; 1392 originator->below = op;
1393
1394 *(op->below ? &op->below->above : &ms.bot) = op;
1362 } 1395 }
1363 else 1396 else
1364 { 1397 {
1365 object *top, *floor = NULL; 1398 object *floor = 0;
1366 1399 object *top = ms.top;
1367 top = ms.bot;
1368 1400
1369 /* If there are other objects, then */ 1401 /* If there are other objects, then */
1370 if (top) 1402 if (top)
1371 { 1403 {
1372 object *last = 0;
1373
1374 /* 1404 /*
1375 * If there are multiple objects on this space, we do some trickier handling. 1405 * If there are multiple objects on this space, we do some trickier handling.
1376 * We've already dealt with merging if appropriate. 1406 * We've already dealt with merging if appropriate.
1377 * Generally, we want to put the new object on top. But if 1407 * Generally, we want to put the new object on top. But if
1378 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1408 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1381 * once we get to them. This reduces the need to traverse over all of 1411 * once we get to them. This reduces the need to traverse over all of
1382 * them when adding another one - this saves quite a bit of cpu time 1412 * them when adding another one - this saves quite a bit of cpu time
1383 * when lots of spells are cast in one area. Currently, it is presumed 1413 * when lots of spells are cast in one area. Currently, it is presumed
1384 * that flying non pickable objects are spell objects. 1414 * that flying non pickable objects are spell objects.
1385 */ 1415 */
1386 for (top = ms.bot; top; top = top->above) 1416 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1387 { 1417 {
1388 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1418 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1389 floor = top; 1419 floor = tmp;
1390 1420
1391 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1421 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1392 { 1422 {
1393 /* We insert above top, so we want this object below this */ 1423 /* We insert above top, so we want this object below this */
1394 top = top->below; 1424 top = tmp->below;
1395 break; 1425 break;
1396 } 1426 }
1397 1427
1398 last = top; 1428 top = tmp;
1399 } 1429 }
1400
1401 /* Don't want top to be NULL, so set it to the last valid object */
1402 top = last;
1403 1430
1404 /* We let update_position deal with figuring out what the space 1431 /* We let update_position deal with figuring out what the space
1405 * looks like instead of lots of conditions here. 1432 * looks like instead of lots of conditions here.
1406 * makes things faster, and effectively the same result. 1433 * makes things faster, and effectively the same result.
1407 */ 1434 */
1414 */ 1441 */
1415 if (!(flag & INS_ON_TOP) 1442 if (!(flag & INS_ON_TOP)
1416 && ms.flags () & P_BLOCKSVIEW 1443 && ms.flags () & P_BLOCKSVIEW
1417 && (op->face && !faces [op->face].visibility)) 1444 && (op->face && !faces [op->face].visibility))
1418 { 1445 {
1446 object *last;
1447
1419 for (last = top; last != floor; last = last->below) 1448 for (last = top; last != floor; last = last->below)
1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1449 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1421 break; 1450 break;
1422 1451
1423 /* Check to see if we found the object that blocks view, 1452 /* Check to see if we found the object that blocks view,
1431 } /* If objects on this space */ 1460 } /* If objects on this space */
1432 1461
1433 if (flag & INS_ABOVE_FLOOR_ONLY) 1462 if (flag & INS_ABOVE_FLOOR_ONLY)
1434 top = floor; 1463 top = floor;
1435 1464
1436 /* Top is the object that our object (op) is going to get inserted above. 1465 // insert object above top, or bottom-most if top = 0
1437 */
1438
1439 /* First object on this space */
1440 if (!top) 1466 if (!top)
1441 { 1467 {
1468 op->below = 0;
1442 op->above = ms.bot; 1469 op->above = ms.bot;
1443
1444 if (op->above)
1445 op->above->below = op;
1446
1447 op->below = 0;
1448 ms.bot = op; 1470 ms.bot = op;
1471
1472 *(op->above ? &op->above->below : &ms.top) = op;
1449 } 1473 }
1450 else 1474 else
1451 { /* get inserted into the stack above top */ 1475 {
1452 op->above = top->above; 1476 op->above = top->above;
1453
1454 if (op->above)
1455 op->above->below = op; 1477 top->above = op;
1456 1478
1457 op->below = top; 1479 op->below = top;
1458 top->above = op; 1480 *(op->above ? &op->above->below : &ms.top) = op;
1459 } 1481 }
1482 }
1460 1483
1461 if (!op->above) 1484 if (op->is_player ())
1462 ms.top = op;
1463 } /* else not INS_BELOW_ORIGINATOR */
1464
1465 if (op->type == PLAYER)
1466 { 1485 {
1467 op->contr->do_los = 1; 1486 op->contr->do_los = 1;
1468 ++op->map->players; 1487 ++op->map->players;
1469 op->map->touch (); 1488 op->map->touch ();
1470 } 1489 }
1471 1490
1472 op->map->dirty = true; 1491 op->map->dirty = true;
1473 1492
1474 if (object *pl = ms.player ()) 1493 if (object *pl = ms.player ())
1475 //TODO: the floorbox prev/next might need updating 1494 //TODO: the floorbox prev/next might need updating
1476 esrv_send_item (pl, op); 1495 //esrv_send_item (pl, op);
1496 //TODO: update floorbox to preserve ordering
1497 if (pl->contr->ns)
1498 pl->contr->ns->floorbox_update ();
1477 1499
1478 /* If this object glows, it may affect lighting conditions that are 1500 /* If this object glows, it may affect lighting conditions that are
1479 * visible to others on this map. But update_all_los is really 1501 * visible to others on this map. But update_all_los is really
1480 * an inefficient way to do this, as it means los for all players 1502 * an inefficient way to do this, as it means los for all players
1481 * on the map will get recalculated. The players could very well 1503 * on the map will get recalculated. The players could very well
1482 * be far away from this change and not affected in any way - 1504 * be far away from this change and not affected in any way -
1483 * this should get redone to only look for players within range, 1505 * this should get redone to only look for players within range,
1484 * or just updating the P_UPTODATE for spaces within this area 1506 * or just updating the P_UPTODATE for spaces within this area
1485 * of effect may be sufficient. 1507 * of effect may be sufficient.
1486 */ 1508 */
1487 if (op->map->darkness && (op->glow_radius != 0)) 1509 if (op->affects_los ())
1510 {
1511 op->ms ().invalidate ();
1488 update_all_los (op->map, op->x, op->y); 1512 update_all_los (op->map, op->x, op->y);
1513 }
1489 1514
1490 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1515 /* updates flags (blocked, alive, no magic, etc) for this map space */
1491 update_object (op, UP_OBJ_INSERT); 1516 update_object (op, UP_OBJ_INSERT);
1492 1517
1493 INVOKE_OBJECT (INSERT, op); 1518 INVOKE_OBJECT (INSERT, op);
1500 * blocked() and wall() work properly), and these flags are updated by 1525 * blocked() and wall() work properly), and these flags are updated by
1501 * update_object(). 1526 * update_object().
1502 */ 1527 */
1503 1528
1504 /* if this is not the head or flag has been passed, don't check walk on status */ 1529 /* if this is not the head or flag has been passed, don't check walk on status */
1505 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1506 { 1531 {
1507 if (check_move_on (op, originator)) 1532 if (check_move_on (op, originator))
1508 return 0; 1533 return 0;
1509 1534
1510 /* If we are a multi part object, lets work our way through the check 1535 /* If we are a multi part object, lets work our way through the check
1521/* this function inserts an object in the map, but if it 1546/* this function inserts an object in the map, but if it
1522 * finds an object of its own type, it'll remove that one first. 1547 * finds an object of its own type, it'll remove that one first.
1523 * op is the object to insert it under: supplies x and the map. 1548 * op is the object to insert it under: supplies x and the map.
1524 */ 1549 */
1525void 1550void
1526replace_insert_ob_in_map (const char *arch_string, object *op) 1551replace_insert_ob_in_map (shstr_tmp archname, object *op)
1527{ 1552{
1528 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1529 1554
1530 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1556 if (tmp->arch->archname == archname) /* same archetype */
1532 tmp->destroy (1); 1557 tmp->destroy ();
1533 1558
1534 object *tmp = arch_to_object (archetype::find (arch_string)); 1559 object *tmp = arch_to_object (archetype::find (archname));
1535 1560
1536 tmp->x = op->x; 1561 tmp->x = op->x;
1537 tmp->y = op->y; 1562 tmp->y = op->y;
1538 1563
1539 insert_ob_in_map (tmp, op->map, op, 0); 1564 insert_ob_in_map (tmp, op->map, op, 0);
1544{ 1569{
1545 if (where->env) 1570 if (where->env)
1546 return where->env->insert (this); 1571 return where->env->insert (this);
1547 else 1572 else
1548 return where->map->insert (this, where->x, where->y, originator, flags); 1573 return where->map->insert (this, where->x, where->y, originator, flags);
1574}
1575
1576// check whether we can put this into the map, respect max_volume, max_items
1577bool
1578object::can_drop_at (maptile *m, int x, int y, object *originator)
1579{
1580 mapspace &ms = m->at (x, y);
1581
1582 int items = ms.items ();
1583
1584 if (!items // testing !items ensures we can drop at least one item
1585 || (items < m->max_items
1586 && ms.volume () < m->max_volume))
1587 return true;
1588
1589 if (originator && originator->is_player ())
1590 originator->contr->failmsg (format (
1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1592 query_name ()
1593 ));
1594
1595 return false;
1549} 1596}
1550 1597
1551/* 1598/*
1552 * decrease(object, number) decreases a specified number from 1599 * decrease(object, number) decreases a specified number from
1553 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1561 if (!nr) 1608 if (!nr)
1562 return true; 1609 return true;
1563 1610
1564 nr = min (nr, nrof); 1611 nr = min (nr, nrof);
1565 1612
1613 if (nrof > nr)
1614 {
1566 nrof -= nr; 1615 nrof -= nr;
1567
1568 if (nrof)
1569 {
1570 adjust_weight (env, -weight * nr); // carrying == 0 1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1571 1617
1572 if (object *pl = visible_to ()) 1618 if (object *pl = visible_to ())
1573 esrv_update_item (UPD_NROF, pl, this); 1619 esrv_update_item (UPD_NROF, pl, this);
1574 1620
1575 return true; 1621 return true;
1576 } 1622 }
1577 else 1623 else
1578 { 1624 {
1579 destroy (1); 1625 destroy ();
1580 return false; 1626 return false;
1581 } 1627 }
1582} 1628}
1583 1629
1584/* 1630/*
1601 } 1647 }
1602 else 1648 else
1603 { 1649 {
1604 decrease (nr); 1650 decrease (nr);
1605 1651
1606 object *op = object_create_clone (this); 1652 object *op = deep_clone ();
1607 op->nrof = nr; 1653 op->nrof = nr;
1608 return op; 1654 return op;
1609 } 1655 }
1610} 1656}
1611 1657
1661 if (object *pl = tmp->visible_to ()) 1707 if (object *pl = tmp->visible_to ())
1662 esrv_update_item (UPD_NROF, pl, tmp); 1708 esrv_update_item (UPD_NROF, pl, tmp);
1663 1709
1664 adjust_weight (this, op->total_weight ()); 1710 adjust_weight (this, op->total_weight ());
1665 1711
1666 op->destroy (1); 1712 op->destroy ();
1667 op = tmp; 1713 op = tmp;
1668 goto inserted; 1714 goto inserted;
1669 } 1715 }
1670 1716
1671 op->owner = 0; // it's his/hers now. period. 1717 op->owner = 0; // it's his/hers now. period.
1689 1735
1690 adjust_weight (this, op->total_weight ()); 1736 adjust_weight (this, op->total_weight ());
1691 1737
1692inserted: 1738inserted:
1693 /* reset the light list and los of the players on the map */ 1739 /* reset the light list and los of the players on the map */
1694 if (op->glow_radius && map && map->darkness) 1740 if (op->glow_radius && is_on_map ())
1741 {
1742 update_stats ();
1695 update_all_los (map, x, y); 1743 update_all_los (map, x, y);
1696 1744 }
1745 else if (is_player ())
1697 // if this is a player's inventory, update stats 1746 // if this is a player's inventory, update stats
1698 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1747 contr->queue_stats_update ();
1699 update_stats ();
1700 1748
1701 INVOKE_OBJECT (INSERT, this); 1749 INVOKE_OBJECT (INSERT, this);
1702 1750
1703 return op; 1751 return op;
1704} 1752}
1724 * on top. 1772 * on top.
1725 */ 1773 */
1726int 1774int
1727check_move_on (object *op, object *originator) 1775check_move_on (object *op, object *originator)
1728{ 1776{
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1729 object *tmp; 1780 object *tmp;
1730 maptile *m = op->map; 1781 maptile *m = op->map;
1731 int x = op->x, y = op->y; 1782 int x = op->x, y = op->y;
1732 1783
1733 MoveType move_on, move_slow, move_block; 1784 mapspace &ms = m->at (x, y);
1734 1785
1735 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1786 ms.update ();
1736 return 0;
1737 1787
1738 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1788 MoveType move_on = ms.move_on;
1739 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1789 MoveType move_slow = ms.move_slow;
1740 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1790 MoveType move_block = ms.move_block;
1741 1791
1742 /* if nothing on this space will slow op down or be applied, 1792 /* if nothing on this space will slow op down or be applied,
1743 * no need to do checking below. have to make sure move_type 1793 * no need to do checking below. have to make sure move_type
1744 * is set, as lots of objects don't have it set - we treat that 1794 * is set, as lots of objects don't have it set - we treat that
1745 * as walking. 1795 * as walking.
1756 return 0; 1806 return 0;
1757 1807
1758 /* The objects have to be checked from top to bottom. 1808 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1809 * Hence, we first go to the top:
1760 */ 1810 */
1761 1811 for (object *next, *tmp = ms.top; tmp; tmp = next)
1762 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 {
1764 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them.
1767 */
1768 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1769 break;
1770 } 1812 {
1813 next = tmp->below;
1771 1814
1772 for (; tmp; tmp = tmp->below)
1773 {
1774 if (tmp == op) 1815 if (tmp == op)
1775 continue; /* Can't apply yourself */ 1816 continue; /* Can't apply yourself */
1776 1817
1777 /* Check to see if one of the movement types should be slowed down. 1818 /* Check to see if one of the movement types should be slowed down.
1778 * Second check makes sure that the movement types not being slowed 1819 * Second check makes sure that the movement types not being slowed
1783 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1824 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1784 { 1825 {
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1827 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 { 1828 {
1788
1789 float
1790 diff = tmp->move_slow_penalty * fabs (op->speed); 1829 float diff = tmp->move_slow_penalty * fabs (op->speed);
1791 1830
1792 if (op->type == PLAYER) 1831 if (op->is_player ())
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0; 1834 diff /= 4.0;
1796 1835
1797 op->speed_left -= diff; 1836 op->speed_left -= diff;
1798 } 1837 }
1799 } 1838 }
1832 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1872 return NULL;
1834 } 1873 }
1835 1874
1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1876 if (tmp->arch->archname == at->archname)
1838 return tmp; 1877 return tmp;
1839 1878
1840 return NULL; 1879 return NULL;
1841} 1880}
1842 1881
1906 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
1907 */ 1946 */
1908object * 1947object *
1909present_arch_in_ob (const archetype *at, const object *op) 1948present_arch_in_ob (const archetype *at, const object *op)
1910{ 1949{
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 if (tmp->arch == at) 1951 if (tmp->arch->archname == at->archname)
1913 return tmp; 1952 return tmp;
1914 1953
1915 return NULL; 1954 return NULL;
1916} 1955}
1917 1956
2005 * head of the object should correspond for the entire object. 2044 * head of the object should correspond for the entire object.
2006 */ 2045 */
2007 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2008 continue; 2047 continue;
2009 2048
2010 if (ob->blocked (m, pos.x, pos.y)) 2049 if (ob->blocked (pos.m, pos.x, pos.y))
2011 continue; 2050 continue;
2012 2051
2013 altern [index++] = i; 2052 altern [index++] = i;
2014 } 2053 }
2015 2054
2083 * there is capable of. 2122 * there is capable of.
2084 */ 2123 */
2085int 2124int
2086find_dir (maptile *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2087{ 2126{
2088 int i, max = SIZEOFFREE, mflags; 2127 int max = SIZEOFFREE, mflags;
2089
2090 sint16 nx, ny;
2091 object *tmp;
2092 maptile *mp;
2093
2094 MoveType blocked, move_type; 2128 MoveType move_type;
2095 2129
2096 if (exclude && exclude->head_ () != exclude) 2130 if (exclude && exclude->head_ () != exclude)
2097 { 2131 {
2098 exclude = exclude->head; 2132 exclude = exclude->head;
2099 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2102 { 2136 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2137 /* If we don't have anything, presume it can use all movement types. */
2104 move_type = MOVE_ALL; 2138 move_type = MOVE_ALL;
2105 } 2139 }
2106 2140
2107 for (i = 1; i < max; i++) 2141 for (int i = 1; i < max; i++)
2108 { 2142 {
2109 mp = m; 2143 mapxy pos (m, x, y);
2110 nx = x + freearr_x[i]; 2144 pos.move (i);
2111 ny = y + freearr_y[i];
2112 2145
2113 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2146 if (!pos.normalise ())
2114
2115 if (mflags & P_OUT_OF_MAP)
2116 max = maxfree[i]; 2147 max = maxfree[i];
2117 else 2148 else
2118 { 2149 {
2119 mapspace &ms = mp->at (nx, ny); 2150 mapspace &ms = *pos;
2120 2151
2121 blocked = ms.move_block;
2122
2123 if ((move_type & blocked) == move_type) 2152 if ((move_type & ms.move_block) == move_type)
2124 max = maxfree[i]; 2153 max = maxfree [i];
2125 else if (mflags & P_IS_ALIVE) 2154 else if (ms.flags () & P_IS_ALIVE)
2126 { 2155 {
2127 for (tmp = ms.bot; tmp; tmp = tmp->above) 2156 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2128 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2129 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2130 break;
2131
2132 if (tmp)
2133 return freedir[i]; 2159 return freedir [i];
2134 } 2160 }
2135 } 2161 }
2136 } 2162 }
2137 2163
2138 return 0; 2164 return 0;
2213 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2214 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2215 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2216 * functions. 2242 * functions.
2217 */ 2243 */
2218int reduction_dir[SIZEOFFREE][3] = { 2244static const int reduction_dir[SIZEOFFREE][3] = {
2219 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2220 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2221 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2222 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2223 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2319int 2345int
2320can_pick (const object *who, const object *item) 2346can_pick (const object *who, const object *item)
2321{ 2347{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2349 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2350 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2325} 2351}
2326 2352
2327/* 2353/*
2328 * create clone from object to another 2354 * create clone from object to another
2329 */ 2355 */
2330object * 2356object *
2331object_create_clone (object *asrc) 2357object::deep_clone ()
2332{ 2358{
2333 object *dst = 0, *tmp, *src, *prev, *item; 2359 assert (("deep_clone called on non-head object", is_head ()));
2334 2360
2335 if (!asrc) 2361 object *dst = clone ();
2336 return 0;
2337 2362
2338 src = asrc->head_ (); 2363 object *prev = dst;
2339
2340 prev = 0;
2341 for (object *part = src; part; part = part->more) 2364 for (object *part = this->more; part; part = part->more)
2342 { 2365 {
2343 tmp = part->clone (); 2366 object *tmp = part->clone ();
2344 tmp->x -= src->x;
2345 tmp->y -= src->y;
2346
2347 if (!part->head)
2348 {
2349 dst = tmp;
2350 tmp->head = 0;
2351 }
2352 else
2353 tmp->head = dst; 2367 tmp->head = dst;
2354
2355 tmp->more = 0;
2356
2357 if (prev)
2358 prev->more = tmp; 2368 prev->more = tmp;
2359
2360 prev = tmp; 2369 prev = tmp;
2361 } 2370 }
2362 2371
2363 for (item = src->inv; item; item = item->below) 2372 for (object *item = inv; item; item = item->below)
2364 insert_ob_in_ob (object_create_clone (item), dst); 2373 insert_ob_in_ob (item->deep_clone (), dst);
2365 2374
2366 return dst; 2375 return dst;
2367} 2376}
2368 2377
2369/* This returns the first object in who's inventory that 2378/* This returns the first object in who's inventory that
2378 return tmp; 2387 return tmp;
2379 2388
2380 return 0; 2389 return 0;
2381} 2390}
2382 2391
2383/* If ob has a field named key, return the link from the list, 2392shstr_tmp
2384 * otherwise return NULL. 2393object::kv_get (shstr_tmp key) const
2385 *
2386 * key must be a passed in shared string - otherwise, this won't
2387 * do the desired thing.
2388 */
2389key_value *
2390get_ob_key_link (const object *ob, const char *key)
2391{ 2394{
2392 for (key_value *link = ob->key_values; link; link = link->next) 2395 for (key_value *kv = key_values; kv; kv = kv->next)
2393 if (link->key == key) 2396 if (kv->key == key)
2394 return link;
2395
2396 return 0;
2397}
2398
2399/*
2400 * Returns the value of op has an extra_field for key, or NULL.
2401 *
2402 * The argument doesn't need to be a shared string.
2403 *
2404 * The returned string is shared.
2405 */
2406const char *
2407get_ob_key_value (const object *op, const char *const key)
2408{
2409 key_value *link;
2410 shstr_cmp canonical_key (key);
2411
2412 if (!canonical_key)
2413 {
2414 /* 1. There being a field named key on any object
2415 * implies there'd be a shared string to find.
2416 * 2. Since there isn't, no object has this field.
2417 * 3. Therefore, *this* object doesn't have this field.
2418 */
2419 return 0;
2420 }
2421
2422 /* This is copied from get_ob_key_link() above -
2423 * only 4 lines, and saves the function call overhead.
2424 */
2425 for (link = op->key_values; link; link = link->next)
2426 if (link->key == canonical_key)
2427 return link->value; 2397 return kv->value;
2428 2398
2429 return 0; 2399 return shstr ();
2430} 2400}
2431 2401
2432/* 2402void
2433 * Updates the canonical_key in op to value. 2403object::kv_set (shstr_tmp key, shstr_tmp value)
2434 *
2435 * canonical_key is a shared string (value doesn't have to be).
2436 *
2437 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2438 * keys.
2439 *
2440 * Returns TRUE on success.
2441 */
2442int
2443set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2444{ 2404{
2445 key_value *field = NULL, *last = NULL; 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2446 2406 if (kv->key == key)
2447 for (field = op->key_values; field != NULL; field = field->next)
2448 {
2449 if (field->key != canonical_key)
2450 { 2407 {
2451 last = field; 2408 kv->value = value;
2452 continue; 2409 return;
2453 } 2410 }
2454 2411
2455 if (value) 2412 key_value *kv = new key_value;
2456 field->value = value; 2413
2457 else 2414 kv->next = key_values;
2415 kv->key = key;
2416 kv->value = value;
2417
2418 key_values = kv;
2419}
2420
2421void
2422object::kv_del (shstr_tmp key)
2423{
2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2425 if ((*kvp)->key == key)
2458 { 2426 {
2459 /* Basically, if the archetype has this key set, 2427 key_value *kv = *kvp;
2460 * we need to store the null value so when we save 2428 *kvp = (*kvp)->next;
2461 * it, we save the empty value so that when we load, 2429 delete kv;
2462 * we get this value back again. 2430 return;
2463 */
2464 if (get_ob_key_link (op->arch, canonical_key))
2465 field->value = 0;
2466 else
2467 {
2468 if (last)
2469 last->next = field->next;
2470 else
2471 op->key_values = field->next;
2472
2473 delete field;
2474 }
2475 } 2431 }
2476 return TRUE;
2477 }
2478 /* IF we get here, key doesn't exist */
2479
2480 /* No field, we'll have to add it. */
2481
2482 if (!add_key)
2483 return FALSE;
2484
2485 /* There isn't any good reason to store a null
2486 * value in the key/value list. If the archetype has
2487 * this key, then we should also have it, so shouldn't
2488 * be here. If user wants to store empty strings,
2489 * should pass in ""
2490 */
2491 if (value == NULL)
2492 return TRUE;
2493
2494 field = new key_value;
2495
2496 field->key = canonical_key;
2497 field->value = value;
2498 /* Usual prepend-addition. */
2499 field->next = op->key_values;
2500 op->key_values = field;
2501
2502 return TRUE;
2503}
2504
2505/*
2506 * Updates the key in op to value.
2507 *
2508 * If add_key is FALSE, this will only update existing keys,
2509 * and not add new ones.
2510 * In general, should be little reason FALSE is ever passed in for add_key
2511 *
2512 * Returns TRUE on success.
2513 */
2514int
2515set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2516{
2517 shstr key_ (key);
2518
2519 return set_ob_key_value_s (op, key_, value, add_key);
2520} 2432}
2521 2433
2522object::depth_iterator::depth_iterator (object *container) 2434object::depth_iterator::depth_iterator (object *container)
2523: iterator_base (container) 2435: iterator_base (container)
2524{ 2436{
2574{ 2486{
2575 char flagdesc[512]; 2487 char flagdesc[512];
2576 char info2[256 * 4]; 2488 char info2[256 * 4];
2577 char *p = info; 2489 char *p = info;
2578 2490
2579 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2491 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2580 count, 2492 count,
2581 uuid.c_str (), 2493 uuid.c_str (),
2582 &name, 2494 &name,
2583 title ? "\",title:\"" : "", 2495 title ? ",title:\"" : "",
2584 title ? (const char *)title : "", 2496 title ? (const char *)title : "",
2497 title ? "\"" : "",
2585 flag_desc (flagdesc, 512), type); 2498 flag_desc (flagdesc, 512), type);
2586 2499
2587 if (!flag[FLAG_REMOVED] && env) 2500 if (!flag[FLAG_REMOVED] && env)
2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2501 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2589 2502
2605struct region * 2518struct region *
2606object::region () const 2519object::region () const
2607{ 2520{
2608 return map ? map->region (x, y) 2521 return map ? map->region (x, y)
2609 : region::default_region (); 2522 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mt = name_to_material (materialname))
2616 return mt;
2617
2618 return name_to_material (shstr_unknown);
2619} 2523}
2620 2524
2621void 2525void
2622object::open_container (object *new_container) 2526object::open_container (object *new_container)
2623{ 2527{
2645 container = 0; 2549 container = 0;
2646 2550
2647 // client needs item update to make it work, client bug requires this to be separate 2551 // client needs item update to make it work, client bug requires this to be separate
2648 esrv_update_item (UPD_FLAGS, this, old_container); 2552 esrv_update_item (UPD_FLAGS, this, old_container);
2649 2553
2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2554 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2651 play_sound (sound_find ("chest_close")); 2555 play_sound (sound_find ("chest_close"));
2652 } 2556 }
2653 2557
2654 if (new_container) 2558 if (new_container)
2655 { 2559 {
2665 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2666 new_container->insert (closer); 2570 new_container->insert (closer);
2667 } 2571 }
2668#endif 2572#endif
2669 2573
2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2574 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2671 2575
2672 // make sure the container is available, client bug requires this to be separate 2576 // make sure the container is available, client bug requires this to be separate
2673 esrv_send_item (this, new_container); 2577 esrv_send_item (this, new_container);
2674 2578
2675 new_container->flag [FLAG_APPLIED] = true; 2579 new_container->flag [FLAG_APPLIED] = true;
2683// else if (!old_container->env && contr && contr->ns) 2587// else if (!old_container->env && contr && contr->ns)
2684// contr->ns->floorbox_reset (); 2588// contr->ns->floorbox_reset ();
2685} 2589}
2686 2590
2687object * 2591object *
2688object::force_find (const shstr name) 2592object::force_find (shstr_tmp name)
2689{ 2593{
2690 /* cycle through his inventory to look for the MARK we want to 2594 /* cycle through his inventory to look for the MARK we want to
2691 * place 2595 * place
2692 */ 2596 */
2693 for (object *tmp = inv; tmp; tmp = tmp->below) 2597 for (object *tmp = inv; tmp; tmp = tmp->below)
2695 return splay (tmp); 2599 return splay (tmp);
2696 2600
2697 return 0; 2601 return 0;
2698} 2602}
2699 2603
2604//-GPL
2605
2700void 2606void
2607object::force_set_timer (int duration)
2608{
2609 this->duration = 1;
2610 this->speed_left = -1.f;
2611
2612 this->set_speed (duration ? 1.f / duration : 0.f);
2613}
2614
2615object *
2701object::force_add (const shstr name, int duration) 2616object::force_add (shstr_tmp name, int duration)
2702{ 2617{
2703 if (object *force = force_find (name)) 2618 if (object *force = force_find (name))
2704 force->destroy (); 2619 force->destroy ();
2705 2620
2706 object *force = get_archetype (FORCE_NAME); 2621 object *force = get_archetype (FORCE_NAME);
2707 2622
2708 force->slaying = name; 2623 force->slaying = name;
2709 force->stats.food = 1; 2624 force->force_set_timer (duration);
2710 force->speed_left = -1.f;
2711
2712 force->set_speed (duration ? 1.f / duration : 0.f);
2713 force->flag [FLAG_IS_USED_UP] = true;
2714 force->flag [FLAG_APPLIED] = true; 2625 force->flag [FLAG_APPLIED] = true;
2715 2626
2716 insert (force); 2627 return insert (force);
2717} 2628}
2718 2629
2719void 2630void
2720object::play_sound (faceidx sound) 2631object::play_sound (faceidx sound) const
2721{ 2632{
2722 if (!sound) 2633 if (!sound)
2723 return; 2634 return;
2724 2635
2725 if (flag [FLAG_REMOVED]) 2636 if (is_on_map ())
2637 map->play_sound (sound, x, y);
2638 else if (object *pl = in_player ())
2639 pl->contr->play_sound (sound);
2640}
2641
2642void
2643object::say_msg (const char *msg) const
2644{
2645 if (is_on_map ())
2646 map->say_msg (msg, x, y);
2647 else if (object *pl = in_player ())
2648 pl->contr->play_sound (sound);
2649}
2650
2651void
2652object::make_noise ()
2653{
2654 // we do not model noise in the map, so instead put
2655 // a temporary light into the noise source
2656 // could use the map instead, but that's less reliable for our
2657 // goal, which is to make invisibility a bit harder to exploit
2658
2659 // currently only works sensibly for players
2660 if (!is_player ())
2726 return; 2661 return;
2727 2662
2728 if (env) 2663 // find old force, or create new one
2729 { 2664 object *force = force_find (shstr_noise_force);
2730 if (object *pl = in_player ()) 2665
2731 pl->contr->play_sound (sound); 2666 if (force)
2732 } 2667 force->speed_left = -1.f; // patch old speed up
2733 else 2668 else
2734 map->play_sound (sound, x, y); 2669 {
2735} 2670 force = archetype::get (shstr_noise_force);
2736 2671
2672 force->slaying = shstr_noise_force;
2673 force->stats.food = 1;
2674 force->speed_left = -1.f;
2675
2676 force->set_speed (1.f / 4.f);
2677 force->flag [FLAG_IS_USED_UP] = true;
2678 force->flag [FLAG_APPLIED] = true;
2679
2680 insert (force);
2681 }
2682}
2683

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