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Comparing deliantra/server/common/object.C (file contents):
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC vs.
Revision 1.327 by root, Fri Apr 16 02:32:25 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38UUID UUID::cur; 34UUID UUID::cur;
39static uint64_t seq_next_save; 35static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec 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
44 49
45short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
46 0, 51 0,
47 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
52 0, 57 0,
53 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
56}; 61};
57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
62};
63int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
64 0, 63 0,
65 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
68}; 67};
69 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
70static void 76static void
71write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
72{ 78{
73 CALL_BEGIN (2); 79 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
76 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END; 83 CALL_END;
78} 84}
79 85
80static void 86static void
81read_uuid (void) 87read_uuid ()
82{ 88{
83 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
84 90
85 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
86 92
100 106
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1); 108 _exit (1);
103 } 109 }
104 110
105 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
106 buf[0] = 0; 112 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
108 114
109 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
110 { 116 {
139UUID::init () 145UUID::init ()
140{ 146{
141 read_uuid (); 147 read_uuid ();
142} 148}
143 149
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;
213}
214
144/* 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. */
145static int 216static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
147{ 218{
148 key_value *wants_field;
149
150 /* 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
151 * 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
152 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
153 */ 222 */
154 223
155 /* For each field in wants, */ 224 /* For each field in wants, */
156 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)
157 { 226 if (has->kv_get (kv->key) != kv->value)
158 key_value *has_field; 227 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (has_field == NULL)
164 {
165 /* No field with that name. */
166 return FALSE;
167 }
168
169 /* Found the matching field. */
170 if (has_field->value != wants_field->value)
171 {
172 /* Values don't match, so this half of the comparison is false. */
173 return FALSE;
174 }
175
176 /* If we get here, we found a match. Now for the next field in wants. */
177 }
178 228
179 /* 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. */
180 return TRUE; 230 return true;
181} 231}
182 232
183/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
184static int 234static bool
185compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
186{ 236{
187 /* 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,
188 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
189 */ 239 */
190 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);
191} 242}
192 243
193/* 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
194 * they can be merged together. 245 * they can be merged together.
195 * 246 *
202 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
203 * check weight 254 * check weight
204 */ 255 */
205bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
206{ 257{
207 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
208 if (ob1 == ob2 259 if (ob1 == ob2
209 || ob1->type != ob2->type 260 || ob1->type != ob2->type
210 || ob1->speed != ob2->speed
211 || ob1->value != ob2->value 261 || ob1->value != ob2->value
212 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
213 return 0; 264 return 0;
214 265
215 //TODO: this ain't working well, use nicer and correct overflow check
216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
217 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
218 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
219 */
220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
221 return 0; 269 return 0;
222 270
223 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
224 * 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
225 * 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
226 * 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
227 * flags lose any meaning. 275 * flags lose any meaning.
228 */ 276 */
229 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
230 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
231 279
232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
233 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
234 282
235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
236 || ob1->arch != ob2->arch
237 || ob1->name != ob2->name 284 || ob1->name != ob2->name
238 || ob1->title != ob2->title 285 || ob1->title != ob2->title
239 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
240 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
243 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
244 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
245 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
246 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
247 || ob1->value != ob2->value 292 || ob1->value != ob2->value
248 || 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
249 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
250 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
251 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
252 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
253 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
254 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
255 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
256 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
257 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
258 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
259 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
260 return 0; 308 return 0;
261 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
262 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
263 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
264 */ 319 */
265 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
266 { 321 {
267 if (!(ob1->inv && ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
268 return 0; /* inventories differ in length */ 323 return 0; /* inventories differ in length */
269 324
270 if (ob1->inv->below || ob2->inv->below) 325 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */ 326 return 0; /* more than one object in inv */
272 327
273 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */ 329 return 0; /* inventory objects differ */
275 330
276 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
277 * if it is valid. 332 * if it is valid.
278 */ 333 */
279 } 334 }
280 335
281 /* 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,
282 * 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
283 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
284 */ 339 */
285 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
286 return 0; 341 return 0;
287 342
288 /* 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
289 * 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
290 * check? 345 * check?
291 */ 346 */
292 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
293 return 0; 348 return 0;
294 349
295 switch (ob1->type) 350 switch (ob1->type)
296 { 351 {
297 case SCROLL: 352 case SCROLL:
298 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
299 return 0; 354 return 0;
300 break; 355 break;
301 } 356 }
302 357
303 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
304 { 359 {
305 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
306 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
307 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
308 return 0; 363
309 else if (!compare_ob_value_lists (ob1, ob2)) 364 if (!compare_ob_value_lists (ob1, ob2))
310 return 0; 365 return 0;
311 } 366 }
312 367
313 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
314 { 369 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322 377
323 if (k1 != k2) 378 if (k1 != k2)
324 return 0; 379 return 0;
380
325 else if (k1 == 0) 381 if (k1 == 0)
326 return 1; 382 return 1;
383
327 else if (!cfperl_can_merge (ob1, ob2)) 384 if (!cfperl_can_merge (ob1, ob2))
328 return 0; 385 return 0;
329 } 386 }
330 } 387 }
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
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
336/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
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
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
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
462 op = op->env;
463 }
464}
465
466/*
337 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
338 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
339 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
340 */ 470 */
341long 471void
342sum_weight (object *op) 472object::update_weight ()
343{ 473{
344 long sum; 474 sint32 sum = 0;
345 object *inv;
346 475
347 for (sum = 0, inv = op->inv; inv; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
348 { 477 {
349 if (inv->inv) 478 if (op->inv)
350 sum_weight (inv); 479 op->update_weight ();
351 480
352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
353 } 487 {
354
355 if (op->type == CONTAINER && op->stats.Str)
356 sum = (sum * (100 - op->stats.Str)) / 100;
357
358 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
359 op->carrying = sum; 492 carrying = sum;
360 493
361 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
362} 498}
363 499
364/** 500/*
365 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
366 */
367
368object *
369object_get_env_recursive (object *op)
370{
371 while (op->env != NULL)
372 op = op->env;
373 return op;
374}
375
376/*
377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
378 * Some error messages.
379 * The result of the dump is stored in the static global errmsg array.
380 */ 502 */
381char * 503char *
382dump_object (object *op) 504dump_object (object *op)
383{ 505{
384 if (!op) 506 if (!op)
387 object_freezer freezer; 509 object_freezer freezer;
388 op->write (freezer); 510 op->write (freezer);
389 return freezer.as_string (); 511 return freezer.as_string ();
390} 512}
391 513
392/* 514char *
393 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
394 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned.
396 */
397object *
398get_nearest_part (object *op, const object *pl)
399{ 516{
400 object *tmp, *closest; 517 return dump_object (this);
401 int last_dist, i;
402
403 if (op->more == NULL)
404 return op;
405 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
406 if ((i = distance (tmp, pl)) < last_dist)
407 closest = tmp, last_dist = i;
408 return closest;
409} 518}
410 519
411/* 520/*
412 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
413 */ 523 */
414object * 524object *
415find_object (tag_t i) 525find_object (tag_t i)
416{ 526{
417 for_all_objects (op) 527 for_all_objects (op)
420 530
421 return 0; 531 return 0;
422} 532}
423 533
424/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
425 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
428 */ 553 */
429object * 554object *
430find_object_name (const char *str) 555find_object_name (const char *str)
431{ 556{
432 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
433 object *op;
434 558
559 if (str_)
435 for_all_objects (op) 560 for_all_objects (op)
436 if (op->name == str_) 561 if (op->name == str_)
437 break; 562 return op;
438 563
439 return op; 564 return 0;
440} 565}
441 566
442/* 567/*
443 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
444 * skill and experience objects. 569 * skill and experience objects.
459 } 584 }
460 585
461 this->owner = owner; 586 this->owner = owner;
462} 587}
463 588
464int
465object::slottype () const
466{
467 if (type == SKILL)
468 {
469 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
470 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
471 }
472 else
473 {
474 if (slot [body_combat].info) return slot_combat;
475 if (slot [body_range ].info) return slot_ranged;
476 }
477
478 return slot_none;
479}
480
481bool
482object::change_weapon (object *ob)
483{
484 if (current_weapon == ob)
485 return true;
486
487 if (chosen_skill)
488 chosen_skill->flag [FLAG_APPLIED] = false;
489
490 current_weapon = ob;
491 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
492
493 if (chosen_skill)
494 chosen_skill->flag [FLAG_APPLIED] = true;
495
496 update_stats ();
497
498 if (ob)
499 {
500 // now check wether any body locations became invalid, in which case
501 // we cannot apply the weapon at the moment.
502 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
503 if (slot[i].used < 0)
504 {
505 current_weapon = chosen_skill = 0;
506 update_stats ();
507
508 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name);
512 return false;
513 }
514
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 }
517 else
518 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
519
520 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
521 {
522 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
523 &name, ob->debug_desc ());
524 return false;
525 }
526
527 return true;
528}
529
530/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
531 * refcounts and freeing the links. 590 * refcounts and freeing the links.
532 */ 591 */
533static void 592static void
534free_key_values (object *op) 593free_key_values (object *op)
542 } 601 }
543 602
544 op->key_values = 0; 603 op->key_values = 0;
545} 604}
546 605
547object & 606/*
548object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
549{ 616{
550 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
551 bool is_removed = flag [FLAG_REMOVED];
552
553 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
554
555 flag [FLAG_FREED] = is_freed;
556 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
557 620
558 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
559 if (src.key_values) 622 if (key_values)
560 { 623 {
561 key_value *tail = 0; 624 key_value *tail = 0;
562 key_values = 0; 625 dst->key_values = 0;
563 626
564 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
565 { 628 {
566 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
567 630
568 new_link->next = 0; 631 new_link->next = 0;
569 new_link->key = i->key; 632 new_link->key = i->key;
570 new_link->value = i->value; 633 new_link->value = i->value;
571 634
572 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
573 if (!key_values) 636 if (!dst->key_values)
574 { 637 {
575 key_values = new_link; 638 dst->key_values = new_link;
576 tail = new_link; 639 tail = new_link;
577 } 640 }
578 else 641 else
579 { 642 {
580 tail->next = new_link; 643 tail->next = new_link;
581 tail = new_link; 644 tail = new_link;
582 } 645 }
583 } 646 }
584 } 647 }
585}
586 648
587/* 649 dst->activate ();
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599
600 if (speed < 0)
601 dst->speed_left -= rndm ();
602
603 dst->set_speed (dst->speed);
604} 650}
605 651
606void 652void
607object::instantiate () 653object::instantiate ()
608{ 654{
609 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
610 uuid = UUID::gen (); 656 uuid = UUID::gen ();
611 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
612 speed_left = -0.1f; 662 speed_left = -1.;
663
613 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
614 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
615 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
616 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
617 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
625object * 676object *
626object::clone () 677object::clone ()
627{ 678{
628 object *neu = create (); 679 object *neu = create ();
629 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
630 return neu; 687 return neu;
631} 688}
632 689
633/* 690/*
634 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
636 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
637 */ 694 */
638void 695void
639update_turn_face (object *op) 696update_turn_face (object *op)
640{ 697{
641 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
642 return; 699 return;
643 700
644 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
645 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
646} 703}
651 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
652 */ 709 */
653void 710void
654object::set_speed (float speed) 711object::set_speed (float speed)
655{ 712{
656 if (flag [FLAG_FREED] && speed)
657 {
658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
659 speed = 0;
660 }
661
662 this->speed = speed; 713 this->speed = speed;
663 714
664 if (has_active_speed ()) 715 if (has_active_speed ())
665 activate (); 716 activate ();
666 else 717 else
685 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
686 */ 737 */
687void 738void
688update_object (object *op, int action) 739update_object (object *op, int action)
689{ 740{
690 if (op == NULL) 741 if (!op)
691 { 742 {
692 /* this should never happen */ 743 /* this should never happen */
693 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
694 return; 745 return;
695 } 746 }
696 747
697 if (op->env) 748 if (!op->is_on_map ())
698 { 749 {
699 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
700 * to do in this case. 751 * to do in this case.
701 */ 752 */
702 return; 753 return;
703 } 754 }
704
705 /* If the map is saving, don't do anything as everything is
706 * going to get freed anyways.
707 */
708 if (!op->map || op->map->in_memory == MAP_SAVING)
709 return;
710 755
711 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
713 { 758 {
714 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
722 767
723 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
724 /* nop */; 769 /* nop */;
725 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
726 { 771 {
772#if 0
727 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
734 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
735 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
736 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
737 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
738 * to have move_allow right now. 784 * have move_allow right now.
739 */ 785 */
740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
742 m.flags_ = 0; 790 m.invalidate ();
791#endif
743 } 792 }
744 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
745 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
746 * that is being removed. 795 * that is being removed.
747 */ 796 */
748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
749 m.flags_ = 0; 798 m.invalidate ();
750 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
751 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
752 else 801 else
753 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
754 803
756 update_object (op->more, action); 805 update_object (op->more, action);
757} 806}
758 807
759object::object () 808object::object ()
760{ 809{
761 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
762 811
763 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
764 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
765} 815}
766 816
767object::~object () 817object::~object ()
768{ 818{
769 unlink (); 819 unlink ();
770 820
771 free_key_values (this); 821 free_key_values (this);
772} 822}
773
774static int object_count;
775 823
776void object::link () 824void object::link ()
777{ 825{
778 assert (!index);//D 826 assert (!index);//D
779 uuid = UUID::gen (); 827 uuid = UUID::gen ();
780 count = ++object_count;
781 828
782 refcnt_inc (); 829 refcnt_inc ();
783 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
784} 834}
785 835
786void object::unlink () 836void object::unlink ()
787{ 837{
788 if (!index) 838 if (!index)
789 return; 839 return;
840
841 ++destroy_count;
790 842
791 objects.erase (this); 843 objects.erase (this);
792 refcnt_dec (); 844 refcnt_dec ();
793} 845}
794 846
798 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
799 if (active) 851 if (active)
800 return; 852 return;
801 853
802 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
803 actives.insert (this); 859 actives.insert (this);
860 }
804} 861}
805 862
806void 863void
807object::activate_recursive () 864object::activate_recursive ()
808{ 865{
857object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
858{ 915{
859 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
863 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
864 if (!inv) 921 if (!inv)
865 return; 922 return;
866 923
867 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
869 * drop on that space. 926 * drop on that space.
870 */ 927 */
871 if (!drop_to_ground 928 if (!drop_to_ground
872 || !map 929 || !map
873 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
874 || map->nodrop 931 || map->no_drop
875 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
876 { 933 {
877 while (inv) 934 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 935 inv->destroy ();
881 }
882 } 936 }
883 else 937 else
884 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
885 while (inv) 939 while (inv)
886 { 940 {
897 map->insert (op, x, y); 951 map->insert (op, x, y);
898 } 952 }
899 } 953 }
900} 954}
901 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
902object *object::create () 993object::create ()
903{ 994{
904 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
905 op->link (); 1017 op->link ();
1018
906 return op; 1019 return op;
907} 1020}
908 1021
909void 1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
910object::do_destroy () 1057object::do_destroy ()
911{ 1058{
912 attachable::do_destroy ();
913
914 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this); 1060 remove_link ();
916 1061
917 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
918 remove_friendly_object (this); 1063 remove_friendly_object (this);
919 1064
920 if (!flag [FLAG_REMOVED])
921 remove (); 1065 remove ();
922 1066
923 destroy_inv (true); 1067 attachable::do_destroy ();
924 1068
925 deactivate (); 1069 deactivate ();
926 unlink (); 1070 unlink ();
927 1071
928 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
929 1073
930 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
931 {
932 static maptile *freed_map; // freed objects are moved here to avoid crashes
933
934 if (!freed_map)
935 {
936 freed_map = new maptile;
937
938 freed_map->path = "<freed objects map>";
939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
946 }
947
948 map = freed_map; 1075 map = &freed_map;
949 x = 1; 1076 x = 1;
950 y = 1; 1077 y = 1;
951 }
952 1078
953 if (more) 1079 if (more)
954 { 1080 {
955 more->destroy (); 1081 more->destroy ();
956 more = 0; 1082 more = 0;
964 attacked_by = 0; 1090 attacked_by = 0;
965 current_weapon = 0; 1091 current_weapon = 0;
966} 1092}
967 1093
968void 1094void
969object::destroy (bool destroy_inventory) 1095object::destroy ()
970{ 1096{
971 if (destroyed ()) 1097 if (destroyed ())
972 return; 1098 return;
973 1099
974 if (destroy_inventory) 1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
975 destroy_inv (false); 1107 destroy_inv_fast ();
976 1108
977 if (is_head ()) 1109 if (is_head ())
978 if (sound_destroy) 1110 if (sound_destroy)
979 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
982 1114
983 attachable::destroy (); 1115 attachable::destroy ();
984}
985
986/*
987 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)).
989 */
990void
991sub_weight (object *op, signed long weight)
992{
993 while (op != NULL)
994 {
995 if (op->type == CONTAINER)
996 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
997
998 op->carrying -= weight;
999 op = op->env;
1000 }
1001} 1116}
1002 1117
1003/* op->remove (): 1118/* op->remove ():
1004 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
1005 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
1008 * the previous environment. 1123 * the previous environment.
1009 */ 1124 */
1010void 1125void
1011object::do_remove () 1126object::do_remove ()
1012{ 1127{
1013 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1014 object *otmp;
1015
1016 if (QUERY_FLAG (this, FLAG_REMOVED))
1017 return; 1129 return;
1018 1130
1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1021 1134
1022 if (more) 1135 if (more)
1023 more->remove (); 1136 more->remove ();
1024 1137
1025 /* 1138 /*
1026 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1027 * inventory. 1140 * inventory.
1028 */ 1141 */
1029 if (env) 1142 if (env)
1030 { 1143 {
1031 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1032 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
1033 else 1146 esrv_del_item (pl->contr, count);
1034 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1035 1148
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1037 * made to players inventory. If set, avoiding the call
1038 * to save cpu time.
1039 */
1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 otmp->update_stats ();
1042 1150
1043 if (above) 1151 object *pl = in_player ();
1044 above->below = below;
1045 else
1046 env->inv = below;
1047
1048 if (below)
1049 below->above = above;
1050 1152
1051 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1052 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1053 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1054 */ 1156 */
1055 x = env->x, y = env->y;
1056 map = env->map; 1157 map = env->map;
1057 above = 0, below = 0; 1158 x = env->x;
1159 y = env->y;
1160
1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1165 above = 0;
1166 below = 0;
1058 env = 0; 1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1059 } 1190 }
1060 else if (map) 1191 else if (map)
1061 { 1192 {
1062 if (type == PLAYER)
1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true; 1193 map->dirty = true;
1075 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1076 1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1077 /* link the object above us */ 1221 /* link the object above us */
1078 if (above) 1222 // re-link, make sure compiler can easily use cmove
1079 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1080 else 1224 *(below ? &below->above : &ms.bot) = above;
1081 ms.top = below; /* we were top, set new top */
1082
1083 /* Relink the object below us, if there is one */
1084 if (below)
1085 below->above = above;
1086 else
1087 {
1088 /* Nothing below, which means we need to relink map object for this space
1089 * use translated coordinates in case some oddness with map tiling is
1090 * evident
1091 */
1092 if (GET_MAP_OB (map, x, y) != this)
1093 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 ());
1094
1095 ms.bot = above; /* goes on above it. */
1096 }
1097 1225
1098 above = 0; 1226 above = 0;
1099 below = 0; 1227 below = 0;
1100 1228
1229 ms.invalidate ();
1230
1101 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1102 return; 1232 return;
1103 1233
1104 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1105 1235
1106 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1107 { 1237 {
1108 if (pl->container == this) 1238 if (pl->container_ () == this)
1109 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1111 * appropriately. 1241 * appropriately.
1112 */ 1242 */
1113 pl->close_container (); 1243 pl->close_container ();
1114 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1115 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1116 } 1250 }
1117 1251
1252 if (check_walk_off)
1118 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1119 { 1254 {
1255 above = tmp->above;
1256
1120 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1121 * being removed. 1258 * being removed.
1122 */ 1259 */
1123 1260
1124 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1125 if (check_walk_off
1126 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1128 {
1129 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1130
1131 if (destroyed ())
1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1133 } 1265 }
1134 1266
1135 last = tmp; 1267 if (affects_los ())
1136 }
1137
1138 /* last == NULL if there are no objects on this space */
1139 //TODO: this makes little sense, why only update the topmost object?
1140 if (!last)
1141 map->at (x, y).flags_ = 0;
1142 else
1143 update_object (last, UP_OBJ_REMOVE);
1144
1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1146 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1147 } 1269 }
1148} 1270}
1149 1271
1150/* 1272/*
1164 if (!top) 1286 if (!top)
1165 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1166 ; 1288 ;
1167 1289
1168 for (; top; top = top->below) 1290 for (; top; top = top->below)
1169 {
1170 if (top == op)
1171 continue;
1172
1173 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1174 { 1292 {
1175 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1176 1294
1177/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1178 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1179 op->destroy (); 1301 op->destroy ();
1302
1180 return top; 1303 return top;
1181 } 1304 }
1182 }
1183 1305
1184 return 0; 1306 return 0;
1185} 1307}
1186 1308
1187void 1309void
1192 1314
1193 object *prev = this; 1315 object *prev = this;
1194 1316
1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1196 { 1318 {
1197 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1198 1320
1199 op->name = name; 1321 op->name = name;
1200 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1201 op->title = title; 1323 op->title = title;
1202 1324
1212 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1213 */ 1335 */
1214object * 1336object *
1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216{ 1338{
1339 op->remove ();
1340
1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 { 1342 {
1219 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1220 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1221 } 1345 }
1238 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1239 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1240 * 1364 *
1241 * Return value: 1365 * Return value:
1242 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1244 * just 'op' otherwise 1368 * just 'op' otherwise
1245 */ 1369 */
1246object * 1370object *
1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1372{
1249 assert (!op->flag [FLAG_FREED]);
1250
1251 object *top, *floor = NULL;
1252
1253 op->remove (); 1373 op->remove ();
1374
1375 if (m == &freed_map)//D TODO: remove soon
1376 {//D
1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1378 }//D
1254 1379
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1382 * need extra work
1258 */ 1383 */
1384 maptile *newmap = m;
1259 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1260 { 1386 {
1261 op->destroy (); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1262 return 0; 1388 return 0;
1263 } 1389 }
1264 1390
1265 if (object *more = op->more) 1391 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0; 1393 return 0;
1268 1394
1269 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1270 1396 op->env = 0;
1271 op->map = m; 1397 op->map = newmap;
1398
1272 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1273 1400
1274 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1275 */ 1402 */
1276 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1278 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1279 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1280 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1281 tmp->destroy (); 1411 tmp->destroy ();
1282 } 1412 }
1283 1413
1284 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1285 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1286 1416
1287 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1288 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1289 1419
1290 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1291 { 1421 {
1292 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1293 { 1423 {
1294 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1295 abort (); 1425 abort ();
1296 } 1426 }
1297 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1298 op->above = originator; 1435 op->above = originator;
1299 op->below = originator->below; 1436 op->below = originator->below;
1300
1301 if (op->below)
1302 op->below->above = op;
1303 else
1304 ms.bot = op;
1305
1306 /* since *below* originator, no need to update top */
1307 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1308 } 1440 }
1309 else 1441 else
1310 { 1442 {
1311 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1312 1445
1313 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1314 if (top) 1447 if (top)
1315 { 1448 {
1316 object *last = 0;
1317
1318 /* 1449 /*
1319 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1320 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1321 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1322 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1325 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1326 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1327 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1328 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1329 */ 1460 */
1330 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1331 { 1462 {
1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1333 floor = top; 1464 floor = tmp;
1334 1465
1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1336 { 1467 {
1337 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1338 top = top->below; 1469 top = tmp->below;
1339 break; 1470 break;
1340 } 1471 }
1341 1472
1342 last = top; 1473 top = tmp;
1343 } 1474 }
1344
1345 /* Don't want top to be NULL, so set it to the last valid object */
1346 top = last;
1347 1475
1348 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1349 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1350 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1351 */ 1479 */
1358 */ 1486 */
1359 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1360 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1362 { 1490 {
1491 object *last;
1492
1363 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1365 break; 1495 break;
1366 1496
1367 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1368 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1369 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1375 } /* If objects on this space */ 1505 } /* If objects on this space */
1376 1506
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1508 top = floor;
1379 1509
1380 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1511 if (!top)
1385 { 1512 {
1513 op->below = 0;
1386 op->above = ms.bot; 1514 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1518 }
1394 else 1519 else
1395 { /* get inserted into the stack above top */ 1520 {
1396 op->above = top->above; 1521 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1522 top->above = op;
1400 1523
1401 op->below = top; 1524 op->below = top;
1402 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1526 }
1527 }
1404 1528
1405 if (!op->above) 1529 if (op->is_player ())
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 { 1530 {
1411 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1412 ++op->map->players; 1532 ++op->map->players;
1413 op->map->touch (); 1533 op->map->touch ();
1414 } 1534 }
1415 1535
1416 op->map->dirty = true; 1536 op->map->dirty = true;
1417 1537
1418 if (object *pl = ms.player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1542 if (pl->contr->ns)
1419 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1420 1544
1421 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1422 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1423 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1424 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1425 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1426 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1427 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1428 * of effect may be sufficient. 1552 * of effect may be sufficient.
1429 */ 1553 */
1430 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1431 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1432 1559
1433 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1434 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1435 1562
1436 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1443 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1444 * update_object(). 1571 * update_object().
1445 */ 1572 */
1446 1573
1447 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1449 { 1576 {
1450 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1451 return 0; 1578 return 0;
1452 1579
1453 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1464/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1467 */ 1594 */
1468void 1595void
1469replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1470{ 1597{
1471 object *tmp, *tmp1;
1472
1473 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1474 1599
1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1477 tmp->destroy (); 1602 tmp->destroy ();
1478 1603
1479 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1480 1605
1481 tmp1->x = op->x; 1606 tmp->x = op->x;
1482 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1483 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1484} 1610}
1485 1611
1486object * 1612object *
1487object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1488{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1489 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1490} 1619}
1491 1620
1492/* 1621// check whether we can put this into the map, respect max_volume, max_items
1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1494 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1495 * the rest (or is removed and freed if that number is 0).
1496 * On failure, NULL is returned, and the reason put into the
1497 * global static errmsg array.
1498 */
1499object *
1500get_split_ob (object *orig_ob, uint32 nr)
1501{ 1624{
1502 object *newob; 1625 mapspace &ms = m->at (x, y);
1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1504 1626
1505 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1506 {
1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1508 return NULL;
1509 }
1510 1628
1511 newob = object_create_clone (orig_ob); 1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1512 1633
1513 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1514 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1515 else if (!is_removed) 1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1516 { 1637 query_name ()
1517 if (orig_ob->env != NULL) 1638 );
1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1520 {
1521 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1522 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1523 return NULL;
1524 }
1525 }
1526 1639
1527 newob->nrof = nr; 1640 return false;
1528
1529 return newob;
1530} 1641}
1531 1642
1532/* 1643/*
1533 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1534 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1535 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1536 * 1647 *
1537 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1538 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1539object * 1681object *
1540decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1541{ 1683{
1542 object *tmp; 1684 int have = number_of ();
1543 1685
1544 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1545 return op; 1687 return 0;
1546 1688 else if (have == nr)
1547 if (i > op->nrof)
1548 i = op->nrof;
1549
1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1551 op->nrof -= i;
1552 else if (op->env)
1553 { 1689 {
1554 /* is this object in the players inventory, or sub container
1555 * therein?
1556 */
1557 tmp = op->in_player ();
1558 /* nope. Is this a container the player has opened?
1559 * If so, set tmp to that player.
1560 * IMO, searching through all the players will mostly
1561 * likely be quicker than following op->env to the map,
1562 * and then searching the map for a player.
1563 */
1564 if (!tmp)
1565 for_all_players (pl)
1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1569 break;
1570 }
1571
1572 if (i < op->nrof)
1573 {
1574 sub_weight (op->env, op->weight * i);
1575 op->nrof -= i;
1576 if (tmp)
1577 esrv_send_item (tmp, op);
1578 }
1579 else
1580 {
1581 op->remove (); 1690 remove ();
1582 op->nrof = 0; 1691 return this;
1583 if (tmp)
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 } 1692 }
1587 else 1693 else
1588 { 1694 {
1589 object *above = op->above; 1695 decrease (nr);
1590 1696
1591 if (i < op->nrof) 1697 object *op = deep_clone ();
1592 op->nrof -= i; 1698 op->nrof = nr;
1593 else
1594 {
1595 op->remove ();
1596 op->nrof = 0;
1597 }
1598
1599 /* Since we just removed op, op->above is null */
1600 for (tmp = above; tmp; tmp = tmp->above)
1601 if (tmp->type == PLAYER)
1602 {
1603 if (op->nrof)
1604 esrv_send_item (tmp, op);
1605 else
1606 esrv_del_item (tmp->contr, op->count);
1607 }
1608 }
1609
1610 if (op->nrof)
1611 return op; 1699 return op;
1612 else
1613 {
1614 op->destroy ();
1615 return 0;
1616 }
1617}
1618
1619/*
1620 * add_weight(object, weight) adds the specified weight to an object,
1621 * and also updates how much the environment(s) is/are carrying.
1622 */
1623void
1624add_weight (object *op, signed long weight)
1625{
1626 while (op != NULL)
1627 {
1628 if (op->type == CONTAINER)
1629 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1630
1631 op->carrying += weight;
1632 op = op->env;
1633 } 1700 }
1634} 1701}
1635 1702
1636object * 1703object *
1637insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1662 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1663 */ 1730 */
1664object * 1731object *
1665object::insert (object *op) 1732object::insert (object *op)
1666{ 1733{
1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1668 op->remove ();
1669
1670 if (op->more) 1734 if (op->more)
1671 { 1735 {
1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 return op; 1737 return op;
1674 } 1738 }
1675 1739
1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1677 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1678 1743
1679 if (op->nrof) 1744 if (op->nrof)
1680 {
1681 for (object *tmp = inv; tmp; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1683 { 1747 {
1684 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1749 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1751
1688 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1689 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1690 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1691 SET_FLAG (op, FLAG_REMOVED); 1756
1692 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1693 op = tmp; 1758 op = tmp;
1694 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 } 1760 }
1698 1761
1699 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709
1710 if (object *otmp = this->in_player ())
1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 otmp->update_stats ();
1713
1714 op->owner = 0; // its his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1715 op->map = 0; 1763 op->map = 0;
1764 op->x = 0;
1765 op->y = 0;
1766
1767 op->above = 0;
1768 op->below = inv;
1716 op->env = this; 1769 op->env = this;
1717 op->above = 0;
1718 op->below = 0;
1719 op->x = op->y = 0;
1720 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1721 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1722 if (op->glow_radius && map) 1785 if (op->glow_radius && is_on_map ())
1723 { 1786 {
1724#ifdef DEBUG_LIGHTS 1787 update_stats ();
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 { 1789 }
1738 op->below = inv; 1790 else if (is_player ())
1739 op->below->above = op; 1791 // if this is a player's inventory, update stats
1740 inv = op; 1792 contr->queue_stats_update ();
1741 }
1742 1793
1743 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1744 1795
1745 return op; 1796 return op;
1746} 1797}
1766 * on top. 1817 * on top.
1767 */ 1818 */
1768int 1819int
1769check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1770{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1771 object *tmp; 1825 object *tmp;
1772 maptile *m = op->map; 1826 maptile *m = op->map;
1773 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1774 1828
1775 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1776 1830
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1778 return 0;
1779 1832
1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1783 1836
1784 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1785 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1786 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1787 * as walking. 1840 * as walking.
1798 return 0; 1851 return 0;
1799 1852
1800 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1801 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1802 */ 1855 */
1803 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1805 {
1806 /* Trim the search when we find the first other spell effect
1807 * this helps performance so that if a space has 50 spell objects,
1808 * we don't need to check all of them.
1809 */
1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811 break;
1812 } 1857 {
1858 next = tmp->below;
1813 1859
1814 for (; tmp; tmp = tmp->below)
1815 {
1816 if (tmp == op) 1860 if (tmp == op)
1817 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1818 1862
1819 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1820 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1821 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1822 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1823 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1824 */ 1868 */
1825 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1826 { 1870 {
1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1829 { 1873 {
1830
1831 float
1832 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1833 1875
1834 if (op->type == PLAYER) 1876 if (op->is_player ())
1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1837 diff /= 4.0; 1879 diff /= 4.0;
1838 1880
1839 op->speed_left -= diff; 1881 op->speed_left -= diff;
1840 } 1882 }
1841 } 1883 }
1874 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1875 return NULL; 1917 return NULL;
1876 } 1918 }
1877 1919
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1880 return tmp; 1922 return tmp;
1881 1923
1882 return NULL; 1924 return NULL;
1883} 1925}
1884 1926
1948 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1949 */ 1991 */
1950object * 1992object *
1951present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1952{ 1994{
1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1954 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1955 return tmp; 1997 return tmp;
1956 1998
1957 return NULL; 1999 return NULL;
1958} 2000}
1959 2001
1963void 2005void
1964flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1965{ 2007{
1966 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1967 { 2009 {
1968 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1969 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1970 } 2012 }
1971} 2013}
1972 2014
1973/* 2015/*
1976void 2018void
1977unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1978{ 2020{
1979 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1980 { 2022 {
1981 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1982 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1983 } 2025 }
1984} 2026}
1985 2027
1986/* 2028/*
2047 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
2048 */ 2090 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue; 2092 continue;
2051 2093
2052 if (ob->blocked (m, pos.x, pos.y)) 2094 if (ob->blocked (pos.m, pos.x, pos.y))
2053 continue; 2095 continue;
2054 2096
2055 altern [index++] = i; 2097 altern [index++] = i;
2056 } 2098 }
2057 2099
2125 * there is capable of. 2167 * there is capable of.
2126 */ 2168 */
2127int 2169int
2128find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2129{ 2171{
2130 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2131
2132 sint16 nx, ny;
2133 object *tmp;
2134 maptile *mp;
2135
2136 MoveType blocked, move_type; 2173 MoveType move_type;
2137 2174
2138 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2139 { 2176 {
2140 exclude = exclude->head; 2177 exclude = exclude->head;
2141 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2144 { 2181 {
2145 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2146 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2147 } 2184 }
2148 2185
2149 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2150 { 2187 {
2151 mp = m; 2188 mapxy pos (m, x, y);
2152 nx = x + freearr_x[i]; 2189 pos.move (i);
2153 ny = y + freearr_y[i];
2154 2190
2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2156
2157 if (mflags & P_OUT_OF_MAP)
2158 max = maxfree[i]; 2192 max = maxfree[i];
2159 else 2193 else
2160 { 2194 {
2161 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2162 2196
2163 blocked = ms.move_block;
2164
2165 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2166 max = maxfree[i]; 2198 max = maxfree [i];
2167 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2168 { 2200 {
2169 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2172 break;
2173
2174 if (tmp)
2175 return freedir[i]; 2204 return freedir [i];
2176 } 2205 }
2177 } 2206 }
2178 } 2207 }
2179 2208
2180 return 0; 2209 return 0;
2255 * This basically means that if direction is 15, then it could either go 2284 * This basically means that if direction is 15, then it could either go
2256 * direction 4, 14, or 16 to get back to where we are. 2285 * direction 4, 14, or 16 to get back to where we are.
2257 * Moved from spell_util.c to object.c with the other related direction 2286 * Moved from spell_util.c to object.c with the other related direction
2258 * functions. 2287 * functions.
2259 */ 2288 */
2260int reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2261 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2262 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2263 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2264 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2265 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2359 * Add a check so we can't pick up invisible objects (0.93.8) 2388 * Add a check so we can't pick up invisible objects (0.93.8)
2360 */ 2389 */
2361int 2390int
2362can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2363{ 2392{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2395 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2367} 2396}
2368 2397
2369/* 2398/*
2370 * create clone from object to another 2399 * create clone from object to another
2371 */ 2400 */
2372object * 2401object *
2373object_create_clone (object *asrc) 2402object::deep_clone ()
2374{ 2403{
2375 object *dst = 0, *tmp, *src, *prev, *item; 2404 assert (("deep_clone called on non-head object", is_head ()));
2376 2405
2377 if (!asrc) 2406 object *dst = clone ();
2378 return 0;
2379 2407
2380 src = asrc->head_ (); 2408 object *prev = dst;
2381
2382 prev = 0;
2383 for (object *part = src; part; part = part->more) 2409 for (object *part = this->more; part; part = part->more)
2384 { 2410 {
2385 tmp = part->clone (); 2411 object *tmp = part->clone ();
2386 tmp->x -= src->x;
2387 tmp->y -= src->y;
2388
2389 if (!part->head)
2390 {
2391 dst = tmp;
2392 tmp->head = 0;
2393 }
2394 else
2395 tmp->head = dst; 2412 tmp->head = dst;
2396
2397 tmp->more = 0;
2398
2399 if (prev)
2400 prev->more = tmp; 2413 prev->more = tmp;
2401
2402 prev = tmp; 2414 prev = tmp;
2403 } 2415 }
2404 2416
2405 for (item = src->inv; item; item = item->below) 2417 for (object *item = inv; item; item = item->below)
2406 insert_ob_in_ob (object_create_clone (item), dst); 2418 insert_ob_in_ob (item->deep_clone (), dst);
2407 2419
2408 return dst; 2420 return dst;
2409} 2421}
2410 2422
2411/* This returns the first object in who's inventory that 2423/* This returns the first object in who's inventory that
2420 return tmp; 2432 return tmp;
2421 2433
2422 return 0; 2434 return 0;
2423} 2435}
2424 2436
2425/* If ob has a field named key, return the link from the list, 2437shstr_tmp
2426 * otherwise return NULL. 2438object::kv_get (shstr_tmp key) const
2427 *
2428 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing.
2430 */
2431key_value *
2432get_ob_key_link (const object *ob, const char *key)
2433{ 2439{
2434 for (key_value *link = ob->key_values; link; link = link->next) 2440 for (key_value *kv = key_values; kv; kv = kv->next)
2435 if (link->key == key) 2441 if (kv->key == key)
2436 return link;
2437
2438 return 0;
2439}
2440
2441/*
2442 * Returns the value of op has an extra_field for key, or NULL.
2443 *
2444 * The argument doesn't need to be a shared string.
2445 *
2446 * The returned string is shared.
2447 */
2448const char *
2449get_ob_key_value (const object *op, const char *const key)
2450{
2451 key_value *link;
2452 shstr_cmp canonical_key (key);
2453
2454 if (!canonical_key)
2455 {
2456 /* 1. There being a field named key on any object
2457 * implies there'd be a shared string to find.
2458 * 2. Since there isn't, no object has this field.
2459 * 3. Therefore, *this* object doesn't have this field.
2460 */
2461 return 0;
2462 }
2463
2464 /* This is copied from get_ob_key_link() above -
2465 * only 4 lines, and saves the function call overhead.
2466 */
2467 for (link = op->key_values; link; link = link->next)
2468 if (link->key == canonical_key)
2469 return link->value; 2442 return kv->value;
2470 2443
2471 return 0; 2444 return shstr ();
2472} 2445}
2473 2446
2474/* 2447void
2475 * Updates the canonical_key in op to value. 2448object::kv_set (shstr_tmp key, shstr_tmp value)
2476 *
2477 * canonical_key is a shared string (value doesn't have to be).
2478 *
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys.
2481 *
2482 * Returns TRUE on success.
2483 */
2484int
2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2486{ 2449{
2487 key_value *field = NULL, *last = NULL; 2450 for (key_value *kv = key_values; kv; kv = kv->next)
2488 2451 if (kv->key == key)
2489 for (field = op->key_values; field != NULL; field = field->next)
2490 {
2491 if (field->key != canonical_key)
2492 { 2452 {
2493 last = field; 2453 kv->value = value;
2494 continue; 2454 return;
2495 } 2455 }
2496 2456
2497 if (value) 2457 key_value *kv = new key_value;
2498 field->value = value; 2458
2499 else 2459 kv->next = key_values;
2460 kv->key = key;
2461 kv->value = value;
2462
2463 key_values = kv;
2464}
2465
2466void
2467object::kv_del (shstr_tmp key)
2468{
2469 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2470 if ((*kvp)->key == key)
2500 { 2471 {
2501 /* Basically, if the archetype has this key set, 2472 key_value *kv = *kvp;
2502 * we need to store the null value so when we save 2473 *kvp = (*kvp)->next;
2503 * it, we save the empty value so that when we load, 2474 delete kv;
2504 * we get this value back again. 2475 return;
2505 */
2506 if (get_ob_key_link (op->arch, canonical_key))
2507 field->value = 0;
2508 else
2509 {
2510 if (last)
2511 last->next = field->next;
2512 else
2513 op->key_values = field->next;
2514
2515 delete field;
2516 }
2517 } 2476 }
2518 return TRUE;
2519 }
2520 /* IF we get here, key doesn't exist */
2521
2522 /* No field, we'll have to add it. */
2523
2524 if (!add_key)
2525 return FALSE;
2526
2527 /* There isn't any good reason to store a null
2528 * value in the key/value list. If the archetype has
2529 * this key, then we should also have it, so shouldn't
2530 * be here. If user wants to store empty strings,
2531 * should pass in ""
2532 */
2533 if (value == NULL)
2534 return TRUE;
2535
2536 field = new key_value;
2537
2538 field->key = canonical_key;
2539 field->value = value;
2540 /* Usual prepend-addition. */
2541 field->next = op->key_values;
2542 op->key_values = field;
2543
2544 return TRUE;
2545}
2546
2547/*
2548 * Updates the key in op to value.
2549 *
2550 * If add_key is FALSE, this will only update existing keys,
2551 * and not add new ones.
2552 * In general, should be little reason FALSE is ever passed in for add_key
2553 *
2554 * Returns TRUE on success.
2555 */
2556int
2557set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2558{
2559 shstr key_ (key);
2560
2561 return set_ob_key_value_s (op, key_, value, add_key);
2562} 2477}
2563 2478
2564object::depth_iterator::depth_iterator (object *container) 2479object::depth_iterator::depth_iterator (object *container)
2565: iterator_base (container) 2480: iterator_base (container)
2566{ 2481{
2616{ 2531{
2617 char flagdesc[512]; 2532 char flagdesc[512];
2618 char info2[256 * 4]; 2533 char info2[256 * 4];
2619 char *p = info; 2534 char *p = info;
2620 2535
2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2536 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2622 count, 2537 count,
2623 uuid.c_str (), 2538 uuid.c_str (),
2624 &name, 2539 &name,
2625 title ? "\",title:\"" : "", 2540 title ? ",title:\"" : "",
2626 title ? (const char *)title : "", 2541 title ? (const char *)title : "",
2542 title ? "\"" : "",
2627 flag_desc (flagdesc, 512), type); 2543 flag_desc (flagdesc, 512), type);
2628 2544
2629 if (!this->flag[FLAG_REMOVED] && env) 2545 if (!flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2546 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2547
2632 if (map) 2548 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2549 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2550
2649{ 2565{
2650 return map ? map->region (x, y) 2566 return map ? map->region (x, y)
2651 : region::default_region (); 2567 : region::default_region ();
2652} 2568}
2653 2569
2654const materialtype_t *
2655object::dominant_material () const
2656{
2657 if (materialtype_t *mt = name_to_material (materialname))
2658 return mt;
2659
2660 return name_to_material (shstr_unknown);
2661}
2662
2663void 2570void
2664object::open_container (object *new_container) 2571object::open_container (object *new_container)
2665{ 2572{
2666 if (container == new_container) 2573 if (container == new_container)
2667 return; 2574 return;
2668 2575
2669 if (object *old_container = container) 2576 object *old_container = container;
2577
2578 if (old_container)
2670 { 2579 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2580 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return; 2581 return;
2673 2582
2674#if 0 2583#if 0
2676 if (object *closer = old_container->inv) 2585 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON) 2586 if (closer->type == CLOSE_CON)
2678 closer->destroy (); 2587 closer->destroy ();
2679#endif 2588#endif
2680 2589
2590 // make sure the container is available
2591 esrv_send_item (this, old_container);
2592
2681 old_container->flag [FLAG_APPLIED] = 0; 2593 old_container->flag [FLAG_APPLIED] = false;
2682 container = 0; 2594 container = 0;
2683 2595
2596 // client needs item update to make it work, client bug requires this to be separate
2684 esrv_update_item (UPD_FLAGS, this, old_container); 2597 esrv_update_item (UPD_FLAGS, this, old_container);
2598
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2599 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2686 play_sound (sound_find ("chest_close")); 2600 play_sound (sound_find ("chest_close"));
2687 } 2601 }
2688 2602
2689 if (new_container) 2603 if (new_container)
2690 { 2604 {
2694 // TODO: this does not seem to serve any purpose anymore? 2608 // TODO: this does not seem to serve any purpose anymore?
2695#if 0 2609#if 0
2696 // insert the "Close Container" object. 2610 // insert the "Close Container" object.
2697 if (archetype *closer = new_container->other_arch) 2611 if (archetype *closer = new_container->other_arch)
2698 { 2612 {
2699 object *closer = arch_to_object (new_container->other_arch); 2613 object *closer = new_container->other_arch->instance ();
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2614 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer); 2615 new_container->insert (closer);
2702 } 2616 }
2703#endif 2617#endif
2704 2618
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2706 2620
2621 // make sure the container is available, client bug requires this to be separate
2622 esrv_send_item (this, new_container);
2623
2707 new_container->flag [FLAG_APPLIED] = 1; 2624 new_container->flag [FLAG_APPLIED] = true;
2708 container = new_container; 2625 container = new_container;
2709 2626
2627 // client needs flag change
2710 esrv_update_item (UPD_FLAGS, this, new_container); 2628 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container); 2629 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open")); 2630 play_sound (sound_find ("chest_open"));
2713 } 2631 }
2632// else if (!old_container->env && contr && contr->ns)
2633// contr->ns->floorbox_reset ();
2714} 2634}
2715 2635
2716object * 2636object *
2717object::force_find (const shstr name) 2637object::force_find (shstr_tmp name)
2718{ 2638{
2719 /* cycle through his inventory to look for the MARK we want to 2639 /* cycle through his inventory to look for the MARK we want to
2720 * place 2640 * place
2721 */ 2641 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below) 2642 for (object *tmp = inv; tmp; tmp = tmp->below)
2724 return splay (tmp); 2644 return splay (tmp);
2725 2645
2726 return 0; 2646 return 0;
2727} 2647}
2728 2648
2649//-GPL
2650
2729void 2651void
2652object::force_set_timer (int duration)
2653{
2654 this->duration = 1;
2655 this->speed_left = -1.f;
2656
2657 this->set_speed (duration ? 1.f / duration : 0.f);
2658}
2659
2660object *
2730object::force_add (const shstr name, int duration) 2661object::force_add (shstr_tmp name, int duration)
2731{ 2662{
2732 if (object *force = force_find (name)) 2663 if (object *force = force_find (name))
2733 force->destroy (); 2664 force->destroy ();
2734 2665
2735 object *force = get_archetype (FORCE_NAME); 2666 object *force = get_archetype (FORCE_NAME);
2736 2667
2737 force->slaying = name; 2668 force->slaying = name;
2738 force->stats.food = 1; 2669 force->force_set_timer (duration);
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true; 2670 force->flag [FLAG_APPLIED] = true;
2744 2671
2745 insert (force); 2672 return insert (force);
2746} 2673}
2747 2674
2748void 2675void
2749object::play_sound (faceidx sound) const 2676object::play_sound (faceidx sound) const
2750{ 2677{
2751 if (!sound) 2678 if (!sound)
2752 return; 2679 return;
2753 2680
2754 if (flag [FLAG_REMOVED]) 2681 if (is_on_map ())
2682 map->play_sound (sound, x, y);
2683 else if (object *pl = in_player ())
2684 pl->contr->play_sound (sound);
2685}
2686
2687void
2688object::say_msg (const char *msg) const
2689{
2690 if (is_on_map ())
2691 map->say_msg (msg, x, y);
2692 else if (object *pl = in_player ())
2693 pl->contr->play_sound (sound);
2694}
2695
2696void
2697object::make_noise ()
2698{
2699 // we do not model noise in the map, so instead put
2700 // a temporary light into the noise source
2701 // could use the map instead, but that's less reliable for our
2702 // goal, which is to make invisibility a bit harder to exploit
2703
2704 // currently only works sensibly for players
2705 if (!is_player ())
2755 return; 2706 return;
2756 2707
2757 if (env) 2708 // find old force, or create new one
2758 { 2709 object *force = force_find (shstr_noise_force);
2759 if (object *pl = in_player ()) 2710
2760 pl->contr->play_sound (sound); 2711 if (force)
2761 } 2712 force->speed_left = -1.f; // patch old speed up
2762 else 2713 else
2763 map->play_sound (sound, x, y); 2714 {
2764} 2715 force = archetype::get (shstr_noise_force);
2765 2716
2717 force->slaying = shstr_noise_force;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (1.f / 4.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726 }
2727}
2728
2729void object::change_move_type (MoveType mt)
2730{
2731 if (move_type == mt)
2732 return;
2733
2734 if (is_on_map ())
2735 {
2736 // we are on the map, so handle move_on/off effects
2737 remove ();
2738 move_type = mt;
2739 map->insert (this, x, y, this);
2740 }
2741 else
2742 move_type = mt;
2743}
2744
2745/* object should be a player.
2746 * we return the object the player has marked with the 'mark' command
2747 * below. If no match is found (or object has changed), we return
2748 * NULL. We leave it up to the calling function to print messages if
2749 * nothing is found.
2750 */
2751object *
2752object::mark () const
2753{
2754 if (contr && contr->mark && contr->mark->env == this)
2755 return contr->mark;
2756 else
2757 return 0;
2758}
2759

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