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Comparing deliantra/server/common/object.C (file contents):
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.325 by root, Wed Apr 14 21:36:31 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 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/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27 24
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39UUID UUID::cur; 34UUID UUID::cur;
40static uint64_t seq_next_save; 35static uint64_t seq_next_save;
41static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec 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
45 49
46short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
47 0, 51 0,
48 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
49 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,
53 0, 57 0,
54 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
55 -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,
56 -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
57}; 61};
58int maxfree[SIZEOFFREE] = {
59 0,
60 9, 10, 13, 14, 17, 18, 21, 22,
61 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
62 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
63};
64int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
65 0, 63 0,
66 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
67 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,
68 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
69}; 67};
70 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
71static void 76static void
72write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
73{ 78{
74 CALL_BEGIN (2); 79 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 83 CALL_END;
79} 84}
80 85
81static void 86static void
82read_uuid (void) 87read_uuid ()
83{ 88{
84 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
85 90
86 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
87 92
101 106
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1); 108 _exit (1);
104 } 109 }
105 110
106 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
107 buf[0] = 0; 112 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
109 114
110 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
111 { 116 {
138 143
139void 144void
140UUID::init () 145UUID::init ()
141{ 146{
142 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;
143} 213}
144 214
145/* 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. */
146static bool 216static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
148{ 218{
149 key_value *wants_field;
150
151 /* 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
152 * 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
153 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
154 */ 222 */
155 223
156 /* For each field in wants, */ 224 /* For each field in wants, */
157 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)
158 { 226 if (has->kv_get (kv->key) != kv->value)
159 key_value *has_field; 227 return false;
160
161 /* Look for a field in has with the same key. */
162 has_field = get_ob_key_link (has, wants_field->key);
163
164 if (!has_field)
165 return 0; /* No field with that name. */
166
167 /* Found the matching field. */
168 if (has_field->value != wants_field->value)
169 return 0; /* Values don't match, so this half of the comparison is false. */
170
171 /* If we get here, we found a match. Now for the next field in wants. */
172 }
173 228
174 /* 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. */
175 return 1; 230 return true;
176} 231}
177 232
178/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
179static bool 234static bool
180compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
181{ 236{
182 /* 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,
183 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
184 */ 239 */
185 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);
186} 242}
187 243
188/* 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
189 * they can be merged together. 245 * they can be merged together.
190 * 246 *
197 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
198 * check weight 254 * check weight
199 */ 255 */
200bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
201{ 257{
202 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
203 if (ob1 == ob2 259 if (ob1 == ob2
204 || ob1->type != ob2->type 260 || ob1->type != ob2->type
205 || ob1->speed != ob2->speed
206 || ob1->value != ob2->value 261 || ob1->value != ob2->value
207 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
208 return 0; 264 return 0;
209 265
210 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
211 * for unsigned overflow (2c), second part checks wether the result 267 * is always 0 .. 2**31-1 */
212 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
216 return 0; 269 return 0;
217 270
218 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
219 * 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
220 * 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
221 * 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
222 * flags lose any meaning. 275 * flags lose any meaning.
223 */ 276 */
224 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
225 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
226 279
227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
228 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
229 282
230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
231 || ob1->arch != ob2->arch
232 || ob1->name != ob2->name 284 || ob1->name != ob2->name
233 || ob1->title != ob2->title 285 || ob1->title != ob2->title
234 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
235 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
239 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
240 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
241 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
242 || ob1->value != ob2->value 292 || ob1->value != ob2->value
243 || 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
244 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
245 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
246 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
247 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
248 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
249 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
250 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
251 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
252 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
254 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
308 return 0;
309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
255 return 0; 314 return 0;
256 315
257 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
258 * not merge objects with real inventories, as splitting them 317 * not merge objects with real inventories, as splitting them
259 * is hard. 318 * is hard.
276 335
277 /* 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,
278 * 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
279 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
280 */ 339 */
281 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
282 return 0; 341 return 0;
283 342
284 /* 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
285 * 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
286 * check? 345 * check?
287 */ 346 */
288 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
289 return 0; 348 return 0;
290 349
291 switch (ob1->type) 350 switch (ob1->type)
292 { 351 {
293 case SCROLL: 352 case SCROLL:
298 357
299 if (ob1->key_values || ob2->key_values) 358 if (ob1->key_values || ob2->key_values)
300 { 359 {
301 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
302 if ((!ob1->key_values) != (!ob2->key_values)) 361 if ((!ob1->key_values) != (!ob2->key_values))
303 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
304 return 0; 363
305 else if (!compare_ob_value_lists (ob1, ob2)) 364 if (!compare_ob_value_lists (ob1, ob2))
306 return 0; 365 return 0;
307 } 366 }
308 367
309 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
310 { 369 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318 377
319 if (k1 != k2) 378 if (k1 != k2)
320 return 0; 379 return 0;
380
321 else if (k1 == 0) 381 if (k1 == 0)
322 return 1; 382 return 1;
383
323 else if (!cfperl_can_merge (ob1, ob2)) 384 if (!cfperl_can_merge (ob1, ob2))
324 return 0; 385 return 0;
325 } 386 }
326 } 387 }
327 388
328 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
329 return 1; 390 return 1;
330} 391}
331 392
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
430// adjust weight per container type ("of holding")
332static sint32 431static sint32
333weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
334{ 433{
335 return op->type == CONTAINER 434 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight; 436 : weight;
338} 437}
339 438
340/* 439/*
341 * add_weight(object, weight) adds the specified weight to an object, 440 * adjust_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying. 441 * and also updates how much the environment(s) is/are carrying.
343 */ 442 */
344static void 443static void
345add_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
346{ 445{
347 while (op) 446 while (op)
348 { 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
349 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
350 455
351 op->carrying += weight; 456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
352 op = op->env; 462 op = op->env;
353 } 463 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364} 464}
365 465
366/* 466/*
367 * this is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
368 * an object is carrying. It goes through op and figures out how much 468 * an object is carrying. It goes through op and figures out how much
379 op->update_weight (); 479 op->update_weight ();
380 480
381 sum += op->total_weight (); 481 sum += op->total_weight ();
382 } 482 }
383 483
384 carrying = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
385}
386 485
486 if (sum != carrying)
487 {
488 carrying = sum;
489
490 if (object *pl = visible_to ())
491 if (pl != this) // player is handled lazily
492 esrv_update_item (UPD_WEIGHT, pl, this);
493 }
494}
495
387/* 496/*
388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 497 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
389 * Some error messages.
390 * The result of the dump is stored in the static global errmsg array.
391 */ 498 */
392char * 499char *
393dump_object (object *op) 500dump_object (object *op)
394{ 501{
395 if (!op) 502 if (!op)
398 object_freezer freezer; 505 object_freezer freezer;
399 op->write (freezer); 506 op->write (freezer);
400 return freezer.as_string (); 507 return freezer.as_string ();
401} 508}
402 509
403/* 510char *
404 * get_nearest_part(multi-object, object 2) returns the part of the 511object::as_string ()
405 * multi-object 1 which is closest to the second object.
406 * If it's not a multi-object, it is returned.
407 */
408object *
409get_nearest_part (object *op, const object *pl)
410{ 512{
411 object *tmp, *closest; 513 return dump_object (this);
412 int last_dist, i;
413
414 if (op->more == NULL)
415 return op;
416 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
417 if ((i = distance (tmp, pl)) < last_dist)
418 closest = tmp, last_dist = i;
419 return closest;
420} 514}
421 515
422/* 516/*
423 * 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.
518 * VERRRY slow.
424 */ 519 */
425object * 520object *
426find_object (tag_t i) 521find_object (tag_t i)
427{ 522{
428 for_all_objects (op) 523 for_all_objects (op)
431 526
432 return 0; 527 return 0;
433} 528}
434 529
435/* 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/*
436 * 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.
437 * Used only by the patch command, but not all that useful. 547 * Used only by the patch command, but not all that useful.
438 * Enables features like "patch <name-of-other-player> food 999" 548 * Enables features like "patch <name-of-other-player> food 999"
439 */ 549 */
440object * 550object *
441find_object_name (const char *str) 551find_object_name (const char *str)
442{ 552{
443 shstr_cmp str_ (str); 553 shstr_cmp str_ (str);
444 object *op;
445 554
555 if (str_)
446 for_all_objects (op) 556 for_all_objects (op)
447 if (op->name == str_) 557 if (op->name == str_)
448 break; 558 return op;
449 559
450 return op; 560 return 0;
451} 561}
452 562
453/* 563/*
454 * 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
455 * skill and experience objects. 565 * skill and experience objects.
470 } 580 }
471 581
472 this->owner = owner; 582 this->owner = owner;
473} 583}
474 584
475int
476object::slottype () const
477{
478 if (type == SKILL)
479 {
480 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
481 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
482 }
483 else
484 {
485 if (slot [body_combat].info) return slot_combat;
486 if (slot [body_range ].info) return slot_ranged;
487 }
488
489 return slot_none;
490}
491
492bool
493object::change_weapon (object *ob)
494{
495 if (current_weapon == ob)
496 return true;
497
498 if (chosen_skill)
499 chosen_skill->flag [FLAG_APPLIED] = false;
500
501 current_weapon = ob;
502 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
503
504 if (chosen_skill)
505 chosen_skill->flag [FLAG_APPLIED] = true;
506
507 update_stats ();
508
509 if (ob)
510 {
511 // now check wether any body locations became invalid, in which case
512 // we cannot apply the weapon at the moment.
513 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
514 if (slot[i].used < 0)
515 {
516 current_weapon = chosen_skill = 0;
517 update_stats ();
518
519 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name);
523 return false;
524 }
525
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 }
528 else
529 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
530
531 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
532 {
533 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
534 &name, ob->debug_desc ());
535 return false;
536 }
537
538 return true;
539}
540
541/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links. 586 * refcounts and freeing the links.
543 */ 587 */
544static void 588static void
545free_key_values (object *op) 589free_key_values (object *op)
553 } 597 }
554 598
555 op->key_values = 0; 599 op->key_values = 0;
556} 600}
557 601
558object & 602/*
559object::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)
560{ 612{
561 bool is_freed = flag [FLAG_FREED]; 613 dst->remove ();
562 bool is_removed = flag [FLAG_REMOVED];
563
564 *(object_copy *)this = src; 614 *(object_copy *)dst = *this;
565
566 flag [FLAG_FREED] = is_freed;
567 flag [FLAG_REMOVED] = is_removed; 615 dst->flag [FLAG_REMOVED] = true;
568 616
569 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
570 if (src.key_values) 618 if (key_values)
571 { 619 {
572 key_value *tail = 0; 620 key_value *tail = 0;
573 key_values = 0; 621 dst->key_values = 0;
574 622
575 for (key_value *i = src.key_values; i; i = i->next) 623 for (key_value *i = key_values; i; i = i->next)
576 { 624 {
577 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
578 626
579 new_link->next = 0; 627 new_link->next = 0;
580 new_link->key = i->key; 628 new_link->key = i->key;
581 new_link->value = i->value; 629 new_link->value = i->value;
582 630
583 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
584 if (!key_values) 632 if (!dst->key_values)
585 { 633 {
586 key_values = new_link; 634 dst->key_values = new_link;
587 tail = new_link; 635 tail = new_link;
588 } 636 }
589 else 637 else
590 { 638 {
591 tail->next = new_link; 639 tail->next = new_link;
592 tail = new_link; 640 tail = new_link;
593 } 641 }
594 } 642 }
595 } 643 }
596}
597 644
598/* 645 dst->activate ();
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610
611 if (speed < 0)
612 dst->speed_left -= rndm ();
613
614 dst->set_speed (dst->speed);
615} 646}
616 647
617void 648void
618object::instantiate () 649object::instantiate ()
619{ 650{
620 if (!uuid.seq) // HACK 651 if (!uuid.seq) // HACK
621 uuid = UUID::gen (); 652 uuid = UUID::gen ();
622 653
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
623 speed_left = -0.1f; 658 speed_left = -1.;
659
624 /* 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
625 * 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.
626 * 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
627 * values for the body_used info, so when items are created 663 * values for the body_used info, so when items are created
628 * for it, they can be properly equipped. 664 * for it, they can be properly equipped.
636object * 672object *
637object::clone () 673object::clone ()
638{ 674{
639 object *neu = create (); 675 object *neu = create ();
640 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
641 return neu; 683 return neu;
642} 684}
643 685
644/* 686/*
645 * 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
647 * 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.
648 */ 690 */
649void 691void
650update_turn_face (object *op) 692update_turn_face (object *op)
651{ 693{
652 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
653 return; 695 return;
654 696
655 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
656 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
657} 699}
662 * 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.
663 */ 705 */
664void 706void
665object::set_speed (float speed) 707object::set_speed (float speed)
666{ 708{
667 if (flag [FLAG_FREED] && speed)
668 {
669 LOG (llevError, "Object %s is freed but has speed.\n", &name);
670 speed = 0;
671 }
672
673 this->speed = speed; 709 this->speed = speed;
674 710
675 if (has_active_speed ()) 711 if (has_active_speed ())
676 activate (); 712 activate ();
677 else 713 else
696 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
697 */ 733 */
698void 734void
699update_object (object *op, int action) 735update_object (object *op, int action)
700{ 736{
701 if (op == NULL) 737 if (!op)
702 { 738 {
703 /* this should never happen */ 739 /* this should never happen */
704 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
705 return; 741 return;
706 } 742 }
707 743
708 if (op->env) 744 if (!op->is_on_map ())
709 { 745 {
710 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
711 * to do in this case. 747 * to do in this case.
712 */ 748 */
713 return; 749 return;
714 } 750 }
715
716 /* If the map is saving, don't do anything as everything is
717 * going to get freed anyways.
718 */
719 if (!op->map || op->map->in_memory == MAP_SAVING)
720 return;
721 751
722 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
723 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)
724 { 754 {
725 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
733 763
734 if (!(m.flags_ & P_UPTODATE)) 764 if (!(m.flags_ & P_UPTODATE))
735 /* nop */; 765 /* nop */;
736 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
737 { 767 {
768#if 0
738 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
745 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
746 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
747 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
748 /* 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
749 * to have move_allow right now. 780 * have move_allow right now.
750 */ 781 */
751 || ((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
752 || 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)
753 m.flags_ = 0; 786 m.invalidate ();
787#endif
754 } 788 }
755 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
756 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
757 * that is being removed. 791 * that is being removed.
758 */ 792 */
759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
760 m.flags_ = 0; 794 m.invalidate ();
761 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
762 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
763 else 797 else
764 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
765 799
767 update_object (op->more, action); 801 update_object (op->more, action);
768} 802}
769 803
770object::object () 804object::object ()
771{ 805{
772 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
773 807
774 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
775 face = blank_face; 809 face = blank_face;
810 material = MATERIAL_NULL;
776} 811}
777 812
778object::~object () 813object::~object ()
779{ 814{
780 unlink (); 815 unlink ();
781 816
782 free_key_values (this); 817 free_key_values (this);
783} 818}
784
785static int object_count;
786 819
787void object::link () 820void object::link ()
788{ 821{
789 assert (!index);//D 822 assert (!index);//D
790 uuid = UUID::gen (); 823 uuid = UUID::gen ();
791 count = ++object_count;
792 824
793 refcnt_inc (); 825 refcnt_inc ();
794 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
795} 830}
796 831
797void object::unlink () 832void object::unlink ()
798{ 833{
799 if (!index) 834 if (!index)
800 return; 835 return;
836
837 ++destroy_count;
801 838
802 objects.erase (this); 839 objects.erase (this);
803 refcnt_dec (); 840 refcnt_dec ();
804} 841}
805 842
809 /* If already on active list, don't do anything */ 846 /* If already on active list, don't do anything */
810 if (active) 847 if (active)
811 return; 848 return;
812 849
813 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
814 actives.insert (this); 855 actives.insert (this);
856 }
815} 857}
816 858
817void 859void
818object::activate_recursive () 860object::activate_recursive ()
819{ 861{
868object::destroy_inv (bool drop_to_ground) 910object::destroy_inv (bool drop_to_ground)
869{ 911{
870 // need to check first, because the checks below might segfault 912 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code 913 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty. 914 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory, 915 // corollary: if you create arrows etc. with stuff in its inventory,
874 // cf will crash below with off-map x and y 916 // cf will crash below with off-map x and y
875 if (!inv) 917 if (!inv)
876 return; 918 return;
877 919
878 /* Only if the space blocks everything do we not process - 920 /* Only if the space blocks everything do we not process -
880 * drop on that space. 922 * drop on that space.
881 */ 923 */
882 if (!drop_to_ground 924 if (!drop_to_ground
883 || !map 925 || !map
884 || map->in_memory != MAP_ACTIVE 926 || map->in_memory != MAP_ACTIVE
885 || map->nodrop 927 || map->no_drop
886 || ms ().move_block == MOVE_ALL) 928 || ms ().move_block == MOVE_ALL)
887 { 929 {
888 while (inv) 930 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy (); 931 inv->destroy ();
892 }
893 } 932 }
894 else 933 else
895 { /* Put objects in inventory onto this space */ 934 { /* Put objects in inventory onto this space */
896 while (inv) 935 while (inv)
897 { 936 {
908 map->insert (op, x, y); 947 map->insert (op, x, y);
909 } 948 }
910 } 949 }
911} 950}
912 951
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 *
913object *object::create () 989object::create ()
914{ 990{
915 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
916 op->link (); 1013 op->link ();
1014
917 return op; 1015 return op;
918} 1016}
919 1017
920void 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
921object::do_destroy () 1055object::do_destroy ()
922{ 1056{
923 attachable::do_destroy ();
924
925 if (flag [FLAG_IS_LINKED]) 1057 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this); 1058 remove_link ();
927 1059
928 if (flag [FLAG_FRIENDLY]) 1060 if (flag [FLAG_FRIENDLY])
929 remove_friendly_object (this); 1061 remove_friendly_object (this);
930 1062
931 if (!flag [FLAG_REMOVED])
932 remove (); 1063 remove ();
933 1064
934 destroy_inv (true); 1065 attachable::do_destroy ();
935 1066
936 deactivate (); 1067 deactivate ();
937 unlink (); 1068 unlink ();
938 1069
939 flag [FLAG_FREED] = 1; 1070 flag [FLAG_FREED] = 1;
940 1071
941 // hack to ensure that freed objects still have a valid map 1072 // hack to ensure that freed objects still have a valid map
942 {
943 static maptile *freed_map; // freed objects are moved here to avoid crashes
944
945 if (!freed_map)
946 {
947 freed_map = new maptile;
948
949 freed_map->path = "<freed objects map>";
950 freed_map->name = "/internal/freed_objects_map";
951 freed_map->width = 3;
952 freed_map->height = 3;
953 freed_map->nodrop = 1;
954
955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
957 }
958
959 map = freed_map; 1073 map = &freed_map;
960 x = 1; 1074 x = 1;
961 y = 1; 1075 y = 1;
962 }
963 1076
964 if (more) 1077 if (more)
965 { 1078 {
966 more->destroy (); 1079 more->destroy ();
967 more = 0; 1080 more = 0;
975 attacked_by = 0; 1088 attacked_by = 0;
976 current_weapon = 0; 1089 current_weapon = 0;
977} 1090}
978 1091
979void 1092void
980object::destroy (bool destroy_inventory) 1093object::destroy ()
981{ 1094{
982 if (destroyed ()) 1095 if (destroyed ())
983 return; 1096 return;
984 1097
985 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
986 destroy_inv (false); 1105 destroy_inv_fast ();
987 1106
988 if (is_head ()) 1107 if (is_head ())
989 if (sound_destroy) 1108 if (sound_destroy)
990 play_sound (sound_destroy); 1109 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER]) 1110 else if (flag [FLAG_MONSTER])
1002 * the previous environment. 1121 * the previous environment.
1003 */ 1122 */
1004void 1123void
1005object::do_remove () 1124object::do_remove ()
1006{ 1125{
1007 object *tmp, *last = 0; 1126 if (flag [FLAG_REMOVED])
1008 object *otmp;
1009
1010 if (QUERY_FLAG (this, FLAG_REMOVED))
1011 return; 1127 return;
1012 1128
1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this); 1129 INVOKE_OBJECT (REMOVE, this);
1130
1131 flag [FLAG_REMOVED] = true;
1015 1132
1016 if (more) 1133 if (more)
1017 more->remove (); 1134 more->remove ();
1018 1135
1019 /* 1136 /*
1020 * In this case, the object to be removed is in someones 1137 * In this case, the object to be removed is in someones
1021 * inventory. 1138 * inventory.
1022 */ 1139 */
1023 if (env) 1140 if (env)
1024 { 1141 {
1025 if (nrof) 1142 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1026 sub_weight (env, weight * nrof); 1143 if (object *pl = visible_to ())
1027 else 1144 esrv_del_item (pl->contr, count);
1028 sub_weight (env, weight + carrying); 1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1029 1146
1030 /* NO_FIX_PLAYER is set when a great many changes are being 1147 adjust_weight (env, -total_weight ());
1031 * made to players inventory. If set, avoiding the call
1032 * to save cpu time.
1033 */
1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1035 otmp->update_stats ();
1036 1148
1037 if (above) 1149 object *pl = in_player ();
1038 above->below = below;
1039 else
1040 env->inv = below;
1041
1042 if (below)
1043 below->above = above;
1044 1150
1045 /* we set up values so that it could be inserted into 1151 /* we set up values so that it could be inserted into
1046 * 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
1047 * to the caller to decide what we want to do. 1153 * to the caller to decide what we want to do.
1048 */ 1154 */
1049 x = env->x, y = env->y;
1050 map = env->map; 1155 map = env->map;
1051 above = 0, below = 0; 1156 x = env->x;
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
1163 above = 0;
1164 below = 0;
1052 env = 0; 1165 env = 0;
1166
1167 if (pl && pl->is_player ())
1168 {
1169 if (expect_false (pl->contr->combat_ob == this))
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 }
1053 } 1188 }
1054 else if (map) 1189 else if (map)
1055 { 1190 {
1056 if (type == PLAYER)
1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true; 1191 map->dirty = true;
1069 mapspace &ms = this->ms (); 1192 mapspace &ms = this->ms ();
1070 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
1071 /* link the object above us */ 1219 /* link the object above us */
1072 if (above) 1220 // re-link, make sure compiler can easily use cmove
1073 above->below = below; 1221 *(above ? &above->below : &ms.top) = below;
1074 else 1222 *(below ? &below->above : &ms.bot) = above;
1075 ms.top = below; /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1085 */
1086 if (GET_MAP_OB (map, x, y) != this)
1087 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 ());
1088
1089 ms.bot = above; /* goes on above it. */
1090 }
1091 1223
1092 above = 0; 1224 above = 0;
1093 below = 0; 1225 below = 0;
1094 1226
1227 ms.invalidate ();
1228
1095 if (map->in_memory == MAP_SAVING) 1229 if (map->in_memory == MAP_SAVING)
1096 return; 1230 return;
1097 1231
1098 int check_walk_off = !flag [FLAG_NO_APPLY]; 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1099 1233
1100 if (object *pl = ms.player ()) 1234 if (object *pl = ms.player ())
1101 { 1235 {
1102 if (pl->container == this) 1236 if (pl->container_ () == this)
1103 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1104 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1105 * appropriately. 1239 * appropriately.
1106 */ 1240 */
1107 pl->close_container (); 1241 pl->close_container ();
1108 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)
1109 pl->contr->ns->floorbox_update (); 1247 pl->contr->ns->floorbox_update ();
1110 } 1248 }
1111 1249
1250 if (check_walk_off)
1112 for (tmp = ms.bot; tmp; tmp = tmp->above) 1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1113 { 1252 {
1253 above = tmp->above;
1254
1114 /* 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
1115 * being removed. 1256 * being removed.
1116 */ 1257 */
1117 1258
1118 /* See if object moving off should effect something */ 1259 /* See if object moving off should effect something */
1119 if (check_walk_off
1120 && ((move_type & tmp->move_off) 1260 if ((move_type & tmp->move_off)
1121 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1122 {
1123 move_apply (tmp, this, 0); 1262 move_apply (tmp, this, 0);
1124
1125 if (destroyed ())
1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1127 } 1263 }
1128 1264
1129 last = tmp; 1265 if (affects_los ())
1130 }
1131
1132 /* last == NULL if there are no objects on this space */
1133 //TODO: this makes little sense, why only update the topmost object?
1134 if (!last)
1135 map->at (x, y).flags_ = 0;
1136 else
1137 update_object (last, UP_OBJ_REMOVE);
1138
1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1140 update_all_los (map, x, y); 1266 update_all_los (map, x, y);
1141 } 1267 }
1142} 1268}
1143 1269
1144/* 1270/*
1158 if (!top) 1284 if (!top)
1159 for (top = op; top && top->above; top = top->above) 1285 for (top = op; top && top->above; top = top->above)
1160 ; 1286 ;
1161 1287
1162 for (; top; top = top->below) 1288 for (; top; top = top->below)
1163 {
1164 if (top == op)
1165 continue;
1166
1167 if (object::can_merge (op, top)) 1289 if (object::can_merge (op, top))
1168 { 1290 {
1169 top->nrof += op->nrof; 1291 top->nrof += op->nrof;
1170 1292
1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1293 if (object *pl = top->visible_to ())
1172 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
1173 op->destroy (); 1299 op->destroy ();
1300
1174 return top; 1301 return top;
1175 } 1302 }
1176 }
1177 1303
1178 return 0; 1304 return 0;
1179} 1305}
1180 1306
1181void 1307void
1186 1312
1187 object *prev = this; 1313 object *prev = this;
1188 1314
1189 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1190 { 1316 {
1191 object *op = arch_to_object (at); 1317 object *op = at->instance ();
1192 1318
1193 op->name = name; 1319 op->name = name;
1194 op->name_pl = name_pl; 1320 op->name_pl = name_pl;
1195 op->title = title; 1321 op->title = title;
1196 1322
1206 * job preparing multi-part monsters. 1332 * job preparing multi-part monsters.
1207 */ 1333 */
1208object * 1334object *
1209insert_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)
1210{ 1336{
1337 op->remove ();
1338
1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1339 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1212 { 1340 {
1213 tmp->x = x + tmp->arch->x; 1341 tmp->x = x + tmp->arch->x;
1214 tmp->y = y + tmp->arch->y; 1342 tmp->y = y + tmp->arch->y;
1215 } 1343 }
1232 * 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
1233 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1234 * 1362 *
1235 * Return value: 1363 * Return value:
1236 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1237 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1238 * just 'op' otherwise 1366 * just 'op' otherwise
1239 */ 1367 */
1240object * 1368object *
1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1242{ 1370{
1243 assert (!op->flag [FLAG_FREED]);
1244
1245 object *top, *floor = NULL;
1246
1247 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
1248 1377
1249 /* Ideally, the caller figures this out. However, it complicates a lot 1378 /* Ideally, the caller figures this out. However, it complicates a lot
1250 * 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
1251 * need extra work 1380 * need extra work
1252 */ 1381 */
1382 maptile *newmap = m;
1253 if (!xy_normalise (m, op->x, op->y)) 1383 if (!xy_normalise (newmap, op->x, op->y))
1254 { 1384 {
1255 op->destroy (); 1385 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1256 return 0; 1386 return 0;
1257 } 1387 }
1258 1388
1259 if (object *more = op->more) 1389 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag)) 1390 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0; 1391 return 0;
1262 1392
1263 CLEAR_FLAG (op, FLAG_REMOVED); 1393 op->flag [FLAG_REMOVED] = false;
1264 1394 op->env = 0;
1265 op->map = m; 1395 op->map = newmap;
1396
1266 mapspace &ms = op->ms (); 1397 mapspace &ms = op->ms ();
1267 1398
1268 /* this has to be done after we translate the coordinates. 1399 /* this has to be done after we translate the coordinates.
1269 */ 1400 */
1270 if (op->nrof && !(flag & INS_NO_MERGE)) 1401 if (op->nrof && !(flag & INS_NO_MERGE))
1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1272 if (object::can_merge (op, tmp)) 1403 if (object::can_merge (op, tmp))
1273 { 1404 {
1405 // TODO: we actually want to update tmp, not op,
1406 // but some caller surely breaks when we return tmp
1407 // from here :/
1274 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1275 tmp->destroy (); 1409 tmp->destroy ();
1276 } 1410 }
1277 1411
1278 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 */
1279 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1280 1414
1281 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1282 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1283 1417
1284 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1285 { 1419 {
1286 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)
1287 { 1421 {
1288 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");
1289 abort (); 1423 abort ();
1290 } 1424 }
1291 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
1292 op->above = originator; 1433 op->above = originator;
1293 op->below = originator->below; 1434 op->below = originator->below;
1294
1295 if (op->below)
1296 op->below->above = op;
1297 else
1298 ms.bot = op;
1299
1300 /* since *below* originator, no need to update top */
1301 originator->below = op; 1435 originator->below = op;
1436
1437 *(op->below ? &op->below->above : &ms.bot) = op;
1302 } 1438 }
1303 else 1439 else
1304 { 1440 {
1305 top = ms.bot; 1441 object *floor = 0;
1442 object *top = ms.top;
1306 1443
1307 /* If there are other objects, then */ 1444 /* If there are other objects, then */
1308 if (top) 1445 if (top)
1309 { 1446 {
1310 object *last = 0;
1311
1312 /* 1447 /*
1313 * 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.
1314 * We've already dealt with merging if appropriate. 1449 * We've already dealt with merging if appropriate.
1315 * 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
1316 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1319 * 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
1320 * 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
1321 * 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
1322 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1323 */ 1458 */
1324 for (top = ms.bot; top; top = top->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 { 1460 {
1326 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])
1327 floor = top; 1462 floor = tmp;
1328 1463
1329 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])
1330 { 1465 {
1331 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1332 top = top->below; 1467 top = tmp->below;
1333 break; 1468 break;
1334 } 1469 }
1335 1470
1336 last = top; 1471 top = tmp;
1337 } 1472 }
1338
1339 /* Don't want top to be NULL, so set it to the last valid object */
1340 top = last;
1341 1473
1342 /* We let update_position deal with figuring out what the space 1474 /* We let update_position deal with figuring out what the space
1343 * looks like instead of lots of conditions here. 1475 * looks like instead of lots of conditions here.
1344 * makes things faster, and effectively the same result. 1476 * makes things faster, and effectively the same result.
1345 */ 1477 */
1352 */ 1484 */
1353 if (!(flag & INS_ON_TOP) 1485 if (!(flag & INS_ON_TOP)
1354 && ms.flags () & P_BLOCKSVIEW 1486 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1356 { 1488 {
1489 object *last;
1490
1357 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1359 break; 1493 break;
1360 1494
1361 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1362 * 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
1363 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1369 } /* If objects on this space */ 1503 } /* If objects on this space */
1370 1504
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1505 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1506 top = floor;
1373 1507
1374 /* 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
1375 */
1376
1377 /* First object on this space */
1378 if (!top) 1509 if (!top)
1379 { 1510 {
1511 op->below = 0;
1380 op->above = ms.bot; 1512 op->above = ms.bot;
1381
1382 if (op->above)
1383 op->above->below = op;
1384
1385 op->below = 0;
1386 ms.bot = op; 1513 ms.bot = op;
1514
1515 *(op->above ? &op->above->below : &ms.top) = op;
1387 } 1516 }
1388 else 1517 else
1389 { /* get inserted into the stack above top */ 1518 {
1390 op->above = top->above; 1519 op->above = top->above;
1391
1392 if (op->above)
1393 op->above->below = op; 1520 top->above = op;
1394 1521
1395 op->below = top; 1522 op->below = top;
1396 top->above = op; 1523 *(op->above ? &op->above->below : &ms.top) = op;
1397 } 1524 }
1525 }
1398 1526
1399 if (!op->above) 1527 if (op->is_player ())
1400 ms.top = op;
1401 } /* else not INS_BELOW_ORIGINATOR */
1402
1403 if (op->type == PLAYER)
1404 { 1528 {
1405 op->contr->do_los = 1; 1529 op->contr->do_los = 1;
1406 ++op->map->players; 1530 ++op->map->players;
1407 op->map->touch (); 1531 op->map->touch ();
1408 } 1532 }
1409 1533
1410 op->map->dirty = true; 1534 op->map->dirty = true;
1411 1535
1412 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)
1413 pl->contr->ns->floorbox_update (); 1541 pl->contr->ns->floorbox_update ();
1414 1542
1415 /* If this object glows, it may affect lighting conditions that are 1543 /* If this object glows, it may affect lighting conditions that are
1416 * 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
1417 * 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
1418 * on the map will get recalculated. The players could very well 1546 * on the map will get recalculated. The players could very well
1419 * 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 -
1420 * this should get redone to only look for players within range, 1548 * this should get redone to only look for players within range,
1421 * or just updating the P_UPTODATE for spaces within this area 1549 * or just updating the P_UPTODATE for spaces within this area
1422 * of effect may be sufficient. 1550 * of effect may be sufficient.
1423 */ 1551 */
1424 if (op->map->darkness && (op->glow_radius != 0)) 1552 if (op->affects_los ())
1553 {
1554 op->ms ().invalidate ();
1425 update_all_los (op->map, op->x, op->y); 1555 update_all_los (op->map, op->x, op->y);
1556 }
1426 1557
1427 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1558 /* updates flags (blocked, alive, no magic, etc) for this map space */
1428 update_object (op, UP_OBJ_INSERT); 1559 update_object (op, UP_OBJ_INSERT);
1429 1560
1430 INVOKE_OBJECT (INSERT, op); 1561 INVOKE_OBJECT (INSERT, op);
1437 * blocked() and wall() work properly), and these flags are updated by 1568 * blocked() and wall() work properly), and these flags are updated by
1438 * update_object(). 1569 * update_object().
1439 */ 1570 */
1440 1571
1441 /* 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 */
1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1443 { 1574 {
1444 if (check_move_on (op, originator)) 1575 if (check_move_on (op, originator))
1445 return 0; 1576 return 0;
1446 1577
1447 /* 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
1458/* this function inserts an object in the map, but if it 1589/* this function inserts an object in the map, but if it
1459 * 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.
1460 * 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.
1461 */ 1592 */
1462void 1593void
1463replace_insert_ob_in_map (const char *arch_string, object *op) 1594replace_insert_ob_in_map (shstr_tmp archname, object *op)
1464{ 1595{
1465 object *tmp, *tmp1;
1466
1467 /* first search for itself and remove any old instances */ 1596 /* first search for itself and remove any old instances */
1468 1597
1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1471 tmp->destroy (); 1600 tmp->destroy ();
1472 1601
1473 tmp1 = arch_to_object (archetype::find (arch_string)); 1602 object *tmp = archetype::find (archname)->instance ();
1474 1603
1475 tmp1->x = op->x; 1604 tmp->x = op->x;
1476 tmp1->y = op->y; 1605 tmp->y = op->y;
1606
1477 insert_ob_in_map (tmp1, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1478} 1608}
1479 1609
1480object * 1610object *
1481object::insert_at (object *where, object *originator, int flags) 1611object::insert_at (object *where, object *originator, int flags)
1482{ 1612{
1484 return where->env->insert (this); 1614 return where->env->insert (this);
1485 else 1615 else
1486 return where->map->insert (this, where->x, where->y, originator, flags); 1616 return where->map->insert (this, where->x, where->y, originator, flags);
1487} 1617}
1488 1618
1489/* 1619// check whether we can put this into the map, respect max_volume, max_items
1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1620bool
1491 * is returned contains nr objects, and the remaining parts contains 1621object::can_drop_at (maptile *m, int x, int y, object *originator)
1492 * the rest (or is removed and freed if that number is 0).
1493 * On failure, NULL is returned, and the reason put into the
1494 * global static errmsg array.
1495 */
1496object *
1497get_split_ob (object *orig_ob, uint32 nr)
1498{ 1622{
1499 object *newob; 1623 mapspace &ms = m->at (x, y);
1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501 1624
1502 if (orig_ob->nrof < nr) 1625 int items = ms.items ();
1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507 1626
1508 newob = object_create_clone (orig_ob); 1627 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items
1629 && ms.volume () < m->max_volume))
1630 return true;
1509 1631
1510 if ((orig_ob->nrof -= nr) < 1) 1632 if (originator && originator->is_player ())
1511 orig_ob->destroy (1); 1633 originator->contr->failmsgf (
1512 else if (!is_removed) 1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1513 { 1635 query_name ()
1514 if (orig_ob->env != NULL) 1636 );
1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1517 {
1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1520 return NULL;
1521 }
1522 }
1523 1637
1524 newob->nrof = nr; 1638 return false;
1525
1526 return newob;
1527} 1639}
1528 1640
1529/* 1641/*
1530 * decrease_ob_nr(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1531 * 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
1532 * is subsequently removed and freed. 1644 * is subsequently removed and freed.
1533 * 1645 *
1534 * Return value: 'op' if something is left, NULL if the amount reached 0 1646 * Return value: 'op' if something is left, NULL if the amount reached 0
1535 */ 1647 */
1648bool
1649object::decrease (sint32 nr)
1650{
1651 if (!nr)
1652 return true;
1653
1654 nr = min (nr, nrof);
1655
1656 if (nrof > nr)
1657 {
1658 nrof -= nr;
1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1660
1661 if (object *pl = visible_to ())
1662 esrv_update_item (UPD_NROF, pl, this);
1663
1664 return true;
1665 }
1666 else
1667 {
1668 destroy ();
1669 return false;
1670 }
1671}
1672
1673/*
1674 * split(ob,nr) splits up ob into two parts. The part which
1675 * is returned contains nr objects, and the remaining parts contains
1676 * the rest (or is removed and returned if that number is 0).
1677 * On failure, NULL is returned.
1678 */
1536object * 1679object *
1537decrease_ob_nr (object *op, uint32 i) 1680object::split (sint32 nr)
1538{ 1681{
1539 object *tmp; 1682 int have = number_of ();
1540 1683
1541 if (i == 0) /* objects with op->nrof require this check */ 1684 if (have < nr)
1542 return op; 1685 return 0;
1543 1686 else if (have == nr)
1544 if (i > op->nrof)
1545 i = op->nrof;
1546
1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 { 1687 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove (); 1688 remove ();
1579 op->nrof = 0; 1689 return this;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1583 } 1690 }
1584 else 1691 else
1585 { 1692 {
1586 object *above = op->above; 1693 decrease (nr);
1587 1694
1588 if (i < op->nrof) 1695 object *op = deep_clone ();
1589 op->nrof -= i; 1696 op->nrof = nr;
1590 else
1591 {
1592 op->remove ();
1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1600 if (op->nrof)
1601 esrv_send_item (tmp, op);
1602 else
1603 esrv_del_item (tmp->contr, op->count);
1604 }
1605 }
1606
1607 if (op->nrof)
1608 return op; 1697 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1613 } 1698 }
1614} 1699}
1615 1700
1616object * 1701object *
1617insert_ob_in_ob (object *op, object *where) 1702insert_ob_in_ob (object *op, object *where)
1642 * be != op, if items are merged. -Tero 1727 * be != op, if items are merged. -Tero
1643 */ 1728 */
1644object * 1729object *
1645object::insert (object *op) 1730object::insert (object *op)
1646{ 1731{
1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove ();
1649
1650 if (op->more) 1732 if (op->more)
1651 { 1733 {
1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1734 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1653 return op; 1735 return op;
1654 } 1736 }
1655 1737
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1738 op->remove ();
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1739
1740 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658 1741
1659 if (op->nrof) 1742 if (op->nrof)
1660 {
1661 for (object *tmp = inv; tmp; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1662 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1663 { 1745 {
1664 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1665 (client needs the original object) */ 1747 (client needs the original object) */
1666 tmp->nrof += op->nrof; 1748 tmp->nrof += op->nrof;
1667 /* Weight handling gets pretty funky. Since we are adding to 1749
1668 * tmp->nrof, we need to increase the weight. 1750 if (object *pl = tmp->visible_to ())
1669 */ 1751 esrv_update_item (UPD_NROF, pl, tmp);
1752
1670 add_weight (this, op->weight * op->nrof); 1753 adjust_weight (this, op->total_weight ());
1671 SET_FLAG (op, FLAG_REMOVED); 1754
1672 op->destroy (); /* free the inserted object */ 1755 op->destroy ();
1673 op = tmp; 1756 op = tmp;
1674 op->remove (); /* and fix old object's links */ 1757 goto inserted;
1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676 break;
1677 } 1758 }
1678 1759
1679 /* I assume combined objects have no inventory
1680 * We add the weight - this object could have just been removed
1681 * (if it was possible to merge). calling remove_ob will subtract
1682 * the weight, so we need to add it in again, since we actually do
1683 * the linking below
1684 */
1685 add_weight (this, op->weight * op->nrof);
1686 }
1687 else
1688 add_weight (this, (op->weight + op->carrying));
1689
1690 if (object *otmp = this->in_player ())
1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats ();
1693
1694 op->owner = 0; // its his/hers now. period. 1760 op->owner = 0; // it's his/hers now. period.
1695 op->map = 0; 1761 op->map = 0;
1762 op->x = 0;
1763 op->y = 0;
1764
1765 op->above = 0;
1766 op->below = inv;
1696 op->env = this; 1767 op->env = this;
1697 op->above = 0;
1698 op->below = 0;
1699 op->x = op->y = 0;
1700 1768
1769 if (inv)
1770 inv->above = op;
1771
1772 inv = op;
1773
1774 op->flag [FLAG_REMOVED] = 0;
1775
1776 if (object *pl = op->visible_to ())
1777 esrv_send_item (pl, op);
1778
1779 adjust_weight (this, op->total_weight ());
1780
1781inserted:
1701 /* 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 */
1702 if (op->glow_radius && map) 1783 if (op->glow_radius && is_on_map ())
1703 { 1784 {
1704#ifdef DEBUG_LIGHTS 1785 update_stats ();
1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1706#endif /* DEBUG_LIGHTS */
1707 if (map->darkness)
1708 update_all_los (map, x, y); 1786 update_all_los (map, x, y);
1709 }
1710
1711 /* Client has no idea of ordering so lets not bother ordering it here.
1712 * It sure simplifies this function...
1713 */
1714 if (!inv)
1715 inv = op;
1716 else
1717 { 1787 }
1718 op->below = inv; 1788 else if (is_player ())
1719 op->below->above = op; 1789 // if this is a player's inventory, update stats
1720 inv = op; 1790 contr->queue_stats_update ();
1721 }
1722 1791
1723 INVOKE_OBJECT (INSERT, this); 1792 INVOKE_OBJECT (INSERT, this);
1724 1793
1725 return op; 1794 return op;
1726} 1795}
1746 * on top. 1815 * on top.
1747 */ 1816 */
1748int 1817int
1749check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1750{ 1819{
1820 if (op->flag [FLAG_NO_APPLY])
1821 return 0;
1822
1751 object *tmp; 1823 object *tmp;
1752 maptile *m = op->map; 1824 maptile *m = op->map;
1753 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1754 1826
1755 MoveType move_on, move_slow, move_block; 1827 mapspace &ms = m->at (x, y);
1756 1828
1757 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1829 ms.update ();
1758 return 0;
1759 1830
1760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1831 MoveType move_on = ms.move_on;
1761 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1832 MoveType move_slow = ms.move_slow;
1762 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1833 MoveType move_block = ms.move_block;
1763 1834
1764 /* 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,
1765 * 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
1766 * 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
1767 * as walking. 1838 * as walking.
1778 return 0; 1849 return 0;
1779 1850
1780 /* The objects have to be checked from top to bottom. 1851 /* The objects have to be checked from top to bottom.
1781 * Hence, we first go to the top: 1852 * Hence, we first go to the top:
1782 */ 1853 */
1783 1854 for (object *next, *tmp = ms.top; tmp; tmp = next)
1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1785 {
1786 /* Trim the search when we find the first other spell effect
1787 * this helps performance so that if a space has 50 spell objects,
1788 * we don't need to check all of them.
1789 */
1790 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1791 break;
1792 } 1855 {
1856 next = tmp->below;
1793 1857
1794 for (; tmp; tmp = tmp->below)
1795 {
1796 if (tmp == op) 1858 if (tmp == op)
1797 continue; /* Can't apply yourself */ 1859 continue; /* Can't apply yourself */
1798 1860
1799 /* 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.
1800 * Second check makes sure that the movement types not being slowed 1862 * Second check makes sure that the movement types not being slowed
1801 * (~slow_move) is not blocked on this space - just because the 1863 * (~slow_move) is not blocked on this space - just because the
1802 * 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
1803 * 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.
1804 */ 1866 */
1805 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1806 { 1868 {
1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1808 ((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))
1809 { 1871 {
1810
1811 float
1812 diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1813 1873
1814 if (op->type == PLAYER) 1874 if (op->is_player ())
1815 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)) ||
1816 (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)))
1817 diff /= 4.0; 1877 diff /= 4.0;
1818 1878
1819 op->speed_left -= diff; 1879 op->speed_left -= diff;
1820 } 1880 }
1821 } 1881 }
1854 LOG (llevError, "Present_arch called outside map.\n"); 1914 LOG (llevError, "Present_arch called outside map.\n");
1855 return NULL; 1915 return NULL;
1856 } 1916 }
1857 1917
1858 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)
1859 if (tmp->arch == at) 1919 if (tmp->arch->archname == at->archname)
1860 return tmp; 1920 return tmp;
1861 1921
1862 return NULL; 1922 return NULL;
1863} 1923}
1864 1924
1928 * The first matching object is returned, or NULL if none. 1988 * The first matching object is returned, or NULL if none.
1929 */ 1989 */
1930object * 1990object *
1931present_arch_in_ob (const archetype *at, const object *op) 1991present_arch_in_ob (const archetype *at, const object *op)
1932{ 1992{
1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->arch == at) 1994 if (tmp->arch->archname == at->archname)
1935 return tmp; 1995 return tmp;
1936 1996
1937 return NULL; 1997 return NULL;
1938} 1998}
1939 1999
1943void 2003void
1944flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1945{ 2005{
1946 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 { 2007 {
1948 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1949 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1950 } 2010 }
1951} 2011}
1952 2012
1953/* 2013/*
1956void 2016void
1957unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1958{ 2018{
1959 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 { 2020 {
1961 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1962 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1963 } 2023 }
1964} 2024}
1965 2025
1966/* 2026/*
2027 * head of the object should correspond for the entire object. 2087 * head of the object should correspond for the entire object.
2028 */ 2088 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2089 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue; 2090 continue;
2031 2091
2032 if (ob->blocked (m, pos.x, pos.y)) 2092 if (ob->blocked (pos.m, pos.x, pos.y))
2033 continue; 2093 continue;
2034 2094
2035 altern [index++] = i; 2095 altern [index++] = i;
2036 } 2096 }
2037 2097
2105 * there is capable of. 2165 * there is capable of.
2106 */ 2166 */
2107int 2167int
2108find_dir (maptile *m, int x, int y, object *exclude) 2168find_dir (maptile *m, int x, int y, object *exclude)
2109{ 2169{
2110 int i, max = SIZEOFFREE, mflags; 2170 int max = SIZEOFFREE, mflags;
2111
2112 sint16 nx, ny;
2113 object *tmp;
2114 maptile *mp;
2115
2116 MoveType blocked, move_type; 2171 MoveType move_type;
2117 2172
2118 if (exclude && exclude->head_ () != exclude) 2173 if (exclude && exclude->head_ () != exclude)
2119 { 2174 {
2120 exclude = exclude->head; 2175 exclude = exclude->head;
2121 move_type = exclude->move_type; 2176 move_type = exclude->move_type;
2124 { 2179 {
2125 /* 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. */
2126 move_type = MOVE_ALL; 2181 move_type = MOVE_ALL;
2127 } 2182 }
2128 2183
2129 for (i = 1; i < max; i++) 2184 for (int i = 1; i < max; i++)
2130 { 2185 {
2131 mp = m; 2186 mapxy pos (m, x, y);
2132 nx = x + freearr_x[i]; 2187 pos.move (i);
2133 ny = y + freearr_y[i];
2134 2188
2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2189 if (!pos.normalise ())
2136
2137 if (mflags & P_OUT_OF_MAP)
2138 max = maxfree[i]; 2190 max = maxfree[i];
2139 else 2191 else
2140 { 2192 {
2141 mapspace &ms = mp->at (nx, ny); 2193 mapspace &ms = *pos;
2142 2194
2143 blocked = ms.move_block;
2144
2145 if ((move_type & blocked) == move_type) 2195 if ((move_type & ms.move_block) == move_type)
2146 max = maxfree[i]; 2196 max = maxfree [i];
2147 else if (mflags & P_IS_ALIVE) 2197 else if (ms.flags () & P_IS_ALIVE)
2148 { 2198 {
2149 for (tmp = ms.bot; tmp; tmp = tmp->above) 2199 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2200 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2201 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2152 break;
2153
2154 if (tmp)
2155 return freedir[i]; 2202 return freedir [i];
2156 } 2203 }
2157 } 2204 }
2158 } 2205 }
2159 2206
2160 return 0; 2207 return 0;
2235 * 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
2236 * 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.
2237 * 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
2238 * functions. 2285 * functions.
2239 */ 2286 */
2240int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2241 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2242 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2243 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2244 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2245 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2339 * 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)
2340 */ 2387 */
2341int 2388int
2342can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2343{ 2390{
2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2346 !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));
2347} 2394}
2348 2395
2349/* 2396/*
2350 * create clone from object to another 2397 * create clone from object to another
2351 */ 2398 */
2352object * 2399object *
2353object_create_clone (object *asrc) 2400object::deep_clone ()
2354{ 2401{
2355 object *dst = 0, *tmp, *src, *prev, *item; 2402 assert (("deep_clone called on non-head object", is_head ()));
2356 2403
2357 if (!asrc) 2404 object *dst = clone ();
2358 return 0;
2359 2405
2360 src = asrc->head_ (); 2406 object *prev = dst;
2361
2362 prev = 0;
2363 for (object *part = src; part; part = part->more) 2407 for (object *part = this->more; part; part = part->more)
2364 { 2408 {
2365 tmp = part->clone (); 2409 object *tmp = part->clone ();
2366 tmp->x -= src->x;
2367 tmp->y -= src->y;
2368
2369 if (!part->head)
2370 {
2371 dst = tmp;
2372 tmp->head = 0;
2373 }
2374 else
2375 tmp->head = dst; 2410 tmp->head = dst;
2376
2377 tmp->more = 0;
2378
2379 if (prev)
2380 prev->more = tmp; 2411 prev->more = tmp;
2381
2382 prev = tmp; 2412 prev = tmp;
2383 } 2413 }
2384 2414
2385 for (item = src->inv; item; item = item->below) 2415 for (object *item = inv; item; item = item->below)
2386 insert_ob_in_ob (object_create_clone (item), dst); 2416 insert_ob_in_ob (item->deep_clone (), dst);
2387 2417
2388 return dst; 2418 return dst;
2389} 2419}
2390 2420
2391/* This returns the first object in who's inventory that 2421/* This returns the first object in who's inventory that
2400 return tmp; 2430 return tmp;
2401 2431
2402 return 0; 2432 return 0;
2403} 2433}
2404 2434
2405/* If ob has a field named key, return the link from the list, 2435shstr_tmp
2406 * otherwise return NULL. 2436object::kv_get (shstr_tmp key) const
2407 *
2408 * key must be a passed in shared string - otherwise, this won't
2409 * do the desired thing.
2410 */
2411key_value *
2412get_ob_key_link (const object *ob, const char *key)
2413{ 2437{
2414 for (key_value *link = ob->key_values; link; link = link->next) 2438 for (key_value *kv = key_values; kv; kv = kv->next)
2415 if (link->key == key) 2439 if (kv->key == key)
2416 return link;
2417
2418 return 0;
2419}
2420
2421/*
2422 * Returns the value of op has an extra_field for key, or NULL.
2423 *
2424 * The argument doesn't need to be a shared string.
2425 *
2426 * The returned string is shared.
2427 */
2428const char *
2429get_ob_key_value (const object *op, const char *const key)
2430{
2431 key_value *link;
2432 shstr_cmp canonical_key (key);
2433
2434 if (!canonical_key)
2435 {
2436 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field.
2440 */
2441 return 0;
2442 }
2443
2444 /* This is copied from get_ob_key_link() above -
2445 * only 4 lines, and saves the function call overhead.
2446 */
2447 for (link = op->key_values; link; link = link->next)
2448 if (link->key == canonical_key)
2449 return link->value; 2440 return kv->value;
2450 2441
2451 return 0; 2442 return shstr ();
2452} 2443}
2453 2444
2454/* 2445void
2455 * Updates the canonical_key in op to value. 2446object::kv_set (shstr_tmp key, shstr_tmp value)
2456 *
2457 * canonical_key is a shared string (value doesn't have to be).
2458 *
2459 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2460 * keys.
2461 *
2462 * Returns TRUE on success.
2463 */
2464int
2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2466{ 2447{
2467 key_value *field = NULL, *last = NULL; 2448 for (key_value *kv = key_values; kv; kv = kv->next)
2468 2449 if (kv->key == key)
2469 for (field = op->key_values; field != NULL; field = field->next)
2470 {
2471 if (field->key != canonical_key)
2472 { 2450 {
2473 last = field; 2451 kv->value = value;
2474 continue; 2452 return;
2475 } 2453 }
2476 2454
2477 if (value) 2455 key_value *kv = new key_value;
2478 field->value = value; 2456
2479 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)
2480 { 2469 {
2481 /* Basically, if the archetype has this key set, 2470 key_value *kv = *kvp;
2482 * we need to store the null value so when we save 2471 *kvp = (*kvp)->next;
2483 * it, we save the empty value so that when we load, 2472 delete kv;
2484 * we get this value back again. 2473 return;
2485 */
2486 if (get_ob_key_link (op->arch, canonical_key))
2487 field->value = 0;
2488 else
2489 {
2490 if (last)
2491 last->next = field->next;
2492 else
2493 op->key_values = field->next;
2494
2495 delete field;
2496 }
2497 } 2474 }
2498 return TRUE;
2499 }
2500 /* IF we get here, key doesn't exist */
2501
2502 /* No field, we'll have to add it. */
2503
2504 if (!add_key)
2505 return FALSE;
2506
2507 /* There isn't any good reason to store a null
2508 * value in the key/value list. If the archetype has
2509 * this key, then we should also have it, so shouldn't
2510 * be here. If user wants to store empty strings,
2511 * should pass in ""
2512 */
2513 if (value == NULL)
2514 return TRUE;
2515
2516 field = new key_value;
2517
2518 field->key = canonical_key;
2519 field->value = value;
2520 /* Usual prepend-addition. */
2521 field->next = op->key_values;
2522 op->key_values = field;
2523
2524 return TRUE;
2525}
2526
2527/*
2528 * Updates the key in op to value.
2529 *
2530 * If add_key is FALSE, this will only update existing keys,
2531 * and not add new ones.
2532 * In general, should be little reason FALSE is ever passed in for add_key
2533 *
2534 * Returns TRUE on success.
2535 */
2536int
2537set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2538{
2539 shstr key_ (key);
2540
2541 return set_ob_key_value_s (op, key_, value, add_key);
2542} 2475}
2543 2476
2544object::depth_iterator::depth_iterator (object *container) 2477object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container) 2478: iterator_base (container)
2546{ 2479{
2596{ 2529{
2597 char flagdesc[512]; 2530 char flagdesc[512];
2598 char info2[256 * 4]; 2531 char info2[256 * 4];
2599 char *p = info; 2532 char *p = info;
2600 2533
2601 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}",
2602 count, 2535 count,
2603 uuid.c_str (), 2536 uuid.c_str (),
2604 &name, 2537 &name,
2605 title ? "\",title:\"" : "", 2538 title ? ",title:\"" : "",
2606 title ? (const char *)title : "", 2539 title ? (const char *)title : "",
2540 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type); 2541 flag_desc (flagdesc, 512), type);
2608 2542
2609 if (!this->flag[FLAG_REMOVED] && env) 2543 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2544 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611 2545
2612 if (map) 2546 if (map)
2613 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);
2614 2548
2629{ 2563{
2630 return map ? map->region (x, y) 2564 return map ? map->region (x, y)
2631 : region::default_region (); 2565 : region::default_region ();
2632} 2566}
2633 2567
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void 2568void
2644object::open_container (object *new_container) 2569object::open_container (object *new_container)
2645{ 2570{
2646 if (container == new_container) 2571 if (container == new_container)
2647 return; 2572 return;
2648 2573
2649 if (object *old_container = container) 2574 object *old_container = container;
2575
2576 if (old_container)
2650 { 2577 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2578 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return; 2579 return;
2653 2580
2654#if 0 2581#if 0
2656 if (object *closer = old_container->inv) 2583 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON) 2584 if (closer->type == CLOSE_CON)
2658 closer->destroy (); 2585 closer->destroy ();
2659#endif 2586#endif
2660 2587
2588 // make sure the container is available
2589 esrv_send_item (this, old_container);
2590
2661 old_container->flag [FLAG_APPLIED] = 0; 2591 old_container->flag [FLAG_APPLIED] = false;
2662 container = 0; 2592 container = 0;
2663 2593
2594 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container); 2595 esrv_update_item (UPD_FLAGS, this, old_container);
2596
2665 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 ());
2666 play_sound (sound_find ("chest_close")); 2598 play_sound (sound_find ("chest_close"));
2667 } 2599 }
2668 2600
2669 if (new_container) 2601 if (new_container)
2670 { 2602 {
2674 // TODO: this does not seem to serve any purpose anymore? 2606 // TODO: this does not seem to serve any purpose anymore?
2675#if 0 2607#if 0
2676 // insert the "Close Container" object. 2608 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch) 2609 if (archetype *closer = new_container->other_arch)
2678 { 2610 {
2679 object *closer = arch_to_object (new_container->other_arch); 2611 object *closer = new_container->other_arch->instance ();
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer); 2613 new_container->insert (closer);
2682 } 2614 }
2683#endif 2615#endif
2684 2616
2685 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 ());
2686 2618
2619 // make sure the container is available, client bug requires this to be separate
2620 esrv_send_item (this, new_container);
2621
2687 new_container->flag [FLAG_APPLIED] = 1; 2622 new_container->flag [FLAG_APPLIED] = true;
2688 container = new_container; 2623 container = new_container;
2689 2624
2625 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container); 2626 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container); 2627 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open")); 2628 play_sound (sound_find ("chest_open"));
2693 } 2629 }
2630// else if (!old_container->env && contr && contr->ns)
2631// contr->ns->floorbox_reset ();
2694} 2632}
2695 2633
2696object * 2634object *
2697object::force_find (const shstr name) 2635object::force_find (shstr_tmp name)
2698{ 2636{
2699 /* 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
2700 * place 2638 * place
2701 */ 2639 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below) 2640 for (object *tmp = inv; tmp; tmp = tmp->below)
2704 return splay (tmp); 2642 return splay (tmp);
2705 2643
2706 return 0; 2644 return 0;
2707} 2645}
2708 2646
2647//-GPL
2648
2709void 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 *
2710object::force_add (const shstr name, int duration) 2659object::force_add (shstr_tmp name, int duration)
2711{ 2660{
2712 if (object *force = force_find (name)) 2661 if (object *force = force_find (name))
2713 force->destroy (); 2662 force->destroy ();
2714 2663
2715 object *force = get_archetype (FORCE_NAME); 2664 object *force = get_archetype (FORCE_NAME);
2716 2665
2717 force->slaying = name; 2666 force->slaying = name;
2718 force->stats.food = 1; 2667 force->force_set_timer (duration);
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true; 2668 force->flag [FLAG_APPLIED] = true;
2724 2669
2725 insert (force); 2670 return insert (force);
2726} 2671}
2727 2672
2728void 2673void
2729object::play_sound (faceidx sound) const 2674object::play_sound (faceidx sound) const
2730{ 2675{
2731 if (!sound) 2676 if (!sound)
2732 return; 2677 return;
2733 2678
2734 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 ())
2735 return; 2704 return;
2736 2705
2737 if (env) 2706 // find old force, or create new one
2738 { 2707 object *force = force_find (shstr_noise_force);
2739 if (object *pl = in_player ()) 2708
2740 pl->contr->play_sound (sound); 2709 if (force)
2741 } 2710 force->speed_left = -1.f; // patch old speed up
2742 else 2711 else
2743 map->play_sound (sound, x, y); 2712 {
2744} 2713 force = archetype::get (shstr_noise_force);
2745 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
2743/* object should be a player.
2744 * we return the object the player has marked with the 'mark' command
2745 * below. If no match is found (or object has changed), we return
2746 * NULL. We leave it up to the calling function to print messages if
2747 * nothing is found.
2748 */
2749object *
2750object::mark () const
2751{
2752 if (contr && contr->mark && contr->mark->env == this)
2753 return contr->mark;
2754 else
2755 return 0;
2756}
2757

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