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Comparing deliantra/server/common/object.C (file contents):
Revision 1.219 by root, Wed Apr 23 21:09:10 2008 UTC vs.
Revision 1.340 by root, Fri Jul 2 19:54:41 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
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->key_values; 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 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 283 return 0;
204 284
205 /* Do not merge objects if nrof would overflow. First part checks 285 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 286 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 287 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; 288 return 0;
212 289
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 290 /* 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 291 * 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 292 * 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 293 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 294 * flags lose any meaning.
218 */ 295 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 296 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 297 ob1->set_flag (FLAG_BEEN_APPLIED);
221 298
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 299 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 300 ob2->set_flag (FLAG_BEEN_APPLIED);
224 301
225 if (ob1->arch->name != ob2->arch->name 302 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 303 || ob1->name != ob2->name
227 || ob1->title != ob2->title 304 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 305 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 306 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 307 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 308 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 309 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 310 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 311 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 312 || ob1->animation_id != ob2->animation_id
313 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 314 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 315 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 316 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 317 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 318 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 319 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 320 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 321 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 322 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 323 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 324 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 325 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 326 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 327 return 0;
250 328
251 if ((ob1->flag ^ ob2->flag) 329 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 330 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 331 .reset (FLAG_REMOVED)
255 .any ()) 332 .any ())
256 return 0; 333 return 0;
257 334
258 /* This is really a spellbook check - we should in general 335 /* This is really a spellbook check - we should in general
277 354
278 /* Don't merge objects that are applied. With the new 'body' code, 355 /* 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 356 * 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. 357 * some items equipped, and we don't want those to merge.
281 */ 358 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 359 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 360 return 0;
284 361
285 /* Note sure why the following is the case - either the object has to 362 /* 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 363 * be animated or have a very low speed. Is this an attempted monster
287 * check? 364 * check?
288 */ 365 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 366 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 367 return 0;
291 368
292 switch (ob1->type) 369 switch (ob1->type)
293 { 370 {
294 case SCROLL: 371 case SCROLL:
334 411
335// find player who can see this object 412// find player who can see this object
336object * 413object *
337object::visible_to () const 414object::visible_to () const
338{ 415{
339 if (!flag [FLAG_REMOVED]) 416 if (client_visible () && !flag [FLAG_REMOVED])
340 { 417 {
341 // see if we are in a container of sorts 418 // see if we are in a container of sorts
342 if (env) 419 if (env)
343 { 420 {
344 // the player inventory itself is always visible 421 // the player inventory itself is always visible
345 if (env->type == PLAYER) 422 if (env->is_player ())
346 return env; 423 return env;
347 424
348 // else a player could have our env open 425 // else a player could have our env open
349 object *envest = env->outer_env (); 426 object *envest = env->outer_env_or_self ();
350 427
351 // the player itself is always on a map, so we will find him here 428 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 429 // even if our inv is in a player.
353 if (envest->is_on_map ()) 430 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 431 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 432 if (pl->container_ () == env)
356 return pl; 433 return pl;
357 } 434 }
358 else 435 else
359 { 436 {
360 // maybe there is a player standing on the same mapspace 437 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 438 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 439 if (object *pl = ms ().player ())
440 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
441 || pl->container_ () == this)
363 return pl; 442 return pl;
364 } 443 }
365 } 444 }
366 445
367 return 0; 446 return 0;
368} 447}
369 448
370// adjust weight per container type ("of holding") 449// adjust weight per container type ("of holding")
371static sint32 450static uint32
372weight_adjust (object *op, sint32 weight) 451weight_adjust_for (object *op, uint32 weight)
373{ 452{
374 return op->type == CONTAINER 453 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 454 ? weight - weight * op->stats.Str / 100
376 : weight; 455 : weight;
377} 456}
378 457
379/* 458/*
380 * adjust_weight(object, weight) adds the specified weight to an object, 459 * subtracts, then adds, the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying. 460 * and also updates how much the environment(s) is/are carrying.
382 */ 461 */
383static void 462static void
384adjust_weight (object *op, sint32 weight) 463adjust_weight (object *op, sint32 sub, sint32 add)
385{ 464{
386 while (op) 465 while (op)
387 { 466 {
388 weight = weight_adjust (op, weight); 467 sint32 ocarrying = op->carrying;
389 468
390 if (!weight) 469 op->carrying -= weight_adjust_for (op, sub);
391 return; 470 op->carrying += weight_adjust_for (op, add);
392
393 op->carrying += weight;
394 471
395 if (object *pl = op->visible_to ()) 472 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily 473 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op); 474 esrv_update_item (UPD_WEIGHT, pl, op);
398 475
476 sub = ocarrying;
477 add = op->carrying;
478
399 op = op->env; 479 op = op->env;
400 } 480 }
401} 481}
402 482
403/* 483/*
410{ 490{
411 sint32 sum = 0; 491 sint32 sum = 0;
412 492
413 for (object *op = inv; op; op = op->below) 493 for (object *op = inv; op; op = op->below)
414 { 494 {
415 if (op->inv)
416 op->update_weight (); 495 op->update_weight ();
417 496
418 sum += op->total_weight (); 497 sum += weight_adjust_for (this, op->total_weight ());
419 } 498 }
420
421 sum = weight_adjust (this, sum);
422 499
423 if (sum != carrying) 500 if (sum != carrying)
424 { 501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
425 carrying = sum; 506 carrying = sum;
426 507
427 if (object *pl = visible_to ()) 508 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily 509 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this); 510 esrv_update_item (UPD_WEIGHT, pl, this);
442 object_freezer freezer; 523 object_freezer freezer;
443 op->write (freezer); 524 op->write (freezer);
444 return freezer.as_string (); 525 return freezer.as_string ();
445} 526}
446 527
447/* 528char *
448 * get_nearest_part(multi-object, object 2) returns the part of the 529object::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{ 530{
455 object *tmp, *closest; 531 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} 532}
469 533
470/* 534/*
471 * Returns the object which has the count-variable equal to the argument. 535 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow. 536 * VERRRY slow.
480 544
481 return 0; 545 return 0;
482} 546}
483 547
484/* 548/*
549 * Returns the object which has the uuid equal to the argument.
550 * MOAR VERRRY slow.
551 */
552
553object *
554find_object_uuid (UUID i)
555{
556 for_all_objects (op)
557 if (op->uuid == i)
558 return op;
559
560 return 0;
561}
562
563/*
485 * Returns the first object which has a name equal to the argument. 564 * Returns the first object which has a name equal to the argument.
486 * Used only by the patch command, but not all that useful. 565 * Used only by the patch command, but not all that useful.
487 * Enables features like "patch <name-of-other-player> food 999" 566 * Enables features like "patch <name-of-other-player> food 999"
488 */ 567 */
489object * 568object *
490find_object_name (const char *str) 569find_object_name (const char *str)
491{ 570{
492 shstr_cmp str_ (str); 571 shstr_cmp str_ (str);
493 object *op;
494 572
573 if (str_)
495 for_all_objects (op) 574 for_all_objects (op)
496 if (op->name == str_) 575 if (op->name == str_)
497 break; 576 return op;
498 577
499 return op; 578 return 0;
500} 579}
501 580
502/* 581/*
503 * Sets the owner and sets the skill and exp pointers to owner's current 582 * Sets the owner and sets the skill and exp pointers to owner's current
504 * skill and experience objects. 583 * skill and experience objects.
519 } 598 }
520 599
521 this->owner = owner; 600 this->owner = owner;
522} 601}
523 602
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 603/* Zero the key_values on op, decrementing the shared-string
591 * refcounts and freeing the links. 604 * refcounts and freeing the links.
592 */ 605 */
593static void 606static void
594free_key_values (object *op) 607free_key_values (object *op)
602 } 615 }
603 616
604 op->key_values = 0; 617 op->key_values = 0;
605} 618}
606 619
607object & 620/*
608object::operator =(const object &src) 621 * copy_to first frees everything allocated by the dst object,
622 * and then copies the contents of itself into the second
623 * object, allocating what needs to be allocated. Basically, any
624 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
625 * if the first object is freed, the pointers in the new object
626 * will point at garbage.
627 */
628void
629object::copy_to (object *dst)
609{ 630{
610 bool is_freed = flag [FLAG_FREED]; 631 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 632 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 633 dst->flag [FLAG_REMOVED] = true;
617 634
618 /* Copy over key_values, if any. */ 635 /* Copy over key_values, if any. */
619 if (src.key_values) 636 if (key_values)
620 { 637 {
621 key_value *tail = 0; 638 key_value *tail = 0;
622 key_values = 0; 639 dst->key_values = 0;
623 640
624 for (key_value *i = src.key_values; i; i = i->next) 641 for (key_value *i = key_values; i; i = i->next)
625 { 642 {
626 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
627 644
628 new_link->next = 0; 645 new_link->next = 0;
629 new_link->key = i->key; 646 new_link->key = i->key;
630 new_link->value = i->value; 647 new_link->value = i->value;
631 648
632 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
633 if (!key_values) 650 if (!dst->key_values)
634 { 651 {
635 key_values = new_link; 652 dst->key_values = new_link;
636 tail = new_link; 653 tail = new_link;
637 } 654 }
638 else 655 else
639 { 656 {
640 tail->next = new_link; 657 tail->next = new_link;
641 tail = new_link; 658 tail = new_link;
642 } 659 }
643 } 660 }
644 } 661 }
645}
646 662
647/* 663 dst->activate ();
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664} 664}
665 665
666void 666void
667object::instantiate () 667object::instantiate ()
668{ 668{
669 if (!uuid.seq) // HACK 669 if (!uuid.seq) // HACK
670 uuid = UUID::gen (); 670 uuid = UUID::gen ();
671 671
672 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
673 if (flag [FLAG_RANDOM_SPEED] && speed)
674 speed_left = - speed - rndm (); // TODO animation
675 else
672 speed_left = -0.1f; 676 speed_left = -1.;
677
673 /* copy the body_info to the body_used - this is only really 678 /* 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. 679 * 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 680 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created 681 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped. 682 * for it, they can be properly equipped.
685object * 690object *
686object::clone () 691object::clone ()
687{ 692{
688 object *neu = create (); 693 object *neu = create ();
689 copy_to (neu); 694 copy_to (neu);
695
696 // TODO: unclean state changes, should not be done in clone AND instantiate
697 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
698 neu->speed_left = - neu->speed - rndm (); // TODO animation
699
700 neu->map = map; // not copied by copy_to
690 return neu; 701 return neu;
691} 702}
692 703
693/* 704/*
694 * If an object with the IS_TURNABLE() flag needs to be turned due 705 * 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. 707 * be called to update the face variable, _and_ how it looks on the map.
697 */ 708 */
698void 709void
699update_turn_face (object *op) 710update_turn_face (object *op)
700{ 711{
701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
702 return; 713 return;
703 714
704 SET_ANIMATION (op, op->direction); 715 SET_ANIMATION (op, op->direction);
705 update_object (op, UP_OBJ_FACE); 716 update_object (op, UP_OBJ_FACE);
706} 717}
711 * This function needs to be called whenever the speed of an object changes. 722 * This function needs to be called whenever the speed of an object changes.
712 */ 723 */
713void 724void
714object::set_speed (float speed) 725object::set_speed (float speed)
715{ 726{
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; 727 this->speed = speed;
723 728
724 if (has_active_speed ()) 729 if (has_active_speed ())
725 activate (); 730 activate ();
726 else 731 else
745 * UP_OBJ_FACE: only the objects face has changed. 750 * UP_OBJ_FACE: only the objects face has changed.
746 */ 751 */
747void 752void
748update_object (object *op, int action) 753update_object (object *op, int action)
749{ 754{
750 if (op == NULL) 755 if (!op)
751 { 756 {
752 /* this should never happen */ 757 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 758 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 759 return;
755 } 760 }
756 761
757 if (op->env) 762 if (!op->is_on_map ())
758 { 763 {
759 /* Animation is currently handled by client, so nothing 764 /* Animation is currently handled by client, so nothing
760 * to do in this case. 765 * to do in this case.
761 */ 766 */
762 return; 767 return;
763 } 768 }
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;
770 769
771 /* make sure the object is within map boundaries */ 770 /* 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) 771 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 772 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 773 LOG (llevError, "update_object() called for object out of map!\n");
782 781
783 if (!(m.flags_ & P_UPTODATE)) 782 if (!(m.flags_ & P_UPTODATE))
784 /* nop */; 783 /* nop */;
785 else if (action == UP_OBJ_INSERT) 784 else if (action == UP_OBJ_INSERT)
786 { 785 {
786#if 0
787 // this is likely overkill, TODO: revisit (schmorp) 787 // this is likely overkill, TODO: revisit (schmorp)
788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 790 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 794 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 795 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 796 || (m.move_slow | op->move_slow) != m.move_slow
797 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
798 * to have move_allow right now. 798 * have move_allow right now.
799 */ 799 */
800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
801 m.invalidate ();
802#else
801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 803 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
802 m.flags_ = 0; 804 m.invalidate ();
805#endif
803 } 806 }
804 /* if the object is being removed, we can't make intelligent 807 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 808 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 809 * that is being removed.
807 */ 810 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 811 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 812 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 813 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 814 /* Nothing to do for that case */ ;
812 else 815 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 816 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 817
816 update_object (op->more, action); 819 update_object (op->more, action);
817} 820}
818 821
819object::object () 822object::object ()
820{ 823{
821 SET_FLAG (this, FLAG_REMOVED); 824 this->set_flag (FLAG_REMOVED);
822 825
823 expmul = 1.0; 826 //expmul = 1.0; declared const for the time being
824 face = blank_face; 827 face = blank_face;
828 material = MATERIAL_NULL;
825} 829}
826 830
827object::~object () 831object::~object ()
828{ 832{
829 unlink (); 833 unlink ();
830 834
831 free_key_values (this); 835 free_key_values (this);
832} 836}
833
834static int object_count;
835 837
836void object::link () 838void object::link ()
837{ 839{
838 assert (!index);//D 840 assert (!index);//D
839 uuid = UUID::gen (); 841 uuid = UUID::gen ();
840 count = ++object_count;
841 842
842 refcnt_inc (); 843 refcnt_inc ();
843 objects.insert (this); 844 objects.insert (this);
845
846 ++create_count;
847
844} 848}
845 849
846void object::unlink () 850void object::unlink ()
847{ 851{
848 if (!index) 852 if (!index)
849 return; 853 return;
854
855 ++destroy_count;
850 856
851 objects.erase (this); 857 objects.erase (this);
852 refcnt_dec (); 858 refcnt_dec ();
853} 859}
854 860
858 /* If already on active list, don't do anything */ 864 /* If already on active list, don't do anything */
859 if (active) 865 if (active)
860 return; 866 return;
861 867
862 if (has_active_speed ()) 868 if (has_active_speed ())
869 {
870 if (flag [FLAG_FREED])
871 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
872
863 actives.insert (this); 873 actives.insert (this);
874 }
864} 875}
865 876
866void 877void
867object::activate_recursive () 878object::activate_recursive ()
868{ 879{
929 * drop on that space. 940 * drop on that space.
930 */ 941 */
931 if (!drop_to_ground 942 if (!drop_to_ground
932 || !map 943 || !map
933 || map->in_memory != MAP_ACTIVE 944 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 945 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 946 || ms ().move_block == MOVE_ALL)
936 { 947 {
937 while (inv) 948 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy (); 949 inv->destroy ();
941 }
942 } 950 }
943 else 951 else
944 { /* Put objects in inventory onto this space */ 952 { /* Put objects in inventory onto this space */
945 while (inv) 953 while (inv)
946 { 954 {
950 || op->flag [FLAG_NO_DROP] 958 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE 959 || op->type == RUNE
952 || op->type == TRAP 960 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE] 961 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH]) 962 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true); 963 op->destroy ();
956 else 964 else
957 map->insert (op, x, y); 965 map->insert (op, x, y);
958 } 966 }
959 } 967 }
960} 968}
961 969
970/*
971 * Remove and free all objects in the inventory of the given object.
972 * Unlike destroy_inv, this assumes the *this is destroyed as well
973 * well, so we can (and have to!) take shortcuts.
974 */
975void
976object::destroy_inv_fast ()
977{
978 while (object *op = inv)
979 {
980 // remove from object the fast way
981 op->flag [FLAG_REMOVED] = true;
982 op->env = 0;
983 if ((inv = inv->below))
984 inv->above = 0;
985
986 // then destroy
987 op->destroy ();
988 }
989}
990
991void
992object::freelist_free (int count)
993{
994 while (count-- && freelist)
995 {
996 freelist_item *next = freelist->next;
997 // count is being "destroyed"
998
999 sfree ((char *)freelist, sizeof (object));
1000
1001 freelist = next;
1002 --free_count;
1003 }
1004}
1005
1006object *
962object *object::create () 1007object::create ()
963{ 1008{
964 object *op = new object; 1009 object *op;
1010
1011 if (freelist)
1012 {
1013 freelist_item li = *freelist;
1014 memset (freelist, 0, sizeof (object));
1015
1016 op = new (freelist) object;
1017 op->count = li.count;
1018
1019 freelist = li.next;
1020 --free_count;
1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1025
1026 op = new(ni) object;
1027
1028 op->count = ++object_count;
1029 }
1030
965 op->link (); 1031 op->link ();
1032
966 return op; 1033 return op;
967} 1034}
968 1035
969void 1036void
1037object::do_delete ()
1038{
1039 uint32_t count = this->count;
1040
1041 this->~object ();
1042
1043 freelist_item *li = (freelist_item *)this;
1044 li->next = freelist;
1045 li->count = count;
1046
1047 freelist = li;
1048 ++free_count;
1049}
1050
1051static struct freed_map : maptile
1052{
1053 freed_map ()
1054 : maptile (3, 3)
1055 {
1056 path = "<freed objects map>";
1057 name = "/internal/freed_objects_map";
1058 no_drop = 1;
1059 no_reset = 1;
1060
1061 in_memory = MAP_ACTIVE;
1062 }
1063
1064 ~freed_map ()
1065 {
1066 destroy ();
1067 }
1068} freed_map; // freed objects are moved here to avoid crashes
1069
1070void
970object::do_destroy () 1071object::do_destroy ()
971{ 1072{
972 if (flag [FLAG_IS_LINKED]) 1073 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 1074 remove_link ();
974 1075
975 if (flag [FLAG_FRIENDLY]) 1076 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this); 1077 remove_friendly_object (this);
977 1078
978 remove (); 1079 remove ();
983 unlink (); 1084 unlink ();
984 1085
985 flag [FLAG_FREED] = 1; 1086 flag [FLAG_FREED] = 1;
986 1087
987 // hack to ensure that freed objects still have a valid map 1088 // 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; 1089 map = &freed_map;
1006 x = 1; 1090 x = 1;
1007 y = 1; 1091 y = 1;
1008 }
1009 1092
1010 if (more) 1093 if (more)
1011 { 1094 {
1012 more->destroy (); 1095 more->destroy ();
1013 more = 0; 1096 more = 0;
1021 attacked_by = 0; 1104 attacked_by = 0;
1022 current_weapon = 0; 1105 current_weapon = 0;
1023} 1106}
1024 1107
1025void 1108void
1026object::destroy (bool destroy_inventory) 1109object::destroy ()
1027{ 1110{
1028 if (destroyed ()) 1111 if (destroyed ())
1029 return; 1112 return;
1030 1113
1031 if (!is_head () && !head->destroyed ()) 1114 if (!is_head () && !head->destroyed ())
1032 { 1115 {
1033 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1034 head->destroy (destroy_inventory); 1117 head->destroy ();
1118 return;
1035 } 1119 }
1036 1120
1037 destroy_inv (!destroy_inventory); 1121 destroy_inv_fast ();
1038 1122
1039 if (is_head ()) 1123 if (is_head ())
1040 if (sound_destroy) 1124 if (sound_destroy)
1041 play_sound (sound_destroy); 1125 play_sound (sound_destroy);
1042 else if (flag [FLAG_MONSTER]) 1126 else if (flag [FLAG_MONSTER])
1053 * the previous environment. 1137 * the previous environment.
1054 */ 1138 */
1055void 1139void
1056object::do_remove () 1140object::do_remove ()
1057{ 1141{
1058 object *tmp, *last = 0;
1059 object *otmp;
1060
1061 if (flag [FLAG_REMOVED]) 1142 if (flag [FLAG_REMOVED])
1062 return; 1143 return;
1063 1144
1064 INVOKE_OBJECT (REMOVE, this); 1145 INVOKE_OBJECT (REMOVE, this);
1065
1066 if (object *pl = visible_to ())
1067 esrv_del_item (pl->contr, count);
1068 1146
1069 flag [FLAG_REMOVED] = true; 1147 flag [FLAG_REMOVED] = true;
1070 1148
1071 if (more) 1149 if (more)
1072 more->remove (); 1150 more->remove ();
1075 * In this case, the object to be removed is in someones 1153 * In this case, the object to be removed is in someones
1076 * inventory. 1154 * inventory.
1077 */ 1155 */
1078 if (env) 1156 if (env)
1079 { 1157 {
1158 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1159 if (object *pl = visible_to ())
1160 esrv_del_item (pl->contr, count);
1161 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1162
1080 adjust_weight (env, -total_weight ()); 1163 adjust_weight (env, total_weight (), 0);
1081 1164
1082 *(above ? &above->below : &env->inv) = below; 1165 object *pl = in_player ();
1083
1084 if (below)
1085 below->above = above;
1086 1166
1087 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1088 * the map, but we don't actually do that - it is up 1168 * the map, but we don't actually do that - it is up
1089 * to the caller to decide what we want to do. 1169 * to the caller to decide what we want to do.
1090 */ 1170 */
1091 map = env->map; 1171 map = env->map;
1092 x = env->x; 1172 x = env->x;
1093 y = env->y; 1173 y = env->y;
1174
1175 // make sure cmov optimisation is applicable
1176 *(above ? &above->below : &env->inv) = below;
1177 *(below ? &below->above : &above ) = above; // &above is just a dummy
1178
1094 above = 0; 1179 above = 0;
1095 below = 0; 1180 below = 0;
1096 env = 0; 1181 env = 0;
1097 1182
1098 /* NO_FIX_PLAYER is set when a great many changes are being 1183 if (pl && pl->is_player ())
1099 * made to players inventory. If set, avoiding the call
1100 * to save cpu time.
1101 */ 1184 {
1102 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1185 if (expect_false (pl->contr->combat_ob == this))
1103 otmp->update_stats (); 1186 {
1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1188 pl->contr->combat_ob = 0;
1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1190 }
1191
1192 if (expect_false (pl->contr->ranged_ob == this))
1193 {
1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1195 pl->contr->ranged_ob = 0;
1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1197 }
1198
1199 pl->contr->queue_stats_update ();
1200
1201 if (expect_false (glow_radius) && pl->is_on_map ())
1202 update_all_los (pl->map, pl->x, pl->y);
1203 }
1104 } 1204 }
1105 else if (map) 1205 else if (map)
1106 { 1206 {
1107 if (type == PLAYER)
1108 {
1109 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent.
1113 close_container ();
1114
1115 --map->players;
1116 map->touch ();
1117 }
1118
1119 map->dirty = true; 1207 map->dirty = true;
1120 mapspace &ms = this->ms (); 1208 mapspace &ms = this->ms ();
1121 1209
1210 if (object *pl = ms.player ())
1211 {
1212 if (is_player ())
1213 {
1214 if (!flag [FLAG_WIZPASS])
1215 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1216
1217 // leaving a spot always closes any open container on the ground
1218 if (container && !container->env)
1219 // this causes spurious floorbox updates, but it ensures
1220 // that the CLOSE event is being sent.
1221 close_container ();
1222
1223 --map->players;
1224 map->touch ();
1225 }
1226 else if (pl->container_ () == this)
1227 {
1228 // removing a container should close it
1229 close_container ();
1230 }
1231 else
1232 esrv_del_item (pl->contr, count);
1233 }
1234
1122 /* link the object above us */ 1235 /* link the object above us */
1123 if (above) 1236 // re-link, make sure compiler can easily use cmove
1124 above->below = below; 1237 *(above ? &above->below : &ms.top) = below;
1125 else 1238 *(below ? &below->above : &ms.bot) = above;
1126 ms.top = below; /* we were top, set new top */
1127
1128 /* Relink the object below us, if there is one */
1129 if (below)
1130 below->above = above;
1131 else
1132 {
1133 /* Nothing below, which means we need to relink map object for this space
1134 * use translated coordinates in case some oddness with map tiling is
1135 * evident
1136 */
1137 if (GET_MAP_OB (map, x, y) != this)
1138 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 ());
1139
1140 ms.bot = above; /* goes on above it. */
1141 }
1142 1239
1143 above = 0; 1240 above = 0;
1144 below = 0; 1241 below = 0;
1145 1242
1243 ms.invalidate ();
1244
1146 if (map->in_memory == MAP_SAVING) 1245 if (map->in_memory == MAP_SAVING)
1147 return; 1246 return;
1148 1247
1149 int check_walk_off = !flag [FLAG_NO_APPLY]; 1248 int check_walk_off = !flag [FLAG_NO_APPLY];
1150 1249
1151 if (object *pl = ms.player ()) 1250 if (object *pl = ms.player ())
1152 { 1251 {
1153 if (pl->container == this) 1252 if (pl->container_ () == this)
1154 /* If a container that the player is currently using somehow gets 1253 /* If a container that the player is currently using somehow gets
1155 * removed (most likely destroyed), update the player view 1254 * removed (most likely destroyed), update the player view
1156 * appropriately. 1255 * appropriately.
1157 */ 1256 */
1158 pl->close_container (); 1257 pl->close_container ();
1159 1258
1160 //TODO: the floorbox prev/next might need updating 1259 //TODO: the floorbox prev/next might need updating
1161 esrv_del_item (pl->contr, count); 1260 //esrv_del_item (pl->contr, count);
1261 //TODO: update floorbox to preserve ordering
1262 if (pl->contr->ns)
1263 pl->contr->ns->floorbox_update ();
1162 } 1264 }
1163 1265
1266 if (check_walk_off)
1164 for (tmp = ms.bot; tmp; tmp = tmp->above) 1267 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1165 { 1268 {
1269 above = tmp->above;
1270
1166 /* No point updating the players look faces if he is the object 1271 /* No point updating the players look faces if he is the object
1167 * being removed. 1272 * being removed.
1168 */ 1273 */
1169 1274
1170 /* See if object moving off should effect something */ 1275 /* See if object moving off should effect something */
1171 if (check_walk_off
1172 && ((move_type & tmp->move_off) 1276 if ((move_type & tmp->move_off)
1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1277 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1174 {
1175 move_apply (tmp, this, 0); 1278 move_apply (tmp, this, 0);
1176
1177 if (destroyed ())
1178 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1179 } 1279 }
1180 1280
1181 last = tmp; 1281 if (affects_los ())
1182 }
1183
1184 /* last == NULL if there are no objects on this space */
1185 //TODO: this makes little sense, why only update the topmost object?
1186 if (!last)
1187 map->at (x, y).flags_ = 0;
1188 else
1189 update_object (last, UP_OBJ_REMOVE);
1190
1191 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1192 update_all_los (map, x, y); 1282 update_all_los (map, x, y);
1193 } 1283 }
1194} 1284}
1195 1285
1196/* 1286/*
1220 esrv_update_item (UPD_NROF, pl, top); 1310 esrv_update_item (UPD_NROF, pl, top);
1221 1311
1222 op->weight = 0; // cancel the addition above 1312 op->weight = 0; // cancel the addition above
1223 op->carrying = 0; // must be 0 already 1313 op->carrying = 0; // must be 0 already
1224 1314
1225 op->destroy (1); 1315 op->destroy ();
1226 1316
1227 return top; 1317 return top;
1228 } 1318 }
1229 1319
1230 return 0; 1320 return 0;
1238 1328
1239 object *prev = this; 1329 object *prev = this;
1240 1330
1241 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1331 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1242 { 1332 {
1243 object *op = arch_to_object (at); 1333 object *op = at->instance ();
1244 1334
1245 op->name = name; 1335 op->name = name;
1246 op->name_pl = name_pl; 1336 op->name_pl = name_pl;
1247 op->title = title; 1337 op->title = title;
1248 1338
1258 * job preparing multi-part monsters. 1348 * job preparing multi-part monsters.
1259 */ 1349 */
1260object * 1350object *
1261insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1351insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1352{
1353 op->remove ();
1354
1263 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1355 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1264 { 1356 {
1265 tmp->x = x + tmp->arch->x; 1357 tmp->x = x + tmp->arch->x;
1266 tmp->y = y + tmp->arch->y; 1358 tmp->y = y + tmp->arch->y;
1267 } 1359 }
1284 * Passing 0 for flag gives proper default values, so flag really only needs 1376 * Passing 0 for flag gives proper default values, so flag really only needs
1285 * to be set if special handling is needed. 1377 * to be set if special handling is needed.
1286 * 1378 *
1287 * Return value: 1379 * Return value:
1288 * new object if 'op' was merged with other object 1380 * new object if 'op' was merged with other object
1289 * NULL if 'op' was destroyed 1381 * NULL if there was an error (destroyed, blocked etc.)
1290 * just 'op' otherwise 1382 * just 'op' otherwise
1291 */ 1383 */
1292object * 1384object *
1293insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1385insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1294{ 1386{
1295 assert (!op->flag [FLAG_FREED]);
1296
1297 op->remove (); 1387 op->remove ();
1388
1389 if (m == &freed_map)//D TODO: remove soon
1390 {//D
1391 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1392 }//D
1298 1393
1299 /* Ideally, the caller figures this out. However, it complicates a lot 1394 /* Ideally, the caller figures this out. However, it complicates a lot
1300 * of areas of callers (eg, anything that uses find_free_spot would now 1395 * of areas of callers (eg, anything that uses find_free_spot would now
1301 * need extra work 1396 * need extra work
1302 */ 1397 */
1398 maptile *newmap = m;
1303 if (!xy_normalise (m, op->x, op->y)) 1399 if (!xy_normalise (newmap, op->x, op->y))
1304 { 1400 {
1305 op->destroy (1); 1401 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1306 return 0; 1402 return 0;
1307 } 1403 }
1308 1404
1309 if (object *more = op->more) 1405 if (object *more = op->more)
1310 if (!insert_ob_in_map (more, m, originator, flag)) 1406 if (!insert_ob_in_map (more, m, originator, flag))
1311 return 0; 1407 return 0;
1312 1408
1313 CLEAR_FLAG (op, FLAG_REMOVED); 1409 op->flag [FLAG_REMOVED] = false;
1314 1410 op->env = 0;
1315 op->map = m; 1411 op->map = newmap;
1412
1316 mapspace &ms = op->ms (); 1413 mapspace &ms = op->ms ();
1317 1414
1318 /* this has to be done after we translate the coordinates. 1415 /* this has to be done after we translate the coordinates.
1319 */ 1416 */
1320 if (op->nrof && !(flag & INS_NO_MERGE)) 1417 if (op->nrof && !(flag & INS_NO_MERGE))
1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1418 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 if (object::can_merge (op, tmp)) 1419 if (object::can_merge (op, tmp))
1323 { 1420 {
1324 // TODO: we atcually want to update tmp, not op, 1421 // TODO: we actually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp 1422 // but some caller surely breaks when we return tmp
1326 // from here :/ 1423 // from here :/
1327 op->nrof += tmp->nrof; 1424 op->nrof += tmp->nrof;
1328 tmp->destroy (1); 1425 tmp->destroy ();
1329 } 1426 }
1330 1427
1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1428 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1332 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1429 op->clr_flag (FLAG_INV_LOCKED);
1333 1430
1334 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1431 if (!op->flag [FLAG_ALIVE])
1335 CLEAR_FLAG (op, FLAG_NO_STEAL); 1432 op->clr_flag (FLAG_NO_STEAL);
1336 1433
1337 if (flag & INS_BELOW_ORIGINATOR) 1434 if (flag & INS_BELOW_ORIGINATOR)
1338 { 1435 {
1339 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1340 { 1437 {
1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1342 abort (); 1439 abort ();
1343 } 1440 }
1344 1441
1442 if (!originator->is_on_map ())
1443 {
1444 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1445 op->debug_desc (), originator->debug_desc ());
1446 abort ();
1447 }
1448
1345 op->above = originator; 1449 op->above = originator;
1346 op->below = originator->below; 1450 op->below = originator->below;
1347
1348 if (op->below)
1349 op->below->above = op;
1350 else
1351 ms.bot = op;
1352
1353 /* since *below* originator, no need to update top */
1354 originator->below = op; 1451 originator->below = op;
1452
1453 *(op->below ? &op->below->above : &ms.bot) = op;
1355 } 1454 }
1356 else 1455 else
1357 { 1456 {
1358 object *top, *floor = NULL; 1457 object *floor = 0;
1359 1458 object *top = ms.top;
1360 top = ms.bot;
1361 1459
1362 /* If there are other objects, then */ 1460 /* If there are other objects, then */
1363 if (top) 1461 if (top)
1364 { 1462 {
1365 object *last = 0;
1366
1367 /* 1463 /*
1368 * If there are multiple objects on this space, we do some trickier handling. 1464 * If there are multiple objects on this space, we do some trickier handling.
1369 * We've already dealt with merging if appropriate. 1465 * We've already dealt with merging if appropriate.
1370 * Generally, we want to put the new object on top. But if 1466 * Generally, we want to put the new object on top. But if
1371 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1467 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1374 * once we get to them. This reduces the need to traverse over all of 1470 * once we get to them. This reduces the need to traverse over all of
1375 * them when adding another one - this saves quite a bit of cpu time 1471 * them when adding another one - this saves quite a bit of cpu time
1376 * when lots of spells are cast in one area. Currently, it is presumed 1472 * when lots of spells are cast in one area. Currently, it is presumed
1377 * that flying non pickable objects are spell objects. 1473 * that flying non pickable objects are spell objects.
1378 */ 1474 */
1379 for (top = ms.bot; top; top = top->above) 1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1380 { 1476 {
1381 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1477 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1382 floor = top; 1478 floor = tmp;
1383 1479
1384 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1480 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1385 { 1481 {
1386 /* We insert above top, so we want this object below this */ 1482 /* We insert above top, so we want this object below this */
1387 top = top->below; 1483 top = tmp->below;
1388 break; 1484 break;
1389 } 1485 }
1390 1486
1391 last = top; 1487 top = tmp;
1392 } 1488 }
1393
1394 /* Don't want top to be NULL, so set it to the last valid object */
1395 top = last;
1396 1489
1397 /* We let update_position deal with figuring out what the space 1490 /* We let update_position deal with figuring out what the space
1398 * looks like instead of lots of conditions here. 1491 * looks like instead of lots of conditions here.
1399 * makes things faster, and effectively the same result. 1492 * makes things faster, and effectively the same result.
1400 */ 1493 */
1407 */ 1500 */
1408 if (!(flag & INS_ON_TOP) 1501 if (!(flag & INS_ON_TOP)
1409 && ms.flags () & P_BLOCKSVIEW 1502 && ms.flags () & P_BLOCKSVIEW
1410 && (op->face && !faces [op->face].visibility)) 1503 && (op->face && !faces [op->face].visibility))
1411 { 1504 {
1505 object *last;
1506
1412 for (last = top; last != floor; last = last->below) 1507 for (last = top; last != floor; last = last->below)
1413 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1414 break; 1509 break;
1415 1510
1416 /* Check to see if we found the object that blocks view, 1511 /* Check to see if we found the object that blocks view,
1417 * and make sure we have a below pointer for it so that 1512 * and make sure we have a below pointer for it so that
1418 * we can get inserted below this one, which requires we 1513 * we can get inserted below this one, which requires we
1424 } /* If objects on this space */ 1519 } /* If objects on this space */
1425 1520
1426 if (flag & INS_ABOVE_FLOOR_ONLY) 1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1427 top = floor; 1522 top = floor;
1428 1523
1429 /* Top is the object that our object (op) is going to get inserted above. 1524 // insert object above top, or bottom-most if top = 0
1430 */
1431
1432 /* First object on this space */
1433 if (!top) 1525 if (!top)
1434 { 1526 {
1527 op->below = 0;
1435 op->above = ms.bot; 1528 op->above = ms.bot;
1436
1437 if (op->above)
1438 op->above->below = op;
1439
1440 op->below = 0;
1441 ms.bot = op; 1529 ms.bot = op;
1530
1531 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1532 }
1443 else 1533 else
1444 { /* get inserted into the stack above top */ 1534 {
1445 op->above = top->above; 1535 op->above = top->above;
1446
1447 if (op->above)
1448 op->above->below = op; 1536 top->above = op;
1449 1537
1450 op->below = top; 1538 op->below = top;
1451 top->above = op; 1539 *(op->above ? &op->above->below : &ms.top) = op;
1452 } 1540 }
1541 }
1453 1542
1454 if (!op->above) 1543 if (op->is_player ())
1455 ms.top = op;
1456 } /* else not INS_BELOW_ORIGINATOR */
1457
1458 if (op->type == PLAYER)
1459 { 1544 {
1460 op->contr->do_los = 1; 1545 op->contr->do_los = 1;
1461 ++op->map->players; 1546 ++op->map->players;
1462 op->map->touch (); 1547 op->map->touch ();
1463 } 1548 }
1464 1549
1465 op->map->dirty = true; 1550 op->map->dirty = true;
1466 1551
1467 if (object *pl = ms.player ()) 1552 if (object *pl = ms.player ())
1468 //TODO: the floorbox prev/next might need updating 1553 //TODO: the floorbox prev/next might need updating
1469 esrv_send_item (pl, op); 1554 //esrv_send_item (pl, op);
1555 //TODO: update floorbox to preserve ordering
1556 if (pl->contr->ns)
1557 pl->contr->ns->floorbox_update ();
1470 1558
1471 /* If this object glows, it may affect lighting conditions that are 1559 /* If this object glows, it may affect lighting conditions that are
1472 * visible to others on this map. But update_all_los is really 1560 * visible to others on this map. But update_all_los is really
1473 * an inefficient way to do this, as it means los for all players 1561 * an inefficient way to do this, as it means los for all players
1474 * on the map will get recalculated. The players could very well 1562 * on the map will get recalculated. The players could very well
1475 * be far away from this change and not affected in any way - 1563 * be far away from this change and not affected in any way -
1476 * this should get redone to only look for players within range, 1564 * this should get redone to only look for players within range,
1477 * or just updating the P_UPTODATE for spaces within this area 1565 * or just updating the P_UPTODATE for spaces within this area
1478 * of effect may be sufficient. 1566 * of effect may be sufficient.
1479 */ 1567 */
1480 if (op->map->darkness && (op->glow_radius != 0)) 1568 if (op->affects_los ())
1569 {
1570 op->ms ().invalidate ();
1481 update_all_los (op->map, op->x, op->y); 1571 update_all_los (op->map, op->x, op->y);
1572 }
1482 1573
1483 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1574 /* updates flags (blocked, alive, no magic, etc) for this map space */
1484 update_object (op, UP_OBJ_INSERT); 1575 update_object (op, UP_OBJ_INSERT);
1485 1576
1486 INVOKE_OBJECT (INSERT, op); 1577 INVOKE_OBJECT (INSERT, op);
1493 * blocked() and wall() work properly), and these flags are updated by 1584 * blocked() and wall() work properly), and these flags are updated by
1494 * update_object(). 1585 * update_object().
1495 */ 1586 */
1496 1587
1497 /* if this is not the head or flag has been passed, don't check walk on status */ 1588 /* if this is not the head or flag has been passed, don't check walk on status */
1498 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1499 { 1590 {
1500 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1501 return 0; 1592 return 0;
1502 1593
1503 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1504 * walk on's. 1595 * walk on's.
1505 */ 1596 */
1506 for (object *tmp = op->more; tmp; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1507 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1508 return 0; 1599 return 0;
1509 } 1600 }
1510 1601
1511 return op; 1602 return op;
1512} 1603}
1514/* this function inserts an object in the map, but if it 1605/* this function inserts an object in the map, but if it
1515 * finds an object of its own type, it'll remove that one first. 1606 * finds an object of its own type, it'll remove that one first.
1516 * op is the object to insert it under: supplies x and the map. 1607 * op is the object to insert it under: supplies x and the map.
1517 */ 1608 */
1518void 1609void
1519replace_insert_ob_in_map (const char *arch_string, object *op) 1610replace_insert_ob_in_map (shstr_tmp archname, object *op)
1520{ 1611{
1521 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1522 1613
1523 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1614 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1524 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1615 if (tmp->arch->archname == archname) /* same archetype */
1525 tmp->destroy (1); 1616 tmp->destroy ();
1526 1617
1527 object *tmp = arch_to_object (archetype::find (arch_string)); 1618 object *tmp = archetype::find (archname)->instance ();
1528 1619
1529 tmp->x = op->x; 1620 tmp->x = op->x;
1530 tmp->y = op->y; 1621 tmp->y = op->y;
1531 1622
1532 insert_ob_in_map (tmp, op->map, op, 0); 1623 insert_ob_in_map (tmp, op->map, op, 0);
1537{ 1628{
1538 if (where->env) 1629 if (where->env)
1539 return where->env->insert (this); 1630 return where->env->insert (this);
1540 else 1631 else
1541 return where->map->insert (this, where->x, where->y, originator, flags); 1632 return where->map->insert (this, where->x, where->y, originator, flags);
1633}
1634
1635// check whether we can put this into the map, respect max_volume, max_items
1636bool
1637object::can_drop_at (maptile *m, int x, int y, object *originator)
1638{
1639 mapspace &ms = m->at (x, y);
1640
1641 int items = ms.items ();
1642
1643 if (!items // testing !items ensures we can drop at least one item
1644 || (items < m->max_items
1645 && ms.volume () < m->max_volume))
1646 return true;
1647
1648 if (originator && originator->is_player ())
1649 originator->contr->failmsgf (
1650 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1651 query_name ()
1652 );
1653
1654 return false;
1542} 1655}
1543 1656
1544/* 1657/*
1545 * decrease(object, number) decreases a specified number from 1658 * decrease(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1659 * the amount of an object. If the amount reaches 0, the object
1554 if (!nr) 1667 if (!nr)
1555 return true; 1668 return true;
1556 1669
1557 nr = min (nr, nrof); 1670 nr = min (nr, nrof);
1558 1671
1672 if (nrof > nr)
1673 {
1674 sint64 oweight = total_weight ();
1675
1559 nrof -= nr; 1676 nrof -= nr;
1560
1561 if (nrof)
1562 {
1563 adjust_weight (env, -weight * nr); // carrying == 0
1564 1677
1565 if (object *pl = visible_to ()) 1678 if (object *pl = visible_to ())
1566 esrv_update_item (UPD_NROF, pl, this); 1679 esrv_update_item (UPD_NROF, pl, this);
1567 1680
1681 adjust_weight (env, oweight, total_weight ());
1682
1568 return true; 1683 return true;
1569 } 1684 }
1570 else 1685 else
1571 { 1686 {
1572 destroy (1); 1687 destroy ();
1573 return false; 1688 return false;
1574 } 1689 }
1575} 1690}
1576 1691
1577/* 1692/*
1594 } 1709 }
1595 else 1710 else
1596 { 1711 {
1597 decrease (nr); 1712 decrease (nr);
1598 1713
1599 object *op = object_create_clone (this); 1714 object *op = deep_clone ();
1600 op->nrof = nr; 1715 op->nrof = nr;
1601 return op; 1716 return op;
1602 } 1717 }
1603} 1718}
1604 1719
1646 if (op->nrof) 1761 if (op->nrof)
1647 for (object *tmp = inv; tmp; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1648 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1649 { 1764 {
1650 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1651 (client needs the original object) */ 1766 (client prefers the original object) */
1767
1768 // carring must be 0 for mergable objects
1769 sint64 oweight = tmp->weight * tmp->nrof;
1770
1652 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1653 1772
1654 if (object *pl = tmp->visible_to ()) 1773 if (object *pl = tmp->visible_to ())
1655 esrv_update_item (UPD_NROF, pl, tmp); 1774 esrv_update_item (UPD_NROF, pl, tmp);
1656 1775
1657 adjust_weight (this, op->total_weight ()); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1658 1777
1659 op->destroy (1); 1778 op->destroy ();
1660 op = tmp; 1779 op = tmp;
1661 goto inserted; 1780 goto inserted;
1662 } 1781 }
1663 1782
1664 op->owner = 0; // it's his/hers now. period. 1783 op->owner = 0; // it's his/hers now. period.
1678 op->flag [FLAG_REMOVED] = 0; 1797 op->flag [FLAG_REMOVED] = 0;
1679 1798
1680 if (object *pl = op->visible_to ()) 1799 if (object *pl = op->visible_to ())
1681 esrv_send_item (pl, op); 1800 esrv_send_item (pl, op);
1682 1801
1683 adjust_weight (this, op->total_weight ()); 1802 adjust_weight (this, 0, op->total_weight ());
1684 1803
1685inserted: 1804inserted:
1686 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1687 if (op->glow_radius && map && map->darkness) 1806 if (op->glow_radius && is_on_map ())
1807 {
1808 update_stats ();
1688 update_all_los (map, x, y); 1809 update_all_los (map, x, y);
1689 1810 }
1811 else if (is_player ())
1690 // if this is a player's inventory, update stats 1812 // if this is a player's inventory, update stats
1691 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1813 contr->queue_stats_update ();
1692 update_stats ();
1693 1814
1694 INVOKE_OBJECT (INSERT, this); 1815 INVOKE_OBJECT (INSERT, this);
1695 1816
1696 return op; 1817 return op;
1697} 1818}
1715 * MSW 2001-07-08: Check all objects on space, not just those below 1836 * MSW 2001-07-08: Check all objects on space, not just those below
1716 * object being inserted. insert_ob_in_map may not put new objects 1837 * object being inserted. insert_ob_in_map may not put new objects
1717 * on top. 1838 * on top.
1718 */ 1839 */
1719int 1840int
1720check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1721{ 1842{
1843 if (op->flag [FLAG_NO_APPLY])
1844 return 0;
1845
1722 object *tmp; 1846 object *tmp;
1723 maptile *m = op->map; 1847 maptile *m = op->map;
1724 int x = op->x, y = op->y; 1848 int x = op->x, y = op->y;
1725 1849
1726 MoveType move_on, move_slow, move_block; 1850 mapspace &ms = m->at (x, y);
1727 1851
1728 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1852 ms.update ();
1729 return 0;
1730 1853
1731 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1854 MoveType move_on = ms.move_on;
1732 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1855 MoveType move_slow = ms.move_slow;
1733 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1856 MoveType move_block = ms.move_block;
1734 1857
1735 /* if nothing on this space will slow op down or be applied, 1858 /* if nothing on this space will slow op down or be applied,
1736 * no need to do checking below. have to make sure move_type 1859 * no need to do checking below. have to make sure move_type
1737 * is set, as lots of objects don't have it set - we treat that 1860 * is set, as lots of objects don't have it set - we treat that
1738 * as walking. 1861 * as walking.
1749 return 0; 1872 return 0;
1750 1873
1751 /* The objects have to be checked from top to bottom. 1874 /* The objects have to be checked from top to bottom.
1752 * Hence, we first go to the top: 1875 * Hence, we first go to the top:
1753 */ 1876 */
1754 1877 for (object *next, *tmp = ms.top; tmp; tmp = next)
1755 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1756 {
1757 /* Trim the search when we find the first other spell effect
1758 * this helps performance so that if a space has 50 spell objects,
1759 * we don't need to check all of them.
1760 */
1761 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1762 break;
1763 } 1878 {
1879 next = tmp->below;
1764 1880
1765 for (; tmp; tmp = tmp->below)
1766 {
1767 if (tmp == op) 1881 if (tmp == op)
1768 continue; /* Can't apply yourself */ 1882 continue; /* Can't apply yourself */
1769 1883
1770 /* Check to see if one of the movement types should be slowed down. 1884 /* Check to see if one of the movement types should be slowed down.
1771 * Second check makes sure that the movement types not being slowed 1885 * Second check makes sure that the movement types not being slowed
1772 * (~slow_move) is not blocked on this space - just because the 1886 * (~slow_move) is not blocked on this space - just because the
1773 * space doesn't slow down swimming (for example), if you can't actually 1887 * space doesn't slow down swimming (for example), if you can't actually
1774 * swim on that space, can't use it to avoid the penalty. 1888 * swim on that space, can't use it to avoid the penalty.
1775 */ 1889 */
1776 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1890 if (!op->flag [FLAG_WIZPASS])
1777 { 1891 {
1778 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1892 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1779 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1893 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1780 { 1894 {
1781
1782 float
1783 diff = tmp->move_slow_penalty * fabs (op->speed); 1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
1784 1896
1785 if (op->type == PLAYER) 1897 if (op->is_player ())
1786 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1898 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1787 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1899 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1788 diff /= 4.0; 1900 diff /= 4.0;
1789 1901
1790 op->speed_left -= diff; 1902 op->speed_left -= diff;
1791 } 1903 }
1792 } 1904 }
1793 1905
1794 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1795 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1796 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1908 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1797 { 1909 {
1910 if ((flags & INS_NO_AUTO_EXIT)
1911 && (tmp->type == EXIT || tmp->type == TELEPORTER
1912 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1913 continue;
1914
1798 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1799 1916
1800 if (op->destroyed ()) 1917 if (op->destroyed ())
1801 return 1; 1918 return 1;
1802 1919
1825 LOG (llevError, "Present_arch called outside map.\n"); 1942 LOG (llevError, "Present_arch called outside map.\n");
1826 return NULL; 1943 return NULL;
1827 } 1944 }
1828 1945
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1946 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1830 if (tmp->arch == at) 1947 if (tmp->arch->archname == at->archname)
1831 return tmp; 1948 return tmp;
1832 1949
1833 return NULL; 1950 return NULL;
1834} 1951}
1835 1952
1899 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
1900 */ 2017 */
1901object * 2018object *
1902present_arch_in_ob (const archetype *at, const object *op) 2019present_arch_in_ob (const archetype *at, const object *op)
1903{ 2020{
1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 if (tmp->arch == at) 2022 if (tmp->arch->archname == at->archname)
1906 return tmp; 2023 return tmp;
1907 2024
1908 return NULL; 2025 return NULL;
1909} 2026}
1910 2027
1914void 2031void
1915flag_inv (object *op, int flag) 2032flag_inv (object *op, int flag)
1916{ 2033{
1917 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 { 2035 {
1919 SET_FLAG (tmp, flag); 2036 tmp->set_flag (flag);
1920 flag_inv (tmp, flag); 2037 flag_inv (tmp, flag);
1921 } 2038 }
1922} 2039}
1923 2040
1924/* 2041/*
1927void 2044void
1928unflag_inv (object *op, int flag) 2045unflag_inv (object *op, int flag)
1929{ 2046{
1930 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 { 2048 {
1932 CLEAR_FLAG (tmp, flag); 2049 tmp->clr_flag (flag);
1933 unflag_inv (tmp, flag); 2050 unflag_inv (tmp, flag);
1934 } 2051 }
1935} 2052}
1936 2053
1937/* 2054/*
1998 * head of the object should correspond for the entire object. 2115 * head of the object should correspond for the entire object.
1999 */ 2116 */
2000 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2117 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2001 continue; 2118 continue;
2002 2119
2003 if (ob->blocked (m, pos.x, pos.y)) 2120 if (ob->blocked (pos.m, pos.x, pos.y))
2004 continue; 2121 continue;
2005 2122
2006 altern [index++] = i; 2123 altern [index++] = i;
2007 } 2124 }
2008 2125
2076 * there is capable of. 2193 * there is capable of.
2077 */ 2194 */
2078int 2195int
2079find_dir (maptile *m, int x, int y, object *exclude) 2196find_dir (maptile *m, int x, int y, object *exclude)
2080{ 2197{
2081 int i, max = SIZEOFFREE, mflags; 2198 int max = SIZEOFFREE, mflags;
2082
2083 sint16 nx, ny;
2084 object *tmp;
2085 maptile *mp;
2086
2087 MoveType blocked, move_type; 2199 MoveType move_type;
2088 2200
2089 if (exclude && exclude->head_ () != exclude) 2201 if (exclude && exclude->head_ () != exclude)
2090 { 2202 {
2091 exclude = exclude->head; 2203 exclude = exclude->head;
2092 move_type = exclude->move_type; 2204 move_type = exclude->move_type;
2095 { 2207 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2208 /* If we don't have anything, presume it can use all movement types. */
2097 move_type = MOVE_ALL; 2209 move_type = MOVE_ALL;
2098 } 2210 }
2099 2211
2100 for (i = 1; i < max; i++) 2212 for (int i = 1; i < max; i++)
2101 { 2213 {
2102 mp = m; 2214 mapxy pos (m, x, y);
2103 nx = x + freearr_x[i]; 2215 pos.move (i);
2104 ny = y + freearr_y[i];
2105 2216
2106 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2217 if (!pos.normalise ())
2107
2108 if (mflags & P_OUT_OF_MAP)
2109 max = maxfree[i]; 2218 max = maxfree[i];
2110 else 2219 else
2111 { 2220 {
2112 mapspace &ms = mp->at (nx, ny); 2221 mapspace &ms = *pos;
2113 2222
2114 blocked = ms.move_block;
2115
2116 if ((move_type & blocked) == move_type) 2223 if ((move_type & ms.move_block) == move_type)
2117 max = maxfree[i]; 2224 max = maxfree [i];
2118 else if (mflags & P_IS_ALIVE) 2225 else if (ms.flags () & P_IS_ALIVE)
2119 { 2226 {
2120 for (tmp = ms.bot; tmp; tmp = tmp->above) 2227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2121 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2228 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2122 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2229 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2123 break;
2124
2125 if (tmp)
2126 return freedir[i]; 2230 return freedir [i];
2127 } 2231 }
2128 } 2232 }
2129 } 2233 }
2130 2234
2131 return 0; 2235 return 0;
2140{ 2244{
2141 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2142} 2246}
2143 2247
2144/* 2248/*
2145 * find_dir_2(delta-x,delta-y) will return a direction in which 2249 * find_dir_2(delta-x,delta-y) will return a direction value
2146 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2147 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2148 */ 2252 */
2149int 2253int
2150find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2151{ 2255{
2256#if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298#else // old algorithm
2152 int q; 2299 int q;
2153 2300
2154 if (y) 2301 if (y)
2155 q = x * 100 / y; 2302 q = 128 * x / y;
2156 else if (x) 2303 else if (x)
2157 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2158 else 2305 else
2159 return 0; 2306 return 0;
2160 2307
2161 if (y > 0) 2308 if (y > 0)
2162 { 2309 {
2163 if (q < -242) 2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2164 return 3; 2315 return 3;
2165 if (q < -41) 2316 }
2166 return 2; 2317 else
2167 if (q < 41) 2318 {
2168 return 1; 2319 if (q < -309) return 3;
2169 if (q < 242) 2320 if (q < -52) return 2;
2170 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2171 return 7; 2324 return 7;
2172 } 2325 }
2173 2326#endif
2174 if (q < -242)
2175 return 7;
2176 if (q < -41)
2177 return 6;
2178 if (q < 41)
2179 return 5;
2180 if (q < 242)
2181 return 4;
2182
2183 return 3;
2184} 2327}
2185 2328
2186/* 2329/*
2187 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2188 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2189 */ 2332 */
2190int 2333int
2191dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2192{ 2335{
2193 int d;
2194
2195 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2196 if (d > 4)
2197 d = 8 - d;
2198 2337
2199 return d; 2338 return d > 4 ? 8 - d : d;
2200} 2339}
2201 2340
2202/* peterm: 2341/* peterm:
2203 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2204 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2206 * This basically means that if direction is 15, then it could either go 2345 * This basically means that if direction is 15, then it could either go
2207 * direction 4, 14, or 16 to get back to where we are. 2346 * direction 4, 14, or 16 to get back to where we are.
2208 * Moved from spell_util.c to object.c with the other related direction 2347 * Moved from spell_util.c to object.c with the other related direction
2209 * functions. 2348 * functions.
2210 */ 2349 */
2211int reduction_dir[SIZEOFFREE][3] = { 2350static const int reduction_dir[SIZEOFFREE][3] = {
2212 {0, 0, 0}, /* 0 */ 2351 {0, 0, 0}, /* 0 */
2213 {0, 0, 0}, /* 1 */ 2352 {0, 0, 0}, /* 1 */
2214 {0, 0, 0}, /* 2 */ 2353 {0, 0, 0}, /* 2 */
2215 {0, 0, 0}, /* 3 */ 2354 {0, 0, 0}, /* 3 */
2216 {0, 0, 0}, /* 4 */ 2355 {0, 0, 0}, /* 4 */
2310 * Add a check so we can't pick up invisible objects (0.93.8) 2449 * Add a check so we can't pick up invisible objects (0.93.8)
2311 */ 2450 */
2312int 2451int
2313can_pick (const object *who, const object *item) 2452can_pick (const object *who, const object *item)
2314{ 2453{
2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2454 return /*who->flag [FLAG_WIZ]|| */
2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2317 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2456 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2318} 2457}
2319 2458
2320/* 2459/*
2321 * create clone from object to another 2460 * create clone from object to another
2322 */ 2461 */
2323object * 2462object *
2324object_create_clone (object *asrc) 2463object::deep_clone ()
2325{ 2464{
2326 object *dst = 0, *tmp, *src, *prev, *item; 2465 assert (("deep_clone called on non-head object", is_head ()));
2327 2466
2328 if (!asrc) 2467 object *dst = clone ();
2329 return 0;
2330 2468
2331 src = asrc->head_ (); 2469 object *prev = dst;
2332
2333 prev = 0;
2334 for (object *part = src; part; part = part->more) 2470 for (object *part = this->more; part; part = part->more)
2335 { 2471 {
2336 tmp = part->clone (); 2472 object *tmp = part->clone ();
2337 tmp->x -= src->x;
2338 tmp->y -= src->y;
2339
2340 if (!part->head)
2341 {
2342 dst = tmp;
2343 tmp->head = 0;
2344 }
2345 else
2346 tmp->head = dst; 2473 tmp->head = dst;
2347
2348 tmp->more = 0;
2349
2350 if (prev)
2351 prev->more = tmp; 2474 prev->more = tmp;
2352
2353 prev = tmp; 2475 prev = tmp;
2354 } 2476 }
2355 2477
2356 for (item = src->inv; item; item = item->below) 2478 for (object *item = inv; item; item = item->below)
2357 insert_ob_in_ob (object_create_clone (item), dst); 2479 insert_ob_in_ob (item->deep_clone (), dst);
2358 2480
2359 return dst; 2481 return dst;
2360} 2482}
2361 2483
2362/* This returns the first object in who's inventory that 2484/* This returns the first object in who's inventory that
2371 return tmp; 2493 return tmp;
2372 2494
2373 return 0; 2495 return 0;
2374} 2496}
2375 2497
2376/* If ob has a field named key, return the link from the list, 2498shstr_tmp
2377 * otherwise return NULL. 2499object::kv_get (shstr_tmp key) const
2378 *
2379 * key must be a passed in shared string - otherwise, this won't
2380 * do the desired thing.
2381 */
2382key_value *
2383get_ob_key_link (const object *ob, const char *key)
2384{ 2500{
2385 for (key_value *link = ob->key_values; link; link = link->next) 2501 for (key_value *kv = key_values; kv; kv = kv->next)
2386 if (link->key == key) 2502 if (kv->key == key)
2387 return link;
2388
2389 return 0;
2390}
2391
2392/*
2393 * Returns the value of op has an extra_field for key, or NULL.
2394 *
2395 * The argument doesn't need to be a shared string.
2396 *
2397 * The returned string is shared.
2398 */
2399const char *
2400get_ob_key_value (const object *op, const char *const key)
2401{
2402 key_value *link;
2403 shstr_cmp canonical_key (key);
2404
2405 if (!canonical_key)
2406 {
2407 /* 1. There being a field named key on any object
2408 * implies there'd be a shared string to find.
2409 * 2. Since there isn't, no object has this field.
2410 * 3. Therefore, *this* object doesn't have this field.
2411 */
2412 return 0;
2413 }
2414
2415 /* This is copied from get_ob_key_link() above -
2416 * only 4 lines, and saves the function call overhead.
2417 */
2418 for (link = op->key_values; link; link = link->next)
2419 if (link->key == canonical_key)
2420 return link->value; 2503 return kv->value;
2421 2504
2422 return 0; 2505 return shstr ();
2423} 2506}
2424 2507
2425/* 2508void
2426 * Updates the canonical_key in op to value. 2509object::kv_set (shstr_tmp key, shstr_tmp value)
2427 *
2428 * canonical_key is a shared string (value doesn't have to be).
2429 *
2430 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2431 * keys.
2432 *
2433 * Returns TRUE on success.
2434 */
2435int
2436set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2437{ 2510{
2438 key_value *field = NULL, *last = NULL; 2511 for (key_value *kv = key_values; kv; kv = kv->next)
2439 2512 if (kv->key == key)
2440 for (field = op->key_values; field != NULL; field = field->next)
2441 {
2442 if (field->key != canonical_key)
2443 { 2513 {
2444 last = field; 2514 kv->value = value;
2445 continue; 2515 return;
2446 } 2516 }
2447 2517
2448 if (value) 2518 key_value *kv = new key_value;
2449 field->value = value; 2519
2450 else 2520 kv->next = key_values;
2521 kv->key = key;
2522 kv->value = value;
2523
2524 key_values = kv;
2525}
2526
2527void
2528object::kv_del (shstr_tmp key)
2529{
2530 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2531 if ((*kvp)->key == key)
2451 { 2532 {
2452 /* Basically, if the archetype has this key set, 2533 key_value *kv = *kvp;
2453 * we need to store the null value so when we save 2534 *kvp = (*kvp)->next;
2454 * it, we save the empty value so that when we load, 2535 delete kv;
2455 * we get this value back again. 2536 return;
2456 */
2457 if (get_ob_key_link (op->arch, canonical_key))
2458 field->value = 0;
2459 else
2460 {
2461 if (last)
2462 last->next = field->next;
2463 else
2464 op->key_values = field->next;
2465
2466 delete field;
2467 }
2468 } 2537 }
2469 return TRUE;
2470 }
2471 /* IF we get here, key doesn't exist */
2472
2473 /* No field, we'll have to add it. */
2474
2475 if (!add_key)
2476 return FALSE;
2477
2478 /* There isn't any good reason to store a null
2479 * value in the key/value list. If the archetype has
2480 * this key, then we should also have it, so shouldn't
2481 * be here. If user wants to store empty strings,
2482 * should pass in ""
2483 */
2484 if (value == NULL)
2485 return TRUE;
2486
2487 field = new key_value;
2488
2489 field->key = canonical_key;
2490 field->value = value;
2491 /* Usual prepend-addition. */
2492 field->next = op->key_values;
2493 op->key_values = field;
2494
2495 return TRUE;
2496}
2497
2498/*
2499 * Updates the key in op to value.
2500 *
2501 * If add_key is FALSE, this will only update existing keys,
2502 * and not add new ones.
2503 * In general, should be little reason FALSE is ever passed in for add_key
2504 *
2505 * Returns TRUE on success.
2506 */
2507int
2508set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2509{
2510 shstr key_ (key);
2511
2512 return set_ob_key_value_s (op, key_, value, add_key);
2513} 2538}
2514 2539
2515object::depth_iterator::depth_iterator (object *container) 2540object::depth_iterator::depth_iterator (object *container)
2516: iterator_base (container) 2541: iterator_base (container)
2517{ 2542{
2567{ 2592{
2568 char flagdesc[512]; 2593 char flagdesc[512];
2569 char info2[256 * 4]; 2594 char info2[256 * 4];
2570 char *p = info; 2595 char *p = info;
2571 2596
2572 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2597 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2573 count, 2598 count,
2574 uuid.c_str (), 2599 uuid.c_str (),
2575 &name, 2600 &name,
2576 title ? "\",title:\"" : "", 2601 title ? ",title:\"" : "",
2577 title ? (const char *)title : "", 2602 title ? (const char *)title : "",
2603 title ? "\"" : "",
2578 flag_desc (flagdesc, 512), type); 2604 flag_desc (flagdesc, 512), type);
2579 2605
2580 if (!flag[FLAG_REMOVED] && env) 2606 if (!flag[FLAG_REMOVED] && env)
2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2582 2608
2600{ 2626{
2601 return map ? map->region (x, y) 2627 return map ? map->region (x, y)
2602 : region::default_region (); 2628 : region::default_region ();
2603} 2629}
2604 2630
2605const materialtype_t *
2606object::dominant_material () const
2607{
2608 if (materialtype_t *mt = name_to_material (materialname))
2609 return mt;
2610
2611 return name_to_material (shstr_unknown);
2612}
2613
2614void 2631void
2615object::open_container (object *new_container) 2632object::open_container (object *new_container)
2616{ 2633{
2617 if (container == new_container) 2634 if (container == new_container)
2618 return; 2635 return;
2619 2636
2620 if (object *old_container = container) 2637 object *old_container = container;
2638
2639 if (old_container)
2621 { 2640 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2641 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return; 2642 return;
2624 2643
2625#if 0 2644#if 0
2627 if (object *closer = old_container->inv) 2646 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON) 2647 if (closer->type == CLOSE_CON)
2629 closer->destroy (); 2648 closer->destroy ();
2630#endif 2649#endif
2631 2650
2651 // make sure the container is available
2652 esrv_send_item (this, old_container);
2653
2632 old_container->flag [FLAG_APPLIED] = false; 2654 old_container->flag [FLAG_APPLIED] = false;
2633 container = 0; 2655 container = 0;
2634 2656
2657 // client needs item update to make it work, client bug requires this to be separate
2635 esrv_update_item (UPD_FLAGS, this, old_container); 2658 esrv_update_item (UPD_FLAGS, this, old_container);
2659
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2637 play_sound (sound_find ("chest_close")); 2661 play_sound (sound_find ("chest_close"));
2638 } 2662 }
2639 2663
2640 if (new_container) 2664 if (new_container)
2641 { 2665 {
2645 // TODO: this does not seem to serve any purpose anymore? 2669 // TODO: this does not seem to serve any purpose anymore?
2646#if 0 2670#if 0
2647 // insert the "Close Container" object. 2671 // insert the "Close Container" object.
2648 if (archetype *closer = new_container->other_arch) 2672 if (archetype *closer = new_container->other_arch)
2649 { 2673 {
2650 object *closer = arch_to_object (new_container->other_arch); 2674 object *closer = new_container->other_arch->instance ();
2651 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2652 new_container->insert (closer); 2676 new_container->insert (closer);
2653 } 2677 }
2654#endif 2678#endif
2655 2679
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2681
2682 // make sure the container is available, client bug requires this to be separate
2683 esrv_send_item (this, new_container);
2657 2684
2658 new_container->flag [FLAG_APPLIED] = true; 2685 new_container->flag [FLAG_APPLIED] = true;
2659 container = new_container; 2686 container = new_container;
2660 2687
2688 // client needs flag change
2661 esrv_update_item (UPD_FLAGS, this, new_container); 2689 esrv_update_item (UPD_FLAGS, this, new_container);
2662 esrv_send_inventory (this, new_container); 2690 esrv_send_inventory (this, new_container);
2663 play_sound (sound_find ("chest_open")); 2691 play_sound (sound_find ("chest_open"));
2664 } 2692 }
2693// else if (!old_container->env && contr && contr->ns)
2694// contr->ns->floorbox_reset ();
2665} 2695}
2666 2696
2667object * 2697object *
2668object::force_find (const shstr name) 2698object::force_find (shstr_tmp name)
2669{ 2699{
2670 /* cycle through his inventory to look for the MARK we want to 2700 /* cycle through his inventory to look for the MARK we want to
2671 * place 2701 * place
2672 */ 2702 */
2673 for (object *tmp = inv; tmp; tmp = tmp->below) 2703 for (object *tmp = inv; tmp; tmp = tmp->below)
2675 return splay (tmp); 2705 return splay (tmp);
2676 2706
2677 return 0; 2707 return 0;
2678} 2708}
2679 2709
2710//-GPL
2711
2680void 2712void
2713object::force_set_timer (int duration)
2714{
2715 this->duration = 1;
2716 this->speed_left = -1.f;
2717
2718 this->set_speed (duration ? 1.f / duration : 0.f);
2719}
2720
2721object *
2681object::force_add (const shstr name, int duration) 2722object::force_add (shstr_tmp name, int duration)
2682{ 2723{
2683 if (object *force = force_find (name)) 2724 if (object *force = force_find (name))
2684 force->destroy (); 2725 force->destroy ();
2685 2726
2686 object *force = get_archetype (FORCE_NAME); 2727 object *force = get_archetype (FORCE_NAME);
2687 2728
2688 force->slaying = name; 2729 force->slaying = name;
2689 force->stats.food = 1; 2730 force->force_set_timer (duration);
2690 force->speed_left = -1.f;
2691
2692 force->set_speed (duration ? 1.f / duration : 0.f);
2693 force->flag [FLAG_IS_USED_UP] = true;
2694 force->flag [FLAG_APPLIED] = true; 2731 force->flag [FLAG_APPLIED] = true;
2695 2732
2696 insert (force); 2733 return insert (force);
2697} 2734}
2698 2735
2699void 2736void
2700object::play_sound (faceidx sound) 2737object::play_sound (faceidx sound) const
2701{ 2738{
2702 if (!sound) 2739 if (!sound)
2703 return; 2740 return;
2704 2741
2705 if (flag [FLAG_REMOVED]) 2742 if (is_on_map ())
2743 map->play_sound (sound, x, y);
2744 else if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746}
2747
2748void
2749object::say_msg (const char *msg) const
2750{
2751 if (is_on_map ())
2752 map->say_msg (msg, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::make_noise ()
2759{
2760 // we do not model noise in the map, so instead put
2761 // a temporary light into the noise source
2762 // could use the map instead, but that's less reliable for our
2763 // goal, which is to make invisibility a bit harder to exploit
2764
2765 // currently only works sensibly for players
2766 if (!is_player ())
2706 return; 2767 return;
2707 2768
2708 if (env) 2769 // find old force, or create new one
2709 { 2770 object *force = force_find (shstr_noise_force);
2710 if (object *pl = in_player ()) 2771
2711 pl->contr->play_sound (sound); 2772 if (force)
2712 } 2773 force->speed_left = -1.f; // patch old speed up
2713 else 2774 else
2714 map->play_sound (sound, x, y); 2775 {
2715} 2776 force = archetype::get (shstr_noise_force);
2716 2777
2778 force->slaying = shstr_noise_force;
2779 force->stats.food = 1;
2780 force->speed_left = -1.f;
2781
2782 force->set_speed (1.f / 4.f);
2783 force->flag [FLAG_IS_USED_UP] = true;
2784 force->flag [FLAG_APPLIED] = true;
2785
2786 insert (force);
2787 }
2788}
2789
2790void object::change_move_type (MoveType mt)
2791{
2792 if (move_type == mt)
2793 return;
2794
2795 if (is_on_map ())
2796 {
2797 // we are on the map, so handle move_on/off effects
2798 remove ();
2799 move_type = mt;
2800 map->insert (this, x, y, this);
2801 }
2802 else
2803 move_type = mt;
2804}
2805
2806/* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2811 */
2812object *
2813object::mark () const
2814{
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2818 return 0;
2819}
2820
2821// put marked object first in the inventory
2822// this is used by identify-like spells so players can influence
2823// the order a bit.
2824void
2825object::splay_marked ()
2826{
2827 if (object *marked = mark ())
2828 splay (marked);
2829}
2830

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