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Comparing deliantra/server/common/object.C (file contents):
Revision 1.217 by root, Wed Apr 23 07:13:23 2008 UTC vs.
Revision 1.358 by root, Sun Nov 25 15:50:20 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
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
66static void 95static void
67write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
68{ 97{
69 CALL_BEGIN (2); 98 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 102 CALL_END;
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
82 111
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 131 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
104 133
105 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
106 { 135 {
133 162
134void 163void
135UUID::init () 164UUID::init ()
136{ 165{
137 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;
138} 232}
139 233
140/* 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. */
141static bool 235static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
143{ 237{
144 key_value *wants_field;
145
146 /* 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
147 * 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
148 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
149 */ 241 */
150 242
151 /* For each field in wants, */ 243 /* For each field in wants, */
152 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)
153 { 245 if (has->kv.get (kv->key) != kv->value)
154 key_value *has_field; 246 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 247
169 /* 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. */
170 return 1; 249 return true;
171} 250}
172 251
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 253static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 255{
177 /* 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,
178 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
179 */ 258 */
180 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);
181} 261}
182 262
183/* 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
184 * they can be merged together. 264 * they can be merged together.
185 * 265 *
192 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
193 * check weight 273 * check weight
194 */ 274 */
195bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
196{ 276{
197 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
198 if (ob1 == ob2 278 if (ob1 == ob2
199 || ob1->type != ob2->type 279 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 280 || ob1->value != ob2->value
202 || 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)
203 return 0; 284 return 0;
204 285
205 /* Do not merge objects if nrof would overflow. First part checks 286 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 287 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 289 return 0;
212 290
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 295 * flags lose any meaning.
218 */ 296 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
221 299
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
224 302
225 if (ob1->arch->name != ob2->arch->name 303 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 304 || ob1->name != ob2->name
227 || ob1->title != ob2->title 305 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 312 || ob1->value != ob2->value
235 || 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
236 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 328 return 0;
250 329
251 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 331 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 332 .reset (FLAG_REMOVED)
255 .any ()) 333 .any ())
256 return 0; 334 return 0;
257 335
258 /* This is really a spellbook check - we should in general 336 /* This is really a spellbook check - we should in general
277 355
278 /* 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,
279 * 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
280 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
281 */ 359 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 361 return 0;
284 362
285 /* 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
286 * 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
287 * check? 365 * check?
288 */ 366 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 368 return 0;
291 369
292 switch (ob1->type) 370 switch (ob1->type)
293 { 371 {
294 case SCROLL: 372 case SCROLL:
295 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
296 return 0; 374 return 0;
297 break; 375 break;
298 } 376 }
299 377
300 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
301 { 379 {
302 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
303 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
304 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
305 383
306 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
307 return 0; 385 return 0;
308 } 386 }
334 412
335// find player who can see this object 413// find player who can see this object
336object * 414object *
337object::visible_to () const 415object::visible_to () const
338{ 416{
339 if (!flag [FLAG_REMOVED]) 417 if (client_visible () && !flag [FLAG_REMOVED])
340 { 418 {
341 // see if we are in a container of sorts 419 // see if we are in a container of sorts
342 if (env) 420 if (env)
343 { 421 {
344 // the player inventory itself is always visible 422 // the player inventory itself is always visible
345 if (env->type == PLAYER) 423 if (env->is_player ())
346 return env; 424 return env;
347 425
348 // else a player could have our env open 426 // else a player could have our env open
349 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
350 428
351 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 430 // even if our inv is in a player.
353 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 433 if (pl->container_ () == env)
356 return pl; 434 return pl;
357 } 435 }
358 else 436 else
359 { 437 {
360 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
363 return pl; 443 return pl;
364 } 444 }
365 } 445 }
366 446
367 return 0; 447 return 0;
368} 448}
369 449
370// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
371static sint32 451static weight_t
372weight_adjust (object *op, sint32 weight) 452weight_adjust_for (object *op, weight_t weight)
373{ 453{
374 return op->type == CONTAINER 454 if (op->type == CONTAINER)
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 weight -= weight * op->stats.Str / 100;
376 : weight;
377}
378 456
457 return weight;
458}
459
379/* 460/*
380 * adjust_weight(object, weight) adds the specified weight to an object, 461 * subtracts, then adds, the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying. 462 * and also updates how much the environment(s) is/are carrying.
382 */ 463 */
383static void 464static void
384adjust_weight (object *op, sint32 weight) 465adjust_weight (object *op, weight_t sub, weight_t add)
385{ 466{
386 while (op) 467 while (op)
387 { 468 {
388 weight = weight_adjust (op, weight); 469 weight_t carrying = (weight_t)op->carrying
470 - weight_adjust_for (op, sub)
471 + weight_adjust_for (op, add);
389 472
390 if (!weight) 473 sub = op->carrying;
391 return;
392
393 op->carrying += weight; 474 op->carrying = carrying;
475 add = op->carrying;
394 476
395 if (object *pl = op->visible_to ()) 477 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily 478 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op); 479 esrv_update_item (UPD_WEIGHT, pl, op);
398 480
406 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
407 */ 489 */
408void 490void
409object::update_weight () 491object::update_weight ()
410{ 492{
411 sint32 sum = 0; 493 weight_t sum = 0;
412 494
413 for (object *op = inv; op; op = op->below) 495 for (object *op = inv; op; op = op->below)
414 { 496 {
415 if (op->inv)
416 op->update_weight (); 497 op->update_weight ();
417 498
418 sum += op->total_weight (); 499 sum += weight_adjust_for (this, op->total_weight ());
419 } 500 }
420
421 sum = weight_adjust (this, sum);
422 501
423 if (sum != carrying) 502 if (sum != carrying)
424 { 503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
425 carrying = sum; 508 carrying = sum;
426 509
427 if (object *pl = visible_to ()) 510 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily 511 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this); 512 esrv_update_item (UPD_WEIGHT, pl, this);
442 object_freezer freezer; 525 object_freezer freezer;
443 op->write (freezer); 526 op->write (freezer);
444 return freezer.as_string (); 527 return freezer.as_string ();
445} 528}
446 529
447/* 530char *
448 * get_nearest_part(multi-object, object 2) returns the part of the 531object::as_string ()
449 * multi-object 1 which is closest to the second object.
450 * If it's not a multi-object, it is returned.
451 */
452object *
453get_nearest_part (object *op, const object *pl)
454{ 532{
455 object *tmp, *closest; 533 return dump_object (this);
456 int last_dist, i;
457
458 if (!op->more)
459 return op;
460
461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
464 if ((i = distance (tmp, pl)) < last_dist)
465 closest = tmp, last_dist = i;
466
467 return closest;
468} 534}
469 535
470/* 536/*
471 * Returns the object which has the count-variable equal to the argument. 537 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow. 538 * VERRRY slow.
480 546
481 return 0; 547 return 0;
482} 548}
483 549
484/* 550/*
551 * Returns the object which has the uuid equal to the argument.
552 * MOAR VERRRY slow.
553 */
554
555object *
556find_object_uuid (UUID i)
557{
558 for_all_objects (op)
559 if (op->uuid == i)
560 return op;
561
562 return 0;
563}
564
565/*
485 * Returns the first object which has a name equal to the argument. 566 * Returns the first object which has a name equal to the argument.
486 * Used only by the patch command, but not all that useful. 567 * Used only by the patch command, but not all that useful.
487 * Enables features like "patch <name-of-other-player> food 999" 568 * Enables features like "patch <name-of-other-player> food 999"
488 */ 569 */
489object * 570object *
490find_object_name (const char *str) 571find_object_name (const char *str)
491{ 572{
492 shstr_cmp str_ (str); 573 shstr_cmp str_ (str);
493 object *op;
494 574
575 if (str_)
495 for_all_objects (op) 576 for_all_objects (op)
496 if (op->name == str_) 577 if (op->name == str_)
497 break; 578 return op;
498 579
499 return op; 580 return 0;
500} 581}
501 582
502/* 583/*
503 * Sets the owner and sets the skill and exp pointers to owner's current 584 * Sets the owner and sets the skill and exp pointers to owner's current
504 * skill and experience objects. 585 * skill and experience objects.
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return; 599 return;
519 } 600 }
520 601
521 this->owner = owner; 602 this->owner = owner;
522}
523
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
588}
589
590/* Zero the key_values on op, decrementing the shared-string
591 * refcounts and freeing the links.
592 */
593static void
594free_key_values (object *op)
595{
596 for (key_value *i = op->key_values; i; )
597 {
598 key_value *next = i->next;
599 delete i;
600
601 i = next;
602 }
603
604 op->key_values = 0;
605}
606
607object &
608object::operator =(const object &src)
609{
610 bool is_freed = flag [FLAG_FREED];
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed;
617
618 /* Copy over key_values, if any. */
619 if (src.key_values)
620 {
621 key_value *tail = 0;
622 key_values = 0;
623
624 for (key_value *i = src.key_values; i; i = i->next)
625 {
626 key_value *new_link = new key_value;
627
628 new_link->next = 0;
629 new_link->key = i->key;
630 new_link->value = i->value;
631
632 /* Try and be clever here, too. */
633 if (!key_values)
634 {
635 key_values = new_link;
636 tail = new_link;
637 }
638 else
639 {
640 tail->next = new_link;
641 tail = new_link;
642 }
643 }
644 }
645} 603}
646 604
647/* 605/*
648 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
653 * will point at garbage. 611 * will point at garbage.
654 */ 612 */
655void 613void
656object::copy_to (object *dst) 614object::copy_to (object *dst)
657{ 615{
658 *dst = *this; 616 dst->remove ();
617 *(object_copy *)dst = *this;
659 618
660 if (speed < 0) 619 // maybe move to object_copy?
661 dst->speed_left -= rndm (); 620 dst->kv = kv;
662 621
663 dst->set_speed (dst->speed); 622 dst->flag [FLAG_REMOVED] = true;
623 dst->activate ();
664} 624}
665 625
666void 626void
667object::instantiate () 627object::instantiate ()
668{ 628{
669 if (!uuid.seq) // HACK 629 if (!uuid.seq) // HACK
670 uuid = UUID::gen (); 630 uuid = UUID::gen ();
671 631
632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
633 if (flag [FLAG_RANDOM_SPEED] && speed)
634 speed_left = - speed - rndm (); // TODO animation
635 else
672 speed_left = -0.1f; 636 speed_left = -1.;
637
673 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
678 */ 643 */
679 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = NUM_BODY_LOCATIONS; i--; )
680 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
681 646
685object * 650object *
686object::clone () 651object::clone ()
687{ 652{
688 object *neu = create (); 653 object *neu = create ();
689 copy_to (neu); 654 copy_to (neu);
655
656 // TODO: unclean state changes, should not be done in clone AND instantiate
657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
658 neu->speed_left = - neu->speed - rndm (); // TODO animation
659
660 neu->map = map; // not copied by copy_to
690 return neu; 661 return neu;
691} 662}
692 663
693/* 664/*
694 * If an object with the IS_TURNABLE() flag needs to be turned due 665 * If an object with the IS_TURNABLE() flag needs to be turned due
696 * be called to update the face variable, _and_ how it looks on the map. 667 * be called to update the face variable, _and_ how it looks on the map.
697 */ 668 */
698void 669void
699update_turn_face (object *op) 670update_turn_face (object *op)
700{ 671{
701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
702 return; 673 return;
703 674
704 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
705 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
706} 677}
711 * This function needs to be called whenever the speed of an object changes. 682 * This function needs to be called whenever the speed of an object changes.
712 */ 683 */
713void 684void
714object::set_speed (float speed) 685object::set_speed (float speed)
715{ 686{
716 if (flag [FLAG_FREED] && speed)
717 {
718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
719 speed = 0;
720 }
721
722 this->speed = speed; 687 this->speed = speed;
723 688
724 if (has_active_speed ()) 689 if (has_active_speed ())
725 activate (); 690 activate ();
726 else 691 else
745 * UP_OBJ_FACE: only the objects face has changed. 710 * UP_OBJ_FACE: only the objects face has changed.
746 */ 711 */
747void 712void
748update_object (object *op, int action) 713update_object (object *op, int action)
749{ 714{
750 if (op == NULL) 715 if (!op)
751 { 716 {
752 /* this should never happen */ 717 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 718 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 719 return;
755 } 720 }
756 721
757 if (op->env) 722 if (!op->is_on_map ())
758 { 723 {
759 /* Animation is currently handled by client, so nothing 724 /* Animation is currently handled by client, so nothing
760 * to do in this case. 725 * to do in this case.
761 */ 726 */
762 return; 727 return;
763 } 728 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 729
771 /* make sure the object is within map boundaries */ 730 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 731 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 732 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 733 LOG (llevError, "update_object() called for object out of map!\n");
779 } 738 }
780 739
781 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
782 741
783 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
784 /* nop */; 743 m.update_up (); // nothing to do except copy up
785 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
786 { 745 {
746#if 0
787 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
797 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
798 * to have move_allow right now. 758 * have move_allow right now.
799 */ 759 */
800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
761 m.invalidate ();
762#else
801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
802 m.flags_ = 0; 764 m.invalidate ();
765#endif
803 } 766 }
804 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 769 * that is being removed.
807 */ 770 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 772 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
812 else 775 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 777
815 if (op->more) 778 if (op->more)
816 update_object (op->more, action); 779 update_object (op->more, action);
817} 780}
818 781
819object::object () 782object::object ()
820{ 783{
821 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
822 785
823 expmul = 1.0; 786 //expmul = 1.0; declared const for the time being
824 face = blank_face; 787 face = blank_face;
788 material = MATERIAL_NULL;
825} 789}
826 790
827object::~object () 791object::~object ()
828{ 792{
829 unlink (); 793 unlink ();
830 794
831 free_key_values (this); 795 kv.clear ();
832} 796}
833
834static int object_count;
835 797
836void object::link () 798void object::link ()
837{ 799{
838 assert (!index);//D 800 assert (!index);//D
839 uuid = UUID::gen (); 801 uuid = UUID::gen ();
840 count = ++object_count;
841 802
842 refcnt_inc (); 803 refcnt_inc ();
843 objects.insert (this); 804 objects.insert (this);
805
806 ++create_count;
807
844} 808}
845 809
846void object::unlink () 810void object::unlink ()
847{ 811{
848 if (!index) 812 if (!index)
849 return; 813 return;
814
815 ++destroy_count;
850 816
851 objects.erase (this); 817 objects.erase (this);
852 refcnt_dec (); 818 refcnt_dec ();
853} 819}
854 820
858 /* If already on active list, don't do anything */ 824 /* If already on active list, don't do anything */
859 if (active) 825 if (active)
860 return; 826 return;
861 827
862 if (has_active_speed ()) 828 if (has_active_speed ())
829 {
830 if (flag [FLAG_FREED])
831 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
832
863 actives.insert (this); 833 actives.insert (this);
834 }
864} 835}
865 836
866void 837void
867object::activate_recursive () 838object::activate_recursive ()
868{ 839{
928 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
929 * drop on that space. 900 * drop on that space.
930 */ 901 */
931 if (!drop_to_ground 902 if (!drop_to_ground
932 || !map 903 || !map
933 || map->in_memory != MAP_ACTIVE 904 || !map->linkable ()
934 || map->nodrop 905 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
936 { 907 {
937 while (inv) 908 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy (); 909 inv->destroy ();
941 }
942 } 910 }
943 else 911 else
944 { /* Put objects in inventory onto this space */ 912 { /* Put objects in inventory onto this space */
945 while (inv) 913 while (inv)
946 { 914 {
950 || op->flag [FLAG_NO_DROP] 918 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE 919 || op->type == RUNE
952 || op->type == TRAP 920 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE] 921 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH]) 922 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true); 923 op->destroy ();
956 else 924 else
957 map->insert (op, x, y); 925 map->insert (op, x, y);
958 } 926 }
959 } 927 }
960} 928}
961 929
930/*
931 * Remove and free all objects in the inventory of the given object.
932 * Unlike destroy_inv, this assumes the *this is destroyed as well
933 * well, so we can (and have to!) take shortcuts.
934 */
935void
936object::destroy_inv_fast ()
937{
938 while (object *op = inv)
939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
945
946 // then destroy
947 op->destroy ();
948 }
949}
950
951void
952object::freelist_free (int count)
953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964}
965
966object *
962object *object::create () 967object::create ()
963{ 968{
964 object *op = new object; 969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
965 op->link (); 991 op->link ();
992
966 return op; 993 return op;
967} 994}
968 995
969void 996void
997object::do_delete ()
998{
999 uint32_t count = this->count;
1000
1001 this->~object ();
1002
1003 freelist_item *li = (freelist_item *)this;
1004 li->next = freelist;
1005 li->count = count;
1006
1007 freelist = li;
1008 ++free_count;
1009}
1010
1011void
970object::do_destroy () 1012object::do_destroy ()
971{ 1013{
972 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 1015 remove_link ();
974 1016
975 if (flag [FLAG_FRIENDLY]) 1017 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this); 1018 remove_friendly_object (this);
977 1019
978 remove (); 1020 remove ();
983 unlink (); 1025 unlink ();
984 1026
985 flag [FLAG_FREED] = 1; 1027 flag [FLAG_FREED] = 1;
986 1028
987 // hack to ensure that freed objects still have a valid map 1029 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 1030 map = &freed_map;
1006 x = 1; 1031 x = 1;
1007 y = 1; 1032 y = 1;
1008 }
1009 1033
1010 if (more) 1034 if (more)
1011 { 1035 {
1012 more->destroy (); 1036 more->destroy ();
1013 more = 0; 1037 more = 0;
1021 attacked_by = 0; 1045 attacked_by = 0;
1022 current_weapon = 0; 1046 current_weapon = 0;
1023} 1047}
1024 1048
1025void 1049void
1026object::destroy (bool destroy_inventory) 1050object::destroy ()
1027{ 1051{
1028 if (destroyed ()) 1052 if (destroyed ())
1029 return; 1053 return;
1030 1054
1031 destroy_inv (!destroy_inventory); 1055 if (!is_head () && !head->destroyed ())
1056 {
1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1058 head->destroy ();
1059 return;
1060 }
1061
1062 destroy_inv_fast ();
1032 1063
1033 if (is_head ()) 1064 if (is_head ())
1034 if (sound_destroy) 1065 if (sound_destroy)
1035 play_sound (sound_destroy); 1066 play_sound (sound_destroy);
1036 else if (flag [FLAG_MONSTER]) 1067 else if (flag [FLAG_MONSTER])
1047 * the previous environment. 1078 * the previous environment.
1048 */ 1079 */
1049void 1080void
1050object::do_remove () 1081object::do_remove ()
1051{ 1082{
1052 object *tmp, *last = 0;
1053 object *otmp;
1054
1055 if (flag [FLAG_REMOVED]) 1083 if (flag [FLAG_REMOVED])
1056 return; 1084 return;
1057 1085
1058 INVOKE_OBJECT (REMOVE, this); 1086 INVOKE_OBJECT (REMOVE, this);
1059
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062 1087
1063 flag [FLAG_REMOVED] = true; 1088 flag [FLAG_REMOVED] = true;
1064 1089
1065 if (more) 1090 if (more)
1066 more->remove (); 1091 more->remove ();
1069 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1070 * inventory. 1095 * inventory.
1071 */ 1096 */
1072 if (env) 1097 if (env)
1073 { 1098 {
1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1100 if (object *pl = visible_to ())
1101 esrv_del_item (pl->contr, count);
1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1103
1074 adjust_weight (env, -total_weight ()); 1104 adjust_weight (env, total_weight (), 0);
1075 1105
1076 *(above ? &above->below : &env->inv) = below; 1106 object *pl = in_player ();
1077
1078 if (below)
1079 below->above = above;
1080 1107
1081 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1110 * to the caller to decide what we want to do.
1084 */ 1111 */
1085 map = env->map; 1112 map = env->map;
1086 x = env->x; 1113 x = env->x;
1087 y = env->y; 1114 y = env->y;
1115
1116 // make sure cmov optimisation is applicable
1117 *(above ? &above->below : &env->inv) = below;
1118 *(below ? &below->above : &above ) = above; // &above is just a dummy
1119
1088 above = 0; 1120 above = 0;
1089 below = 0; 1121 below = 0;
1090 env = 0; 1122 env = 0;
1091 1123
1092 /* NO_FIX_PLAYER is set when a great many changes are being 1124 if (pl && pl->is_player ())
1093 * made to players inventory. If set, avoiding the call
1094 * to save cpu time.
1095 */ 1125 {
1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1126 if (expect_false (pl->contr->combat_ob == this))
1097 otmp->update_stats (); 1127 {
1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1140 pl->contr->queue_stats_update ();
1141
1142 if (expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1098 } 1145 }
1099 else if (map) 1146 else if (map)
1100 { 1147 {
1101 if (type == PLAYER)
1102 {
1103 // leaving a spot always closes any open container on the ground
1104 if (container && !container->env)
1105 // this causes spurious floorbox updates, but it ensures
1106 // that the CLOSE event is being sent.
1107 close_container ();
1108
1109 --map->players;
1110 map->touch ();
1111 }
1112
1113 map->dirty = true; 1148 map->dirty = true;
1114 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1115 1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172 else
1173 esrv_del_item (pl->contr, count);
1174 }
1175
1116 /* link the object above us */ 1176 /* link the object above us */
1117 if (above) 1177 // re-link, make sure compiler can easily use cmove
1118 above->below = below; 1178 *(above ? &above->below : &ms.top) = below;
1119 else 1179 *(below ? &below->above : &ms.bot) = above;
1120 ms.top = below; /* we were top, set new top */
1121
1122 /* Relink the object below us, if there is one */
1123 if (below)
1124 below->above = above;
1125 else
1126 {
1127 /* Nothing below, which means we need to relink map object for this space
1128 * use translated coordinates in case some oddness with map tiling is
1129 * evident
1130 */
1131 if (GET_MAP_OB (map, x, y) != this)
1132 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 ());
1133
1134 ms.bot = above; /* goes on above it. */
1135 }
1136 1180
1137 above = 0; 1181 above = 0;
1138 below = 0; 1182 below = 0;
1139 1183
1140 if (map->in_memory == MAP_SAVING) 1184 ms.invalidate ();
1141 return;
1142 1185
1143 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1144 1187
1145 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1146 { 1189 {
1147 if (pl->container == this) 1190 if (pl->container_ () == this)
1148 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1149 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1150 * appropriately. 1193 * appropriately.
1151 */ 1194 */
1152 pl->close_container (); 1195 pl->close_container ();
1153 1196
1197 //TODO: the floorbox prev/next might need updating
1154 esrv_del_item (pl, count); 1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1200 if (pl->contr->ns)
1201 pl->contr->ns->floorbox_update ();
1155 } 1202 }
1156 1203
1204 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1206 {
1207 above = tmp->above;
1208
1159 /* No point updating the players look faces if he is the object 1209 /* No point updating the players look faces if he is the object
1160 * being removed. 1210 * being removed.
1161 */ 1211 */
1162 1212
1163 /* See if object moving off should effect something */ 1213 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1216 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 } 1217 }
1173 1218
1174 last = tmp; 1219 if (affects_los ())
1175 }
1176
1177 /* last == NULL if there are no objects on this space */
1178 //TODO: this makes little sense, why only update the topmost object?
1179 if (!last)
1180 map->at (x, y).flags_ = 0;
1181 else
1182 update_object (last, UP_OBJ_REMOVE);
1183
1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1185 update_all_los (map, x, y); 1220 update_all_los (map, x, y);
1186 } 1221 }
1187} 1222}
1188 1223
1189/* 1224/*
1213 esrv_update_item (UPD_NROF, pl, top); 1248 esrv_update_item (UPD_NROF, pl, top);
1214 1249
1215 op->weight = 0; // cancel the addition above 1250 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1251 op->carrying = 0; // must be 0 already
1217 1252
1218 op->destroy (1); 1253 op->destroy ();
1219 1254
1220 return top; 1255 return top;
1221 } 1256 }
1222 1257
1223 return 0; 1258 return 0;
1231 1266
1232 object *prev = this; 1267 object *prev = this;
1233 1268
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 { 1270 {
1236 object *op = arch_to_object (at); 1271 object *op = at->instance ();
1237 1272
1238 op->name = name; 1273 op->name = name;
1239 op->name_pl = name_pl; 1274 op->name_pl = name_pl;
1240 op->title = title; 1275 op->title = title;
1241 1276
1251 * job preparing multi-part monsters. 1286 * job preparing multi-part monsters.
1252 */ 1287 */
1253object * 1288object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1290{
1291 op->remove ();
1292
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1294 {
1258 tmp->x = x + tmp->arch->x; 1295 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1296 tmp->y = y + tmp->arch->y;
1260 } 1297 }
1277 * Passing 0 for flag gives proper default values, so flag really only needs 1314 * Passing 0 for flag gives proper default values, so flag really only needs
1278 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1279 * 1316 *
1280 * Return value: 1317 * Return value:
1281 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1282 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1283 * just 'op' otherwise 1320 * just 'op' otherwise
1284 */ 1321 */
1285object * 1322object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1324{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 object *top, *floor = NULL;
1291
1292 op->remove (); 1325 op->remove ();
1326
1327 if (m == &freed_map)//D TODO: remove soon
1328 {//D
1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1330 }//D
1293 1331
1294 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1295 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1296 * need extra work 1334 * need extra work
1297 */ 1335 */
1336 maptile *newmap = m;
1298 if (!xy_normalise (m, op->x, op->y)) 1337 if (!xy_normalise (newmap, op->x, op->y))
1299 { 1338 {
1300 op->destroy (1); 1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1301 return 0; 1340 return 0;
1302 } 1341 }
1303 1342
1304 if (object *more = op->more) 1343 if (object *more = op->more)
1305 if (!insert_ob_in_map (more, m, originator, flag)) 1344 if (!insert_ob_in_map (more, m, originator, flag))
1306 return 0; 1345 return 0;
1307 1346
1308 CLEAR_FLAG (op, FLAG_REMOVED); 1347 op->flag [FLAG_REMOVED] = false;
1309 1348 op->env = 0;
1310 op->map = m; 1349 op->map = newmap;
1350
1311 mapspace &ms = op->ms (); 1351 mapspace &ms = op->ms ();
1312 1352
1313 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1314 */ 1354 */
1315 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1317 if (object::can_merge (op, tmp)) 1357 if (object::can_merge (op, tmp))
1318 { 1358 {
1359 // TODO: we actually want to update tmp, not op,
1360 // but some caller surely breaks when we return tmp
1361 // from here :/
1319 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1320 tmp->destroy (1); 1363 tmp->destroy ();
1321 } 1364 }
1322 1365
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1325 1368
1326 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1327 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1328 1371
1329 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1330 { 1373 {
1331 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1332 { 1375 {
1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1334 abort (); 1377 abort ();
1335 } 1378 }
1336 1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1337 op->above = originator; 1387 op->above = originator;
1338 op->below = originator->below; 1388 op->below = originator->below;
1339
1340 if (op->below)
1341 op->below->above = op;
1342 else
1343 ms.bot = op;
1344
1345 /* since *below* originator, no need to update top */
1346 originator->below = op; 1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1347 } 1392 }
1348 else 1393 else
1349 { 1394 {
1350 top = ms.bot; 1395 object *floor = 0;
1396 object *top = ms.top;
1351 1397
1352 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1353 if (top) 1399 if (top)
1354 { 1400 {
1355 object *last = 0;
1356
1357 /* 1401 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1402 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1365 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1366 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1368 */ 1412 */
1369 for (top = ms.bot; top; top = top->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1414 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1372 floor = top; 1416 floor = tmp;
1373 1417
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1375 { 1419 {
1376 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1377 top = top->below; 1421 top = tmp->below;
1378 break; 1422 break;
1379 } 1423 }
1380 1424
1381 last = top; 1425 top = tmp;
1382 } 1426 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1427
1387 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1390 */ 1431 */
1397 */ 1438 */
1398 if (!(flag & INS_ON_TOP) 1439 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1440 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1441 && (op->face && !faces [op->face].visibility))
1401 { 1442 {
1443 object *last;
1444
1402 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1404 break; 1447 break;
1405 1448
1406 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1407 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1408 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1414 } /* If objects on this space */ 1457 } /* If objects on this space */
1415 1458
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1460 top = floor;
1418 1461
1419 /* Top is the object that our object (op) is going to get inserted above. 1462 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1463 if (!top)
1424 { 1464 {
1465 op->below = 0;
1425 op->above = ms.bot; 1466 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1470 }
1433 else 1471 else
1434 { /* get inserted into the stack above top */ 1472 {
1435 op->above = top->above; 1473 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1474 top->above = op;
1439 1475
1440 op->below = top; 1476 op->below = top;
1441 top->above = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1478 }
1479 }
1443 1480
1444 if (!op->above) 1481 if (op->is_player ())
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447
1448 if (op->type == PLAYER)
1449 { 1482 {
1450 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1451 ++op->map->players; 1484 ++op->map->players;
1452 op->map->touch (); 1485 op->map->touch ();
1453 } 1486 }
1454 1487
1455 op->map->dirty = true; 1488 op->map->dirty = true;
1456 1489
1457 if (object *pl = ms.player ()) 1490 if (object *pl = ms.player ())
1491 //TODO: the floorbox prev/next might need updating
1458 esrv_send_item (pl, op); 1492 //esrv_send_item (pl, op);
1493 //TODO: update floorbox to preserve ordering
1494 if (pl->contr->ns)
1495 pl->contr->ns->floorbox_update ();
1459 1496
1460 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1461 * visible to others on this map. But update_all_los is really 1498 * visible to others on this map. But update_all_los is really
1462 * an inefficient way to do this, as it means los for all players 1499 * an inefficient way to do this, as it means los for all players
1463 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1464 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1465 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1466 * or just updating the P_UPTODATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1467 * of effect may be sufficient. 1504 * of effect may be sufficient.
1468 */ 1505 */
1469 if (op->map->darkness && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1470 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1471 1511
1472 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1473 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1474 1514
1475 INVOKE_OBJECT (INSERT, op); 1515 INVOKE_OBJECT (INSERT, op);
1482 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1483 * update_object(). 1523 * update_object().
1484 */ 1524 */
1485 1525
1486 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1487 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1488 { 1528 {
1489 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1490 return 0; 1530 return 0;
1491 1531
1492 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1493 * walk on's. 1533 * walk on's.
1494 */ 1534 */
1495 for (object *tmp = op->more; tmp; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1496 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1497 return 0; 1537 return 0;
1498 } 1538 }
1499 1539
1500 return op; 1540 return op;
1501} 1541}
1503/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1504 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1505 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1506 */ 1546 */
1507void 1547void
1508replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1509{ 1549{
1510 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1511 1551
1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1513 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1514 tmp->destroy (1); 1554 tmp->destroy ();
1515 1555
1516 object *tmp = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = archetype::find (archname)->instance ();
1517 1557
1518 tmp->x = op->x; 1558 tmp->x = op->x;
1519 tmp->y = op->y; 1559 tmp->y = op->y;
1520 1560
1521 insert_ob_in_map (tmp, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1526{ 1566{
1527 if (where->env) 1567 if (where->env)
1528 return where->env->insert (this); 1568 return where->env->insert (this);
1529 else 1569 else
1530 return where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1571}
1572
1573// check whether we can put this into the map, respect max_volume, max_items
1574bool
1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1576{
1577 mapspace &ms = m->at (x, y);
1578
1579 int items = ms.items ();
1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1585
1586 if (originator)
1587 originator->failmsgf (
1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1589 query_name ()
1590 );
1591
1592 return false;
1531} 1593}
1532 1594
1533/* 1595/*
1534 * decrease(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1535 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1543 if (!nr) 1605 if (!nr)
1544 return true; 1606 return true;
1545 1607
1546 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1547 1609
1610 if (nrof > nr)
1611 {
1612 weight_t oweight = total_weight ();
1613
1548 nrof -= nr; 1614 nrof -= nr;
1549
1550 if (nrof)
1551 {
1552 adjust_weight (env, -weight * nr); // carrying == 0
1553 1615
1554 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1555 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1556 1618
1619 adjust_weight (env, oweight, total_weight ());
1620
1557 return true; 1621 return true;
1558 } 1622 }
1559 else 1623 else
1560 { 1624 {
1561 destroy (1); 1625 destroy ();
1562 return false; 1626 return false;
1563 } 1627 }
1564} 1628}
1565 1629
1566/* 1630/*
1583 } 1647 }
1584 else 1648 else
1585 { 1649 {
1586 decrease (nr); 1650 decrease (nr);
1587 1651
1588 object *op = object_create_clone (this); 1652 object *op = deep_clone ();
1589 op->nrof = nr; 1653 op->nrof = nr;
1590 return op; 1654 return op;
1591 } 1655 }
1592} 1656}
1593 1657
1635 if (op->nrof) 1699 if (op->nrof)
1636 for (object *tmp = inv; tmp; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1637 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1638 { 1702 {
1639 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1640 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1641 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1642 1710
1643 if (object *pl = tmp->visible_to ()) 1711 if (object *pl = tmp->visible_to ())
1644 esrv_update_item (UPD_NROF, pl, tmp); 1712 esrv_update_item (UPD_NROF, pl, tmp);
1645 1713
1646 adjust_weight (this, op->total_weight ()); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1647 1715
1648 op->destroy (1); 1716 op->destroy ();
1649 op = tmp; 1717 op = tmp;
1650 goto inserted; 1718 goto inserted;
1651 } 1719 }
1652 1720
1653 op->owner = 0; // it's his/hers now. period. 1721 op->owner = 0; // it's his/hers now. period.
1667 op->flag [FLAG_REMOVED] = 0; 1735 op->flag [FLAG_REMOVED] = 0;
1668 1736
1669 if (object *pl = op->visible_to ()) 1737 if (object *pl = op->visible_to ())
1670 esrv_send_item (pl, op); 1738 esrv_send_item (pl, op);
1671 1739
1672 adjust_weight (this, op->total_weight ()); 1740 adjust_weight (this, 0, op->total_weight ());
1673 1741
1674inserted: 1742inserted:
1675 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1676 if (op->glow_radius && map && map->darkness) 1744 if (op->glow_radius && is_on_map ())
1745 {
1746 update_stats ();
1677 update_all_los (map, x, y); 1747 update_all_los (map, x, y);
1678 1748 }
1749 else if (is_player ())
1679 // if this is a player's inventory, update stats 1750 // if this is a player's inventory, update stats
1680 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1751 contr->queue_stats_update ();
1681 update_stats ();
1682 1752
1683 INVOKE_OBJECT (INSERT, this); 1753 INVOKE_OBJECT (INSERT, this);
1684 1754
1685 return op; 1755 return op;
1686} 1756}
1704 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * MSW 2001-07-08: Check all objects on space, not just those below
1705 * object being inserted. insert_ob_in_map may not put new objects 1775 * object being inserted. insert_ob_in_map may not put new objects
1706 * on top. 1776 * on top.
1707 */ 1777 */
1708int 1778int
1709check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1710{ 1780{
1781 if (op->flag [FLAG_NO_APPLY])
1782 return 0;
1783
1711 object *tmp; 1784 object *tmp;
1712 maptile *m = op->map; 1785 maptile *m = op->map;
1713 int x = op->x, y = op->y; 1786 int x = op->x, y = op->y;
1714 1787
1715 MoveType move_on, move_slow, move_block; 1788 mapspace &ms = m->at (x, y);
1716 1789
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1790 ms.update ();
1718 return 0;
1719 1791
1720 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1792 MoveType move_on = ms.move_on;
1721 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1793 MoveType move_slow = ms.move_slow;
1722 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1794 MoveType move_block = ms.move_block;
1723 1795
1724 /* if nothing on this space will slow op down or be applied, 1796 /* if nothing on this space will slow op down or be applied,
1725 * no need to do checking below. have to make sure move_type 1797 * no need to do checking below. have to make sure move_type
1726 * is set, as lots of objects don't have it set - we treat that 1798 * is set, as lots of objects don't have it set - we treat that
1727 * as walking. 1799 * as walking.
1738 return 0; 1810 return 0;
1739 1811
1740 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1741 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1742 */ 1814 */
1743 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1744 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1745 {
1746 /* Trim the search when we find the first other spell effect
1747 * this helps performance so that if a space has 50 spell objects,
1748 * we don't need to check all of them.
1749 */
1750 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1751 break;
1752 } 1816 {
1817 next = tmp->below;
1753 1818
1754 for (; tmp; tmp = tmp->below)
1755 {
1756 if (tmp == op) 1819 if (tmp == op)
1757 continue; /* Can't apply yourself */ 1820 continue; /* Can't apply yourself */
1758 1821
1759 /* Check to see if one of the movement types should be slowed down. 1822 /* Check to see if one of the movement types should be slowed down.
1760 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1761 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1762 * space doesn't slow down swimming (for example), if you can't actually 1825 * space doesn't slow down swimming (for example), if you can't actually
1763 * swim on that space, can't use it to avoid the penalty. 1826 * swim on that space, can't use it to avoid the penalty.
1764 */ 1827 */
1765 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1766 { 1829 {
1767 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1768 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1769 { 1832 {
1770
1771 float
1772 diff = tmp->move_slow_penalty * fabs (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1773 1834
1774 if (op->type == PLAYER) 1835 if (op->is_player ())
1775 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1836 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1776 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1837 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1777 diff /= 4.0; 1838 diff /= 4.0;
1778 1839
1779 op->speed_left -= diff; 1840 op->speed_left -= diff;
1780 } 1841 }
1781 } 1842 }
1782 1843
1783 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1784 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1785 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1786 { 1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1787 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1788 1854
1789 if (op->destroyed ()) 1855 if (op->destroyed ())
1790 return 1; 1856 return 1;
1791 1857
1814 LOG (llevError, "Present_arch called outside map.\n"); 1880 LOG (llevError, "Present_arch called outside map.\n");
1815 return NULL; 1881 return NULL;
1816 } 1882 }
1817 1883
1818 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1884 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1819 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1820 return tmp; 1886 return tmp;
1821 1887
1822 return NULL; 1888 return NULL;
1823} 1889}
1824 1890
1888 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
1889 */ 1955 */
1890object * 1956object *
1891present_arch_in_ob (const archetype *at, const object *op) 1957present_arch_in_ob (const archetype *at, const object *op)
1892{ 1958{
1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894 if (tmp->arch == at) 1960 if (tmp->arch->archname == at->archname)
1895 return tmp; 1961 return tmp;
1896 1962
1897 return NULL; 1963 return NULL;
1898} 1964}
1899 1965
1903void 1969void
1904flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
1905{ 1971{
1906 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 { 1973 {
1908 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
1909 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
1910 } 1976 }
1911} 1977}
1912 1978
1913/* 1979/*
1916void 1982void
1917unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
1918{ 1984{
1919 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 { 1986 {
1921 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
1922 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
1923 } 1989 }
1924} 1990}
1925 1991
1926/* 1992/*
1943 */ 2009 */
1944int 2010int
1945find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1946{ 2012{
1947 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
1948 int index = 0, flag; 2014 int index = 0;
1949 2015
1950 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
1951 { 2017 {
1952 mapxy pos (m, x, y); pos.move (i); 2018 mapxy pos (m, x, y); pos.move (i);
1953 2019
1987 * head of the object should correspond for the entire object. 2053 * head of the object should correspond for the entire object.
1988 */ 2054 */
1989 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2055 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1990 continue; 2056 continue;
1991 2057
1992 if (ob->blocked (m, pos.x, pos.y)) 2058 if (ob->blocked (pos.m, pos.x, pos.y))
1993 continue; 2059 continue;
1994 2060
1995 altern [index++] = i; 2061 altern [index++] = i;
1996 } 2062 }
1997 2063
2065 * there is capable of. 2131 * there is capable of.
2066 */ 2132 */
2067int 2133int
2068find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2069{ 2135{
2070 int i, max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2071
2072 sint16 nx, ny;
2073 object *tmp;
2074 maptile *mp;
2075
2076 MoveType blocked, move_type; 2137 MoveType move_type;
2077 2138
2078 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2079 { 2140 {
2080 exclude = exclude->head; 2141 exclude = exclude->head;
2081 move_type = exclude->move_type; 2142 move_type = exclude->move_type;
2084 { 2145 {
2085 /* If we don't have anything, presume it can use all movement types. */ 2146 /* If we don't have anything, presume it can use all movement types. */
2086 move_type = MOVE_ALL; 2147 move_type = MOVE_ALL;
2087 } 2148 }
2088 2149
2089 for (i = 1; i < max; i++) 2150 for (int i = 1; i < max; i++)
2090 { 2151 {
2091 mp = m; 2152 mapxy pos (m, x, y);
2092 nx = x + freearr_x[i]; 2153 pos.move (i);
2093 ny = y + freearr_y[i];
2094 2154
2095 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 if (!pos.normalise ())
2096
2097 if (mflags & P_OUT_OF_MAP)
2098 max = maxfree[i]; 2156 max = maxfree[i];
2099 else 2157 else
2100 { 2158 {
2101 mapspace &ms = mp->at (nx, ny); 2159 mapspace &ms = *pos;
2102 2160
2103 blocked = ms.move_block;
2104
2105 if ((move_type & blocked) == move_type) 2161 if ((move_type & ms.move_block) == move_type)
2106 max = maxfree[i]; 2162 max = maxfree [i];
2107 else if (mflags & P_IS_ALIVE) 2163 else if (ms.flags () & P_IS_ALIVE)
2108 { 2164 {
2109 for (tmp = ms.bot; tmp; tmp = tmp->above) 2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2110 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2111 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2112 break;
2113
2114 if (tmp)
2115 return freedir[i]; 2168 return freedir [i];
2116 } 2169 }
2117 } 2170 }
2118 } 2171 }
2119 2172
2120 return 0; 2173 return 0;
2129{ 2182{
2130 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2131} 2184}
2132 2185
2133/* 2186/*
2134 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction value
2135 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2136 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2137 */ 2190 */
2138int 2191int
2139find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2140{ 2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2141 int q; 2237 int q;
2142 2238
2143 if (y) 2239 if (y)
2144 q = x * 100 / y; 2240 q = 128 * x / y;
2145 else if (x) 2241 else if (x)
2146 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2147 else 2243 else
2148 return 0; 2244 return 0;
2149 2245
2150 if (y > 0) 2246 if (y > 0)
2151 { 2247 {
2152 if (q < -242) 2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2153 return 3; 2253 return 3;
2154 if (q < -41) 2254 }
2155 return 2; 2255 else
2156 if (q < 41) 2256 {
2157 return 1; 2257 if (q < -309) return 3;
2158 if (q < 242) 2258 if (q < -52) return 2;
2159 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2160 return 7; 2262 return 7;
2161 } 2263 }
2162 2264#endif
2163 if (q < -242)
2164 return 7;
2165 if (q < -41)
2166 return 6;
2167 if (q < 41)
2168 return 5;
2169 if (q < 242)
2170 return 4;
2171
2172 return 3;
2173} 2265}
2174 2266
2175/* 2267/*
2176 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2177 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2178 */ 2270 */
2179int 2271int
2180dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2181{ 2273{
2182 int d;
2183
2184 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2185 if (d > 4)
2186 d = 8 - d;
2187 2275
2188 return d; 2276 return d > 4 ? 8 - d : d;
2189} 2277}
2190 2278
2191/* peterm: 2279/* peterm:
2192 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2193 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2195 * This basically means that if direction is 15, then it could either go 2283 * This basically means that if direction is 15, then it could either go
2196 * direction 4, 14, or 16 to get back to where we are. 2284 * direction 4, 14, or 16 to get back to where we are.
2197 * Moved from spell_util.c to object.c with the other related direction 2285 * Moved from spell_util.c to object.c with the other related direction
2198 * functions. 2286 * functions.
2199 */ 2287 */
2200int reduction_dir[SIZEOFFREE][3] = { 2288static const int reduction_dir[SIZEOFFREE][3] = {
2201 {0, 0, 0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2202 {0, 0, 0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2203 {0, 0, 0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2204 {0, 0, 0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2205 {0, 0, 0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2299 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2300 */ 2388 */
2301int 2389int
2302can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2303{ 2391{
2304 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2305 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2306 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2307} 2395}
2396
2397//-GPL
2308 2398
2309/* 2399/*
2310 * create clone from object to another 2400 * create clone from object to another
2311 */ 2401 */
2312object * 2402object *
2313object_create_clone (object *asrc) 2403object::deep_clone ()
2314{ 2404{
2315 object *dst = 0, *tmp, *src, *prev, *item; 2405 assert (("deep_clone called on non-head object", is_head ()));
2316 2406
2317 if (!asrc) 2407 object *dst = clone ();
2318 return 0;
2319 2408
2320 src = asrc->head_ (); 2409 object *prev = dst;
2321
2322 prev = 0;
2323 for (object *part = src; part; part = part->more) 2410 for (object *part = this->more; part; part = part->more)
2324 { 2411 {
2325 tmp = part->clone (); 2412 object *tmp = part->clone ();
2326 tmp->x -= src->x;
2327 tmp->y -= src->y;
2328
2329 if (!part->head)
2330 {
2331 dst = tmp;
2332 tmp->head = 0;
2333 }
2334 else
2335 tmp->head = dst; 2413 tmp->head = dst;
2336
2337 tmp->more = 0;
2338
2339 if (prev)
2340 prev->more = tmp; 2414 prev->more = tmp;
2341
2342 prev = tmp; 2415 prev = tmp;
2343 } 2416 }
2344 2417
2345 for (item = src->inv; item; item = item->below) 2418 for (object *item = inv; item; item = item->below)
2346 insert_ob_in_ob (object_create_clone (item), dst); 2419 insert_ob_in_ob (item->deep_clone (), dst);
2347 2420
2348 return dst; 2421 return dst;
2349} 2422}
2350 2423
2351/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2360 return tmp; 2433 return tmp;
2361 2434
2362 return 0; 2435 return 0;
2363} 2436}
2364 2437
2365/* If ob has a field named key, return the link from the list, 2438/* Zero the key_values on op, decrementing the shared-string
2366 * otherwise return NULL. 2439 * refcounts and freeing the links.
2367 * 2440 */
2368 * key must be a passed in shared string - otherwise, this won't 2441void
2369 * do the desired thing. 2442key_values::clear ()
2370 */
2371key_value *
2372get_ob_key_link (const object *ob, const char *key)
2373{ 2443{
2374 for (key_value *link = ob->key_values; link; link = link->next) 2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2454shstr_tmp
2455key_values::get (shstr_tmp key) const
2456{
2457 for (key_value *kv = first; kv; kv = kv->next)
2375 if (link->key == key) 2458 if (kv->key == key)
2376 return link;
2377
2378 return 0;
2379}
2380
2381/*
2382 * Returns the value of op has an extra_field for key, or NULL.
2383 *
2384 * The argument doesn't need to be a shared string.
2385 *
2386 * The returned string is shared.
2387 */
2388const char *
2389get_ob_key_value (const object *op, const char *const key)
2390{
2391 key_value *link;
2392 shstr_cmp canonical_key (key);
2393
2394 if (!canonical_key)
2395 {
2396 /* 1. There being a field named key on any object
2397 * implies there'd be a shared string to find.
2398 * 2. Since there isn't, no object has this field.
2399 * 3. Therefore, *this* object doesn't have this field.
2400 */
2401 return 0;
2402 }
2403
2404 /* This is copied from get_ob_key_link() above -
2405 * only 4 lines, and saves the function call overhead.
2406 */
2407 for (link = op->key_values; link; link = link->next)
2408 if (link->key == canonical_key)
2409 return link->value; 2459 return kv->value;
2410 2460
2411 return 0; 2461 return shstr ();
2412} 2462}
2413 2463
2414/* 2464void
2415 * Updates the canonical_key in op to value. 2465key_values::add (shstr_tmp key, shstr_tmp value)
2416 *
2417 * canonical_key is a shared string (value doesn't have to be).
2418 *
2419 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2420 * keys.
2421 *
2422 * Returns TRUE on success.
2423 */
2424int
2425set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2426{ 2466{
2427 key_value *field = NULL, *last = NULL; 2467 key_value *kv = new key_value;
2428 2468
2429 for (field = op->key_values; field != NULL; field = field->next) 2469 kv->next = first;
2430 { 2470 kv->key = key;
2431 if (field->key != canonical_key) 2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2477key_values::set (shstr_tmp key, shstr_tmp value)
2478{
2479 for (key_value *kv = first; kv; kv = kv->next)
2480 if (kv->key == key)
2432 { 2481 {
2433 last = field; 2482 kv->value = value;
2434 continue; 2483 return;
2435 } 2484 }
2436 2485
2437 if (value) 2486 add (key, value);
2438 field->value = value; 2487}
2439 else 2488
2489void
2490key_values::del (shstr_tmp key)
2491{
2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2493 if ((*kvp)->key == key)
2440 { 2494 {
2441 /* Basically, if the archetype has this key set, 2495 key_value *kv = *kvp;
2442 * we need to store the null value so when we save 2496 *kvp = (*kvp)->next;
2443 * it, we save the empty value so that when we load, 2497 delete kv;
2444 * we get this value back again. 2498 return;
2445 */
2446 if (get_ob_key_link (op->arch, canonical_key))
2447 field->value = 0;
2448 else
2449 {
2450 if (last)
2451 last->next = field->next;
2452 else
2453 op->key_values = field->next;
2454
2455 delete field;
2456 }
2457 } 2499 }
2458 return TRUE; 2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2459 } 2509 {
2460 /* IF we get here, key doesn't exist */ 2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2461 2515
2462 /* No field, we'll have to add it. */ 2516 first = prev;
2463
2464 if (!add_key)
2465 return FALSE;
2466
2467 /* There isn't any good reason to store a null
2468 * value in the key/value list. If the archetype has
2469 * this key, then we should also have it, so shouldn't
2470 * be here. If user wants to store empty strings,
2471 * should pass in ""
2472 */
2473 if (value == NULL)
2474 return TRUE;
2475
2476 field = new key_value;
2477
2478 field->key = canonical_key;
2479 field->value = value;
2480 /* Usual prepend-addition. */
2481 field->next = op->key_values;
2482 op->key_values = field;
2483
2484 return TRUE;
2485} 2517}
2486 2518
2487/* 2519key_values &
2488 * Updates the key in op to value. 2520key_values::operator =(const key_values &kv)
2489 *
2490 * If add_key is FALSE, this will only update existing keys,
2491 * and not add new ones.
2492 * In general, should be little reason FALSE is ever passed in for add_key
2493 *
2494 * Returns TRUE on success.
2495 */
2496int
2497set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2498{ 2521{
2499 shstr key_ (key); 2522 clear ();
2500 2523
2501 return set_ob_key_value_s (op, key_, value, add_key); 2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2502} 2528}
2503 2529
2504object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2505: iterator_base (container) 2531: iterator_base (container)
2506{ 2532{
2556{ 2582{
2557 char flagdesc[512]; 2583 char flagdesc[512];
2558 char info2[256 * 4]; 2584 char info2[256 * 4];
2559 char *p = info; 2585 char *p = info;
2560 2586
2561 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2587 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2562 count, 2588 count,
2563 uuid.c_str (), 2589 uuid.c_str (),
2564 &name, 2590 &name,
2565 title ? "\",title:\"" : "", 2591 title ? ",title:\"" : "",
2566 title ? (const char *)title : "", 2592 title ? (const char *)title : "",
2593 title ? "\"" : "",
2567 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2568 2595
2569 if (!flag[FLAG_REMOVED] && env) 2596 if (!flag[FLAG_REMOVED] && env)
2570 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2571 2598
2589{ 2616{
2590 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2591 : region::default_region (); 2618 : region::default_region ();
2592} 2619}
2593 2620
2594const materialtype_t * 2621//+GPL
2595object::dominant_material () const
2596{
2597 if (materialtype_t *mt = name_to_material (materialname))
2598 return mt;
2599
2600 return name_to_material (shstr_unknown);
2601}
2602 2622
2603void 2623void
2604object::open_container (object *new_container) 2624object::open_container (object *new_container)
2605{ 2625{
2606 if (container == new_container) 2626 if (container == new_container)
2607 return; 2627 return;
2608 2628
2609 if (object *old_container = container) 2629 object *old_container = container;
2630
2631 if (old_container)
2610 { 2632 {
2611 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2612 return; 2634 return;
2613 2635
2614#if 0 2636#if 0
2616 if (object *closer = old_container->inv) 2638 if (object *closer = old_container->inv)
2617 if (closer->type == CLOSE_CON) 2639 if (closer->type == CLOSE_CON)
2618 closer->destroy (); 2640 closer->destroy ();
2619#endif 2641#endif
2620 2642
2643 // make sure the container is available
2644 esrv_send_item (this, old_container);
2645
2621 old_container->flag [FLAG_APPLIED] = false; 2646 old_container->flag [FLAG_APPLIED] = false;
2622 container = 0; 2647 container = 0;
2623 2648
2649 // client needs item update to make it work, client bug requires this to be separate
2624 esrv_update_item (UPD_FLAGS, this, old_container); 2650 esrv_update_item (UPD_FLAGS, this, old_container);
2651
2625 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2626 play_sound (sound_find ("chest_close")); 2653 play_sound (sound_find ("chest_close"));
2627 } 2654 }
2628 2655
2629 if (new_container) 2656 if (new_container)
2630 { 2657 {
2634 // TODO: this does not seem to serve any purpose anymore? 2661 // TODO: this does not seem to serve any purpose anymore?
2635#if 0 2662#if 0
2636 // insert the "Close Container" object. 2663 // insert the "Close Container" object.
2637 if (archetype *closer = new_container->other_arch) 2664 if (archetype *closer = new_container->other_arch)
2638 { 2665 {
2639 object *closer = arch_to_object (new_container->other_arch); 2666 object *closer = new_container->other_arch->instance ();
2640 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2641 new_container->insert (closer); 2668 new_container->insert (closer);
2642 } 2669 }
2643#endif 2670#endif
2644 2671
2645 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2673
2674 // make sure the container is available, client bug requires this to be separate
2675 esrv_send_item (this, new_container);
2646 2676
2647 new_container->flag [FLAG_APPLIED] = true; 2677 new_container->flag [FLAG_APPLIED] = true;
2648 container = new_container; 2678 container = new_container;
2649 2679
2680 // client needs flag change
2650 esrv_update_item (UPD_FLAGS, this, new_container); 2681 esrv_update_item (UPD_FLAGS, this, new_container);
2651 esrv_send_inventory (this, new_container); 2682 esrv_send_inventory (this, new_container);
2652 play_sound (sound_find ("chest_open")); 2683 play_sound (sound_find ("chest_open"));
2653 } 2684 }
2685// else if (!old_container->env && contr && contr->ns)
2686// contr->ns->floorbox_reset ();
2654} 2687}
2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2655 2720
2656object * 2721object *
2657object::force_find (const shstr name) 2722object::force_find (shstr_tmp name)
2658{ 2723{
2659 /* cycle through his inventory to look for the MARK we want to 2724 /* cycle through his inventory to look for the MARK we want to
2660 * place 2725 * place
2661 */ 2726 */
2662 for (object *tmp = inv; tmp; tmp = tmp->below) 2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2665 2730
2666 return 0; 2731 return 0;
2667} 2732}
2668 2733
2669void 2734void
2735object::force_set_timer (int duration)
2736{
2737 this->duration = 1;
2738 this->speed_left = -1.f;
2739
2740 this->set_speed (duration ? 1.f / duration : 0.f);
2741}
2742
2743object *
2670object::force_add (const shstr name, int duration) 2744object::force_add (shstr_tmp name, int duration)
2671{ 2745{
2672 if (object *force = force_find (name)) 2746 if (object *force = force_find (name))
2673 force->destroy (); 2747 force->destroy ();
2674 2748
2675 object *force = get_archetype (FORCE_NAME); 2749 object *force = archetype::get (FORCE_NAME);
2676 2750
2677 force->slaying = name; 2751 force->slaying = name;
2678 force->stats.food = 1; 2752 force->force_set_timer (duration);
2679 force->speed_left = -1.f;
2680
2681 force->set_speed (duration ? 1.f / duration : 0.f);
2682 force->flag [FLAG_IS_USED_UP] = true;
2683 force->flag [FLAG_APPLIED] = true; 2753 force->flag [FLAG_APPLIED] = true;
2684 2754
2685 insert (force); 2755 return insert (force);
2686} 2756}
2687 2757
2688void 2758void
2689object::play_sound (faceidx sound) 2759object::play_sound (faceidx sound) const
2690{ 2760{
2691 if (!sound) 2761 if (!sound)
2692 return; 2762 return;
2693 2763
2694 if (flag [FLAG_REMOVED]) 2764 if (is_on_map ())
2765 map->play_sound (sound, x, y);
2766 else if (object *pl = in_player ())
2767 pl->contr->play_sound (sound);
2768}
2769
2770void
2771object::say_msg (const char *msg) const
2772{
2773 if (is_on_map ())
2774 map->say_msg (msg, x, y);
2775 else if (object *pl = in_player ())
2776 pl->contr->play_sound (sound);
2777}
2778
2779void
2780object::make_noise ()
2781{
2782 // we do not model noise in the map, so instead put
2783 // a temporary light into the noise source
2784 // could use the map instead, but that's less reliable for our
2785 // goal, which is to make invisibility a bit harder to exploit
2786
2787 // currently only works sensibly for players
2788 if (!is_player ())
2695 return; 2789 return;
2696 2790
2697 if (env) 2791 // find old force, or create new one
2698 { 2792 object *force = force_find (shstr_noise_force);
2699 if (object *pl = in_player ()) 2793
2700 pl->contr->play_sound (sound); 2794 if (force)
2701 } 2795 force->speed_left = -1.f; // patch old speed up
2702 else 2796 else
2703 map->play_sound (sound, x, y); 2797 {
2704} 2798 force = archetype::get (shstr_noise_force);
2705 2799
2800 force->slaying = shstr_noise_force;
2801 force->stats.food = 1;
2802 force->speed_left = -1.f;
2803
2804 force->set_speed (1.f / 4.f);
2805 force->flag [FLAG_IS_USED_UP] = true;
2806 force->flag [FLAG_APPLIED] = true;
2807
2808 insert (force);
2809 }
2810}
2811
2812void object::change_move_type (MoveType mt)
2813{
2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2818 {
2819 // we are on the map, so handle move_on/off effects
2820 remove ();
2821 move_type = mt;
2822 map->insert (this, x, y, this);
2823 }
2824 else
2825 move_type = mt;
2826}
2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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