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Comparing deliantra/server/common/object.C (file contents):
Revision 1.210 by root, Mon Apr 21 07:01:40 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec 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
41 49
42short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
43 0, 51 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
45 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,
49 0, 57 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
51 -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,
52 -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
53}; 61};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
61 0, 63 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
63 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,
64 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
65}; 67};
66 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
67static void 76static void
68write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
69{ 78{
70 CALL_BEGIN (2); 79 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 83 CALL_END;
75} 84}
76 85
77static void 86static void
78read_uuid (void) 87read_uuid ()
79{ 88{
80 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
81 90
82 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
83 92
97 106
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 108 _exit (1);
100 } 109 }
101 110
102 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 112 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
105 114
106 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
107 { 116 {
134 143
135void 144void
136UUID::init () 145UUID::init ()
137{ 146{
138 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;
139} 213}
140 214
141/* 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. */
142static bool 216static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
144{ 218{
145 key_value *wants_field;
146
147 /* 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
148 * 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
149 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
150 */ 222 */
151 223
152 /* For each field in wants, */ 224 /* For each field in wants, */
153 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)
154 { 226 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 227 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 228
170 /* 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. */
171 return 1; 230 return true;
172} 231}
173 232
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 234static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 236{
178 /* 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,
179 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
180 */ 239 */
181 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);
182} 242}
183 243
184/* 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
185 * they can be merged together. 245 * they can be merged together.
186 * 246 *
193 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
194 * check weight 254 * check weight
195 */ 255 */
196bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if (ob1 == ob2 259 if (ob1 == ob2
200 || ob1->type != ob2->type 260 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 261 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 264 return 0;
205 265
206 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 269 return 0;
213 270
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * 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
216 * 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
217 * 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
218 * flags lose any meaning. 275 * flags lose any meaning.
219 */ 276 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
222 279
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
225 282
226 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 284 || ob1->name != ob2->name
228 || ob1->title != ob2->title 285 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 292 || ob1->value != ob2->value
236 || 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
237 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
239 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
242 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
243 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
244 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
245 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
247 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 308 return 0;
251 309
252 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
256 .any ()) 313 .any ())
257 return 0; 314 return 0;
258 315
259 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
278 335
279 /* 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,
280 * 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
281 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
282 */ 339 */
283 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
284 return 0; 341 return 0;
285 342
286 /* 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
287 * 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
288 * check? 345 * check?
289 */ 346 */
290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
291 return 0; 348 return 0;
292 349
293 switch (ob1->type) 350 switch (ob1->type)
294 { 351 {
295 case SCROLL: 352 case SCROLL:
331 388
332 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
333 return 1; 390 return 1;
334} 391}
335 392
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
336// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
337static sint32 431static sint32
338weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
339{ 433{
340 return op->type == CONTAINER 434 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 436 : weight;
343} 437}
349static void 443static void
350adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
351{ 445{
352 while (op) 446 while (op)
353 { 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
354 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;
355 455
356 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
357 op = op->env; 462 op = op->env;
358 } 463 }
359} 464}
360 465
361/* 466/*
374 op->update_weight (); 479 op->update_weight ();
375 480
376 sum += op->total_weight (); 481 sum += op->total_weight ();
377 } 482 }
378 483
379 carrying = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
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 }
380} 494}
381 495
382/* 496/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 497 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 498 */
391 object_freezer freezer; 505 object_freezer freezer;
392 op->write (freezer); 506 op->write (freezer);
393 return freezer.as_string (); 507 return freezer.as_string ();
394} 508}
395 509
396/* 510char *
397 * get_nearest_part(multi-object, object 2) returns the part of the 511object::as_string ()
398 * multi-object 1 which is closest to the second object.
399 * If it's not a multi-object, it is returned.
400 */
401object *
402get_nearest_part (object *op, const object *pl)
403{ 512{
404 object *tmp, *closest; 513 return dump_object (this);
405 int last_dist, i;
406
407 if (!op->more)
408 return op;
409
410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
413 if ((i = distance (tmp, pl)) < last_dist)
414 closest = tmp, last_dist = i;
415
416 return closest;
417} 514}
418 515
419/* 516/*
420 * 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.
421 * VERRRY slow. 518 * VERRRY slow.
429 526
430 return 0; 527 return 0;
431} 528}
432 529
433/* 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/*
434 * 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.
435 * Used only by the patch command, but not all that useful. 547 * Used only by the patch command, but not all that useful.
436 * Enables features like "patch <name-of-other-player> food 999" 548 * Enables features like "patch <name-of-other-player> food 999"
437 */ 549 */
438object * 550object *
439find_object_name (const char *str) 551find_object_name (const char *str)
440{ 552{
441 shstr_cmp str_ (str); 553 shstr_cmp str_ (str);
442 object *op;
443 554
555 if (str_)
444 for_all_objects (op) 556 for_all_objects (op)
445 if (op->name == str_) 557 if (op->name == str_)
446 break; 558 return op;
447 559
448 return op; 560 return 0;
449} 561}
450 562
451/* 563/*
452 * 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
453 * skill and experience objects. 565 * skill and experience objects.
468 } 580 }
469 581
470 this->owner = owner; 582 this->owner = owner;
471} 583}
472 584
473int
474object::slottype () const
475{
476 if (type == SKILL)
477 {
478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
513 {
514 current_weapon = chosen_skill = 0;
515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
530 {
531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
535
536 return true;
537}
538
539/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
540 * refcounts and freeing the links. 586 * refcounts and freeing the links.
541 */ 587 */
542static void 588static void
543free_key_values (object *op) 589free_key_values (object *op)
551 } 597 }
552 598
553 op->key_values = 0; 599 op->key_values = 0;
554} 600}
555 601
556object & 602/*
557object::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)
558{ 612{
559 bool is_freed = flag [FLAG_FREED]; 613 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 614 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 615 dst->flag [FLAG_REMOVED] = true;
566 616
567 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
568 if (src.key_values) 618 if (key_values)
569 { 619 {
570 key_value *tail = 0; 620 key_value *tail = 0;
571 key_values = 0; 621 dst->key_values = 0;
572 622
573 for (key_value *i = src.key_values; i; i = i->next) 623 for (key_value *i = key_values; i; i = i->next)
574 { 624 {
575 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
576 626
577 new_link->next = 0; 627 new_link->next = 0;
578 new_link->key = i->key; 628 new_link->key = i->key;
579 new_link->value = i->value; 629 new_link->value = i->value;
580 630
581 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
582 if (!key_values) 632 if (!dst->key_values)
583 { 633 {
584 key_values = new_link; 634 dst->key_values = new_link;
585 tail = new_link; 635 tail = new_link;
586 } 636 }
587 else 637 else
588 { 638 {
589 tail->next = new_link; 639 tail->next = new_link;
590 tail = new_link; 640 tail = new_link;
591 } 641 }
592 } 642 }
593 } 643 }
594}
595 644
596/* 645 dst->activate ();
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608
609 if (speed < 0)
610 dst->speed_left -= rndm ();
611
612 dst->set_speed (dst->speed);
613} 646}
614 647
615void 648void
616object::instantiate () 649object::instantiate ()
617{ 650{
618 if (!uuid.seq) // HACK 651 if (!uuid.seq) // HACK
619 uuid = UUID::gen (); 652 uuid = UUID::gen ();
620 653
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
621 speed_left = -0.1f; 658 speed_left = -1.;
659
622 /* 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
623 * 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.
624 * 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
625 * values for the body_used info, so when items are created 663 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped. 664 * for it, they can be properly equipped.
634object * 672object *
635object::clone () 673object::clone ()
636{ 674{
637 object *neu = create (); 675 object *neu = create ();
638 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
639 return neu; 683 return neu;
640} 684}
641 685
642/* 686/*
643 * 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
645 * 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.
646 */ 690 */
647void 691void
648update_turn_face (object *op) 692update_turn_face (object *op)
649{ 693{
650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
651 return; 695 return;
652 696
653 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
654 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
655} 699}
660 * 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.
661 */ 705 */
662void 706void
663object::set_speed (float speed) 707object::set_speed (float speed)
664{ 708{
665 if (flag [FLAG_FREED] && speed)
666 {
667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
668 speed = 0;
669 }
670
671 this->speed = speed; 709 this->speed = speed;
672 710
673 if (has_active_speed ()) 711 if (has_active_speed ())
674 activate (); 712 activate ();
675 else 713 else
694 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
695 */ 733 */
696void 734void
697update_object (object *op, int action) 735update_object (object *op, int action)
698{ 736{
699 if (op == NULL) 737 if (!op)
700 { 738 {
701 /* this should never happen */ 739 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 741 return;
704 } 742 }
705 743
706 if (op->env) 744 if (!op->is_on_map ())
707 { 745 {
708 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
709 * to do in this case. 747 * to do in this case.
710 */ 748 */
711 return; 749 return;
712 } 750 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 751
720 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
721 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)
722 { 754 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
731 763
732 if (!(m.flags_ & P_UPTODATE)) 764 if (!(m.flags_ & P_UPTODATE))
733 /* nop */; 765 /* nop */;
734 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
735 { 767 {
768#if 0
736 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
746 /* 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
747 * to have move_allow right now. 780 * have move_allow right now.
748 */ 781 */
749 || ((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
750 || 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)
751 m.flags_ = 0; 786 m.invalidate ();
787#endif
752 } 788 }
753 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 791 * that is being removed.
756 */ 792 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 794 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
761 else 797 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 799
765 update_object (op->more, action); 801 update_object (op->more, action);
766} 802}
767 803
768object::object () 804object::object ()
769{ 805{
770 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
771 807
772 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
773 face = blank_face; 809 face = blank_face;
810 material = MATERIAL_NULL;
774} 811}
775 812
776object::~object () 813object::~object ()
777{ 814{
778 unlink (); 815 unlink ();
779 816
780 free_key_values (this); 817 free_key_values (this);
781} 818}
782
783static int object_count;
784 819
785void object::link () 820void object::link ()
786{ 821{
787 assert (!index);//D 822 assert (!index);//D
788 uuid = UUID::gen (); 823 uuid = UUID::gen ();
789 count = ++object_count;
790 824
791 refcnt_inc (); 825 refcnt_inc ();
792 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
793} 830}
794 831
795void object::unlink () 832void object::unlink ()
796{ 833{
797 if (!index) 834 if (!index)
798 return; 835 return;
836
837 ++destroy_count;
799 838
800 objects.erase (this); 839 objects.erase (this);
801 refcnt_dec (); 840 refcnt_dec ();
802} 841}
803 842
807 /* If already on active list, don't do anything */ 846 /* If already on active list, don't do anything */
808 if (active) 847 if (active)
809 return; 848 return;
810 849
811 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
812 actives.insert (this); 855 actives.insert (this);
856 }
813} 857}
814 858
815void 859void
816object::activate_recursive () 860object::activate_recursive ()
817{ 861{
866object::destroy_inv (bool drop_to_ground) 910object::destroy_inv (bool drop_to_ground)
867{ 911{
868 // need to check first, because the checks below might segfault 912 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 913 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 914 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 915 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 916 // cf will crash below with off-map x and y
873 if (!inv) 917 if (!inv)
874 return; 918 return;
875 919
876 /* Only if the space blocks everything do we not process - 920 /* Only if the space blocks everything do we not process -
878 * drop on that space. 922 * drop on that space.
879 */ 923 */
880 if (!drop_to_ground 924 if (!drop_to_ground
881 || !map 925 || !map
882 || map->in_memory != MAP_ACTIVE 926 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 927 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 928 || ms ().move_block == MOVE_ALL)
885 { 929 {
886 while (inv) 930 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 931 inv->destroy ();
890 }
891 } 932 }
892 else 933 else
893 { /* Put objects in inventory onto this space */ 934 { /* Put objects in inventory onto this space */
894 while (inv) 935 while (inv)
895 { 936 {
906 map->insert (op, x, y); 947 map->insert (op, x, y);
907 } 948 }
908 } 949 }
909} 950}
910 951
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 *
911object *object::create () 989object::create ()
912{ 990{
913 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
914 op->link (); 1013 op->link ();
1014
915 return op; 1015 return op;
916} 1016}
917 1017
918void 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
919object::do_destroy () 1055object::do_destroy ()
920{ 1056{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 1057 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 1058 remove_link ();
925 1059
926 if (flag [FLAG_FRIENDLY]) 1060 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 1061 remove_friendly_object (this);
928 1062
929 if (!flag [FLAG_REMOVED])
930 remove (); 1063 remove ();
931 1064
932 destroy_inv (true); 1065 attachable::do_destroy ();
933 1066
934 deactivate (); 1067 deactivate ();
935 unlink (); 1068 unlink ();
936 1069
937 flag [FLAG_FREED] = 1; 1070 flag [FLAG_FREED] = 1;
938 1071
939 // hack to ensure that freed objects still have a valid map 1072 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 1073 map = &freed_map;
958 x = 1; 1074 x = 1;
959 y = 1; 1075 y = 1;
960 }
961 1076
962 if (more) 1077 if (more)
963 { 1078 {
964 more->destroy (); 1079 more->destroy ();
965 more = 0; 1080 more = 0;
973 attacked_by = 0; 1088 attacked_by = 0;
974 current_weapon = 0; 1089 current_weapon = 0;
975} 1090}
976 1091
977void 1092void
978object::destroy (bool destroy_inventory) 1093object::destroy ()
979{ 1094{
980 if (destroyed ()) 1095 if (destroyed ())
981 return; 1096 return;
982 1097
983 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
984 destroy_inv (false); 1105 destroy_inv_fast ();
985 1106
986 if (is_head ()) 1107 if (is_head ())
987 if (sound_destroy) 1108 if (sound_destroy)
988 play_sound (sound_destroy); 1109 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1110 else if (flag [FLAG_MONSTER])
1000 * the previous environment. 1121 * the previous environment.
1001 */ 1122 */
1002void 1123void
1003object::do_remove () 1124object::do_remove ()
1004{ 1125{
1005 object *tmp, *last = 0; 1126 if (flag [FLAG_REMOVED])
1006 object *otmp;
1007
1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1009 return; 1127 return;
1010 1128
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1129 INVOKE_OBJECT (REMOVE, this);
1130
1131 flag [FLAG_REMOVED] = true;
1013 1132
1014 if (more) 1133 if (more)
1015 more->remove (); 1134 more->remove ();
1016 1135
1017 /* 1136 /*
1018 * In this case, the object to be removed is in someones 1137 * In this case, the object to be removed is in someones
1019 * inventory. 1138 * inventory.
1020 */ 1139 */
1021 if (env) 1140 if (env)
1022 { 1141 {
1142 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1143 if (object *pl = visible_to ())
1144 esrv_del_item (pl->contr, count);
1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1146
1023 adjust_weight (env, -total_weight ()); 1147 adjust_weight (env, -total_weight ());
1024 1148
1025 *(above ? &above->below : &env->inv) = below; 1149 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1150
1030 /* we set up values so that it could be inserted into 1151 /* we set up values so that it could be inserted into
1031 * 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
1032 * to the caller to decide what we want to do. 1153 * to the caller to decide what we want to do.
1033 */ 1154 */
1034 map = env->map; 1155 map = env->map;
1035 x = env->x; 1156 x = env->x;
1036 y = env->y; 1157 y = env->y;
1158
1159 // make sure cmov optimisation is applicable
1160 *(above ? &above->below : &env->inv) = below;
1161 *(below ? &below->above : &above ) = above; // &above is just a dummy
1162
1037 above = 0; 1163 above = 0;
1038 below = 0; 1164 below = 0;
1039 env = 0; 1165 env = 0;
1040 1166
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1167 if (pl && pl->is_player ())
1042 * made to players inventory. If set, avoiding the call
1043 * to save cpu time.
1044 */ 1168 {
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1169 if (expect_false (pl->contr->combat_ob == this))
1046 otmp->update_stats (); 1170 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1172 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 }
1175
1176 if (expect_false (pl->contr->ranged_ob == this))
1177 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1179 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 }
1182
1183 pl->contr->queue_stats_update ();
1184
1185 if (expect_false (glow_radius) && pl->is_on_map ())
1186 update_all_los (pl->map, pl->x, pl->y);
1187 }
1047 } 1188 }
1048 else if (map) 1189 else if (map)
1049 { 1190 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1191 map->dirty = true;
1063 mapspace &ms = this->ms (); 1192 mapspace &ms = this->ms ();
1064 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
1065 /* link the object above us */ 1219 /* link the object above us */
1066 if (above) 1220 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1221 *(above ? &above->below : &ms.top) = below;
1068 else 1222 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1223
1086 above = 0; 1224 above = 0;
1087 below = 0; 1225 below = 0;
1088 1226
1227 ms.invalidate ();
1228
1089 if (map->in_memory == MAP_SAVING) 1229 if (map->in_memory == MAP_SAVING)
1090 return; 1230 return;
1091 1231
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1233
1094 if (object *pl = ms.player ()) 1234 if (object *pl = ms.player ())
1095 { 1235 {
1096 if (pl->container == this) 1236 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1099 * appropriately. 1239 * appropriately.
1100 */ 1240 */
1101 pl->close_container (); 1241 pl->close_container ();
1102 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)
1103 pl->contr->ns->floorbox_update (); 1247 pl->contr->ns->floorbox_update ();
1104 } 1248 }
1105 1249
1250 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1252 {
1253 above = tmp->above;
1254
1108 /* 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
1109 * being removed. 1256 * being removed.
1110 */ 1257 */
1111 1258
1112 /* See if object moving off should effect something */ 1259 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1260 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1262 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1263 }
1122 1264
1123 last = tmp; 1265 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1266 update_all_los (map, x, y);
1135 } 1267 }
1136} 1268}
1137 1269
1138/* 1270/*
1152 if (!top) 1284 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1285 for (top = op; top && top->above; top = top->above)
1154 ; 1286 ;
1155 1287
1156 for (; top; top = top->below) 1288 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1289 if (object::can_merge (op, top))
1162 { 1290 {
1163 top->nrof += op->nrof; 1291 top->nrof += op->nrof;
1164 1292
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1293 if (object *pl = top->visible_to ())
1166 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
1167 op->destroy (); 1299 op->destroy ();
1300
1168 return top; 1301 return top;
1169 } 1302 }
1170 }
1171 1303
1172 return 0; 1304 return 0;
1173} 1305}
1174 1306
1175void 1307void
1180 1312
1181 object *prev = this; 1313 object *prev = this;
1182 1314
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1316 {
1185 object *op = arch_to_object (at); 1317 object *op = at->instance ();
1186 1318
1187 op->name = name; 1319 op->name = name;
1188 op->name_pl = name_pl; 1320 op->name_pl = name_pl;
1189 op->title = title; 1321 op->title = title;
1190 1322
1200 * job preparing multi-part monsters. 1332 * job preparing multi-part monsters.
1201 */ 1333 */
1202object * 1334object *
1203insert_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)
1204{ 1336{
1337 op->remove ();
1338
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1339 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1340 {
1207 tmp->x = x + tmp->arch->x; 1341 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1342 tmp->y = y + tmp->arch->y;
1209 } 1343 }
1226 * 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
1227 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1228 * 1362 *
1229 * Return value: 1363 * Return value:
1230 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1366 * just 'op' otherwise
1233 */ 1367 */
1234object * 1368object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1370{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 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
1242 1377
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1378 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * 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
1245 * need extra work 1380 * need extra work
1246 */ 1381 */
1382 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1383 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1384 {
1249 op->destroy (); 1385 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1386 return 0;
1251 } 1387 }
1252 1388
1253 if (object *more = op->more) 1389 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1390 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1391 return 0;
1256 1392
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1393 op->flag [FLAG_REMOVED] = false;
1258 1394 op->env = 0;
1259 op->map = m; 1395 op->map = newmap;
1396
1260 mapspace &ms = op->ms (); 1397 mapspace &ms = op->ms ();
1261 1398
1262 /* this has to be done after we translate the coordinates. 1399 /* this has to be done after we translate the coordinates.
1263 */ 1400 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1401 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1403 if (object::can_merge (op, tmp))
1267 { 1404 {
1405 // TODO: we actually want to update tmp, not op,
1406 // but some caller surely breaks when we return tmp
1407 // from here :/
1268 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1409 tmp->destroy ();
1270 } 1410 }
1271 1411
1272 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 */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1274 1414
1275 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1276 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1277 1417
1278 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1279 { 1419 {
1280 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)
1281 { 1421 {
1282 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");
1283 abort (); 1423 abort ();
1284 } 1424 }
1285 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
1286 op->above = originator; 1433 op->above = originator;
1287 op->below = originator->below; 1434 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1435 originator->below = op;
1436
1437 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1438 }
1297 else 1439 else
1298 { 1440 {
1299 top = ms.bot; 1441 object *floor = 0;
1442 object *top = ms.top;
1300 1443
1301 /* If there are other objects, then */ 1444 /* If there are other objects, then */
1302 if (top) 1445 if (top)
1303 { 1446 {
1304 object *last = 0;
1305
1306 /* 1447 /*
1307 * 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.
1308 * We've already dealt with merging if appropriate. 1449 * We've already dealt with merging if appropriate.
1309 * 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
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * 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
1314 * 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
1315 * 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
1316 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1317 */ 1458 */
1318 for (top = ms.bot; top; top = top->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1460 {
1320 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])
1321 floor = top; 1462 floor = tmp;
1322 1463
1323 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])
1324 { 1465 {
1325 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1326 top = top->below; 1467 top = tmp->below;
1327 break; 1468 break;
1328 } 1469 }
1329 1470
1330 last = top; 1471 top = tmp;
1331 } 1472 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1473
1336 /* We let update_position deal with figuring out what the space 1474 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1475 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1476 * makes things faster, and effectively the same result.
1339 */ 1477 */
1346 */ 1484 */
1347 if (!(flag & INS_ON_TOP) 1485 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1486 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1350 { 1488 {
1489 object *last;
1490
1351 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1353 break; 1493 break;
1354 1494
1355 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1356 * 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
1357 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1363 } /* If objects on this space */ 1503 } /* If objects on this space */
1364 1504
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1505 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1506 top = floor;
1367 1507
1368 /* 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
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1509 if (!top)
1373 { 1510 {
1511 op->below = 0;
1374 op->above = ms.bot; 1512 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1513 ms.bot = op;
1514
1515 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1516 }
1382 else 1517 else
1383 { /* get inserted into the stack above top */ 1518 {
1384 op->above = top->above; 1519 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1520 top->above = op;
1388 1521
1389 op->below = top; 1522 op->below = top;
1390 top->above = op; 1523 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1524 }
1525 }
1392 1526
1393 if (!op->above) 1527 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1528 {
1399 op->contr->do_los = 1; 1529 op->contr->do_los = 1;
1400 ++op->map->players; 1530 ++op->map->players;
1401 op->map->touch (); 1531 op->map->touch ();
1402 } 1532 }
1403 1533
1404 op->map->dirty = true; 1534 op->map->dirty = true;
1405 1535
1406 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)
1407 pl->contr->ns->floorbox_update (); 1541 pl->contr->ns->floorbox_update ();
1408 1542
1409 /* If this object glows, it may affect lighting conditions that are 1543 /* If this object glows, it may affect lighting conditions that are
1410 * 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
1411 * 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
1412 * on the map will get recalculated. The players could very well 1546 * on the map will get recalculated. The players could very well
1413 * 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 -
1414 * this should get redone to only look for players within range, 1548 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1549 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1550 * of effect may be sufficient.
1417 */ 1551 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1552 if (op->affects_los ())
1553 {
1554 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1555 update_all_los (op->map, op->x, op->y);
1556 }
1420 1557
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1558 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1559 update_object (op, UP_OBJ_INSERT);
1423 1560
1424 INVOKE_OBJECT (INSERT, op); 1561 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1568 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1569 * update_object().
1433 */ 1570 */
1434 1571
1435 /* 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 */
1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1574 {
1438 if (check_move_on (op, originator)) 1575 if (check_move_on (op, originator))
1439 return 0; 1576 return 0;
1440 1577
1441 /* 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
1452/* this function inserts an object in the map, but if it 1589/* this function inserts an object in the map, but if it
1453 * 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.
1454 * 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.
1455 */ 1592 */
1456void 1593void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1594replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1595{
1459 /* first search for itself and remove any old instances */ 1596 /* first search for itself and remove any old instances */
1460 1597
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1600 tmp->destroy ();
1464 1601
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1602 object *tmp = archetype::find (archname)->instance ();
1466 1603
1467 tmp->x = op->x; 1604 tmp->x = op->x;
1468 tmp->y = op->y; 1605 tmp->y = op->y;
1469 1606
1470 insert_ob_in_map (tmp, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1477 return where->env->insert (this); 1614 return where->env->insert (this);
1478 else 1615 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1616 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1617}
1481 1618
1482// find player who can see this object 1619// check whether we can put this into the map, respect max_volume, max_items
1483static object * 1620bool
1484visible_to (object *op) 1621object::can_drop_at (maptile *m, int x, int y, object *originator)
1485{ 1622{
1486 if (!op->flag [FLAG_REMOVED]) 1623 mapspace &ms = m->at (x, y);
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494 1624
1495 // else a player could have our env open 1625 int items = ms.items ();
1496 env = env->outer_env ();
1497 1626
1498 // the player itself is always on a map, so we will find him here 1627 if (!items // testing !items ensures we can drop at least one item
1499 // even if our inv is in a player. 1628 || (items < m->max_items
1500 if (env->is_on_map ()) 1629 && ms.volume () < m->max_volume))
1501 if (object *pl = env->ms ().player ()) 1630 return true;
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512 1631
1632 if (originator && originator->is_player ())
1633 originator->contr->failmsgf (
1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1635 query_name ()
1636 );
1637
1513 return 0; 1638 return false;
1514} 1639}
1515 1640
1516/* 1641/*
1517 * decrease(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1518 * 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
1521 * 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
1522 */ 1647 */
1523bool 1648bool
1524object::decrease (sint32 nr) 1649object::decrease (sint32 nr)
1525{ 1650{
1651 if (!nr)
1652 return true;
1653
1526 nr = min (nr, nrof); 1654 nr = min (nr, nrof);
1527 1655
1528 if (!nr) 1656 if (nrof > nr)
1529 return 1; 1657 {
1530
1531 nrof -= nr; 1658 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1660
1539 if (visible) 1661 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1662 esrv_update_item (UPD_NROF, pl, this);
1541 1663
1542 return 1; 1664 return true;
1543 } 1665 }
1544 else 1666 else
1545 { 1667 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1668 destroy ();
1550 return 0; 1669 return false;
1551 } 1670 }
1552} 1671}
1553 1672
1554/* 1673/*
1555 * split(ob,nr) splits up ob into two parts. The part which 1674 * split(ob,nr) splits up ob into two parts. The part which
1558 * On failure, NULL is returned. 1677 * On failure, NULL is returned.
1559 */ 1678 */
1560object * 1679object *
1561object::split (sint32 nr) 1680object::split (sint32 nr)
1562{ 1681{
1682 int have = number_of ();
1683
1563 if (nrof < nr) 1684 if (have < nr)
1564 return 0; 1685 return 0;
1565 else if (nrof == nr) 1686 else if (have == nr)
1566 { 1687 {
1567 remove (); 1688 remove ();
1568 return this; 1689 return this;
1569 } 1690 }
1570 else 1691 else
1571 { 1692 {
1572 decrease (nr); 1693 decrease (nr);
1573 1694
1574 object *op = object_create_clone (this); 1695 object *op = deep_clone ();
1575 op->nrof = nr; 1696 op->nrof = nr;
1576 return op; 1697 return op;
1577 } 1698 }
1578} 1699}
1579 1700
1623 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1624 { 1745 {
1625 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1747 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1748 tmp->nrof += op->nrof;
1749
1750 if (object *pl = tmp->visible_to ())
1751 esrv_update_item (UPD_NROF, pl, tmp);
1752
1628 adjust_weight (this, op->total_weight ()); 1753 adjust_weight (this, op->total_weight ());
1629 1754
1630 op->destroy (1); 1755 op->destroy ();
1631 op = tmp; 1756 op = tmp;
1632 goto inserted; 1757 goto inserted;
1633 } 1758 }
1634 1759
1635 op->owner = 0; // it's his/hers now. period. 1760 op->owner = 0; // it's his/hers now. period.
1646 1771
1647 inv = op; 1772 inv = op;
1648 1773
1649 op->flag [FLAG_REMOVED] = 0; 1774 op->flag [FLAG_REMOVED] = 0;
1650 1775
1776 if (object *pl = op->visible_to ())
1777 esrv_send_item (pl, op);
1778
1651 adjust_weight (this, op->total_weight ()); 1779 adjust_weight (this, op->total_weight ());
1652 1780
1653inserted: 1781inserted:
1654 /* 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 */
1655 if (op->glow_radius && map && map->darkness) 1783 if (op->glow_radius && is_on_map ())
1784 {
1785 update_stats ();
1656 update_all_los (map, x, y); 1786 update_all_los (map, x, y);
1657 1787 }
1658 if (object *otmp = in_player ()) 1788 else if (is_player ())
1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1789 // if this is a player's inventory, update stats
1660 otmp->update_stats (); 1790 contr->queue_stats_update ();
1661 1791
1662 INVOKE_OBJECT (INSERT, this); 1792 INVOKE_OBJECT (INSERT, this);
1663 1793
1664 return op; 1794 return op;
1665} 1795}
1685 * on top. 1815 * on top.
1686 */ 1816 */
1687int 1817int
1688check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1689{ 1819{
1820 if (op->flag [FLAG_NO_APPLY])
1821 return 0;
1822
1690 object *tmp; 1823 object *tmp;
1691 maptile *m = op->map; 1824 maptile *m = op->map;
1692 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1693 1826
1694 MoveType move_on, move_slow, move_block; 1827 mapspace &ms = m->at (x, y);
1695 1828
1696 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1829 ms.update ();
1697 return 0;
1698 1830
1699 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1831 MoveType move_on = ms.move_on;
1700 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1832 MoveType move_slow = ms.move_slow;
1701 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1833 MoveType move_block = ms.move_block;
1702 1834
1703 /* 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,
1704 * 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
1705 * 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
1706 * as walking. 1838 * as walking.
1717 return 0; 1849 return 0;
1718 1850
1719 /* The objects have to be checked from top to bottom. 1851 /* The objects have to be checked from top to bottom.
1720 * Hence, we first go to the top: 1852 * Hence, we first go to the top:
1721 */ 1853 */
1722 1854 for (object *next, *tmp = ms.top; tmp; tmp = next)
1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1724 {
1725 /* Trim the search when we find the first other spell effect
1726 * this helps performance so that if a space has 50 spell objects,
1727 * we don't need to check all of them.
1728 */
1729 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1730 break;
1731 } 1855 {
1856 next = tmp->below;
1732 1857
1733 for (; tmp; tmp = tmp->below)
1734 {
1735 if (tmp == op) 1858 if (tmp == op)
1736 continue; /* Can't apply yourself */ 1859 continue; /* Can't apply yourself */
1737 1860
1738 /* 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.
1739 * Second check makes sure that the movement types not being slowed 1862 * Second check makes sure that the movement types not being slowed
1740 * (~slow_move) is not blocked on this space - just because the 1863 * (~slow_move) is not blocked on this space - just because the
1741 * 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
1742 * 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.
1743 */ 1866 */
1744 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1745 { 1868 {
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747 ((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))
1748 { 1871 {
1749
1750 float
1751 diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1873
1753 if (op->type == PLAYER) 1874 if (op->is_player ())
1754 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)) ||
1755 (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)))
1756 diff /= 4.0; 1877 diff /= 4.0;
1757 1878
1758 op->speed_left -= diff; 1879 op->speed_left -= diff;
1759 } 1880 }
1760 } 1881 }
1793 LOG (llevError, "Present_arch called outside map.\n"); 1914 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1915 return NULL;
1795 } 1916 }
1796 1917
1797 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)
1798 if (tmp->arch == at) 1919 if (tmp->arch->archname == at->archname)
1799 return tmp; 1920 return tmp;
1800 1921
1801 return NULL; 1922 return NULL;
1802} 1923}
1803 1924
1867 * The first matching object is returned, or NULL if none. 1988 * The first matching object is returned, or NULL if none.
1868 */ 1989 */
1869object * 1990object *
1870present_arch_in_ob (const archetype *at, const object *op) 1991present_arch_in_ob (const archetype *at, const object *op)
1871{ 1992{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1994 if (tmp->arch->archname == at->archname)
1874 return tmp; 1995 return tmp;
1875 1996
1876 return NULL; 1997 return NULL;
1877} 1998}
1878 1999
1882void 2003void
1883flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1884{ 2005{
1885 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1886 { 2007 {
1887 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1888 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1889 } 2010 }
1890} 2011}
1891 2012
1892/* 2013/*
1895void 2016void
1896unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1897{ 2018{
1898 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 { 2020 {
1900 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1901 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1902 } 2023 }
1903} 2024}
1904 2025
1905/* 2026/*
1966 * head of the object should correspond for the entire object. 2087 * head of the object should correspond for the entire object.
1967 */ 2088 */
1968 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2089 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1969 continue; 2090 continue;
1970 2091
1971 if (ob->blocked (m, pos.x, pos.y)) 2092 if (ob->blocked (pos.m, pos.x, pos.y))
1972 continue; 2093 continue;
1973 2094
1974 altern [index++] = i; 2095 altern [index++] = i;
1975 } 2096 }
1976 2097
2044 * there is capable of. 2165 * there is capable of.
2045 */ 2166 */
2046int 2167int
2047find_dir (maptile *m, int x, int y, object *exclude) 2168find_dir (maptile *m, int x, int y, object *exclude)
2048{ 2169{
2049 int i, max = SIZEOFFREE, mflags; 2170 int max = SIZEOFFREE, mflags;
2050
2051 sint16 nx, ny;
2052 object *tmp;
2053 maptile *mp;
2054
2055 MoveType blocked, move_type; 2171 MoveType move_type;
2056 2172
2057 if (exclude && exclude->head_ () != exclude) 2173 if (exclude && exclude->head_ () != exclude)
2058 { 2174 {
2059 exclude = exclude->head; 2175 exclude = exclude->head;
2060 move_type = exclude->move_type; 2176 move_type = exclude->move_type;
2063 { 2179 {
2064 /* 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. */
2065 move_type = MOVE_ALL; 2181 move_type = MOVE_ALL;
2066 } 2182 }
2067 2183
2068 for (i = 1; i < max; i++) 2184 for (int i = 1; i < max; i++)
2069 { 2185 {
2070 mp = m; 2186 mapxy pos (m, x, y);
2071 nx = x + freearr_x[i]; 2187 pos.move (i);
2072 ny = y + freearr_y[i];
2073 2188
2074 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2189 if (!pos.normalise ())
2075
2076 if (mflags & P_OUT_OF_MAP)
2077 max = maxfree[i]; 2190 max = maxfree[i];
2078 else 2191 else
2079 { 2192 {
2080 mapspace &ms = mp->at (nx, ny); 2193 mapspace &ms = *pos;
2081 2194
2082 blocked = ms.move_block;
2083
2084 if ((move_type & blocked) == move_type) 2195 if ((move_type & ms.move_block) == move_type)
2085 max = maxfree[i]; 2196 max = maxfree [i];
2086 else if (mflags & P_IS_ALIVE) 2197 else if (ms.flags () & P_IS_ALIVE)
2087 { 2198 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2199 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2200 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2201 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break;
2092
2093 if (tmp)
2094 return freedir[i]; 2202 return freedir [i];
2095 } 2203 }
2096 } 2204 }
2097 } 2205 }
2098 2206
2099 return 0; 2207 return 0;
2174 * 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
2175 * 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.
2176 * 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
2177 * functions. 2285 * functions.
2178 */ 2286 */
2179int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2180 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2181 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2182 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2183 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2184 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2278 * 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)
2279 */ 2387 */
2280int 2388int
2281can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2282{ 2390{
2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2285 !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));
2286} 2394}
2287 2395
2288/* 2396/*
2289 * create clone from object to another 2397 * create clone from object to another
2290 */ 2398 */
2291object * 2399object *
2292object_create_clone (object *asrc) 2400object::deep_clone ()
2293{ 2401{
2294 object *dst = 0, *tmp, *src, *prev, *item; 2402 assert (("deep_clone called on non-head object", is_head ()));
2295 2403
2296 if (!asrc) 2404 object *dst = clone ();
2297 return 0;
2298 2405
2299 src = asrc->head_ (); 2406 object *prev = dst;
2300
2301 prev = 0;
2302 for (object *part = src; part; part = part->more) 2407 for (object *part = this->more; part; part = part->more)
2303 { 2408 {
2304 tmp = part->clone (); 2409 object *tmp = part->clone ();
2305 tmp->x -= src->x;
2306 tmp->y -= src->y;
2307
2308 if (!part->head)
2309 {
2310 dst = tmp;
2311 tmp->head = 0;
2312 }
2313 else
2314 tmp->head = dst; 2410 tmp->head = dst;
2315
2316 tmp->more = 0;
2317
2318 if (prev)
2319 prev->more = tmp; 2411 prev->more = tmp;
2320
2321 prev = tmp; 2412 prev = tmp;
2322 } 2413 }
2323 2414
2324 for (item = src->inv; item; item = item->below) 2415 for (object *item = inv; item; item = item->below)
2325 insert_ob_in_ob (object_create_clone (item), dst); 2416 insert_ob_in_ob (item->deep_clone (), dst);
2326 2417
2327 return dst; 2418 return dst;
2328} 2419}
2329 2420
2330/* This returns the first object in who's inventory that 2421/* This returns the first object in who's inventory that
2339 return tmp; 2430 return tmp;
2340 2431
2341 return 0; 2432 return 0;
2342} 2433}
2343 2434
2344/* If ob has a field named key, return the link from the list, 2435shstr_tmp
2345 * otherwise return NULL. 2436object::kv_get (shstr_tmp key) const
2346 *
2347 * key must be a passed in shared string - otherwise, this won't
2348 * do the desired thing.
2349 */
2350key_value *
2351get_ob_key_link (const object *ob, const char *key)
2352{ 2437{
2353 for (key_value *link = ob->key_values; link; link = link->next) 2438 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (link->key == key) 2439 if (kv->key == key)
2355 return link;
2356
2357 return 0;
2358}
2359
2360/*
2361 * Returns the value of op has an extra_field for key, or NULL.
2362 *
2363 * The argument doesn't need to be a shared string.
2364 *
2365 * The returned string is shared.
2366 */
2367const char *
2368get_ob_key_value (const object *op, const char *const key)
2369{
2370 key_value *link;
2371 shstr_cmp canonical_key (key);
2372
2373 if (!canonical_key)
2374 {
2375 /* 1. There being a field named key on any object
2376 * implies there'd be a shared string to find.
2377 * 2. Since there isn't, no object has this field.
2378 * 3. Therefore, *this* object doesn't have this field.
2379 */
2380 return 0;
2381 }
2382
2383 /* This is copied from get_ob_key_link() above -
2384 * only 4 lines, and saves the function call overhead.
2385 */
2386 for (link = op->key_values; link; link = link->next)
2387 if (link->key == canonical_key)
2388 return link->value; 2440 return kv->value;
2389 2441
2390 return 0; 2442 return shstr ();
2391} 2443}
2392 2444
2393/* 2445void
2394 * Updates the canonical_key in op to value. 2446object::kv_set (shstr_tmp key, shstr_tmp value)
2395 *
2396 * canonical_key is a shared string (value doesn't have to be).
2397 *
2398 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2399 * keys.
2400 *
2401 * Returns TRUE on success.
2402 */
2403int
2404set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2405{ 2447{
2406 key_value *field = NULL, *last = NULL; 2448 for (key_value *kv = key_values; kv; kv = kv->next)
2407 2449 if (kv->key == key)
2408 for (field = op->key_values; field != NULL; field = field->next)
2409 {
2410 if (field->key != canonical_key)
2411 { 2450 {
2412 last = field; 2451 kv->value = value;
2413 continue; 2452 return;
2414 } 2453 }
2415 2454
2416 if (value) 2455 key_value *kv = new key_value;
2417 field->value = value; 2456
2418 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)
2419 { 2469 {
2420 /* Basically, if the archetype has this key set, 2470 key_value *kv = *kvp;
2421 * we need to store the null value so when we save 2471 *kvp = (*kvp)->next;
2422 * it, we save the empty value so that when we load, 2472 delete kv;
2423 * we get this value back again. 2473 return;
2424 */
2425 if (get_ob_key_link (op->arch, canonical_key))
2426 field->value = 0;
2427 else
2428 {
2429 if (last)
2430 last->next = field->next;
2431 else
2432 op->key_values = field->next;
2433
2434 delete field;
2435 }
2436 } 2474 }
2437 return TRUE;
2438 }
2439 /* IF we get here, key doesn't exist */
2440
2441 /* No field, we'll have to add it. */
2442
2443 if (!add_key)
2444 return FALSE;
2445
2446 /* There isn't any good reason to store a null
2447 * value in the key/value list. If the archetype has
2448 * this key, then we should also have it, so shouldn't
2449 * be here. If user wants to store empty strings,
2450 * should pass in ""
2451 */
2452 if (value == NULL)
2453 return TRUE;
2454
2455 field = new key_value;
2456
2457 field->key = canonical_key;
2458 field->value = value;
2459 /* Usual prepend-addition. */
2460 field->next = op->key_values;
2461 op->key_values = field;
2462
2463 return TRUE;
2464}
2465
2466/*
2467 * Updates the key in op to value.
2468 *
2469 * If add_key is FALSE, this will only update existing keys,
2470 * and not add new ones.
2471 * In general, should be little reason FALSE is ever passed in for add_key
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2477{
2478 shstr key_ (key);
2479
2480 return set_ob_key_value_s (op, key_, value, add_key);
2481} 2475}
2482 2476
2483object::depth_iterator::depth_iterator (object *container) 2477object::depth_iterator::depth_iterator (object *container)
2484: iterator_base (container) 2478: iterator_base (container)
2485{ 2479{
2535{ 2529{
2536 char flagdesc[512]; 2530 char flagdesc[512];
2537 char info2[256 * 4]; 2531 char info2[256 * 4];
2538 char *p = info; 2532 char *p = info;
2539 2533
2540 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}",
2541 count, 2535 count,
2542 uuid.c_str (), 2536 uuid.c_str (),
2543 &name, 2537 &name,
2544 title ? "\",title:\"" : "", 2538 title ? ",title:\"" : "",
2545 title ? (const char *)title : "", 2539 title ? (const char *)title : "",
2540 title ? "\"" : "",
2546 flag_desc (flagdesc, 512), type); 2541 flag_desc (flagdesc, 512), type);
2547 2542
2548 if (!this->flag[FLAG_REMOVED] && env) 2543 if (!flag[FLAG_REMOVED] && env)
2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2544 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2550 2545
2551 if (map) 2546 if (map)
2552 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);
2553 2548
2568{ 2563{
2569 return map ? map->region (x, y) 2564 return map ? map->region (x, y)
2570 : region::default_region (); 2565 : region::default_region ();
2571} 2566}
2572 2567
2573const materialtype_t *
2574object::dominant_material () const
2575{
2576 if (materialtype_t *mt = name_to_material (materialname))
2577 return mt;
2578
2579 return name_to_material (shstr_unknown);
2580}
2581
2582void 2568void
2583object::open_container (object *new_container) 2569object::open_container (object *new_container)
2584{ 2570{
2585 if (container == new_container) 2571 if (container == new_container)
2586 return; 2572 return;
2587 2573
2588 if (object *old_container = container) 2574 object *old_container = container;
2575
2576 if (old_container)
2589 { 2577 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2578 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return; 2579 return;
2592 2580
2593#if 0 2581#if 0
2595 if (object *closer = old_container->inv) 2583 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON) 2584 if (closer->type == CLOSE_CON)
2597 closer->destroy (); 2585 closer->destroy ();
2598#endif 2586#endif
2599 2587
2588 // make sure the container is available
2589 esrv_send_item (this, old_container);
2590
2600 old_container->flag [FLAG_APPLIED] = 0; 2591 old_container->flag [FLAG_APPLIED] = false;
2601 container = 0; 2592 container = 0;
2602 2593
2594 // client needs item update to make it work, client bug requires this to be separate
2603 esrv_update_item (UPD_FLAGS, this, old_container); 2595 esrv_update_item (UPD_FLAGS, this, old_container);
2596
2604 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 ());
2605 play_sound (sound_find ("chest_close")); 2598 play_sound (sound_find ("chest_close"));
2606 } 2599 }
2607 2600
2608 if (new_container) 2601 if (new_container)
2609 { 2602 {
2613 // TODO: this does not seem to serve any purpose anymore? 2606 // TODO: this does not seem to serve any purpose anymore?
2614#if 0 2607#if 0
2615 // insert the "Close Container" object. 2608 // insert the "Close Container" object.
2616 if (archetype *closer = new_container->other_arch) 2609 if (archetype *closer = new_container->other_arch)
2617 { 2610 {
2618 object *closer = arch_to_object (new_container->other_arch); 2611 object *closer = new_container->other_arch->instance ();
2619 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2620 new_container->insert (closer); 2613 new_container->insert (closer);
2621 } 2614 }
2622#endif 2615#endif
2623 2616
2624 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 ());
2625 2618
2619 // make sure the container is available, client bug requires this to be separate
2620 esrv_send_item (this, new_container);
2621
2626 new_container->flag [FLAG_APPLIED] = 1; 2622 new_container->flag [FLAG_APPLIED] = true;
2627 container = new_container; 2623 container = new_container;
2628 2624
2625 // client needs flag change
2629 esrv_update_item (UPD_FLAGS, this, new_container); 2626 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container); 2627 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open")); 2628 play_sound (sound_find ("chest_open"));
2632 } 2629 }
2630// else if (!old_container->env && contr && contr->ns)
2631// contr->ns->floorbox_reset ();
2633} 2632}
2634 2633
2635object * 2634object *
2636object::force_find (const shstr name) 2635object::force_find (shstr_tmp name)
2637{ 2636{
2638 /* 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
2639 * place 2638 * place
2640 */ 2639 */
2641 for (object *tmp = inv; tmp; tmp = tmp->below) 2640 for (object *tmp = inv; tmp; tmp = tmp->below)
2643 return splay (tmp); 2642 return splay (tmp);
2644 2643
2645 return 0; 2644 return 0;
2646} 2645}
2647 2646
2647//-GPL
2648
2648void 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 *
2649object::force_add (const shstr name, int duration) 2659object::force_add (shstr_tmp name, int duration)
2650{ 2660{
2651 if (object *force = force_find (name)) 2661 if (object *force = force_find (name))
2652 force->destroy (); 2662 force->destroy ();
2653 2663
2654 object *force = get_archetype (FORCE_NAME); 2664 object *force = get_archetype (FORCE_NAME);
2655 2665
2656 force->slaying = name; 2666 force->slaying = name;
2657 force->stats.food = 1; 2667 force->force_set_timer (duration);
2658 force->speed_left = -1.f;
2659
2660 force->set_speed (duration ? 1.f / duration : 0.f);
2661 force->flag [FLAG_IS_USED_UP] = true;
2662 force->flag [FLAG_APPLIED] = true; 2668 force->flag [FLAG_APPLIED] = true;
2663 2669
2664 insert (force); 2670 return insert (force);
2665} 2671}
2666 2672
2667void 2673void
2668object::play_sound (faceidx sound) 2674object::play_sound (faceidx sound) const
2669{ 2675{
2670 if (!sound) 2676 if (!sound)
2671 return; 2677 return;
2672 2678
2673 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 ())
2674 return; 2704 return;
2675 2705
2676 if (env) 2706 // find old force, or create new one
2677 { 2707 object *force = force_find (shstr_noise_force);
2678 if (object *pl = in_player ()) 2708
2679 pl->contr->play_sound (sound); 2709 if (force)
2680 } 2710 force->speed_left = -1.f; // patch old speed up
2681 else 2711 else
2682 map->play_sound (sound, x, y); 2712 {
2683} 2713 force = archetype::get (shstr_noise_force);
2684 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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