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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 1.324 by root, Mon Apr 12 05:22:37 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
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 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, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -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, 59 -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 60 -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}; 61};
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] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 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, 65 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 66 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}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
66static void 76static void
67write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
68{ 78{
69 CALL_BEGIN (2); 79 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 83 CALL_END;
74} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
82 92
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 112 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
104 114
105 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
106 { 116 {
133 143
134void 144void
135UUID::init () 145UUID::init ()
136{ 146{
137 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
138} 213}
139 214
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 216static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
143{ 218{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* 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 220 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
149 */ 222 */
150 223
151 /* For each field in wants, */ 224 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 226 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 227 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 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
196{ 257{
197 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
198 if (ob1 == ob2 259 if (ob1 == ob2
199 || ob1->type != ob2->type 260 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 261 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 264 return 0;
204 265
205 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 268 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; 269 return 0;
212 270
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* 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 272 * 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 273 * 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 274 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 275 * flags lose any meaning.
218 */ 276 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
221 279
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
224 282
225 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 284 || ob1->name != ob2->name
227 || ob1->title != ob2->title 285 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 292 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 308 return 0;
250 309
251 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
255 .any ()) 313 .any ())
256 return 0; 314 return 0;
257 315
258 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
277 335
278 /* Don't merge objects that are applied. With the new 'body' code, 336 /* 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 337 * 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. 338 * some items equipped, and we don't want those to merge.
281 */ 339 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 341 return 0;
284 342
285 /* Note sure why the following is the case - either the object has to 343 /* 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 344 * be animated or have a very low speed. Is this an attempted monster
287 * check? 345 * check?
288 */ 346 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 348 return 0;
291 349
292 switch (ob1->type) 350 switch (ob1->type)
293 { 351 {
294 case SCROLL: 352 case SCROLL:
330 388
331 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
332 return 1; 390 return 1;
333} 391}
334 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
335// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
336static sint32 431static sint32
337weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
338{ 433{
339 return op->type == CONTAINER 434 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight; 436 : weight;
342} 437}
348static void 443static void
349adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
350{ 445{
351 while (op) 446 while (op)
352 { 447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
353 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
354 452
355 if (!weight) 453 if (!weight)
356 return; 454 return;
357 455
358 op->carrying += weight; 456 op->carrying += weight;
359 457
360 if (object *pl = op->visible_to ()) 458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 460 esrv_update_item (UPD_WEIGHT, pl, op);
362 461
363 op = op->env; 462 op = op->env;
364 } 463 }
365} 464}
366 465
380 op->update_weight (); 479 op->update_weight ();
381 480
382 sum += op->total_weight (); 481 sum += op->total_weight ();
383 } 482 }
384 483
385 sum = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
386 485
387 if (sum != carrying) 486 if (sum != carrying)
388 { 487 {
389 carrying = sum; 488 carrying = sum;
390 489
391 if (object *pl = visible_to ()) 490 if (object *pl = visible_to ())
491 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 492 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 493 }
394} 494}
395 495
396/* 496/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 497 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
405 object_freezer freezer; 505 object_freezer freezer;
406 op->write (freezer); 506 op->write (freezer);
407 return freezer.as_string (); 507 return freezer.as_string ();
408} 508}
409 509
410/* 510char *
411 * get_nearest_part(multi-object, object 2) returns the part of the 511object::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{ 512{
418 object *tmp, *closest; 513 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} 514}
432 515
433/* 516/*
434 * Returns the object which has the count-variable equal to the argument. 517 * Returns the object which has the count-variable equal to the argument.
435 * VERRRY slow. 518 * VERRRY slow.
443 526
444 return 0; 527 return 0;
445} 528}
446 529
447/* 530/*
531 * Returns the object which has the uuid equal to the argument.
532 * MOAR VERRRY slow.
533 */
534
535object *
536find_object_uuid (UUID i)
537{
538 for_all_objects (op)
539 if (op->uuid == i)
540 return op;
541
542 return 0;
543}
544
545/*
448 * Returns the first object which has a name equal to the argument. 546 * Returns the first object which has a name equal to the argument.
449 * Used only by the patch command, but not all that useful. 547 * Used only by the patch command, but not all that useful.
450 * Enables features like "patch <name-of-other-player> food 999" 548 * Enables features like "patch <name-of-other-player> food 999"
451 */ 549 */
452object * 550object *
453find_object_name (const char *str) 551find_object_name (const char *str)
454{ 552{
455 shstr_cmp str_ (str); 553 shstr_cmp str_ (str);
456 object *op;
457 554
555 if (str_)
458 for_all_objects (op) 556 for_all_objects (op)
459 if (op->name == str_) 557 if (op->name == str_)
460 break; 558 return op;
461 559
462 return op; 560 return 0;
463} 561}
464 562
465/* 563/*
466 * Sets the owner and sets the skill and exp pointers to owner's current 564 * Sets the owner and sets the skill and exp pointers to owner's current
467 * skill and experience objects. 565 * skill and experience objects.
482 } 580 }
483 581
484 this->owner = owner; 582 this->owner = owner;
485} 583}
486 584
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 585/* Zero the key_values on op, decrementing the shared-string
554 * refcounts and freeing the links. 586 * refcounts and freeing the links.
555 */ 587 */
556static void 588static void
557free_key_values (object *op) 589free_key_values (object *op)
565 } 597 }
566 598
567 op->key_values = 0; 599 op->key_values = 0;
568} 600}
569 601
570object & 602/*
571object::operator =(const object &src) 603 * copy_to first frees everything allocated by the dst object,
604 * and then copies the contents of itself into the second
605 * object, allocating what needs to be allocated. Basically, any
606 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
607 * if the first object is freed, the pointers in the new object
608 * will point at garbage.
609 */
610void
611object::copy_to (object *dst)
572{ 612{
573 bool is_freed = flag [FLAG_FREED]; 613 dst->remove ();
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src; 614 *(object_copy *)dst = *this;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed; 615 dst->flag [FLAG_REMOVED] = true;
580 616
581 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
582 if (src.key_values) 618 if (key_values)
583 { 619 {
584 key_value *tail = 0; 620 key_value *tail = 0;
585 key_values = 0; 621 dst->key_values = 0;
586 622
587 for (key_value *i = src.key_values; i; i = i->next) 623 for (key_value *i = key_values; i; i = i->next)
588 { 624 {
589 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
590 626
591 new_link->next = 0; 627 new_link->next = 0;
592 new_link->key = i->key; 628 new_link->key = i->key;
593 new_link->value = i->value; 629 new_link->value = i->value;
594 630
595 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
596 if (!key_values) 632 if (!dst->key_values)
597 { 633 {
598 key_values = new_link; 634 dst->key_values = new_link;
599 tail = new_link; 635 tail = new_link;
600 } 636 }
601 else 637 else
602 { 638 {
603 tail->next = new_link; 639 tail->next = new_link;
604 tail = new_link; 640 tail = new_link;
605 } 641 }
606 } 642 }
607 } 643 }
608}
609 644
610/* 645 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} 646}
628 647
629void 648void
630object::instantiate () 649object::instantiate ()
631{ 650{
632 if (!uuid.seq) // HACK 651 if (!uuid.seq) // HACK
633 uuid = UUID::gen (); 652 uuid = UUID::gen ();
634 653
654 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
655 if (flag [FLAG_RANDOM_SPEED] && speed)
656 speed_left = - speed - rndm (); // TODO animation
657 else
635 speed_left = -0.1f; 658 speed_left = -1.;
659
636 /* copy the body_info to the body_used - this is only really 660 /* 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. 661 * 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 662 * by doing so, when a monster is created, it has good starting
639 * values for the body_used info, so when items are created 663 * values for the body_used info, so when items are created
640 * for it, they can be properly equipped. 664 * for it, they can be properly equipped.
648object * 672object *
649object::clone () 673object::clone ()
650{ 674{
651 object *neu = create (); 675 object *neu = create ();
652 copy_to (neu); 676 copy_to (neu);
677
678 // TODO: unclean state changes, should not be done in clone AND instantiate
679 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
680 neu->speed_left = - neu->speed - rndm (); // TODO animation
681
682 neu->map = map; // not copied by copy_to
653 return neu; 683 return neu;
654} 684}
655 685
656/* 686/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 687 * 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. 689 * be called to update the face variable, _and_ how it looks on the map.
660 */ 690 */
661void 691void
662update_turn_face (object *op) 692update_turn_face (object *op)
663{ 693{
664 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
665 return; 695 return;
666 696
667 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
668 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
669} 699}
674 * This function needs to be called whenever the speed of an object changes. 704 * This function needs to be called whenever the speed of an object changes.
675 */ 705 */
676void 706void
677object::set_speed (float speed) 707object::set_speed (float speed)
678{ 708{
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; 709 this->speed = speed;
686 710
687 if (has_active_speed ()) 711 if (has_active_speed ())
688 activate (); 712 activate ();
689 else 713 else
708 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
709 */ 733 */
710void 734void
711update_object (object *op, int action) 735update_object (object *op, int action)
712{ 736{
713 if (op == NULL) 737 if (!op)
714 { 738 {
715 /* this should never happen */ 739 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 741 return;
718 } 742 }
719 743
720 if (op->env) 744 if (!op->is_on_map ())
721 { 745 {
722 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
723 * to do in this case. 747 * to do in this case.
724 */ 748 */
725 return; 749 return;
726 } 750 }
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;
733 751
734 /* make sure the object is within map boundaries */ 752 /* 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) 753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
736 { 754 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
745 763
746 if (!(m.flags_ & P_UPTODATE)) 764 if (!(m.flags_ & P_UPTODATE))
747 /* nop */; 765 /* nop */;
748 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
749 { 767 {
768#if 0
750 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
757 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
758 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
759 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
760 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
761 * to have move_allow right now. 780 * have move_allow right now.
762 */ 781 */
763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 m.invalidate ();
784#else
764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
765 m.flags_ = 0; 786 m.invalidate ();
787#endif
766 } 788 }
767 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
768 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
769 * that is being removed. 791 * that is being removed.
770 */ 792 */
771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
772 m.flags_ = 0; 794 m.invalidate ();
773 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
774 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
775 else 797 else
776 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
777 799
779 update_object (op->more, action); 801 update_object (op->more, action);
780} 802}
781 803
782object::object () 804object::object ()
783{ 805{
784 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
785 807
786 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
787 face = blank_face; 809 face = blank_face;
810 material = MATERIAL_NULL;
788} 811}
789 812
790object::~object () 813object::~object ()
791{ 814{
792 unlink (); 815 unlink ();
793 816
794 free_key_values (this); 817 free_key_values (this);
795} 818}
796
797static int object_count;
798 819
799void object::link () 820void object::link ()
800{ 821{
801 assert (!index);//D 822 assert (!index);//D
802 uuid = UUID::gen (); 823 uuid = UUID::gen ();
803 count = ++object_count;
804 824
805 refcnt_inc (); 825 refcnt_inc ();
806 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
807} 830}
808 831
809void object::unlink () 832void object::unlink ()
810{ 833{
811 if (!index) 834 if (!index)
812 return; 835 return;
836
837 ++destroy_count;
813 838
814 objects.erase (this); 839 objects.erase (this);
815 refcnt_dec (); 840 refcnt_dec ();
816} 841}
817 842
821 /* If already on active list, don't do anything */ 846 /* If already on active list, don't do anything */
822 if (active) 847 if (active)
823 return; 848 return;
824 849
825 if (has_active_speed ()) 850 if (has_active_speed ())
851 {
852 if (flag [FLAG_FREED])
853 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
854
826 actives.insert (this); 855 actives.insert (this);
856 }
827} 857}
828 858
829void 859void
830object::activate_recursive () 860object::activate_recursive ()
831{ 861{
880object::destroy_inv (bool drop_to_ground) 910object::destroy_inv (bool drop_to_ground)
881{ 911{
882 // need to check first, because the checks below might segfault 912 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 913 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 914 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 915 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 916 // cf will crash below with off-map x and y
887 if (!inv) 917 if (!inv)
888 return; 918 return;
889 919
890 /* Only if the space blocks everything do we not process - 920 /* Only if the space blocks everything do we not process -
892 * drop on that space. 922 * drop on that space.
893 */ 923 */
894 if (!drop_to_ground 924 if (!drop_to_ground
895 || !map 925 || !map
896 || map->in_memory != MAP_ACTIVE 926 || map->in_memory != MAP_ACTIVE
897 || map->nodrop 927 || map->no_drop
898 || ms ().move_block == MOVE_ALL) 928 || ms ().move_block == MOVE_ALL)
899 { 929 {
900 while (inv) 930 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy (); 931 inv->destroy ();
904 }
905 } 932 }
906 else 933 else
907 { /* Put objects in inventory onto this space */ 934 { /* Put objects in inventory onto this space */
908 while (inv) 935 while (inv)
909 { 936 {
920 map->insert (op, x, y); 947 map->insert (op, x, y);
921 } 948 }
922 } 949 }
923} 950}
924 951
952/*
953 * Remove and free all objects in the inventory of the given object.
954 * Unlike destroy_inv, this assumes the *this is destroyed as well
955 * well, so we can (and have to!) take shortcuts.
956 */
957void
958object::destroy_inv_fast ()
959{
960 while (object *op = inv)
961 {
962 // remove from object the fast way
963 op->flag [FLAG_REMOVED] = true;
964 op->env = 0;
965 if ((inv = inv->below))
966 inv->above = 0;
967
968 // then destroy
969 op->destroy ();
970 }
971}
972
973void
974object::freelist_free (int count)
975{
976 while (count-- && freelist)
977 {
978 freelist_item *next = freelist->next;
979 // count is being "destroyed"
980
981 sfree ((char *)freelist, sizeof (object));
982
983 freelist = next;
984 --free_count;
985 }
986}
987
988object *
925object *object::create () 989object::create ()
926{ 990{
927 object *op = new object; 991 object *op;
992
993 if (freelist)
994 {
995 freelist_item li = *freelist;
996 memset (freelist, 0, sizeof (object));
997
998 op = new (freelist) object;
999 op->count = li.count;
1000
1001 freelist = li.next;
1002 --free_count;
1003 }
1004 else
1005 {
1006 void *ni = salloc0<char> (sizeof (object));
1007
1008 op = new(ni) object;
1009
1010 op->count = ++object_count;
1011 }
1012
928 op->link (); 1013 op->link ();
1014
929 return op; 1015 return op;
930} 1016}
931 1017
932void 1018void
1019object::do_delete ()
1020{
1021 uint32_t count = this->count;
1022
1023 this->~object ();
1024
1025 freelist_item *li = (freelist_item *)this;
1026 li->next = freelist;
1027 li->count = count;
1028
1029 freelist = li;
1030 ++free_count;
1031}
1032
1033static struct freed_map : maptile
1034{
1035 freed_map ()
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 width = 3;
1040 height = 3;
1041 no_drop = 1;
1042 no_reset = 1;
1043
1044 alloc ();
1045 in_memory = MAP_ACTIVE;
1046 }
1047
1048 ~freed_map ()
1049 {
1050 destroy ();
1051 }
1052} freed_map; // freed objects are moved here to avoid crashes
1053
1054void
933object::do_destroy () 1055object::do_destroy ()
934{ 1056{
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]) 1057 if (flag [FLAG_IS_LINKED])
941 remove_button_link (this); 1058 remove_link ();
942 1059
943 if (flag [FLAG_FRIENDLY]) 1060 if (flag [FLAG_FRIENDLY])
944 remove_friendly_object (this); 1061 remove_friendly_object (this);
945 1062
946 if (!flag [FLAG_REMOVED])
947 remove (); 1063 remove ();
948 1064
949 destroy_inv (true); 1065 attachable::do_destroy ();
950 1066
951 deactivate (); 1067 deactivate ();
952 unlink (); 1068 unlink ();
953 1069
954 flag [FLAG_FREED] = 1; 1070 flag [FLAG_FREED] = 1;
955 1071
956 // hack to ensure that freed objects still have a valid map 1072 // 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; 1073 map = &freed_map;
975 x = 1; 1074 x = 1;
976 y = 1; 1075 y = 1;
977 }
978 1076
979 if (more) 1077 if (more)
980 { 1078 {
981 more->destroy (); 1079 more->destroy ();
982 more = 0; 1080 more = 0;
990 attacked_by = 0; 1088 attacked_by = 0;
991 current_weapon = 0; 1089 current_weapon = 0;
992} 1090}
993 1091
994void 1092void
995object::destroy (bool destroy_inventory) 1093object::destroy ()
996{ 1094{
997 if (destroyed ()) 1095 if (destroyed ())
998 return; 1096 return;
999 1097
1000 if (destroy_inventory) 1098 if (!is_head () && !head->destroyed ())
1099 {
1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1101 head->destroy ();
1102 return;
1103 }
1104
1001 destroy_inv (false); 1105 destroy_inv_fast ();
1002 1106
1003 if (is_head ()) 1107 if (is_head ())
1004 if (sound_destroy) 1108 if (sound_destroy)
1005 play_sound (sound_destroy); 1109 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER]) 1110 else if (flag [FLAG_MONSTER])
1017 * the previous environment. 1121 * the previous environment.
1018 */ 1122 */
1019void 1123void
1020object::do_remove () 1124object::do_remove ()
1021{ 1125{
1022 object *tmp, *last = 0; 1126 if (flag [FLAG_REMOVED])
1023 object *otmp;
1024
1025 if (QUERY_FLAG (this, FLAG_REMOVED))
1026 return; 1127 return;
1027 1128
1028 SET_FLAG (this, FLAG_REMOVED);
1029 INVOKE_OBJECT (REMOVE, this); 1129 INVOKE_OBJECT (REMOVE, this);
1130
1131 flag [FLAG_REMOVED] = true;
1030 1132
1031 if (more) 1133 if (more)
1032 more->remove (); 1134 more->remove ();
1033 1135
1034 /* 1136 /*
1035 * In this case, the object to be removed is in someones 1137 * In this case, the object to be removed is in someones
1036 * inventory. 1138 * inventory.
1037 */ 1139 */
1038 if (env) 1140 if (env)
1039 { 1141 {
1142 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1143 if (object *pl = visible_to ())
1144 esrv_del_item (pl->contr, count);
1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1146
1040 adjust_weight (env, -total_weight ()); 1147 adjust_weight (env, -total_weight ());
1041 1148
1042 *(above ? &above->below : &env->inv) = below; 1149 object *pl = in_player ();
1043
1044 if (below)
1045 below->above = above;
1046 1150
1047 /* we set up values so that it could be inserted into 1151 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up 1152 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do. 1153 * to the caller to decide what we want to do.
1050 */ 1154 */
1051 map = env->map; 1155 map = env->map;
1052 x = env->x; 1156 x = env->x;
1053 y = env->y; 1157 y = env->y;
1158
1159 // make sure cmov optimisation is applicable
1160 *(above ? &above->below : &env->inv) = below;
1161 *(below ? &below->above : &above ) = above; // &above is just a dummy
1162
1054 above = 0; 1163 above = 0;
1055 below = 0; 1164 below = 0;
1056 env = 0; 1165 env = 0;
1057 1166
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1167 if (pl && pl->is_player ())
1059 * made to players inventory. If set, avoiding the call
1060 * to save cpu time.
1061 */ 1168 {
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1169 if (expect_false (pl->contr->combat_ob == this))
1063 otmp->update_stats (); 1170 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1172 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 }
1175
1176 if (expect_false (pl->contr->ranged_ob == this))
1177 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1179 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 }
1182
1183 pl->contr->queue_stats_update ();
1184
1185 if (expect_false (glow_radius) && pl->is_on_map ())
1186 update_all_los (pl->map, pl->x, pl->y);
1187 }
1064 } 1188 }
1065 else if (map) 1189 else if (map)
1066 { 1190 {
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; 1191 map->dirty = true;
1080 mapspace &ms = this->ms (); 1192 mapspace &ms = this->ms ();
1081 1193
1194 if (object *pl = ms.player ())
1195 {
1196 if (is_player ())
1197 {
1198 if (!flag [FLAG_WIZPASS])
1199 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1200
1201 // leaving a spot always closes any open container on the ground
1202 if (container && !container->env)
1203 // this causes spurious floorbox updates, but it ensures
1204 // that the CLOSE event is being sent.
1205 close_container ();
1206
1207 --map->players;
1208 map->touch ();
1209 }
1210 else if (pl->container_ () == this)
1211 {
1212 // removing a container should close it
1213 close_container ();
1214 }
1215 else
1216 esrv_del_item (pl->contr, count);
1217 }
1218
1082 /* link the object above us */ 1219 /* link the object above us */
1083 if (above) 1220 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1221 *(above ? &above->below : &ms.top) = below;
1085 else 1222 *(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 1223
1103 above = 0; 1224 above = 0;
1104 below = 0; 1225 below = 0;
1105 1226
1227 ms.invalidate ();
1228
1106 if (map->in_memory == MAP_SAVING) 1229 if (map->in_memory == MAP_SAVING)
1107 return; 1230 return;
1108 1231
1109 int check_walk_off = !flag [FLAG_NO_APPLY]; 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1110 1233
1111 if (object *pl = ms.player ()) 1234 if (object *pl = ms.player ())
1112 { 1235 {
1113 if (pl->container == this) 1236 if (pl->container_ () == this)
1114 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1116 * appropriately. 1239 * appropriately.
1117 */ 1240 */
1118 pl->close_container (); 1241 pl->close_container ();
1119 1242
1243 //TODO: the floorbox prev/next might need updating
1244 //esrv_del_item (pl->contr, count);
1245 //TODO: update floorbox to preserve ordering
1246 if (pl->contr->ns)
1120 pl->contr->ns->floorbox_update (); 1247 pl->contr->ns->floorbox_update ();
1121 } 1248 }
1122 1249
1250 if (check_walk_off)
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1124 { 1252 {
1253 above = tmp->above;
1254
1125 /* No point updating the players look faces if he is the object 1255 /* No point updating the players look faces if he is the object
1126 * being removed. 1256 * being removed.
1127 */ 1257 */
1128 1258
1129 /* See if object moving off should effect something */ 1259 /* See if object moving off should effect something */
1130 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1260 if ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1133 {
1134 move_apply (tmp, this, 0); 1262 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 } 1263 }
1139 1264
1140 last = tmp; 1265 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); 1266 update_all_los (map, x, y);
1152 } 1267 }
1153} 1268}
1154 1269
1155/* 1270/*
1169 if (!top) 1284 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1285 for (top = op; top && top->above; top = top->above)
1171 ; 1286 ;
1172 1287
1173 for (; top; top = top->below) 1288 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1289 if (object::can_merge (op, top))
1179 { 1290 {
1180 top->nrof += op->nrof; 1291 top->nrof += op->nrof;
1181 1292
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1293 if (object *pl = top->visible_to ())
1183 op->weight = 0; /* Don't want any adjustements now */ 1294 esrv_update_item (UPD_NROF, pl, top);
1295
1296 op->weight = 0; // cancel the addition above
1297 op->carrying = 0; // must be 0 already
1298
1184 op->destroy (); 1299 op->destroy ();
1300
1185 return top; 1301 return top;
1186 } 1302 }
1187 }
1188 1303
1189 return 0; 1304 return 0;
1190} 1305}
1191 1306
1192void 1307void
1197 1312
1198 object *prev = this; 1313 object *prev = this;
1199 1314
1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1201 { 1316 {
1202 object *op = arch_to_object (at); 1317 object *op = at->instance ();
1203 1318
1204 op->name = name; 1319 op->name = name;
1205 op->name_pl = name_pl; 1320 op->name_pl = name_pl;
1206 op->title = title; 1321 op->title = title;
1207 1322
1217 * job preparing multi-part monsters. 1332 * job preparing multi-part monsters.
1218 */ 1333 */
1219object * 1334object *
1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1335insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221{ 1336{
1337 op->remove ();
1338
1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1339 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 { 1340 {
1224 tmp->x = x + tmp->arch->x; 1341 tmp->x = x + tmp->arch->x;
1225 tmp->y = y + tmp->arch->y; 1342 tmp->y = y + tmp->arch->y;
1226 } 1343 }
1243 * Passing 0 for flag gives proper default values, so flag really only needs 1360 * Passing 0 for flag gives proper default values, so flag really only needs
1244 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1245 * 1362 *
1246 * Return value: 1363 * Return value:
1247 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1249 * just 'op' otherwise 1366 * just 'op' otherwise
1250 */ 1367 */
1251object * 1368object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1370{
1254 assert (!op->flag [FLAG_FREED]);
1255
1256 object *top, *floor = NULL;
1257
1258 op->remove (); 1371 op->remove ();
1372
1373 if (m == &freed_map)//D TODO: remove soon
1374 {//D
1375 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1376 }//D
1259 1377
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1378 /* 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 1379 * of areas of callers (eg, anything that uses find_free_spot would now
1262 * need extra work 1380 * need extra work
1263 */ 1381 */
1382 maptile *newmap = m;
1264 if (!xy_normalise (m, op->x, op->y)) 1383 if (!xy_normalise (newmap, op->x, op->y))
1265 { 1384 {
1266 op->destroy (); 1385 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1386 return 0;
1268 } 1387 }
1269 1388
1270 if (object *more = op->more) 1389 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1390 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0; 1391 return 0;
1273 1392
1274 CLEAR_FLAG (op, FLAG_REMOVED); 1393 op->flag [FLAG_REMOVED] = false;
1275 1394 op->env = 0;
1276 op->map = m; 1395 op->map = newmap;
1396
1277 mapspace &ms = op->ms (); 1397 mapspace &ms = op->ms ();
1278 1398
1279 /* this has to be done after we translate the coordinates. 1399 /* this has to be done after we translate the coordinates.
1280 */ 1400 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1401 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1403 if (object::can_merge (op, tmp))
1284 { 1404 {
1405 // TODO: we actually want to update tmp, not op,
1406 // but some caller surely breaks when we return tmp
1407 // from here :/
1285 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1409 tmp->destroy ();
1287 } 1410 }
1288 1411
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1412 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1291 1414
1292 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1293 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1294 1417
1295 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1296 { 1419 {
1297 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1420 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1298 { 1421 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1422 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1423 abort ();
1301 } 1424 }
1302 1425
1426 if (!originator->is_on_map ())
1427 {
1428 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1429 op->debug_desc (), originator->debug_desc ());
1430 abort ();
1431 }
1432
1303 op->above = originator; 1433 op->above = originator;
1304 op->below = originator->below; 1434 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; 1435 originator->below = op;
1436
1437 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1438 }
1314 else 1439 else
1315 { 1440 {
1316 top = ms.bot; 1441 object *floor = 0;
1442 object *top = ms.top;
1317 1443
1318 /* If there are other objects, then */ 1444 /* If there are other objects, then */
1319 if (top) 1445 if (top)
1320 { 1446 {
1321 object *last = 0;
1322
1323 /* 1447 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1448 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1449 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1450 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1451 * 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 1454 * 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 1455 * 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 1456 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1334 */ 1458 */
1335 for (top = ms.bot; top; top = top->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1460 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1461 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1338 floor = top; 1462 floor = tmp;
1339 1463
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1464 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1341 { 1465 {
1342 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1343 top = top->below; 1467 top = tmp->below;
1344 break; 1468 break;
1345 } 1469 }
1346 1470
1347 last = top; 1471 top = tmp;
1348 } 1472 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1473
1353 /* We let update_position deal with figuring out what the space 1474 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1475 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1476 * makes things faster, and effectively the same result.
1356 */ 1477 */
1363 */ 1484 */
1364 if (!(flag & INS_ON_TOP) 1485 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1486 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1367 { 1488 {
1489 object *last;
1490
1368 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1370 break; 1493 break;
1371 1494
1372 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1373 * and make sure we have a below pointer for it so that 1496 * and make sure we have a below pointer for it so that
1374 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1380 } /* If objects on this space */ 1503 } /* If objects on this space */
1381 1504
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1505 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1506 top = floor;
1384 1507
1385 /* Top is the object that our object (op) is going to get inserted above. 1508 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1509 if (!top)
1390 { 1510 {
1511 op->below = 0;
1391 op->above = ms.bot; 1512 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1513 ms.bot = op;
1514
1515 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1516 }
1399 else 1517 else
1400 { /* get inserted into the stack above top */ 1518 {
1401 op->above = top->above; 1519 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1520 top->above = op;
1405 1521
1406 op->below = top; 1522 op->below = top;
1407 top->above = op; 1523 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1524 }
1525 }
1409 1526
1410 if (!op->above) 1527 if (op->is_player ())
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413
1414 if (op->type == PLAYER)
1415 { 1528 {
1416 op->contr->do_los = 1; 1529 op->contr->do_los = 1;
1417 ++op->map->players; 1530 ++op->map->players;
1418 op->map->touch (); 1531 op->map->touch ();
1419 } 1532 }
1420 1533
1421 op->map->dirty = true; 1534 op->map->dirty = true;
1422 1535
1423 if (object *pl = ms.player ()) 1536 if (object *pl = ms.player ())
1537 //TODO: the floorbox prev/next might need updating
1538 //esrv_send_item (pl, op);
1539 //TODO: update floorbox to preserve ordering
1540 if (pl->contr->ns)
1424 pl->contr->ns->floorbox_update (); 1541 pl->contr->ns->floorbox_update ();
1425 1542
1426 /* If this object glows, it may affect lighting conditions that are 1543 /* If this object glows, it may affect lighting conditions that are
1427 * visible to others on this map. But update_all_los is really 1544 * 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 1545 * 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 1546 * on the map will get recalculated. The players could very well
1430 * be far away from this change and not affected in any way - 1547 * be far away from this change and not affected in any way -
1431 * this should get redone to only look for players within range, 1548 * this should get redone to only look for players within range,
1432 * or just updating the P_UPTODATE for spaces within this area 1549 * or just updating the P_UPTODATE for spaces within this area
1433 * of effect may be sufficient. 1550 * of effect may be sufficient.
1434 */ 1551 */
1435 if (op->map->darkness && (op->glow_radius != 0)) 1552 if (op->affects_los ())
1553 {
1554 op->ms ().invalidate ();
1436 update_all_los (op->map, op->x, op->y); 1555 update_all_los (op->map, op->x, op->y);
1556 }
1437 1557
1438 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1558 /* updates flags (blocked, alive, no magic, etc) for this map space */
1439 update_object (op, UP_OBJ_INSERT); 1559 update_object (op, UP_OBJ_INSERT);
1440 1560
1441 INVOKE_OBJECT (INSERT, op); 1561 INVOKE_OBJECT (INSERT, op);
1448 * blocked() and wall() work properly), and these flags are updated by 1568 * blocked() and wall() work properly), and these flags are updated by
1449 * update_object(). 1569 * update_object().
1450 */ 1570 */
1451 1571
1452 /* if this is not the head or flag has been passed, don't check walk on status */ 1572 /* 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) 1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1454 { 1574 {
1455 if (check_move_on (op, originator)) 1575 if (check_move_on (op, originator))
1456 return 0; 1576 return 0;
1457 1577
1458 /* If we are a multi part object, lets work our way through the check 1578 /* 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 1589/* 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. 1590 * 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. 1591 * op is the object to insert it under: supplies x and the map.
1472 */ 1592 */
1473void 1593void
1474replace_insert_ob_in_map (const char *arch_string, object *op) 1594replace_insert_ob_in_map (shstr_tmp archname, object *op)
1475{ 1595{
1476 /* first search for itself and remove any old instances */ 1596 /* first search for itself and remove any old instances */
1477 1597
1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1480 tmp->destroy (1); 1600 tmp->destroy ();
1481 1601
1482 object *tmp = arch_to_object (archetype::find (arch_string)); 1602 object *tmp = archetype::find (archname)->instance ();
1483 1603
1484 tmp->x = op->x; 1604 tmp->x = op->x;
1485 tmp->y = op->y; 1605 tmp->y = op->y;
1486 1606
1487 insert_ob_in_map (tmp, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1494 return where->env->insert (this); 1614 return where->env->insert (this);
1495 else 1615 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1616 return where->map->insert (this, where->x, where->y, originator, flags);
1497} 1617}
1498 1618
1499// find player who can see this object 1619// check whether we can put this into the map, respect max_volume, max_items
1500object * 1620bool
1501object::visible_to () const 1621object::can_drop_at (maptile *m, int x, int y, object *originator)
1502{ 1622{
1503 if (!flag [FLAG_REMOVED]) 1623 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 1624
1512 // else a player could have our env open 1625 int items = ms.items ();
1513 object *envest = env->outer_env ();
1514 1626
1515 // the player itself is always on a map, so we will find him here 1627 if (!items // testing !items ensures we can drop at least one item
1516 // even if our inv is in a player. 1628 || (items < m->max_items
1517 if (envest->is_on_map ()) 1629 && ms.volume () < m->max_volume))
1518 if (object *pl = envest->ms ().player ()) 1630 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 1631
1632 if (originator && originator->is_player ())
1633 originator->contr->failmsgf (
1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1635 query_name ()
1636 );
1637
1531 return 0; 1638 return false;
1532} 1639}
1533 1640
1534/* 1641/*
1535 * decrease(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1643 * the amount of an object. If the amount reaches 0, the object
1544 if (!nr) 1651 if (!nr)
1545 return true; 1652 return true;
1546 1653
1547 nr = min (nr, nrof); 1654 nr = min (nr, nrof);
1548 1655
1656 if (nrof > nr)
1657 {
1549 nrof -= nr; 1658 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1660
1555 if (object *pl = visible_to ()) 1661 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1662 esrv_update_item (UPD_NROF, pl, this);
1557 1663
1558 return true; 1664 return true;
1559 } 1665 }
1560 else 1666 else
1561 { 1667 {
1562 destroy (1); 1668 destroy ();
1563 return false; 1669 return false;
1564 } 1670 }
1565} 1671}
1566 1672
1567/* 1673/*
1584 } 1690 }
1585 else 1691 else
1586 { 1692 {
1587 decrease (nr); 1693 decrease (nr);
1588 1694
1589 object *op = object_create_clone (this); 1695 object *op = deep_clone ();
1590 op->nrof = nr; 1696 op->nrof = nr;
1591 return op; 1697 return op;
1592 } 1698 }
1593} 1699}
1594 1700
1638 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1639 { 1745 {
1640 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1747 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1748 tmp->nrof += op->nrof;
1749
1750 if (object *pl = tmp->visible_to ())
1751 esrv_update_item (UPD_NROF, pl, tmp);
1752
1643 adjust_weight (this, op->total_weight ()); 1753 adjust_weight (this, op->total_weight ());
1644 1754
1645 op->destroy (1); 1755 op->destroy ();
1646 op = tmp; 1756 op = tmp;
1647 goto inserted; 1757 goto inserted;
1648 } 1758 }
1649 1759
1650 op->owner = 0; // it's his/hers now. period. 1760 op->owner = 0; // it's his/hers now. period.
1661 1771
1662 inv = op; 1772 inv = op;
1663 1773
1664 op->flag [FLAG_REMOVED] = 0; 1774 op->flag [FLAG_REMOVED] = 0;
1665 1775
1776 if (object *pl = op->visible_to ())
1777 esrv_send_item (pl, op);
1778
1666 adjust_weight (this, op->total_weight ()); 1779 adjust_weight (this, op->total_weight ());
1667 1780
1668inserted: 1781inserted:
1669 /* reset the light list and los of the players on the map */ 1782 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1783 if (op->glow_radius && is_on_map ())
1784 {
1785 update_stats ();
1671 update_all_los (map, x, y); 1786 update_all_los (map, x, y);
1672 1787 }
1673 if (object *otmp = in_player ()) 1788 else if (is_player ())
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1789 // if this is a player's inventory, update stats
1675 otmp->update_stats (); 1790 contr->queue_stats_update ();
1676 1791
1677 INVOKE_OBJECT (INSERT, this); 1792 INVOKE_OBJECT (INSERT, this);
1678 1793
1679 return op; 1794 return op;
1680} 1795}
1700 * on top. 1815 * on top.
1701 */ 1816 */
1702int 1817int
1703check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1704{ 1819{
1820 if (op->flag [FLAG_NO_APPLY])
1821 return 0;
1822
1705 object *tmp; 1823 object *tmp;
1706 maptile *m = op->map; 1824 maptile *m = op->map;
1707 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1708 1826
1709 MoveType move_on, move_slow, move_block; 1827 mapspace &ms = m->at (x, y);
1710 1828
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1829 ms.update ();
1712 return 0;
1713 1830
1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1831 MoveType move_on = ms.move_on;
1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1832 MoveType move_slow = ms.move_slow;
1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1833 MoveType move_block = ms.move_block;
1717 1834
1718 /* if nothing on this space will slow op down or be applied, 1835 /* 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 1836 * 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 1837 * is set, as lots of objects don't have it set - we treat that
1721 * as walking. 1838 * as walking.
1732 return 0; 1849 return 0;
1733 1850
1734 /* The objects have to be checked from top to bottom. 1851 /* The objects have to be checked from top to bottom.
1735 * Hence, we first go to the top: 1852 * Hence, we first go to the top:
1736 */ 1853 */
1737 1854 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 } 1855 {
1856 next = tmp->below;
1747 1857
1748 for (; tmp; tmp = tmp->below)
1749 {
1750 if (tmp == op) 1858 if (tmp == op)
1751 continue; /* Can't apply yourself */ 1859 continue; /* Can't apply yourself */
1752 1860
1753 /* Check to see if one of the movement types should be slowed down. 1861 /* 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 1862 * Second check makes sure that the movement types not being slowed
1755 * (~slow_move) is not blocked on this space - just because the 1863 * (~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 1864 * 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. 1865 * swim on that space, can't use it to avoid the penalty.
1758 */ 1866 */
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1760 { 1868 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 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)) 1870 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 { 1871 {
1764
1765 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1873
1768 if (op->type == PLAYER) 1874 if (op->is_player ())
1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1875 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))) 1876 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1771 diff /= 4.0; 1877 diff /= 4.0;
1772 1878
1773 op->speed_left -= diff; 1879 op->speed_left -= diff;
1774 } 1880 }
1775 } 1881 }
1808 LOG (llevError, "Present_arch called outside map.\n"); 1914 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1915 return NULL;
1810 } 1916 }
1811 1917
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1918 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch == at) 1919 if (tmp->arch->archname == at->archname)
1814 return tmp; 1920 return tmp;
1815 1921
1816 return NULL; 1922 return NULL;
1817} 1923}
1818 1924
1882 * The first matching object is returned, or NULL if none. 1988 * The first matching object is returned, or NULL if none.
1883 */ 1989 */
1884object * 1990object *
1885present_arch_in_ob (const archetype *at, const object *op) 1991present_arch_in_ob (const archetype *at, const object *op)
1886{ 1992{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1994 if (tmp->arch->archname == at->archname)
1889 return tmp; 1995 return tmp;
1890 1996
1891 return NULL; 1997 return NULL;
1892} 1998}
1893 1999
1897void 2003void
1898flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1899{ 2005{
1900 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 2007 {
1902 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1903 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1904 } 2010 }
1905} 2011}
1906 2012
1907/* 2013/*
1910void 2016void
1911unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1912{ 2018{
1913 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 2020 {
1915 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1916 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1917 } 2023 }
1918} 2024}
1919 2025
1920/* 2026/*
1981 * head of the object should correspond for the entire object. 2087 * head of the object should correspond for the entire object.
1982 */ 2088 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2089 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 2090 continue;
1985 2091
1986 if (ob->blocked (m, pos.x, pos.y)) 2092 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 2093 continue;
1988 2094
1989 altern [index++] = i; 2095 altern [index++] = i;
1990 } 2096 }
1991 2097
2059 * there is capable of. 2165 * there is capable of.
2060 */ 2166 */
2061int 2167int
2062find_dir (maptile *m, int x, int y, object *exclude) 2168find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2169{
2064 int i, max = SIZEOFFREE, mflags; 2170 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2171 MoveType move_type;
2071 2172
2072 if (exclude && exclude->head_ () != exclude) 2173 if (exclude && exclude->head_ () != exclude)
2073 { 2174 {
2074 exclude = exclude->head; 2175 exclude = exclude->head;
2075 move_type = exclude->move_type; 2176 move_type = exclude->move_type;
2078 { 2179 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2180 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2181 move_type = MOVE_ALL;
2081 } 2182 }
2082 2183
2083 for (i = 1; i < max; i++) 2184 for (int i = 1; i < max; i++)
2084 { 2185 {
2085 mp = m; 2186 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2187 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2188
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2189 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2190 max = maxfree[i];
2093 else 2191 else
2094 { 2192 {
2095 mapspace &ms = mp->at (nx, ny); 2193 mapspace &ms = *pos;
2096 2194
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2195 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2196 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2197 else if (ms.flags () & P_IS_ALIVE)
2102 { 2198 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2199 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2200 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2201 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2202 return freedir [i];
2110 } 2203 }
2111 } 2204 }
2112 } 2205 }
2113 2206
2114 return 0; 2207 return 0;
2189 * This basically means that if direction is 15, then it could either go 2282 * 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. 2283 * 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 2284 * Moved from spell_util.c to object.c with the other related direction
2192 * functions. 2285 * functions.
2193 */ 2286 */
2194int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2293 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2294 */ 2387 */
2295int 2388int
2296can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2297{ 2390{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2301} 2394}
2302 2395
2303/* 2396/*
2304 * create clone from object to another 2397 * create clone from object to another
2305 */ 2398 */
2306object * 2399object *
2307object_create_clone (object *asrc) 2400object::deep_clone ()
2308{ 2401{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2402 assert (("deep_clone called on non-head object", is_head ()));
2310 2403
2311 if (!asrc) 2404 object *dst = clone ();
2312 return 0;
2313 2405
2314 src = asrc->head_ (); 2406 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2407 for (object *part = this->more; part; part = part->more)
2318 { 2408 {
2319 tmp = part->clone (); 2409 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; 2410 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2411 prev->more = tmp;
2335
2336 prev = tmp; 2412 prev = tmp;
2337 } 2413 }
2338 2414
2339 for (item = src->inv; item; item = item->below) 2415 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2416 insert_ob_in_ob (item->deep_clone (), dst);
2341 2417
2342 return dst; 2418 return dst;
2343} 2419}
2344 2420
2345/* This returns the first object in who's inventory that 2421/* This returns the first object in who's inventory that
2354 return tmp; 2430 return tmp;
2355 2431
2356 return 0; 2432 return 0;
2357} 2433}
2358 2434
2359/* If ob has a field named key, return the link from the list, 2435shstr_tmp
2360 * otherwise return NULL. 2436object::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{ 2437{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2438 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (link->key == key) 2439 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; 2440 return kv->value;
2404 2441
2405 return 0; 2442 return shstr ();
2406} 2443}
2407 2444
2408/* 2445void
2409 * Updates the canonical_key in op to value. 2446object::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{ 2447{
2421 key_value *field = NULL, *last = NULL; 2448 for (key_value *kv = key_values; kv; kv = kv->next)
2422 2449 if (kv->key == key)
2423 for (field = op->key_values; field != NULL; field = field->next)
2424 {
2425 if (field->key != canonical_key)
2426 { 2450 {
2427 last = field; 2451 kv->value = value;
2428 continue; 2452 return;
2429 } 2453 }
2430 2454
2431 if (value) 2455 key_value *kv = new key_value;
2432 field->value = value; 2456
2433 else 2457 kv->next = key_values;
2458 kv->key = key;
2459 kv->value = value;
2460
2461 key_values = kv;
2462}
2463
2464void
2465object::kv_del (shstr_tmp key)
2466{
2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2468 if ((*kvp)->key == key)
2434 { 2469 {
2435 /* Basically, if the archetype has this key set, 2470 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2471 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2472 delete kv;
2438 * we get this value back again. 2473 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 } 2474 }
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} 2475}
2497 2476
2498object::depth_iterator::depth_iterator (object *container) 2477object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2478: iterator_base (container)
2500{ 2479{
2550{ 2529{
2551 char flagdesc[512]; 2530 char flagdesc[512];
2552 char info2[256 * 4]; 2531 char info2[256 * 4];
2553 char *p = info; 2532 char *p = info;
2554 2533
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2534 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2556 count, 2535 count,
2557 uuid.c_str (), 2536 uuid.c_str (),
2558 &name, 2537 &name,
2559 title ? "\",title:\"" : "", 2538 title ? ",title:\"" : "",
2560 title ? (const char *)title : "", 2539 title ? (const char *)title : "",
2540 title ? "\"" : "",
2561 flag_desc (flagdesc, 512), type); 2541 flag_desc (flagdesc, 512), type);
2562 2542
2563 if (!this->flag[FLAG_REMOVED] && env) 2543 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2544 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2545
2566 if (map) 2546 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2547 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2548
2583{ 2563{
2584 return map ? map->region (x, y) 2564 return map ? map->region (x, y)
2585 : region::default_region (); 2565 : region::default_region ();
2586} 2566}
2587 2567
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 2568void
2598object::open_container (object *new_container) 2569object::open_container (object *new_container)
2599{ 2570{
2600 if (container == new_container) 2571 if (container == new_container)
2601 return; 2572 return;
2602 2573
2603 if (object *old_container = container) 2574 object *old_container = container;
2575
2576 if (old_container)
2604 { 2577 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2578 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2579 return;
2607 2580
2608#if 0 2581#if 0
2610 if (object *closer = old_container->inv) 2583 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2584 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2585 closer->destroy ();
2613#endif 2586#endif
2614 2587
2588 // make sure the container is available
2589 esrv_send_item (this, old_container);
2590
2615 old_container->flag [FLAG_APPLIED] = 0; 2591 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2592 container = 0;
2617 2593
2594 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2595 esrv_update_item (UPD_FLAGS, this, old_container);
2596
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2597 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2620 play_sound (sound_find ("chest_close")); 2598 play_sound (sound_find ("chest_close"));
2621 } 2599 }
2622 2600
2623 if (new_container) 2601 if (new_container)
2624 { 2602 {
2628 // TODO: this does not seem to serve any purpose anymore? 2606 // TODO: this does not seem to serve any purpose anymore?
2629#if 0 2607#if 0
2630 // insert the "Close Container" object. 2608 // insert the "Close Container" object.
2631 if (archetype *closer = new_container->other_arch) 2609 if (archetype *closer = new_container->other_arch)
2632 { 2610 {
2633 object *closer = arch_to_object (new_container->other_arch); 2611 object *closer = new_container->other_arch->instance ();
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer); 2613 new_container->insert (closer);
2636 } 2614 }
2637#endif 2615#endif
2638 2616
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2617 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2640 2618
2619 // make sure the container is available, client bug requires this to be separate
2620 esrv_send_item (this, new_container);
2621
2641 new_container->flag [FLAG_APPLIED] = 1; 2622 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2623 container = new_container;
2643 2624
2625 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2626 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2627 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2628 play_sound (sound_find ("chest_open"));
2647 } 2629 }
2630// else if (!old_container->env && contr && contr->ns)
2631// contr->ns->floorbox_reset ();
2648} 2632}
2649 2633
2650object * 2634object *
2651object::force_find (const shstr name) 2635object::force_find (shstr_tmp name)
2652{ 2636{
2653 /* cycle through his inventory to look for the MARK we want to 2637 /* cycle through his inventory to look for the MARK we want to
2654 * place 2638 * place
2655 */ 2639 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below) 2640 for (object *tmp = inv; tmp; tmp = tmp->below)
2658 return splay (tmp); 2642 return splay (tmp);
2659 2643
2660 return 0; 2644 return 0;
2661} 2645}
2662 2646
2647//-GPL
2648
2663void 2649void
2650object::force_set_timer (int duration)
2651{
2652 this->duration = 1;
2653 this->speed_left = -1.f;
2654
2655 this->set_speed (duration ? 1.f / duration : 0.f);
2656}
2657
2658object *
2664object::force_add (const shstr name, int duration) 2659object::force_add (shstr_tmp name, int duration)
2665{ 2660{
2666 if (object *force = force_find (name)) 2661 if (object *force = force_find (name))
2667 force->destroy (); 2662 force->destroy ();
2668 2663
2669 object *force = get_archetype (FORCE_NAME); 2664 object *force = get_archetype (FORCE_NAME);
2670 2665
2671 force->slaying = name; 2666 force->slaying = name;
2672 force->stats.food = 1; 2667 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; 2668 force->flag [FLAG_APPLIED] = true;
2678 2669
2679 insert (force); 2670 return insert (force);
2680} 2671}
2681 2672
2682void 2673void
2683object::play_sound (faceidx sound) 2674object::play_sound (faceidx sound) const
2684{ 2675{
2685 if (!sound) 2676 if (!sound)
2686 return; 2677 return;
2687 2678
2688 if (flag [FLAG_REMOVED]) 2679 if (is_on_map ())
2680 map->play_sound (sound, x, y);
2681 else if (object *pl = in_player ())
2682 pl->contr->play_sound (sound);
2683}
2684
2685void
2686object::say_msg (const char *msg) const
2687{
2688 if (is_on_map ())
2689 map->say_msg (msg, x, y);
2690 else if (object *pl = in_player ())
2691 pl->contr->play_sound (sound);
2692}
2693
2694void
2695object::make_noise ()
2696{
2697 // we do not model noise in the map, so instead put
2698 // a temporary light into the noise source
2699 // could use the map instead, but that's less reliable for our
2700 // goal, which is to make invisibility a bit harder to exploit
2701
2702 // currently only works sensibly for players
2703 if (!is_player ())
2689 return; 2704 return;
2690 2705
2691 if (env) 2706 // find old force, or create new one
2692 { 2707 object *force = force_find (shstr_noise_force);
2693 if (object *pl = in_player ()) 2708
2694 pl->contr->play_sound (sound); 2709 if (force)
2695 } 2710 force->speed_left = -1.f; // patch old speed up
2696 else 2711 else
2697 map->play_sound (sound, x, y); 2712 {
2698} 2713 force = archetype::get (shstr_noise_force);
2699 2714
2715 force->slaying = shstr_noise_force;
2716 force->stats.food = 1;
2717 force->speed_left = -1.f;
2718
2719 force->set_speed (1.f / 4.f);
2720 force->flag [FLAG_IS_USED_UP] = true;
2721 force->flag [FLAG_APPLIED] = true;
2722
2723 insert (force);
2724 }
2725}
2726
2727void object::change_move_type (MoveType mt)
2728{
2729 if (move_type == mt)
2730 return;
2731
2732 if (is_on_map ())
2733 {
2734 // we are on the map, so handle move_on/off effects
2735 remove ();
2736 move_type = mt;
2737 map->insert (this, x, y, this);
2738 }
2739 else
2740 move_type = mt;
2741}
2742

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