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Comparing deliantra/server/common/object.C (file contents):
Revision 1.220 by root, Thu Apr 24 00:30:52 2008 UTC vs.
Revision 1.351 by elmex, Fri Jun 3 08:36:45 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
66static void 95static void
67write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
68{ 97{
69 CALL_BEGIN (2); 98 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 102 CALL_END;
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
82 111
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 131 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
104 133
105 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
106 { 135 {
133 162
134void 163void
135UUID::init () 164UUID::init ()
136{ 165{
137 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
138} 232}
139 233
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 235static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
143{ 237{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
149 */ 241 */
150 242
151 /* For each field in wants, */ 243 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
153 { 245 if (has->kv.get (kv->key) != kv->value)
154 key_value *has_field; 246 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 247
169 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 249 return true;
171} 250}
172 251
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 253static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 255{
177 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
179 */ 258 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
181} 261}
182 262
183/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 264 * they can be merged together.
185 * 265 *
192 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
193 * check weight 273 * check weight
194 */ 274 */
195bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
196{ 276{
197 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
198 if (ob1 == ob2 278 if (ob1 == ob2
199 || ob1->type != ob2->type 279 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 280 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 284 return 0;
204 285
205 /* Do not merge objects if nrof would overflow. First part checks 286 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 287 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 289 return 0;
212 290
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 295 * flags lose any meaning.
218 */ 296 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
221 299
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
224 302
225 if (ob1->arch->name != ob2->arch->name 303 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 304 || ob1->name != ob2->name
227 || ob1->title != ob2->title 305 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 312 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 328 return 0;
250 329
251 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 331 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 332 .reset (FLAG_REMOVED)
255 .any ()) 333 .any ())
256 return 0; 334 return 0;
257 335
258 /* This is really a spellbook check - we should in general 336 /* This is really a spellbook check - we should in general
277 355
278 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
279 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
280 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
281 */ 359 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 361 return 0;
284 362
285 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
286 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
287 * check? 365 * check?
288 */ 366 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 368 return 0;
291 369
292 switch (ob1->type) 370 switch (ob1->type)
293 { 371 {
294 case SCROLL: 372 case SCROLL:
295 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
296 return 0; 374 return 0;
297 break; 375 break;
298 } 376 }
299 377
300 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
301 { 379 {
302 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
303 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
304 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
305 383
306 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
307 return 0; 385 return 0;
308 } 386 }
340 { 418 {
341 // see if we are in a container of sorts 419 // see if we are in a container of sorts
342 if (env) 420 if (env)
343 { 421 {
344 // the player inventory itself is always visible 422 // the player inventory itself is always visible
345 if (env->type == PLAYER) 423 if (env->is_player ())
346 return env; 424 return env;
347 425
348 // else a player could have our env open 426 // else a player could have our env open
349 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
350 428
351 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 430 // even if our inv is in a player.
353 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 433 if (pl->container_ () == env)
356 return pl; 434 return pl;
357 } 435 }
358 else 436 else
359 { 437 {
360 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
364 return pl; 443 return pl;
365 } 444 }
366 } 445 }
367 446
368 return 0; 447 return 0;
369} 448}
370 449
371// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
372static sint32 451static uint32
373weight_adjust (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
374{ 453{
375 return op->type == CONTAINER 454 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
377 : weight; 456 : weight;
378} 457}
379 458
380/* 459/*
381 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
383 */ 462 */
384static void 463static void
385adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
386{ 465{
387 while (op) 466 while (op)
388 { 467 {
389 weight = weight_adjust (op, weight); 468 sint32 ocarrying = op->carrying;
390 469
391 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
392 return; 471 op->carrying += weight_adjust_for (op, add);
393
394 op->carrying += weight;
395 472
396 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
399 476
477 sub = ocarrying;
478 add = op->carrying;
479
400 op = op->env; 480 op = op->env;
401 } 481 }
402} 482}
403 483
404/* 484/*
411{ 491{
412 sint32 sum = 0; 492 sint32 sum = 0;
413 493
414 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
415 { 495 {
416 if (op->inv)
417 op->update_weight (); 496 op->update_weight ();
418 497
419 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
420 } 499 }
421
422 sum = weight_adjust (this, sum);
423 500
424 if (sum != carrying) 501 if (sum != carrying)
425 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
426 carrying = sum; 507 carrying = sum;
427 508
428 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
443 object_freezer freezer; 524 object_freezer freezer;
444 op->write (freezer); 525 op->write (freezer);
445 return freezer.as_string (); 526 return freezer.as_string ();
446} 527}
447 528
448/* 529char *
449 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
450 * multi-object 1 which is closest to the second object.
451 * If it's not a multi-object, it is returned.
452 */
453object *
454get_nearest_part (object *op, const object *pl)
455{ 531{
456 object *tmp, *closest; 532 return dump_object (this);
457 int last_dist, i;
458
459 if (!op->more)
460 return op;
461
462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
465 if ((i = distance (tmp, pl)) < last_dist)
466 closest = tmp, last_dist = i;
467
468 return closest;
469} 533}
470 534
471/* 535/*
472 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow. 537 * VERRRY slow.
481 545
482 return 0; 546 return 0;
483} 547}
484 548
485/* 549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
562}
563
564/*
486 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
487 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
488 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
489 */ 568 */
490object * 569object *
491find_object_name (const char *str) 570find_object_name (const char *str)
492{ 571{
493 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
494 object *op;
495 573
574 if (str_)
496 for_all_objects (op) 575 for_all_objects (op)
497 if (op->name == str_) 576 if (op->name == str_)
498 break; 577 return op;
499 578
500 return op; 579 return 0;
501} 580}
502 581
503/* 582/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 584 * skill and experience objects.
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return; 598 return;
520 } 599 }
521 600
522 this->owner = owner; 601 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
589}
590
591/* Zero the key_values on op, decrementing the shared-string
592 * refcounts and freeing the links.
593 */
594static void
595free_key_values (object *op)
596{
597 for (key_value *i = op->key_values; i; )
598 {
599 key_value *next = i->next;
600 delete i;
601
602 i = next;
603 }
604
605 op->key_values = 0;
606}
607
608object &
609object::operator =(const object &src)
610{
611 bool is_freed = flag [FLAG_FREED];
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed;
618
619 /* Copy over key_values, if any. */
620 if (src.key_values)
621 {
622 key_value *tail = 0;
623 key_values = 0;
624
625 for (key_value *i = src.key_values; i; i = i->next)
626 {
627 key_value *new_link = new key_value;
628
629 new_link->next = 0;
630 new_link->key = i->key;
631 new_link->value = i->value;
632
633 /* Try and be clever here, too. */
634 if (!key_values)
635 {
636 key_values = new_link;
637 tail = new_link;
638 }
639 else
640 {
641 tail->next = new_link;
642 tail = new_link;
643 }
644 }
645 }
646} 602}
647 603
648/* 604/*
649 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
654 * will point at garbage. 610 * will point at garbage.
655 */ 611 */
656void 612void
657object::copy_to (object *dst) 613object::copy_to (object *dst)
658{ 614{
659 *dst = *this; 615 dst->remove ();
616 *(object_copy *)dst = *this;
660 617
661 if (speed < 0) 618 // maybe move to object_copy?
662 dst->speed_left -= rndm (); 619 dst->kv = kv;
663 620
664 dst->set_speed (dst->speed); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
665} 623}
666 624
667void 625void
668object::instantiate () 626object::instantiate ()
669{ 627{
670 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
671 uuid = UUID::gen (); 629 uuid = UUID::gen ();
672 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
673 speed_left = -0.1f; 635 speed_left = -1.;
636
674 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
686object * 649object *
687object::clone () 650object::clone ()
688{ 651{
689 object *neu = create (); 652 object *neu = create ();
690 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
691 return neu; 660 return neu;
692} 661}
693 662
694/* 663/*
695 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
697 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
698 */ 667 */
699void 668void
700update_turn_face (object *op) 669update_turn_face (object *op)
701{ 670{
702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
703 return; 672 return;
704 673
705 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
706 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
707} 676}
712 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
713 */ 682 */
714void 683void
715object::set_speed (float speed) 684object::set_speed (float speed)
716{ 685{
717 if (flag [FLAG_FREED] && speed)
718 {
719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
720 speed = 0;
721 }
722
723 this->speed = speed; 686 this->speed = speed;
724 687
725 if (has_active_speed ()) 688 if (has_active_speed ())
726 activate (); 689 activate ();
727 else 690 else
746 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
747 */ 710 */
748void 711void
749update_object (object *op, int action) 712update_object (object *op, int action)
750{ 713{
751 if (op == NULL) 714 if (!op)
752 { 715 {
753 /* this should never happen */ 716 /* this should never happen */
754 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
755 return; 718 return;
756 } 719 }
757 720
758 if (op->env) 721 if (!op->is_on_map ())
759 { 722 {
760 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
761 * to do in this case. 724 * to do in this case.
762 */ 725 */
763 return; 726 return;
764 } 727 }
765
766 /* If the map is saving, don't do anything as everything is
767 * going to get freed anyways.
768 */
769 if (!op->map || op->map->in_memory == MAP_SAVING)
770 return;
771 728
772 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
773 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
774 { 731 {
775 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
780 } 737 }
781 738
782 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
783 740
784 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
785 /* nop */; 742 m.update_up (); // nothing to do except copy up
786 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
787 { 744 {
745#if 0
788 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
789 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
790 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
791 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
793 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
794 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
795 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
796 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
797 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
798 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
799 * to have move_allow right now. 757 * have move_allow right now.
800 */ 758 */
801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
802 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
803 m.flags_ = 0; 763 m.invalidate ();
764#endif
804 } 765 }
805 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
806 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
807 * that is being removed. 768 * that is being removed.
808 */ 769 */
809 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
810 m.flags_ = 0; 771 m.invalidate ();
811 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
812 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
813 else 774 else
814 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
815 776
816 if (op->more) 777 if (op->more)
817 update_object (op->more, action); 778 update_object (op->more, action);
818} 779}
819 780
820object::object () 781object::object ()
821{ 782{
822 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
823 784
824 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
825 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
826} 788}
827 789
828object::~object () 790object::~object ()
829{ 791{
830 unlink (); 792 unlink ();
831 793
832 free_key_values (this); 794 kv.clear ();
833} 795}
834
835static int object_count;
836 796
837void object::link () 797void object::link ()
838{ 798{
839 assert (!index);//D 799 assert (!index);//D
840 uuid = UUID::gen (); 800 uuid = UUID::gen ();
841 count = ++object_count;
842 801
843 refcnt_inc (); 802 refcnt_inc ();
844 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
845} 807}
846 808
847void object::unlink () 809void object::unlink ()
848{ 810{
849 if (!index) 811 if (!index)
850 return; 812 return;
813
814 ++destroy_count;
851 815
852 objects.erase (this); 816 objects.erase (this);
853 refcnt_dec (); 817 refcnt_dec ();
854} 818}
855 819
859 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
860 if (active) 824 if (active)
861 return; 825 return;
862 826
863 if (has_active_speed ()) 827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
864 actives.insert (this); 832 actives.insert (this);
833 }
865} 834}
866 835
867void 836void
868object::activate_recursive () 837object::activate_recursive ()
869{ 838{
929 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
930 * drop on that space. 899 * drop on that space.
931 */ 900 */
932 if (!drop_to_ground 901 if (!drop_to_ground
933 || !map 902 || !map
934 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
935 || map->nodrop 904 || map->no_drop
936 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
937 { 906 {
938 while (inv) 907 while (inv)
939 {
940 inv->destroy_inv (false);
941 inv->destroy (); 908 inv->destroy ();
942 }
943 } 909 }
944 else 910 else
945 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
946 while (inv) 912 while (inv)
947 { 913 {
951 || op->flag [FLAG_NO_DROP] 917 || op->flag [FLAG_NO_DROP]
952 || op->type == RUNE 918 || op->type == RUNE
953 || op->type == TRAP 919 || op->type == TRAP
954 || op->flag [FLAG_IS_A_TEMPLATE] 920 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH]) 921 || op->flag [FLAG_DESTROY_ON_DEATH])
956 op->destroy (true); 922 op->destroy ();
957 else 923 else
958 map->insert (op, x, y); 924 map->insert (op, x, y);
959 } 925 }
960 } 926 }
961} 927}
962 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
963object *object::create () 966object::create ()
964{ 967{
965 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
966 op->link (); 990 op->link ();
991
967 return op; 992 return op;
968} 993}
969 994
970void 995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010void
971object::do_destroy () 1011object::do_destroy ()
972{ 1012{
973 if (flag [FLAG_IS_LINKED]) 1013 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 1014 remove_link ();
975 1015
976 if (flag [FLAG_FRIENDLY]) 1016 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 1017 remove_friendly_object (this);
978 1018
979 remove (); 1019 remove ();
984 unlink (); 1024 unlink ();
985 1025
986 flag [FLAG_FREED] = 1; 1026 flag [FLAG_FREED] = 1;
987 1027
988 // hack to ensure that freed objects still have a valid map 1028 // hack to ensure that freed objects still have a valid map
989 {
990 static maptile *freed_map; // freed objects are moved here to avoid crashes
991
992 if (!freed_map)
993 {
994 freed_map = new maptile;
995
996 freed_map->path = "<freed objects map>";
997 freed_map->name = "/internal/freed_objects_map";
998 freed_map->width = 3;
999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
1001
1002 freed_map->alloc ();
1003 freed_map->in_memory = MAP_ACTIVE;
1004 }
1005
1006 map = freed_map; 1029 map = &freed_map;
1007 x = 1; 1030 x = 1;
1008 y = 1; 1031 y = 1;
1009 }
1010 1032
1011 if (more) 1033 if (more)
1012 { 1034 {
1013 more->destroy (); 1035 more->destroy ();
1014 more = 0; 1036 more = 0;
1022 attacked_by = 0; 1044 attacked_by = 0;
1023 current_weapon = 0; 1045 current_weapon = 0;
1024} 1046}
1025 1047
1026void 1048void
1027object::destroy (bool destroy_inventory) 1049object::destroy ()
1028{ 1050{
1029 if (destroyed ()) 1051 if (destroyed ())
1030 return; 1052 return;
1031 1053
1032 if (!is_head () && !head->destroyed ()) 1054 if (!is_head () && !head->destroyed ())
1033 { 1055 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1056 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory); 1057 head->destroy ();
1058 return;
1036 } 1059 }
1037 1060
1038 destroy_inv (!destroy_inventory); 1061 destroy_inv_fast ();
1039 1062
1040 if (is_head ()) 1063 if (is_head ())
1041 if (sound_destroy) 1064 if (sound_destroy)
1042 play_sound (sound_destroy); 1065 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER]) 1066 else if (flag [FLAG_MONSTER])
1054 * the previous environment. 1077 * the previous environment.
1055 */ 1078 */
1056void 1079void
1057object::do_remove () 1080object::do_remove ()
1058{ 1081{
1059 object *tmp, *last = 0;
1060 object *otmp;
1061
1062 if (flag [FLAG_REMOVED]) 1082 if (flag [FLAG_REMOVED])
1063 return; 1083 return;
1064 1084
1065 INVOKE_OBJECT (REMOVE, this); 1085 INVOKE_OBJECT (REMOVE, this);
1066 1086
1073 * In this case, the object to be removed is in someones 1093 * In this case, the object to be removed is in someones
1074 * inventory. 1094 * inventory.
1075 */ 1095 */
1076 if (env) 1096 if (env)
1077 { 1097 {
1098 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1078 if (object *pl = visible_to ()) 1099 if (object *pl = visible_to ())
1079 esrv_del_item (pl->contr, count); 1100 esrv_del_item (pl->contr, count);
1101 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1080 1102
1081 adjust_weight (env, -total_weight ()); 1103 adjust_weight (env, total_weight (), 0);
1082 1104
1083 *(above ? &above->below : &env->inv) = below; 1105 object *pl = in_player ();
1084
1085 if (below)
1086 below->above = above;
1087 1106
1088 /* we set up values so that it could be inserted into 1107 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up 1108 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do. 1109 * to the caller to decide what we want to do.
1091 */ 1110 */
1092 map = env->map; 1111 map = env->map;
1093 x = env->x; 1112 x = env->x;
1094 y = env->y; 1113 y = env->y;
1114
1115 // make sure cmov optimisation is applicable
1116 *(above ? &above->below : &env->inv) = below;
1117 *(below ? &below->above : &above ) = above; // &above is just a dummy
1118
1095 above = 0; 1119 above = 0;
1096 below = 0; 1120 below = 0;
1097 env = 0; 1121 env = 0;
1098 1122
1099 /* NO_FIX_PLAYER is set when a great many changes are being 1123 if (pl && pl->is_player ())
1100 * made to players inventory. If set, avoiding the call
1101 * to save cpu time.
1102 */ 1124 {
1103 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1125 if (expect_false (pl->contr->combat_ob == this))
1104 otmp->update_stats (); 1126 {
1127 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1128 pl->contr->combat_ob = 0;
1129 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1130 }
1131
1132 if (expect_false (pl->contr->ranged_ob == this))
1133 {
1134 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1135 pl->contr->ranged_ob = 0;
1136 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1137 }
1138
1139 pl->contr->queue_stats_update ();
1140
1141 if (expect_false (glow_radius) && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
1105 } 1144 }
1106 else if (map) 1145 else if (map)
1107 { 1146 {
1108 map->dirty = true; 1147 map->dirty = true;
1109 mapspace &ms = this->ms (); 1148 mapspace &ms = this->ms ();
1110 1149
1111 if (object *pl = ms.player ()) 1150 if (object *pl = ms.player ())
1112 { 1151 {
1113 if (type == PLAYER) // this == pl(!) 1152 if (is_player ())
1114 { 1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1115 // leaving a spot always closes any open container on the ground 1157 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env) 1158 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures 1159 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent. 1160 // that the CLOSE event is being sent.
1119 close_container (); 1161 close_container ();
1120 1162
1121 --map->players; 1163 --map->players;
1122 map->touch (); 1164 map->touch ();
1123 } 1165 }
1124 else if (pl->container == this) 1166 else if (pl->container_ () == this)
1125 { 1167 {
1126 // removing a container should close it 1168 // removing a container should close it
1127 close_container (); 1169 close_container ();
1128 } 1170 }
1129 1171 else
1130 esrv_del_item (pl->contr, count); 1172 esrv_del_item (pl->contr, count);
1131 } 1173 }
1132 1174
1133 /* link the object above us */ 1175 /* link the object above us */
1134 if (above) 1176 // re-link, make sure compiler can easily use cmove
1135 above->below = below; 1177 *(above ? &above->below : &ms.top) = below;
1136 else 1178 *(below ? &below->above : &ms.bot) = above;
1137 ms.top = below; /* we were top, set new top */
1138
1139 /* Relink the object below us, if there is one */
1140 if (below)
1141 below->above = above;
1142 else
1143 {
1144 /* Nothing below, which means we need to relink map object for this space
1145 * use translated coordinates in case some oddness with map tiling is
1146 * evident
1147 */
1148 if (GET_MAP_OB (map, x, y) != this)
1149 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 ());
1150
1151 ms.bot = above; /* goes on above it. */
1152 }
1153 1179
1154 above = 0; 1180 above = 0;
1155 below = 0; 1181 below = 0;
1156 1182
1157 if (map->in_memory == MAP_SAVING) 1183 ms.invalidate ();
1158 return;
1159 1184
1160 int check_walk_off = !flag [FLAG_NO_APPLY]; 1185 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 1186
1162 if (object *pl = ms.player ()) 1187 if (object *pl = ms.player ())
1163 { 1188 {
1164 if (pl->container == this) 1189 if (pl->container_ () == this)
1165 /* If a container that the player is currently using somehow gets 1190 /* If a container that the player is currently using somehow gets
1166 * removed (most likely destroyed), update the player view 1191 * removed (most likely destroyed), update the player view
1167 * appropriately. 1192 * appropriately.
1168 */ 1193 */
1169 pl->close_container (); 1194 pl->close_container ();
1170 1195
1171 //TODO: the floorbox prev/next might need updating 1196 //TODO: the floorbox prev/next might need updating
1172 esrv_del_item (pl->contr, count); 1197 //esrv_del_item (pl->contr, count);
1198 //TODO: update floorbox to preserve ordering
1199 if (pl->contr->ns)
1200 pl->contr->ns->floorbox_update ();
1173 } 1201 }
1174 1202
1203 if (check_walk_off)
1175 for (tmp = ms.bot; tmp; tmp = tmp->above) 1204 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1176 { 1205 {
1206 above = tmp->above;
1207
1177 /* No point updating the players look faces if he is the object 1208 /* No point updating the players look faces if he is the object
1178 * being removed. 1209 * being removed.
1179 */ 1210 */
1180 1211
1181 /* See if object moving off should effect something */ 1212 /* See if object moving off should effect something */
1182 if (check_walk_off
1183 && ((move_type & tmp->move_off) 1213 if ((move_type & tmp->move_off)
1184 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1214 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1185 {
1186 move_apply (tmp, this, 0); 1215 move_apply (tmp, this, 0);
1187
1188 if (destroyed ())
1189 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1190 } 1216 }
1191 1217
1192 last = tmp; 1218 if (affects_los ())
1193 }
1194
1195 /* last == NULL if there are no objects on this space */
1196 //TODO: this makes little sense, why only update the topmost object?
1197 if (!last)
1198 map->at (x, y).flags_ = 0;
1199 else
1200 update_object (last, UP_OBJ_REMOVE);
1201
1202 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1203 update_all_los (map, x, y); 1219 update_all_los (map, x, y);
1204 } 1220 }
1205} 1221}
1206 1222
1207/* 1223/*
1231 esrv_update_item (UPD_NROF, pl, top); 1247 esrv_update_item (UPD_NROF, pl, top);
1232 1248
1233 op->weight = 0; // cancel the addition above 1249 op->weight = 0; // cancel the addition above
1234 op->carrying = 0; // must be 0 already 1250 op->carrying = 0; // must be 0 already
1235 1251
1236 op->destroy (1); 1252 op->destroy ();
1237 1253
1238 return top; 1254 return top;
1239 } 1255 }
1240 1256
1241 return 0; 1257 return 0;
1249 1265
1250 object *prev = this; 1266 object *prev = this;
1251 1267
1252 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1268 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1253 { 1269 {
1254 object *op = arch_to_object (at); 1270 object *op = at->instance ();
1255 1271
1256 op->name = name; 1272 op->name = name;
1257 op->name_pl = name_pl; 1273 op->name_pl = name_pl;
1258 op->title = title; 1274 op->title = title;
1259 1275
1269 * job preparing multi-part monsters. 1285 * job preparing multi-part monsters.
1270 */ 1286 */
1271object * 1287object *
1272insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1288insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1273{ 1289{
1290 op->remove ();
1291
1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1292 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1275 { 1293 {
1276 tmp->x = x + tmp->arch->x; 1294 tmp->x = x + tmp->arch->x;
1277 tmp->y = y + tmp->arch->y; 1295 tmp->y = y + tmp->arch->y;
1278 } 1296 }
1295 * Passing 0 for flag gives proper default values, so flag really only needs 1313 * Passing 0 for flag gives proper default values, so flag really only needs
1296 * to be set if special handling is needed. 1314 * to be set if special handling is needed.
1297 * 1315 *
1298 * Return value: 1316 * Return value:
1299 * new object if 'op' was merged with other object 1317 * new object if 'op' was merged with other object
1300 * NULL if 'op' was destroyed 1318 * NULL if there was an error (destroyed, blocked etc.)
1301 * just 'op' otherwise 1319 * just 'op' otherwise
1302 */ 1320 */
1303object * 1321object *
1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1322insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1305{ 1323{
1306 assert (!op->flag [FLAG_FREED]);
1307
1308 op->remove (); 1324 op->remove ();
1325
1326 if (m == &freed_map)//D TODO: remove soon
1327 {//D
1328 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1329 }//D
1309 1330
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1331 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now 1332 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work 1333 * need extra work
1313 */ 1334 */
1335 maptile *newmap = m;
1314 if (!xy_normalise (m, op->x, op->y)) 1336 if (!xy_normalise (newmap, op->x, op->y))
1315 { 1337 {
1316 op->destroy (1); 1338 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1317 return 0; 1339 return 0;
1318 } 1340 }
1319 1341
1320 if (object *more = op->more) 1342 if (object *more = op->more)
1321 if (!insert_ob_in_map (more, m, originator, flag)) 1343 if (!insert_ob_in_map (more, m, originator, flag))
1322 return 0; 1344 return 0;
1323 1345
1324 CLEAR_FLAG (op, FLAG_REMOVED); 1346 op->flag [FLAG_REMOVED] = false;
1325 1347 op->env = 0;
1326 op->map = m; 1348 op->map = newmap;
1349
1327 mapspace &ms = op->ms (); 1350 mapspace &ms = op->ms ();
1328 1351
1329 /* this has to be done after we translate the coordinates. 1352 /* this has to be done after we translate the coordinates.
1330 */ 1353 */
1331 if (op->nrof && !(flag & INS_NO_MERGE)) 1354 if (op->nrof && !(flag & INS_NO_MERGE))
1332 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1355 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1333 if (object::can_merge (op, tmp)) 1356 if (object::can_merge (op, tmp))
1334 { 1357 {
1335 // TODO: we atcually want to update tmp, not op, 1358 // TODO: we actually want to update tmp, not op,
1336 // but some caller surely breaks when we return tmp 1359 // but some caller surely breaks when we return tmp
1337 // from here :/ 1360 // from here :/
1338 op->nrof += tmp->nrof; 1361 op->nrof += tmp->nrof;
1339 tmp->destroy (1); 1362 tmp->destroy ();
1340 } 1363 }
1341 1364
1342 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1365 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1343 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1366 op->clr_flag (FLAG_INV_LOCKED);
1344 1367
1345 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1368 if (!op->flag [FLAG_ALIVE])
1346 CLEAR_FLAG (op, FLAG_NO_STEAL); 1369 op->clr_flag (FLAG_NO_STEAL);
1347 1370
1348 if (flag & INS_BELOW_ORIGINATOR) 1371 if (flag & INS_BELOW_ORIGINATOR)
1349 { 1372 {
1350 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1351 { 1374 {
1352 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1353 abort (); 1376 abort ();
1354 } 1377 }
1355 1378
1379 if (!originator->is_on_map ())
1380 {
1381 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1382 op->debug_desc (), originator->debug_desc ());
1383 abort ();
1384 }
1385
1356 op->above = originator; 1386 op->above = originator;
1357 op->below = originator->below; 1387 op->below = originator->below;
1358
1359 if (op->below)
1360 op->below->above = op;
1361 else
1362 ms.bot = op;
1363
1364 /* since *below* originator, no need to update top */
1365 originator->below = op; 1388 originator->below = op;
1389
1390 *(op->below ? &op->below->above : &ms.bot) = op;
1366 } 1391 }
1367 else 1392 else
1368 { 1393 {
1369 object *top, *floor = NULL; 1394 object *floor = 0;
1370 1395 object *top = ms.top;
1371 top = ms.bot;
1372 1396
1373 /* If there are other objects, then */ 1397 /* If there are other objects, then */
1374 if (top) 1398 if (top)
1375 { 1399 {
1376 object *last = 0;
1377
1378 /* 1400 /*
1379 * If there are multiple objects on this space, we do some trickier handling. 1401 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate. 1402 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if 1403 * Generally, we want to put the new object on top. But if
1382 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1404 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1385 * once we get to them. This reduces the need to traverse over all of 1407 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time 1408 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed 1409 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects. 1410 * that flying non pickable objects are spell objects.
1389 */ 1411 */
1390 for (top = ms.bot; top; top = top->above) 1412 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1391 { 1413 {
1392 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1414 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1393 floor = top; 1415 floor = tmp;
1394 1416
1395 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1417 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1396 { 1418 {
1397 /* We insert above top, so we want this object below this */ 1419 /* We insert above top, so we want this object below this */
1398 top = top->below; 1420 top = tmp->below;
1399 break; 1421 break;
1400 } 1422 }
1401 1423
1402 last = top; 1424 top = tmp;
1403 } 1425 }
1404
1405 /* Don't want top to be NULL, so set it to the last valid object */
1406 top = last;
1407 1426
1408 /* We let update_position deal with figuring out what the space 1427 /* We let update_position deal with figuring out what the space
1409 * looks like instead of lots of conditions here. 1428 * looks like instead of lots of conditions here.
1410 * makes things faster, and effectively the same result. 1429 * makes things faster, and effectively the same result.
1411 */ 1430 */
1418 */ 1437 */
1419 if (!(flag & INS_ON_TOP) 1438 if (!(flag & INS_ON_TOP)
1420 && ms.flags () & P_BLOCKSVIEW 1439 && ms.flags () & P_BLOCKSVIEW
1421 && (op->face && !faces [op->face].visibility)) 1440 && (op->face && !faces [op->face].visibility))
1422 { 1441 {
1442 object *last;
1443
1423 for (last = top; last != floor; last = last->below) 1444 for (last = top; last != floor; last = last->below)
1424 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1445 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1425 break; 1446 break;
1426 1447
1427 /* Check to see if we found the object that blocks view, 1448 /* Check to see if we found the object that blocks view,
1428 * and make sure we have a below pointer for it so that 1449 * and make sure we have a below pointer for it so that
1429 * we can get inserted below this one, which requires we 1450 * we can get inserted below this one, which requires we
1435 } /* If objects on this space */ 1456 } /* If objects on this space */
1436 1457
1437 if (flag & INS_ABOVE_FLOOR_ONLY) 1458 if (flag & INS_ABOVE_FLOOR_ONLY)
1438 top = floor; 1459 top = floor;
1439 1460
1440 /* Top is the object that our object (op) is going to get inserted above. 1461 // insert object above top, or bottom-most if top = 0
1441 */
1442
1443 /* First object on this space */
1444 if (!top) 1462 if (!top)
1445 { 1463 {
1464 op->below = 0;
1446 op->above = ms.bot; 1465 op->above = ms.bot;
1447
1448 if (op->above)
1449 op->above->below = op;
1450
1451 op->below = 0;
1452 ms.bot = op; 1466 ms.bot = op;
1467
1468 *(op->above ? &op->above->below : &ms.top) = op;
1453 } 1469 }
1454 else 1470 else
1455 { /* get inserted into the stack above top */ 1471 {
1456 op->above = top->above; 1472 op->above = top->above;
1457
1458 if (op->above)
1459 op->above->below = op; 1473 top->above = op;
1460 1474
1461 op->below = top; 1475 op->below = top;
1462 top->above = op; 1476 *(op->above ? &op->above->below : &ms.top) = op;
1463 } 1477 }
1478 }
1464 1479
1465 if (!op->above) 1480 if (op->is_player ())
1466 ms.top = op;
1467 } /* else not INS_BELOW_ORIGINATOR */
1468
1469 if (op->type == PLAYER)
1470 { 1481 {
1471 op->contr->do_los = 1; 1482 op->contr->do_los = 1;
1472 ++op->map->players; 1483 ++op->map->players;
1473 op->map->touch (); 1484 op->map->touch ();
1474 } 1485 }
1475 1486
1476 op->map->dirty = true; 1487 op->map->dirty = true;
1477 1488
1478 if (object *pl = ms.player ()) 1489 if (object *pl = ms.player ())
1479 //TODO: the floorbox prev/next might need updating 1490 //TODO: the floorbox prev/next might need updating
1480 esrv_send_item (pl, op); 1491 //esrv_send_item (pl, op);
1492 //TODO: update floorbox to preserve ordering
1493 if (pl->contr->ns)
1494 pl->contr->ns->floorbox_update ();
1481 1495
1482 /* If this object glows, it may affect lighting conditions that are 1496 /* If this object glows, it may affect lighting conditions that are
1483 * visible to others on this map. But update_all_los is really 1497 * visible to others on this map. But update_all_los is really
1484 * an inefficient way to do this, as it means los for all players 1498 * an inefficient way to do this, as it means los for all players
1485 * on the map will get recalculated. The players could very well 1499 * on the map will get recalculated. The players could very well
1486 * be far away from this change and not affected in any way - 1500 * be far away from this change and not affected in any way -
1487 * this should get redone to only look for players within range, 1501 * this should get redone to only look for players within range,
1488 * or just updating the P_UPTODATE for spaces within this area 1502 * or just updating the P_UPTODATE for spaces within this area
1489 * of effect may be sufficient. 1503 * of effect may be sufficient.
1490 */ 1504 */
1491 if (op->map->darkness && (op->glow_radius != 0)) 1505 if (op->affects_los ())
1506 {
1507 op->ms ().invalidate ();
1492 update_all_los (op->map, op->x, op->y); 1508 update_all_los (op->map, op->x, op->y);
1509 }
1493 1510
1494 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1511 /* updates flags (blocked, alive, no magic, etc) for this map space */
1495 update_object (op, UP_OBJ_INSERT); 1512 update_object (op, UP_OBJ_INSERT);
1496 1513
1497 INVOKE_OBJECT (INSERT, op); 1514 INVOKE_OBJECT (INSERT, op);
1504 * blocked() and wall() work properly), and these flags are updated by 1521 * blocked() and wall() work properly), and these flags are updated by
1505 * update_object(). 1522 * update_object().
1506 */ 1523 */
1507 1524
1508 /* if this is not the head or flag has been passed, don't check walk on status */ 1525 /* if this is not the head or flag has been passed, don't check walk on status */
1509 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1526 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1510 { 1527 {
1511 if (check_move_on (op, originator)) 1528 if (check_move_on (op, originator, flag))
1512 return 0; 1529 return 0;
1513 1530
1514 /* If we are a multi part object, lets work our way through the check 1531 /* If we are a multi part object, let's work our way through the check
1515 * walk on's. 1532 * walk on's.
1516 */ 1533 */
1517 for (object *tmp = op->more; tmp; tmp = tmp->more) 1534 for (object *tmp = op->more; tmp; tmp = tmp->more)
1518 if (check_move_on (tmp, originator)) 1535 if (check_move_on (tmp, originator, flag))
1519 return 0; 1536 return 0;
1520 } 1537 }
1521 1538
1522 return op; 1539 return op;
1523} 1540}
1525/* this function inserts an object in the map, but if it 1542/* this function inserts an object in the map, but if it
1526 * finds an object of its own type, it'll remove that one first. 1543 * finds an object of its own type, it'll remove that one first.
1527 * op is the object to insert it under: supplies x and the map. 1544 * op is the object to insert it under: supplies x and the map.
1528 */ 1545 */
1529void 1546void
1530replace_insert_ob_in_map (const char *arch_string, object *op) 1547replace_insert_ob_in_map (shstr_tmp archname, object *op)
1531{ 1548{
1532 /* first search for itself and remove any old instances */ 1549 /* first search for itself and remove any old instances */
1533 1550
1534 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1551 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1535 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1552 if (tmp->arch->archname == archname) /* same archetype */
1536 tmp->destroy (1); 1553 tmp->destroy ();
1537 1554
1538 object *tmp = arch_to_object (archetype::find (arch_string)); 1555 object *tmp = archetype::find (archname)->instance ();
1539 1556
1540 tmp->x = op->x; 1557 tmp->x = op->x;
1541 tmp->y = op->y; 1558 tmp->y = op->y;
1542 1559
1543 insert_ob_in_map (tmp, op->map, op, 0); 1560 insert_ob_in_map (tmp, op->map, op, 0);
1548{ 1565{
1549 if (where->env) 1566 if (where->env)
1550 return where->env->insert (this); 1567 return where->env->insert (this);
1551 else 1568 else
1552 return where->map->insert (this, where->x, where->y, originator, flags); 1569 return where->map->insert (this, where->x, where->y, originator, flags);
1570}
1571
1572// check whether we can put this into the map, respect max_volume, max_items
1573bool
1574object::can_drop_at (maptile *m, int x, int y, object *originator)
1575{
1576 mapspace &ms = m->at (x, y);
1577
1578 int items = ms.items ();
1579
1580 if (!items // testing !items ensures we can drop at least one item
1581 || (items < m->max_items
1582 && ms.volume () < m->max_volume))
1583 return true;
1584
1585 if (originator && originator->is_player ())
1586 originator->contr->failmsgf (
1587 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1588 query_name ()
1589 );
1590
1591 return false;
1553} 1592}
1554 1593
1555/* 1594/*
1556 * decrease(object, number) decreases a specified number from 1595 * decrease(object, number) decreases a specified number from
1557 * the amount of an object. If the amount reaches 0, the object 1596 * the amount of an object. If the amount reaches 0, the object
1565 if (!nr) 1604 if (!nr)
1566 return true; 1605 return true;
1567 1606
1568 nr = min (nr, nrof); 1607 nr = min (nr, nrof);
1569 1608
1609 if (nrof > nr)
1610 {
1611 sint64 oweight = total_weight ();
1612
1570 nrof -= nr; 1613 nrof -= nr;
1571
1572 if (nrof)
1573 {
1574 adjust_weight (env, -weight * nr); // carrying == 0
1575 1614
1576 if (object *pl = visible_to ()) 1615 if (object *pl = visible_to ())
1577 esrv_update_item (UPD_NROF, pl, this); 1616 esrv_update_item (UPD_NROF, pl, this);
1578 1617
1618 adjust_weight (env, oweight, total_weight ());
1619
1579 return true; 1620 return true;
1580 } 1621 }
1581 else 1622 else
1582 { 1623 {
1583 destroy (1); 1624 destroy ();
1584 return false; 1625 return false;
1585 } 1626 }
1586} 1627}
1587 1628
1588/* 1629/*
1605 } 1646 }
1606 else 1647 else
1607 { 1648 {
1608 decrease (nr); 1649 decrease (nr);
1609 1650
1610 object *op = object_create_clone (this); 1651 object *op = deep_clone ();
1611 op->nrof = nr; 1652 op->nrof = nr;
1612 return op; 1653 return op;
1613 } 1654 }
1614} 1655}
1615 1656
1657 if (op->nrof) 1698 if (op->nrof)
1658 for (object *tmp = inv; tmp; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1659 if (object::can_merge (tmp, op)) 1700 if (object::can_merge (tmp, op))
1660 { 1701 {
1661 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1662 (client needs the original object) */ 1703 (client prefers the original object) */
1704
1705 // carring must be 0 for mergable objects
1706 sint64 oweight = tmp->weight * tmp->nrof;
1707
1663 tmp->nrof += op->nrof; 1708 tmp->nrof += op->nrof;
1664 1709
1665 if (object *pl = tmp->visible_to ()) 1710 if (object *pl = tmp->visible_to ())
1666 esrv_update_item (UPD_NROF, pl, tmp); 1711 esrv_update_item (UPD_NROF, pl, tmp);
1667 1712
1668 adjust_weight (this, op->total_weight ()); 1713 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1669 1714
1670 op->destroy (1); 1715 op->destroy ();
1671 op = tmp; 1716 op = tmp;
1672 goto inserted; 1717 goto inserted;
1673 } 1718 }
1674 1719
1675 op->owner = 0; // it's his/hers now. period. 1720 op->owner = 0; // it's his/hers now. period.
1689 op->flag [FLAG_REMOVED] = 0; 1734 op->flag [FLAG_REMOVED] = 0;
1690 1735
1691 if (object *pl = op->visible_to ()) 1736 if (object *pl = op->visible_to ())
1692 esrv_send_item (pl, op); 1737 esrv_send_item (pl, op);
1693 1738
1694 adjust_weight (this, op->total_weight ()); 1739 adjust_weight (this, 0, op->total_weight ());
1695 1740
1696inserted: 1741inserted:
1697 /* reset the light list and los of the players on the map */ 1742 /* reset the light list and los of the players on the map */
1698 if (op->glow_radius && map && map->darkness) 1743 if (op->glow_radius && is_on_map ())
1744 {
1745 update_stats ();
1699 update_all_los (map, x, y); 1746 update_all_los (map, x, y);
1700 1747 }
1748 else if (is_player ())
1701 // if this is a player's inventory, update stats 1749 // if this is a player's inventory, update stats
1702 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1750 contr->queue_stats_update ();
1703 update_stats ();
1704 1751
1705 INVOKE_OBJECT (INSERT, this); 1752 INVOKE_OBJECT (INSERT, this);
1706 1753
1707 return op; 1754 return op;
1708} 1755}
1726 * MSW 2001-07-08: Check all objects on space, not just those below 1773 * MSW 2001-07-08: Check all objects on space, not just those below
1727 * object being inserted. insert_ob_in_map may not put new objects 1774 * object being inserted. insert_ob_in_map may not put new objects
1728 * on top. 1775 * on top.
1729 */ 1776 */
1730int 1777int
1731check_move_on (object *op, object *originator) 1778check_move_on (object *op, object *originator, int flags)
1732{ 1779{
1780 if (op->flag [FLAG_NO_APPLY])
1781 return 0;
1782
1733 object *tmp; 1783 object *tmp;
1734 maptile *m = op->map; 1784 maptile *m = op->map;
1735 int x = op->x, y = op->y; 1785 int x = op->x, y = op->y;
1736 1786
1737 MoveType move_on, move_slow, move_block; 1787 mapspace &ms = m->at (x, y);
1738 1788
1739 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1789 ms.update ();
1740 return 0;
1741 1790
1742 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1791 MoveType move_on = ms.move_on;
1743 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1792 MoveType move_slow = ms.move_slow;
1744 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1793 MoveType move_block = ms.move_block;
1745 1794
1746 /* if nothing on this space will slow op down or be applied, 1795 /* if nothing on this space will slow op down or be applied,
1747 * no need to do checking below. have to make sure move_type 1796 * no need to do checking below. have to make sure move_type
1748 * is set, as lots of objects don't have it set - we treat that 1797 * is set, as lots of objects don't have it set - we treat that
1749 * as walking. 1798 * as walking.
1760 return 0; 1809 return 0;
1761 1810
1762 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1763 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1764 */ 1813 */
1765 1814 for (object *next, *tmp = ms.top; tmp; tmp = next)
1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1767 {
1768 /* Trim the search when we find the first other spell effect
1769 * this helps performance so that if a space has 50 spell objects,
1770 * we don't need to check all of them.
1771 */
1772 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1773 break;
1774 } 1815 {
1816 next = tmp->below;
1775 1817
1776 for (; tmp; tmp = tmp->below)
1777 {
1778 if (tmp == op) 1818 if (tmp == op)
1779 continue; /* Can't apply yourself */ 1819 continue; /* Can't apply yourself */
1780 1820
1781 /* Check to see if one of the movement types should be slowed down. 1821 /* Check to see if one of the movement types should be slowed down.
1782 * Second check makes sure that the movement types not being slowed 1822 * Second check makes sure that the movement types not being slowed
1783 * (~slow_move) is not blocked on this space - just because the 1823 * (~slow_move) is not blocked on this space - just because the
1784 * space doesn't slow down swimming (for example), if you can't actually 1824 * space doesn't slow down swimming (for example), if you can't actually
1785 * swim on that space, can't use it to avoid the penalty. 1825 * swim on that space, can't use it to avoid the penalty.
1786 */ 1826 */
1787 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1827 if (!op->flag [FLAG_WIZPASS])
1788 { 1828 {
1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1829 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1830 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1791 { 1831 {
1792
1793 float
1794 diff = tmp->move_slow_penalty * fabs (op->speed); 1832 float diff = tmp->move_slow_penalty * fabs (op->speed);
1795 1833
1796 if (op->type == PLAYER) 1834 if (op->is_player ())
1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1799 diff /= 4.0; 1837 diff /= 4.0;
1800 1838
1801 op->speed_left -= diff; 1839 op->speed_left -= diff;
1802 } 1840 }
1803 } 1841 }
1804 1842
1805 /* Basically same logic as above, except now for actual apply. */ 1843 /* Basically same logic as above, except now for actual apply. */
1806 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1807 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1808 { 1846 {
1847 if ((flags & INS_NO_AUTO_EXIT)
1848 && (tmp->type == EXIT || tmp->type == TELEPORTER
1849 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1850 continue;
1851
1809 move_apply (tmp, op, originator); 1852 move_apply (tmp, op, originator);
1810 1853
1811 if (op->destroyed ()) 1854 if (op->destroyed ())
1812 return 1; 1855 return 1;
1813 1856
1836 LOG (llevError, "Present_arch called outside map.\n"); 1879 LOG (llevError, "Present_arch called outside map.\n");
1837 return NULL; 1880 return NULL;
1838 } 1881 }
1839 1882
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1841 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1842 return tmp; 1885 return tmp;
1843 1886
1844 return NULL; 1887 return NULL;
1845} 1888}
1846 1889
1910 * The first matching object is returned, or NULL if none. 1953 * The first matching object is returned, or NULL if none.
1911 */ 1954 */
1912object * 1955object *
1913present_arch_in_ob (const archetype *at, const object *op) 1956present_arch_in_ob (const archetype *at, const object *op)
1914{ 1957{
1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if (tmp->arch == at) 1959 if (tmp->arch->archname == at->archname)
1917 return tmp; 1960 return tmp;
1918 1961
1919 return NULL; 1962 return NULL;
1920} 1963}
1921 1964
1925void 1968void
1926flag_inv (object *op, int flag) 1969flag_inv (object *op, int flag)
1927{ 1970{
1928 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1929 { 1972 {
1930 SET_FLAG (tmp, flag); 1973 tmp->set_flag (flag);
1931 flag_inv (tmp, flag); 1974 flag_inv (tmp, flag);
1932 } 1975 }
1933} 1976}
1934 1977
1935/* 1978/*
1938void 1981void
1939unflag_inv (object *op, int flag) 1982unflag_inv (object *op, int flag)
1940{ 1983{
1941 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1942 { 1985 {
1943 CLEAR_FLAG (tmp, flag); 1986 tmp->clr_flag (flag);
1944 unflag_inv (tmp, flag); 1987 unflag_inv (tmp, flag);
1945 } 1988 }
1946} 1989}
1947 1990
1948/* 1991/*
2009 * head of the object should correspond for the entire object. 2052 * head of the object should correspond for the entire object.
2010 */ 2053 */
2011 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2054 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2012 continue; 2055 continue;
2013 2056
2014 if (ob->blocked (m, pos.x, pos.y)) 2057 if (ob->blocked (pos.m, pos.x, pos.y))
2015 continue; 2058 continue;
2016 2059
2017 altern [index++] = i; 2060 altern [index++] = i;
2018 } 2061 }
2019 2062
2087 * there is capable of. 2130 * there is capable of.
2088 */ 2131 */
2089int 2132int
2090find_dir (maptile *m, int x, int y, object *exclude) 2133find_dir (maptile *m, int x, int y, object *exclude)
2091{ 2134{
2092 int i, max = SIZEOFFREE, mflags; 2135 int max = SIZEOFFREE, mflags;
2093
2094 sint16 nx, ny;
2095 object *tmp;
2096 maptile *mp;
2097
2098 MoveType blocked, move_type; 2136 MoveType move_type;
2099 2137
2100 if (exclude && exclude->head_ () != exclude) 2138 if (exclude && exclude->head_ () != exclude)
2101 { 2139 {
2102 exclude = exclude->head; 2140 exclude = exclude->head;
2103 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2106 { 2144 {
2107 /* If we don't have anything, presume it can use all movement types. */ 2145 /* If we don't have anything, presume it can use all movement types. */
2108 move_type = MOVE_ALL; 2146 move_type = MOVE_ALL;
2109 } 2147 }
2110 2148
2111 for (i = 1; i < max; i++) 2149 for (int i = 1; i < max; i++)
2112 { 2150 {
2113 mp = m; 2151 mapxy pos (m, x, y);
2114 nx = x + freearr_x[i]; 2152 pos.move (i);
2115 ny = y + freearr_y[i];
2116 2153
2117 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2154 if (!pos.normalise ())
2118
2119 if (mflags & P_OUT_OF_MAP)
2120 max = maxfree[i]; 2155 max = maxfree[i];
2121 else 2156 else
2122 { 2157 {
2123 mapspace &ms = mp->at (nx, ny); 2158 mapspace &ms = *pos;
2124 2159
2125 blocked = ms.move_block;
2126
2127 if ((move_type & blocked) == move_type) 2160 if ((move_type & ms.move_block) == move_type)
2128 max = maxfree[i]; 2161 max = maxfree [i];
2129 else if (mflags & P_IS_ALIVE) 2162 else if (ms.flags () & P_IS_ALIVE)
2130 { 2163 {
2131 for (tmp = ms.bot; tmp; tmp = tmp->above) 2164 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2132 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2165 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2133 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2166 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2134 break;
2135
2136 if (tmp)
2137 return freedir[i]; 2167 return freedir [i];
2138 } 2168 }
2139 } 2169 }
2140 } 2170 }
2141 2171
2142 return 0; 2172 return 0;
2151{ 2181{
2152 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2153} 2183}
2154 2184
2155/* 2185/*
2156 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction value
2157 * an object which has subtracted the x and y coordinates of another 2187 * for running into direct [dx, dy].
2158 * object, needs to travel toward it. 2188 * (the opposite of crossfire's find_dir_2!)
2159 */ 2189 */
2160int 2190int
2161find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2162{ 2192{
2193#if 1 // new algorithm
2194 // this works by putting x, y into 16 sectors, which
2195 // are not equal sized, but are a better approximation
2196 // then the old algorithm, and then using a mapping
2197 // table to map it into a direction value.
2198 // basically, it maps these comparisons to each bit
2199 // bit #3: x < 0
2200 // bit #2: y < 0
2201 // bit #1: x > y
2202 // bit #0: x > 2y
2203
2204 static const uint8 dir[16] = {
2205 4, 5, 4, 3,
2206 2, 1, 2, 3,
2207 6, 5, 6, 7,
2208 8, 1, 8, 7,
2209 };
2210 int sector = 0;
2211
2212 // this is a bit ugly, but more likely to result in branchless code
2213 sector |= x < 0 ? 8 : 0;
2214 x = x < 0 ? -x : x; // abs
2215
2216 sector |= y < 0 ? 4 : 0;
2217 y = y < 0 ? -y : y; // abs
2218
2219 if (x > y)
2220 {
2221 sector |= 2;
2222
2223 if (x > y * 2)
2224 sector |= 1;
2225 }
2226 else
2227 {
2228 if (y > x * 2)
2229 sector |= 1;
2230 else if (!y)
2231 return 0; // x == 0 here
2232 }
2233
2234 return dir [sector];
2235#else // old algorithm
2163 int q; 2236 int q;
2164 2237
2165 if (y) 2238 if (y)
2166 q = x * 100 / y; 2239 q = 128 * x / y;
2167 else if (x) 2240 else if (x)
2168 q = -300 * x; 2241 q = -512 * x; // to make it > 309
2169 else 2242 else
2170 return 0; 2243 return 0;
2171 2244
2172 if (y > 0) 2245 if (y > 0)
2173 { 2246 {
2174 if (q < -242) 2247 if (q < -309) return 7;
2248 if (q < -52) return 6;
2249 if (q < 52) return 5;
2250 if (q < 309) return 4;
2251
2175 return 3; 2252 return 3;
2176 if (q < -41) 2253 }
2177 return 2; 2254 else
2178 if (q < 41) 2255 {
2179 return 1; 2256 if (q < -309) return 3;
2180 if (q < 242) 2257 if (q < -52) return 2;
2181 return 8; 2258 if (q < 52) return 1;
2259 if (q < 309) return 8;
2260
2182 return 7; 2261 return 7;
2183 } 2262 }
2184 2263#endif
2185 if (q < -242)
2186 return 7;
2187 if (q < -41)
2188 return 6;
2189 if (q < 41)
2190 return 5;
2191 if (q < 242)
2192 return 4;
2193
2194 return 3;
2195} 2264}
2196 2265
2197/* 2266/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2268 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2269 */
2201int 2270int
2202dirdiff (int dir1, int dir2) 2271dirdiff (int dir1, int dir2)
2203{ 2272{
2204 int d;
2205
2206 d = abs (dir1 - dir2); 2273 int d = abs (dir1 - dir2);
2207 if (d > 4)
2208 d = 8 - d;
2209 2274
2210 return d; 2275 return d > 4 ? 8 - d : d;
2211} 2276}
2212 2277
2213/* peterm: 2278/* peterm:
2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2215 * Basically, this is a table of directions, and what directions 2280 * Basically, this is a table of directions, and what directions
2217 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2218 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2285 * functions.
2221 */ 2286 */
2222int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2223 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2224 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2225 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2226 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2227 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2387 */
2323int 2388int
2324can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2325{ 2390{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2329} 2394}
2395
2396//-GPL
2330 2397
2331/* 2398/*
2332 * create clone from object to another 2399 * create clone from object to another
2333 */ 2400 */
2334object * 2401object *
2335object_create_clone (object *asrc) 2402object::deep_clone ()
2336{ 2403{
2337 object *dst = 0, *tmp, *src, *prev, *item; 2404 assert (("deep_clone called on non-head object", is_head ()));
2338 2405
2339 if (!asrc) 2406 object *dst = clone ();
2340 return 0;
2341 2407
2342 src = asrc->head_ (); 2408 object *prev = dst;
2343
2344 prev = 0;
2345 for (object *part = src; part; part = part->more) 2409 for (object *part = this->more; part; part = part->more)
2346 { 2410 {
2347 tmp = part->clone (); 2411 object *tmp = part->clone ();
2348 tmp->x -= src->x;
2349 tmp->y -= src->y;
2350
2351 if (!part->head)
2352 {
2353 dst = tmp;
2354 tmp->head = 0;
2355 }
2356 else
2357 tmp->head = dst; 2412 tmp->head = dst;
2358
2359 tmp->more = 0;
2360
2361 if (prev)
2362 prev->more = tmp; 2413 prev->more = tmp;
2363
2364 prev = tmp; 2414 prev = tmp;
2365 } 2415 }
2366 2416
2367 for (item = src->inv; item; item = item->below) 2417 for (object *item = inv; item; item = item->below)
2368 insert_ob_in_ob (object_create_clone (item), dst); 2418 insert_ob_in_ob (item->deep_clone (), dst);
2369 2419
2370 return dst; 2420 return dst;
2371} 2421}
2372 2422
2373/* This returns the first object in who's inventory that 2423/* This returns the first object in who's inventory that
2382 return tmp; 2432 return tmp;
2383 2433
2384 return 0; 2434 return 0;
2385} 2435}
2386 2436
2387/* If ob has a field named key, return the link from the list, 2437/* Zero the key_values on op, decrementing the shared-string
2388 * otherwise return NULL. 2438 * refcounts and freeing the links.
2389 * 2439 */
2390 * key must be a passed in shared string - otherwise, this won't 2440void
2391 * do the desired thing. 2441key_values::clear ()
2392 */
2393key_value *
2394get_ob_key_link (const object *ob, const char *key)
2395{ 2442{
2396 for (key_value *link = ob->key_values; link; link = link->next) 2443 for (key_value *kvp = first; kvp; )
2444 {
2445 key_value *next = kvp->next;
2446 delete kvp;
2447 kvp = next;
2448 }
2449
2450 first = 0;
2451}
2452
2453shstr_tmp
2454key_values::get (shstr_tmp key) const
2455{
2456 for (key_value *kv = first; kv; kv = kv->next)
2397 if (link->key == key) 2457 if (kv->key == key)
2398 return link;
2399
2400 return 0;
2401}
2402
2403/*
2404 * Returns the value of op has an extra_field for key, or NULL.
2405 *
2406 * The argument doesn't need to be a shared string.
2407 *
2408 * The returned string is shared.
2409 */
2410const char *
2411get_ob_key_value (const object *op, const char *const key)
2412{
2413 key_value *link;
2414 shstr_cmp canonical_key (key);
2415
2416 if (!canonical_key)
2417 {
2418 /* 1. There being a field named key on any object
2419 * implies there'd be a shared string to find.
2420 * 2. Since there isn't, no object has this field.
2421 * 3. Therefore, *this* object doesn't have this field.
2422 */
2423 return 0;
2424 }
2425
2426 /* This is copied from get_ob_key_link() above -
2427 * only 4 lines, and saves the function call overhead.
2428 */
2429 for (link = op->key_values; link; link = link->next)
2430 if (link->key == canonical_key)
2431 return link->value; 2458 return kv->value;
2432 2459
2433 return 0; 2460 return shstr ();
2434} 2461}
2435 2462
2436/* 2463void
2437 * Updates the canonical_key in op to value. 2464key_values::add (shstr_tmp key, shstr_tmp value)
2438 *
2439 * canonical_key is a shared string (value doesn't have to be).
2440 *
2441 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2442 * keys.
2443 *
2444 * Returns TRUE on success.
2445 */
2446int
2447set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2448{ 2465{
2449 key_value *field = NULL, *last = NULL; 2466 key_value *kv = new key_value;
2450 2467
2451 for (field = op->key_values; field != NULL; field = field->next) 2468 kv->next = first;
2452 { 2469 kv->key = key;
2453 if (field->key != canonical_key) 2470 kv->value = value;
2471
2472 first = kv;
2473}
2474
2475void
2476key_values::set (shstr_tmp key, shstr_tmp value)
2477{
2478 for (key_value *kv = first; kv; kv = kv->next)
2479 if (kv->key == key)
2454 { 2480 {
2455 last = field; 2481 kv->value = value;
2456 continue; 2482 return;
2457 } 2483 }
2458 2484
2459 if (value) 2485 add (key, value);
2460 field->value = value; 2486}
2461 else 2487
2488void
2489key_values::del (shstr_tmp key)
2490{
2491 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2492 if ((*kvp)->key == key)
2462 { 2493 {
2463 /* Basically, if the archetype has this key set, 2494 key_value *kv = *kvp;
2464 * we need to store the null value so when we save 2495 *kvp = (*kvp)->next;
2465 * it, we save the empty value so that when we load, 2496 delete kv;
2466 * we get this value back again. 2497 return;
2467 */
2468 if (get_ob_key_link (op->arch, canonical_key))
2469 field->value = 0;
2470 else
2471 {
2472 if (last)
2473 last->next = field->next;
2474 else
2475 op->key_values = field->next;
2476
2477 delete field;
2478 }
2479 } 2498 }
2480 return TRUE; 2499}
2500
2501void
2502key_values::reverse ()
2503{
2504 key_value *prev = 0;
2505 key_value *head = first;
2506
2507 while (head)
2481 } 2508 {
2482 /* IF we get here, key doesn't exist */ 2509 key_value *node = head;
2510 head = head->next;
2511 node->next = prev;
2512 prev = node;
2513 }
2483 2514
2484 /* No field, we'll have to add it. */ 2515 first = prev;
2485
2486 if (!add_key)
2487 return FALSE;
2488
2489 /* There isn't any good reason to store a null
2490 * value in the key/value list. If the archetype has
2491 * this key, then we should also have it, so shouldn't
2492 * be here. If user wants to store empty strings,
2493 * should pass in ""
2494 */
2495 if (value == NULL)
2496 return TRUE;
2497
2498 field = new key_value;
2499
2500 field->key = canonical_key;
2501 field->value = value;
2502 /* Usual prepend-addition. */
2503 field->next = op->key_values;
2504 op->key_values = field;
2505
2506 return TRUE;
2507} 2516}
2508 2517
2509/* 2518key_values &
2510 * Updates the key in op to value. 2519key_values::operator =(const key_values &kv)
2511 *
2512 * If add_key is FALSE, this will only update existing keys,
2513 * and not add new ones.
2514 * In general, should be little reason FALSE is ever passed in for add_key
2515 *
2516 * Returns TRUE on success.
2517 */
2518int
2519set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2520{ 2520{
2521 shstr key_ (key); 2521 clear ();
2522 2522
2523 return set_ob_key_value_s (op, key_, value, add_key); 2523 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2524 add (kvp->key, kvp->value);
2525
2526 reverse ();
2524} 2527}
2525 2528
2526object::depth_iterator::depth_iterator (object *container) 2529object::depth_iterator::depth_iterator (object *container)
2527: iterator_base (container) 2530: iterator_base (container)
2528{ 2531{
2578{ 2581{
2579 char flagdesc[512]; 2582 char flagdesc[512];
2580 char info2[256 * 4]; 2583 char info2[256 * 4];
2581 char *p = info; 2584 char *p = info;
2582 2585
2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2586 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2584 count, 2587 count,
2585 uuid.c_str (), 2588 uuid.c_str (),
2586 &name, 2589 &name,
2587 title ? "\",title:\"" : "", 2590 title ? ",title:\"" : "",
2588 title ? (const char *)title : "", 2591 title ? (const char *)title : "",
2592 title ? "\"" : "",
2589 flag_desc (flagdesc, 512), type); 2593 flag_desc (flagdesc, 512), type);
2590 2594
2591 if (!flag[FLAG_REMOVED] && env) 2595 if (!flag[FLAG_REMOVED] && env)
2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2596 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2593 2597
2611{ 2615{
2612 return map ? map->region (x, y) 2616 return map ? map->region (x, y)
2613 : region::default_region (); 2617 : region::default_region ();
2614} 2618}
2615 2619
2616const materialtype_t * 2620//+GPL
2617object::dominant_material () const
2618{
2619 if (materialtype_t *mt = name_to_material (materialname))
2620 return mt;
2621
2622 return name_to_material (shstr_unknown);
2623}
2624 2621
2625void 2622void
2626object::open_container (object *new_container) 2623object::open_container (object *new_container)
2627{ 2624{
2628 if (container == new_container) 2625 if (container == new_container)
2649 container = 0; 2646 container = 0;
2650 2647
2651 // client needs item update to make it work, client bug requires this to be separate 2648 // client needs item update to make it work, client bug requires this to be separate
2652 esrv_update_item (UPD_FLAGS, this, old_container); 2649 esrv_update_item (UPD_FLAGS, this, old_container);
2653 2650
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2651 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2655 play_sound (sound_find ("chest_close")); 2652 play_sound (sound_find ("chest_close"));
2656 } 2653 }
2657 2654
2658 if (new_container) 2655 if (new_container)
2659 { 2656 {
2663 // TODO: this does not seem to serve any purpose anymore? 2660 // TODO: this does not seem to serve any purpose anymore?
2664#if 0 2661#if 0
2665 // insert the "Close Container" object. 2662 // insert the "Close Container" object.
2666 if (archetype *closer = new_container->other_arch) 2663 if (archetype *closer = new_container->other_arch)
2667 { 2664 {
2668 object *closer = arch_to_object (new_container->other_arch); 2665 object *closer = new_container->other_arch->instance ();
2669 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2666 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2670 new_container->insert (closer); 2667 new_container->insert (closer);
2671 } 2668 }
2672#endif 2669#endif
2673 2670
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2671 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2675 2672
2676 // make sure the container is available, client bug requires this to be separate 2673 // make sure the container is available, client bug requires this to be separate
2677 esrv_send_item (this, new_container); 2674 esrv_send_item (this, new_container);
2678 2675
2679 new_container->flag [FLAG_APPLIED] = true; 2676 new_container->flag [FLAG_APPLIED] = true;
2686 } 2683 }
2687// else if (!old_container->env && contr && contr->ns) 2684// else if (!old_container->env && contr && contr->ns)
2688// contr->ns->floorbox_reset (); 2685// contr->ns->floorbox_reset ();
2689} 2686}
2690 2687
2688//-GPL
2689
2690// prefetch some flat area around the player
2691static void
2692prefetch_surrounding_area (object *op, maptile *map, int range)
2693{
2694 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2695 op->x - range , op->y - range ,
2696 op->x + range + 1, op->y + range + 1);
2697 rect->m;
2698 ++rect)
2699 {
2700 rect->m->touch ();
2701 rect->m->activate ();
2702 }
2703}
2704
2705// prefetch a generous area around the player, also up and down
2706void
2707object::prefetch_surrounding_maps ()
2708{
2709 prefetch_surrounding_area (this, map, 40);
2710
2711 if (maptile *m = map->tile_available (TILE_DOWN))
2712 prefetch_surrounding_area (this, m, 20);
2713
2714 if (maptile *m = map->tile_available (TILE_UP))
2715 prefetch_surrounding_area (this, m, 20);
2716}
2717
2718//+GPL
2719
2691object * 2720object *
2692object::force_find (const shstr name) 2721object::force_find (shstr_tmp name)
2693{ 2722{
2694 /* cycle through his inventory to look for the MARK we want to 2723 /* cycle through his inventory to look for the MARK we want to
2695 * place 2724 * place
2696 */ 2725 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below) 2726 for (object *tmp = inv; tmp; tmp = tmp->below)
2700 2729
2701 return 0; 2730 return 0;
2702} 2731}
2703 2732
2704void 2733void
2734object::force_set_timer (int duration)
2735{
2736 this->duration = 1;
2737 this->speed_left = -1.f;
2738
2739 this->set_speed (duration ? 1.f / duration : 0.f);
2740}
2741
2742object *
2705object::force_add (const shstr name, int duration) 2743object::force_add (shstr_tmp name, int duration)
2706{ 2744{
2707 if (object *force = force_find (name)) 2745 if (object *force = force_find (name))
2708 force->destroy (); 2746 force->destroy ();
2709 2747
2710 object *force = get_archetype (FORCE_NAME); 2748 object *force = archetype::get (FORCE_NAME);
2711 2749
2712 force->slaying = name; 2750 force->slaying = name;
2713 force->stats.food = 1; 2751 force->force_set_timer (duration);
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true; 2752 force->flag [FLAG_APPLIED] = true;
2719 2753
2720 insert (force); 2754 return insert (force);
2721} 2755}
2722 2756
2723void 2757void
2724object::play_sound (faceidx sound) 2758object::play_sound (faceidx sound) const
2725{ 2759{
2726 if (!sound) 2760 if (!sound)
2727 return; 2761 return;
2728 2762
2729 if (flag [FLAG_REMOVED]) 2763 if (is_on_map ())
2764 map->play_sound (sound, x, y);
2765 else if (object *pl = in_player ())
2766 pl->contr->play_sound (sound);
2767}
2768
2769void
2770object::say_msg (const char *msg) const
2771{
2772 if (is_on_map ())
2773 map->say_msg (msg, x, y);
2774 else if (object *pl = in_player ())
2775 pl->contr->play_sound (sound);
2776}
2777
2778void
2779object::make_noise ()
2780{
2781 // we do not model noise in the map, so instead put
2782 // a temporary light into the noise source
2783 // could use the map instead, but that's less reliable for our
2784 // goal, which is to make invisibility a bit harder to exploit
2785
2786 // currently only works sensibly for players
2787 if (!is_player ())
2730 return; 2788 return;
2731 2789
2732 if (env) 2790 // find old force, or create new one
2733 { 2791 object *force = force_find (shstr_noise_force);
2734 if (object *pl = in_player ()) 2792
2735 pl->contr->play_sound (sound); 2793 if (force)
2736 } 2794 force->speed_left = -1.f; // patch old speed up
2737 else 2795 else
2738 map->play_sound (sound, x, y); 2796 {
2739} 2797 force = archetype::get (shstr_noise_force);
2740 2798
2799 force->slaying = shstr_noise_force;
2800 force->stats.food = 1;
2801 force->speed_left = -1.f;
2802
2803 force->set_speed (1.f / 4.f);
2804 force->flag [FLAG_IS_USED_UP] = true;
2805 force->flag [FLAG_APPLIED] = true;
2806
2807 insert (force);
2808 }
2809}
2810
2811void object::change_move_type (MoveType mt)
2812{
2813 if (move_type == mt)
2814 return;
2815
2816 if (is_on_map ())
2817 {
2818 // we are on the map, so handle move_on/off effects
2819 remove ();
2820 move_type = mt;
2821 map->insert (this, x, y, this);
2822 }
2823 else
2824 move_type = mt;
2825}
2826
2827/* object should be a player.
2828 * we return the object the player has marked with the 'mark' command
2829 * below. If no match is found (or object has changed), we return
2830 * NULL. We leave it up to the calling function to print messages if
2831 * nothing is found.
2832 */
2833object *
2834object::mark () const
2835{
2836 if (contr && contr->mark && contr->mark->env == this)
2837 return contr->mark;
2838 else
2839 return 0;
2840}
2841
2842// put marked object first in the inventory
2843// this is used by identify-like spells so players can influence
2844// the order a bit.
2845void
2846object::splay_marked ()
2847{
2848 if (object *marked = mark ())
2849 splay (marked);
2850}
2851

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