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Comparing deliantra/server/common/object.C (file contents):
Revision 1.212 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.322 by root, Sun Apr 11 00:34:05 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 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, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -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, 53 -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 54 -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}; 55};
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] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 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, 59 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 60 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}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
143{ 212{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* 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 214 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
149 */ 216 */
150 217
151 /* For each field in wants, */ 218 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 220 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 221 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 }
168 222
169 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 224 return true;
171} 225}
172 226
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 228static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 230{
177 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
179 */ 233 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
181} 236}
182 237
183/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 239 * they can be merged together.
185 * 240 *
192 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
193 * check weight 248 * check weight
194 */ 249 */
195bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
196{ 251{
197 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
198 if (ob1 == ob2 253 if (ob1 == ob2
199 || ob1->type != ob2->type 254 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 255 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 258 return 0;
204 259
205 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 262 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; 263 return 0;
212 264
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* 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 266 * 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 267 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 269 * flags lose any meaning.
218 */ 270 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 ob1->set_flag (FLAG_BEEN_APPLIED);
221 273
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 ob2->set_flag (FLAG_BEEN_APPLIED);
224 276
225 if (ob1->arch->name != ob2->arch->name 277 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 278 || ob1->name != ob2->name
227 || ob1->title != ob2->title 279 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 286 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 302 return 0;
250 303
251 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
255 .any ()) 307 .any ())
256 return 0; 308 return 0;
257 309
258 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
277 329
278 /* Don't merge objects that are applied. With the new 'body' code, 330 /* Don't merge objects that are applied. With the new 'body' code,
279 * it is possible for most any character to have more than one of 331 * it is possible for most any character to have more than one of
280 * some items equipped, and we don't want those to merge. 332 * some items equipped, and we don't want those to merge.
281 */ 333 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 334 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 335 return 0;
284 336
285 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
286 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
287 * check? 339 * check?
288 */ 340 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 341 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 342 return 0;
291 343
292 switch (ob1->type) 344 switch (ob1->type)
293 { 345 {
294 case SCROLL: 346 case SCROLL:
330 382
331 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
332 return 1; 384 return 1;
333} 385}
334 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
335// adjust weight per container type ("of holding") 424// adjust weight per container type ("of holding")
336static sint32 425static sint32
337weight_adjust (object *op, sint32 weight) 426weight_adjust_for (object *op, sint32 weight)
338{ 427{
339 return op->type == CONTAINER 428 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight; 430 : weight;
342} 431}
348static void 437static void
349adjust_weight (object *op, sint32 weight) 438adjust_weight (object *op, sint32 weight)
350{ 439{
351 while (op) 440 while (op)
352 { 441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
353 weight = weight_adjust (op, weight); 444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
354 446
355 if (!weight) 447 if (!weight)
356 return; 448 return;
357 449
358 op->carrying += weight; 450 op->carrying += weight;
359 451
360 if (object *pl = op->visible_to ()) 452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 454 esrv_update_item (UPD_WEIGHT, pl, op);
362 455
363 op = op->env; 456 op = op->env;
364 } 457 }
365} 458}
366 459
380 op->update_weight (); 473 op->update_weight ();
381 474
382 sum += op->total_weight (); 475 sum += op->total_weight ();
383 } 476 }
384 477
385 sum = weight_adjust (this, sum); 478 sum = weight_adjust_for (this, sum);
386 479
387 if (sum != carrying) 480 if (sum != carrying)
388 { 481 {
389 carrying = sum; 482 carrying = sum;
390 483
391 if (object *pl = visible_to ()) 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 486 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 487 }
394} 488}
395 489
396/* 490/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
405 object_freezer freezer; 499 object_freezer freezer;
406 op->write (freezer); 500 op->write (freezer);
407 return freezer.as_string (); 501 return freezer.as_string ();
408} 502}
409 503
410/* 504char *
411 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
412 * multi-object 1 which is closest to the second object.
413 * If it's not a multi-object, it is returned.
414 */
415object *
416get_nearest_part (object *op, const object *pl)
417{ 506{
418 object *tmp, *closest; 507 return dump_object (this);
419 int last_dist, i;
420
421 if (!op->more)
422 return op;
423
424 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
425 tmp;
426 tmp = tmp->more)
427 if ((i = distance (tmp, pl)) < last_dist)
428 closest = tmp, last_dist = i;
429
430 return closest;
431} 508}
432 509
433/* 510/*
434 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
435 * VERRRY slow. 512 * VERRRY slow.
443 520
444 return 0; 521 return 0;
445} 522}
446 523
447/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
448 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
449 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
450 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
451 */ 543 */
452object * 544object *
453find_object_name (const char *str) 545find_object_name (const char *str)
454{ 546{
455 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
456 object *op;
457 548
549 if (str_)
458 for_all_objects (op) 550 for_all_objects (op)
459 if (op->name == str_) 551 if (op->name == str_)
460 break; 552 return op;
461 553
462 return op; 554 return 0;
463} 555}
464 556
465/* 557/*
466 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
467 * skill and experience objects. 559 * skill and experience objects.
482 } 574 }
483 575
484 this->owner = owner; 576 this->owner = owner;
485} 577}
486 578
487int
488object::slottype () const
489{
490 if (type == SKILL)
491 {
492 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
493 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
494 }
495 else
496 {
497 if (slot [body_combat].info) return slot_combat;
498 if (slot [body_range ].info) return slot_ranged;
499 }
500
501 return slot_none;
502}
503
504bool
505object::change_weapon (object *ob)
506{
507 if (current_weapon == ob)
508 return true;
509
510 if (chosen_skill)
511 chosen_skill->flag [FLAG_APPLIED] = false;
512
513 current_weapon = ob;
514 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
515
516 if (chosen_skill)
517 chosen_skill->flag [FLAG_APPLIED] = true;
518
519 update_stats ();
520
521 if (ob)
522 {
523 // now check wether any body locations became invalid, in which case
524 // we cannot apply the weapon at the moment.
525 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
526 if (slot[i].used < 0)
527 {
528 current_weapon = chosen_skill = 0;
529 update_stats ();
530
531 new_draw_info_format (NDI_UNIQUE, 0, this,
532 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. "
534 "[You need to unapply some items first.]", &ob->name);
535 return false;
536 }
537
538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
539 }
540 else
541 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
542
543 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
544 {
545 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
546 &name, ob->debug_desc ());
547 return false;
548 }
549
550 return true;
551}
552
553/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
554 * refcounts and freeing the links. 580 * refcounts and freeing the links.
555 */ 581 */
556static void 582static void
557free_key_values (object *op) 583free_key_values (object *op)
565 } 591 }
566 592
567 op->key_values = 0; 593 op->key_values = 0;
568} 594}
569 595
570object & 596/*
571object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
572{ 606{
573 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
580 610
581 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
582 if (src.key_values) 612 if (key_values)
583 { 613 {
584 key_value *tail = 0; 614 key_value *tail = 0;
585 key_values = 0; 615 dst->key_values = 0;
586 616
587 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
588 { 618 {
589 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
590 620
591 new_link->next = 0; 621 new_link->next = 0;
592 new_link->key = i->key; 622 new_link->key = i->key;
593 new_link->value = i->value; 623 new_link->value = i->value;
594 624
595 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
596 if (!key_values) 626 if (!dst->key_values)
597 { 627 {
598 key_values = new_link; 628 dst->key_values = new_link;
599 tail = new_link; 629 tail = new_link;
600 } 630 }
601 else 631 else
602 { 632 {
603 tail->next = new_link; 633 tail->next = new_link;
604 tail = new_link; 634 tail = new_link;
605 } 635 }
606 } 636 }
607 } 637 }
608}
609 638
610/* 639 dst->activate ();
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622
623 if (speed < 0)
624 dst->speed_left -= rndm ();
625
626 dst->set_speed (dst->speed);
627} 640}
628 641
629void 642void
630object::instantiate () 643object::instantiate ()
631{ 644{
632 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
633 uuid = UUID::gen (); 646 uuid = UUID::gen ();
634 647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
635 speed_left = -0.1f; 652 speed_left = -1.;
653
636 /* copy the body_info to the body_used - this is only really 654 /* copy the body_info to the body_used - this is only really
637 * need for monsters, but doesn't hurt to do it for everything. 655 * need for monsters, but doesn't hurt to do it for everything.
638 * by doing so, when a monster is created, it has good starting 656 * by doing so, when a monster is created, it has good starting
639 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
640 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
648object * 666object *
649object::clone () 667object::clone ()
650{ 668{
651 object *neu = create (); 669 object *neu = create ();
652 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
676 neu->map = map; // not copied by copy_to
653 return neu; 677 return neu;
654} 678}
655 679
656/* 680/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
659 * be called to update the face variable, _and_ how it looks on the map. 683 * be called to update the face variable, _and_ how it looks on the map.
660 */ 684 */
661void 685void
662update_turn_face (object *op) 686update_turn_face (object *op)
663{ 687{
664 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 688 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
665 return; 689 return;
666 690
667 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
668 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
669} 693}
674 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
675 */ 699 */
676void 700void
677object::set_speed (float speed) 701object::set_speed (float speed)
678{ 702{
679 if (flag [FLAG_FREED] && speed)
680 {
681 LOG (llevError, "Object %s is freed but has speed.\n", &name);
682 speed = 0;
683 }
684
685 this->speed = speed; 703 this->speed = speed;
686 704
687 if (has_active_speed ()) 705 if (has_active_speed ())
688 activate (); 706 activate ();
689 else 707 else
708 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
709 */ 727 */
710void 728void
711update_object (object *op, int action) 729update_object (object *op, int action)
712{ 730{
713 if (op == NULL) 731 if (!op)
714 { 732 {
715 /* this should never happen */ 733 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 735 return;
718 } 736 }
719 737
720 if (op->env) 738 if (!op->is_on_map ())
721 { 739 {
722 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
723 * to do in this case. 741 * to do in this case.
724 */ 742 */
725 return; 743 return;
726 } 744 }
727
728 /* If the map is saving, don't do anything as everything is
729 * going to get freed anyways.
730 */
731 if (!op->map || op->map->in_memory == MAP_SAVING)
732 return;
733 745
734 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
736 { 748 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
745 757
746 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
747 /* nop */; 759 /* nop */;
748 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
749 { 761 {
762#if 0
750 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
757 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
758 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
759 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
760 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
761 * to have move_allow right now. 774 * have move_allow right now.
762 */ 775 */
763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate ();
778#else
764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
765 m.flags_ = 0; 780 m.invalidate ();
781#endif
766 } 782 }
767 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
768 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
769 * that is being removed. 785 * that is being removed.
770 */ 786 */
771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
772 m.flags_ = 0; 788 m.invalidate ();
773 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
774 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
775 else 791 else
776 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
777 793
779 update_object (op->more, action); 795 update_object (op->more, action);
780} 796}
781 797
782object::object () 798object::object ()
783{ 799{
784 SET_FLAG (this, FLAG_REMOVED); 800 this->set_flag (FLAG_REMOVED);
785 801
786 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
787 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
788} 805}
789 806
790object::~object () 807object::~object ()
791{ 808{
792 unlink (); 809 unlink ();
821 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
822 if (active) 839 if (active)
823 return; 840 return;
824 841
825 if (has_active_speed ()) 842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
826 actives.insert (this); 847 actives.insert (this);
848 }
827} 849}
828 850
829void 851void
830object::activate_recursive () 852object::activate_recursive ()
831{ 853{
880object::destroy_inv (bool drop_to_ground) 902object::destroy_inv (bool drop_to_ground)
881{ 903{
882 // need to check first, because the checks below might segfault 904 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 905 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 906 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 907 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 908 // cf will crash below with off-map x and y
887 if (!inv) 909 if (!inv)
888 return; 910 return;
889 911
890 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
892 * drop on that space. 914 * drop on that space.
893 */ 915 */
894 if (!drop_to_ground 916 if (!drop_to_ground
895 || !map 917 || !map
896 || map->in_memory != MAP_ACTIVE 918 || map->in_memory != MAP_ACTIVE
897 || map->nodrop 919 || map->no_drop
898 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
899 { 921 {
900 while (inv) 922 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy (); 923 inv->destroy ();
904 }
905 } 924 }
906 else 925 else
907 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
908 while (inv) 927 while (inv)
909 { 928 {
920 map->insert (op, x, y); 939 map->insert (op, x, y);
921 } 940 }
922 } 941 }
923} 942}
924 943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963}
964
925object *object::create () 965object *object::create ()
926{ 966{
927 object *op = new object; 967 object *op = new object;
928 op->link (); 968 op->link ();
929 return op; 969 return op;
930} 970}
931 971
972static struct freed_map : maptile
973{
974 freed_map ()
975 {
976 path = "<freed objects map>";
977 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1;
981 no_reset = 1;
982
983 alloc ();
984 in_memory = MAP_ACTIVE;
985 }
986
987 ~freed_map ()
988 {
989 destroy ();
990 }
991} freed_map; // freed objects are moved here to avoid crashes
992
932void 993void
933object::do_destroy () 994object::do_destroy ()
934{ 995{
935 if (object *pl = visible_to ())
936 esrv_del_item (pl->contr, count);
937
938 attachable::do_destroy ();
939
940 if (flag [FLAG_IS_LINKED]) 996 if (flag [FLAG_IS_LINKED])
941 remove_button_link (this); 997 remove_link ();
942 998
943 if (flag [FLAG_FRIENDLY]) 999 if (flag [FLAG_FRIENDLY])
944 remove_friendly_object (this); 1000 remove_friendly_object (this);
945 1001
946 if (!flag [FLAG_REMOVED])
947 remove (); 1002 remove ();
948 1003
949 destroy_inv (true); 1004 attachable::do_destroy ();
950 1005
951 deactivate (); 1006 deactivate ();
952 unlink (); 1007 unlink ();
953 1008
954 flag [FLAG_FREED] = 1; 1009 flag [FLAG_FREED] = 1;
955 1010
956 // hack to ensure that freed objects still have a valid map 1011 // hack to ensure that freed objects still have a valid map
957 {
958 static maptile *freed_map; // freed objects are moved here to avoid crashes
959
960 if (!freed_map)
961 {
962 freed_map = new maptile;
963
964 freed_map->path = "<freed objects map>";
965 freed_map->name = "/internal/freed_objects_map";
966 freed_map->width = 3;
967 freed_map->height = 3;
968 freed_map->nodrop = 1;
969
970 freed_map->alloc ();
971 freed_map->in_memory = MAP_ACTIVE;
972 }
973
974 map = freed_map; 1012 map = &freed_map;
975 x = 1; 1013 x = 1;
976 y = 1; 1014 y = 1;
977 }
978 1015
979 if (more) 1016 if (more)
980 { 1017 {
981 more->destroy (); 1018 more->destroy ();
982 more = 0; 1019 more = 0;
990 attacked_by = 0; 1027 attacked_by = 0;
991 current_weapon = 0; 1028 current_weapon = 0;
992} 1029}
993 1030
994void 1031void
995object::destroy (bool destroy_inventory) 1032object::destroy ()
996{ 1033{
997 if (destroyed ()) 1034 if (destroyed ())
998 return; 1035 return;
999 1036
1000 if (destroy_inventory) 1037 if (!is_head () && !head->destroyed ())
1038 {
1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1040 head->destroy ();
1041 return;
1042 }
1043
1001 destroy_inv (false); 1044 destroy_inv_fast ();
1002 1045
1003 if (is_head ()) 1046 if (is_head ())
1004 if (sound_destroy) 1047 if (sound_destroy)
1005 play_sound (sound_destroy); 1048 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER]) 1049 else if (flag [FLAG_MONSTER])
1017 * the previous environment. 1060 * the previous environment.
1018 */ 1061 */
1019void 1062void
1020object::do_remove () 1063object::do_remove ()
1021{ 1064{
1022 object *tmp, *last = 0; 1065 if (flag [FLAG_REMOVED])
1023 object *otmp;
1024
1025 if (QUERY_FLAG (this, FLAG_REMOVED))
1026 return; 1066 return;
1027 1067
1028 SET_FLAG (this, FLAG_REMOVED);
1029 INVOKE_OBJECT (REMOVE, this); 1068 INVOKE_OBJECT (REMOVE, this);
1069
1070 flag [FLAG_REMOVED] = true;
1030 1071
1031 if (more) 1072 if (more)
1032 more->remove (); 1073 more->remove ();
1033 1074
1034 /* 1075 /*
1035 * In this case, the object to be removed is in someones 1076 * In this case, the object to be removed is in someones
1036 * inventory. 1077 * inventory.
1037 */ 1078 */
1038 if (env) 1079 if (env)
1039 { 1080 {
1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1082 if (object *pl = visible_to ())
1083 esrv_del_item (pl->contr, count);
1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1085
1040 adjust_weight (env, -total_weight ()); 1086 adjust_weight (env, -total_weight ());
1041 1087
1042 *(above ? &above->below : &env->inv) = below; 1088 object *pl = in_player ();
1043
1044 if (below)
1045 below->above = above;
1046 1089
1047 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
1050 */ 1093 */
1051 map = env->map; 1094 map = env->map;
1052 x = env->x; 1095 x = env->x;
1053 y = env->y; 1096 y = env->y;
1097
1098 // make sure cmov optimisation is applicable
1099 *(above ? &above->below : &env->inv) = below;
1100 *(below ? &below->above : &above ) = above; // &above is just a dummy
1101
1054 above = 0; 1102 above = 0;
1055 below = 0; 1103 below = 0;
1056 env = 0; 1104 env = 0;
1057 1105
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1106 if (pl && pl->is_player ())
1059 * made to players inventory. If set, avoiding the call
1060 * to save cpu time.
1061 */ 1107 {
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1108 if (expect_false (pl->contr->combat_ob == this))
1063 otmp->update_stats (); 1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
1064 } 1127 }
1065 else if (map) 1128 else if (map)
1066 { 1129 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true; 1130 map->dirty = true;
1080 mapspace &ms = this->ms (); 1131 mapspace &ms = this->ms ();
1081 1132
1133 if (object *pl = ms.player ())
1134 {
1135 if (is_player ())
1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1140 // leaving a spot always closes any open container on the ground
1141 if (container && !container->env)
1142 // this causes spurious floorbox updates, but it ensures
1143 // that the CLOSE event is being sent.
1144 close_container ();
1145
1146 --map->players;
1147 map->touch ();
1148 }
1149 else if (pl->container_ () == this)
1150 {
1151 // removing a container should close it
1152 close_container ();
1153 }
1154
1155 esrv_del_item (pl->contr, count);
1156 }
1157
1082 /* link the object above us */ 1158 /* link the object above us */
1083 if (above) 1159 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1160 *(above ? &above->below : &ms.top) = below;
1085 else 1161 *(below ? &below->above : &ms.bot) = above;
1086 ms.top = below; /* we were top, set new top */
1087
1088 /* Relink the object below us, if there is one */
1089 if (below)
1090 below->above = above;
1091 else
1092 {
1093 /* Nothing below, which means we need to relink map object for this space
1094 * use translated coordinates in case some oddness with map tiling is
1095 * evident
1096 */
1097 if (GET_MAP_OB (map, x, y) != this)
1098 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 ());
1099
1100 ms.bot = above; /* goes on above it. */
1101 }
1102 1162
1103 above = 0; 1163 above = 0;
1104 below = 0; 1164 below = 0;
1105 1165
1166 ms.invalidate ();
1167
1106 if (map->in_memory == MAP_SAVING) 1168 if (map->in_memory == MAP_SAVING)
1107 return; 1169 return;
1108 1170
1109 int check_walk_off = !flag [FLAG_NO_APPLY]; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1110 1172
1111 if (object *pl = ms.player ()) 1173 if (object *pl = ms.player ())
1112 { 1174 {
1113 if (pl->container == this) 1175 if (pl->container_ () == this)
1114 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1116 * appropriately. 1178 * appropriately.
1117 */ 1179 */
1118 pl->close_container (); 1180 pl->close_container ();
1119 1181
1182 //TODO: the floorbox prev/next might need updating
1183 //esrv_del_item (pl->contr, count);
1184 //TODO: update floorbox to preserve ordering
1185 if (pl->contr->ns)
1120 pl->contr->ns->floorbox_update (); 1186 pl->contr->ns->floorbox_update ();
1121 } 1187 }
1122 1188
1189 if (check_walk_off)
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1124 { 1191 {
1192 above = tmp->above;
1193
1125 /* No point updating the players look faces if he is the object 1194 /* No point updating the players look faces if he is the object
1126 * being removed. 1195 * being removed.
1127 */ 1196 */
1128 1197
1129 /* See if object moving off should effect something */ 1198 /* See if object moving off should effect something */
1130 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1133 {
1134 move_apply (tmp, this, 0); 1201 move_apply (tmp, this, 0);
1135
1136 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1202 }
1139 1203
1140 last = tmp; 1204 if (affects_los ())
1141 }
1142
1143 /* last == NULL if there are no objects on this space */
1144 //TODO: this makes little sense, why only update the topmost object?
1145 if (!last)
1146 map->at (x, y).flags_ = 0;
1147 else
1148 update_object (last, UP_OBJ_REMOVE);
1149
1150 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1151 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1152 } 1206 }
1153} 1207}
1154 1208
1155/* 1209/*
1169 if (!top) 1223 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1224 for (top = op; top && top->above; top = top->above)
1171 ; 1225 ;
1172 1226
1173 for (; top; top = top->below) 1227 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1228 if (object::can_merge (op, top))
1179 { 1229 {
1180 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1181 1231
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1183 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1184 op->destroy (); 1238 op->destroy ();
1239
1185 return top; 1240 return top;
1186 } 1241 }
1187 }
1188 1242
1189 return 0; 1243 return 0;
1190} 1244}
1191 1245
1192void 1246void
1197 1251
1198 object *prev = this; 1252 object *prev = this;
1199 1253
1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1201 { 1255 {
1202 object *op = arch_to_object (at); 1256 object *op = at->instance ();
1203 1257
1204 op->name = name; 1258 op->name = name;
1205 op->name_pl = name_pl; 1259 op->name_pl = name_pl;
1206 op->title = title; 1260 op->title = title;
1207 1261
1217 * job preparing multi-part monsters. 1271 * job preparing multi-part monsters.
1218 */ 1272 */
1219object * 1273object *
1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221{ 1275{
1276 op->remove ();
1277
1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 { 1279 {
1224 tmp->x = x + tmp->arch->x; 1280 tmp->x = x + tmp->arch->x;
1225 tmp->y = y + tmp->arch->y; 1281 tmp->y = y + tmp->arch->y;
1226 } 1282 }
1243 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1244 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1245 * 1301 *
1246 * Return value: 1302 * Return value:
1247 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1249 * just 'op' otherwise 1305 * just 'op' otherwise
1250 */ 1306 */
1251object * 1307object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1309{
1254 assert (!op->flag [FLAG_FREED]);
1255
1256 object *top, *floor = NULL;
1257
1258 op->remove (); 1310 op->remove ();
1311
1312 if (m == &freed_map)//D TODO: remove soon
1313 {//D
1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1315 }//D
1259 1316
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1261 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1262 * need extra work 1319 * need extra work
1263 */ 1320 */
1321 maptile *newmap = m;
1264 if (!xy_normalise (m, op->x, op->y)) 1322 if (!xy_normalise (newmap, op->x, op->y))
1265 { 1323 {
1266 op->destroy (); 1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1325 return 0;
1268 } 1326 }
1269 1327
1270 if (object *more = op->more) 1328 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1329 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0; 1330 return 0;
1273 1331
1274 CLEAR_FLAG (op, FLAG_REMOVED); 1332 op->flag [FLAG_REMOVED] = false;
1275 1333 op->env = 0;
1276 op->map = m; 1334 op->map = newmap;
1335
1277 mapspace &ms = op->ms (); 1336 mapspace &ms = op->ms ();
1278 1337
1279 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1280 */ 1339 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1342 if (object::can_merge (op, tmp))
1284 { 1343 {
1344 // TODO: we actually want to update tmp, not op,
1345 // but some caller surely breaks when we return tmp
1346 // from here :/
1285 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1348 tmp->destroy ();
1287 } 1349 }
1288 1350
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1352 op->clr_flag (FLAG_INV_LOCKED);
1291 1353
1292 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1354 if (!op->flag [FLAG_ALIVE])
1293 CLEAR_FLAG (op, FLAG_NO_STEAL); 1355 op->clr_flag (FLAG_NO_STEAL);
1294 1356
1295 if (flag & INS_BELOW_ORIGINATOR) 1357 if (flag & INS_BELOW_ORIGINATOR)
1296 { 1358 {
1297 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1298 { 1360 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1362 abort ();
1301 } 1363 }
1302 1364
1365 if (!originator->is_on_map ())
1366 {
1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1371
1303 op->above = originator; 1372 op->above = originator;
1304 op->below = originator->below; 1373 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op; 1374 originator->below = op;
1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1377 }
1314 else 1378 else
1315 { 1379 {
1316 top = ms.bot; 1380 object *floor = 0;
1381 object *top = ms.top;
1317 1382
1318 /* If there are other objects, then */ 1383 /* If there are other objects, then */
1319 if (top) 1384 if (top)
1320 { 1385 {
1321 object *last = 0;
1322
1323 /* 1386 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1387 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1388 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1389 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1330 * once we get to them. This reduces the need to traverse over all of 1393 * once we get to them. This reduces the need to traverse over all of
1331 * them when adding another one - this saves quite a bit of cpu time 1394 * them when adding another one - this saves quite a bit of cpu time
1332 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1334 */ 1397 */
1335 for (top = ms.bot; top; top = top->above) 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1399 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1400 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1338 floor = top; 1401 floor = tmp;
1339 1402
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1403 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1341 { 1404 {
1342 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1343 top = top->below; 1406 top = tmp->below;
1344 break; 1407 break;
1345 } 1408 }
1346 1409
1347 last = top; 1410 top = tmp;
1348 } 1411 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1412
1353 /* We let update_position deal with figuring out what the space 1413 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1414 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1415 * makes things faster, and effectively the same result.
1356 */ 1416 */
1363 */ 1423 */
1364 if (!(flag & INS_ON_TOP) 1424 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1425 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1426 && (op->face && !faces [op->face].visibility))
1367 { 1427 {
1428 object *last;
1429
1368 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1370 break; 1432 break;
1371 1433
1372 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1373 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1374 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1380 } /* If objects on this space */ 1442 } /* If objects on this space */
1381 1443
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1445 top = floor;
1384 1446
1385 /* Top is the object that our object (op) is going to get inserted above. 1447 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1448 if (!top)
1390 { 1449 {
1450 op->below = 0;
1391 op->above = ms.bot; 1451 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1455 }
1399 else 1456 else
1400 { /* get inserted into the stack above top */ 1457 {
1401 op->above = top->above; 1458 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1459 top->above = op;
1405 1460
1406 op->below = top; 1461 op->below = top;
1407 top->above = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1463 }
1464 }
1409 1465
1410 if (!op->above) 1466 if (op->is_player ())
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413
1414 if (op->type == PLAYER)
1415 { 1467 {
1416 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1417 ++op->map->players; 1469 ++op->map->players;
1418 op->map->touch (); 1470 op->map->touch ();
1419 } 1471 }
1420 1472
1421 op->map->dirty = true; 1473 op->map->dirty = true;
1422 1474
1423 if (object *pl = ms.player ()) 1475 if (object *pl = ms.player ())
1476 //TODO: the floorbox prev/next might need updating
1477 //esrv_send_item (pl, op);
1478 //TODO: update floorbox to preserve ordering
1479 if (pl->contr->ns)
1424 pl->contr->ns->floorbox_update (); 1480 pl->contr->ns->floorbox_update ();
1425 1481
1426 /* If this object glows, it may affect lighting conditions that are 1482 /* If this object glows, it may affect lighting conditions that are
1427 * visible to others on this map. But update_all_los is really 1483 * visible to others on this map. But update_all_los is really
1428 * an inefficient way to do this, as it means los for all players 1484 * an inefficient way to do this, as it means los for all players
1429 * on the map will get recalculated. The players could very well 1485 * on the map will get recalculated. The players could very well
1430 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1431 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1432 * or just updating the P_UPTODATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1433 * of effect may be sufficient. 1489 * of effect may be sufficient.
1434 */ 1490 */
1435 if (op->map->darkness && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1436 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1437 1496
1438 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1439 update_object (op, UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1440 1499
1441 INVOKE_OBJECT (INSERT, op); 1500 INVOKE_OBJECT (INSERT, op);
1448 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1449 * update_object(). 1508 * update_object().
1450 */ 1509 */
1451 1510
1452 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1454 { 1513 {
1455 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1456 return 0; 1515 return 0;
1457 1516
1458 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1469/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1470 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1471 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1472 */ 1531 */
1473void 1532void
1474replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1475{ 1534{
1476 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1477 1536
1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1480 tmp->destroy (1); 1539 tmp->destroy ();
1481 1540
1482 object *tmp = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1483 1542
1484 tmp->x = op->x; 1543 tmp->x = op->x;
1485 tmp->y = op->y; 1544 tmp->y = op->y;
1486 1545
1487 insert_ob_in_map (tmp, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1494 return where->env->insert (this); 1553 return where->env->insert (this);
1495 else 1554 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1497} 1556}
1498 1557
1499// find player who can see this object 1558// check whether we can put this into the map, respect max_volume, max_items
1500object * 1559bool
1501object::visible_to () const 1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1502{ 1561{
1503 if (!flag [FLAG_REMOVED]) 1562 mapspace &ms = m->at (x, y);
1504 {
1505 // see if we are in a container of sorts
1506 if (env)
1507 {
1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1511 1563
1512 // else a player could have our env open 1564 int items = ms.items ();
1513 object *envest = env->outer_env ();
1514 1565
1515 // the player itself is always on a map, so we will find him here 1566 if (!items // testing !items ensures we can drop at least one item
1516 // even if our inv is in a player. 1567 || (items < m->max_items
1517 if (envest->is_on_map ()) 1568 && ms.volume () < m->max_volume))
1518 if (object *pl = envest->ms ().player ()) 1569 return true;
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530 1570
1571 if (originator && originator->is_player ())
1572 originator->contr->failmsgf (
1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1574 query_name ()
1575 );
1576
1531 return 0; 1577 return false;
1532} 1578}
1533 1579
1534/* 1580/*
1535 * decrease(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1544 if (!nr) 1590 if (!nr)
1545 return true; 1591 return true;
1546 1592
1547 nr = min (nr, nrof); 1593 nr = min (nr, nrof);
1548 1594
1595 if (nrof > nr)
1596 {
1549 nrof -= nr; 1597 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1599
1555 if (object *pl = visible_to ()) 1600 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1601 esrv_update_item (UPD_NROF, pl, this);
1557 1602
1558 return true; 1603 return true;
1559 } 1604 }
1560 else 1605 else
1561 { 1606 {
1562 destroy (1); 1607 destroy ();
1563 return false; 1608 return false;
1564 } 1609 }
1565} 1610}
1566 1611
1567/* 1612/*
1584 } 1629 }
1585 else 1630 else
1586 { 1631 {
1587 decrease (nr); 1632 decrease (nr);
1588 1633
1589 object *op = object_create_clone (this); 1634 object *op = deep_clone ();
1590 op->nrof = nr; 1635 op->nrof = nr;
1591 return op; 1636 return op;
1592 } 1637 }
1593} 1638}
1594 1639
1638 if (object::can_merge (tmp, op)) 1683 if (object::can_merge (tmp, op))
1639 { 1684 {
1640 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1686 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1688
1689 if (object *pl = tmp->visible_to ())
1690 esrv_update_item (UPD_NROF, pl, tmp);
1691
1643 adjust_weight (this, op->total_weight ()); 1692 adjust_weight (this, op->total_weight ());
1644 1693
1645 op->destroy (1); 1694 op->destroy ();
1646 op = tmp; 1695 op = tmp;
1647 goto inserted; 1696 goto inserted;
1648 } 1697 }
1649 1698
1650 op->owner = 0; // it's his/hers now. period. 1699 op->owner = 0; // it's his/hers now. period.
1661 1710
1662 inv = op; 1711 inv = op;
1663 1712
1664 op->flag [FLAG_REMOVED] = 0; 1713 op->flag [FLAG_REMOVED] = 0;
1665 1714
1715 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op);
1717
1666 adjust_weight (this, op->total_weight ()); 1718 adjust_weight (this, op->total_weight ());
1667 1719
1668inserted: 1720inserted:
1669 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1722 if (op->glow_radius && is_on_map ())
1723 {
1724 update_stats ();
1671 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1672 1726 }
1673 if (object *otmp = in_player ()) 1727 else if (is_player ())
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1728 // if this is a player's inventory, update stats
1675 otmp->update_stats (); 1729 contr->queue_stats_update ();
1676 1730
1677 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1678 1732
1679 return op; 1733 return op;
1680} 1734}
1700 * on top. 1754 * on top.
1701 */ 1755 */
1702int 1756int
1703check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1704{ 1758{
1759 if (op->flag [FLAG_NO_APPLY])
1760 return 0;
1761
1705 object *tmp; 1762 object *tmp;
1706 maptile *m = op->map; 1763 maptile *m = op->map;
1707 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1708 1765
1709 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1710 1767
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1712 return 0;
1713 1769
1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1717 1773
1718 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1719 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1720 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1721 * as walking. 1777 * as walking.
1732 return 0; 1788 return 0;
1733 1789
1734 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1735 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1736 */ 1792 */
1737 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1739 {
1740 /* Trim the search when we find the first other spell effect
1741 * this helps performance so that if a space has 50 spell objects,
1742 * we don't need to check all of them.
1743 */
1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 } 1794 {
1795 next = tmp->below;
1747 1796
1748 for (; tmp; tmp = tmp->below)
1749 {
1750 if (tmp == op) 1797 if (tmp == op)
1751 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1752 1799
1753 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1754 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1755 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1756 * space doesn't slow down swimming (for example), if you can't actually 1803 * space doesn't slow down swimming (for example), if you can't actually
1757 * swim on that space, can't use it to avoid the penalty. 1804 * swim on that space, can't use it to avoid the penalty.
1758 */ 1805 */
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!op->flag [FLAG_WIZPASS])
1760 { 1807 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 { 1810 {
1764
1765 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1812
1768 if (op->type == PLAYER) 1813 if (op->is_player ())
1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1771 diff /= 4.0; 1816 diff /= 4.0;
1772 1817
1773 op->speed_left -= diff; 1818 op->speed_left -= diff;
1774 } 1819 }
1775 } 1820 }
1808 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1854 return NULL;
1810 } 1855 }
1811 1856
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch == at) 1858 if (tmp->arch->archname == at->archname)
1814 return tmp; 1859 return tmp;
1815 1860
1816 return NULL; 1861 return NULL;
1817} 1862}
1818 1863
1882 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1883 */ 1928 */
1884object * 1929object *
1885present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
1886{ 1931{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1933 if (tmp->arch->archname == at->archname)
1889 return tmp; 1934 return tmp;
1890 1935
1891 return NULL; 1936 return NULL;
1892} 1937}
1893 1938
1897void 1942void
1898flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1899{ 1944{
1900 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 1946 {
1902 SET_FLAG (tmp, flag); 1947 tmp->set_flag (flag);
1903 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
1904 } 1949 }
1905} 1950}
1906 1951
1907/* 1952/*
1910void 1955void
1911unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
1912{ 1957{
1913 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 1959 {
1915 CLEAR_FLAG (tmp, flag); 1960 tmp->clr_flag (flag);
1916 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
1917 } 1962 }
1918} 1963}
1919 1964
1920/* 1965/*
1981 * head of the object should correspond for the entire object. 2026 * head of the object should correspond for the entire object.
1982 */ 2027 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 2029 continue;
1985 2030
1986 if (ob->blocked (m, pos.x, pos.y)) 2031 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 2032 continue;
1988 2033
1989 altern [index++] = i; 2034 altern [index++] = i;
1990 } 2035 }
1991 2036
2059 * there is capable of. 2104 * there is capable of.
2060 */ 2105 */
2061int 2106int
2062find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2108{
2064 int i, max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2110 MoveType move_type;
2071 2111
2072 if (exclude && exclude->head_ () != exclude) 2112 if (exclude && exclude->head_ () != exclude)
2073 { 2113 {
2074 exclude = exclude->head; 2114 exclude = exclude->head;
2075 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2078 { 2118 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2081 } 2121 }
2082 2122
2083 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2084 { 2124 {
2085 mp = m; 2125 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2126 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2127
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2129 max = maxfree[i];
2093 else 2130 else
2094 { 2131 {
2095 mapspace &ms = mp->at (nx, ny); 2132 mapspace &ms = *pos;
2096 2133
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2135 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2136 else if (ms.flags () & P_IS_ALIVE)
2102 { 2137 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2141 return freedir [i];
2110 } 2142 }
2111 } 2143 }
2112 } 2144 }
2113 2145
2114 return 0; 2146 return 0;
2189 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2190 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2191 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2192 * functions. 2224 * functions.
2193 */ 2225 */
2194int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2293 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2294 */ 2326 */
2295int 2327int
2296can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2297{ 2329{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*who->flag [FLAG_WIZ]|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2301} 2333}
2302 2334
2303/* 2335/*
2304 * create clone from object to another 2336 * create clone from object to another
2305 */ 2337 */
2306object * 2338object *
2307object_create_clone (object *asrc) 2339object::deep_clone ()
2308{ 2340{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2341 assert (("deep_clone called on non-head object", is_head ()));
2310 2342
2311 if (!asrc) 2343 object *dst = clone ();
2312 return 0;
2313 2344
2314 src = asrc->head_ (); 2345 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2346 for (object *part = this->more; part; part = part->more)
2318 { 2347 {
2319 tmp = part->clone (); 2348 object *tmp = part->clone ();
2320 tmp->x -= src->x;
2321 tmp->y -= src->y;
2322
2323 if (!part->head)
2324 {
2325 dst = tmp;
2326 tmp->head = 0;
2327 }
2328 else
2329 tmp->head = dst; 2349 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2350 prev->more = tmp;
2335
2336 prev = tmp; 2351 prev = tmp;
2337 } 2352 }
2338 2353
2339 for (item = src->inv; item; item = item->below) 2354 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (item->deep_clone (), dst);
2341 2356
2342 return dst; 2357 return dst;
2343} 2358}
2344 2359
2345/* This returns the first object in who's inventory that 2360/* This returns the first object in who's inventory that
2354 return tmp; 2369 return tmp;
2355 2370
2356 return 0; 2371 return 0;
2357} 2372}
2358 2373
2359/* If ob has a field named key, return the link from the list, 2374shstr_tmp
2360 * otherwise return NULL. 2375object::kv_get (shstr_tmp key) const
2361 *
2362 * key must be a passed in shared string - otherwise, this won't
2363 * do the desired thing.
2364 */
2365key_value *
2366get_ob_key_link (const object *ob, const char *key)
2367{ 2376{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (link->key == key) 2378 if (kv->key == key)
2370 return link;
2371
2372 return 0;
2373}
2374
2375/*
2376 * Returns the value of op has an extra_field for key, or NULL.
2377 *
2378 * The argument doesn't need to be a shared string.
2379 *
2380 * The returned string is shared.
2381 */
2382const char *
2383get_ob_key_value (const object *op, const char *const key)
2384{
2385 key_value *link;
2386 shstr_cmp canonical_key (key);
2387
2388 if (!canonical_key)
2389 {
2390 /* 1. There being a field named key on any object
2391 * implies there'd be a shared string to find.
2392 * 2. Since there isn't, no object has this field.
2393 * 3. Therefore, *this* object doesn't have this field.
2394 */
2395 return 0;
2396 }
2397
2398 /* This is copied from get_ob_key_link() above -
2399 * only 4 lines, and saves the function call overhead.
2400 */
2401 for (link = op->key_values; link; link = link->next)
2402 if (link->key == canonical_key)
2403 return link->value; 2379 return kv->value;
2404 2380
2405 return 0; 2381 return shstr ();
2406} 2382}
2407 2383
2408/* 2384void
2409 * Updates the canonical_key in op to value. 2385object::kv_set (shstr_tmp key, shstr_tmp value)
2410 *
2411 * canonical_key is a shared string (value doesn't have to be).
2412 *
2413 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2414 * keys.
2415 *
2416 * Returns TRUE on success.
2417 */
2418int
2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2420{ 2386{
2421 key_value *field = NULL, *last = NULL; 2387 for (key_value *kv = key_values; kv; kv = kv->next)
2422 2388 if (kv->key == key)
2423 for (field = op->key_values; field != NULL; field = field->next)
2424 {
2425 if (field->key != canonical_key)
2426 { 2389 {
2427 last = field; 2390 kv->value = value;
2428 continue; 2391 return;
2429 } 2392 }
2430 2393
2431 if (value) 2394 key_value *kv = new key_value;
2432 field->value = value; 2395
2433 else 2396 kv->next = key_values;
2397 kv->key = key;
2398 kv->value = value;
2399
2400 key_values = kv;
2401}
2402
2403void
2404object::kv_del (shstr_tmp key)
2405{
2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2407 if ((*kvp)->key == key)
2434 { 2408 {
2435 /* Basically, if the archetype has this key set, 2409 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2410 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2411 delete kv;
2438 * we get this value back again. 2412 return;
2439 */
2440 if (get_ob_key_link (op->arch, canonical_key))
2441 field->value = 0;
2442 else
2443 {
2444 if (last)
2445 last->next = field->next;
2446 else
2447 op->key_values = field->next;
2448
2449 delete field;
2450 }
2451 } 2413 }
2452 return TRUE;
2453 }
2454 /* IF we get here, key doesn't exist */
2455
2456 /* No field, we'll have to add it. */
2457
2458 if (!add_key)
2459 return FALSE;
2460
2461 /* There isn't any good reason to store a null
2462 * value in the key/value list. If the archetype has
2463 * this key, then we should also have it, so shouldn't
2464 * be here. If user wants to store empty strings,
2465 * should pass in ""
2466 */
2467 if (value == NULL)
2468 return TRUE;
2469
2470 field = new key_value;
2471
2472 field->key = canonical_key;
2473 field->value = value;
2474 /* Usual prepend-addition. */
2475 field->next = op->key_values;
2476 op->key_values = field;
2477
2478 return TRUE;
2479}
2480
2481/*
2482 * Updates the key in op to value.
2483 *
2484 * If add_key is FALSE, this will only update existing keys,
2485 * and not add new ones.
2486 * In general, should be little reason FALSE is ever passed in for add_key
2487 *
2488 * Returns TRUE on success.
2489 */
2490int
2491set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2492{
2493 shstr key_ (key);
2494
2495 return set_ob_key_value_s (op, key_, value, add_key);
2496} 2414}
2497 2415
2498object::depth_iterator::depth_iterator (object *container) 2416object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2417: iterator_base (container)
2500{ 2418{
2550{ 2468{
2551 char flagdesc[512]; 2469 char flagdesc[512];
2552 char info2[256 * 4]; 2470 char info2[256 * 4];
2553 char *p = info; 2471 char *p = info;
2554 2472
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2473 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2556 count, 2474 count,
2557 uuid.c_str (), 2475 uuid.c_str (),
2558 &name, 2476 &name,
2559 title ? "\",title:\"" : "", 2477 title ? ",title:\"" : "",
2560 title ? (const char *)title : "", 2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2561 flag_desc (flagdesc, 512), type); 2480 flag_desc (flagdesc, 512), type);
2562 2481
2563 if (!this->flag[FLAG_REMOVED] && env) 2482 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2484
2566 if (map) 2485 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2486 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2487
2583{ 2502{
2584 return map ? map->region (x, y) 2503 return map ? map->region (x, y)
2585 : region::default_region (); 2504 : region::default_region ();
2586} 2505}
2587 2506
2588const materialtype_t *
2589object::dominant_material () const
2590{
2591 if (materialtype_t *mt = name_to_material (materialname))
2592 return mt;
2593
2594 return name_to_material (shstr_unknown);
2595}
2596
2597void 2507void
2598object::open_container (object *new_container) 2508object::open_container (object *new_container)
2599{ 2509{
2600 if (container == new_container) 2510 if (container == new_container)
2601 return; 2511 return;
2602 2512
2603 if (object *old_container = container) 2513 object *old_container = container;
2514
2515 if (old_container)
2604 { 2516 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2517 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2518 return;
2607 2519
2608#if 0 2520#if 0
2610 if (object *closer = old_container->inv) 2522 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2523 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2524 closer->destroy ();
2613#endif 2525#endif
2614 2526
2527 // make sure the container is available
2528 esrv_send_item (this, old_container);
2529
2615 old_container->flag [FLAG_APPLIED] = 0; 2530 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2531 container = 0;
2617 2532
2533 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2534 esrv_update_item (UPD_FLAGS, this, old_container);
2535
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2620 play_sound (sound_find ("chest_close")); 2537 play_sound (sound_find ("chest_close"));
2621 } 2538 }
2622 2539
2623 if (new_container) 2540 if (new_container)
2624 { 2541 {
2628 // TODO: this does not seem to serve any purpose anymore? 2545 // TODO: this does not seem to serve any purpose anymore?
2629#if 0 2546#if 0
2630 // insert the "Close Container" object. 2547 // insert the "Close Container" object.
2631 if (archetype *closer = new_container->other_arch) 2548 if (archetype *closer = new_container->other_arch)
2632 { 2549 {
2633 object *closer = arch_to_object (new_container->other_arch); 2550 object *closer = new_container->other_arch->instance ();
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer); 2552 new_container->insert (closer);
2636 } 2553 }
2637#endif 2554#endif
2638 2555
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2640 2557
2558 // make sure the container is available, client bug requires this to be separate
2559 esrv_send_item (this, new_container);
2560
2641 new_container->flag [FLAG_APPLIED] = 1; 2561 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2562 container = new_container;
2643 2563
2564 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2565 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2566 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2567 play_sound (sound_find ("chest_open"));
2647 } 2568 }
2569// else if (!old_container->env && contr && contr->ns)
2570// contr->ns->floorbox_reset ();
2648} 2571}
2649 2572
2650object * 2573object *
2651object::force_find (const shstr name) 2574object::force_find (shstr_tmp name)
2652{ 2575{
2653 /* cycle through his inventory to look for the MARK we want to 2576 /* cycle through his inventory to look for the MARK we want to
2654 * place 2577 * place
2655 */ 2578 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below) 2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2658 return splay (tmp); 2581 return splay (tmp);
2659 2582
2660 return 0; 2583 return 0;
2661} 2584}
2662 2585
2586//-GPL
2587
2663void 2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2664object::force_add (const shstr name, int duration) 2598object::force_add (shstr_tmp name, int duration)
2665{ 2599{
2666 if (object *force = force_find (name)) 2600 if (object *force = force_find (name))
2667 force->destroy (); 2601 force->destroy ();
2668 2602
2669 object *force = get_archetype (FORCE_NAME); 2603 object *force = get_archetype (FORCE_NAME);
2670 2604
2671 force->slaying = name; 2605 force->slaying = name;
2672 force->stats.food = 1; 2606 force->force_set_timer (duration);
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true; 2607 force->flag [FLAG_APPLIED] = true;
2678 2608
2679 insert (force); 2609 return insert (force);
2680} 2610}
2681 2611
2682void 2612void
2683object::play_sound (faceidx sound) 2613object::play_sound (faceidx sound) const
2684{ 2614{
2685 if (!sound) 2615 if (!sound)
2686 return; 2616 return;
2687 2617
2688 if (flag [FLAG_REMOVED]) 2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2689 return; 2643 return;
2690 2644
2691 if (env) 2645 // find old force, or create new one
2692 { 2646 object *force = force_find (shstr_noise_force);
2693 if (object *pl = in_player ()) 2647
2694 pl->contr->play_sound (sound); 2648 if (force)
2695 } 2649 force->speed_left = -1.f; // patch old speed up
2696 else 2650 else
2697 map->play_sound (sound, x, y); 2651 {
2698} 2652 force = archetype::get (shstr_noise_force);
2699 2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

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