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Comparing deliantra/server/common/object.C (file contents):
Revision 1.216 by root, Tue Apr 22 23:50:23 2008 UTC vs.
Revision 1.337 by root, Thu May 6 21:45:49 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
66static void 76static void
67write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
68{ 78{
69 CALL_BEGIN (2); 79 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 83 CALL_END;
74} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
82 92
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 112 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
104 114
105 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
106 { 116 {
133 143
134void 144void
135UUID::init () 145UUID::init ()
136{ 146{
137 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
138} 213}
139 214
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 216static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
143{ 218{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
149 */ 222 */
150 223
151 /* For each field in wants, */ 224 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 226 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 227 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
196{ 257{
197 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
198 if (ob1 == ob2 259 if (ob1 == ob2
199 || ob1->type != ob2->type 260 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 261 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 264 return 0;
204 265
205 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 269 return 0;
212 270
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 275 * flags lose any meaning.
218 */ 276 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
221 279
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
224 282
225 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 284 || ob1->name != ob2->name
227 || ob1->title != ob2->title 285 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 292 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 308 return 0;
250 309
251 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
255 .any ()) 313 .any ())
256 return 0; 314 return 0;
257 315
258 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
277 335
278 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
279 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
280 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
281 */ 339 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 341 return 0;
284 342
285 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
286 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
287 * check? 345 * check?
288 */ 346 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 348 return 0;
291 349
292 switch (ob1->type) 350 switch (ob1->type)
293 { 351 {
294 case SCROLL: 352 case SCROLL:
334 392
335// find player who can see this object 393// find player who can see this object
336object * 394object *
337object::visible_to () const 395object::visible_to () const
338{ 396{
339 if (!flag [FLAG_REMOVED]) 397 if (client_visible () && !flag [FLAG_REMOVED])
340 { 398 {
341 // see if we are in a container of sorts 399 // see if we are in a container of sorts
342 if (env) 400 if (env)
343 { 401 {
344 // the player inventory itself is always visible 402 // the player inventory itself is always visible
345 if (env->type == PLAYER) 403 if (env->is_player ())
346 return env; 404 return env;
347 405
348 // else a player could have our env open 406 // else a player could have our env open
349 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
350 408
351 // the player itself is always on a map, so we will find him here 409 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 410 // even if our inv is in a player.
353 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 413 if (pl->container_ () == env)
356 return pl; 414 return pl;
357 } 415 }
358 else 416 else
359 { 417 {
360 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
363 return pl; 423 return pl;
364 } 424 }
365 } 425 }
366 426
367 return 0; 427 return 0;
368} 428}
369 429
370// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
371static sint32 431static uint32
372weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, uint32 weight)
373{ 433{
374 return op->type == CONTAINER 434 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? weight - weight * op->stats.Str / 100
376 : weight; 436 : weight;
377} 437}
378 438
379/* 439/*
380 * adjust_weight(object, weight) adds the specified weight to an object, 440 * subtracts, then adds, the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying. 441 * and also updates how much the environment(s) is/are carrying.
382 */ 442 */
383static void 443static void
384adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 sub, sint32 add)
385{ 445{
386 while (op) 446 while (op)
387 { 447 {
388 weight = weight_adjust (op, weight); 448 sint32 ocarrying = op->carrying;
389 449
390 if (!weight) 450 op->carrying -= weight_adjust_for (op, sub);
391 return; 451 op->carrying += weight_adjust_for (op, add);
392
393 op->carrying += weight;
394 452
395 if (object *pl = op->visible_to ()) 453 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily 454 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op); 455 esrv_update_item (UPD_WEIGHT, pl, op);
398 456
457 sub = ocarrying;
458 add = op->carrying;
459
399 op = op->env; 460 op = op->env;
400 } 461 }
401} 462}
402 463
403/* 464/*
410{ 471{
411 sint32 sum = 0; 472 sint32 sum = 0;
412 473
413 for (object *op = inv; op; op = op->below) 474 for (object *op = inv; op; op = op->below)
414 { 475 {
415 if (op->inv)
416 op->update_weight (); 476 op->update_weight ();
417 477
418 sum += op->total_weight (); 478 sum += weight_adjust_for (this, op->total_weight ());
419 } 479 }
420
421 sum = weight_adjust (this, sum);
422 480
423 if (sum != carrying) 481 if (sum != carrying)
424 { 482 {
483 if (carrying != sum && carrying)//D
484 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
485 (long long)sum, (long long)carrying, debug_desc ());
486
425 carrying = sum; 487 carrying = sum;
426 488
427 if (object *pl = visible_to ()) 489 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily 490 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this); 491 esrv_update_item (UPD_WEIGHT, pl, this);
442 object_freezer freezer; 504 object_freezer freezer;
443 op->write (freezer); 505 op->write (freezer);
444 return freezer.as_string (); 506 return freezer.as_string ();
445} 507}
446 508
447/* 509char *
448 * get_nearest_part(multi-object, object 2) returns the part of the 510object::as_string ()
449 * multi-object 1 which is closest to the second object.
450 * If it's not a multi-object, it is returned.
451 */
452object *
453get_nearest_part (object *op, const object *pl)
454{ 511{
455 object *tmp, *closest; 512 return dump_object (this);
456 int last_dist, i;
457
458 if (!op->more)
459 return op;
460
461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
464 if ((i = distance (tmp, pl)) < last_dist)
465 closest = tmp, last_dist = i;
466
467 return closest;
468} 513}
469 514
470/* 515/*
471 * Returns the object which has the count-variable equal to the argument. 516 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow. 517 * VERRRY slow.
480 525
481 return 0; 526 return 0;
482} 527}
483 528
484/* 529/*
530 * Returns the object which has the uuid equal to the argument.
531 * MOAR VERRRY slow.
532 */
533
534object *
535find_object_uuid (UUID i)
536{
537 for_all_objects (op)
538 if (op->uuid == i)
539 return op;
540
541 return 0;
542}
543
544/*
485 * Returns the first object which has a name equal to the argument. 545 * Returns the first object which has a name equal to the argument.
486 * Used only by the patch command, but not all that useful. 546 * Used only by the patch command, but not all that useful.
487 * Enables features like "patch <name-of-other-player> food 999" 547 * Enables features like "patch <name-of-other-player> food 999"
488 */ 548 */
489object * 549object *
490find_object_name (const char *str) 550find_object_name (const char *str)
491{ 551{
492 shstr_cmp str_ (str); 552 shstr_cmp str_ (str);
493 object *op;
494 553
554 if (str_)
495 for_all_objects (op) 555 for_all_objects (op)
496 if (op->name == str_) 556 if (op->name == str_)
497 break; 557 return op;
498 558
499 return op; 559 return 0;
500} 560}
501 561
502/* 562/*
503 * Sets the owner and sets the skill and exp pointers to owner's current 563 * Sets the owner and sets the skill and exp pointers to owner's current
504 * skill and experience objects. 564 * skill and experience objects.
519 } 579 }
520 580
521 this->owner = owner; 581 this->owner = owner;
522} 582}
523 583
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
588}
589
590/* Zero the key_values on op, decrementing the shared-string 584/* Zero the key_values on op, decrementing the shared-string
591 * refcounts and freeing the links. 585 * refcounts and freeing the links.
592 */ 586 */
593static void 587static void
594free_key_values (object *op) 588free_key_values (object *op)
602 } 596 }
603 597
604 op->key_values = 0; 598 op->key_values = 0;
605} 599}
606 600
607object & 601/*
608object::operator =(const object &src) 602 * copy_to first frees everything allocated by the dst object,
603 * and then copies the contents of itself into the second
604 * object, allocating what needs to be allocated. Basically, any
605 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
606 * if the first object is freed, the pointers in the new object
607 * will point at garbage.
608 */
609void
610object::copy_to (object *dst)
609{ 611{
610 bool is_freed = flag [FLAG_FREED]; 612 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 613 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 614 dst->flag [FLAG_REMOVED] = true;
617 615
618 /* Copy over key_values, if any. */ 616 /* Copy over key_values, if any. */
619 if (src.key_values) 617 if (key_values)
620 { 618 {
621 key_value *tail = 0; 619 key_value *tail = 0;
622 key_values = 0; 620 dst->key_values = 0;
623 621
624 for (key_value *i = src.key_values; i; i = i->next) 622 for (key_value *i = key_values; i; i = i->next)
625 { 623 {
626 key_value *new_link = new key_value; 624 key_value *new_link = new key_value;
627 625
628 new_link->next = 0; 626 new_link->next = 0;
629 new_link->key = i->key; 627 new_link->key = i->key;
630 new_link->value = i->value; 628 new_link->value = i->value;
631 629
632 /* Try and be clever here, too. */ 630 /* Try and be clever here, too. */
633 if (!key_values) 631 if (!dst->key_values)
634 { 632 {
635 key_values = new_link; 633 dst->key_values = new_link;
636 tail = new_link; 634 tail = new_link;
637 } 635 }
638 else 636 else
639 { 637 {
640 tail->next = new_link; 638 tail->next = new_link;
641 tail = new_link; 639 tail = new_link;
642 } 640 }
643 } 641 }
644 } 642 }
645}
646 643
647/* 644 dst->activate ();
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664} 645}
665 646
666void 647void
667object::instantiate () 648object::instantiate ()
668{ 649{
669 if (!uuid.seq) // HACK 650 if (!uuid.seq) // HACK
670 uuid = UUID::gen (); 651 uuid = UUID::gen ();
671 652
653 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
654 if (flag [FLAG_RANDOM_SPEED] && speed)
655 speed_left = - speed - rndm (); // TODO animation
656 else
672 speed_left = -0.1f; 657 speed_left = -1.;
658
673 /* copy the body_info to the body_used - this is only really 659 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything. 660 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting 661 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created 662 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped. 663 * for it, they can be properly equipped.
685object * 671object *
686object::clone () 672object::clone ()
687{ 673{
688 object *neu = create (); 674 object *neu = create ();
689 copy_to (neu); 675 copy_to (neu);
676
677 // TODO: unclean state changes, should not be done in clone AND instantiate
678 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
679 neu->speed_left = - neu->speed - rndm (); // TODO animation
680
681 neu->map = map; // not copied by copy_to
690 return neu; 682 return neu;
691} 683}
692 684
693/* 685/*
694 * If an object with the IS_TURNABLE() flag needs to be turned due 686 * If an object with the IS_TURNABLE() flag needs to be turned due
696 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
697 */ 689 */
698void 690void
699update_turn_face (object *op) 691update_turn_face (object *op)
700{ 692{
701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 693 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
702 return; 694 return;
703 695
704 SET_ANIMATION (op, op->direction); 696 SET_ANIMATION (op, op->direction);
705 update_object (op, UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
706} 698}
711 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
712 */ 704 */
713void 705void
714object::set_speed (float speed) 706object::set_speed (float speed)
715{ 707{
716 if (flag [FLAG_FREED] && speed)
717 {
718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
719 speed = 0;
720 }
721
722 this->speed = speed; 708 this->speed = speed;
723 709
724 if (has_active_speed ()) 710 if (has_active_speed ())
725 activate (); 711 activate ();
726 else 712 else
745 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
746 */ 732 */
747void 733void
748update_object (object *op, int action) 734update_object (object *op, int action)
749{ 735{
750 if (op == NULL) 736 if (!op)
751 { 737 {
752 /* this should never happen */ 738 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 740 return;
755 } 741 }
756 742
757 if (op->env) 743 if (!op->is_on_map ())
758 { 744 {
759 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
760 * to do in this case. 746 * to do in this case.
761 */ 747 */
762 return; 748 return;
763 } 749 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 750
771 /* make sure the object is within map boundaries */ 751 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 752 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 753 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
782 762
783 if (!(m.flags_ & P_UPTODATE)) 763 if (!(m.flags_ & P_UPTODATE))
784 /* nop */; 764 /* nop */;
785 else if (action == UP_OBJ_INSERT) 765 else if (action == UP_OBJ_INSERT)
786 { 766 {
767#if 0
787 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
797 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
798 * to have move_allow right now. 779 * have move_allow right now.
799 */ 780 */
800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
782 m.invalidate ();
783#else
801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 784 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
802 m.flags_ = 0; 785 m.invalidate ();
786#endif
803 } 787 }
804 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 790 * that is being removed.
807 */ 791 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 793 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
812 else 796 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 798
816 update_object (op->more, action); 800 update_object (op->more, action);
817} 801}
818 802
819object::object () 803object::object ()
820{ 804{
821 SET_FLAG (this, FLAG_REMOVED); 805 this->set_flag (FLAG_REMOVED);
822 806
823 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
824 face = blank_face; 808 face = blank_face;
809 material = MATERIAL_NULL;
825} 810}
826 811
827object::~object () 812object::~object ()
828{ 813{
829 unlink (); 814 unlink ();
830 815
831 free_key_values (this); 816 free_key_values (this);
832} 817}
833
834static int object_count;
835 818
836void object::link () 819void object::link ()
837{ 820{
838 assert (!index);//D 821 assert (!index);//D
839 uuid = UUID::gen (); 822 uuid = UUID::gen ();
840 count = ++object_count;
841 823
842 refcnt_inc (); 824 refcnt_inc ();
843 objects.insert (this); 825 objects.insert (this);
826
827 ++create_count;
828
844} 829}
845 830
846void object::unlink () 831void object::unlink ()
847{ 832{
848 if (!index) 833 if (!index)
849 return; 834 return;
835
836 ++destroy_count;
850 837
851 objects.erase (this); 838 objects.erase (this);
852 refcnt_dec (); 839 refcnt_dec ();
853} 840}
854 841
858 /* If already on active list, don't do anything */ 845 /* If already on active list, don't do anything */
859 if (active) 846 if (active)
860 return; 847 return;
861 848
862 if (has_active_speed ()) 849 if (has_active_speed ())
850 {
851 if (flag [FLAG_FREED])
852 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
853
863 actives.insert (this); 854 actives.insert (this);
855 }
864} 856}
865 857
866void 858void
867object::activate_recursive () 859object::activate_recursive ()
868{ 860{
917object::destroy_inv (bool drop_to_ground) 909object::destroy_inv (bool drop_to_ground)
918{ 910{
919 // need to check first, because the checks below might segfault 911 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code 912 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty. 913 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in tis inventory, 914 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y 915 // cf will crash below with off-map x and y
924 if (!inv) 916 if (!inv)
925 return; 917 return;
926 918
927 /* Only if the space blocks everything do we not process - 919 /* Only if the space blocks everything do we not process -
929 * drop on that space. 921 * drop on that space.
930 */ 922 */
931 if (!drop_to_ground 923 if (!drop_to_ground
932 || !map 924 || !map
933 || map->in_memory != MAP_ACTIVE 925 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 926 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 927 || ms ().move_block == MOVE_ALL)
936 { 928 {
937 while (inv) 929 while (inv)
938 {
939 inv->destroy_inv (drop_to_ground);
940 inv->destroy (); 930 inv->destroy ();
941 }
942 } 931 }
943 else 932 else
944 { /* Put objects in inventory onto this space */ 933 { /* Put objects in inventory onto this space */
945 while (inv) 934 while (inv)
946 { 935 {
957 map->insert (op, x, y); 946 map->insert (op, x, y);
958 } 947 }
959 } 948 }
960} 949}
961 950
951/*
952 * Remove and free all objects in the inventory of the given object.
953 * Unlike destroy_inv, this assumes the *this is destroyed as well
954 * well, so we can (and have to!) take shortcuts.
955 */
956void
957object::destroy_inv_fast ()
958{
959 while (object *op = inv)
960 {
961 // remove from object the fast way
962 op->flag [FLAG_REMOVED] = true;
963 op->env = 0;
964 if ((inv = inv->below))
965 inv->above = 0;
966
967 // then destroy
968 op->destroy ();
969 }
970}
971
972void
973object::freelist_free (int count)
974{
975 while (count-- && freelist)
976 {
977 freelist_item *next = freelist->next;
978 // count is being "destroyed"
979
980 sfree ((char *)freelist, sizeof (object));
981
982 freelist = next;
983 --free_count;
984 }
985}
986
987object *
962object *object::create () 988object::create ()
963{ 989{
964 object *op = new object; 990 object *op;
991
992 if (freelist)
993 {
994 freelist_item li = *freelist;
995 memset (freelist, 0, sizeof (object));
996
997 op = new (freelist) object;
998 op->count = li.count;
999
1000 freelist = li.next;
1001 --free_count;
1002 }
1003 else
1004 {
1005 void *ni = salloc0<char> (sizeof (object));
1006
1007 op = new(ni) object;
1008
1009 op->count = ++object_count;
1010 }
1011
965 op->link (); 1012 op->link ();
1013
966 return op; 1014 return op;
967} 1015}
968 1016
969void 1017void
1018object::do_delete ()
1019{
1020 uint32_t count = this->count;
1021
1022 this->~object ();
1023
1024 freelist_item *li = (freelist_item *)this;
1025 li->next = freelist;
1026 li->count = count;
1027
1028 freelist = li;
1029 ++free_count;
1030}
1031
1032static struct freed_map : maptile
1033{
1034 freed_map ()
1035 : maptile (3, 3)
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 no_drop = 1;
1040 no_reset = 1;
1041
1042 in_memory = MAP_ACTIVE;
1043 }
1044
1045 ~freed_map ()
1046 {
1047 destroy ();
1048 }
1049} freed_map; // freed objects are moved here to avoid crashes
1050
1051void
970object::do_destroy () 1052object::do_destroy ()
971{ 1053{
972 if (flag [FLAG_IS_LINKED]) 1054 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 1055 remove_link ();
974 1056
975 if (flag [FLAG_FRIENDLY]) 1057 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this); 1058 remove_friendly_object (this);
977 1059
978 remove (); 1060 remove ();
979 1061
980 attachable::do_destroy (); 1062 attachable::do_destroy ();
981 1063
982 destroy_inv (true);
983
984 deactivate (); 1064 deactivate ();
985 unlink (); 1065 unlink ();
986 1066
987 flag [FLAG_FREED] = 1; 1067 flag [FLAG_FREED] = 1;
988 1068
989 // hack to ensure that freed objects still have a valid map 1069 // hack to ensure that freed objects still have a valid map
990 {
991 static maptile *freed_map; // freed objects are moved here to avoid crashes
992
993 if (!freed_map)
994 {
995 freed_map = new maptile;
996
997 freed_map->path = "<freed objects map>";
998 freed_map->name = "/internal/freed_objects_map";
999 freed_map->width = 3;
1000 freed_map->height = 3;
1001 freed_map->nodrop = 1;
1002
1003 freed_map->alloc ();
1004 freed_map->in_memory = MAP_ACTIVE;
1005 }
1006
1007 map = freed_map; 1070 map = &freed_map;
1008 x = 1; 1071 x = 1;
1009 y = 1; 1072 y = 1;
1010 }
1011 1073
1012 if (more) 1074 if (more)
1013 { 1075 {
1014 more->destroy (); 1076 more->destroy ();
1015 more = 0; 1077 more = 0;
1023 attacked_by = 0; 1085 attacked_by = 0;
1024 current_weapon = 0; 1086 current_weapon = 0;
1025} 1087}
1026 1088
1027void 1089void
1028object::destroy (bool destroy_inventory) 1090object::destroy ()
1029{ 1091{
1030 if (destroyed ()) 1092 if (destroyed ())
1031 return; 1093 return;
1032 1094
1033 if (destroy_inventory) 1095 if (!is_head () && !head->destroyed ())
1096 {
1097 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1098 head->destroy ();
1099 return;
1100 }
1101
1034 destroy_inv (false); 1102 destroy_inv_fast ();
1035 1103
1036 if (is_head ()) 1104 if (is_head ())
1037 if (sound_destroy) 1105 if (sound_destroy)
1038 play_sound (sound_destroy); 1106 play_sound (sound_destroy);
1039 else if (flag [FLAG_MONSTER]) 1107 else if (flag [FLAG_MONSTER])
1050 * the previous environment. 1118 * the previous environment.
1051 */ 1119 */
1052void 1120void
1053object::do_remove () 1121object::do_remove ()
1054{ 1122{
1055 object *tmp, *last = 0;
1056 object *otmp;
1057
1058 if (flag [FLAG_REMOVED]) 1123 if (flag [FLAG_REMOVED])
1059 return; 1124 return;
1060 1125
1061 INVOKE_OBJECT (REMOVE, this); 1126 INVOKE_OBJECT (REMOVE, this);
1062
1063 if (object *pl = visible_to ())
1064 esrv_del_item (pl->contr, count);
1065 1127
1066 flag [FLAG_REMOVED] = true; 1128 flag [FLAG_REMOVED] = true;
1067 1129
1068 if (more) 1130 if (more)
1069 more->remove (); 1131 more->remove ();
1072 * In this case, the object to be removed is in someones 1134 * In this case, the object to be removed is in someones
1073 * inventory. 1135 * inventory.
1074 */ 1136 */
1075 if (env) 1137 if (env)
1076 { 1138 {
1139 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1140 if (object *pl = visible_to ())
1141 esrv_del_item (pl->contr, count);
1142 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1143
1077 adjust_weight (env, -total_weight ()); 1144 adjust_weight (env, total_weight (), 0);
1078 1145
1079 *(above ? &above->below : &env->inv) = below; 1146 object *pl = in_player ();
1080
1081 if (below)
1082 below->above = above;
1083 1147
1084 /* we set up values so that it could be inserted into 1148 /* we set up values so that it could be inserted into
1085 * the map, but we don't actually do that - it is up 1149 * the map, but we don't actually do that - it is up
1086 * to the caller to decide what we want to do. 1150 * to the caller to decide what we want to do.
1087 */ 1151 */
1088 map = env->map; 1152 map = env->map;
1089 x = env->x; 1153 x = env->x;
1090 y = env->y; 1154 y = env->y;
1155
1156 // make sure cmov optimisation is applicable
1157 *(above ? &above->below : &env->inv) = below;
1158 *(below ? &below->above : &above ) = above; // &above is just a dummy
1159
1091 above = 0; 1160 above = 0;
1092 below = 0; 1161 below = 0;
1093 env = 0; 1162 env = 0;
1094 1163
1095 /* NO_FIX_PLAYER is set when a great many changes are being 1164 if (pl && pl->is_player ())
1096 * made to players inventory. If set, avoiding the call
1097 * to save cpu time.
1098 */ 1165 {
1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1166 if (expect_false (pl->contr->combat_ob == this))
1100 otmp->update_stats (); 1167 {
1168 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1169 pl->contr->combat_ob = 0;
1170 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1171 }
1172
1173 if (expect_false (pl->contr->ranged_ob == this))
1174 {
1175 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1176 pl->contr->ranged_ob = 0;
1177 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1178 }
1179
1180 pl->contr->queue_stats_update ();
1181
1182 if (expect_false (glow_radius) && pl->is_on_map ())
1183 update_all_los (pl->map, pl->x, pl->y);
1184 }
1101 } 1185 }
1102 else if (map) 1186 else if (map)
1103 { 1187 {
1104 if (type == PLAYER)
1105 {
1106 // leaving a spot always closes any open container on the ground
1107 if (container && !container->env)
1108 // this causes spurious floorbox updates, but it ensures
1109 // that the CLOSE event is being sent.
1110 close_container ();
1111
1112 --map->players;
1113 map->touch ();
1114 }
1115
1116 map->dirty = true; 1188 map->dirty = true;
1117 mapspace &ms = this->ms (); 1189 mapspace &ms = this->ms ();
1118 1190
1191 if (object *pl = ms.player ())
1192 {
1193 if (is_player ())
1194 {
1195 if (!flag [FLAG_WIZPASS])
1196 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1197
1198 // leaving a spot always closes any open container on the ground
1199 if (container && !container->env)
1200 // this causes spurious floorbox updates, but it ensures
1201 // that the CLOSE event is being sent.
1202 close_container ();
1203
1204 --map->players;
1205 map->touch ();
1206 }
1207 else if (pl->container_ () == this)
1208 {
1209 // removing a container should close it
1210 close_container ();
1211 }
1212 else
1213 esrv_del_item (pl->contr, count);
1214 }
1215
1119 /* link the object above us */ 1216 /* link the object above us */
1120 if (above) 1217 // re-link, make sure compiler can easily use cmove
1121 above->below = below; 1218 *(above ? &above->below : &ms.top) = below;
1122 else 1219 *(below ? &below->above : &ms.bot) = above;
1123 ms.top = below; /* we were top, set new top */
1124
1125 /* Relink the object below us, if there is one */
1126 if (below)
1127 below->above = above;
1128 else
1129 {
1130 /* Nothing below, which means we need to relink map object for this space
1131 * use translated coordinates in case some oddness with map tiling is
1132 * evident
1133 */
1134 if (GET_MAP_OB (map, x, y) != this)
1135 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1136
1137 ms.bot = above; /* goes on above it. */
1138 }
1139 1220
1140 above = 0; 1221 above = 0;
1141 below = 0; 1222 below = 0;
1142 1223
1224 ms.invalidate ();
1225
1143 if (map->in_memory == MAP_SAVING) 1226 if (map->in_memory == MAP_SAVING)
1144 return; 1227 return;
1145 1228
1146 int check_walk_off = !flag [FLAG_NO_APPLY]; 1229 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 1230
1148 if (object *pl = ms.player ()) 1231 if (object *pl = ms.player ())
1149 { 1232 {
1150 if (pl->container == this) 1233 if (pl->container_ () == this)
1151 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1152 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1153 * appropriately. 1236 * appropriately.
1154 */ 1237 */
1155 pl->close_container (); 1238 pl->close_container ();
1156 1239
1240 //TODO: the floorbox prev/next might need updating
1241 //esrv_del_item (pl->contr, count);
1242 //TODO: update floorbox to preserve ordering
1243 if (pl->contr->ns)
1157 pl->contr->ns->floorbox_update (); 1244 pl->contr->ns->floorbox_update ();
1158 } 1245 }
1159 1246
1247 if (check_walk_off)
1160 for (tmp = ms.bot; tmp; tmp = tmp->above) 1248 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1161 { 1249 {
1250 above = tmp->above;
1251
1162 /* No point updating the players look faces if he is the object 1252 /* No point updating the players look faces if he is the object
1163 * being removed. 1253 * being removed.
1164 */ 1254 */
1165 1255
1166 /* See if object moving off should effect something */ 1256 /* See if object moving off should effect something */
1167 if (check_walk_off
1168 && ((move_type & tmp->move_off) 1257 if ((move_type & tmp->move_off)
1169 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1258 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1170 {
1171 move_apply (tmp, this, 0); 1259 move_apply (tmp, this, 0);
1172
1173 if (destroyed ())
1174 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1175 } 1260 }
1176 1261
1177 last = tmp; 1262 if (affects_los ())
1178 }
1179
1180 /* last == NULL if there are no objects on this space */
1181 //TODO: this makes little sense, why only update the topmost object?
1182 if (!last)
1183 map->at (x, y).flags_ = 0;
1184 else
1185 update_object (last, UP_OBJ_REMOVE);
1186
1187 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1188 update_all_los (map, x, y); 1263 update_all_los (map, x, y);
1189 } 1264 }
1190} 1265}
1191 1266
1192/* 1267/*
1216 esrv_update_item (UPD_NROF, pl, top); 1291 esrv_update_item (UPD_NROF, pl, top);
1217 1292
1218 op->weight = 0; // cancel the addition above 1293 op->weight = 0; // cancel the addition above
1219 op->carrying = 0; // must be 0 already 1294 op->carrying = 0; // must be 0 already
1220 1295
1221 op->destroy (1); 1296 op->destroy ();
1222 1297
1223 return top; 1298 return top;
1224 } 1299 }
1225 1300
1226 return 0; 1301 return 0;
1234 1309
1235 object *prev = this; 1310 object *prev = this;
1236 1311
1237 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1312 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1238 { 1313 {
1239 object *op = arch_to_object (at); 1314 object *op = at->instance ();
1240 1315
1241 op->name = name; 1316 op->name = name;
1242 op->name_pl = name_pl; 1317 op->name_pl = name_pl;
1243 op->title = title; 1318 op->title = title;
1244 1319
1254 * job preparing multi-part monsters. 1329 * job preparing multi-part monsters.
1255 */ 1330 */
1256object * 1331object *
1257insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1332insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1258{ 1333{
1334 op->remove ();
1335
1259 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1336 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1337 {
1261 tmp->x = x + tmp->arch->x; 1338 tmp->x = x + tmp->arch->x;
1262 tmp->y = y + tmp->arch->y; 1339 tmp->y = y + tmp->arch->y;
1263 } 1340 }
1280 * Passing 0 for flag gives proper default values, so flag really only needs 1357 * Passing 0 for flag gives proper default values, so flag really only needs
1281 * to be set if special handling is needed. 1358 * to be set if special handling is needed.
1282 * 1359 *
1283 * Return value: 1360 * Return value:
1284 * new object if 'op' was merged with other object 1361 * new object if 'op' was merged with other object
1285 * NULL if 'op' was destroyed 1362 * NULL if there was an error (destroyed, blocked etc.)
1286 * just 'op' otherwise 1363 * just 'op' otherwise
1287 */ 1364 */
1288object * 1365object *
1289insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1366insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1290{ 1367{
1291 assert (!op->flag [FLAG_FREED]);
1292
1293 object *top, *floor = NULL;
1294
1295 op->remove (); 1368 op->remove ();
1369
1370 if (m == &freed_map)//D TODO: remove soon
1371 {//D
1372 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1373 }//D
1296 1374
1297 /* Ideally, the caller figures this out. However, it complicates a lot 1375 /* Ideally, the caller figures this out. However, it complicates a lot
1298 * of areas of callers (eg, anything that uses find_free_spot would now 1376 * of areas of callers (eg, anything that uses find_free_spot would now
1299 * need extra work 1377 * need extra work
1300 */ 1378 */
1379 maptile *newmap = m;
1301 if (!xy_normalise (m, op->x, op->y)) 1380 if (!xy_normalise (newmap, op->x, op->y))
1302 { 1381 {
1303 op->destroy (); 1382 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1304 return 0; 1383 return 0;
1305 } 1384 }
1306 1385
1307 if (object *more = op->more) 1386 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag)) 1387 if (!insert_ob_in_map (more, m, originator, flag))
1309 return 0; 1388 return 0;
1310 1389
1311 CLEAR_FLAG (op, FLAG_REMOVED); 1390 op->flag [FLAG_REMOVED] = false;
1312 1391 op->env = 0;
1313 op->map = m; 1392 op->map = newmap;
1393
1314 mapspace &ms = op->ms (); 1394 mapspace &ms = op->ms ();
1315 1395
1316 /* this has to be done after we translate the coordinates. 1396 /* this has to be done after we translate the coordinates.
1317 */ 1397 */
1318 if (op->nrof && !(flag & INS_NO_MERGE)) 1398 if (op->nrof && !(flag & INS_NO_MERGE))
1319 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1399 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1320 if (object::can_merge (op, tmp)) 1400 if (object::can_merge (op, tmp))
1321 { 1401 {
1402 // TODO: we actually want to update tmp, not op,
1403 // but some caller surely breaks when we return tmp
1404 // from here :/
1322 op->nrof += tmp->nrof; 1405 op->nrof += tmp->nrof;
1323 tmp->destroy (1); 1406 tmp->destroy ();
1324 } 1407 }
1325 1408
1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1409 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1410 op->clr_flag (FLAG_INV_LOCKED);
1328 1411
1329 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1412 if (!op->flag [FLAG_ALIVE])
1330 CLEAR_FLAG (op, FLAG_NO_STEAL); 1413 op->clr_flag (FLAG_NO_STEAL);
1331 1414
1332 if (flag & INS_BELOW_ORIGINATOR) 1415 if (flag & INS_BELOW_ORIGINATOR)
1333 { 1416 {
1334 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1417 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1335 { 1418 {
1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1419 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1337 abort (); 1420 abort ();
1338 } 1421 }
1339 1422
1423 if (!originator->is_on_map ())
1424 {
1425 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1426 op->debug_desc (), originator->debug_desc ());
1427 abort ();
1428 }
1429
1340 op->above = originator; 1430 op->above = originator;
1341 op->below = originator->below; 1431 op->below = originator->below;
1342
1343 if (op->below)
1344 op->below->above = op;
1345 else
1346 ms.bot = op;
1347
1348 /* since *below* originator, no need to update top */
1349 originator->below = op; 1432 originator->below = op;
1433
1434 *(op->below ? &op->below->above : &ms.bot) = op;
1350 } 1435 }
1351 else 1436 else
1352 { 1437 {
1353 top = ms.bot; 1438 object *floor = 0;
1439 object *top = ms.top;
1354 1440
1355 /* If there are other objects, then */ 1441 /* If there are other objects, then */
1356 if (top) 1442 if (top)
1357 { 1443 {
1358 object *last = 0;
1359
1360 /* 1444 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1445 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1446 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1447 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1448 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * once we get to them. This reduces the need to traverse over all of 1451 * once we get to them. This reduces the need to traverse over all of
1368 * them when adding another one - this saves quite a bit of cpu time 1452 * them when adding another one - this saves quite a bit of cpu time
1369 * when lots of spells are cast in one area. Currently, it is presumed 1453 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1454 * that flying non pickable objects are spell objects.
1371 */ 1455 */
1372 for (top = ms.bot; top; top = top->above) 1456 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1457 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1458 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1375 floor = top; 1459 floor = tmp;
1376 1460
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1461 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1378 { 1462 {
1379 /* We insert above top, so we want this object below this */ 1463 /* We insert above top, so we want this object below this */
1380 top = top->below; 1464 top = tmp->below;
1381 break; 1465 break;
1382 } 1466 }
1383 1467
1384 last = top; 1468 top = tmp;
1385 } 1469 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1470
1390 /* We let update_position deal with figuring out what the space 1471 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1472 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1473 * makes things faster, and effectively the same result.
1393 */ 1474 */
1400 */ 1481 */
1401 if (!(flag & INS_ON_TOP) 1482 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1483 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1484 && (op->face && !faces [op->face].visibility))
1404 { 1485 {
1486 object *last;
1487
1405 for (last = top; last != floor; last = last->below) 1488 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1489 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1407 break; 1490 break;
1408 1491
1409 /* Check to see if we found the object that blocks view, 1492 /* Check to see if we found the object that blocks view,
1410 * and make sure we have a below pointer for it so that 1493 * and make sure we have a below pointer for it so that
1411 * we can get inserted below this one, which requires we 1494 * we can get inserted below this one, which requires we
1417 } /* If objects on this space */ 1500 } /* If objects on this space */
1418 1501
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1502 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1503 top = floor;
1421 1504
1422 /* Top is the object that our object (op) is going to get inserted above. 1505 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1506 if (!top)
1427 { 1507 {
1508 op->below = 0;
1428 op->above = ms.bot; 1509 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1510 ms.bot = op;
1511
1512 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1513 }
1436 else 1514 else
1437 { /* get inserted into the stack above top */ 1515 {
1438 op->above = top->above; 1516 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1517 top->above = op;
1442 1518
1443 op->below = top; 1519 op->below = top;
1444 top->above = op; 1520 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1521 }
1522 }
1446 1523
1447 if (!op->above) 1524 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1525 {
1453 op->contr->do_los = 1; 1526 op->contr->do_los = 1;
1454 ++op->map->players; 1527 ++op->map->players;
1455 op->map->touch (); 1528 op->map->touch ();
1456 } 1529 }
1457 1530
1458 op->map->dirty = true; 1531 op->map->dirty = true;
1459 1532
1460 if (object *pl = ms.player ()) 1533 if (object *pl = ms.player ())
1534 //TODO: the floorbox prev/next might need updating
1535 //esrv_send_item (pl, op);
1536 //TODO: update floorbox to preserve ordering
1537 if (pl->contr->ns)
1461 pl->contr->ns->floorbox_update (); 1538 pl->contr->ns->floorbox_update ();
1462 1539
1463 /* If this object glows, it may affect lighting conditions that are 1540 /* If this object glows, it may affect lighting conditions that are
1464 * visible to others on this map. But update_all_los is really 1541 * visible to others on this map. But update_all_los is really
1465 * an inefficient way to do this, as it means los for all players 1542 * an inefficient way to do this, as it means los for all players
1466 * on the map will get recalculated. The players could very well 1543 * on the map will get recalculated. The players could very well
1467 * be far away from this change and not affected in any way - 1544 * be far away from this change and not affected in any way -
1468 * this should get redone to only look for players within range, 1545 * this should get redone to only look for players within range,
1469 * or just updating the P_UPTODATE for spaces within this area 1546 * or just updating the P_UPTODATE for spaces within this area
1470 * of effect may be sufficient. 1547 * of effect may be sufficient.
1471 */ 1548 */
1472 if (op->map->darkness && (op->glow_radius != 0)) 1549 if (op->affects_los ())
1550 {
1551 op->ms ().invalidate ();
1473 update_all_los (op->map, op->x, op->y); 1552 update_all_los (op->map, op->x, op->y);
1553 }
1474 1554
1475 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1555 /* updates flags (blocked, alive, no magic, etc) for this map space */
1476 update_object (op, UP_OBJ_INSERT); 1556 update_object (op, UP_OBJ_INSERT);
1477 1557
1478 INVOKE_OBJECT (INSERT, op); 1558 INVOKE_OBJECT (INSERT, op);
1485 * blocked() and wall() work properly), and these flags are updated by 1565 * blocked() and wall() work properly), and these flags are updated by
1486 * update_object(). 1566 * update_object().
1487 */ 1567 */
1488 1568
1489 /* if this is not the head or flag has been passed, don't check walk on status */ 1569 /* if this is not the head or flag has been passed, don't check walk on status */
1490 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1570 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1491 { 1571 {
1492 if (check_move_on (op, originator)) 1572 if (check_move_on (op, originator, flag))
1493 return 0; 1573 return 0;
1494 1574
1495 /* If we are a multi part object, lets work our way through the check 1575 /* If we are a multi part object, let's work our way through the check
1496 * walk on's. 1576 * walk on's.
1497 */ 1577 */
1498 for (object *tmp = op->more; tmp; tmp = tmp->more) 1578 for (object *tmp = op->more; tmp; tmp = tmp->more)
1499 if (check_move_on (tmp, originator)) 1579 if (check_move_on (tmp, originator, flag))
1500 return 0; 1580 return 0;
1501 } 1581 }
1502 1582
1503 return op; 1583 return op;
1504} 1584}
1506/* this function inserts an object in the map, but if it 1586/* this function inserts an object in the map, but if it
1507 * finds an object of its own type, it'll remove that one first. 1587 * finds an object of its own type, it'll remove that one first.
1508 * op is the object to insert it under: supplies x and the map. 1588 * op is the object to insert it under: supplies x and the map.
1509 */ 1589 */
1510void 1590void
1511replace_insert_ob_in_map (const char *arch_string, object *op) 1591replace_insert_ob_in_map (shstr_tmp archname, object *op)
1512{ 1592{
1513 /* first search for itself and remove any old instances */ 1593 /* first search for itself and remove any old instances */
1514 1594
1515 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1595 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1516 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1596 if (tmp->arch->archname == archname) /* same archetype */
1517 tmp->destroy (1); 1597 tmp->destroy ();
1518 1598
1519 object *tmp = arch_to_object (archetype::find (arch_string)); 1599 object *tmp = archetype::find (archname)->instance ();
1520 1600
1521 tmp->x = op->x; 1601 tmp->x = op->x;
1522 tmp->y = op->y; 1602 tmp->y = op->y;
1523 1603
1524 insert_ob_in_map (tmp, op->map, op, 0); 1604 insert_ob_in_map (tmp, op->map, op, 0);
1529{ 1609{
1530 if (where->env) 1610 if (where->env)
1531 return where->env->insert (this); 1611 return where->env->insert (this);
1532 else 1612 else
1533 return where->map->insert (this, where->x, where->y, originator, flags); 1613 return where->map->insert (this, where->x, where->y, originator, flags);
1614}
1615
1616// check whether we can put this into the map, respect max_volume, max_items
1617bool
1618object::can_drop_at (maptile *m, int x, int y, object *originator)
1619{
1620 mapspace &ms = m->at (x, y);
1621
1622 int items = ms.items ();
1623
1624 if (!items // testing !items ensures we can drop at least one item
1625 || (items < m->max_items
1626 && ms.volume () < m->max_volume))
1627 return true;
1628
1629 if (originator && originator->is_player ())
1630 originator->contr->failmsgf (
1631 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1632 query_name ()
1633 );
1634
1635 return false;
1534} 1636}
1535 1637
1536/* 1638/*
1537 * decrease(object, number) decreases a specified number from 1639 * decrease(object, number) decreases a specified number from
1538 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1546 if (!nr) 1648 if (!nr)
1547 return true; 1649 return true;
1548 1650
1549 nr = min (nr, nrof); 1651 nr = min (nr, nrof);
1550 1652
1653 if (nrof > nr)
1654 {
1655 sint64 oweight = total_weight ();
1656
1551 nrof -= nr; 1657 nrof -= nr;
1552
1553 if (nrof)
1554 {
1555 adjust_weight (env, -weight * nr); // carrying == 0
1556 1658
1557 if (object *pl = visible_to ()) 1659 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this); 1660 esrv_update_item (UPD_NROF, pl, this);
1559 1661
1662 adjust_weight (env, oweight, total_weight ());
1663
1560 return true; 1664 return true;
1561 } 1665 }
1562 else 1666 else
1563 { 1667 {
1564 destroy (1); 1668 destroy ();
1565 return false; 1669 return false;
1566 } 1670 }
1567} 1671}
1568 1672
1569/* 1673/*
1586 } 1690 }
1587 else 1691 else
1588 { 1692 {
1589 decrease (nr); 1693 decrease (nr);
1590 1694
1591 object *op = object_create_clone (this); 1695 object *op = deep_clone ();
1592 op->nrof = nr; 1696 op->nrof = nr;
1593 return op; 1697 return op;
1594 } 1698 }
1595} 1699}
1596 1700
1638 if (op->nrof) 1742 if (op->nrof)
1639 for (object *tmp = inv; tmp; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1640 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1641 { 1745 {
1642 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1643 (client needs the original object) */ 1747 (client prefers the original object) */
1748
1749 // carring must be 0 for mergable objects
1750 sint64 oweight = tmp->weight * tmp->nrof;
1751
1644 tmp->nrof += op->nrof; 1752 tmp->nrof += op->nrof;
1645 1753
1646 if (object *pl = tmp->visible_to ()) 1754 if (object *pl = tmp->visible_to ())
1647 esrv_update_item (UPD_NROF, pl, tmp); 1755 esrv_update_item (UPD_NROF, pl, tmp);
1648 1756
1649 adjust_weight (this, op->total_weight ()); 1757 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1650 1758
1651 op->destroy (1); 1759 op->destroy ();
1652 op = tmp; 1760 op = tmp;
1653 goto inserted; 1761 goto inserted;
1654 } 1762 }
1655 1763
1656 op->owner = 0; // it's his/hers now. period. 1764 op->owner = 0; // it's his/hers now. period.
1670 op->flag [FLAG_REMOVED] = 0; 1778 op->flag [FLAG_REMOVED] = 0;
1671 1779
1672 if (object *pl = op->visible_to ()) 1780 if (object *pl = op->visible_to ())
1673 esrv_send_item (pl, op); 1781 esrv_send_item (pl, op);
1674 1782
1675 adjust_weight (this, op->total_weight ()); 1783 adjust_weight (this, 0, op->total_weight ());
1676 1784
1677inserted: 1785inserted:
1678 /* reset the light list and los of the players on the map */ 1786 /* reset the light list and los of the players on the map */
1679 if (op->glow_radius && map && map->darkness) 1787 if (op->glow_radius && is_on_map ())
1788 {
1789 update_stats ();
1680 update_all_los (map, x, y); 1790 update_all_los (map, x, y);
1681 1791 }
1792 else if (is_player ())
1682 // if this is a player's inventory, update stats 1793 // if this is a player's inventory, update stats
1683 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1794 contr->queue_stats_update ();
1684 update_stats ();
1685 1795
1686 INVOKE_OBJECT (INSERT, this); 1796 INVOKE_OBJECT (INSERT, this);
1687 1797
1688 return op; 1798 return op;
1689} 1799}
1707 * MSW 2001-07-08: Check all objects on space, not just those below 1817 * MSW 2001-07-08: Check all objects on space, not just those below
1708 * object being inserted. insert_ob_in_map may not put new objects 1818 * object being inserted. insert_ob_in_map may not put new objects
1709 * on top. 1819 * on top.
1710 */ 1820 */
1711int 1821int
1712check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator, int flags)
1713{ 1823{
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1714 object *tmp; 1827 object *tmp;
1715 maptile *m = op->map; 1828 maptile *m = op->map;
1716 int x = op->x, y = op->y; 1829 int x = op->x, y = op->y;
1717 1830
1718 MoveType move_on, move_slow, move_block; 1831 mapspace &ms = m->at (x, y);
1719 1832
1720 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1833 ms.update ();
1721 return 0;
1722 1834
1723 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1835 MoveType move_on = ms.move_on;
1724 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1836 MoveType move_slow = ms.move_slow;
1725 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1837 MoveType move_block = ms.move_block;
1726 1838
1727 /* if nothing on this space will slow op down or be applied, 1839 /* if nothing on this space will slow op down or be applied,
1728 * no need to do checking below. have to make sure move_type 1840 * no need to do checking below. have to make sure move_type
1729 * is set, as lots of objects don't have it set - we treat that 1841 * is set, as lots of objects don't have it set - we treat that
1730 * as walking. 1842 * as walking.
1741 return 0; 1853 return 0;
1742 1854
1743 /* The objects have to be checked from top to bottom. 1855 /* The objects have to be checked from top to bottom.
1744 * Hence, we first go to the top: 1856 * Hence, we first go to the top:
1745 */ 1857 */
1746 1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1747 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1748 {
1749 /* Trim the search when we find the first other spell effect
1750 * this helps performance so that if a space has 50 spell objects,
1751 * we don't need to check all of them.
1752 */
1753 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1754 break;
1755 } 1859 {
1860 next = tmp->below;
1756 1861
1757 for (; tmp; tmp = tmp->below)
1758 {
1759 if (tmp == op) 1862 if (tmp == op)
1760 continue; /* Can't apply yourself */ 1863 continue; /* Can't apply yourself */
1761 1864
1762 /* Check to see if one of the movement types should be slowed down. 1865 /* Check to see if one of the movement types should be slowed down.
1763 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1764 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1765 * space doesn't slow down swimming (for example), if you can't actually 1868 * space doesn't slow down swimming (for example), if you can't actually
1766 * swim on that space, can't use it to avoid the penalty. 1869 * swim on that space, can't use it to avoid the penalty.
1767 */ 1870 */
1768 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1871 if (!op->flag [FLAG_WIZPASS])
1769 { 1872 {
1770 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1771 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1772 { 1875 {
1773
1774 float
1775 diff = tmp->move_slow_penalty * fabs (op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1776 1877
1777 if (op->type == PLAYER) 1878 if (op->is_player ())
1778 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1879 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1779 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1880 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1780 diff /= 4.0; 1881 diff /= 4.0;
1781 1882
1782 op->speed_left -= diff; 1883 op->speed_left -= diff;
1783 } 1884 }
1784 } 1885 }
1785 1886
1786 /* Basically same logic as above, except now for actual apply. */ 1887 /* Basically same logic as above, except now for actual apply. */
1787 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1788 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1889 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1789 { 1890 {
1891 if ((flags & INS_NO_AUTO_EXIT)
1892 && (tmp->type == EXIT || tmp->type == TELEPORTER
1893 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1894 continue;
1895
1790 move_apply (tmp, op, originator); 1896 move_apply (tmp, op, originator);
1791 1897
1792 if (op->destroyed ()) 1898 if (op->destroyed ())
1793 return 1; 1899 return 1;
1794 1900
1817 LOG (llevError, "Present_arch called outside map.\n"); 1923 LOG (llevError, "Present_arch called outside map.\n");
1818 return NULL; 1924 return NULL;
1819 } 1925 }
1820 1926
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1927 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1822 if (tmp->arch == at) 1928 if (tmp->arch->archname == at->archname)
1823 return tmp; 1929 return tmp;
1824 1930
1825 return NULL; 1931 return NULL;
1826} 1932}
1827 1933
1891 * The first matching object is returned, or NULL if none. 1997 * The first matching object is returned, or NULL if none.
1892 */ 1998 */
1893object * 1999object *
1894present_arch_in_ob (const archetype *at, const object *op) 2000present_arch_in_ob (const archetype *at, const object *op)
1895{ 2001{
1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2002 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 if (tmp->arch == at) 2003 if (tmp->arch->archname == at->archname)
1898 return tmp; 2004 return tmp;
1899 2005
1900 return NULL; 2006 return NULL;
1901} 2007}
1902 2008
1906void 2012void
1907flag_inv (object *op, int flag) 2013flag_inv (object *op, int flag)
1908{ 2014{
1909 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2015 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 2016 {
1911 SET_FLAG (tmp, flag); 2017 tmp->set_flag (flag);
1912 flag_inv (tmp, flag); 2018 flag_inv (tmp, flag);
1913 } 2019 }
1914} 2020}
1915 2021
1916/* 2022/*
1919void 2025void
1920unflag_inv (object *op, int flag) 2026unflag_inv (object *op, int flag)
1921{ 2027{
1922 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2028 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 { 2029 {
1924 CLEAR_FLAG (tmp, flag); 2030 tmp->clr_flag (flag);
1925 unflag_inv (tmp, flag); 2031 unflag_inv (tmp, flag);
1926 } 2032 }
1927} 2033}
1928 2034
1929/* 2035/*
1990 * head of the object should correspond for the entire object. 2096 * head of the object should correspond for the entire object.
1991 */ 2097 */
1992 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2098 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1993 continue; 2099 continue;
1994 2100
1995 if (ob->blocked (m, pos.x, pos.y)) 2101 if (ob->blocked (pos.m, pos.x, pos.y))
1996 continue; 2102 continue;
1997 2103
1998 altern [index++] = i; 2104 altern [index++] = i;
1999 } 2105 }
2000 2106
2068 * there is capable of. 2174 * there is capable of.
2069 */ 2175 */
2070int 2176int
2071find_dir (maptile *m, int x, int y, object *exclude) 2177find_dir (maptile *m, int x, int y, object *exclude)
2072{ 2178{
2073 int i, max = SIZEOFFREE, mflags; 2179 int max = SIZEOFFREE, mflags;
2074
2075 sint16 nx, ny;
2076 object *tmp;
2077 maptile *mp;
2078
2079 MoveType blocked, move_type; 2180 MoveType move_type;
2080 2181
2081 if (exclude && exclude->head_ () != exclude) 2182 if (exclude && exclude->head_ () != exclude)
2082 { 2183 {
2083 exclude = exclude->head; 2184 exclude = exclude->head;
2084 move_type = exclude->move_type; 2185 move_type = exclude->move_type;
2087 { 2188 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2189 /* If we don't have anything, presume it can use all movement types. */
2089 move_type = MOVE_ALL; 2190 move_type = MOVE_ALL;
2090 } 2191 }
2091 2192
2092 for (i = 1; i < max; i++) 2193 for (int i = 1; i < max; i++)
2093 { 2194 {
2094 mp = m; 2195 mapxy pos (m, x, y);
2095 nx = x + freearr_x[i]; 2196 pos.move (i);
2096 ny = y + freearr_y[i];
2097 2197
2098 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2198 if (!pos.normalise ())
2099
2100 if (mflags & P_OUT_OF_MAP)
2101 max = maxfree[i]; 2199 max = maxfree[i];
2102 else 2200 else
2103 { 2201 {
2104 mapspace &ms = mp->at (nx, ny); 2202 mapspace &ms = *pos;
2105 2203
2106 blocked = ms.move_block;
2107
2108 if ((move_type & blocked) == move_type) 2204 if ((move_type & ms.move_block) == move_type)
2109 max = maxfree[i]; 2205 max = maxfree [i];
2110 else if (mflags & P_IS_ALIVE) 2206 else if (ms.flags () & P_IS_ALIVE)
2111 { 2207 {
2112 for (tmp = ms.bot; tmp; tmp = tmp->above) 2208 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2113 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2209 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2114 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2210 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2115 break;
2116
2117 if (tmp)
2118 return freedir[i]; 2211 return freedir [i];
2119 } 2212 }
2120 } 2213 }
2121 } 2214 }
2122 2215
2123 return 0; 2216 return 0;
2132{ 2225{
2133 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2226 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2134} 2227}
2135 2228
2136/* 2229/*
2137 * find_dir_2(delta-x,delta-y) will return a direction in which 2230 * find_dir_2(delta-x,delta-y) will return a direction value
2138 * an object which has subtracted the x and y coordinates of another 2231 * for running into direct [dx, dy].
2139 * object, needs to travel toward it. 2232 * (the opposite of crossfire's find_dir_2!)
2140 */ 2233 */
2141int 2234int
2142find_dir_2 (int x, int y) 2235find_dir_2 (int x, int y)
2143{ 2236{
2237#if 1 // new algorithm
2238 // this works by putting x, y into 16 sectors, which
2239 // are not equal sized, but are a better approximation
2240 // then the old algorithm, and then using a mapping
2241 // table to map it into a direction value.
2242 // basically, it maps these comparisons to each bit
2243 // bit #3: x < 0
2244 // bit #2: y < 0
2245 // bit #1: x > y
2246 // bit #0: x > 2y
2247
2248 static const uint8 dir[16] = {
2249 4, 5, 4, 3,
2250 2, 1, 2, 3,
2251 6, 5, 6, 7,
2252 8, 1, 8, 7,
2253 };
2254 int sector = 0;
2255
2256 // this is a bit ugly, but more likely to result in branchless code
2257 sector |= x < 0 ? 8 : 0;
2258 x = x < 0 ? -x : x; // abs
2259
2260 sector |= y < 0 ? 4 : 0;
2261 y = y < 0 ? -y : y; // abs
2262
2263 if (x > y)
2264 {
2265 sector |= 2;
2266
2267 if (x > y * 2)
2268 sector |= 1;
2269 }
2270 else
2271 {
2272 if (y > x * 2)
2273 sector |= 1;
2274 else if (!y)
2275 return 0; // x == 0 here
2276 }
2277
2278 return dir [sector];
2279#else // old algorithm
2144 int q; 2280 int q;
2145 2281
2146 if (y) 2282 if (y)
2147 q = x * 100 / y; 2283 q = 128 * x / y;
2148 else if (x) 2284 else if (x)
2149 q = -300 * x; 2285 q = -512 * x; // to make it > 309
2150 else 2286 else
2151 return 0; 2287 return 0;
2152 2288
2153 if (y > 0) 2289 if (y > 0)
2154 { 2290 {
2155 if (q < -242) 2291 if (q < -309) return 7;
2292 if (q < -52) return 6;
2293 if (q < 52) return 5;
2294 if (q < 309) return 4;
2295
2156 return 3; 2296 return 3;
2157 if (q < -41) 2297 }
2158 return 2; 2298 else
2159 if (q < 41) 2299 {
2160 return 1; 2300 if (q < -309) return 3;
2161 if (q < 242) 2301 if (q < -52) return 2;
2162 return 8; 2302 if (q < 52) return 1;
2303 if (q < 309) return 8;
2304
2163 return 7; 2305 return 7;
2164 } 2306 }
2165 2307#endif
2166 if (q < -242)
2167 return 7;
2168 if (q < -41)
2169 return 6;
2170 if (q < 41)
2171 return 5;
2172 if (q < 242)
2173 return 4;
2174
2175 return 3;
2176} 2308}
2177 2309
2178/* 2310/*
2179 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2311 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2180 * between two directions (which are expected to be absolute (see absdir()) 2312 * between two directions (which are expected to be absolute (see absdir())
2181 */ 2313 */
2182int 2314int
2183dirdiff (int dir1, int dir2) 2315dirdiff (int dir1, int dir2)
2184{ 2316{
2185 int d;
2186
2187 d = abs (dir1 - dir2); 2317 int d = abs (dir1 - dir2);
2188 if (d > 4)
2189 d = 8 - d;
2190 2318
2191 return d; 2319 return d > 4 ? 8 - d : d;
2192} 2320}
2193 2321
2194/* peterm: 2322/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2323 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2196 * Basically, this is a table of directions, and what directions 2324 * Basically, this is a table of directions, and what directions
2198 * This basically means that if direction is 15, then it could either go 2326 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are. 2327 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2328 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2329 * functions.
2202 */ 2330 */
2203int reduction_dir[SIZEOFFREE][3] = { 2331static const int reduction_dir[SIZEOFFREE][3] = {
2204 {0, 0, 0}, /* 0 */ 2332 {0, 0, 0}, /* 0 */
2205 {0, 0, 0}, /* 1 */ 2333 {0, 0, 0}, /* 1 */
2206 {0, 0, 0}, /* 2 */ 2334 {0, 0, 0}, /* 2 */
2207 {0, 0, 0}, /* 3 */ 2335 {0, 0, 0}, /* 3 */
2208 {0, 0, 0}, /* 4 */ 2336 {0, 0, 0}, /* 4 */
2302 * Add a check so we can't pick up invisible objects (0.93.8) 2430 * Add a check so we can't pick up invisible objects (0.93.8)
2303 */ 2431 */
2304int 2432int
2305can_pick (const object *who, const object *item) 2433can_pick (const object *who, const object *item)
2306{ 2434{
2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*who->flag [FLAG_WIZ]|| */
2308 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2309 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2437 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2310} 2438}
2311 2439
2312/* 2440/*
2313 * create clone from object to another 2441 * create clone from object to another
2314 */ 2442 */
2315object * 2443object *
2316object_create_clone (object *asrc) 2444object::deep_clone ()
2317{ 2445{
2318 object *dst = 0, *tmp, *src, *prev, *item; 2446 assert (("deep_clone called on non-head object", is_head ()));
2319 2447
2320 if (!asrc) 2448 object *dst = clone ();
2321 return 0;
2322 2449
2323 src = asrc->head_ (); 2450 object *prev = dst;
2324
2325 prev = 0;
2326 for (object *part = src; part; part = part->more) 2451 for (object *part = this->more; part; part = part->more)
2327 { 2452 {
2328 tmp = part->clone (); 2453 object *tmp = part->clone ();
2329 tmp->x -= src->x;
2330 tmp->y -= src->y;
2331
2332 if (!part->head)
2333 {
2334 dst = tmp;
2335 tmp->head = 0;
2336 }
2337 else
2338 tmp->head = dst; 2454 tmp->head = dst;
2339
2340 tmp->more = 0;
2341
2342 if (prev)
2343 prev->more = tmp; 2455 prev->more = tmp;
2344
2345 prev = tmp; 2456 prev = tmp;
2346 } 2457 }
2347 2458
2348 for (item = src->inv; item; item = item->below) 2459 for (object *item = inv; item; item = item->below)
2349 insert_ob_in_ob (object_create_clone (item), dst); 2460 insert_ob_in_ob (item->deep_clone (), dst);
2350 2461
2351 return dst; 2462 return dst;
2352} 2463}
2353 2464
2354/* This returns the first object in who's inventory that 2465/* This returns the first object in who's inventory that
2363 return tmp; 2474 return tmp;
2364 2475
2365 return 0; 2476 return 0;
2366} 2477}
2367 2478
2368/* If ob has a field named key, return the link from the list, 2479shstr_tmp
2369 * otherwise return NULL. 2480object::kv_get (shstr_tmp key) const
2370 *
2371 * key must be a passed in shared string - otherwise, this won't
2372 * do the desired thing.
2373 */
2374key_value *
2375get_ob_key_link (const object *ob, const char *key)
2376{ 2481{
2377 for (key_value *link = ob->key_values; link; link = link->next) 2482 for (key_value *kv = key_values; kv; kv = kv->next)
2378 if (link->key == key) 2483 if (kv->key == key)
2379 return link;
2380
2381 return 0;
2382}
2383
2384/*
2385 * Returns the value of op has an extra_field for key, or NULL.
2386 *
2387 * The argument doesn't need to be a shared string.
2388 *
2389 * The returned string is shared.
2390 */
2391const char *
2392get_ob_key_value (const object *op, const char *const key)
2393{
2394 key_value *link;
2395 shstr_cmp canonical_key (key);
2396
2397 if (!canonical_key)
2398 {
2399 /* 1. There being a field named key on any object
2400 * implies there'd be a shared string to find.
2401 * 2. Since there isn't, no object has this field.
2402 * 3. Therefore, *this* object doesn't have this field.
2403 */
2404 return 0;
2405 }
2406
2407 /* This is copied from get_ob_key_link() above -
2408 * only 4 lines, and saves the function call overhead.
2409 */
2410 for (link = op->key_values; link; link = link->next)
2411 if (link->key == canonical_key)
2412 return link->value; 2484 return kv->value;
2413 2485
2414 return 0; 2486 return shstr ();
2415} 2487}
2416 2488
2417/* 2489void
2418 * Updates the canonical_key in op to value. 2490object::kv_set (shstr_tmp key, shstr_tmp value)
2419 *
2420 * canonical_key is a shared string (value doesn't have to be).
2421 *
2422 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2423 * keys.
2424 *
2425 * Returns TRUE on success.
2426 */
2427int
2428set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2429{ 2491{
2430 key_value *field = NULL, *last = NULL; 2492 for (key_value *kv = key_values; kv; kv = kv->next)
2431 2493 if (kv->key == key)
2432 for (field = op->key_values; field != NULL; field = field->next)
2433 {
2434 if (field->key != canonical_key)
2435 { 2494 {
2436 last = field; 2495 kv->value = value;
2437 continue; 2496 return;
2438 } 2497 }
2439 2498
2440 if (value) 2499 key_value *kv = new key_value;
2441 field->value = value; 2500
2442 else 2501 kv->next = key_values;
2502 kv->key = key;
2503 kv->value = value;
2504
2505 key_values = kv;
2506}
2507
2508void
2509object::kv_del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2443 { 2513 {
2444 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2445 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2446 * it, we save the empty value so that when we load, 2516 delete kv;
2447 * we get this value back again. 2517 return;
2448 */
2449 if (get_ob_key_link (op->arch, canonical_key))
2450 field->value = 0;
2451 else
2452 {
2453 if (last)
2454 last->next = field->next;
2455 else
2456 op->key_values = field->next;
2457
2458 delete field;
2459 }
2460 } 2518 }
2461 return TRUE;
2462 }
2463 /* IF we get here, key doesn't exist */
2464
2465 /* No field, we'll have to add it. */
2466
2467 if (!add_key)
2468 return FALSE;
2469
2470 /* There isn't any good reason to store a null
2471 * value in the key/value list. If the archetype has
2472 * this key, then we should also have it, so shouldn't
2473 * be here. If user wants to store empty strings,
2474 * should pass in ""
2475 */
2476 if (value == NULL)
2477 return TRUE;
2478
2479 field = new key_value;
2480
2481 field->key = canonical_key;
2482 field->value = value;
2483 /* Usual prepend-addition. */
2484 field->next = op->key_values;
2485 op->key_values = field;
2486
2487 return TRUE;
2488}
2489
2490/*
2491 * Updates the key in op to value.
2492 *
2493 * If add_key is FALSE, this will only update existing keys,
2494 * and not add new ones.
2495 * In general, should be little reason FALSE is ever passed in for add_key
2496 *
2497 * Returns TRUE on success.
2498 */
2499int
2500set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2501{
2502 shstr key_ (key);
2503
2504 return set_ob_key_value_s (op, key_, value, add_key);
2505} 2519}
2506 2520
2507object::depth_iterator::depth_iterator (object *container) 2521object::depth_iterator::depth_iterator (object *container)
2508: iterator_base (container) 2522: iterator_base (container)
2509{ 2523{
2559{ 2573{
2560 char flagdesc[512]; 2574 char flagdesc[512];
2561 char info2[256 * 4]; 2575 char info2[256 * 4];
2562 char *p = info; 2576 char *p = info;
2563 2577
2564 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2578 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2565 count, 2579 count,
2566 uuid.c_str (), 2580 uuid.c_str (),
2567 &name, 2581 &name,
2568 title ? "\",title:\"" : "", 2582 title ? ",title:\"" : "",
2569 title ? (const char *)title : "", 2583 title ? (const char *)title : "",
2584 title ? "\"" : "",
2570 flag_desc (flagdesc, 512), type); 2585 flag_desc (flagdesc, 512), type);
2571 2586
2572 if (!this->flag[FLAG_REMOVED] && env) 2587 if (!flag[FLAG_REMOVED] && env)
2573 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2574 2589
2575 if (map) 2590 if (map)
2576 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2577 2592
2592{ 2607{
2593 return map ? map->region (x, y) 2608 return map ? map->region (x, y)
2594 : region::default_region (); 2609 : region::default_region ();
2595} 2610}
2596 2611
2597const materialtype_t *
2598object::dominant_material () const
2599{
2600 if (materialtype_t *mt = name_to_material (materialname))
2601 return mt;
2602
2603 return name_to_material (shstr_unknown);
2604}
2605
2606void 2612void
2607object::open_container (object *new_container) 2613object::open_container (object *new_container)
2608{ 2614{
2609 if (container == new_container) 2615 if (container == new_container)
2610 return; 2616 return;
2611 2617
2612 if (object *old_container = container) 2618 object *old_container = container;
2619
2620 if (old_container)
2613 { 2621 {
2614 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2615 return; 2623 return;
2616 2624
2617#if 0 2625#if 0
2619 if (object *closer = old_container->inv) 2627 if (object *closer = old_container->inv)
2620 if (closer->type == CLOSE_CON) 2628 if (closer->type == CLOSE_CON)
2621 closer->destroy (); 2629 closer->destroy ();
2622#endif 2630#endif
2623 2631
2632 // make sure the container is available
2633 esrv_send_item (this, old_container);
2634
2624 old_container->flag [FLAG_APPLIED] = false; 2635 old_container->flag [FLAG_APPLIED] = false;
2625 container = 0; 2636 container = 0;
2626 2637
2638 // client needs item update to make it work, client bug requires this to be separate
2627 esrv_update_item (UPD_FLAGS, this, old_container); 2639 esrv_update_item (UPD_FLAGS, this, old_container);
2640
2628 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2629 play_sound (sound_find ("chest_close")); 2642 play_sound (sound_find ("chest_close"));
2630 } 2643 }
2631 2644
2632 if (new_container) 2645 if (new_container)
2633 { 2646 {
2637 // TODO: this does not seem to serve any purpose anymore? 2650 // TODO: this does not seem to serve any purpose anymore?
2638#if 0 2651#if 0
2639 // insert the "Close Container" object. 2652 // insert the "Close Container" object.
2640 if (archetype *closer = new_container->other_arch) 2653 if (archetype *closer = new_container->other_arch)
2641 { 2654 {
2642 object *closer = arch_to_object (new_container->other_arch); 2655 object *closer = new_container->other_arch->instance ();
2643 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2656 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2644 new_container->insert (closer); 2657 new_container->insert (closer);
2645 } 2658 }
2646#endif 2659#endif
2647 2660
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2662
2663 // make sure the container is available, client bug requires this to be separate
2664 esrv_send_item (this, new_container);
2649 2665
2650 new_container->flag [FLAG_APPLIED] = true; 2666 new_container->flag [FLAG_APPLIED] = true;
2651 container = new_container; 2667 container = new_container;
2652 2668
2669 // client needs flag change
2653 esrv_update_item (UPD_FLAGS, this, new_container); 2670 esrv_update_item (UPD_FLAGS, this, new_container);
2654 esrv_send_inventory (this, new_container); 2671 esrv_send_inventory (this, new_container);
2655 play_sound (sound_find ("chest_open")); 2672 play_sound (sound_find ("chest_open"));
2656 } 2673 }
2674// else if (!old_container->env && contr && contr->ns)
2675// contr->ns->floorbox_reset ();
2657} 2676}
2658 2677
2659object * 2678object *
2660object::force_find (const shstr name) 2679object::force_find (shstr_tmp name)
2661{ 2680{
2662 /* cycle through his inventory to look for the MARK we want to 2681 /* cycle through his inventory to look for the MARK we want to
2663 * place 2682 * place
2664 */ 2683 */
2665 for (object *tmp = inv; tmp; tmp = tmp->below) 2684 for (object *tmp = inv; tmp; tmp = tmp->below)
2667 return splay (tmp); 2686 return splay (tmp);
2668 2687
2669 return 0; 2688 return 0;
2670} 2689}
2671 2690
2691//-GPL
2692
2672void 2693void
2694object::force_set_timer (int duration)
2695{
2696 this->duration = 1;
2697 this->speed_left = -1.f;
2698
2699 this->set_speed (duration ? 1.f / duration : 0.f);
2700}
2701
2702object *
2673object::force_add (const shstr name, int duration) 2703object::force_add (shstr_tmp name, int duration)
2674{ 2704{
2675 if (object *force = force_find (name)) 2705 if (object *force = force_find (name))
2676 force->destroy (); 2706 force->destroy ();
2677 2707
2678 object *force = get_archetype (FORCE_NAME); 2708 object *force = get_archetype (FORCE_NAME);
2679 2709
2680 force->slaying = name; 2710 force->slaying = name;
2681 force->stats.food = 1; 2711 force->force_set_timer (duration);
2682 force->speed_left = -1.f;
2683
2684 force->set_speed (duration ? 1.f / duration : 0.f);
2685 force->flag [FLAG_IS_USED_UP] = true;
2686 force->flag [FLAG_APPLIED] = true; 2712 force->flag [FLAG_APPLIED] = true;
2687 2713
2688 insert (force); 2714 return insert (force);
2689} 2715}
2690 2716
2691void 2717void
2692object::play_sound (faceidx sound) 2718object::play_sound (faceidx sound) const
2693{ 2719{
2694 if (!sound) 2720 if (!sound)
2695 return; 2721 return;
2696 2722
2697 if (flag [FLAG_REMOVED]) 2723 if (is_on_map ())
2724 map->play_sound (sound, x, y);
2725 else if (object *pl = in_player ())
2726 pl->contr->play_sound (sound);
2727}
2728
2729void
2730object::say_msg (const char *msg) const
2731{
2732 if (is_on_map ())
2733 map->say_msg (msg, x, y);
2734 else if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736}
2737
2738void
2739object::make_noise ()
2740{
2741 // we do not model noise in the map, so instead put
2742 // a temporary light into the noise source
2743 // could use the map instead, but that's less reliable for our
2744 // goal, which is to make invisibility a bit harder to exploit
2745
2746 // currently only works sensibly for players
2747 if (!is_player ())
2698 return; 2748 return;
2699 2749
2700 if (env) 2750 // find old force, or create new one
2701 { 2751 object *force = force_find (shstr_noise_force);
2702 if (object *pl = in_player ()) 2752
2703 pl->contr->play_sound (sound); 2753 if (force)
2704 } 2754 force->speed_left = -1.f; // patch old speed up
2705 else 2755 else
2706 map->play_sound (sound, x, y); 2756 {
2707} 2757 force = archetype::get (shstr_noise_force);
2708 2758
2759 force->slaying = shstr_noise_force;
2760 force->stats.food = 1;
2761 force->speed_left = -1.f;
2762
2763 force->set_speed (1.f / 4.f);
2764 force->flag [FLAG_IS_USED_UP] = true;
2765 force->flag [FLAG_APPLIED] = true;
2766
2767 insert (force);
2768 }
2769}
2770
2771void object::change_move_type (MoveType mt)
2772{
2773 if (move_type == mt)
2774 return;
2775
2776 if (is_on_map ())
2777 {
2778 // we are on the map, so handle move_on/off effects
2779 remove ();
2780 move_type = mt;
2781 map->insert (this, x, y, this);
2782 }
2783 else
2784 move_type = mt;
2785}
2786
2787/* object should be a player.
2788 * we return the object the player has marked with the 'mark' command
2789 * below. If no match is found (or object has changed), we return
2790 * NULL. We leave it up to the calling function to print messages if
2791 * nothing is found.
2792 */
2793object *
2794object::mark () const
2795{
2796 if (contr && contr->mark && contr->mark->env == this)
2797 return contr->mark;
2798 else
2799 return 0;
2800}
2801

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