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Comparing deliantra/server/common/object.C (file contents):
Revision 1.209 by root, Mon Apr 21 06:35:26 2008 UTC vs.
Revision 1.344 by root, Sun May 1 13:18:23 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
41 49
42short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
43 0, 51 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 57 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 61};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
61 0, 63 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65}; 67};
66 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
67static void 95static void
68write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
69{ 97{
70 CALL_BEGIN (2); 98 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 102 CALL_END;
75} 103}
76 104
77static void 105static void
78read_uuid (void) 106read_uuid ()
79{ 107{
80 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
81 109
82 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
83 111
97 125
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 127 _exit (1);
100 } 128 }
101 129
102 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 131 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
105 133
106 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
107 { 135 {
134 162
135void 163void
136UUID::init () 164UUID::init ()
137{ 165{
138 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
139} 232}
140 233
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 235static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
144{ 237{
145 key_value *wants_field;
146
147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
148 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
149 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
150 */ 241 */
151 242
152 /* For each field in wants, */ 243 /* For each field in wants, */
153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
154 { 245 if (has->kv.get (kv->key) != kv->value)
155 key_value *has_field; 246 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 247
170 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
171 return 1; 249 return true;
172} 250}
173 251
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 253static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 255{
178 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
180 */ 258 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
182} 261}
183 262
184/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 264 * they can be merged together.
186 * 265 *
193 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
194 * check weight 273 * check weight
195 */ 274 */
196bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
197{ 276{
198 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
199 if (ob1 == ob2 278 if (ob1 == ob2
200 || ob1->type != ob2->type 279 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 280 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 284 return 0;
205 285
206 /* Do not merge objects if nrof would overflow. First part checks 286 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 287 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 289 return 0;
213 290
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 295 * flags lose any meaning.
219 */ 296 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
222 299
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
225 302
226 if (ob1->arch->name != ob2->arch->name 303 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 304 || ob1->name != ob2->name
228 || ob1->title != ob2->title 305 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 312 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
237 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
239 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
242 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
243 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
244 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
245 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
247 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 328 return 0;
251 329
252 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 331 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 332 .reset (FLAG_REMOVED)
256 .any ()) 333 .any ())
257 return 0; 334 return 0;
258 335
259 /* This is really a spellbook check - we should in general 336 /* This is really a spellbook check - we should in general
278 355
279 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
280 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
281 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
282 */ 359 */
283 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
284 return 0; 361 return 0;
285 362
286 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
287 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
288 * check? 365 * check?
289 */ 366 */
290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
291 return 0; 368 return 0;
292 369
293 switch (ob1->type) 370 switch (ob1->type)
294 { 371 {
295 case SCROLL: 372 case SCROLL:
296 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
297 return 0; 374 return 0;
298 break; 375 break;
299 } 376 }
300 377
301 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
302 { 379 {
303 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
304 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
305 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
306 383
307 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
308 return 0; 385 return 0;
309 } 386 }
331 408
332 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
333 return 1; 410 return 1;
334} 411}
335 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
336// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
337static sint32 451static uint32
338weight_adjust (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
339{ 453{
340 return op->type == CONTAINER 454 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
342 : weight; 456 : weight;
343} 457}
344 458
345/* 459/*
346 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
347 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
348 */ 462 */
349static void 463static void
350adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
351{ 465{
352 while (op) 466 while (op)
353 { 467 {
354 weight = weight_adjust (op, weight); 468 sint32 ocarrying = op->carrying;
355 469
356 op->carrying += weight; 470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
357 op = op->env; 480 op = op->env;
358 } 481 }
359} 482}
360 483
361/* 484/*
368{ 491{
369 sint32 sum = 0; 492 sint32 sum = 0;
370 493
371 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
372 { 495 {
373 if (op->inv)
374 op->update_weight (); 496 op->update_weight ();
375 497
376 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
499 }
500
501 if (sum != carrying)
377 } 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
378 506
379 carrying = weight_adjust (this, sum); 507 carrying = sum;
508
509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
380} 513}
381 514
382/* 515/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 517 */
391 object_freezer freezer; 524 object_freezer freezer;
392 op->write (freezer); 525 op->write (freezer);
393 return freezer.as_string (); 526 return freezer.as_string ();
394} 527}
395 528
396/* 529char *
397 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
398 * multi-object 1 which is closest to the second object.
399 * If it's not a multi-object, it is returned.
400 */
401object *
402get_nearest_part (object *op, const object *pl)
403{ 531{
404 object *tmp, *closest; 532 return dump_object (this);
405 int last_dist, i;
406
407 if (!op->more)
408 return op;
409
410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
413 if ((i = distance (tmp, pl)) < last_dist)
414 closest = tmp, last_dist = i;
415
416 return closest;
417} 533}
418 534
419/* 535/*
420 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow. 537 * VERRRY slow.
429 545
430 return 0; 546 return 0;
431} 547}
432 548
433/* 549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
562}
563
564/*
434 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
435 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
436 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
437 */ 568 */
438object * 569object *
439find_object_name (const char *str) 570find_object_name (const char *str)
440{ 571{
441 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
442 object *op;
443 573
574 if (str_)
444 for_all_objects (op) 575 for_all_objects (op)
445 if (op->name == str_) 576 if (op->name == str_)
446 break; 577 return op;
447 578
448 return op; 579 return 0;
449} 580}
450 581
451/* 582/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 584 * skill and experience objects.
466 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
467 return; 598 return;
468 } 599 }
469 600
470 this->owner = owner; 601 this->owner = owner;
471}
472
473int
474object::slottype () const
475{
476 if (type == SKILL)
477 {
478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
513 {
514 current_weapon = chosen_skill = 0;
515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
530 {
531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
535
536 return true;
537}
538
539/* Zero the key_values on op, decrementing the shared-string
540 * refcounts and freeing the links.
541 */
542static void
543free_key_values (object *op)
544{
545 for (key_value *i = op->key_values; i; )
546 {
547 key_value *next = i->next;
548 delete i;
549
550 i = next;
551 }
552
553 op->key_values = 0;
554}
555
556object &
557object::operator =(const object &src)
558{
559 bool is_freed = flag [FLAG_FREED];
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed;
566
567 /* Copy over key_values, if any. */
568 if (src.key_values)
569 {
570 key_value *tail = 0;
571 key_values = 0;
572
573 for (key_value *i = src.key_values; i; i = i->next)
574 {
575 key_value *new_link = new key_value;
576
577 new_link->next = 0;
578 new_link->key = i->key;
579 new_link->value = i->value;
580
581 /* Try and be clever here, too. */
582 if (!key_values)
583 {
584 key_values = new_link;
585 tail = new_link;
586 }
587 else
588 {
589 tail->next = new_link;
590 tail = new_link;
591 }
592 }
593 }
594} 602}
595 603
596/* 604/*
597 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
602 * will point at garbage. 610 * will point at garbage.
603 */ 611 */
604void 612void
605object::copy_to (object *dst) 613object::copy_to (object *dst)
606{ 614{
607 *dst = *this; 615 dst->remove ();
616 *(object_copy *)dst = *this;
608 617
609 if (speed < 0) 618 // maybe move to object_copy?
610 dst->speed_left -= rndm (); 619 dst->kv = kv;
611 620
612 dst->set_speed (dst->speed); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
613} 623}
614 624
615void 625void
616object::instantiate () 626object::instantiate ()
617{ 627{
618 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
619 uuid = UUID::gen (); 629 uuid = UUID::gen ();
620 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
621 speed_left = -0.1f; 635 speed_left = -1.;
636
622 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
634object * 649object *
635object::clone () 650object::clone ()
636{ 651{
637 object *neu = create (); 652 object *neu = create ();
638 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
639 return neu; 660 return neu;
640} 661}
641 662
642/* 663/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
645 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
646 */ 667 */
647void 668void
648update_turn_face (object *op) 669update_turn_face (object *op)
649{ 670{
650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
651 return; 672 return;
652 673
653 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
654 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
655} 676}
660 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
661 */ 682 */
662void 683void
663object::set_speed (float speed) 684object::set_speed (float speed)
664{ 685{
665 if (flag [FLAG_FREED] && speed)
666 {
667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
668 speed = 0;
669 }
670
671 this->speed = speed; 686 this->speed = speed;
672 687
673 if (has_active_speed ()) 688 if (has_active_speed ())
674 activate (); 689 activate ();
675 else 690 else
694 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
695 */ 710 */
696void 711void
697update_object (object *op, int action) 712update_object (object *op, int action)
698{ 713{
699 if (op == NULL) 714 if (!op)
700 { 715 {
701 /* this should never happen */ 716 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 718 return;
704 } 719 }
705 720
706 if (op->env) 721 if (!op->is_on_map ())
707 { 722 {
708 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
709 * to do in this case. 724 * to do in this case.
710 */ 725 */
711 return; 726 return;
712 } 727 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 728
720 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 731 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
731 740
732 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
733 /* nop */; 742 /* nop */;
734 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
735 { 744 {
745#if 0
736 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 757 * have move_allow right now.
748 */ 758 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
751 m.flags_ = 0; 763 m.invalidate ();
764#endif
752 } 765 }
753 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 768 * that is being removed.
756 */ 769 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 771 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
761 else 774 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 776
765 update_object (op->more, action); 778 update_object (op->more, action);
766} 779}
767 780
768object::object () 781object::object ()
769{ 782{
770 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
771 784
772 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
773 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
774} 788}
775 789
776object::~object () 790object::~object ()
777{ 791{
778 unlink (); 792 unlink ();
779 793
780 free_key_values (this); 794 kv.clear ();
781} 795}
782
783static int object_count;
784 796
785void object::link () 797void object::link ()
786{ 798{
787 assert (!index);//D 799 assert (!index);//D
788 uuid = UUID::gen (); 800 uuid = UUID::gen ();
789 count = ++object_count;
790 801
791 refcnt_inc (); 802 refcnt_inc ();
792 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
793} 807}
794 808
795void object::unlink () 809void object::unlink ()
796{ 810{
797 if (!index) 811 if (!index)
798 return; 812 return;
813
814 ++destroy_count;
799 815
800 objects.erase (this); 816 objects.erase (this);
801 refcnt_dec (); 817 refcnt_dec ();
802} 818}
803 819
807 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
808 if (active) 824 if (active)
809 return; 825 return;
810 826
811 if (has_active_speed ()) 827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
812 actives.insert (this); 832 actives.insert (this);
833 }
813} 834}
814 835
815void 836void
816object::activate_recursive () 837object::activate_recursive ()
817{ 838{
866object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
867{ 888{
868 // need to check first, because the checks below might segfault 889 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 890 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 891 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 892 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 893 // cf will crash below with off-map x and y
873 if (!inv) 894 if (!inv)
874 return; 895 return;
875 896
876 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
878 * drop on that space. 899 * drop on that space.
879 */ 900 */
880 if (!drop_to_ground 901 if (!drop_to_ground
881 || !map 902 || !map
882 || map->in_memory != MAP_ACTIVE 903 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 904 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
885 { 906 {
886 while (inv) 907 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 908 inv->destroy ();
890 }
891 } 909 }
892 else 910 else
893 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
894 while (inv) 912 while (inv)
895 { 913 {
906 map->insert (op, x, y); 924 map->insert (op, x, y);
907 } 925 }
908 } 926 }
909} 927}
910 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
911object *object::create () 966object::create ()
912{ 967{
913 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
914 op->link (); 990 op->link ();
991
915 return op; 992 return op;
916} 993}
917 994
918void 995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 in_memory = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
919object::do_destroy () 1030object::do_destroy ()
920{ 1031{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 1033 remove_link ();
925 1034
926 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 1036 remove_friendly_object (this);
928 1037
929 if (!flag [FLAG_REMOVED])
930 remove (); 1038 remove ();
931 1039
932 destroy_inv (true); 1040 attachable::do_destroy ();
933 1041
934 deactivate (); 1042 deactivate ();
935 unlink (); 1043 unlink ();
936 1044
937 flag [FLAG_FREED] = 1; 1045 flag [FLAG_FREED] = 1;
938 1046
939 // hack to ensure that freed objects still have a valid map 1047 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 1048 map = &freed_map;
958 x = 1; 1049 x = 1;
959 y = 1; 1050 y = 1;
960 }
961 1051
962 if (more) 1052 if (more)
963 { 1053 {
964 more->destroy (); 1054 more->destroy ();
965 more = 0; 1055 more = 0;
973 attacked_by = 0; 1063 attacked_by = 0;
974 current_weapon = 0; 1064 current_weapon = 0;
975} 1065}
976 1066
977void 1067void
978object::destroy (bool destroy_inventory) 1068object::destroy ()
979{ 1069{
980 if (destroyed ()) 1070 if (destroyed ())
981 return; 1071 return;
982 1072
983 if (destroy_inventory) 1073 if (!is_head () && !head->destroyed ())
1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
1079
984 destroy_inv (false); 1080 destroy_inv_fast ();
985 1081
986 if (is_head ()) 1082 if (is_head ())
987 if (sound_destroy) 1083 if (sound_destroy)
988 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1000 * the previous environment. 1096 * the previous environment.
1001 */ 1097 */
1002void 1098void
1003object::do_remove () 1099object::do_remove ()
1004{ 1100{
1005 object *tmp, *last = 0; 1101 if (flag [FLAG_REMOVED])
1006 object *otmp;
1007
1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1009 return; 1102 return;
1010 1103
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1105
1106 flag [FLAG_REMOVED] = true;
1013 1107
1014 if (more) 1108 if (more)
1015 more->remove (); 1109 more->remove ();
1016 1110
1017 /* 1111 /*
1018 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1019 * inventory. 1113 * inventory.
1020 */ 1114 */
1021 if (env) 1115 if (env)
1022 { 1116 {
1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1118 if (object *pl = visible_to ())
1119 esrv_del_item (pl->contr, count);
1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1121
1023 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1024 1123
1025 *(above ? &above->below : &env->inv) = below; 1124 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1125
1030 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1033 */ 1129 */
1034 map = env->map; 1130 map = env->map;
1035 x = env->x; 1131 x = env->x;
1036 y = env->y; 1132 y = env->y;
1133
1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1037 above = 0; 1138 above = 0;
1038 below = 0; 1139 below = 0;
1039 env = 0; 1140 env = 0;
1040 1141
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1042 * made to players inventory. If set, avoiding the call
1043 * to save cpu time.
1044 */ 1143 {
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1144 if (expect_false (pl->contr->combat_ob == this))
1046 otmp->update_stats (); 1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1047 } 1163 }
1048 else if (map) 1164 else if (map)
1049 { 1165 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1166 map->dirty = true;
1063 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1064 1168
1169 if (object *pl = ms.player ())
1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1193
1065 /* link the object above us */ 1194 /* link the object above us */
1066 if (above) 1195 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1196 *(above ? &above->below : &ms.top) = below;
1068 else 1197 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1198
1086 above = 0; 1199 above = 0;
1087 below = 0; 1200 below = 0;
1088 1201
1202 ms.invalidate ();
1203
1089 if (map->in_memory == MAP_SAVING) 1204 if (map->in_memory == MAP_SAVING)
1090 return; 1205 return;
1091 1206
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1208
1094 if (object *pl = ms.player ()) 1209 if (object *pl = ms.player ())
1095 { 1210 {
1096 if (pl->container == this) 1211 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1212 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1213 * removed (most likely destroyed), update the player view
1099 * appropriately. 1214 * appropriately.
1100 */ 1215 */
1101 pl->close_container (); 1216 pl->close_container ();
1102 1217
1218 //TODO: the floorbox prev/next might need updating
1219 //esrv_del_item (pl->contr, count);
1220 //TODO: update floorbox to preserve ordering
1221 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1222 pl->contr->ns->floorbox_update ();
1104 } 1223 }
1105 1224
1225 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1227 {
1228 above = tmp->above;
1229
1108 /* No point updating the players look faces if he is the object 1230 /* No point updating the players look faces if he is the object
1109 * being removed. 1231 * being removed.
1110 */ 1232 */
1111 1233
1112 /* See if object moving off should effect something */ 1234 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1235 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1237 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1238 }
1122 1239
1123 last = tmp; 1240 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1241 update_all_los (map, x, y);
1135 } 1242 }
1136} 1243}
1137 1244
1138/* 1245/*
1152 if (!top) 1259 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1260 for (top = op; top && top->above; top = top->above)
1154 ; 1261 ;
1155 1262
1156 for (; top; top = top->below) 1263 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1264 if (object::can_merge (op, top))
1162 { 1265 {
1163 top->nrof += op->nrof; 1266 top->nrof += op->nrof;
1164 1267
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1268 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1269 esrv_update_item (UPD_NROF, pl, top);
1270
1271 op->weight = 0; // cancel the addition above
1272 op->carrying = 0; // must be 0 already
1273
1167 op->destroy (); 1274 op->destroy ();
1275
1168 return top; 1276 return top;
1169 } 1277 }
1170 }
1171 1278
1172 return 0; 1279 return 0;
1173} 1280}
1174 1281
1175void 1282void
1180 1287
1181 object *prev = this; 1288 object *prev = this;
1182 1289
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1291 {
1185 object *op = arch_to_object (at); 1292 object *op = at->instance ();
1186 1293
1187 op->name = name; 1294 op->name = name;
1188 op->name_pl = name_pl; 1295 op->name_pl = name_pl;
1189 op->title = title; 1296 op->title = title;
1190 1297
1200 * job preparing multi-part monsters. 1307 * job preparing multi-part monsters.
1201 */ 1308 */
1202object * 1309object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1310insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1311{
1312 op->remove ();
1313
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1314 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1315 {
1207 tmp->x = x + tmp->arch->x; 1316 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1317 tmp->y = y + tmp->arch->y;
1209 } 1318 }
1226 * Passing 0 for flag gives proper default values, so flag really only needs 1335 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1228 * 1337 *
1229 * Return value: 1338 * Return value:
1230 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1341 * just 'op' otherwise
1233 */ 1342 */
1234object * 1343object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1345{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1346 op->remove ();
1347
1348 if (m == &freed_map)//D TODO: remove soon
1349 {//D
1350 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1351 }//D
1242 1352
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1354 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1355 * need extra work
1246 */ 1356 */
1357 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1358 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1359 {
1249 op->destroy (); 1360 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1361 return 0;
1251 } 1362 }
1252 1363
1253 if (object *more = op->more) 1364 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1365 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1366 return 0;
1256 1367
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1368 op->flag [FLAG_REMOVED] = false;
1258 1369 op->env = 0;
1259 op->map = m; 1370 op->map = newmap;
1371
1260 mapspace &ms = op->ms (); 1372 mapspace &ms = op->ms ();
1261 1373
1262 /* this has to be done after we translate the coordinates. 1374 /* this has to be done after we translate the coordinates.
1263 */ 1375 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1376 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1378 if (object::can_merge (op, tmp))
1267 { 1379 {
1380 // TODO: we actually want to update tmp, not op,
1381 // but some caller surely breaks when we return tmp
1382 // from here :/
1268 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1384 tmp->destroy ();
1270 } 1385 }
1271 1386
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1274 1389
1275 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1276 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1277 1392
1278 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1279 { 1394 {
1280 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1281 { 1396 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1398 abort ();
1284 } 1399 }
1285 1400
1401 if (!originator->is_on_map ())
1402 {
1403 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1404 op->debug_desc (), originator->debug_desc ());
1405 abort ();
1406 }
1407
1286 op->above = originator; 1408 op->above = originator;
1287 op->below = originator->below; 1409 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1410 originator->below = op;
1411
1412 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1413 }
1297 else 1414 else
1298 { 1415 {
1299 top = ms.bot; 1416 object *floor = 0;
1417 object *top = ms.top;
1300 1418
1301 /* If there are other objects, then */ 1419 /* If there are other objects, then */
1302 if (top) 1420 if (top)
1303 { 1421 {
1304 object *last = 0;
1305
1306 /* 1422 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1423 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1424 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1425 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * once we get to them. This reduces the need to traverse over all of 1429 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time 1430 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1317 */ 1433 */
1318 for (top = ms.bot; top; top = top->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1435 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1321 floor = top; 1437 floor = tmp;
1322 1438
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1324 { 1440 {
1325 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1326 top = top->below; 1442 top = tmp->below;
1327 break; 1443 break;
1328 } 1444 }
1329 1445
1330 last = top; 1446 top = tmp;
1331 } 1447 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1448
1336 /* We let update_position deal with figuring out what the space 1449 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1450 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1451 * makes things faster, and effectively the same result.
1339 */ 1452 */
1346 */ 1459 */
1347 if (!(flag & INS_ON_TOP) 1460 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1461 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1350 { 1463 {
1464 object *last;
1465
1351 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1353 break; 1468 break;
1354 1469
1355 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1356 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1357 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1363 } /* If objects on this space */ 1478 } /* If objects on this space */
1364 1479
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1480 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1481 top = floor;
1367 1482
1368 /* Top is the object that our object (op) is going to get inserted above. 1483 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1484 if (!top)
1373 { 1485 {
1486 op->below = 0;
1374 op->above = ms.bot; 1487 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1488 ms.bot = op;
1489
1490 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1491 }
1382 else 1492 else
1383 { /* get inserted into the stack above top */ 1493 {
1384 op->above = top->above; 1494 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1495 top->above = op;
1388 1496
1389 op->below = top; 1497 op->below = top;
1390 top->above = op; 1498 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1499 }
1500 }
1392 1501
1393 if (!op->above) 1502 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1503 {
1399 op->contr->do_los = 1; 1504 op->contr->do_los = 1;
1400 ++op->map->players; 1505 ++op->map->players;
1401 op->map->touch (); 1506 op->map->touch ();
1402 } 1507 }
1403 1508
1404 op->map->dirty = true; 1509 op->map->dirty = true;
1405 1510
1406 if (object *pl = ms.player ()) 1511 if (object *pl = ms.player ())
1512 //TODO: the floorbox prev/next might need updating
1513 //esrv_send_item (pl, op);
1514 //TODO: update floorbox to preserve ordering
1515 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1516 pl->contr->ns->floorbox_update ();
1408 1517
1409 /* If this object glows, it may affect lighting conditions that are 1518 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1519 * visible to others on this map. But update_all_los is really
1411 * an inefficient way to do this, as it means los for all players 1520 * an inefficient way to do this, as it means los for all players
1412 * on the map will get recalculated. The players could very well 1521 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1522 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1523 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1524 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1525 * of effect may be sufficient.
1417 */ 1526 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1527 if (op->affects_los ())
1528 {
1529 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1531 }
1420 1532
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1533 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1534 update_object (op, UP_OBJ_INSERT);
1423 1535
1424 INVOKE_OBJECT (INSERT, op); 1536 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1543 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1544 * update_object().
1433 */ 1545 */
1434 1546
1435 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1549 {
1438 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1439 return 0; 1551 return 0;
1440 1552
1441 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1442 * walk on's. 1554 * walk on's.
1443 */ 1555 */
1444 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1445 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1446 return 0; 1558 return 0;
1447 } 1559 }
1448 1560
1449 return op; 1561 return op;
1450} 1562}
1452/* this function inserts an object in the map, but if it 1564/* this function inserts an object in the map, but if it
1453 * finds an object of its own type, it'll remove that one first. 1565 * finds an object of its own type, it'll remove that one first.
1454 * op is the object to insert it under: supplies x and the map. 1566 * op is the object to insert it under: supplies x and the map.
1455 */ 1567 */
1456void 1568void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1569replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1570{
1459 /* first search for itself and remove any old instances */ 1571 /* first search for itself and remove any old instances */
1460 1572
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1575 tmp->destroy ();
1464 1576
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1577 object *tmp = archetype::find (archname)->instance ();
1466 1578
1467 tmp->x = op->x; 1579 tmp->x = op->x;
1468 tmp->y = op->y; 1580 tmp->y = op->y;
1469 1581
1470 insert_ob_in_map (tmp, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1477 return where->env->insert (this); 1589 return where->env->insert (this);
1478 else 1590 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1592}
1481 1593
1482// find player who can see this object 1594// check whether we can put this into the map, respect max_volume, max_items
1483static object * 1595bool
1484visible_to (object *op) 1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1485{ 1597{
1486 if (!op->flag [FLAG_REMOVED]) 1598 mapspace &ms = m->at (x, y);
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494 1599
1495 // else a player could have our env open 1600 int items = ms.items ();
1496 env = env->outer_env ();
1497 1601
1498 // the player itself is always on a map, so we will find him here 1602 if (!items // testing !items ensures we can drop at least one item
1499 // even if our inv is in a player. 1603 || (items < m->max_items
1500 if (env->is_on_map ()) 1604 && ms.volume () < m->max_volume))
1501 if (object *pl = env->ms ().player ()) 1605 return true;
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512 1606
1607 if (originator && originator->is_player ())
1608 originator->contr->failmsgf (
1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1610 query_name ()
1611 );
1612
1513 return 0; 1613 return false;
1514} 1614}
1515 1615
1516/* 1616/*
1517 * decrease(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1618 * the amount of an object. If the amount reaches 0, the object
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1621 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1622 */
1523bool 1623bool
1524object::decrease (sint32 nr) 1624object::decrease (sint32 nr)
1525{ 1625{
1626 if (!nr)
1627 return true;
1628
1526 nr = min (nr, nrof); 1629 nr = min (nr, nrof);
1527 1630
1528 if (!nr) 1631 if (nrof > nr)
1529 return 1; 1632 {
1633 sint64 oweight = total_weight ();
1530 1634
1531 nrof -= nr; 1635 nrof -= nr;
1532 1636
1533 object *visible = visible_to (this); 1637 if (object *pl = visible_to ())
1638 esrv_update_item (UPD_NROF, pl, this);
1534 1639
1535 if (nrof) 1640 adjust_weight (env, oweight, total_weight ());
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0
1538 1641
1539 if (visible)
1540 esrv_send_item (visible, this);
1541
1542 return 1; 1642 return true;
1543 } 1643 }
1544 else 1644 else
1545 { 1645 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1646 destroy ();
1550 return 0; 1647 return false;
1551 } 1648 }
1552} 1649}
1553 1650
1554/* 1651/*
1555 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1652 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains 1653 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and freed if that number is 0). 1654 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned, and the reason put into the 1655 * On failure, NULL is returned.
1559 * global static errmsg array.
1560 */ 1656 */
1561object * 1657object *
1562object::split (sint32 nr) 1658object::split (sint32 nr)
1563{ 1659{
1660 int have = number_of ();
1661
1564 if (nrof < nr) 1662 if (have < nr)
1565 return 0; 1663 return 0;
1566 else if (nrof == nr) 1664 else if (have == nr)
1567 { 1665 {
1568 remove (); 1666 remove ();
1569 return this; 1667 return this;
1570 } 1668 }
1571 else 1669 else
1572 { 1670 {
1573 decrease (nr); 1671 decrease (nr);
1574 1672
1575 object *op = object_create_clone (this); 1673 object *op = deep_clone ();
1576 op->nrof = nr; 1674 op->nrof = nr;
1577 return op; 1675 return op;
1578 } 1676 }
1579}
1580
1581//TODO: remove, but semantics differs from split_nr
1582object *
1583get_split_ob (object *orig_ob, uint32 nr)
1584{
1585 if (orig_ob->nrof < nr)
1586 {
1587 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1588 return 0;
1589 }
1590
1591 return orig_ob->split (nr);
1592} 1677}
1593 1678
1594object * 1679object *
1595insert_ob_in_ob (object *op, object *where) 1680insert_ob_in_ob (object *op, object *where)
1596{ 1681{
1635 if (op->nrof) 1720 if (op->nrof)
1636 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1637 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1638 { 1723 {
1639 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1640 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1641 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1731
1732 if (object *pl = tmp->visible_to ())
1733 esrv_update_item (UPD_NROF, pl, tmp);
1734
1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1736
1642 op->destroy (1); 1737 op->destroy ();
1643 op = tmp; 1738 op = tmp;
1644 goto inserted; 1739 goto inserted;
1645 } 1740 }
1646 1741
1647 op->owner = 0; // it's his/hers now. period. 1742 op->owner = 0; // it's his/hers now. period.
1658 1753
1659 inv = op; 1754 inv = op;
1660 1755
1661 op->flag [FLAG_REMOVED] = 0; 1756 op->flag [FLAG_REMOVED] = 0;
1662 1757
1758 if (object *pl = op->visible_to ())
1759 esrv_send_item (pl, op);
1760
1663 adjust_weight (this, op->total_weight ()); 1761 adjust_weight (this, 0, op->total_weight ());
1664 1762
1665inserted: 1763inserted:
1666 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness) 1765 if (op->glow_radius && is_on_map ())
1766 {
1767 update_stats ();
1668 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1669 1769 }
1670 if (object *otmp = in_player ()) 1770 else if (is_player ())
1671 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1771 // if this is a player's inventory, update stats
1672 otmp->update_stats (); 1772 contr->queue_stats_update ();
1673 1773
1674 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1675 1775
1676 return op; 1776 return op;
1677} 1777}
1695 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1696 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1697 * on top. 1797 * on top.
1698 */ 1798 */
1699int 1799int
1700check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1701{ 1801{
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1702 object *tmp; 1805 object *tmp;
1703 maptile *m = op->map; 1806 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1705 1808
1706 MoveType move_on, move_slow, move_block; 1809 mapspace &ms = m->at (x, y);
1707 1810
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1811 ms.update ();
1709 return 0;
1710 1812
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1813 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1814 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1815 MoveType move_block = ms.move_block;
1714 1816
1715 /* if nothing on this space will slow op down or be applied, 1817 /* if nothing on this space will slow op down or be applied,
1716 * no need to do checking below. have to make sure move_type 1818 * no need to do checking below. have to make sure move_type
1717 * is set, as lots of objects don't have it set - we treat that 1819 * is set, as lots of objects don't have it set - we treat that
1718 * as walking. 1820 * as walking.
1729 return 0; 1831 return 0;
1730 1832
1731 /* The objects have to be checked from top to bottom. 1833 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1834 * Hence, we first go to the top:
1733 */ 1835 */
1734 1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1837 {
1838 next = tmp->below;
1744 1839
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1840 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1841 continue; /* Can't apply yourself */
1749 1842
1750 /* Check to see if one of the movement types should be slowed down. 1843 /* Check to see if one of the movement types should be slowed down.
1751 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1752 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1753 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1754 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1755 */ 1848 */
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1757 { 1850 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 { 1853 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1855
1765 if (op->type == PLAYER) 1856 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1857 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1858 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1859 diff /= 4.0;
1769 1860
1770 op->speed_left -= diff; 1861 op->speed_left -= diff;
1771 } 1862 }
1772 } 1863 }
1773 1864
1774 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1775 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1776 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1777 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1778 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1779 1875
1780 if (op->destroyed ()) 1876 if (op->destroyed ())
1781 return 1; 1877 return 1;
1782 1878
1805 LOG (llevError, "Present_arch called outside map.\n"); 1901 LOG (llevError, "Present_arch called outside map.\n");
1806 return NULL; 1902 return NULL;
1807 } 1903 }
1808 1904
1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1905 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 if (tmp->arch == at) 1906 if (tmp->arch->archname == at->archname)
1811 return tmp; 1907 return tmp;
1812 1908
1813 return NULL; 1909 return NULL;
1814} 1910}
1815 1911
1879 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1880 */ 1976 */
1881object * 1977object *
1882present_arch_in_ob (const archetype *at, const object *op) 1978present_arch_in_ob (const archetype *at, const object *op)
1883{ 1979{
1884 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885 if (tmp->arch == at) 1981 if (tmp->arch->archname == at->archname)
1886 return tmp; 1982 return tmp;
1887 1983
1888 return NULL; 1984 return NULL;
1889} 1985}
1890 1986
1894void 1990void
1895flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1896{ 1992{
1897 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 { 1994 {
1899 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1900 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1901 } 1997 }
1902} 1998}
1903 1999
1904/* 2000/*
1907void 2003void
1908unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1909{ 2005{
1910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 { 2007 {
1912 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1913 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1914 } 2010 }
1915} 2011}
1916 2012
1917/* 2013/*
1978 * head of the object should correspond for the entire object. 2074 * head of the object should correspond for the entire object.
1979 */ 2075 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2076 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 2077 continue;
1982 2078
1983 if (ob->blocked (m, pos.x, pos.y)) 2079 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 2080 continue;
1985 2081
1986 altern [index++] = i; 2082 altern [index++] = i;
1987 } 2083 }
1988 2084
2056 * there is capable of. 2152 * there is capable of.
2057 */ 2153 */
2058int 2154int
2059find_dir (maptile *m, int x, int y, object *exclude) 2155find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2156{
2061 int i, max = SIZEOFFREE, mflags; 2157 int max = SIZEOFFREE, mflags;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2158 MoveType move_type;
2068 2159
2069 if (exclude && exclude->head_ () != exclude) 2160 if (exclude && exclude->head_ () != exclude)
2070 { 2161 {
2071 exclude = exclude->head; 2162 exclude = exclude->head;
2072 move_type = exclude->move_type; 2163 move_type = exclude->move_type;
2075 { 2166 {
2076 /* If we don't have anything, presume it can use all movement types. */ 2167 /* If we don't have anything, presume it can use all movement types. */
2077 move_type = MOVE_ALL; 2168 move_type = MOVE_ALL;
2078 } 2169 }
2079 2170
2080 for (i = 1; i < max; i++) 2171 for (int i = 1; i < max; i++)
2081 { 2172 {
2082 mp = m; 2173 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2174 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2175
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2176 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2177 max = maxfree[i];
2090 else 2178 else
2091 { 2179 {
2092 mapspace &ms = mp->at (nx, ny); 2180 mapspace &ms = *pos;
2093 2181
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2182 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2183 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2184 else if (ms.flags () & P_IS_ALIVE)
2099 { 2185 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2186 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2187 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2188 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2189 return freedir [i];
2107 } 2190 }
2108 } 2191 }
2109 } 2192 }
2110 2193
2111 return 0; 2194 return 0;
2120{ 2203{
2121 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2122} 2205}
2123 2206
2124/* 2207/*
2125 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2126 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2127 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2128 */ 2211 */
2129int 2212int
2130find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2131{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2132 int q; 2258 int q;
2133 2259
2134 if (y) 2260 if (y)
2135 q = x * 100 / y; 2261 q = 128 * x / y;
2136 else if (x) 2262 else if (x)
2137 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2138 else 2264 else
2139 return 0; 2265 return 0;
2140 2266
2141 if (y > 0) 2267 if (y > 0)
2142 { 2268 {
2143 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2144 return 3; 2274 return 3;
2145 if (q < -41) 2275 }
2146 return 2; 2276 else
2147 if (q < 41) 2277 {
2148 return 1; 2278 if (q < -309) return 3;
2149 if (q < 242) 2279 if (q < -52) return 2;
2150 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2151 return 7; 2283 return 7;
2152 } 2284 }
2153 2285#endif
2154 if (q < -242)
2155 return 7;
2156 if (q < -41)
2157 return 6;
2158 if (q < 41)
2159 return 5;
2160 if (q < 242)
2161 return 4;
2162
2163 return 3;
2164} 2286}
2165 2287
2166/* 2288/*
2167 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2168 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2169 */ 2291 */
2170int 2292int
2171dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2172{ 2294{
2173 int d;
2174
2175 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2176 if (d > 4)
2177 d = 8 - d;
2178 2296
2179 return d; 2297 return d > 4 ? 8 - d : d;
2180} 2298}
2181 2299
2182/* peterm: 2300/* peterm:
2183 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2184 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2186 * This basically means that if direction is 15, then it could either go 2304 * This basically means that if direction is 15, then it could either go
2187 * direction 4, 14, or 16 to get back to where we are. 2305 * direction 4, 14, or 16 to get back to where we are.
2188 * Moved from spell_util.c to object.c with the other related direction 2306 * Moved from spell_util.c to object.c with the other related direction
2189 * functions. 2307 * functions.
2190 */ 2308 */
2191int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2290 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2291 */ 2409 */
2292int 2410int
2293can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2294{ 2412{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298} 2416}
2299 2417
2300/* 2418/*
2301 * create clone from object to another 2419 * create clone from object to another
2302 */ 2420 */
2303object * 2421object *
2304object_create_clone (object *asrc) 2422object::deep_clone ()
2305{ 2423{
2306 object *dst = 0, *tmp, *src, *prev, *item; 2424 assert (("deep_clone called on non-head object", is_head ()));
2307 2425
2308 if (!asrc) 2426 object *dst = clone ();
2309 return 0;
2310 2427
2311 src = asrc->head_ (); 2428 object *prev = dst;
2312
2313 prev = 0;
2314 for (object *part = src; part; part = part->more) 2429 for (object *part = this->more; part; part = part->more)
2315 { 2430 {
2316 tmp = part->clone (); 2431 object *tmp = part->clone ();
2317 tmp->x -= src->x;
2318 tmp->y -= src->y;
2319
2320 if (!part->head)
2321 {
2322 dst = tmp;
2323 tmp->head = 0;
2324 }
2325 else
2326 tmp->head = dst; 2432 tmp->head = dst;
2327
2328 tmp->more = 0;
2329
2330 if (prev)
2331 prev->more = tmp; 2433 prev->more = tmp;
2332
2333 prev = tmp; 2434 prev = tmp;
2334 } 2435 }
2335 2436
2336 for (item = src->inv; item; item = item->below) 2437 for (object *item = inv; item; item = item->below)
2337 insert_ob_in_ob (object_create_clone (item), dst); 2438 insert_ob_in_ob (item->deep_clone (), dst);
2338 2439
2339 return dst; 2440 return dst;
2340} 2441}
2341 2442
2342/* This returns the first object in who's inventory that 2443/* This returns the first object in who's inventory that
2351 return tmp; 2452 return tmp;
2352 2453
2353 return 0; 2454 return 0;
2354} 2455}
2355 2456
2356/* If ob has a field named key, return the link from the list, 2457/* Zero the key_values on op, decrementing the shared-string
2357 * otherwise return NULL. 2458 * refcounts and freeing the links.
2358 * 2459 */
2359 * key must be a passed in shared string - otherwise, this won't 2460void
2360 * do the desired thing. 2461key_values::clear ()
2361 */
2362key_value *
2363get_ob_key_link (const object *ob, const char *key)
2364{ 2462{
2365 for (key_value *link = ob->key_values; link; link = link->next) 2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2473shstr_tmp
2474key_values::get (shstr_tmp key) const
2475{
2476 for (key_value *kv = first; kv; kv = kv->next)
2366 if (link->key == key) 2477 if (kv->key == key)
2367 return link;
2368
2369 return 0;
2370}
2371
2372/*
2373 * Returns the value of op has an extra_field for key, or NULL.
2374 *
2375 * The argument doesn't need to be a shared string.
2376 *
2377 * The returned string is shared.
2378 */
2379const char *
2380get_ob_key_value (const object *op, const char *const key)
2381{
2382 key_value *link;
2383 shstr_cmp canonical_key (key);
2384
2385 if (!canonical_key)
2386 {
2387 /* 1. There being a field named key on any object
2388 * implies there'd be a shared string to find.
2389 * 2. Since there isn't, no object has this field.
2390 * 3. Therefore, *this* object doesn't have this field.
2391 */
2392 return 0;
2393 }
2394
2395 /* This is copied from get_ob_key_link() above -
2396 * only 4 lines, and saves the function call overhead.
2397 */
2398 for (link = op->key_values; link; link = link->next)
2399 if (link->key == canonical_key)
2400 return link->value; 2478 return kv->value;
2401 2479
2402 return 0; 2480 return shstr ();
2403} 2481}
2404 2482
2405/* 2483void
2406 * Updates the canonical_key in op to value. 2484key_values::add (shstr_tmp key, shstr_tmp value)
2407 *
2408 * canonical_key is a shared string (value doesn't have to be).
2409 *
2410 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2411 * keys.
2412 *
2413 * Returns TRUE on success.
2414 */
2415int
2416set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2417{ 2485{
2418 key_value *field = NULL, *last = NULL; 2486 key_value *kv = new key_value;
2419 2487
2420 for (field = op->key_values; field != NULL; field = field->next) 2488 kv->next = first;
2421 { 2489 kv->key = key;
2422 if (field->key != canonical_key) 2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2496key_values::set (shstr_tmp key, shstr_tmp value)
2497{
2498 for (key_value *kv = first; kv; kv = kv->next)
2499 if (kv->key == key)
2423 { 2500 {
2424 last = field; 2501 kv->value = value;
2425 continue; 2502 return;
2426 } 2503 }
2427 2504
2428 if (value) 2505 add (key, value);
2429 field->value = value; 2506}
2430 else 2507
2508void
2509key_values::del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2431 { 2513 {
2432 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2433 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2434 * it, we save the empty value so that when we load, 2516 delete kv;
2435 * we get this value back again. 2517 return;
2436 */
2437 if (get_ob_key_link (op->arch, canonical_key))
2438 field->value = 0;
2439 else
2440 {
2441 if (last)
2442 last->next = field->next;
2443 else
2444 op->key_values = field->next;
2445
2446 delete field;
2447 }
2448 } 2518 }
2449 return TRUE; 2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2450 } 2528 {
2451 /* IF we get here, key doesn't exist */ 2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2452 2534
2453 /* No field, we'll have to add it. */ 2535 first = prev;
2454
2455 if (!add_key)
2456 return FALSE;
2457
2458 /* There isn't any good reason to store a null
2459 * value in the key/value list. If the archetype has
2460 * this key, then we should also have it, so shouldn't
2461 * be here. If user wants to store empty strings,
2462 * should pass in ""
2463 */
2464 if (value == NULL)
2465 return TRUE;
2466
2467 field = new key_value;
2468
2469 field->key = canonical_key;
2470 field->value = value;
2471 /* Usual prepend-addition. */
2472 field->next = op->key_values;
2473 op->key_values = field;
2474
2475 return TRUE;
2476} 2536}
2477 2537
2478/* 2538key_values &
2479 * Updates the key in op to value. 2539key_values::operator =(const key_values &kv)
2480 *
2481 * If add_key is FALSE, this will only update existing keys,
2482 * and not add new ones.
2483 * In general, should be little reason FALSE is ever passed in for add_key
2484 *
2485 * Returns TRUE on success.
2486 */
2487int
2488set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2489{ 2540{
2490 shstr key_ (key); 2541 clear ();
2491 2542
2492 return set_ob_key_value_s (op, key_, value, add_key); 2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2493} 2547}
2494 2548
2495object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2496: iterator_base (container) 2550: iterator_base (container)
2497{ 2551{
2547{ 2601{
2548 char flagdesc[512]; 2602 char flagdesc[512];
2549 char info2[256 * 4]; 2603 char info2[256 * 4];
2550 char *p = info; 2604 char *p = info;
2551 2605
2552 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2606 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2553 count, 2607 count,
2554 uuid.c_str (), 2608 uuid.c_str (),
2555 &name, 2609 &name,
2556 title ? "\",title:\"" : "", 2610 title ? ",title:\"" : "",
2557 title ? (const char *)title : "", 2611 title ? (const char *)title : "",
2612 title ? "\"" : "",
2558 flag_desc (flagdesc, 512), type); 2613 flag_desc (flagdesc, 512), type);
2559 2614
2560 if (!this->flag[FLAG_REMOVED] && env) 2615 if (!flag[FLAG_REMOVED] && env)
2561 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2562 2617
2563 if (map) 2618 if (map)
2564 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2619 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2565 2620
2580{ 2635{
2581 return map ? map->region (x, y) 2636 return map ? map->region (x, y)
2582 : region::default_region (); 2637 : region::default_region ();
2583} 2638}
2584 2639
2585const materialtype_t *
2586object::dominant_material () const
2587{
2588 if (materialtype_t *mt = name_to_material (materialname))
2589 return mt;
2590
2591 return name_to_material (shstr_unknown);
2592}
2593
2594void 2640void
2595object::open_container (object *new_container) 2641object::open_container (object *new_container)
2596{ 2642{
2597 if (container == new_container) 2643 if (container == new_container)
2598 return; 2644 return;
2599 2645
2600 if (object *old_container = container) 2646 object *old_container = container;
2647
2648 if (old_container)
2601 { 2649 {
2602 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2650 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2603 return; 2651 return;
2604 2652
2605#if 0 2653#if 0
2607 if (object *closer = old_container->inv) 2655 if (object *closer = old_container->inv)
2608 if (closer->type == CLOSE_CON) 2656 if (closer->type == CLOSE_CON)
2609 closer->destroy (); 2657 closer->destroy ();
2610#endif 2658#endif
2611 2659
2660 // make sure the container is available
2661 esrv_send_item (this, old_container);
2662
2612 old_container->flag [FLAG_APPLIED] = 0; 2663 old_container->flag [FLAG_APPLIED] = false;
2613 container = 0; 2664 container = 0;
2614 2665
2666 // client needs item update to make it work, client bug requires this to be separate
2615 esrv_update_item (UPD_FLAGS, this, old_container); 2667 esrv_update_item (UPD_FLAGS, this, old_container);
2668
2616 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2617 play_sound (sound_find ("chest_close")); 2670 play_sound (sound_find ("chest_close"));
2618 } 2671 }
2619 2672
2620 if (new_container) 2673 if (new_container)
2621 { 2674 {
2625 // TODO: this does not seem to serve any purpose anymore? 2678 // TODO: this does not seem to serve any purpose anymore?
2626#if 0 2679#if 0
2627 // insert the "Close Container" object. 2680 // insert the "Close Container" object.
2628 if (archetype *closer = new_container->other_arch) 2681 if (archetype *closer = new_container->other_arch)
2629 { 2682 {
2630 object *closer = arch_to_object (new_container->other_arch); 2683 object *closer = new_container->other_arch->instance ();
2631 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2632 new_container->insert (closer); 2685 new_container->insert (closer);
2633 } 2686 }
2634#endif 2687#endif
2635 2688
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2689 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2637 2690
2691 // make sure the container is available, client bug requires this to be separate
2692 esrv_send_item (this, new_container);
2693
2638 new_container->flag [FLAG_APPLIED] = 1; 2694 new_container->flag [FLAG_APPLIED] = true;
2639 container = new_container; 2695 container = new_container;
2640 2696
2697 // client needs flag change
2641 esrv_update_item (UPD_FLAGS, this, new_container); 2698 esrv_update_item (UPD_FLAGS, this, new_container);
2642 esrv_send_inventory (this, new_container); 2699 esrv_send_inventory (this, new_container);
2643 play_sound (sound_find ("chest_open")); 2700 play_sound (sound_find ("chest_open"));
2644 } 2701 }
2702// else if (!old_container->env && contr && contr->ns)
2703// contr->ns->floorbox_reset ();
2645} 2704}
2646 2705
2647object * 2706object *
2648object::force_find (const shstr name) 2707object::force_find (shstr_tmp name)
2649{ 2708{
2650 /* cycle through his inventory to look for the MARK we want to 2709 /* cycle through his inventory to look for the MARK we want to
2651 * place 2710 * place
2652 */ 2711 */
2653 for (object *tmp = inv; tmp; tmp = tmp->below) 2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2655 return splay (tmp); 2714 return splay (tmp);
2656 2715
2657 return 0; 2716 return 0;
2658} 2717}
2659 2718
2719//-GPL
2720
2660void 2721void
2722object::force_set_timer (int duration)
2723{
2724 this->duration = 1;
2725 this->speed_left = -1.f;
2726
2727 this->set_speed (duration ? 1.f / duration : 0.f);
2728}
2729
2730object *
2661object::force_add (const shstr name, int duration) 2731object::force_add (shstr_tmp name, int duration)
2662{ 2732{
2663 if (object *force = force_find (name)) 2733 if (object *force = force_find (name))
2664 force->destroy (); 2734 force->destroy ();
2665 2735
2666 object *force = get_archetype (FORCE_NAME); 2736 object *force = get_archetype (FORCE_NAME);
2667 2737
2668 force->slaying = name; 2738 force->slaying = name;
2669 force->stats.food = 1; 2739 force->force_set_timer (duration);
2670 force->speed_left = -1.f;
2671
2672 force->set_speed (duration ? 1.f / duration : 0.f);
2673 force->flag [FLAG_IS_USED_UP] = true;
2674 force->flag [FLAG_APPLIED] = true; 2740 force->flag [FLAG_APPLIED] = true;
2675 2741
2676 insert (force); 2742 return insert (force);
2677} 2743}
2678 2744
2679void 2745void
2680object::play_sound (faceidx sound) 2746object::play_sound (faceidx sound) const
2681{ 2747{
2682 if (!sound) 2748 if (!sound)
2683 return; 2749 return;
2684 2750
2685 if (flag [FLAG_REMOVED]) 2751 if (is_on_map ())
2752 map->play_sound (sound, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::say_msg (const char *msg) const
2759{
2760 if (is_on_map ())
2761 map->say_msg (msg, x, y);
2762 else if (object *pl = in_player ())
2763 pl->contr->play_sound (sound);
2764}
2765
2766void
2767object::make_noise ()
2768{
2769 // we do not model noise in the map, so instead put
2770 // a temporary light into the noise source
2771 // could use the map instead, but that's less reliable for our
2772 // goal, which is to make invisibility a bit harder to exploit
2773
2774 // currently only works sensibly for players
2775 if (!is_player ())
2686 return; 2776 return;
2687 2777
2688 if (env) 2778 // find old force, or create new one
2689 { 2779 object *force = force_find (shstr_noise_force);
2690 if (object *pl = in_player ()) 2780
2691 pl->contr->play_sound (sound); 2781 if (force)
2692 } 2782 force->speed_left = -1.f; // patch old speed up
2693 else 2783 else
2694 map->play_sound (sound, x, y); 2784 {
2695} 2785 force = archetype::get (shstr_noise_force);
2696 2786
2787 force->slaying = shstr_noise_force;
2788 force->stats.food = 1;
2789 force->speed_left = -1.f;
2790
2791 force->set_speed (1.f / 4.f);
2792 force->flag [FLAG_IS_USED_UP] = true;
2793 force->flag [FLAG_APPLIED] = true;
2794
2795 insert (force);
2796 }
2797}
2798
2799void object::change_move_type (MoveType mt)
2800{
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2805 {
2806 // we are on the map, so handle move_on/off effects
2807 remove ();
2808 move_type = mt;
2809 map->insert (this, x, y, this);
2810 }
2811 else
2812 move_type = mt;
2813}
2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

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