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Comparing deliantra/server/common/object.C (file contents):
Revision 1.225 by root, Fri May 2 20:28:44 2008 UTC vs.
Revision 1.286 by root, Wed Sep 2 16:54:20 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
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;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
139 140
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 142static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
143{ 144{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* 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 146 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
149 */ 148 */
150 149
151 /* For each field in wants, */ 150 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 152 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 153 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 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
200 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 188 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
203 return 0; 190 return 0;
204 191
205 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 194 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; 195 return 0;
212 196
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* 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 198 * 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 199 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 205
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 208
225 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 210 || ob1->name != ob2->name
227 || ob1->title != ob2->title 211 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 218 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 234 return 0;
250 235
251 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
255 .any ()) 239 .any ())
256 return 0; 240 return 0;
257 241
258 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
340 { 324 {
341 // see if we are in a container of sorts 325 // see if we are in a container of sorts
342 if (env) 326 if (env)
343 { 327 {
344 // the player inventory itself is always visible 328 // the player inventory itself is always visible
345 if (env->type == PLAYER) 329 if (env->is_player ())
346 return env; 330 return env;
347 331
348 // else a player could have our env open 332 // else a player could have our env open
349 object *envest = env->outer_env (); 333 object *envest = env->outer_env_or_self ();
350 334
351 // the player itself is always on a map, so we will find him here 335 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 336 // even if our inv is in a player.
353 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
358 else 342 else
359 { 343 {
360 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
363 if (!pl->container || this == pl->container) 348 || this == pl->container)
364 return pl; 349 return pl;
365 } 350 }
366 } 351 }
367 352
368 return 0; 353 return 0;
369} 354}
370 355
371// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
372static sint32 357static sint32
373weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
374{ 359{
375 return op->type == CONTAINER 360 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 362 : weight;
378} 363}
384static void 369static void
385adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
386{ 371{
387 while (op) 372 while (op)
388 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
390 378
391 if (!weight) 379 if (!weight)
392 return; 380 return;
393 381
394 op->carrying += weight; 382 op->carrying += weight;
417 op->update_weight (); 405 op->update_weight ();
418 406
419 sum += op->total_weight (); 407 sum += op->total_weight ();
420 } 408 }
421 409
422 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
423 411
424 if (sum != carrying) 412 if (sum != carrying)
425 { 413 {
426 carrying = sum; 414 carrying = sum;
427 415
489 */ 477 */
490object * 478object *
491find_object_name (const char *str) 479find_object_name (const char *str)
492{ 480{
493 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
494 object *op;
495 482
483 if (str_)
496 for_all_objects (op) 484 for_all_objects (op)
497 if (op->name == str_) 485 if (op->name == str_)
498 break; 486 return op;
499 487
500 return op; 488 return 0;
501} 489}
502 490
503/* 491/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 493 * skill and experience objects.
603 } 591 }
604 592
605 op->key_values = 0; 593 op->key_values = 0;
606} 594}
607 595
608object & 596/*
609object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
610{ 606{
611 remove (); 607 dst->remove ();
612
613 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
614
615 flag [FLAG_REMOVED] = true; 609 dst->flag [FLAG_REMOVED] = true;
616 610
617 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
618 if (src.key_values) 612 if (key_values)
619 { 613 {
620 key_value *tail = 0; 614 key_value *tail = 0;
621 key_values = 0; 615 dst->key_values = 0;
622 616
623 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
624 { 618 {
625 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
626 620
627 new_link->next = 0; 621 new_link->next = 0;
628 new_link->key = i->key; 622 new_link->key = i->key;
629 new_link->value = i->value; 623 new_link->value = i->value;
630 624
631 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
632 if (!key_values) 626 if (!dst->key_values)
633 { 627 {
634 key_values = new_link; 628 dst->key_values = new_link;
635 tail = new_link; 629 tail = new_link;
636 } 630 }
637 else 631 else
638 { 632 {
639 tail->next = new_link; 633 tail->next = new_link;
640 tail = new_link; 634 tail = new_link;
641 } 635 }
642 } 636 }
643 } 637 }
644}
645
646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658 638
659 if (speed < 0) 639 if (speed < 0)
660 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
661 641
662 dst->set_speed (dst->speed); 642 dst->activate ();
663} 643}
664 644
665void 645void
666object::instantiate () 646object::instantiate ()
667{ 647{
779 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
780 { 760 {
781 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
782 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
785 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
786 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
789 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
790 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
791 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
792 * to have move_allow right now. 772 * have move_allow right now.
793 */ 773 */
794 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
795 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
796 m.flags_ = 0; 776 m.invalidate ();
797 } 777 }
798 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
799 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
800 * that is being removed. 780 * that is being removed.
801 */ 781 */
802 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
803 m.flags_ = 0; 783 m.invalidate ();
804 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
805 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
806 else 786 else
807 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
808 788
812 792
813object::object () 793object::object ()
814{ 794{
815 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
816 796
817 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
818 face = blank_face; 798 face = blank_face;
819} 799}
820 800
821object::~object () 801object::~object ()
822{ 802{
852 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
853 if (active) 833 if (active)
854 return; 834 return;
855 835
856 if (has_active_speed ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
857 actives.insert (this); 841 actives.insert (this);
842 }
858} 843}
859 844
860void 845void
861object::activate_recursive () 846object::activate_recursive ()
862{ 847{
923 * drop on that space. 908 * drop on that space.
924 */ 909 */
925 if (!drop_to_ground 910 if (!drop_to_ground
926 || !map 911 || !map
927 || map->in_memory != MAP_ACTIVE 912 || map->in_memory != MAP_ACTIVE
928 || map->nodrop 913 || map->no_drop
929 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
930 { 915 {
931 while (inv) 916 while (inv)
932 {
933 inv->destroy_inv (false);
934 inv->destroy (); 917 inv->destroy ();
935 }
936 } 918 }
937 else 919 else
938 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
939 while (inv) 921 while (inv)
940 { 922 {
944 || op->flag [FLAG_NO_DROP] 926 || op->flag [FLAG_NO_DROP]
945 || op->type == RUNE 927 || op->type == RUNE
946 || op->type == TRAP 928 || op->type == TRAP
947 || op->flag [FLAG_IS_A_TEMPLATE] 929 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH]) 930 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy (true); 931 op->destroy ();
950 else 932 else
951 map->insert (op, x, y); 933 map->insert (op, x, y);
952 } 934 }
953 } 935 }
954} 936}
962 944
963static struct freed_map : maptile 945static struct freed_map : maptile
964{ 946{
965 freed_map () 947 freed_map ()
966 { 948 {
967 path = "<freed objects map>"; 949 path = "<freed objects map>";
968 name = "/internal/freed_objects_map"; 950 name = "/internal/freed_objects_map";
969 width = 3; 951 width = 3;
970 height = 3; 952 height = 3;
971 nodrop = 1; 953 no_drop = 1;
954 no_reset = 1;
972 955
973 alloc (); 956 alloc ();
974 in_memory = MAP_ACTIVE; 957 in_memory = MAP_ACTIVE;
975 } 958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
976} freed_map; // freed objects are moved here to avoid crashes 964} freed_map; // freed objects are moved here to avoid crashes
977 965
978void 966void
979object::do_destroy () 967object::do_destroy ()
980{ 968{
981 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
982 remove_button_link (this); 970 remove_link ();
983 971
984 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
985 remove_friendly_object (this); 973 remove_friendly_object (this);
986 974
987 remove (); 975 remove ();
1012 attacked_by = 0; 1000 attacked_by = 0;
1013 current_weapon = 0; 1001 current_weapon = 0;
1014} 1002}
1015 1003
1016void 1004void
1017object::destroy (bool destroy_inventory) 1005object::destroy ()
1018{ 1006{
1019 if (destroyed ()) 1007 if (destroyed ())
1020 return; 1008 return;
1021 1009
1022 if (!is_head () && !head->destroyed ()) 1010 if (!is_head () && !head->destroyed ())
1023 { 1011 {
1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1025 head->destroy (destroy_inventory); 1013 head->destroy ();
1026 return; 1014 return;
1027 } 1015 }
1028 1016
1029 destroy_inv (!destroy_inventory); 1017 destroy_inv (false);
1030 1018
1031 if (is_head ()) 1019 if (is_head ())
1032 if (sound_destroy) 1020 if (sound_destroy)
1033 play_sound (sound_destroy); 1021 play_sound (sound_destroy);
1034 else if (flag [FLAG_MONSTER]) 1022 else if (flag [FLAG_MONSTER])
1071 esrv_del_item (pl->contr, count); 1059 esrv_del_item (pl->contr, count);
1072 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073 1061
1074 adjust_weight (env, -total_weight ()); 1062 adjust_weight (env, -total_weight ());
1075 1063
1076 *(above ? &above->below : &env->inv) = below; 1064 object *pl = in_player ();
1077
1078 if (below)
1079 below->above = above;
1080 1065
1081 /* we set up values so that it could be inserted into 1066 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1067 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1068 * to the caller to decide what we want to do.
1084 */ 1069 */
1085 map = env->map; 1070 map = env->map;
1086 x = env->x; 1071 x = env->x;
1087 y = env->y; 1072 y = env->y;
1073
1074 // make sure cmov optimisation is applicable
1075 *(above ? &above->below : &env->inv) = below;
1076 *(below ? &below->above : &above ) = above; // &above is just a dummy
1077
1088 above = 0; 1078 above = 0;
1089 below = 0; 1079 below = 0;
1090 env = 0; 1080 env = 0;
1091 1081
1092 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
1093 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
1094 * to save cpu time. 1084 * to save cpu time.
1095 */ 1085 */
1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
1097 otmp->update_stats (); 1089 pl->update_stats ();
1090
1091 if (glow_radius && pl->is_on_map ())
1092 update_all_los (pl->map, pl->x, pl->y);
1093 }
1098 } 1094 }
1099 else if (map) 1095 else if (map)
1100 { 1096 {
1101 map->dirty = true; 1097 map->dirty = true;
1102 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
1103 1099
1104 if (object *pl = ms.player ()) 1100 if (object *pl = ms.player ())
1105 { 1101 {
1106 if (type == PLAYER) // this == pl(!) 1102 if (is_player ())
1107 { 1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1108 // leaving a spot always closes any open container on the ground 1107 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env) 1108 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures 1109 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent. 1110 // that the CLOSE event is being sent.
1112 close_container (); 1111 close_container ();
1122 1121
1123 esrv_del_item (pl->contr, count); 1122 esrv_del_item (pl->contr, count);
1124 } 1123 }
1125 1124
1126 /* link the object above us */ 1125 /* link the object above us */
1127 if (above) 1126 // re-link, make sure compiler can easily use cmove
1128 above->below = below; 1127 *(above ? &above->below : &ms.top) = below;
1129 else 1128 *(below ? &below->above : &ms.bot) = above;
1130 ms.top = below; /* we were top, set new top */
1131
1132 /* Relink the object below us, if there is one */
1133 if (below)
1134 below->above = above;
1135 else
1136 {
1137 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is
1139 * evident
1140 */
1141 if (GET_MAP_OB (map, x, y) != this)
1142 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 ());
1143
1144 ms.bot = above; /* goes on above it. */
1145 }
1146 1129
1147 above = 0; 1130 above = 0;
1148 below = 0; 1131 below = 0;
1132
1133 ms.invalidate ();
1149 1134
1150 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1151 return; 1136 return;
1152 1137
1153 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1160 * appropriately. 1145 * appropriately.
1161 */ 1146 */
1162 pl->close_container (); 1147 pl->close_container ();
1163 1148
1164 //TODO: the floorbox prev/next might need updating 1149 //TODO: the floorbox prev/next might need updating
1165 esrv_del_item (pl->contr, count); 1150 //esrv_del_item (pl->contr, count);
1151 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns)
1153 pl->contr->ns->floorbox_update ();
1166 } 1154 }
1167 1155
1168 for (tmp = ms.bot; tmp; tmp = tmp->above) 1156 for (tmp = ms.bot; tmp; tmp = tmp->above)
1169 { 1157 {
1170 /* No point updating the players look faces if he is the object 1158 /* No point updating the players look faces if he is the object
1183 } 1171 }
1184 1172
1185 last = tmp; 1173 last = tmp;
1186 } 1174 }
1187 1175
1188 /* last == NULL if there are no objects on this space */ 1176 if (affects_los ())
1189 //TODO: this makes little sense, why only update the topmost object?
1190 if (!last)
1191 map->at (x, y).flags_ = 0;
1192 else
1193 update_object (last, UP_OBJ_REMOVE);
1194
1195 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1196 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1197 } 1178 }
1198} 1179}
1199 1180
1200/* 1181/*
1224 esrv_update_item (UPD_NROF, pl, top); 1205 esrv_update_item (UPD_NROF, pl, top);
1225 1206
1226 op->weight = 0; // cancel the addition above 1207 op->weight = 0; // cancel the addition above
1227 op->carrying = 0; // must be 0 already 1208 op->carrying = 0; // must be 0 already
1228 1209
1229 op->destroy (1); 1210 op->destroy ();
1230 1211
1231 return top; 1212 return top;
1232 } 1213 }
1233 1214
1234 return 0; 1215 return 0;
1262 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1263 */ 1244 */
1264object * 1245object *
1265insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1266{ 1247{
1248 op->remove ();
1249
1267 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1268 { 1251 {
1269 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1270 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1271 } 1254 }
1294 * just 'op' otherwise 1277 * just 'op' otherwise
1295 */ 1278 */
1296object * 1279object *
1297insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1281{
1299 assert (!op->flag [FLAG_FREED]);
1300
1301 op->remove (); 1282 op->remove ();
1283
1284 if (m == &freed_map)//D TODO: remove soon
1285 {//D
1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1287 }//D
1302 1288
1303 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1304 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1305 * need extra work 1291 * need extra work
1306 */ 1292 */
1293 maptile *newmap = m;
1307 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1308 { 1295 {
1309 op->destroy (1); 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1310 return 0; 1297 return 0;
1311 } 1298 }
1312 1299
1313 if (object *more = op->more) 1300 if (object *more = op->more)
1314 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1315 return 0; 1302 return 0;
1316 1303
1317 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1318 1305 op->env = 0;
1319 op->map = m; 1306 op->map = newmap;
1307
1320 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1321 1309
1322 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1323 */ 1311 */
1324 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1325 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1326 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1327 { 1315 {
1328 // TODO: we atcually want to update tmp, not op, 1316 // TODO: we actually want to update tmp, not op,
1329 // but some caller surely breaks when we return tmp 1317 // but some caller surely breaks when we return tmp
1330 // from here :/ 1318 // from here :/
1331 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1332 tmp->destroy (1); 1320 tmp->destroy ();
1333 } 1321 }
1334 1322
1335 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1336 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1337 1325
1344 { 1332 {
1345 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1346 abort (); 1334 abort ();
1347 } 1335 }
1348 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1349 op->above = originator; 1344 op->above = originator;
1350 op->below = originator->below; 1345 op->below = originator->below;
1351
1352 if (op->below)
1353 op->below->above = op;
1354 else
1355 ms.bot = op;
1356
1357 /* since *below* originator, no need to update top */
1358 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1359 } 1349 }
1360 else 1350 else
1361 { 1351 {
1362 object *top, *floor = NULL; 1352 object *floor = 0;
1363 1353 object *top = ms.top;
1364 top = ms.bot;
1365 1354
1366 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1367 if (top) 1356 if (top)
1368 { 1357 {
1369 object *last = 0;
1370
1371 /* 1358 /*
1372 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1373 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1374 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1375 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1378 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1379 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1380 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1381 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1382 */ 1369 */
1383 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 { 1371 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1373 floor = tmp;
1387 1374
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1389 { 1376 {
1390 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1391 top = top->below; 1378 top = tmp->below;
1392 break; 1379 break;
1393 } 1380 }
1394 1381
1395 last = top; 1382 top = tmp;
1396 } 1383 }
1397
1398 /* Don't want top to be NULL, so set it to the last valid object */
1399 top = last;
1400 1384
1401 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1402 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1403 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1404 */ 1388 */
1411 */ 1395 */
1412 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1413 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1414 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1415 { 1399 {
1400 object *last;
1401
1416 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1404 break;
1419 1405
1420 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1428 } /* If objects on this space */ 1414 } /* If objects on this space */
1429 1415
1430 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1431 top = floor; 1417 top = floor;
1432 1418
1433 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1434 */
1435
1436 /* First object on this space */
1437 if (!top) 1420 if (!top)
1438 { 1421 {
1422 op->below = 0;
1439 op->above = ms.bot; 1423 op->above = ms.bot;
1440
1441 if (op->above)
1442 op->above->below = op;
1443
1444 op->below = 0;
1445 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1446 } 1427 }
1447 else 1428 else
1448 { /* get inserted into the stack above top */ 1429 {
1449 op->above = top->above; 1430 op->above = top->above;
1450
1451 if (op->above)
1452 op->above->below = op; 1431 top->above = op;
1453 1432
1454 op->below = top; 1433 op->below = top;
1455 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1456 } 1435 }
1436 }
1457 1437
1458 if (!op->above) 1438 if (op->is_player ())
1459 ms.top = op;
1460 } /* else not INS_BELOW_ORIGINATOR */
1461
1462 if (op->type == PLAYER)
1463 { 1439 {
1464 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1465 ++op->map->players; 1441 ++op->map->players;
1466 op->map->touch (); 1442 op->map->touch ();
1467 } 1443 }
1468 1444
1469 op->map->dirty = true; 1445 op->map->dirty = true;
1470 1446
1471 if (object *pl = ms.player ()) 1447 if (object *pl = ms.player ())
1472 //TODO: the floorbox prev/next might need updating 1448 //TODO: the floorbox prev/next might need updating
1473 esrv_send_item (pl, op); 1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1451 if (pl->contr->ns)
1452 pl->contr->ns->floorbox_update ();
1474 1453
1475 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1481 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1461 * of effect may be sufficient.
1483 */ 1462 */
1484 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1485 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1486 1468
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1489 1471
1490 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1518/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1519 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1520 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1521 */ 1503 */
1522void 1504void
1523replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1524{ 1506{
1525 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1526 1508
1527 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1528 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1529 tmp->destroy (1); 1511 tmp->destroy ();
1530 1512
1531 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1532 1514
1533 tmp->x = op->x; 1515 tmp->x = op->x;
1534 tmp->y = op->y; 1516 tmp->y = op->y;
1535 1517
1536 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1558 if (!nr) 1540 if (!nr)
1559 return true; 1541 return true;
1560 1542
1561 nr = min (nr, nrof); 1543 nr = min (nr, nrof);
1562 1544
1545 if (nrof > nr)
1546 {
1563 nrof -= nr; 1547 nrof -= nr;
1564
1565 if (nrof)
1566 {
1567 adjust_weight (env, -weight * nr); // carrying == 0 1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1568 1549
1569 if (object *pl = visible_to ()) 1550 if (object *pl = visible_to ())
1570 esrv_update_item (UPD_NROF, pl, this); 1551 esrv_update_item (UPD_NROF, pl, this);
1571 1552
1572 return true; 1553 return true;
1573 } 1554 }
1574 else 1555 else
1575 { 1556 {
1576 destroy (1); 1557 destroy ();
1577 return false; 1558 return false;
1578 } 1559 }
1579} 1560}
1580 1561
1581/* 1562/*
1598 } 1579 }
1599 else 1580 else
1600 { 1581 {
1601 decrease (nr); 1582 decrease (nr);
1602 1583
1603 object *op = object_create_clone (this); 1584 object *op = deep_clone ();
1604 op->nrof = nr; 1585 op->nrof = nr;
1605 return op; 1586 return op;
1606 } 1587 }
1607} 1588}
1608 1589
1658 if (object *pl = tmp->visible_to ()) 1639 if (object *pl = tmp->visible_to ())
1659 esrv_update_item (UPD_NROF, pl, tmp); 1640 esrv_update_item (UPD_NROF, pl, tmp);
1660 1641
1661 adjust_weight (this, op->total_weight ()); 1642 adjust_weight (this, op->total_weight ());
1662 1643
1663 op->destroy (1); 1644 op->destroy ();
1664 op = tmp; 1645 op = tmp;
1665 goto inserted; 1646 goto inserted;
1666 } 1647 }
1667 1648
1668 op->owner = 0; // it's his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1686 1667
1687 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1688 1669
1689inserted: 1670inserted:
1690 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1691 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1692 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1693 1676 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1694 // if this is a player's inventory, update stats 1678 // if this is a player's inventory, update stats
1695 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1696 update_stats (); 1679 update_stats ();
1697 1680
1698 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1699 1682
1700 return op; 1683 return op;
1784 { 1767 {
1785 1768
1786 float 1769 float
1787 diff = tmp->move_slow_penalty * fabs (op->speed); 1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1788 1771
1789 if (op->type == PLAYER) 1772 if (op->is_player ())
1790 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1791 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1792 diff /= 4.0; 1775 diff /= 4.0;
1793 1776
1794 op->speed_left -= diff; 1777 op->speed_left -= diff;
1829 LOG (llevError, "Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
1830 return NULL; 1813 return NULL;
1831 } 1814 }
1832 1815
1833 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1834 if (tmp->arch == at) 1817 if (tmp->arch->archname == at->archname)
1835 return tmp; 1818 return tmp;
1836 1819
1837 return NULL; 1820 return NULL;
1838} 1821}
1839 1822
1903 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1904 */ 1887 */
1905object * 1888object *
1906present_arch_in_ob (const archetype *at, const object *op) 1889present_arch_in_ob (const archetype *at, const object *op)
1907{ 1890{
1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1909 if (tmp->arch == at) 1892 if (tmp->arch->archname == at->archname)
1910 return tmp; 1893 return tmp;
1911 1894
1912 return NULL; 1895 return NULL;
1913} 1896}
1914 1897
2002 * head of the object should correspond for the entire object. 1985 * head of the object should correspond for the entire object.
2003 */ 1986 */
2004 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2005 continue; 1988 continue;
2006 1989
2007 if (ob->blocked (m, pos.x, pos.y)) 1990 if (ob->blocked (pos.m, pos.x, pos.y))
2008 continue; 1991 continue;
2009 1992
2010 altern [index++] = i; 1993 altern [index++] = i;
2011 } 1994 }
2012 1995
2080 * there is capable of. 2063 * there is capable of.
2081 */ 2064 */
2082int 2065int
2083find_dir (maptile *m, int x, int y, object *exclude) 2066find_dir (maptile *m, int x, int y, object *exclude)
2084{ 2067{
2085 int i, max = SIZEOFFREE, mflags; 2068 int max = SIZEOFFREE, mflags;
2086
2087 sint16 nx, ny;
2088 object *tmp;
2089 maptile *mp;
2090
2091 MoveType blocked, move_type; 2069 MoveType move_type;
2092 2070
2093 if (exclude && exclude->head_ () != exclude) 2071 if (exclude && exclude->head_ () != exclude)
2094 { 2072 {
2095 exclude = exclude->head; 2073 exclude = exclude->head;
2096 move_type = exclude->move_type; 2074 move_type = exclude->move_type;
2099 { 2077 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2078 /* If we don't have anything, presume it can use all movement types. */
2101 move_type = MOVE_ALL; 2079 move_type = MOVE_ALL;
2102 } 2080 }
2103 2081
2104 for (i = 1; i < max; i++) 2082 for (int i = 1; i < max; i++)
2105 { 2083 {
2106 mp = m; 2084 mapxy pos (m, x, y);
2107 nx = x + freearr_x[i]; 2085 pos.move (i);
2108 ny = y + freearr_y[i];
2109 2086
2110 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2087 if (!pos.normalise ())
2111
2112 if (mflags & P_OUT_OF_MAP)
2113 max = maxfree[i]; 2088 max = maxfree[i];
2114 else 2089 else
2115 { 2090 {
2116 mapspace &ms = mp->at (nx, ny); 2091 mapspace &ms = *pos;
2117 2092
2118 blocked = ms.move_block;
2119
2120 if ((move_type & blocked) == move_type) 2093 if ((move_type & ms.move_block) == move_type)
2121 max = maxfree[i]; 2094 max = maxfree [i];
2122 else if (mflags & P_IS_ALIVE) 2095 else if (ms.flags () & P_IS_ALIVE)
2123 { 2096 {
2124 for (tmp = ms.bot; tmp; tmp = tmp->above) 2097 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2098 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2126 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2099 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break;
2128
2129 if (tmp)
2130 return freedir[i]; 2100 return freedir [i];
2131 } 2101 }
2132 } 2102 }
2133 } 2103 }
2134 2104
2135 return 0; 2105 return 0;
2210 * This basically means that if direction is 15, then it could either go 2180 * This basically means that if direction is 15, then it could either go
2211 * direction 4, 14, or 16 to get back to where we are. 2181 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2182 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2183 * functions.
2214 */ 2184 */
2215int reduction_dir[SIZEOFFREE][3] = { 2185const int reduction_dir[SIZEOFFREE][3] = {
2216 {0, 0, 0}, /* 0 */ 2186 {0, 0, 0}, /* 0 */
2217 {0, 0, 0}, /* 1 */ 2187 {0, 0, 0}, /* 1 */
2218 {0, 0, 0}, /* 2 */ 2188 {0, 0, 0}, /* 2 */
2219 {0, 0, 0}, /* 3 */ 2189 {0, 0, 0}, /* 3 */
2220 {0, 0, 0}, /* 4 */ 2190 {0, 0, 0}, /* 4 */
2316int 2286int
2317can_pick (const object *who, const object *item) 2287can_pick (const object *who, const object *item)
2318{ 2288{
2319 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2289 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2320 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2290 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2321 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2291 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2322} 2292}
2323 2293
2324/* 2294/*
2325 * create clone from object to another 2295 * create clone from object to another
2326 */ 2296 */
2327object * 2297object *
2328object_create_clone (object *asrc) 2298object::deep_clone ()
2329{ 2299{
2300 assert (("deep_clone called on non-head object", is_head ()));
2301
2330 object *dst = 0; 2302 object *dst = clone ();
2331 2303
2332 if (!asrc)
2333 return 0;
2334
2335 object *src = asrc->head_ ();
2336
2337 object *prev = 0; 2304 object *prev = dst;
2338 for (object *part = src; part; part = part->more) 2305 for (object *part = this->more; part; part = part->more)
2339 { 2306 {
2340 object *tmp = part->clone (); 2307 object *tmp = part->clone ();
2341
2342 tmp->x -= src->x;
2343 tmp->y -= src->y;
2344
2345 if (!part->head)
2346 {
2347 dst = tmp;
2348 tmp->head = 0;
2349 }
2350 else
2351 tmp->head = dst; 2308 tmp->head = dst;
2352
2353 tmp->more = 0;
2354
2355 if (prev)
2356 prev->more = tmp; 2309 prev->more = tmp;
2357
2358 prev = tmp; 2310 prev = tmp;
2359 } 2311 }
2360 2312
2361 for (object *item = src->inv; item; item = item->below) 2313 for (object *item = inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2314 insert_ob_in_ob (item->deep_clone (), dst);
2363 2315
2364 return dst; 2316 return dst;
2365} 2317}
2366 2318
2367/* This returns the first object in who's inventory that 2319/* This returns the first object in who's inventory that
2376 return tmp; 2328 return tmp;
2377 2329
2378 return 0; 2330 return 0;
2379} 2331}
2380 2332
2381/* If ob has a field named key, return the link from the list, 2333shstr_tmp
2382 * otherwise return NULL. 2334object::kv_get (shstr_tmp key) const
2383 *
2384 * key must be a passed in shared string - otherwise, this won't
2385 * do the desired thing.
2386 */
2387key_value *
2388get_ob_key_link (const object *ob, const char *key)
2389{ 2335{
2390 for (key_value *link = ob->key_values; link; link = link->next) 2336 for (key_value *kv = key_values; kv; kv = kv->next)
2391 if (link->key == key) 2337 if (kv->key == key)
2392 return link;
2393
2394 return 0;
2395}
2396
2397/*
2398 * Returns the value of op has an extra_field for key, or NULL.
2399 *
2400 * The argument doesn't need to be a shared string.
2401 *
2402 * The returned string is shared.
2403 */
2404const char *
2405get_ob_key_value (const object *op, const char *const key)
2406{
2407 key_value *link;
2408 shstr_cmp canonical_key (key);
2409
2410 if (!canonical_key)
2411 {
2412 /* 1. There being a field named key on any object
2413 * implies there'd be a shared string to find.
2414 * 2. Since there isn't, no object has this field.
2415 * 3. Therefore, *this* object doesn't have this field.
2416 */
2417 return 0;
2418 }
2419
2420 /* This is copied from get_ob_key_link() above -
2421 * only 4 lines, and saves the function call overhead.
2422 */
2423 for (link = op->key_values; link; link = link->next)
2424 if (link->key == canonical_key)
2425 return link->value; 2338 return kv->value;
2426 2339
2427 return 0; 2340 return shstr ();
2428} 2341}
2429 2342
2430/* 2343void
2431 * Updates the canonical_key in op to value. 2344object::kv_set (shstr_tmp key, shstr_tmp value)
2432 *
2433 * canonical_key is a shared string (value doesn't have to be).
2434 *
2435 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2436 * keys.
2437 *
2438 * Returns TRUE on success.
2439 */
2440int
2441set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2442{ 2345{
2443 key_value *field = NULL, *last = NULL; 2346 for (key_value *kv = key_values; kv; kv = kv->next)
2444 2347 if (kv->key == key)
2445 for (field = op->key_values; field != NULL; field = field->next)
2446 {
2447 if (field->key != canonical_key)
2448 { 2348 {
2449 last = field; 2349 kv->value = value;
2450 continue; 2350 return;
2451 } 2351 }
2452 2352
2453 if (value) 2353 key_value *kv = new key_value;
2454 field->value = value; 2354
2455 else 2355 kv->next = key_values;
2356 kv->key = key;
2357 kv->value = value;
2358
2359 key_values = kv;
2360}
2361
2362void
2363object::kv_del (shstr_tmp key)
2364{
2365 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2366 if ((*kvp)->key == key)
2456 { 2367 {
2457 /* Basically, if the archetype has this key set, 2368 key_value *kv = *kvp;
2458 * we need to store the null value so when we save 2369 *kvp = (*kvp)->next;
2459 * it, we save the empty value so that when we load, 2370 delete kv;
2460 * we get this value back again. 2371 return;
2461 */
2462 if (get_ob_key_link (op->arch, canonical_key))
2463 field->value = 0;
2464 else
2465 {
2466 if (last)
2467 last->next = field->next;
2468 else
2469 op->key_values = field->next;
2470
2471 delete field;
2472 }
2473 } 2372 }
2474 return TRUE;
2475 }
2476 /* IF we get here, key doesn't exist */
2477
2478 /* No field, we'll have to add it. */
2479
2480 if (!add_key)
2481 return FALSE;
2482
2483 /* There isn't any good reason to store a null
2484 * value in the key/value list. If the archetype has
2485 * this key, then we should also have it, so shouldn't
2486 * be here. If user wants to store empty strings,
2487 * should pass in ""
2488 */
2489 if (value == NULL)
2490 return TRUE;
2491
2492 field = new key_value;
2493
2494 field->key = canonical_key;
2495 field->value = value;
2496 /* Usual prepend-addition. */
2497 field->next = op->key_values;
2498 op->key_values = field;
2499
2500 return TRUE;
2501}
2502
2503/*
2504 * Updates the key in op to value.
2505 *
2506 * If add_key is FALSE, this will only update existing keys,
2507 * and not add new ones.
2508 * In general, should be little reason FALSE is ever passed in for add_key
2509 *
2510 * Returns TRUE on success.
2511 */
2512int
2513set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2514{
2515 shstr key_ (key);
2516
2517 return set_ob_key_value_s (op, key_, value, add_key);
2518} 2373}
2519 2374
2520object::depth_iterator::depth_iterator (object *container) 2375object::depth_iterator::depth_iterator (object *container)
2521: iterator_base (container) 2376: iterator_base (container)
2522{ 2377{
2572{ 2427{
2573 char flagdesc[512]; 2428 char flagdesc[512];
2574 char info2[256 * 4]; 2429 char info2[256 * 4];
2575 char *p = info; 2430 char *p = info;
2576 2431
2577 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2432 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2578 count, 2433 count,
2579 uuid.c_str (), 2434 uuid.c_str (),
2580 &name, 2435 &name,
2581 title ? "\",title:\"" : "", 2436 title ? ",title:\"" : "",
2582 title ? (const char *)title : "", 2437 title ? (const char *)title : "",
2438 title ? "\"" : "",
2583 flag_desc (flagdesc, 512), type); 2439 flag_desc (flagdesc, 512), type);
2584 2440
2585 if (!flag[FLAG_REMOVED] && env) 2441 if (!flag[FLAG_REMOVED] && env)
2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2442 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2587 2443
2643 container = 0; 2499 container = 0;
2644 2500
2645 // client needs item update to make it work, client bug requires this to be separate 2501 // client needs item update to make it work, client bug requires this to be separate
2646 esrv_update_item (UPD_FLAGS, this, old_container); 2502 esrv_update_item (UPD_FLAGS, this, old_container);
2647 2503
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2504 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2649 play_sound (sound_find ("chest_close")); 2505 play_sound (sound_find ("chest_close"));
2650 } 2506 }
2651 2507
2652 if (new_container) 2508 if (new_container)
2653 { 2509 {
2663 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2519 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2664 new_container->insert (closer); 2520 new_container->insert (closer);
2665 } 2521 }
2666#endif 2522#endif
2667 2523
2668 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2524 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2669 2525
2670 // make sure the container is available, client bug requires this to be separate 2526 // make sure the container is available, client bug requires this to be separate
2671 esrv_send_item (this, new_container); 2527 esrv_send_item (this, new_container);
2672 2528
2673 new_container->flag [FLAG_APPLIED] = true; 2529 new_container->flag [FLAG_APPLIED] = true;
2681// else if (!old_container->env && contr && contr->ns) 2537// else if (!old_container->env && contr && contr->ns)
2682// contr->ns->floorbox_reset (); 2538// contr->ns->floorbox_reset ();
2683} 2539}
2684 2540
2685object * 2541object *
2686object::force_find (const shstr name) 2542object::force_find (shstr_tmp name)
2687{ 2543{
2688 /* cycle through his inventory to look for the MARK we want to 2544 /* cycle through his inventory to look for the MARK we want to
2689 * place 2545 * place
2690 */ 2546 */
2691 for (object *tmp = inv; tmp; tmp = tmp->below) 2547 for (object *tmp = inv; tmp; tmp = tmp->below)
2693 return splay (tmp); 2549 return splay (tmp);
2694 2550
2695 return 0; 2551 return 0;
2696} 2552}
2697 2553
2698void 2554object *
2699object::force_add (const shstr name, int duration) 2555object::force_add (shstr_tmp name, int duration)
2700{ 2556{
2701 if (object *force = force_find (name)) 2557 if (object *force = force_find (name))
2702 force->destroy (); 2558 force->destroy ();
2703 2559
2704 object *force = get_archetype (FORCE_NAME); 2560 object *force = get_archetype (FORCE_NAME);
2709 2565
2710 force->set_speed (duration ? 1.f / duration : 0.f); 2566 force->set_speed (duration ? 1.f / duration : 0.f);
2711 force->flag [FLAG_IS_USED_UP] = true; 2567 force->flag [FLAG_IS_USED_UP] = true;
2712 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2713 2569
2714 insert (force); 2570 return insert (force);
2715} 2571}
2716 2572
2717void 2573void
2718object::play_sound (faceidx sound) 2574object::play_sound (faceidx sound) const
2719{ 2575{
2720 if (!sound) 2576 if (!sound)
2721 return; 2577 return;
2722 2578
2723 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2724 return; 2604 return;
2725 2605
2726 if (env) 2606 // find old force, or create new one
2727 { 2607 object *force = force_find (shstr_noise_force);
2728 if (object *pl = in_player ()) 2608
2729 pl->contr->play_sound (sound); 2609 if (force)
2730 } 2610 force->speed_left = -1.f; // patch old speed up
2731 else 2611 else
2732 map->play_sound (sound, x, y); 2612 {
2733} 2613 force = archetype::get (shstr_noise_force);
2734 2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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