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Comparing deliantra/server/common/object.C (file contents):
Revision 1.242 by elmex, Wed May 7 21:00:02 2008 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <stdio.h> 27#include <stdio.h>
26#include <sys/types.h> 28#include <sys/types.h>
27#include <sys/uio.h> 29#include <sys/uio.h>
28#include <object.h> 30#include <object.h>
29#include <sproto.h> 31#include <sproto.h>
30#include <loader.h>
31 32
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
41short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
42 0, 52 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46}; 56};
47short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
48 0, 58 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58}; 62};
59int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
60 0, 64 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 65 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
64}; 68};
65 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
66static void 96static void
67write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
68{ 98{
69 CALL_BEGIN (2); 99 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 103 CALL_END;
74} 104}
75 105
76static void 106static void
77read_uuid (void) 107read_uuid ()
78{ 108{
79 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
80 110
81 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
82 112
96 126
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 128 _exit (1);
99 } 129 }
100 130
101 UUID::BUF buf; 131 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 132 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 133 fgets (buf, sizeof (buf), fp);
104 134
105 if (!UUID::cur.parse (buf)) 135 if (!UUID::cur.parse (buf))
106 { 136 {
119{ 149{
120 UUID uid; 150 UUID uid;
121 151
122 uid.seq = ++cur.seq; 152 uid.seq = ++cur.seq;
123 153
124 if (expect_false (cur.seq >= seq_next_save)) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
125 { 155 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); 156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false); 157 write_uuid (UUID_GAP, false);
128 } 158 }
129 159
133 163
134void 164void
135UUID::init () 165UUID::init ()
136{ 166{
137 read_uuid (); 167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
138} 233}
139 234
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 236static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
143{ 238{
144 /* n-squared behaviour (see kv_get), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
145 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
146 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
147 */ 242 */
148 243
149 /* For each field in wants, */ 244 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
152 return false; 247 return false;
153 248
154 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
155 return true; 250 return true;
156} 251}
178 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
179 * check weight 274 * check weight
180 */ 275 */
181bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
182{ 277{
183 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
184 if (ob1 == ob2 279 if (ob1 == ob2
185 || ob1->type != ob2->type 280 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 281 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 285 return 0;
190 286
191 /* Do not merge objects if nrof would overflow. First part checks 287 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 288 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 290 return 0;
198 291
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 296 * flags lose any meaning.
204 */ 297 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
207 300
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
210 303
211 if (ob1->arch->name != ob2->arch->name 304 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 305 || ob1->name != ob2->name
213 || ob1->title != ob2->title 306 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 313 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 329 return 0;
236 330
237 if ((ob1->flag ^ ob2->flag) 331 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 332 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 333 .reset (FLAG_REMOVED)
241 .any ()) 334 .any ())
242 return 0; 335 return 0;
243 336
244 /* This is really a spellbook check - we should in general 337 /* This is really a spellbook check - we should in general
259 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
260 * if it is valid. 353 * if it is valid.
261 */ 354 */
262 } 355 }
263 356
264 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
265 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
266 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
267 */ 360 */
268 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
269 return 0; 362 return 0;
270 363
271 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
272 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
273 * check? 366 * check?
274 */ 367 */
275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
276 return 0; 369 return 0;
277 370
278 switch (ob1->type) 371 switch (ob1->type)
279 { 372 {
280 case SCROLL: 373 case SCROLL:
281 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
282 return 0; 375 return 0;
283 break; 376 break;
284 } 377 }
285 378
286 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
287 { 380 {
288 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
289 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
290 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
291 384
292 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
293 return 0; 386 return 0;
294 } 387 }
326 { 419 {
327 // see if we are in a container of sorts 420 // see if we are in a container of sorts
328 if (env) 421 if (env)
329 { 422 {
330 // the player inventory itself is always visible 423 // the player inventory itself is always visible
331 if (env->type == PLAYER) 424 if (env->is_player ())
332 return env; 425 return env;
333 426
334 // else a player could have our env open 427 // else a player could have our env open
335 object *envest = env->outer_env (); 428 object *envest = env->outer_env_or_self ();
336 429
337 // the player itself is always on a map, so we will find him here 430 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 431 // even if our inv is in a player.
339 if (envest->is_on_map ()) 432 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 433 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 434 if (pl->container_ () == env)
342 return pl; 435 return pl;
343 } 436 }
344 else 437 else
345 { 438 {
346 // maybe there is a player standing on the same mapspace 439 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 440 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 441 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
350 return pl; 444 return pl;
351 } 445 }
352 } 446 }
353 447
354 return 0; 448 return 0;
355} 449}
356 450
357// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
358static sint32 452static weight_t
359weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
360{ 454{
361 return op->type == CONTAINER 455 if (op->type == CONTAINER)
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
363 : weight;
364}
365 457
458 return weight;
459}
460
366/* 461/*
367 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
369 */ 464 */
370static void 465static void
371adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
372{ 467{
373 while (op) 468 while (op)
374 { 469 {
375 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
377 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
378 - weight_adjust_for (op, op->carrying - weight);
379 473
380 if (!weight) 474 sub = op->carrying;
381 return;
382
383 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
384 477
385 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
388 481
396 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
397 */ 490 */
398void 491void
399object::update_weight () 492object::update_weight ()
400{ 493{
401 sint32 sum = 0; 494 weight_t sum = 0;
402 495
403 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
404 { 497 {
405 if (op->inv)
406 op->update_weight (); 498 op->update_weight ();
407 499
408 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
409 } 501 }
410
411 sum = weight_adjust_for (this, sum);
412 502
413 if (sum != carrying) 503 if (sum != carrying)
414 { 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
415 carrying = sum; 509 carrying = sum;
416 510
417 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
432 object_freezer freezer; 526 object_freezer freezer;
433 op->write (freezer); 527 op->write (freezer);
434 return freezer.as_string (); 528 return freezer.as_string ();
435} 529}
436 530
437/* 531char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
439 * multi-object 1 which is closest to the second object.
440 * If it's not a multi-object, it is returned.
441 */
442object *
443get_nearest_part (object *op, const object *pl)
444{ 533{
445 object *tmp, *closest; 534 return dump_object (this);
446 int last_dist, i;
447
448 if (!op->more)
449 return op;
450
451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
454 if ((i = distance (tmp, pl)) < last_dist)
455 closest = tmp, last_dist = i;
456
457 return closest;
458} 535}
459 536
460/* 537/*
461 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow. 539 * VERRRY slow.
470 547
471 return 0; 548 return 0;
472} 549}
473 550
474/* 551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
564}
565
566/*
475 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
476 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
477 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
478 */ 570 */
479object * 571object *
480find_object_name (const char *str) 572find_object_name (const char *str)
481{ 573{
482 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
483 object *op;
484 575
576 if (str_)
485 for_all_objects (op) 577 for_all_objects (op)
486 if (op->name == str_) 578 if (op->name == str_)
487 break; 579 return op;
488 580
489 return op; 581 return 0;
490} 582}
491 583
492/* 584/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 586 * skill and experience objects.
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return; 600 return;
509 } 601 }
510 602
511 this->owner = owner; 603 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578}
579
580/* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links.
582 */
583static void
584free_key_values (object *op)
585{
586 for (key_value *i = op->key_values; i; )
587 {
588 key_value *next = i->next;
589 delete i;
590
591 i = next;
592 }
593
594 op->key_values = 0;
595} 604}
596 605
597/* 606/*
598 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
605void 614void
606object::copy_to (object *dst) 615object::copy_to (object *dst)
607{ 616{
608 dst->remove (); 617 dst->remove ();
609 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
610 dst->flag [FLAG_REMOVED] = true; 623 dst->flag [FLAG_REMOVED] = true;
611 624 dst->activate ();
612 /* Copy over key_values, if any. */
613 if (key_values)
614 {
615 key_value *tail = 0;
616 dst->key_values = 0;
617
618 for (key_value *i = key_values; i; i = i->next)
619 {
620 key_value *new_link = new key_value;
621
622 new_link->next = 0;
623 new_link->key = i->key;
624 new_link->value = i->value;
625
626 /* Try and be clever here, too. */
627 if (!dst->key_values)
628 {
629 dst->key_values = new_link;
630 tail = new_link;
631 }
632 else
633 {
634 tail->next = new_link;
635 tail = new_link;
636 }
637 }
638 }
639
640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644} 625}
645 626
646void 627void
647object::instantiate () 628object::instantiate ()
648{ 629{
649 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 631 uuid = UUID::gen ();
651 632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
652 speed_left = -0.1f; 637 speed_left = -1.;
638
653 /* copy the body_info to the body_used - this is only really 639 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything. 640 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting 641 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
658 */ 644 */
659 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
660 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
661 647
662 attachable::instantiate (); 648 attachable::instantiate ();
663} 649}
664 650
665object * 651object *
666object::clone () 652object::clone ()
667{ 653{
668 object *neu = create (); 654 object *neu = create ();
669 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
670 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
671 return neu; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
672} 674}
673 675
674/* 676/*
675 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
676 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
677 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
678 */ 680 */
679void 681void
680update_turn_face (object *op) 682update_turn_face (object *op)
681{ 683{
682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
683 return; 685 return;
684 686
685 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
686 update_object (op, UP_OBJ_FACE);
687} 688}
688 689
689/* 690/*
690 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
691 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
692 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
693 */ 694 */
694void 695void
695object::set_speed (float speed) 696object::set_speed (float speed)
696{ 697{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 698 this->speed = speed;
704 699
705 if (has_active_speed ()) 700 if (has_active_speed ())
706 activate (); 701 activate ();
707 else 702 else
708 deactivate (); 703 deactivate ();
709} 704}
710 705
711/* 706/*
712 * update_object() updates the the map. 707 * update_object() updates the map.
713 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 710 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
754 } 749 }
755 750
756 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
757 752
758 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 754 m.update_up (); // nothing to do except copy up
760 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
761 { 756 {
757#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 769 * have move_allow right now.
774 */ 770 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
772 m.invalidate ();
773#else
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
777 m.flags_ = 0; 775 m.invalidate ();
776#endif
778 } 777 }
779 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 780 * that is being removed.
782 */ 781 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 783 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
787 else 786 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 788
790 if (op->more) 789 if (op->more)
791 update_object (op->more, action); 790 update_object (op->more, action);
792} 791}
793 792
794object::object () 793object::object ()
795{ 794{
796 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
797 796
798 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
799 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
800} 800}
801 801
802object::~object () 802object::~object ()
803{ 803{
804 unlink (); 804 unlink ();
805 805
806 free_key_values (this); 806 kv.clear ();
807} 807}
808
809static int object_count;
810 808
811void object::link () 809void object::link ()
812{ 810{
813 assert (!index);//D 811 assert (!index);//D
814 uuid = UUID::gen (); 812 uuid = UUID::gen ();
815 count = ++object_count;
816 813
817 refcnt_inc (); 814 refcnt_inc ();
818 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
819} 819}
820 820
821void object::unlink () 821void object::unlink ()
822{ 822{
823 if (!index) 823 if (!index)
824 return; 824 return;
825
826 ++destroy_count;
825 827
826 objects.erase (this); 828 objects.erase (this);
827 refcnt_dec (); 829 refcnt_dec ();
828} 830}
829 831
833 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
834 if (active) 836 if (active)
835 return; 837 return;
836 838
837 if (has_active_speed ()) 839 if (has_active_speed ())
840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
843
838 actives.insert (this); 844 actives.insert (this);
845 }
839} 846}
840 847
841void 848void
842object::activate_recursive () 849object::activate_recursive ()
843{ 850{
847 op->activate_recursive (); 854 op->activate_recursive ();
848} 855}
849 856
850/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
851 * objects. 858 * objects.
852 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
853 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
854 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
855 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
856 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
857 */ 864 */
903 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
904 * drop on that space. 911 * drop on that space.
905 */ 912 */
906 if (!drop_to_ground 913 if (!drop_to_ground
907 || !map 914 || !map
908 || map->in_memory != MAP_ACTIVE 915 || !map->linkable ()
909 || map->no_drop 916 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
911 { 918 {
912 while (inv) 919 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 920 inv->destroy ();
916 }
917 } 921 }
918 else 922 else
919 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
920 while (inv) 924 while (inv)
921 { 925 {
925 || op->flag [FLAG_NO_DROP] 929 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 930 || op->type == RUNE
927 || op->type == TRAP 931 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 932 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 933 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 934 op->destroy ();
931 else 935 else
932 map->insert (op, x, y); 936 map->insert (op, x, y);
933 } 937 }
934 } 938 }
935} 939}
936 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
937object *object::create () 978object::create ()
938{ 979{
939 object *op = new object; 980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
940 op->link (); 1002 op->link ();
1003
941 return op; 1004 return op;
942} 1005}
943 1006
944static struct freed_map : maptile 1007void
1008object::do_delete ()
945{ 1009{
946 freed_map () 1010 uint32_t count = this->count;
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 no_drop = 1;
953 no_reset = 1;
954 1011
955 alloc (); 1012 this->~object ();
956 in_memory = MAP_ACTIVE;
957 }
958 1013
959 ~freed_map () 1014 freelist_item *li = (freelist_item *)this;
960 { 1015 li->next = freelist;
961 destroy (); 1016 li->count = count;
962 } 1017
963} freed_map; // freed objects are moved here to avoid crashes 1018 freelist = li;
1019 ++free_count;
1020}
964 1021
965void 1022void
966object::do_destroy () 1023object::do_destroy ()
967{ 1024{
968 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
969 remove_button_link (this); 1026 remove_link ();
970 1027
971 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
972 remove_friendly_object (this); 1029 remove_friendly_object (this);
973 1030
974 remove (); 1031 remove ();
999 attacked_by = 0; 1056 attacked_by = 0;
1000 current_weapon = 0; 1057 current_weapon = 0;
1001} 1058}
1002 1059
1003void 1060void
1004object::destroy (bool destroy_inventory) 1061object::destroy ()
1005{ 1062{
1006 if (destroyed ()) 1063 if (destroyed ())
1007 return; 1064 return;
1008 1065
1009 if (!is_head () && !head->destroyed ()) 1066 if (!is_head () && !head->destroyed ())
1010 { 1067 {
1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1012 head->destroy (destroy_inventory); 1069 head->destroy ();
1013 return; 1070 return;
1014 } 1071 }
1015 1072
1016 destroy_inv (!destroy_inventory); 1073 destroy_inv_fast ();
1017 1074
1018 if (is_head ()) 1075 if (is_head ())
1019 if (sound_destroy) 1076 if (sound_destroy)
1020 play_sound (sound_destroy); 1077 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER]) 1078 else if (flag [FLAG_MONSTER])
1032 * the previous environment. 1089 * the previous environment.
1033 */ 1090 */
1034void 1091void
1035object::do_remove () 1092object::do_remove ()
1036{ 1093{
1037 object *tmp, *last = 0;
1038 object *otmp;
1039
1040 if (flag [FLAG_REMOVED]) 1094 if (flag [FLAG_REMOVED])
1041 return; 1095 return;
1042 1096
1043 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1044 1098
1045 flag [FLAG_REMOVED] = true; 1099 flag [FLAG_REMOVED] = true;
1046 1100
1047 if (more) 1101 if (more)
1048 more->remove (); 1102 more->remove ();
1049 1103
1050 /* 1104 /*
1051 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1052 * inventory. 1106 * inventory.
1053 */ 1107 */
1054 if (env) 1108 if (env)
1055 { 1109 {
1056 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1057 if (object *pl = visible_to ()) 1111 if (object *pl = visible_to ())
1058 esrv_del_item (pl->contr, count); 1112 esrv_del_item (pl->contr, count);
1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060 1114
1061 adjust_weight (env, -total_weight ()); 1115 adjust_weight (env, total_weight (), 0);
1116
1117 object *pl = in_player ();
1062 1118
1063 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1066 */ 1122 */
1074 1130
1075 above = 0; 1131 above = 0;
1076 below = 0; 1132 below = 0;
1077 env = 0; 1133 env = 0;
1078 1134
1079 /* NO_FIX_PLAYER is set when a great many changes are being 1135 if (pl && pl->is_player ())
1080 * made to players inventory. If set, avoiding the call
1081 * to save cpu time.
1082 */ 1136 {
1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1084 otmp->update_stats (); 1138 {
1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1155 }
1085 } 1156 }
1086 else if (map) 1157 else if (map)
1087 { 1158 {
1088 map->dirty = true; 1159 map->dirty = true;
1089 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1090 1161
1091 if (object *pl = ms.player ()) 1162 if (object *pl = ms.player ())
1092 { 1163 {
1093 if (type == PLAYER) // this == pl(!) 1164 if (is_player ())
1094 { 1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1095 // leaving a spot always closes any open container on the ground 1169 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env) 1170 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures 1171 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent. 1172 // that the CLOSE event is being sent.
1099 close_container (); 1173 close_container ();
1100 1174
1101 --map->players; 1175 --map->players;
1102 map->touch (); 1176 map->touch ();
1103 } 1177 }
1104 else if (pl->container == this) 1178 else if (pl->container_ () == this)
1105 { 1179 {
1106 // removing a container should close it 1180 // removing a container should close it
1107 close_container (); 1181 close_container ();
1108 } 1182 }
1109 1183 else
1110 esrv_del_item (pl->contr, count); 1184 esrv_del_item (pl->contr, count);
1111 } 1185 }
1112 1186
1113 /* link the object above us */ 1187 /* link the object above us */
1114 // re-link, make sure compiler can easily use cmove 1188 // re-link, make sure compiler can easily use cmove
1115 *(above ? &above->below : &ms.top) = below; 1189 *(above ? &above->below : &ms.top) = below;
1116 *(below ? &below->above : &ms.bot) = above; 1190 *(below ? &below->above : &ms.bot) = above;
1117 1191
1118 above = 0; 1192 above = 0;
1119 below = 0; 1193 below = 0;
1120 1194
1121 if (map->in_memory == MAP_SAVING) 1195 ms.invalidate ();
1122 return;
1123 1196
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1198
1126 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1127 { 1200 {
1128 if (pl->container == this) 1201 if (pl->container_ () == this)
1129 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1131 * appropriately. 1204 * appropriately.
1132 */ 1205 */
1133 pl->close_container (); 1206 pl->close_container ();
1137 //TODO: update floorbox to preserve ordering 1210 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns) 1211 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1140 } 1213 }
1141 1214
1215 if (check_walk_off)
1142 for (tmp = ms.bot; tmp; tmp = tmp->above) 1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1143 { 1217 {
1218 above = tmp->above;
1219
1144 /* No point updating the players look faces if he is the object 1220 /* No point updating the players look faces if he is the object
1145 * being removed. 1221 * being removed.
1146 */ 1222 */
1147 1223
1148 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1152 {
1153 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1154
1155 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1228 }
1158 1229
1159 last = tmp; 1230 if (affects_los ())
1160 }
1161
1162 /* last == NULL if there are no objects on this space */
1163 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last)
1165 map->at (x, y).flags_ = 0;
1166 else
1167 update_object (last, UP_OBJ_REMOVE);
1168
1169 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1170 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1171 } 1232 }
1172} 1233}
1173 1234
1174/* 1235/*
1198 esrv_update_item (UPD_NROF, pl, top); 1259 esrv_update_item (UPD_NROF, pl, top);
1199 1260
1200 op->weight = 0; // cancel the addition above 1261 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already 1262 op->carrying = 0; // must be 0 already
1202 1263
1203 op->destroy (1); 1264 op->destroy ();
1204 1265
1205 return top; 1266 return top;
1206 } 1267 }
1207 1268
1208 return 0; 1269 return 0;
1216 1277
1217 object *prev = this; 1278 object *prev = this;
1218 1279
1219 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1220 { 1281 {
1221 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1222 1283
1223 op->name = name; 1284 op->name = name;
1224 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1225 op->title = title; 1286 op->title = title;
1226 1287
1236 * job preparing multi-part monsters. 1297 * job preparing multi-part monsters.
1237 */ 1298 */
1238object * 1299object *
1239insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1240{ 1301{
1302 op->remove ();
1303
1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1305 {
1243 tmp->x = x + tmp->arch->x; 1306 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->y; 1307 tmp->y = y + tmp->arch->y;
1245 } 1308 }
1262 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1263 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1264 * 1327 *
1265 * Return value: 1328 * Return value:
1266 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1268 * just 'op' otherwise 1331 * just 'op' otherwise
1269 */ 1332 */
1270object * 1333object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1335{
1273 op->remove (); 1336 op->remove ();
1337
1338 if (m == &freed_map)//D TODO: remove soon
1339 {//D
1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1341 }//D
1274 1342
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1345 * need extra work
1278 */ 1346 */
1347 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1348 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1349 {
1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1351 return 0;
1283 } 1352 }
1284 1353
1285 if (object *more = op->more) 1354 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1355 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1356 return 0;
1288 1357
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1358 op->flag [FLAG_REMOVED] = false;
1290 1359 op->env = 0;
1291 op->map = m; 1360 op->map = newmap;
1361
1292 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1293 1363
1294 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1295 */ 1365 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1299 { 1369 {
1300 // TODO: we actually want to update tmp, not op, 1370 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp 1371 // but some caller surely breaks when we return tmp
1302 // from here :/ 1372 // from here :/
1303 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1304 tmp->destroy (1); 1374 tmp->destroy ();
1305 } 1375 }
1306 1376
1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1308 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1309 1379
1310 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1311 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1312 1382
1313 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1314 { 1384 {
1315 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1316 { 1386 {
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1388 abort ();
1319 } 1389 }
1320 1390
1321 if (!originator->is_on_map ()) 1391 if (!originator->is_on_map ())
1392 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ()); 1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1324 1397
1325 op->above = originator; 1398 op->above = originator;
1326 op->below = originator->below; 1399 op->below = originator->below;
1327 originator->below = op; 1400 originator->below = op;
1328 1401
1341 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1342 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1343 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1344 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1345 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1346 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1347 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1348 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1349 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1350 */ 1423 */
1351 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1352 { 1425 {
1353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1354 floor = tmp; 1427 floor = tmp;
1355 1428
1356 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1357 { 1430 {
1358 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1359 top = tmp->below; 1432 top = tmp->below;
1360 break; 1433 break;
1361 } 1434 }
1379 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1380 { 1453 {
1381 object *last; 1454 object *last;
1382 1455
1383 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1384 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1385 break; 1458 break;
1386 1459
1387 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1414 op->below = top; 1487 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1489 }
1417 } 1490 }
1418 1491
1419 if (op->type == PLAYER) 1492 if (op->is_player ())
1420 { 1493 {
1421 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1422 ++op->map->players; 1495 ++op->map->players;
1423 op->map->touch (); 1496 op->map->touch ();
1424 } 1497 }
1439 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1515 * of effect may be sufficient.
1443 */ 1516 */
1444 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1446 1522
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1449 1525
1450 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1534 * update_object().
1459 */ 1535 */
1460 1536
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1539 {
1464 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1465 return 0; 1541 return 0;
1466 1542
1467 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1468 * walk on's. 1544 * walk on's.
1469 */ 1545 */
1470 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1472 return 0; 1548 return 0;
1473 } 1549 }
1474 1550
1475 return op; 1551 return op;
1476} 1552}
1477 1553
1478/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1481 */ 1557 */
1482void 1558void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1560{
1485 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1486 1562
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (1); 1565 tmp->destroy ();
1490 1566
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1492 1568
1493 tmp->x = op->x; 1569 tmp->x = op->x;
1494 tmp->y = op->y; 1570 tmp->y = op->y;
1495 1571
1496 insert_ob_in_map (tmp, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1501{ 1577{
1502 if (where->env) 1578 if (where->env)
1503 return where->env->insert (this); 1579 return where->env->insert (this);
1504 else 1580 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1582}
1583
1584// check whether we can put this into the map, respect max_volume, max_items
1585bool
1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1589
1590 int items = ms.items ();
1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1506} 1604}
1507 1605
1508/* 1606/*
1509 * decrease(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1510 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1518 if (!nr) 1616 if (!nr)
1519 return true; 1617 return true;
1520 1618
1521 nr = min (nr, nrof); 1619 nr = min (nr, nrof);
1522 1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1523 nrof -= nr; 1625 nrof -= nr;
1524
1525 if (nrof)
1526 {
1527 adjust_weight (env, -weight * nr); // carrying == 0
1528 1626
1529 if (object *pl = visible_to ()) 1627 if (object *pl = visible_to ())
1530 esrv_update_item (UPD_NROF, pl, this); 1628 esrv_update_item (UPD_NROF, pl, this);
1531 1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1532 return true; 1632 return true;
1533 } 1633 }
1534 else 1634 else
1535 { 1635 {
1536 destroy (1); 1636 destroy ();
1537 return false; 1637 return false;
1538 } 1638 }
1539} 1639}
1540 1640
1541/* 1641/*
1589/* 1689/*
1590 * env->insert (op) 1690 * env->insert (op)
1591 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1592 * inside the object environment. 1692 * inside the object environment.
1593 * 1693 *
1594 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1595 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1596 */ 1696 */
1597object * 1697object *
1598object::insert (object *op) 1698object::insert (object *op)
1599{ 1699{
1610 if (op->nrof) 1710 if (op->nrof)
1611 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1612 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1613 { 1713 {
1614 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1615 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1616 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1617 1721
1618 if (object *pl = tmp->visible_to ()) 1722 if (object *pl = tmp->visible_to ())
1619 esrv_update_item (UPD_NROF, pl, tmp); 1723 esrv_update_item (UPD_NROF, pl, tmp);
1620 1724
1621 adjust_weight (this, op->total_weight ()); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1622 1726
1623 op->destroy (1); 1727 op->destroy ();
1624 op = tmp; 1728 op = tmp;
1625 goto inserted; 1729 goto inserted;
1626 } 1730 }
1627 1731
1628 op->owner = 0; // it's his/hers now. period. 1732 op->owner = 0; // it's his/hers now. period.
1642 op->flag [FLAG_REMOVED] = 0; 1746 op->flag [FLAG_REMOVED] = 0;
1643 1747
1644 if (object *pl = op->visible_to ()) 1748 if (object *pl = op->visible_to ())
1645 esrv_send_item (pl, op); 1749 esrv_send_item (pl, op);
1646 1750
1647 adjust_weight (this, op->total_weight ()); 1751 adjust_weight (this, 0, op->total_weight ());
1648 1752
1649inserted: 1753inserted:
1650 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1651 if (op->glow_radius && map && map->darkness) 1755 if (op->glow_radius && is_on_map ())
1756 {
1757 update_stats ();
1652 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1653 1759 }
1760 else if (is_player ())
1654 // if this is a player's inventory, update stats 1761 // if this is a player's inventory, update stats
1655 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1762 contr->queue_stats_update ();
1656 update_stats ();
1657 1763
1658 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1659 1765
1660 return op; 1766 return op;
1661} 1767}
1679 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1680 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1681 * on top. 1787 * on top.
1682 */ 1788 */
1683int 1789int
1684check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1685{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1686 object *tmp; 1795 object *tmp;
1687 maptile *m = op->map; 1796 maptile *m = op->map;
1688 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1689 1798
1690 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1691 1800
1692 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1693 return 0;
1694 1802
1695 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1696 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1697 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1698 1806
1699 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1700 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1701 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1702 * as walking. 1810 * as walking.
1711 */ 1819 */
1712 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1713 return 0; 1821 return 0;
1714 1822
1715 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1716 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1717 */ 1825 */
1718 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1719 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1720 {
1721 /* Trim the search when we find the first other spell effect
1722 * this helps performance so that if a space has 50 spell objects,
1723 * we don't need to check all of them.
1724 */
1725 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1726 break;
1727 } 1827 {
1828 next = tmp->below;
1728 1829
1729 for (; tmp; tmp = tmp->below)
1730 {
1731 if (tmp == op) 1830 if (tmp == op)
1732 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1733 1832
1734 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1735 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1736 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1737 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1738 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1739 */ 1838 */
1740 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1741 { 1840 {
1742 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1743 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1744 { 1843 {
1745
1746 float
1747 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1748 1845
1749 if (op->type == PLAYER) 1846 if (op->is_player ())
1750 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1751 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1752 diff /= 4.0; 1849 diff /= 4.0;
1753 1850
1754 op->speed_left -= diff; 1851 op->speed_left -= diff;
1755 } 1852 }
1756 } 1853 }
1757 1854
1758 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1759 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1761 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1762 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1763 1865
1764 if (op->destroyed ()) 1866 if (op->destroyed ())
1765 return 1; 1867 return 1;
1766 1868
1878void 1980void
1879flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1880{ 1982{
1881 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1882 { 1984 {
1883 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1884 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1885 } 1987 }
1886} 1988}
1887 1989
1888/* 1990/*
1891void 1993void
1892unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1893{ 1995{
1894 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1895 { 1997 {
1896 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1897 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1898 } 2000 }
1899} 2001}
1900 2002
1901/* 2003/*
1911 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1912 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1913 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1914 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1915 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1916 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1917 * customized, changed states, etc. 2019 * customized, changed states, etc.
1918 */ 2020 */
1919int 2021int
1920find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1921{ 2023{
1922 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
1923 int index = 0, flag; 2025 int index = 0;
1924 2026
1925 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
1926 { 2028 {
1927 mapxy pos (m, x, y); pos.move (i); 2029 mapxy pos (m, x, y); pos.move (i);
1928 2030
1944 continue; 2046 continue;
1945 } 2047 }
1946 2048
1947 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
1948 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
1949 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
1950 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
1951 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
1952 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1953 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
1954 */ 2056 */
1962 * head of the object should correspond for the entire object. 2064 * head of the object should correspond for the entire object.
1963 */ 2065 */
1964 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1965 continue; 2067 continue;
1966 2068
1967 if (ob->blocked (m, pos.x, pos.y)) 2069 if (ob->blocked (pos.m, pos.x, pos.y))
1968 continue; 2070 continue;
1969 2071
1970 altern [index++] = i; 2072 altern [index++] = i;
1971 } 2073 }
1972 2074
1984 */ 2086 */
1985int 2087int
1986find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
1987{ 2089{
1988 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
1989 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
1990 return i; 2092 return i;
1991 2093
1992 return -1; 2094 return -1;
1993} 2095}
1994 2096
2005 2107
2006 while (--end) 2108 while (--end)
2007 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2008} 2110}
2009 2111
2010/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2011 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2012 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2013 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2014 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2015 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2040 * there is capable of. 2142 * there is capable of.
2041 */ 2143 */
2042int 2144int
2043find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2044{ 2146{
2045 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2046
2047 sint16 nx, ny;
2048 object *tmp;
2049 maptile *mp;
2050
2051 MoveType blocked, move_type; 2148 MoveType move_type;
2052 2149
2053 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2054 { 2151 {
2055 exclude = exclude->head; 2152 exclude = exclude->head;
2056 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2059 { 2156 {
2060 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2061 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2062 } 2159 }
2063 2160
2064 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2065 { 2162 {
2066 mp = m; 2163 mapxy pos (m, x, y);
2067 nx = x + freearr_x[i]; 2164 pos.move (i);
2068 ny = y + freearr_y[i];
2069 2165
2070 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2071
2072 if (mflags & P_OUT_OF_MAP)
2073 max = maxfree[i]; 2167 max = maxfree[i];
2074 else 2168 else
2075 { 2169 {
2076 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2077 2171
2078 blocked = ms.move_block;
2079
2080 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2081 max = maxfree[i]; 2173 max = maxfree [i];
2082 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2083 { 2175 {
2084 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2085 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2086 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2087 break;
2088
2089 if (tmp)
2090 return freedir[i]; 2179 return freedir [i];
2091 } 2180 }
2092 } 2181 }
2093 } 2182 }
2094 2183
2095 return 0; 2184 return 0;
2104{ 2193{
2105 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2106} 2195}
2107 2196
2108/* 2197/*
2109 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2110 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2111 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2112 */ 2201 */
2113int 2202int
2114find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2115{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2116 int q; 2248 int q;
2117 2249
2118 if (y) 2250 if (y)
2119 q = x * 100 / y; 2251 q = 128 * x / y;
2120 else if (x) 2252 else if (x)
2121 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2122 else 2254 else
2123 return 0; 2255 return 0;
2124 2256
2125 if (y > 0) 2257 if (y > 0)
2126 { 2258 {
2127 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2128 return 3; 2264 return 3;
2129 if (q < -41) 2265 }
2130 return 2; 2266 else
2131 if (q < 41) 2267 {
2132 return 1; 2268 if (q < -309) return 3;
2133 if (q < 242) 2269 if (q < -52) return 2;
2134 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2135 return 7; 2273 return 7;
2136 } 2274 }
2137 2275#endif
2138 if (q < -242)
2139 return 7;
2140 if (q < -41)
2141 return 6;
2142 if (q < 41)
2143 return 5;
2144 if (q < 242)
2145 return 4;
2146
2147 return 3;
2148} 2276}
2149 2277
2150/* 2278/*
2151 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2152 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2153 */ 2281 */
2154int 2282int
2155dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2156{ 2284{
2157 int d;
2158
2159 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2160 if (d > 4)
2161 d = 8 - d;
2162 2286
2163 return d; 2287 return d > 4 ? 8 - d : d;
2164} 2288}
2165 2289
2166/* peterm: 2290/* peterm:
2167 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2168 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2170 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2171 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2172 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2173 * functions. 2297 * functions.
2174 */ 2298 */
2175int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2176 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2177 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2178 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2179 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2180 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2237 int mflags; 2361 int mflags;
2238 2362
2239 if (dir < 0) 2363 if (dir < 0)
2240 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2241 2365
2242 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2243 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2244 2368
2245 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2246 2370
2247 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2248 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2274 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2275 */ 2399 */
2276int 2400int
2277can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2278{ 2402{
2279 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2280 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2281 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2282} 2406}
2407
2408//-GPL
2283 2409
2284/* 2410/*
2285 * create clone from object to another 2411 * create clone from object to another
2286 */ 2412 */
2287object * 2413object *
2318 return tmp; 2444 return tmp;
2319 2445
2320 return 0; 2446 return 0;
2321} 2447}
2322 2448
2323const shstr & 2449/* Zero the key_values on op, decrementing the shared-string
2324object::kv_get (const shstr &key) const 2450 * refcounts and freeing the links.
2451 */
2452void
2453key_values::clear ()
2325{ 2454{
2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2326 for (key_value *kv = key_values; kv; kv = kv->next) 2468 for (key_value *kv = first; kv; kv = kv->next)
2327 if (kv->key == key) 2469 if (kv->key == key)
2328 return kv->value; 2470 return kv->value;
2329 2471
2330 return shstr_null; 2472 return shstr ();
2331} 2473}
2332 2474
2333void 2475void
2334object::kv_set (const shstr &key, const shstr &value) 2476key_values::add (shstr_tmp key, shstr_tmp value)
2335{ 2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2336 for (key_value *kv = key_values; kv; kv = kv->next) 2490 for (key_value *kv = first; kv; kv = kv->next)
2337 if (kv->key == key) 2491 if (kv->key == key)
2338 { 2492 {
2339 kv->value = value; 2493 kv->value = value;
2340 return; 2494 return;
2341 } 2495 }
2342 2496
2343 key_value *kv = new key_value; 2497 add (key, value);
2344
2345 kv->next = key_values;
2346 kv->key = key;
2347 kv->value = value;
2348
2349 key_values = kv;
2350} 2498}
2351 2499
2352void 2500void
2353object::kv_del (const shstr &key) 2501key_values::del (shstr_tmp key)
2354{ 2502{
2355 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2356 if ((*kvp)->key == key) 2504 if ((*kvp)->key == key)
2357 { 2505 {
2358 key_value *kv = *kvp; 2506 key_value *kv = *kvp;
2359 *kvp = (*kvp)->next; 2507 *kvp = (*kvp)->next;
2360 delete kv; 2508 delete kv;
2361 return; 2509 return;
2362 } 2510 }
2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2363} 2541}
2364 2542
2365object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2366: iterator_base (container) 2544: iterator_base (container)
2367{ 2545{
2451{ 2629{
2452 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2453 : region::default_region (); 2631 : region::default_region ();
2454} 2632}
2455 2633
2456const materialtype_t * 2634//+GPL
2457object::dominant_material () const
2458{
2459 if (materialtype_t *mt = name_to_material (materialname))
2460 return mt;
2461
2462 return name_to_material (shstr_unknown);
2463}
2464 2635
2465void 2636void
2466object::open_container (object *new_container) 2637object::open_container (object *new_container)
2467{ 2638{
2468 if (container == new_container) 2639 if (container == new_container)
2489 container = 0; 2660 container = 0;
2490 2661
2491 // client needs item update to make it work, client bug requires this to be separate 2662 // client needs item update to make it work, client bug requires this to be separate
2492 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2493 2664
2494 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2495 play_sound (sound_find ("chest_close")); 2666 play_sound (sound_find ("chest_close"));
2496 } 2667 }
2497 2668
2498 if (new_container) 2669 if (new_container)
2499 { 2670 {
2503 // TODO: this does not seem to serve any purpose anymore? 2674 // TODO: this does not seem to serve any purpose anymore?
2504#if 0 2675#if 0
2505 // insert the "Close Container" object. 2676 // insert the "Close Container" object.
2506 if (archetype *closer = new_container->other_arch) 2677 if (archetype *closer = new_container->other_arch)
2507 { 2678 {
2508 object *closer = arch_to_object (new_container->other_arch); 2679 object *closer = new_container->other_arch->instance ();
2509 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2510 new_container->insert (closer); 2681 new_container->insert (closer);
2511 } 2682 }
2512#endif 2683#endif
2513 2684
2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2515 2686
2516 // make sure the container is available, client bug requires this to be separate 2687 // make sure the container is available, client bug requires this to be separate
2517 esrv_send_item (this, new_container); 2688 esrv_send_item (this, new_container);
2518 2689
2519 new_container->flag [FLAG_APPLIED] = true; 2690 new_container->flag [FLAG_APPLIED] = true;
2526 } 2697 }
2527// else if (!old_container->env && contr && contr->ns) 2698// else if (!old_container->env && contr && contr->ns)
2528// contr->ns->floorbox_reset (); 2699// contr->ns->floorbox_reset ();
2529} 2700}
2530 2701
2702//-GPL
2703
2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2531object * 2734object *
2532object::force_find (const shstr name) 2735object::force_find (shstr_tmp name)
2533{ 2736{
2534 /* cycle through his inventory to look for the MARK we want to 2737 /* cycle through his inventory to look for the MARK we want to
2535 * place 2738 * place
2536 */ 2739 */
2537 for (object *tmp = inv; tmp; tmp = tmp->below) 2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2538 if (tmp->type == FORCE && tmp->slaying == name) 2741 if (tmp->type == FORCE && tmp->slaying == name)
2539 return splay (tmp); 2742 return splay (tmp);
2540 2743
2541 return 0; 2744 return 0;
2542} 2745}
2543 2746
2544void 2747void
2748object::force_set_timer (int duration)
2749{
2750 this->duration = 1;
2751 this->speed_left = -1.f;
2752
2753 this->set_speed (duration ? 1.f / duration : 0.f);
2754}
2755
2756object *
2545object::force_add (const shstr name, int duration) 2757object::force_add (shstr_tmp name, int duration)
2546{ 2758{
2547 if (object *force = force_find (name)) 2759 if (object *force = force_find (name))
2548 force->destroy (); 2760 force->destroy ();
2549 2761
2550 object *force = get_archetype (FORCE_NAME); 2762 object *force = archetype::get (FORCE_NAME);
2551 2763
2552 force->slaying = name; 2764 force->slaying = name;
2553 force->stats.food = 1; 2765 force->force_set_timer (duration);
2554 force->speed_left = -1.f;
2555
2556 force->set_speed (duration ? 1.f / duration : 0.f);
2557 force->flag [FLAG_IS_USED_UP] = true;
2558 force->flag [FLAG_APPLIED] = true; 2766 force->flag [FLAG_APPLIED] = true;
2559 2767
2560 insert (force); 2768 return insert (force);
2561} 2769}
2562 2770
2563void 2771void
2564object::play_sound (faceidx sound) 2772object::play_sound (faceidx sound) const
2565{ 2773{
2566 if (!sound) 2774 if (!sound)
2567 return; 2775 return;
2568 2776
2569 if (flag [FLAG_REMOVED]) 2777 if (is_on_map ())
2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781}
2782
2783void
2784object::say_msg (const char *msg) const
2785{
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::make_noise ()
2794{
2795 // we do not model noise in the map, so instead put
2796 // a temporary light into the noise source
2797 // could use the map instead, but that's less reliable for our
2798 // goal, which is to make invisibility a bit harder to exploit
2799
2800 // currently only works sensibly for players
2801 if (!is_player ())
2570 return; 2802 return;
2571 2803
2572 if (env) 2804 // find old force, or create new one
2573 { 2805 object *force = force_find (shstr_noise_force);
2574 if (object *pl = in_player ()) 2806
2575 pl->contr->play_sound (sound); 2807 if (force)
2576 } 2808 force->speed_left = -1.f; // patch old speed up
2577 else 2809 else
2578 map->play_sound (sound, x, y); 2810 {
2579} 2811 force = archetype::get (shstr_noise_force);
2580 2812
2813 force->slaying = shstr_noise_force;
2814 force->stats.food = 1;
2815 force->speed_left = -1.f;
2816
2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2822 }
2823}
2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2853 return 0;
2854}
2855
2856// put marked object first in the inventory
2857// this is used by identify-like spells so players can influence
2858// the order a bit.
2859void
2860object::splay_marked ()
2861{
2862 if (object *marked = mark ())
2863 splay (marked);
2864}
2865

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