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Comparing deliantra/server/common/object.C (file contents):
Revision 1.206 by root, Tue Apr 15 14:21:04 2008 UTC vs.
Revision 1.310 by root, Thu Dec 17 01:04:37 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38UUID UUID::cur; 35UUID UUID::cur;
39static uint64_t seq_next_save; 36static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
42
43//+GPL
44 44
45short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
46 0, 46 0,
47 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
48 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,
52 0, 52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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,
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 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
56}; 56};
57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
62};
63int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
64 0, 58 0,
65 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
66 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,
67 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
68}; 62};
69 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
70static void 71static void
71write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
72{ 73{
73 CALL_BEGIN (2); 74 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 75 CALL_ARG_SV (newSVval64 (skip));
76 CALL_CALL ("cf::write_uuid", G_DISCARD); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END; 78 CALL_END;
78} 79}
79 80
80static void 81static void
81read_uuid (void) 82read_uuid ()
82{ 83{
83 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
84 85
85 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
86 87
100 101
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1); 103 _exit (1);
103 } 104 }
104 105
105 UUID::BUF buf; 106 char buf [UUID::MAX_LEN];
106 buf[0] = 0; 107 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp); 108 fgets (buf, sizeof (buf), fp);
108 109
109 if (!UUID::cur.parse (buf)) 110 if (!UUID::cur.parse (buf))
110 { 111 {
137 138
138void 139void
139UUID::init () 140UUID::init ()
140{ 141{
141 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;
142} 208}
143 209
144/* 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. */
145static bool 211static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
147{ 213{
148 key_value *wants_field;
149
150 /* 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
151 * 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
152 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
153 */ 217 */
154 218
155 /* For each field in wants, */ 219 /* For each field in wants, */
156 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)
157 { 221 if (has->kv_get (kv->key) != kv->value)
158 key_value *has_field; 222 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (!has_field)
164 return 0; /* No field with that name. */
165
166 /* Found the matching field. */
167 if (has_field->value != wants_field->value)
168 return 0; /* Values don't match, so this half of the comparison is false. */
169
170 /* If we get here, we found a match. Now for the next field in wants. */
171 }
172 223
173 /* 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. */
174 return 1; 225 return true;
175} 226}
176 227
177/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
178static bool 229static bool
179compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
180{ 231{
181 /* 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,
182 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
183 */ 234 */
184 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);
185} 237}
186 238
187/* 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
188 * they can be merged together. 240 * they can be merged together.
189 * 241 *
196 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
197 * check weight 249 * check weight
198 */ 250 */
199bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
200{ 252{
201 /* A couple quicksanity checks */ 253 /* A couple quick sanity checks */
202 if (ob1 == ob2 254 if (ob1 == ob2
203 || ob1->type != ob2->type 255 || ob1->type != ob2->type
204 || ob1->speed != ob2->speed
205 || ob1->value != ob2->value 256 || ob1->value != ob2->value
206 || ob1->name != ob2->name) 257 || ob1->name != ob2->name
258 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
207 return 0; 259 return 0;
208 260
209 /* Do not merge objects if nrof would overflow. First part checks 261 /* Do not merge objects if nrof would overflow, assume nrof
210 * for unsigned overflow (2c), second part checks wether the result 262 * is always 0 .. 2**31-1 */
211 * would fit into a 32 bit signed int, which is often used to hold 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 * nrof values.
213 */
214 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
215 return 0; 264 return 0;
216 265
217 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
218 * 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
219 * 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
224 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
225 274
226 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
227 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
228 277
229 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 278 if (ob1->arch->archname != ob2->arch->archname
230 || ob1->arch != ob2->arch
231 || ob1->name != ob2->name 279 || ob1->name != ob2->name
232 || ob1->title != ob2->title 280 || ob1->title != ob2->title
233 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
234 || ob1->weight != ob2->weight 282 || ob1->weight != ob2->weight
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
237 || ob1->attacktype != ob2->attacktype 283 || ob1->attacktype != ob2->attacktype
238 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
239 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
240 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
241 || ob1->value != ob2->value 287 || ob1->value != ob2->value
242 || 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 dependend on each other
243 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
244 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
245 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
246 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
247 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
248 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
249 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
250 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
251 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
252 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
253 || ob1->move_slow_penalty != ob2->move_slow_penalty) 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
303 return 0;
304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
254 return 0; 309 return 0;
255 310
256 /* This is really a spellbook check - we should in general 311 /* This is really a spellbook check - we should in general
257 * not merge objects with real inventories, as splitting them 312 * not merge objects with real inventories, as splitting them
258 * is hard. 313 * is hard.
297 352
298 if (ob1->key_values || ob2->key_values) 353 if (ob1->key_values || ob2->key_values)
299 { 354 {
300 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
301 if ((!ob1->key_values) != (!ob2->key_values)) 356 if ((!ob1->key_values) != (!ob2->key_values))
302 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
303 return 0; 358
304 else if (!compare_ob_value_lists (ob1, ob2)) 359 if (!compare_ob_value_lists (ob1, ob2))
305 return 0; 360 return 0;
306 } 361 }
307 362
308 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
309 { 364 {
315 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
316 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
317 372
318 if (k1 != k2) 373 if (k1 != k2)
319 return 0; 374 return 0;
375
320 else if (k1 == 0) 376 if (k1 == 0)
321 return 1; 377 return 1;
378
322 else if (!cfperl_can_merge (ob1, ob2)) 379 if (!cfperl_can_merge (ob1, ob2))
323 return 0; 380 return 0;
324 } 381 }
325 } 382 }
326 383
327 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
328 return 1; 385 return 1;
329} 386}
330 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
331/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
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
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
332 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
333 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
334 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
335 */ 465 */
336long 466void
337sum_weight (object *op) 467object::update_weight ()
338{ 468{
339 long sum; 469 sint32 sum = 0;
340 object *inv;
341 470
342 for (sum = 0, inv = op->inv; inv; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
343 { 472 {
344 if (inv->inv) 473 if (op->inv)
345 sum_weight (inv); 474 op->update_weight ();
346 475
347 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
348 } 482 {
349
350 if (op->type == CONTAINER && op->stats.Str)
351 sum = (sum * (100 - op->stats.Str)) / 100;
352
353 if (op->carrying != sum)
354 op->carrying = sum; 483 carrying = sum;
355 484
356 return sum; 485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
357} 489}
358 490
359/** 491/*
360 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
361 */
362
363object *
364object_get_env_recursive (object *op)
365{
366 while (op->env != NULL)
367 op = op->env;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array.
375 */ 493 */
376char * 494char *
377dump_object (object *op) 495dump_object (object *op)
378{ 496{
379 if (!op) 497 if (!op)
382 object_freezer freezer; 500 object_freezer freezer;
383 op->write (freezer); 501 op->write (freezer);
384 return freezer.as_string (); 502 return freezer.as_string ();
385} 503}
386 504
387/* 505char *
388 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
389 * multi-object 1 which is closest to the second object.
390 * If it's not a multi-object, it is returned.
391 */
392object *
393get_nearest_part (object *op, const object *pl)
394{ 507{
395 object *tmp, *closest; 508 return dump_object (this);
396 int last_dist, i;
397
398 if (op->more == NULL)
399 return op;
400 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
401 if ((i = distance (tmp, pl)) < last_dist)
402 closest = tmp, last_dist = i;
403 return closest;
404} 509}
405 510
406/* 511/*
407 * 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.
513 * VERRRY slow.
408 */ 514 */
409object * 515object *
410find_object (tag_t i) 516find_object (tag_t i)
411{ 517{
412 for_all_objects (op) 518 for_all_objects (op)
423 */ 529 */
424object * 530object *
425find_object_name (const char *str) 531find_object_name (const char *str)
426{ 532{
427 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
428 object *op;
429 534
535 if (str_)
430 for_all_objects (op) 536 for_all_objects (op)
431 if (op->name == str_) 537 if (op->name == str_)
432 break; 538 return op;
433 539
434 return op; 540 return 0;
435} 541}
436 542
437/* 543/*
438 * 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
439 * skill and experience objects. 545 * skill and experience objects.
501 update_stats (); 607 update_stats ();
502 608
503 new_draw_info_format (NDI_UNIQUE, 0, this, 609 new_draw_info_format (NDI_UNIQUE, 0, this,
504 "You try to balance all your items at once, " 610 "You try to balance all your items at once, "
505 "but the %s is just too much for your body. " 611 "but the %s is just too much for your body. "
506 "[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);
507 return false; 614 return false;
508 } 615 }
509 616
510 //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);
511 } 618 }
537 } 644 }
538 645
539 op->key_values = 0; 646 op->key_values = 0;
540} 647}
541 648
542object & 649/*
543object::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)
544{ 659{
545 bool is_freed = flag [FLAG_FREED]; 660 dst->remove ();
546 bool is_removed = flag [FLAG_REMOVED];
547
548 *(object_copy *)this = src; 661 *(object_copy *)dst = *this;
549
550 flag [FLAG_FREED] = is_freed;
551 flag [FLAG_REMOVED] = is_removed; 662 dst->flag [FLAG_REMOVED] = true;
552 663
553 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
554 if (src.key_values) 665 if (key_values)
555 { 666 {
556 key_value *tail = 0; 667 key_value *tail = 0;
557 key_values = 0; 668 dst->key_values = 0;
558 669
559 for (key_value *i = src.key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
560 { 671 {
561 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
562 673
563 new_link->next = 0; 674 new_link->next = 0;
564 new_link->key = i->key; 675 new_link->key = i->key;
565 new_link->value = i->value; 676 new_link->value = i->value;
566 677
567 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
568 if (!key_values) 679 if (!dst->key_values)
569 { 680 {
570 key_values = new_link; 681 dst->key_values = new_link;
571 tail = new_link; 682 tail = new_link;
572 } 683 }
573 else 684 else
574 { 685 {
575 tail->next = new_link; 686 tail->next = new_link;
576 tail = new_link; 687 tail = new_link;
577 } 688 }
578 } 689 }
579 } 690 }
580}
581 691
582/* 692 dst->activate ();
583 * copy_to first frees everything allocated by the dst object,
584 * and then copies the contents of itself into the second
585 * object, allocating what needs to be allocated. Basically, any
586 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
587 * if the first object is freed, the pointers in the new object
588 * will point at garbage.
589 */
590void
591object::copy_to (object *dst)
592{
593 *dst = *this;
594
595 if (speed < 0)
596 dst->speed_left -= rndm ();
597
598 dst->set_speed (dst->speed);
599} 693}
600 694
601void 695void
602object::instantiate () 696object::instantiate ()
603{ 697{
604 if (!uuid.seq) // HACK 698 if (!uuid.seq) // HACK
605 uuid = UUID::gen (); 699 uuid = UUID::gen ();
606 700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = - speed - rndm (); // TODO animation
704 else
607 speed_left = -0.1f; 705 speed_left = -1.;
706
608 /* 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
609 * 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.
610 * 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
611 * values for the body_used info, so when items are created 710 * values for the body_used info, so when items are created
612 * for it, they can be properly equipped. 711 * for it, they can be properly equipped.
620object * 719object *
621object::clone () 720object::clone ()
622{ 721{
623 object *neu = create (); 722 object *neu = create ();
624 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 = - neu->speed - rndm (); // TODO animation
728
729 neu->map = map; // not copied by copy_to
625 return neu; 730 return neu;
626} 731}
627 732
628/* 733/*
629 * 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
646 * 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.
647 */ 752 */
648void 753void
649object::set_speed (float speed) 754object::set_speed (float speed)
650{ 755{
651 if (flag [FLAG_FREED] && speed)
652 {
653 LOG (llevError, "Object %s is freed but has speed.\n", &name);
654 speed = 0;
655 }
656
657 this->speed = speed; 756 this->speed = speed;
658 757
659 if (has_active_speed ()) 758 if (has_active_speed ())
660 activate (); 759 activate ();
661 else 760 else
680 * UP_OBJ_FACE: only the objects face has changed. 779 * UP_OBJ_FACE: only the objects face has changed.
681 */ 780 */
682void 781void
683update_object (object *op, int action) 782update_object (object *op, int action)
684{ 783{
685 if (op == NULL) 784 if (!op)
686 { 785 {
687 /* this should never happen */ 786 /* this should never happen */
688 LOG (llevDebug, "update_object() called for NULL object.\n"); 787 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
689 return; 788 return;
690 } 789 }
691 790
692 if (op->env) 791 if (!op->is_on_map ())
693 { 792 {
694 /* Animation is currently handled by client, so nothing 793 /* Animation is currently handled by client, so nothing
695 * to do in this case. 794 * to do in this case.
696 */ 795 */
697 return; 796 return;
698 } 797 }
699
700 /* If the map is saving, don't do anything as everything is
701 * going to get freed anyways.
702 */
703 if (!op->map || op->map->in_memory == MAP_SAVING)
704 return;
705 798
706 /* make sure the object is within map boundaries */ 799 /* make sure the object is within map boundaries */
707 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 800 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
708 { 801 {
709 LOG (llevError, "update_object() called for object out of map!\n"); 802 LOG (llevError, "update_object() called for object out of map!\n");
717 810
718 if (!(m.flags_ & P_UPTODATE)) 811 if (!(m.flags_ & P_UPTODATE))
719 /* nop */; 812 /* nop */;
720 else if (action == UP_OBJ_INSERT) 813 else if (action == UP_OBJ_INSERT)
721 { 814 {
815#if 0
722 // this is likely overkill, TODO: revisit (schmorp) 816 // this is likely overkill, TODO: revisit (schmorp)
723 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 817 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
725 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 819 || (op->is_player () && !(m.flags_ & P_PLAYER))
726 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
727 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
728 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 822 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
729 || (m.move_on | op->move_on ) != m.move_on 823 || (m.move_on | op->move_on ) != m.move_on
730 || (m.move_off | op->move_off ) != m.move_off 824 || (m.move_off | op->move_off ) != m.move_off
731 || (m.move_slow | op->move_slow) != m.move_slow 825 || (m.move_slow | op->move_slow) != m.move_slow
732 /* 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
733 * to have move_allow right now. 827 * have move_allow right now.
734 */ 828 */
735 || ((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
736 || 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)
737 m.flags_ = 0; 833 m.invalidate ();
834#endif
738 } 835 }
739 /* if the object is being removed, we can't make intelligent 836 /* if the object is being removed, we can't make intelligent
740 * decisions, because remove_ob can't really pass the object 837 * decisions, because remove_ob can't really pass the object
741 * that is being removed. 838 * that is being removed.
742 */ 839 */
743 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
744 m.flags_ = 0; 841 m.invalidate ();
745 else if (action == UP_OBJ_FACE) 842 else if (action == UP_OBJ_FACE)
746 /* Nothing to do for that case */ ; 843 /* Nothing to do for that case */ ;
747 else 844 else
748 LOG (llevError, "update_object called with invalid action: %d\n", action); 845 LOG (llevError, "update_object called with invalid action: %d\n", action);
749 846
753 850
754object::object () 851object::object ()
755{ 852{
756 SET_FLAG (this, FLAG_REMOVED); 853 SET_FLAG (this, FLAG_REMOVED);
757 854
758 expmul = 1.0; 855 //expmul = 1.0; declared const for the time being
759 face = blank_face; 856 face = blank_face;
857 material = MATERIAL_NULL;
760} 858}
761 859
762object::~object () 860object::~object ()
763{ 861{
764 unlink (); 862 unlink ();
793 /* If already on active list, don't do anything */ 891 /* If already on active list, don't do anything */
794 if (active) 892 if (active)
795 return; 893 return;
796 894
797 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
798 actives.insert (this); 900 actives.insert (this);
901 }
799} 902}
800 903
801void 904void
802object::activate_recursive () 905object::activate_recursive ()
803{ 906{
852object::destroy_inv (bool drop_to_ground) 955object::destroy_inv (bool drop_to_ground)
853{ 956{
854 // need to check first, because the checks below might segfault 957 // need to check first, because the checks below might segfault
855 // as we might be on an invalid mapspace and crossfire code 958 // as we might be on an invalid mapspace and crossfire code
856 // is too buggy to ensure that the inventory is empty. 959 // is too buggy to ensure that the inventory is empty.
857 // corollary: if you create arrows etc. with stuff in tis inventory, 960 // corollary: if you create arrows etc. with stuff in its inventory,
858 // cf will crash below with off-map x and y 961 // cf will crash below with off-map x and y
859 if (!inv) 962 if (!inv)
860 return; 963 return;
861 964
862 /* Only if the space blocks everything do we not process - 965 /* Only if the space blocks everything do we not process -
864 * drop on that space. 967 * drop on that space.
865 */ 968 */
866 if (!drop_to_ground 969 if (!drop_to_ground
867 || !map 970 || !map
868 || map->in_memory != MAP_ACTIVE 971 || map->in_memory != MAP_ACTIVE
869 || map->nodrop 972 || map->no_drop
870 || ms ().move_block == MOVE_ALL) 973 || ms ().move_block == MOVE_ALL)
871 { 974 {
872 while (inv) 975 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 976 inv->destroy ();
876 }
877 } 977 }
878 else 978 else
879 { /* Put objects in inventory onto this space */ 979 { /* Put objects in inventory onto this space */
880 while (inv) 980 while (inv)
881 { 981 {
899 object *op = new object; 999 object *op = new object;
900 op->link (); 1000 op->link ();
901 return op; 1001 return op;
902} 1002}
903 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
904void 1025void
905object::do_destroy () 1026object::do_destroy ()
906{ 1027{
907 attachable::do_destroy ();
908
909 if (flag [FLAG_IS_LINKED]) 1028 if (flag [FLAG_IS_LINKED])
910 remove_button_link (this); 1029 remove_link ();
911 1030
912 if (flag [FLAG_FRIENDLY]) 1031 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 1032 remove_friendly_object (this);
914 1033
915 if (!flag [FLAG_REMOVED])
916 remove (); 1034 remove ();
917 1035
918 destroy_inv (true); 1036 attachable::do_destroy ();
919 1037
920 deactivate (); 1038 deactivate ();
921 unlink (); 1039 unlink ();
922 1040
923 flag [FLAG_FREED] = 1; 1041 flag [FLAG_FREED] = 1;
924 1042
925 // hack to ensure that freed objects still have a valid map 1043 // hack to ensure that freed objects still have a valid map
926 {
927 static maptile *freed_map; // freed objects are moved here to avoid crashes
928
929 if (!freed_map)
930 {
931 freed_map = new maptile;
932
933 freed_map->path = "<freed objects map>";
934 freed_map->name = "/internal/freed_objects_map";
935 freed_map->width = 3;
936 freed_map->height = 3;
937 freed_map->nodrop = 1;
938
939 freed_map->alloc ();
940 freed_map->in_memory = MAP_ACTIVE;
941 }
942
943 map = freed_map; 1044 map = &freed_map;
944 x = 1; 1045 x = 1;
945 y = 1; 1046 y = 1;
946 }
947 1047
948 if (more) 1048 if (more)
949 { 1049 {
950 more->destroy (); 1050 more->destroy ();
951 more = 0; 1051 more = 0;
959 attacked_by = 0; 1059 attacked_by = 0;
960 current_weapon = 0; 1060 current_weapon = 0;
961} 1061}
962 1062
963void 1063void
964object::destroy (bool destroy_inventory) 1064object::destroy ()
965{ 1065{
966 if (destroyed ()) 1066 if (destroyed ())
967 return; 1067 return;
968 1068
969 if (destroy_inventory) 1069 if (!is_head () && !head->destroyed ())
1070 {
1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1072 head->destroy ();
1073 return;
1074 }
1075
970 destroy_inv (false); 1076 destroy_inv (false);
971 1077
972 if (is_head ()) 1078 if (is_head ())
973 if (sound_destroy) 1079 if (sound_destroy)
974 play_sound (sound_destroy); 1080 play_sound (sound_destroy);
975 else if (flag [FLAG_MONSTER]) 1081 else if (flag [FLAG_MONSTER])
976 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1082 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
977 1083
978 attachable::destroy (); 1084 attachable::destroy ();
979}
980
981/*
982 * sub_weight() recursively (outwards) subtracts a number from the
983 * weight of an object (and what is carried by it's environment(s)).
984 */
985void
986sub_weight (object *op, signed long weight)
987{
988 while (op != NULL)
989 {
990 if (op->type == CONTAINER)
991 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
992
993 op->carrying -= weight;
994 op = op->env;
995 }
996} 1085}
997 1086
998/* op->remove (): 1087/* op->remove ():
999 * This function removes the object op from the linked list of objects 1088 * This function removes the object op from the linked list of objects
1000 * which it is currently tied to. When this function is done, the 1089 * which it is currently tied to. When this function is done, the
1003 * the previous environment. 1092 * the previous environment.
1004 */ 1093 */
1005void 1094void
1006object::do_remove () 1095object::do_remove ()
1007{ 1096{
1008 object *tmp, *last = 0; 1097 if (flag [FLAG_REMOVED])
1009 object *otmp;
1010
1011 if (QUERY_FLAG (this, FLAG_REMOVED))
1012 return; 1098 return;
1013 1099
1014 SET_FLAG (this, FLAG_REMOVED);
1015 INVOKE_OBJECT (REMOVE, this); 1100 INVOKE_OBJECT (REMOVE, this);
1101
1102 flag [FLAG_REMOVED] = true;
1016 1103
1017 if (more) 1104 if (more)
1018 more->remove (); 1105 more->remove ();
1019 1106
1020 /* 1107 /*
1021 * In this case, the object to be removed is in someones 1108 * In this case, the object to be removed is in someones
1022 * inventory. 1109 * inventory.
1023 */ 1110 */
1024 if (env) 1111 if (env)
1025 { 1112 {
1026 if (nrof) 1113 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1027 sub_weight (env, weight * nrof); 1114 if (object *pl = visible_to ())
1028 else 1115 esrv_del_item (pl->contr, count);
1029 sub_weight (env, weight + carrying); 1116 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1030 1117
1031 /* NO_FIX_PLAYER is set when a great many changes are being 1118 adjust_weight (env, -total_weight ());
1032 * made to players inventory. If set, avoiding the call
1033 * to save cpu time.
1034 */
1035 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1036 otmp->update_stats ();
1037 1119
1038 if (above) 1120 object *pl = in_player ();
1039 above->below = below;
1040 else
1041 env->inv = below;
1042
1043 if (below)
1044 below->above = above;
1045 1121
1046 /* we set up values so that it could be inserted into 1122 /* we set up values so that it could be inserted into
1047 * 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
1048 * to the caller to decide what we want to do. 1124 * to the caller to decide what we want to do.
1049 */ 1125 */
1050 x = env->x, y = env->y;
1051 map = env->map; 1126 map = env->map;
1052 above = 0, below = 0; 1127 x = env->x;
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
1134 above = 0;
1135 below = 0;
1053 env = 0; 1136 env = 0;
1137
1138 if (pl && pl->is_player ())
1139 {
1140 pl->contr->queue_stats_update ();
1141
1142 if (glow_radius && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1054 } 1145 }
1055 else if (map) 1146 else if (map)
1056 { 1147 {
1057 if (type == PLAYER)
1058 {
1059 // leaving a spot always closes any open container on the ground
1060 if (container && !container->env)
1061 // this causes spurious floorbox updates, but it ensures
1062 // that the CLOSE event is being sent.
1063 close_container ();
1064
1065 --map->players;
1066 map->touch ();
1067 }
1068
1069 map->dirty = true; 1148 map->dirty = true;
1070 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1071 1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172
1173 esrv_del_item (pl->contr, count);
1174 }
1175
1072 /* link the object above us */ 1176 /* link the object above us */
1073 if (above) 1177 // re-link, make sure compiler can easily use cmove
1074 above->below = below; 1178 *(above ? &above->below : &ms.top) = below;
1075 else 1179 *(below ? &below->above : &ms.bot) = above;
1076 ms.top = below; /* we were top, set new top */
1077
1078 /* Relink the object below us, if there is one */
1079 if (below)
1080 below->above = above;
1081 else
1082 {
1083 /* Nothing below, which means we need to relink map object for this space
1084 * use translated coordinates in case some oddness with map tiling is
1085 * evident
1086 */
1087 if (GET_MAP_OB (map, x, y) != this)
1088 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 ());
1089
1090 ms.bot = above; /* goes on above it. */
1091 }
1092 1180
1093 above = 0; 1181 above = 0;
1094 below = 0; 1182 below = 0;
1095 1183
1184 ms.invalidate ();
1185
1096 if (map->in_memory == MAP_SAVING) 1186 if (map->in_memory == MAP_SAVING)
1097 return; 1187 return;
1098 1188
1099 int check_walk_off = !flag [FLAG_NO_APPLY]; 1189 int check_walk_off = !flag [FLAG_NO_APPLY];
1100 1190
1101 if (object *pl = ms.player ()) 1191 if (object *pl = ms.player ())
1102 { 1192 {
1103 if (pl->container == this) 1193 if (pl->container_ () == this)
1104 /* If a container that the player is currently using somehow gets 1194 /* If a container that the player is currently using somehow gets
1105 * removed (most likely destroyed), update the player view 1195 * removed (most likely destroyed), update the player view
1106 * appropriately. 1196 * appropriately.
1107 */ 1197 */
1108 pl->close_container (); 1198 pl->close_container ();
1109 1199
1200 //TODO: the floorbox prev/next might need updating
1201 //esrv_del_item (pl->contr, count);
1202 //TODO: update floorbox to preserve ordering
1203 if (pl->contr->ns)
1110 pl->contr->ns->floorbox_update (); 1204 pl->contr->ns->floorbox_update ();
1111 } 1205 }
1112 1206
1207 if (check_walk_off)
1113 for (tmp = ms.bot; tmp; tmp = tmp->above) 1208 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1114 { 1209 {
1210 above = tmp->above;
1211
1115 /* 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
1116 * being removed. 1213 * being removed.
1117 */ 1214 */
1118 1215
1119 /* See if object moving off should effect something */ 1216 /* See if object moving off should effect something */
1120 if (check_walk_off
1121 && ((move_type & tmp->move_off) 1217 if ((move_type & tmp->move_off)
1122 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1218 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1123 {
1124 move_apply (tmp, this, 0); 1219 move_apply (tmp, this, 0);
1125
1126 if (destroyed ())
1127 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1128 } 1220 }
1129 1221
1130 last = tmp; 1222 if (affects_los ())
1131 }
1132
1133 /* last == NULL if there are no objects on this space */
1134 //TODO: this makes little sense, why only update the topmost object?
1135 if (!last)
1136 map->at (x, y).flags_ = 0;
1137 else
1138 update_object (last, UP_OBJ_REMOVE);
1139
1140 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1141 update_all_los (map, x, y); 1223 update_all_los (map, x, y);
1142 } 1224 }
1143} 1225}
1144 1226
1145/* 1227/*
1159 if (!top) 1241 if (!top)
1160 for (top = op; top && top->above; top = top->above) 1242 for (top = op; top && top->above; top = top->above)
1161 ; 1243 ;
1162 1244
1163 for (; top; top = top->below) 1245 for (; top; top = top->below)
1164 {
1165 if (top == op)
1166 continue;
1167
1168 if (object::can_merge (op, top)) 1246 if (object::can_merge (op, top))
1169 { 1247 {
1170 top->nrof += op->nrof; 1248 top->nrof += op->nrof;
1171 1249
1172/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1250 if (object *pl = top->visible_to ())
1173 op->weight = 0; /* Don't want any adjustements now */ 1251 esrv_update_item (UPD_NROF, pl, top);
1252
1253 op->weight = 0; // cancel the addition above
1254 op->carrying = 0; // must be 0 already
1255
1174 op->destroy (); 1256 op->destroy ();
1257
1175 return top; 1258 return top;
1176 } 1259 }
1177 }
1178 1260
1179 return 0; 1261 return 0;
1180} 1262}
1181 1263
1182void 1264void
1187 1269
1188 object *prev = this; 1270 object *prev = this;
1189 1271
1190 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1272 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1191 { 1273 {
1192 object *op = arch_to_object (at); 1274 object *op = at->instance ();
1193 1275
1194 op->name = name; 1276 op->name = name;
1195 op->name_pl = name_pl; 1277 op->name_pl = name_pl;
1196 op->title = title; 1278 op->title = title;
1197 1279
1207 * job preparing multi-part monsters. 1289 * job preparing multi-part monsters.
1208 */ 1290 */
1209object * 1291object *
1210insert_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)
1211{ 1293{
1294 op->remove ();
1295
1212 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1296 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1213 { 1297 {
1214 tmp->x = x + tmp->arch->x; 1298 tmp->x = x + tmp->arch->x;
1215 tmp->y = y + tmp->arch->y; 1299 tmp->y = y + tmp->arch->y;
1216 } 1300 }
1239 * just 'op' otherwise 1323 * just 'op' otherwise
1240 */ 1324 */
1241object * 1325object *
1242insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1326insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1243{ 1327{
1244 assert (!op->flag [FLAG_FREED]);
1245
1246 object *top, *floor = NULL;
1247
1248 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
1249 1334
1250 /* Ideally, the caller figures this out. However, it complicates a lot 1335 /* Ideally, the caller figures this out. However, it complicates a lot
1251 * 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
1252 * need extra work 1337 * need extra work
1253 */ 1338 */
1339 maptile *newmap = m;
1254 if (!xy_normalise (m, op->x, op->y)) 1340 if (!xy_normalise (newmap, op->x, op->y))
1255 { 1341 {
1256 op->destroy (); 1342 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1257 return 0; 1343 return 0;
1258 } 1344 }
1259 1345
1260 if (object *more = op->more) 1346 if (object *more = op->more)
1261 if (!insert_ob_in_map (more, m, originator, flag)) 1347 if (!insert_ob_in_map (more, m, originator, flag))
1262 return 0; 1348 return 0;
1263 1349
1264 CLEAR_FLAG (op, FLAG_REMOVED); 1350 op->flag [FLAG_REMOVED] = false;
1265 1351 op->env = 0;
1266 op->map = m; 1352 op->map = newmap;
1353
1267 mapspace &ms = op->ms (); 1354 mapspace &ms = op->ms ();
1268 1355
1269 /* this has to be done after we translate the coordinates. 1356 /* this has to be done after we translate the coordinates.
1270 */ 1357 */
1271 if (op->nrof && !(flag & INS_NO_MERGE)) 1358 if (op->nrof && !(flag & INS_NO_MERGE))
1272 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1273 if (object::can_merge (op, tmp)) 1360 if (object::can_merge (op, tmp))
1274 { 1361 {
1362 // TODO: we actually want to update tmp, not op,
1363 // but some caller surely breaks when we return tmp
1364 // from here :/
1275 op->nrof += tmp->nrof; 1365 op->nrof += tmp->nrof;
1276 tmp->destroy (); 1366 tmp->destroy ();
1277 } 1367 }
1278 1368
1279 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 */
1288 { 1378 {
1289 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");
1290 abort (); 1380 abort ();
1291 } 1381 }
1292 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
1293 op->above = originator; 1390 op->above = originator;
1294 op->below = originator->below; 1391 op->below = originator->below;
1295
1296 if (op->below)
1297 op->below->above = op;
1298 else
1299 ms.bot = op;
1300
1301 /* since *below* originator, no need to update top */
1302 originator->below = op; 1392 originator->below = op;
1393
1394 *(op->below ? &op->below->above : &ms.bot) = op;
1303 } 1395 }
1304 else 1396 else
1305 { 1397 {
1306 top = ms.bot; 1398 object *floor = 0;
1399 object *top = ms.top;
1307 1400
1308 /* If there are other objects, then */ 1401 /* If there are other objects, then */
1309 if (top) 1402 if (top)
1310 { 1403 {
1311 object *last = 0;
1312
1313 /* 1404 /*
1314 * 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.
1315 * We've already dealt with merging if appropriate. 1406 * We've already dealt with merging if appropriate.
1316 * 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
1317 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1408 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1320 * 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
1321 * 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
1322 * 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
1323 * that flying non pickable objects are spell objects. 1414 * that flying non pickable objects are spell objects.
1324 */ 1415 */
1325 for (top = ms.bot; top; top = top->above) 1416 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1326 { 1417 {
1327 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))
1328 floor = top; 1419 floor = tmp;
1329 1420
1330 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))
1331 { 1422 {
1332 /* We insert above top, so we want this object below this */ 1423 /* We insert above top, so we want this object below this */
1333 top = top->below; 1424 top = tmp->below;
1334 break; 1425 break;
1335 } 1426 }
1336 1427
1337 last = top; 1428 top = tmp;
1338 } 1429 }
1339
1340 /* Don't want top to be NULL, so set it to the last valid object */
1341 top = last;
1342 1430
1343 /* We let update_position deal with figuring out what the space 1431 /* We let update_position deal with figuring out what the space
1344 * looks like instead of lots of conditions here. 1432 * looks like instead of lots of conditions here.
1345 * makes things faster, and effectively the same result. 1433 * makes things faster, and effectively the same result.
1346 */ 1434 */
1353 */ 1441 */
1354 if (!(flag & INS_ON_TOP) 1442 if (!(flag & INS_ON_TOP)
1355 && ms.flags () & P_BLOCKSVIEW 1443 && ms.flags () & P_BLOCKSVIEW
1356 && (op->face && !faces [op->face].visibility)) 1444 && (op->face && !faces [op->face].visibility))
1357 { 1445 {
1446 object *last;
1447
1358 for (last = top; last != floor; last = last->below) 1448 for (last = top; last != floor; last = last->below)
1359 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1449 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1360 break; 1450 break;
1361 1451
1362 /* Check to see if we found the object that blocks view, 1452 /* Check to see if we found the object that blocks view,
1370 } /* If objects on this space */ 1460 } /* If objects on this space */
1371 1461
1372 if (flag & INS_ABOVE_FLOOR_ONLY) 1462 if (flag & INS_ABOVE_FLOOR_ONLY)
1373 top = floor; 1463 top = floor;
1374 1464
1375 /* 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
1376 */
1377
1378 /* First object on this space */
1379 if (!top) 1466 if (!top)
1380 { 1467 {
1468 op->below = 0;
1381 op->above = ms.bot; 1469 op->above = ms.bot;
1382
1383 if (op->above)
1384 op->above->below = op;
1385
1386 op->below = 0;
1387 ms.bot = op; 1470 ms.bot = op;
1471
1472 *(op->above ? &op->above->below : &ms.top) = op;
1388 } 1473 }
1389 else 1474 else
1390 { /* get inserted into the stack above top */ 1475 {
1391 op->above = top->above; 1476 op->above = top->above;
1392
1393 if (op->above)
1394 op->above->below = op; 1477 top->above = op;
1395 1478
1396 op->below = top; 1479 op->below = top;
1397 top->above = op; 1480 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1481 }
1482 }
1399 1483
1400 if (!op->above) 1484 if (op->is_player ())
1401 ms.top = op;
1402 } /* else not INS_BELOW_ORIGINATOR */
1403
1404 if (op->type == PLAYER)
1405 { 1485 {
1406 op->contr->do_los = 1; 1486 op->contr->do_los = 1;
1407 ++op->map->players; 1487 ++op->map->players;
1408 op->map->touch (); 1488 op->map->touch ();
1409 } 1489 }
1410 1490
1411 op->map->dirty = true; 1491 op->map->dirty = true;
1412 1492
1413 if (object *pl = ms.player ()) 1493 if (object *pl = ms.player ())
1494 //TODO: the floorbox prev/next might need updating
1495 //esrv_send_item (pl, op);
1496 //TODO: update floorbox to preserve ordering
1497 if (pl->contr->ns)
1414 pl->contr->ns->floorbox_update (); 1498 pl->contr->ns->floorbox_update ();
1415 1499
1416 /* If this object glows, it may affect lighting conditions that are 1500 /* If this object glows, it may affect lighting conditions that are
1417 * 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
1418 * 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
1419 * on the map will get recalculated. The players could very well 1503 * on the map will get recalculated. The players could very well
1420 * 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 -
1421 * this should get redone to only look for players within range, 1505 * this should get redone to only look for players within range,
1422 * or just updating the P_UPTODATE for spaces within this area 1506 * or just updating the P_UPTODATE for spaces within this area
1423 * of effect may be sufficient. 1507 * of effect may be sufficient.
1424 */ 1508 */
1425 if (op->map->darkness && (op->glow_radius != 0)) 1509 if (op->affects_los ())
1510 {
1511 op->ms ().invalidate ();
1426 update_all_los (op->map, op->x, op->y); 1512 update_all_los (op->map, op->x, op->y);
1513 }
1427 1514
1428 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1515 /* updates flags (blocked, alive, no magic, etc) for this map space */
1429 update_object (op, UP_OBJ_INSERT); 1516 update_object (op, UP_OBJ_INSERT);
1430 1517
1431 INVOKE_OBJECT (INSERT, op); 1518 INVOKE_OBJECT (INSERT, op);
1438 * blocked() and wall() work properly), and these flags are updated by 1525 * blocked() and wall() work properly), and these flags are updated by
1439 * update_object(). 1526 * update_object().
1440 */ 1527 */
1441 1528
1442 /* 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 */
1443 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1444 { 1531 {
1445 if (check_move_on (op, originator)) 1532 if (check_move_on (op, originator))
1446 return 0; 1533 return 0;
1447 1534
1448 /* 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
1459/* this function inserts an object in the map, but if it 1546/* this function inserts an object in the map, but if it
1460 * 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.
1461 * 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.
1462 */ 1549 */
1463void 1550void
1464replace_insert_ob_in_map (const char *arch_string, object *op) 1551replace_insert_ob_in_map (shstr_tmp archname, object *op)
1465{ 1552{
1466 object *tmp, *tmp1;
1467
1468 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1469 1554
1470 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1556 if (tmp->arch->archname == archname) /* same archetype */
1472 tmp->destroy (); 1557 tmp->destroy ();
1473 1558
1474 tmp1 = arch_to_object (archetype::find (arch_string)); 1559 object *tmp = archetype::find (archname)->instance ();
1475 1560
1476 tmp1->x = op->x; 1561 tmp->x = op->x;
1477 tmp1->y = op->y; 1562 tmp->y = op->y;
1563
1478 insert_ob_in_map (tmp1, op->map, op, 0); 1564 insert_ob_in_map (tmp, op->map, op, 0);
1479} 1565}
1480 1566
1481object * 1567object *
1482object::insert_at (object *where, object *originator, int flags) 1568object::insert_at (object *where, object *originator, int flags)
1483{ 1569{
1485 return where->env->insert (this); 1571 return where->env->insert (this);
1486 else 1572 else
1487 return where->map->insert (this, where->x, where->y, originator, flags); 1573 return where->map->insert (this, where->x, where->y, originator, flags);
1488} 1574}
1489 1575
1490/* 1576// check whether we can put this into the map, respect max_volume, max_items
1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1577bool
1492 * is returned contains nr objects, and the remaining parts contains 1578object::can_drop_at (maptile *m, int x, int y, object *originator)
1493 * the rest (or is removed and freed if that number is 0).
1494 * On failure, NULL is returned, and the reason put into the
1495 * global static errmsg array.
1496 */
1497object *
1498get_split_ob (object *orig_ob, uint32 nr)
1499{ 1579{
1500 object *newob; 1580 mapspace &ms = m->at (x, y);
1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1502 1581
1503 if (orig_ob->nrof < nr) 1582 int items = ms.items ();
1504 {
1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1506 return NULL;
1507 }
1508 1583
1509 newob = object_create_clone (orig_ob); 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;
1510 1588
1511 if ((orig_ob->nrof -= nr) < 1) 1589 if (originator && originator->is_player ())
1512 orig_ob->destroy (1); 1590 originator->contr->failmsg (format (
1513 else if (!is_removed) 1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1514 { 1592 query_name ()
1515 if (orig_ob->env != NULL) 1593 ));
1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1518 {
1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1521 return NULL;
1522 }
1523 }
1524 1594
1525 newob->nrof = nr; 1595 return false;
1526
1527 return newob;
1528} 1596}
1529 1597
1530/* 1598/*
1531 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease(object, number) decreases a specified number from
1532 * 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
1533 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1534 * 1602 *
1535 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1536 */ 1604 */
1605bool
1606object::decrease (sint32 nr)
1607{
1608 if (!nr)
1609 return true;
1610
1611 nr = min (nr, nrof);
1612
1613 if (nrof > nr)
1614 {
1615 nrof -= nr;
1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1617
1618 if (object *pl = visible_to ())
1619 esrv_update_item (UPD_NROF, pl, this);
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628}
1629
1630/*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1537object * 1636object *
1538decrease_ob_nr (object *op, uint32 i) 1637object::split (sint32 nr)
1539{ 1638{
1540 object *tmp; 1639 int have = number_of ();
1541 1640
1542 if (i == 0) /* objects with op->nrof require this check */ 1641 if (have < nr)
1543 return op; 1642 return 0;
1544 1643 else if (have == nr)
1545 if (i > op->nrof)
1546 i = op->nrof;
1547
1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1549 op->nrof -= i;
1550 else if (op->env)
1551 { 1644 {
1552 /* is this object in the players inventory, or sub container
1553 * therein?
1554 */
1555 tmp = op->in_player ();
1556 /* nope. Is this a container the player has opened?
1557 * If so, set tmp to that player.
1558 * IMO, searching through all the players will mostly
1559 * likely be quicker than following op->env to the map,
1560 * and then searching the map for a player.
1561 */
1562 if (!tmp)
1563 for_all_players (pl)
1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1567 break;
1568 }
1569
1570 if (i < op->nrof)
1571 {
1572 sub_weight (op->env, op->weight * i);
1573 op->nrof -= i;
1574 if (tmp)
1575 esrv_send_item (tmp, op);
1576 }
1577 else
1578 {
1579 op->remove (); 1645 remove ();
1580 op->nrof = 0; 1646 return this;
1581 if (tmp)
1582 esrv_del_item (tmp->contr, op->count);
1583 }
1584 } 1647 }
1585 else 1648 else
1586 { 1649 {
1587 object *above = op->above; 1650 decrease (nr);
1588 1651
1589 if (i < op->nrof) 1652 object *op = deep_clone ();
1590 op->nrof -= i; 1653 op->nrof = nr;
1591 else
1592 {
1593 op->remove ();
1594 op->nrof = 0;
1595 }
1596
1597 /* Since we just removed op, op->above is null */
1598 for (tmp = above; tmp; tmp = tmp->above)
1599 if (tmp->type == PLAYER)
1600 {
1601 if (op->nrof)
1602 esrv_send_item (tmp, op);
1603 else
1604 esrv_del_item (tmp->contr, op->count);
1605 }
1606 }
1607
1608 if (op->nrof)
1609 return op; 1654 return op;
1610 else
1611 {
1612 op->destroy ();
1613 return 0;
1614 }
1615}
1616
1617/*
1618 * add_weight(object, weight) adds the specified weight to an object,
1619 * and also updates how much the environment(s) is/are carrying.
1620 */
1621void
1622add_weight (object *op, signed long weight)
1623{
1624 while (op != NULL)
1625 {
1626 if (op->type == CONTAINER)
1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1628
1629 op->carrying += weight;
1630 op = op->env;
1631 } 1655 }
1632} 1656}
1633 1657
1634object * 1658object *
1635insert_ob_in_ob (object *op, object *where) 1659insert_ob_in_ob (object *op, object *where)
1660 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1661 */ 1685 */
1662object * 1686object *
1663object::insert (object *op) 1687object::insert (object *op)
1664{ 1688{
1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1666 op->remove ();
1667
1668 if (op->more) 1689 if (op->more)
1669 { 1690 {
1670 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 return op; 1692 return op;
1672 } 1693 }
1673 1694
1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1695 op->remove ();
1675 CLEAR_FLAG (op, FLAG_REMOVED); 1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676 1698
1677 if (op->nrof) 1699 if (op->nrof)
1678 {
1679 for (object *tmp = inv; tmp; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1681 { 1702 {
1682 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1704 (client needs the original object) */
1684 tmp->nrof += op->nrof; 1705 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1706
1686 * tmp->nrof, we need to increase the weight. 1707 if (object *pl = tmp->visible_to ())
1687 */ 1708 esrv_update_item (UPD_NROF, pl, tmp);
1709
1688 add_weight (this, op->weight * op->nrof); 1710 adjust_weight (this, op->total_weight ());
1689 SET_FLAG (op, FLAG_REMOVED); 1711
1690 op->destroy (); /* free the inserted object */ 1712 op->destroy ();
1691 op = tmp; 1713 op = tmp;
1692 op->remove (); /* and fix old object's links */ 1714 goto inserted;
1693 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break;
1695 } 1715 }
1696 1716
1697 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do
1701 * the linking below
1702 */
1703 add_weight (this, op->weight * op->nrof);
1704 }
1705 else
1706 add_weight (this, (op->weight + op->carrying));
1707
1708 if (object *otmp = this->in_player ())
1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 otmp->update_stats ();
1711
1712 op->owner = 0; // its his/hers now. period. 1717 op->owner = 0; // it's his/hers now. period.
1713 op->map = 0; 1718 op->map = 0;
1719 op->x = 0;
1720 op->y = 0;
1721
1722 op->above = 0;
1723 op->below = inv;
1714 op->env = this; 1724 op->env = this;
1715 op->above = 0;
1716 op->below = 0;
1717 op->x = op->y = 0;
1718 1725
1726 if (inv)
1727 inv->above = op;
1728
1729 inv = op;
1730
1731 op->flag [FLAG_REMOVED] = 0;
1732
1733 if (object *pl = op->visible_to ())
1734 esrv_send_item (pl, op);
1735
1736 adjust_weight (this, op->total_weight ());
1737
1738inserted:
1719 /* 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 */
1720 if (op->glow_radius && map) 1740 if (op->glow_radius && is_on_map ())
1721 { 1741 {
1722#ifdef DEBUG_LIGHTS 1742 update_stats ();
1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724#endif /* DEBUG_LIGHTS */
1725 if (map->darkness)
1726 update_all_los (map, x, y); 1743 update_all_los (map, x, y);
1727 }
1728
1729 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function...
1731 */
1732 if (!inv)
1733 inv = op;
1734 else
1735 { 1744 }
1736 op->below = inv; 1745 else if (is_player ())
1737 op->below->above = op; 1746 // if this is a player's inventory, update stats
1738 inv = op; 1747 contr->queue_stats_update ();
1739 }
1740 1748
1741 INVOKE_OBJECT (INSERT, this); 1749 INVOKE_OBJECT (INSERT, this);
1742 1750
1743 return op; 1751 return op;
1744} 1752}
1764 * on top. 1772 * on top.
1765 */ 1773 */
1766int 1774int
1767check_move_on (object *op, object *originator) 1775check_move_on (object *op, object *originator)
1768{ 1776{
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1769 object *tmp; 1780 object *tmp;
1770 maptile *m = op->map; 1781 maptile *m = op->map;
1771 int x = op->x, y = op->y; 1782 int x = op->x, y = op->y;
1772 1783
1773 MoveType move_on, move_slow, move_block; 1784 mapspace &ms = m->at (x, y);
1774 1785
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1786 ms.update ();
1776 return 0;
1777 1787
1778 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1788 MoveType move_on = ms.move_on;
1779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1789 MoveType move_slow = ms.move_slow;
1780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1790 MoveType move_block = ms.move_block;
1781 1791
1782 /* 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,
1783 * 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
1784 * 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
1785 * as walking. 1795 * as walking.
1796 return 0; 1806 return 0;
1797 1807
1798 /* The objects have to be checked from top to bottom. 1808 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1809 * Hence, we first go to the top:
1800 */ 1810 */
1801 1811 for (object *next, *tmp = ms.top; tmp; tmp = next)
1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 {
1804 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them.
1807 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1809 break;
1810 } 1812 {
1813 next = tmp->below;
1811 1814
1812 for (; tmp; tmp = tmp->below)
1813 {
1814 if (tmp == op) 1815 if (tmp == op)
1815 continue; /* Can't apply yourself */ 1816 continue; /* Can't apply yourself */
1816 1817
1817 /* 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.
1818 * Second check makes sure that the movement types not being slowed 1819 * Second check makes sure that the movement types not being slowed
1823 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1824 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1824 { 1825 {
1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1826 ((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))
1827 { 1828 {
1828
1829 float
1830 diff = tmp->move_slow_penalty * fabs (op->speed); 1829 float diff = tmp->move_slow_penalty * fabs (op->speed);
1831 1830
1832 if (op->type == PLAYER) 1831 if (op->is_player ())
1833 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)) ||
1834 (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)))
1835 diff /= 4.0; 1834 diff /= 4.0;
1836 1835
1837 op->speed_left -= diff; 1836 op->speed_left -= diff;
1838 } 1837 }
1839 } 1838 }
1872 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1873 return NULL; 1872 return NULL;
1874 } 1873 }
1875 1874
1876 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)
1877 if (tmp->arch == at) 1876 if (tmp->arch->archname == at->archname)
1878 return tmp; 1877 return tmp;
1879 1878
1880 return NULL; 1879 return NULL;
1881} 1880}
1882 1881
1946 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
1947 */ 1946 */
1948object * 1947object *
1949present_arch_in_ob (const archetype *at, const object *op) 1948present_arch_in_ob (const archetype *at, const object *op)
1950{ 1949{
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 if (tmp->arch == at) 1951 if (tmp->arch->archname == at->archname)
1953 return tmp; 1952 return tmp;
1954 1953
1955 return NULL; 1954 return NULL;
1956} 1955}
1957 1956
2045 * head of the object should correspond for the entire object. 2044 * head of the object should correspond for the entire object.
2046 */ 2045 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue; 2047 continue;
2049 2048
2050 if (ob->blocked (m, pos.x, pos.y)) 2049 if (ob->blocked (pos.m, pos.x, pos.y))
2051 continue; 2050 continue;
2052 2051
2053 altern [index++] = i; 2052 altern [index++] = i;
2054 } 2053 }
2055 2054
2123 * there is capable of. 2122 * there is capable of.
2124 */ 2123 */
2125int 2124int
2126find_dir (maptile *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2127{ 2126{
2128 int i, max = SIZEOFFREE, mflags; 2127 int max = SIZEOFFREE, mflags;
2129
2130 sint16 nx, ny;
2131 object *tmp;
2132 maptile *mp;
2133
2134 MoveType blocked, move_type; 2128 MoveType move_type;
2135 2129
2136 if (exclude && exclude->head_ () != exclude) 2130 if (exclude && exclude->head_ () != exclude)
2137 { 2131 {
2138 exclude = exclude->head; 2132 exclude = exclude->head;
2139 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2142 { 2136 {
2143 /* 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. */
2144 move_type = MOVE_ALL; 2138 move_type = MOVE_ALL;
2145 } 2139 }
2146 2140
2147 for (i = 1; i < max; i++) 2141 for (int i = 1; i < max; i++)
2148 { 2142 {
2149 mp = m; 2143 mapxy pos (m, x, y);
2150 nx = x + freearr_x[i]; 2144 pos.move (i);
2151 ny = y + freearr_y[i];
2152 2145
2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2146 if (!pos.normalise ())
2154
2155 if (mflags & P_OUT_OF_MAP)
2156 max = maxfree[i]; 2147 max = maxfree[i];
2157 else 2148 else
2158 { 2149 {
2159 mapspace &ms = mp->at (nx, ny); 2150 mapspace &ms = *pos;
2160 2151
2161 blocked = ms.move_block;
2162
2163 if ((move_type & blocked) == move_type) 2152 if ((move_type & ms.move_block) == move_type)
2164 max = maxfree[i]; 2153 max = maxfree [i];
2165 else if (mflags & P_IS_ALIVE) 2154 else if (ms.flags () & P_IS_ALIVE)
2166 { 2155 {
2167 for (tmp = ms.bot; tmp; tmp = tmp->above) 2156 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2170 break;
2171
2172 if (tmp)
2173 return freedir[i]; 2159 return freedir [i];
2174 } 2160 }
2175 } 2161 }
2176 } 2162 }
2177 2163
2178 return 0; 2164 return 0;
2253 * 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
2254 * 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.
2255 * 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
2256 * functions. 2242 * functions.
2257 */ 2243 */
2258int reduction_dir[SIZEOFFREE][3] = { 2244static const int reduction_dir[SIZEOFFREE][3] = {
2259 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2260 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2261 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2262 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2263 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2359int 2345int
2360can_pick (const object *who, const object *item) 2346can_pick (const object *who, const object *item)
2361{ 2347{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2349 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2364 !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));
2365} 2351}
2366 2352
2367/* 2353/*
2368 * create clone from object to another 2354 * create clone from object to another
2369 */ 2355 */
2370object * 2356object *
2371object_create_clone (object *asrc) 2357object::deep_clone ()
2372{ 2358{
2373 object *dst = 0, *tmp, *src, *prev, *item; 2359 assert (("deep_clone called on non-head object", is_head ()));
2374 2360
2375 if (!asrc) 2361 object *dst = clone ();
2376 return 0;
2377 2362
2378 src = asrc->head_ (); 2363 object *prev = dst;
2379
2380 prev = 0;
2381 for (object *part = src; part; part = part->more) 2364 for (object *part = this->more; part; part = part->more)
2382 { 2365 {
2383 tmp = part->clone (); 2366 object *tmp = part->clone ();
2384 tmp->x -= src->x;
2385 tmp->y -= src->y;
2386
2387 if (!part->head)
2388 {
2389 dst = tmp;
2390 tmp->head = 0;
2391 }
2392 else
2393 tmp->head = dst; 2367 tmp->head = dst;
2394
2395 tmp->more = 0;
2396
2397 if (prev)
2398 prev->more = tmp; 2368 prev->more = tmp;
2399
2400 prev = tmp; 2369 prev = tmp;
2401 } 2370 }
2402 2371
2403 for (item = src->inv; item; item = item->below) 2372 for (object *item = inv; item; item = item->below)
2404 insert_ob_in_ob (object_create_clone (item), dst); 2373 insert_ob_in_ob (item->deep_clone (), dst);
2405 2374
2406 return dst; 2375 return dst;
2407} 2376}
2408 2377
2409/* This returns the first object in who's inventory that 2378/* This returns the first object in who's inventory that
2418 return tmp; 2387 return tmp;
2419 2388
2420 return 0; 2389 return 0;
2421} 2390}
2422 2391
2423/* If ob has a field named key, return the link from the list, 2392shstr_tmp
2424 * otherwise return NULL. 2393object::kv_get (shstr_tmp key) const
2425 *
2426 * key must be a passed in shared string - otherwise, this won't
2427 * do the desired thing.
2428 */
2429key_value *
2430get_ob_key_link (const object *ob, const char *key)
2431{ 2394{
2432 for (key_value *link = ob->key_values; link; link = link->next) 2395 for (key_value *kv = key_values; kv; kv = kv->next)
2433 if (link->key == key) 2396 if (kv->key == key)
2434 return link;
2435
2436 return 0;
2437}
2438
2439/*
2440 * Returns the value of op has an extra_field for key, or NULL.
2441 *
2442 * The argument doesn't need to be a shared string.
2443 *
2444 * The returned string is shared.
2445 */
2446const char *
2447get_ob_key_value (const object *op, const char *const key)
2448{
2449 key_value *link;
2450 shstr_cmp canonical_key (key);
2451
2452 if (!canonical_key)
2453 {
2454 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field.
2458 */
2459 return 0;
2460 }
2461
2462 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead.
2464 */
2465 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key)
2467 return link->value; 2397 return kv->value;
2468 2398
2469 return 0; 2399 return shstr ();
2470} 2400}
2471 2401
2472/* 2402void
2473 * Updates the canonical_key in op to value. 2403object::kv_set (shstr_tmp key, shstr_tmp value)
2474 *
2475 * canonical_key is a shared string (value doesn't have to be).
2476 *
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys.
2479 *
2480 * Returns TRUE on success.
2481 */
2482int
2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484{ 2404{
2485 key_value *field = NULL, *last = NULL; 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2486 2406 if (kv->key == key)
2487 for (field = op->key_values; field != NULL; field = field->next)
2488 {
2489 if (field->key != canonical_key)
2490 { 2407 {
2491 last = field; 2408 kv->value = value;
2492 continue; 2409 return;
2493 } 2410 }
2494 2411
2495 if (value) 2412 key_value *kv = new key_value;
2496 field->value = value; 2413
2497 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)
2498 { 2426 {
2499 /* Basically, if the archetype has this key set, 2427 key_value *kv = *kvp;
2500 * we need to store the null value so when we save 2428 *kvp = (*kvp)->next;
2501 * it, we save the empty value so that when we load, 2429 delete kv;
2502 * we get this value back again. 2430 return;
2503 */
2504 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0;
2506 else
2507 {
2508 if (last)
2509 last->next = field->next;
2510 else
2511 op->key_values = field->next;
2512
2513 delete field;
2514 }
2515 } 2431 }
2516 return TRUE;
2517 }
2518 /* IF we get here, key doesn't exist */
2519
2520 /* No field, we'll have to add it. */
2521
2522 if (!add_key)
2523 return FALSE;
2524
2525 /* There isn't any good reason to store a null
2526 * value in the key/value list. If the archetype has
2527 * this key, then we should also have it, so shouldn't
2528 * be here. If user wants to store empty strings,
2529 * should pass in ""
2530 */
2531 if (value == NULL)
2532 return TRUE;
2533
2534 field = new key_value;
2535
2536 field->key = canonical_key;
2537 field->value = value;
2538 /* Usual prepend-addition. */
2539 field->next = op->key_values;
2540 op->key_values = field;
2541
2542 return TRUE;
2543}
2544
2545/*
2546 * Updates the key in op to value.
2547 *
2548 * If add_key is FALSE, this will only update existing keys,
2549 * and not add new ones.
2550 * In general, should be little reason FALSE is ever passed in for add_key
2551 *
2552 * Returns TRUE on success.
2553 */
2554int
2555set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2556{
2557 shstr key_ (key);
2558
2559 return set_ob_key_value_s (op, key_, value, add_key);
2560} 2432}
2561 2433
2562object::depth_iterator::depth_iterator (object *container) 2434object::depth_iterator::depth_iterator (object *container)
2563: iterator_base (container) 2435: iterator_base (container)
2564{ 2436{
2614{ 2486{
2615 char flagdesc[512]; 2487 char flagdesc[512];
2616 char info2[256 * 4]; 2488 char info2[256 * 4];
2617 char *p = info; 2489 char *p = info;
2618 2490
2619 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}",
2620 count, 2492 count,
2621 uuid.c_str (), 2493 uuid.c_str (),
2622 &name, 2494 &name,
2623 title ? "\",title:\"" : "", 2495 title ? ",title:\"" : "",
2624 title ? (const char *)title : "", 2496 title ? (const char *)title : "",
2497 title ? "\"" : "",
2625 flag_desc (flagdesc, 512), type); 2498 flag_desc (flagdesc, 512), type);
2626 2499
2627 if (!this->flag[FLAG_REMOVED] && env) 2500 if (!flag[FLAG_REMOVED] && env)
2628 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2501 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2629 2502
2630 if (map) 2503 if (map)
2631 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2504 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2632 2505
2647{ 2520{
2648 return map ? map->region (x, y) 2521 return map ? map->region (x, y)
2649 : region::default_region (); 2522 : region::default_region ();
2650} 2523}
2651 2524
2652const materialtype_t *
2653object::dominant_material () const
2654{
2655 if (materialtype_t *mt = name_to_material (materialname))
2656 return mt;
2657
2658 return name_to_material (shstr_unknown);
2659}
2660
2661void 2525void
2662object::open_container (object *new_container) 2526object::open_container (object *new_container)
2663{ 2527{
2664 if (container == new_container) 2528 if (container == new_container)
2665 return; 2529 return;
2666 2530
2667 if (object *old_container = container) 2531 object *old_container = container;
2532
2533 if (old_container)
2668 { 2534 {
2669 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2535 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2670 return; 2536 return;
2671 2537
2672#if 0 2538#if 0
2674 if (object *closer = old_container->inv) 2540 if (object *closer = old_container->inv)
2675 if (closer->type == CLOSE_CON) 2541 if (closer->type == CLOSE_CON)
2676 closer->destroy (); 2542 closer->destroy ();
2677#endif 2543#endif
2678 2544
2545 // make sure the container is available
2546 esrv_send_item (this, old_container);
2547
2679 old_container->flag [FLAG_APPLIED] = 0; 2548 old_container->flag [FLAG_APPLIED] = false;
2680 container = 0; 2549 container = 0;
2681 2550
2551 // client needs item update to make it work, client bug requires this to be separate
2682 esrv_update_item (UPD_FLAGS, this, old_container); 2552 esrv_update_item (UPD_FLAGS, this, old_container);
2553
2683 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 ());
2684 play_sound (sound_find ("chest_close")); 2555 play_sound (sound_find ("chest_close"));
2685 } 2556 }
2686 2557
2687 if (new_container) 2558 if (new_container)
2688 { 2559 {
2692 // TODO: this does not seem to serve any purpose anymore? 2563 // TODO: this does not seem to serve any purpose anymore?
2693#if 0 2564#if 0
2694 // insert the "Close Container" object. 2565 // insert the "Close Container" object.
2695 if (archetype *closer = new_container->other_arch) 2566 if (archetype *closer = new_container->other_arch)
2696 { 2567 {
2697 object *closer = arch_to_object (new_container->other_arch); 2568 object *closer = new_container->other_arch->instance ();
2698 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2699 new_container->insert (closer); 2570 new_container->insert (closer);
2700 } 2571 }
2701#endif 2572#endif
2702 2573
2703 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 ());
2704 2575
2576 // make sure the container is available, client bug requires this to be separate
2577 esrv_send_item (this, new_container);
2578
2705 new_container->flag [FLAG_APPLIED] = 1; 2579 new_container->flag [FLAG_APPLIED] = true;
2706 container = new_container; 2580 container = new_container;
2707 2581
2582 // client needs flag change
2708 esrv_update_item (UPD_FLAGS, this, new_container); 2583 esrv_update_item (UPD_FLAGS, this, new_container);
2709 esrv_send_inventory (this, new_container); 2584 esrv_send_inventory (this, new_container);
2710 play_sound (sound_find ("chest_open")); 2585 play_sound (sound_find ("chest_open"));
2711 } 2586 }
2587// else if (!old_container->env && contr && contr->ns)
2588// contr->ns->floorbox_reset ();
2712} 2589}
2713 2590
2714object * 2591object *
2715object::force_find (const shstr name) 2592object::force_find (shstr_tmp name)
2716{ 2593{
2717 /* 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
2718 * place 2595 * place
2719 */ 2596 */
2720 for (object *tmp = inv; tmp; tmp = tmp->below) 2597 for (object *tmp = inv; tmp; tmp = tmp->below)
2722 return splay (tmp); 2599 return splay (tmp);
2723 2600
2724 return 0; 2601 return 0;
2725} 2602}
2726 2603
2604//-GPL
2605
2727void 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 *
2728object::force_add (const shstr name, int duration) 2616object::force_add (shstr_tmp name, int duration)
2729{ 2617{
2730 if (object *force = force_find (name)) 2618 if (object *force = force_find (name))
2731 force->destroy (); 2619 force->destroy ();
2732 2620
2733 object *force = get_archetype (FORCE_NAME); 2621 object *force = get_archetype (FORCE_NAME);
2734 2622
2735 force->slaying = name; 2623 force->slaying = name;
2736 force->stats.food = 1; 2624 force->force_set_timer (duration);
2737 force->speed_left = -1.f;
2738
2739 force->set_speed (duration ? 1.f / duration : 0.f);
2740 force->flag [FLAG_IS_USED_UP] = true;
2741 force->flag [FLAG_APPLIED] = true; 2625 force->flag [FLAG_APPLIED] = true;
2742 2626
2743 insert (force); 2627 return insert (force);
2744} 2628}
2745 2629
2746void 2630void
2747object::play_sound (faceidx sound) const 2631object::play_sound (faceidx sound) const
2748{ 2632{
2749 if (!sound) 2633 if (!sound)
2750 return; 2634 return;
2751 2635
2752 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 ())
2753 return; 2661 return;
2754 2662
2755 if (env) 2663 // find old force, or create new one
2756 { 2664 object *force = force_find (shstr_noise_force);
2757 if (object *pl = in_player ()) 2665
2758 pl->contr->play_sound (sound); 2666 if (force)
2759 } 2667 force->speed_left = -1.f; // patch old speed up
2760 else 2668 else
2761 map->play_sound (sound, x, y); 2669 {
2762} 2670 force = archetype::get (shstr_noise_force);
2763 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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