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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 1.349 by root, Sun May 8 11:44:43 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 remove ();
612
613 *(object_copy *)this = src;
614
615 flag [FLAG_REMOVED] = true;
616
617 /* Copy over key_values, if any. */
618 if (src.key_values)
619 {
620 key_value *tail = 0;
621 key_values = 0;
622
623 for (key_value *i = src.key_values; i; i = i->next)
624 {
625 key_value *new_link = new key_value;
626
627 new_link->next = 0;
628 new_link->key = i->key;
629 new_link->value = i->value;
630
631 /* Try and be clever here, too. */
632 if (!key_values)
633 {
634 key_values = new_link;
635 tail = new_link;
636 }
637 else
638 {
639 tail->next = new_link;
640 tail = new_link;
641 }
642 }
643 }
644} 602}
645 603
646/* 604/*
647 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
652 * will point at garbage. 610 * will point at garbage.
653 */ 611 */
654void 612void
655object::copy_to (object *dst) 613object::copy_to (object *dst)
656{ 614{
657 *dst = *this; 615 dst->remove ();
616 *(object_copy *)dst = *this;
658 617
659 if (speed < 0) 618 // maybe move to object_copy?
660 dst->speed_left -= rndm (); 619 dst->kv = kv;
661 620
662 dst->set_speed (dst->speed); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
663} 623}
664 624
665void 625void
666object::instantiate () 626object::instantiate ()
667{ 627{
668 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
669 uuid = UUID::gen (); 629 uuid = UUID::gen ();
670 630
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
671 speed_left = -0.1f; 635 speed_left = -1.;
636
672 /* 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
673 * 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.
674 * 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
675 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
676 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
684object * 649object *
685object::clone () 650object::clone ()
686{ 651{
687 object *neu = create (); 652 object *neu = create ();
688 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
689 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
690 return neu; 660 return neu;
691} 661}
692 662
693/* 663/*
696 * 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.
697 */ 667 */
698void 668void
699update_turn_face (object *op) 669update_turn_face (object *op)
700{ 670{
701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
702 return; 672 return;
703 673
704 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
705 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
706} 676}
711 * 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.
712 */ 682 */
713void 683void
714object::set_speed (float speed) 684object::set_speed (float speed)
715{ 685{
716 if (flag [FLAG_FREED] && speed)
717 {
718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
719 speed = 0;
720 }
721
722 this->speed = speed; 686 this->speed = speed;
723 687
724 if (has_active_speed ()) 688 if (has_active_speed ())
725 activate (); 689 activate ();
726 else 690 else
773 } 737 }
774 738
775 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
776 740
777 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
778 /* nop */; 742 m.update_up (); // nothing to do except copy up
779 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
780 { 744 {
745#if 0
781 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
782 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
783 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
784 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
785 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
786 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
787 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
788 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
789 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
790 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
791 /* 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
792 * to have move_allow right now. 757 * have move_allow right now.
793 */ 758 */
794 || ((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
795 || 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)
796 m.flags_ = 0; 763 m.invalidate ();
764#endif
797 } 765 }
798 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
799 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
800 * that is being removed. 768 * that is being removed.
801 */ 769 */
802 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
803 m.flags_ = 0; 771 m.invalidate ();
804 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
805 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
806 else 774 else
807 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
808 776
809 if (op->more) 777 if (op->more)
810 update_object (op->more, action); 778 update_object (op->more, action);
811} 779}
812 780
813object::object () 781object::object ()
814{ 782{
815 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
816 784
817 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
818 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
819} 788}
820 789
821object::~object () 790object::~object ()
822{ 791{
823 unlink (); 792 unlink ();
824 793
825 free_key_values (this); 794 kv.clear ();
826} 795}
827
828static int object_count;
829 796
830void object::link () 797void object::link ()
831{ 798{
832 assert (!index);//D 799 assert (!index);//D
833 uuid = UUID::gen (); 800 uuid = UUID::gen ();
834 count = ++object_count;
835 801
836 refcnt_inc (); 802 refcnt_inc ();
837 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
838} 807}
839 808
840void object::unlink () 809void object::unlink ()
841{ 810{
842 if (!index) 811 if (!index)
843 return; 812 return;
813
814 ++destroy_count;
844 815
845 objects.erase (this); 816 objects.erase (this);
846 refcnt_dec (); 817 refcnt_dec ();
847} 818}
848 819
852 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
853 if (active) 824 if (active)
854 return; 825 return;
855 826
856 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
857 actives.insert (this); 832 actives.insert (this);
833 }
858} 834}
859 835
860void 836void
861object::activate_recursive () 837object::activate_recursive ()
862{ 838{
922 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
923 * drop on that space. 899 * drop on that space.
924 */ 900 */
925 if (!drop_to_ground 901 if (!drop_to_ground
926 || !map 902 || !map
927 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
928 || map->nodrop 904 || map->no_drop
929 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
930 { 906 {
931 while (inv) 907 while (inv)
932 {
933 inv->destroy_inv (false);
934 inv->destroy (); 908 inv->destroy ();
935 }
936 } 909 }
937 else 910 else
938 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
939 while (inv) 912 while (inv)
940 { 913 {
944 || op->flag [FLAG_NO_DROP] 917 || op->flag [FLAG_NO_DROP]
945 || op->type == RUNE 918 || op->type == RUNE
946 || op->type == TRAP 919 || op->type == TRAP
947 || op->flag [FLAG_IS_A_TEMPLATE] 920 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH]) 921 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy (true); 922 op->destroy ();
950 else 923 else
951 map->insert (op, x, y); 924 map->insert (op, x, y);
952 } 925 }
953 } 926 }
954} 927}
955 928
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 *
956object *object::create () 966object::create ()
957{ 967{
958 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
959 op->link (); 990 op->link ();
991
960 return op; 992 return op;
961} 993}
962 994
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
963static struct freed_map : maptile 1010static struct freed_map : maptile
964{ 1011{
965 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
966 { 1014 {
967 path = "<freed objects map>"; 1015 path = "<freed objects map>";
968 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
969 width = 3;
970 height = 3;
971 nodrop = 1; 1017 no_drop = 1;
1018 no_reset = 1;
972 1019
973 alloc ();
974 in_memory = MAP_ACTIVE; 1020 state = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
975 } 1026 }
976} freed_map; // freed objects are moved here to avoid crashes 1027} freed_map; // freed objects are moved here to avoid crashes
977 1028
978void 1029void
979object::do_destroy () 1030object::do_destroy ()
980{ 1031{
981 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
982 remove_button_link (this); 1033 remove_link ();
983 1034
984 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
985 remove_friendly_object (this); 1036 remove_friendly_object (this);
986 1037
987 remove (); 1038 remove ();
1012 attacked_by = 0; 1063 attacked_by = 0;
1013 current_weapon = 0; 1064 current_weapon = 0;
1014} 1065}
1015 1066
1016void 1067void
1017object::destroy (bool destroy_inventory) 1068object::destroy ()
1018{ 1069{
1019 if (destroyed ()) 1070 if (destroyed ())
1020 return; 1071 return;
1021 1072
1022 if (!is_head () && !head->destroyed ()) 1073 if (!is_head () && !head->destroyed ())
1023 { 1074 {
1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1025 head->destroy (destroy_inventory); 1076 head->destroy ();
1026 return; 1077 return;
1027 } 1078 }
1028 1079
1029 destroy_inv (!destroy_inventory); 1080 destroy_inv_fast ();
1030 1081
1031 if (is_head ()) 1082 if (is_head ())
1032 if (sound_destroy) 1083 if (sound_destroy)
1033 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1034 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1045 * the previous environment. 1096 * the previous environment.
1046 */ 1097 */
1047void 1098void
1048object::do_remove () 1099object::do_remove ()
1049{ 1100{
1050 object *tmp, *last = 0;
1051 object *otmp;
1052
1053 if (flag [FLAG_REMOVED]) 1101 if (flag [FLAG_REMOVED])
1054 return; 1102 return;
1055 1103
1056 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1057 1105
1069 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1070 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1071 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1072 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073 1121
1074 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1075 1123
1076 *(above ? &above->below : &env->inv) = below; 1124 object *pl = in_player ();
1077
1078 if (below)
1079 below->above = above;
1080 1125
1081 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1084 */ 1129 */
1085 map = env->map; 1130 map = env->map;
1086 x = env->x; 1131 x = env->x;
1087 y = env->y; 1132 y = env->y;
1133
1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1088 above = 0; 1138 above = 0;
1089 below = 0; 1139 below = 0;
1090 env = 0; 1140 env = 0;
1091 1141
1092 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1093 * made to players inventory. If set, avoiding the call
1094 * to save cpu time.
1095 */ 1143 {
1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1144 if (expect_false (pl->contr->combat_ob == this))
1097 otmp->update_stats (); 1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1098 } 1163 }
1099 else if (map) 1164 else if (map)
1100 { 1165 {
1101 map->dirty = true; 1166 map->dirty = true;
1102 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1103 1168
1104 if (object *pl = ms.player ()) 1169 if (object *pl = ms.player ())
1105 { 1170 {
1106 if (type == PLAYER) // this == pl(!) 1171 if (is_player ())
1107 { 1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1108 // leaving a spot always closes any open container on the ground 1176 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env) 1177 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures 1178 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent. 1179 // that the CLOSE event is being sent.
1112 close_container (); 1180 close_container ();
1113 1181
1114 --map->players; 1182 --map->players;
1115 map->touch (); 1183 map->touch ();
1116 } 1184 }
1117 else if (pl->container == this) 1185 else if (pl->container_ () == this)
1118 { 1186 {
1119 // removing a container should close it 1187 // removing a container should close it
1120 close_container (); 1188 close_container ();
1121 } 1189 }
1122 1190 else
1123 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1124 } 1192 }
1125 1193
1126 /* link the object above us */ 1194 /* link the object above us */
1127 if (above) 1195 // re-link, make sure compiler can easily use cmove
1128 above->below = below; 1196 *(above ? &above->below : &ms.top) = below;
1129 else 1197 *(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 1198
1147 above = 0; 1199 above = 0;
1148 below = 0; 1200 below = 0;
1149 1201
1150 if (map->in_memory == MAP_SAVING) 1202 ms.invalidate ();
1151 return;
1152 1203
1153 int check_walk_off = !flag [FLAG_NO_APPLY]; 1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1154 1205
1155 if (object *pl = ms.player ()) 1206 if (object *pl = ms.player ())
1156 { 1207 {
1157 if (pl->container == this) 1208 if (pl->container_ () == this)
1158 /* If a container that the player is currently using somehow gets 1209 /* If a container that the player is currently using somehow gets
1159 * removed (most likely destroyed), update the player view 1210 * removed (most likely destroyed), update the player view
1160 * appropriately. 1211 * appropriately.
1161 */ 1212 */
1162 pl->close_container (); 1213 pl->close_container ();
1163 1214
1164 //TODO: the floorbox prev/next might need updating 1215 //TODO: the floorbox prev/next might need updating
1165 esrv_del_item (pl->contr, count); 1216 //esrv_del_item (pl->contr, count);
1217 //TODO: update floorbox to preserve ordering
1218 if (pl->contr->ns)
1219 pl->contr->ns->floorbox_update ();
1166 } 1220 }
1167 1221
1222 if (check_walk_off)
1168 for (tmp = ms.bot; tmp; tmp = tmp->above) 1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1169 { 1224 {
1225 above = tmp->above;
1226
1170 /* No point updating the players look faces if he is the object 1227 /* No point updating the players look faces if he is the object
1171 * being removed. 1228 * being removed.
1172 */ 1229 */
1173 1230
1174 /* See if object moving off should effect something */ 1231 /* See if object moving off should effect something */
1175 if (check_walk_off
1176 && ((move_type & tmp->move_off) 1232 if ((move_type & tmp->move_off)
1177 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1178 {
1179 move_apply (tmp, this, 0); 1234 move_apply (tmp, this, 0);
1180
1181 if (destroyed ())
1182 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1183 } 1235 }
1184 1236
1185 last = tmp; 1237 if (affects_los ())
1186 }
1187
1188 /* last == NULL if there are no objects on this space */
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); 1238 update_all_los (map, x, y);
1197 } 1239 }
1198} 1240}
1199 1241
1200/* 1242/*
1224 esrv_update_item (UPD_NROF, pl, top); 1266 esrv_update_item (UPD_NROF, pl, top);
1225 1267
1226 op->weight = 0; // cancel the addition above 1268 op->weight = 0; // cancel the addition above
1227 op->carrying = 0; // must be 0 already 1269 op->carrying = 0; // must be 0 already
1228 1270
1229 op->destroy (1); 1271 op->destroy ();
1230 1272
1231 return top; 1273 return top;
1232 } 1274 }
1233 1275
1234 return 0; 1276 return 0;
1242 1284
1243 object *prev = this; 1285 object *prev = this;
1244 1286
1245 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1246 { 1288 {
1247 object *op = arch_to_object (at); 1289 object *op = at->instance ();
1248 1290
1249 op->name = name; 1291 op->name = name;
1250 op->name_pl = name_pl; 1292 op->name_pl = name_pl;
1251 op->title = title; 1293 op->title = title;
1252 1294
1262 * job preparing multi-part monsters. 1304 * job preparing multi-part monsters.
1263 */ 1305 */
1264object * 1306object *
1265insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1307insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1266{ 1308{
1309 op->remove ();
1310
1267 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1311 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1268 { 1312 {
1269 tmp->x = x + tmp->arch->x; 1313 tmp->x = x + tmp->arch->x;
1270 tmp->y = y + tmp->arch->y; 1314 tmp->y = y + tmp->arch->y;
1271 } 1315 }
1288 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1289 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1290 * 1334 *
1291 * Return value: 1335 * Return value:
1292 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1293 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1294 * just 'op' otherwise 1338 * just 'op' otherwise
1295 */ 1339 */
1296object * 1340object *
1297insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1342{
1299 assert (!op->flag [FLAG_FREED]);
1300
1301 op->remove (); 1343 op->remove ();
1344
1345 if (m == &freed_map)//D TODO: remove soon
1346 {//D
1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1348 }//D
1302 1349
1303 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* 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 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1305 * need extra work 1352 * need extra work
1306 */ 1353 */
1354 maptile *newmap = m;
1307 if (!xy_normalise (m, op->x, op->y)) 1355 if (!xy_normalise (newmap, op->x, op->y))
1308 { 1356 {
1309 op->destroy (1); 1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1310 return 0; 1358 return 0;
1311 } 1359 }
1312 1360
1313 if (object *more = op->more) 1361 if (object *more = op->more)
1314 if (!insert_ob_in_map (more, m, originator, flag)) 1362 if (!insert_ob_in_map (more, m, originator, flag))
1315 return 0; 1363 return 0;
1316 1364
1317 CLEAR_FLAG (op, FLAG_REMOVED); 1365 op->flag [FLAG_REMOVED] = false;
1318 1366 op->env = 0;
1319 op->map = m; 1367 op->map = newmap;
1368
1320 mapspace &ms = op->ms (); 1369 mapspace &ms = op->ms ();
1321 1370
1322 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1323 */ 1372 */
1324 if (op->nrof && !(flag & INS_NO_MERGE)) 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1325 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1326 if (object::can_merge (op, tmp)) 1375 if (object::can_merge (op, tmp))
1327 { 1376 {
1328 // TODO: we atcually want to update tmp, not op, 1377 // TODO: we actually want to update tmp, not op,
1329 // but some caller surely breaks when we return tmp 1378 // but some caller surely breaks when we return tmp
1330 // from here :/ 1379 // from here :/
1331 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1332 tmp->destroy (1); 1381 tmp->destroy ();
1333 } 1382 }
1334 1383
1335 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1336 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1337 1386
1338 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1339 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1340 1389
1341 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1342 { 1391 {
1343 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1344 { 1393 {
1345 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1394 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1346 abort (); 1395 abort ();
1347 } 1396 }
1348 1397
1398 if (!originator->is_on_map ())
1399 {
1400 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1401 op->debug_desc (), originator->debug_desc ());
1402 abort ();
1403 }
1404
1349 op->above = originator; 1405 op->above = originator;
1350 op->below = originator->below; 1406 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; 1407 originator->below = op;
1408
1409 *(op->below ? &op->below->above : &ms.bot) = op;
1359 } 1410 }
1360 else 1411 else
1361 { 1412 {
1362 object *top, *floor = NULL; 1413 object *floor = 0;
1363 1414 object *top = ms.top;
1364 top = ms.bot;
1365 1415
1366 /* If there are other objects, then */ 1416 /* If there are other objects, then */
1367 if (top) 1417 if (top)
1368 { 1418 {
1369 object *last = 0;
1370
1371 /* 1419 /*
1372 * If there are multiple objects on this space, we do some trickier handling. 1420 * If there are multiple objects on this space, we do some trickier handling.
1373 * We've already dealt with merging if appropriate. 1421 * We've already dealt with merging if appropriate.
1374 * Generally, we want to put the new object on top. But if 1422 * Generally, we want to put the new object on top. But if
1375 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1423 * 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 1426 * 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 1427 * 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 1428 * when lots of spells are cast in one area. Currently, it is presumed
1381 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1382 */ 1430 */
1383 for (top = ms.bot; top; top = top->above) 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 { 1432 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1386 floor = top; 1434 floor = tmp;
1387 1435
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1389 { 1437 {
1390 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1391 top = top->below; 1439 top = tmp->below;
1392 break; 1440 break;
1393 } 1441 }
1394 1442
1395 last = top; 1443 top = tmp;
1396 } 1444 }
1397
1398 /* Don't want top to be NULL, so set it to the last valid object */
1399 top = last;
1400 1445
1401 /* We let update_position deal with figuring out what the space 1446 /* We let update_position deal with figuring out what the space
1402 * looks like instead of lots of conditions here. 1447 * looks like instead of lots of conditions here.
1403 * makes things faster, and effectively the same result. 1448 * makes things faster, and effectively the same result.
1404 */ 1449 */
1411 */ 1456 */
1412 if (!(flag & INS_ON_TOP) 1457 if (!(flag & INS_ON_TOP)
1413 && ms.flags () & P_BLOCKSVIEW 1458 && ms.flags () & P_BLOCKSVIEW
1414 && (op->face && !faces [op->face].visibility)) 1459 && (op->face && !faces [op->face].visibility))
1415 { 1460 {
1461 object *last;
1462
1416 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1418 break; 1465 break;
1419 1466
1420 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1421 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1422 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1428 } /* If objects on this space */ 1475 } /* If objects on this space */
1429 1476
1430 if (flag & INS_ABOVE_FLOOR_ONLY) 1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1431 top = floor; 1478 top = floor;
1432 1479
1433 /* Top is the object that our object (op) is going to get inserted above. 1480 // insert object above top, or bottom-most if top = 0
1434 */
1435
1436 /* First object on this space */
1437 if (!top) 1481 if (!top)
1438 { 1482 {
1483 op->below = 0;
1439 op->above = ms.bot; 1484 op->above = ms.bot;
1440
1441 if (op->above)
1442 op->above->below = op;
1443
1444 op->below = 0;
1445 ms.bot = op; 1485 ms.bot = op;
1486
1487 *(op->above ? &op->above->below : &ms.top) = op;
1446 } 1488 }
1447 else 1489 else
1448 { /* get inserted into the stack above top */ 1490 {
1449 op->above = top->above; 1491 op->above = top->above;
1450
1451 if (op->above)
1452 op->above->below = op; 1492 top->above = op;
1453 1493
1454 op->below = top; 1494 op->below = top;
1455 top->above = op; 1495 *(op->above ? &op->above->below : &ms.top) = op;
1456 } 1496 }
1497 }
1457 1498
1458 if (!op->above) 1499 if (op->is_player ())
1459 ms.top = op;
1460 } /* else not INS_BELOW_ORIGINATOR */
1461
1462 if (op->type == PLAYER)
1463 { 1500 {
1464 op->contr->do_los = 1; 1501 op->contr->do_los = 1;
1465 ++op->map->players; 1502 ++op->map->players;
1466 op->map->touch (); 1503 op->map->touch ();
1467 } 1504 }
1468 1505
1469 op->map->dirty = true; 1506 op->map->dirty = true;
1470 1507
1471 if (object *pl = ms.player ()) 1508 if (object *pl = ms.player ())
1472 //TODO: the floorbox prev/next might need updating 1509 //TODO: the floorbox prev/next might need updating
1473 esrv_send_item (pl, op); 1510 //esrv_send_item (pl, op);
1511 //TODO: update floorbox to preserve ordering
1512 if (pl->contr->ns)
1513 pl->contr->ns->floorbox_update ();
1474 1514
1475 /* If this object glows, it may affect lighting conditions that are 1515 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1516 * 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 1517 * 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 1518 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1519 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1481 * or just updating the P_UPTODATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1522 * of effect may be sufficient.
1483 */ 1523 */
1484 if (op->map->darkness && (op->glow_radius != 0)) 1524 if (op->affects_los ())
1525 {
1526 op->ms ().invalidate ();
1485 update_all_los (op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1528 }
1486 1529
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1530 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1531 update_object (op, UP_OBJ_INSERT);
1489 1532
1490 INVOKE_OBJECT (INSERT, op); 1533 INVOKE_OBJECT (INSERT, op);
1497 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1498 * update_object(). 1541 * update_object().
1499 */ 1542 */
1500 1543
1501 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* if this is not the head or flag has been passed, don't check walk on status */
1502 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1503 { 1546 {
1504 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1505 return 0; 1548 return 0;
1506 1549
1507 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1508 * walk on's. 1551 * walk on's.
1509 */ 1552 */
1510 for (object *tmp = op->more; tmp; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1511 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1512 return 0; 1555 return 0;
1513 } 1556 }
1514 1557
1515 return op; 1558 return op;
1516} 1559}
1518/* this function inserts an object in the map, but if it 1561/* 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. 1562 * 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. 1563 * op is the object to insert it under: supplies x and the map.
1521 */ 1564 */
1522void 1565void
1523replace_insert_ob_in_map (const char *arch_string, object *op) 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1524{ 1567{
1525 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1526 1569
1527 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1528 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1529 tmp->destroy (1); 1572 tmp->destroy ();
1530 1573
1531 object *tmp = arch_to_object (archetype::find (arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1532 1575
1533 tmp->x = op->x; 1576 tmp->x = op->x;
1534 tmp->y = op->y; 1577 tmp->y = op->y;
1535 1578
1536 insert_ob_in_map (tmp, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1541{ 1584{
1542 if (where->env) 1585 if (where->env)
1543 return where->env->insert (this); 1586 return where->env->insert (this);
1544 else 1587 else
1545 return where->map->insert (this, where->x, where->y, originator, flags); 1588 return where->map->insert (this, where->x, where->y, originator, flags);
1589}
1590
1591// check whether we can put this into the map, respect max_volume, max_items
1592bool
1593object::can_drop_at (maptile *m, int x, int y, object *originator)
1594{
1595 mapspace &ms = m->at (x, y);
1596
1597 int items = ms.items ();
1598
1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1602 return true;
1603
1604 if (originator && originator->is_player ())
1605 originator->contr->failmsgf (
1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1607 query_name ()
1608 );
1609
1610 return false;
1546} 1611}
1547 1612
1548/* 1613/*
1549 * decrease(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1550 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1558 if (!nr) 1623 if (!nr)
1559 return true; 1624 return true;
1560 1625
1561 nr = min (nr, nrof); 1626 nr = min (nr, nrof);
1562 1627
1628 if (nrof > nr)
1629 {
1630 sint64 oweight = total_weight ();
1631
1563 nrof -= nr; 1632 nrof -= nr;
1564
1565 if (nrof)
1566 {
1567 adjust_weight (env, -weight * nr); // carrying == 0
1568 1633
1569 if (object *pl = visible_to ()) 1634 if (object *pl = visible_to ())
1570 esrv_update_item (UPD_NROF, pl, this); 1635 esrv_update_item (UPD_NROF, pl, this);
1571 1636
1637 adjust_weight (env, oweight, total_weight ());
1638
1572 return true; 1639 return true;
1573 } 1640 }
1574 else 1641 else
1575 { 1642 {
1576 destroy (1); 1643 destroy ();
1577 return false; 1644 return false;
1578 } 1645 }
1579} 1646}
1580 1647
1581/* 1648/*
1598 } 1665 }
1599 else 1666 else
1600 { 1667 {
1601 decrease (nr); 1668 decrease (nr);
1602 1669
1603 object *op = object_create_clone (this); 1670 object *op = deep_clone ();
1604 op->nrof = nr; 1671 op->nrof = nr;
1605 return op; 1672 return op;
1606 } 1673 }
1607} 1674}
1608 1675
1650 if (op->nrof) 1717 if (op->nrof)
1651 for (object *tmp = inv; tmp; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1652 if (object::can_merge (tmp, op)) 1719 if (object::can_merge (tmp, op))
1653 { 1720 {
1654 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1655 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1656 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1657 1728
1658 if (object *pl = tmp->visible_to ()) 1729 if (object *pl = tmp->visible_to ())
1659 esrv_update_item (UPD_NROF, pl, tmp); 1730 esrv_update_item (UPD_NROF, pl, tmp);
1660 1731
1661 adjust_weight (this, op->total_weight ()); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1662 1733
1663 op->destroy (1); 1734 op->destroy ();
1664 op = tmp; 1735 op = tmp;
1665 goto inserted; 1736 goto inserted;
1666 } 1737 }
1667 1738
1668 op->owner = 0; // it's his/hers now. period. 1739 op->owner = 0; // it's his/hers now. period.
1682 op->flag [FLAG_REMOVED] = 0; 1753 op->flag [FLAG_REMOVED] = 0;
1683 1754
1684 if (object *pl = op->visible_to ()) 1755 if (object *pl = op->visible_to ())
1685 esrv_send_item (pl, op); 1756 esrv_send_item (pl, op);
1686 1757
1687 adjust_weight (this, op->total_weight ()); 1758 adjust_weight (this, 0, op->total_weight ());
1688 1759
1689inserted: 1760inserted:
1690 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1691 if (op->glow_radius && map && map->darkness) 1762 if (op->glow_radius && is_on_map ())
1763 {
1764 update_stats ();
1692 update_all_los (map, x, y); 1765 update_all_los (map, x, y);
1693 1766 }
1767 else if (is_player ())
1694 // if this is a player's inventory, update stats 1768 // if this is a player's inventory, update stats
1695 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1769 contr->queue_stats_update ();
1696 update_stats ();
1697 1770
1698 INVOKE_OBJECT (INSERT, this); 1771 INVOKE_OBJECT (INSERT, this);
1699 1772
1700 return op; 1773 return op;
1701} 1774}
1719 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * MSW 2001-07-08: Check all objects on space, not just those below
1720 * object being inserted. insert_ob_in_map may not put new objects 1793 * object being inserted. insert_ob_in_map may not put new objects
1721 * on top. 1794 * on top.
1722 */ 1795 */
1723int 1796int
1724check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1725{ 1798{
1799 if (op->flag [FLAG_NO_APPLY])
1800 return 0;
1801
1726 object *tmp; 1802 object *tmp;
1727 maptile *m = op->map; 1803 maptile *m = op->map;
1728 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1729 1805
1730 MoveType move_on, move_slow, move_block; 1806 mapspace &ms = m->at (x, y);
1731 1807
1732 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1808 ms.update ();
1733 return 0;
1734 1809
1735 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1810 MoveType move_on = ms.move_on;
1736 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1811 MoveType move_slow = ms.move_slow;
1737 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1812 MoveType move_block = ms.move_block;
1738 1813
1739 /* if nothing on this space will slow op down or be applied, 1814 /* if nothing on this space will slow op down or be applied,
1740 * no need to do checking below. have to make sure move_type 1815 * no need to do checking below. have to make sure move_type
1741 * is set, as lots of objects don't have it set - we treat that 1816 * is set, as lots of objects don't have it set - we treat that
1742 * as walking. 1817 * as walking.
1753 return 0; 1828 return 0;
1754 1829
1755 /* The objects have to be checked from top to bottom. 1830 /* The objects have to be checked from top to bottom.
1756 * Hence, we first go to the top: 1831 * Hence, we first go to the top:
1757 */ 1832 */
1758 1833 for (object *next, *tmp = ms.top; tmp; tmp = next)
1759 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1760 {
1761 /* Trim the search when we find the first other spell effect
1762 * this helps performance so that if a space has 50 spell objects,
1763 * we don't need to check all of them.
1764 */
1765 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1766 break;
1767 } 1834 {
1835 next = tmp->below;
1768 1836
1769 for (; tmp; tmp = tmp->below)
1770 {
1771 if (tmp == op) 1837 if (tmp == op)
1772 continue; /* Can't apply yourself */ 1838 continue; /* Can't apply yourself */
1773 1839
1774 /* Check to see if one of the movement types should be slowed down. 1840 /* Check to see if one of the movement types should be slowed down.
1775 * Second check makes sure that the movement types not being slowed 1841 * Second check makes sure that the movement types not being slowed
1776 * (~slow_move) is not blocked on this space - just because the 1842 * (~slow_move) is not blocked on this space - just because the
1777 * space doesn't slow down swimming (for example), if you can't actually 1843 * space doesn't slow down swimming (for example), if you can't actually
1778 * swim on that space, can't use it to avoid the penalty. 1844 * swim on that space, can't use it to avoid the penalty.
1779 */ 1845 */
1780 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1781 { 1847 {
1782 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1783 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1784 { 1850 {
1785
1786 float
1787 diff = tmp->move_slow_penalty * fabs (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1788 1852
1789 if (op->type == PLAYER) 1853 if (op->is_player ())
1790 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1854 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1791 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1855 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1792 diff /= 4.0; 1856 diff /= 4.0;
1793 1857
1794 op->speed_left -= diff; 1858 op->speed_left -= diff;
1795 } 1859 }
1796 } 1860 }
1797 1861
1798 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1799 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1801 { 1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
1802 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1803 1872
1804 if (op->destroyed ()) 1873 if (op->destroyed ())
1805 return 1; 1874 return 1;
1806 1875
1829 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
1830 return NULL; 1899 return NULL;
1831 } 1900 }
1832 1901
1833 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1834 if (tmp->arch == at) 1903 if (tmp->arch->archname == at->archname)
1835 return tmp; 1904 return tmp;
1836 1905
1837 return NULL; 1906 return NULL;
1838} 1907}
1839 1908
1903 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
1904 */ 1973 */
1905object * 1974object *
1906present_arch_in_ob (const archetype *at, const object *op) 1975present_arch_in_ob (const archetype *at, const object *op)
1907{ 1976{
1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1909 if (tmp->arch == at) 1978 if (tmp->arch->archname == at->archname)
1910 return tmp; 1979 return tmp;
1911 1980
1912 return NULL; 1981 return NULL;
1913} 1982}
1914 1983
1918void 1987void
1919flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
1920{ 1989{
1921 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 { 1991 {
1923 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
1924 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
1925 } 1994 }
1926} 1995}
1927 1996
1928/* 1997/*
1931void 2000void
1932unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
1933{ 2002{
1934 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 { 2004 {
1936 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
1937 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
1938 } 2007 }
1939} 2008}
1940 2009
1941/* 2010/*
2002 * head of the object should correspond for the entire object. 2071 * head of the object should correspond for the entire object.
2003 */ 2072 */
2004 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2073 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2005 continue; 2074 continue;
2006 2075
2007 if (ob->blocked (m, pos.x, pos.y)) 2076 if (ob->blocked (pos.m, pos.x, pos.y))
2008 continue; 2077 continue;
2009 2078
2010 altern [index++] = i; 2079 altern [index++] = i;
2011 } 2080 }
2012 2081
2080 * there is capable of. 2149 * there is capable of.
2081 */ 2150 */
2082int 2151int
2083find_dir (maptile *m, int x, int y, object *exclude) 2152find_dir (maptile *m, int x, int y, object *exclude)
2084{ 2153{
2085 int i, max = SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2086
2087 sint16 nx, ny;
2088 object *tmp;
2089 maptile *mp;
2090
2091 MoveType blocked, move_type; 2155 MoveType move_type;
2092 2156
2093 if (exclude && exclude->head_ () != exclude) 2157 if (exclude && exclude->head_ () != exclude)
2094 { 2158 {
2095 exclude = exclude->head; 2159 exclude = exclude->head;
2096 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2099 { 2163 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2164 /* If we don't have anything, presume it can use all movement types. */
2101 move_type = MOVE_ALL; 2165 move_type = MOVE_ALL;
2102 } 2166 }
2103 2167
2104 for (i = 1; i < max; i++) 2168 for (int i = 1; i < max; i++)
2105 { 2169 {
2106 mp = m; 2170 mapxy pos (m, x, y);
2107 nx = x + freearr_x[i]; 2171 pos.move (i);
2108 ny = y + freearr_y[i];
2109 2172
2110 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2173 if (!pos.normalise ())
2111
2112 if (mflags & P_OUT_OF_MAP)
2113 max = maxfree[i]; 2174 max = maxfree[i];
2114 else 2175 else
2115 { 2176 {
2116 mapspace &ms = mp->at (nx, ny); 2177 mapspace &ms = *pos;
2117 2178
2118 blocked = ms.move_block;
2119
2120 if ((move_type & blocked) == move_type) 2179 if ((move_type & ms.move_block) == move_type)
2121 max = maxfree[i]; 2180 max = maxfree [i];
2122 else if (mflags & P_IS_ALIVE) 2181 else if (ms.flags () & P_IS_ALIVE)
2123 { 2182 {
2124 for (tmp = ms.bot; tmp; tmp = tmp->above) 2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2126 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break;
2128
2129 if (tmp)
2130 return freedir[i]; 2186 return freedir [i];
2131 } 2187 }
2132 } 2188 }
2133 } 2189 }
2134 2190
2135 return 0; 2191 return 0;
2144{ 2200{
2145 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2146} 2202}
2147 2203
2148/* 2204/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * find_dir_2(delta-x,delta-y) will return a direction value
2150 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2151 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2152 */ 2208 */
2153int 2209int
2154find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2155{ 2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2156 int q; 2255 int q;
2157 2256
2158 if (y) 2257 if (y)
2159 q = x * 100 / y; 2258 q = 128 * x / y;
2160 else if (x) 2259 else if (x)
2161 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2162 else 2261 else
2163 return 0; 2262 return 0;
2164 2263
2165 if (y > 0) 2264 if (y > 0)
2166 { 2265 {
2167 if (q < -242) 2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2168 return 3; 2271 return 3;
2169 if (q < -41) 2272 }
2170 return 2; 2273 else
2171 if (q < 41) 2274 {
2172 return 1; 2275 if (q < -309) return 3;
2173 if (q < 242) 2276 if (q < -52) return 2;
2174 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2175 return 7; 2280 return 7;
2176 } 2281 }
2177 2282#endif
2178 if (q < -242)
2179 return 7;
2180 if (q < -41)
2181 return 6;
2182 if (q < 41)
2183 return 5;
2184 if (q < 242)
2185 return 4;
2186
2187 return 3;
2188} 2283}
2189 2284
2190/* 2285/*
2191 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2192 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2193 */ 2288 */
2194int 2289int
2195dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2196{ 2291{
2197 int d;
2198
2199 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2200 if (d > 4)
2201 d = 8 - d;
2202 2293
2203 return d; 2294 return d > 4 ? 8 - d : d;
2204} 2295}
2205 2296
2206/* peterm: 2297/* peterm:
2207 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2208 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2210 * This basically means that if direction is 15, then it could either go 2301 * 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. 2302 * 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 2303 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2304 * functions.
2214 */ 2305 */
2215int reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2216 {0, 0, 0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2217 {0, 0, 0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2218 {0, 0, 0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2219 {0, 0, 0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2220 {0, 0, 0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2314 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2315 */ 2406 */
2316int 2407int
2317can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2318{ 2409{
2319 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2320 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2321 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2322} 2413}
2414
2415//-GPL
2323 2416
2324/* 2417/*
2325 * create clone from object to another 2418 * create clone from object to another
2326 */ 2419 */
2327object * 2420object *
2328object_create_clone (object *asrc) 2421object::deep_clone ()
2329{ 2422{
2423 assert (("deep_clone called on non-head object", is_head ()));
2424
2330 object *dst = 0; 2425 object *dst = clone ();
2331 2426
2332 if (!asrc)
2333 return 0;
2334
2335 object *src = asrc->head_ ();
2336
2337 object *prev = 0; 2427 object *prev = dst;
2338 for (object *part = src; part; part = part->more) 2428 for (object *part = this->more; part; part = part->more)
2339 { 2429 {
2340 object *tmp = part->clone (); 2430 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; 2431 tmp->head = dst;
2352
2353 tmp->more = 0;
2354
2355 if (prev)
2356 prev->more = tmp; 2432 prev->more = tmp;
2357
2358 prev = tmp; 2433 prev = tmp;
2359 } 2434 }
2360 2435
2361 for (object *item = src->inv; item; item = item->below) 2436 for (object *item = inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2437 insert_ob_in_ob (item->deep_clone (), dst);
2363 2438
2364 return dst; 2439 return dst;
2365} 2440}
2366 2441
2367/* This returns the first object in who's inventory that 2442/* This returns the first object in who's inventory that
2376 return tmp; 2451 return tmp;
2377 2452
2378 return 0; 2453 return 0;
2379} 2454}
2380 2455
2381/* If ob has a field named key, return the link from the list, 2456/* Zero the key_values on op, decrementing the shared-string
2382 * otherwise return NULL. 2457 * refcounts and freeing the links.
2383 * 2458 */
2384 * key must be a passed in shared string - otherwise, this won't 2459void
2385 * do the desired thing. 2460key_values::clear ()
2386 */
2387key_value *
2388get_ob_key_link (const object *ob, const char *key)
2389{ 2461{
2390 for (key_value *link = ob->key_values; link; link = link->next) 2462 for (key_value *kvp = first; kvp; )
2463 {
2464 key_value *next = kvp->next;
2465 delete kvp;
2466 kvp = next;
2467 }
2468
2469 first = 0;
2470}
2471
2472shstr_tmp
2473key_values::get (shstr_tmp key) const
2474{
2475 for (key_value *kv = first; kv; kv = kv->next)
2391 if (link->key == key) 2476 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; 2477 return kv->value;
2426 2478
2427 return 0; 2479 return shstr ();
2428} 2480}
2429 2481
2430/* 2482void
2431 * Updates the canonical_key in op to value. 2483key_values::add (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{ 2484{
2443 key_value *field = NULL, *last = NULL; 2485 key_value *kv = new key_value;
2444 2486
2445 for (field = op->key_values; field != NULL; field = field->next) 2487 kv->next = first;
2446 { 2488 kv->key = key;
2447 if (field->key != canonical_key) 2489 kv->value = value;
2490
2491 first = kv;
2492}
2493
2494void
2495key_values::set (shstr_tmp key, shstr_tmp value)
2496{
2497 for (key_value *kv = first; kv; kv = kv->next)
2498 if (kv->key == key)
2448 { 2499 {
2449 last = field; 2500 kv->value = value;
2450 continue; 2501 return;
2451 } 2502 }
2452 2503
2453 if (value) 2504 add (key, value);
2454 field->value = value; 2505}
2455 else 2506
2507void
2508key_values::del (shstr_tmp key)
2509{
2510 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2511 if ((*kvp)->key == key)
2456 { 2512 {
2457 /* Basically, if the archetype has this key set, 2513 key_value *kv = *kvp;
2458 * we need to store the null value so when we save 2514 *kvp = (*kvp)->next;
2459 * it, we save the empty value so that when we load, 2515 delete kv;
2460 * we get this value back again. 2516 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 } 2517 }
2474 return TRUE; 2518}
2519
2520void
2521key_values::reverse ()
2522{
2523 key_value *prev = 0;
2524 key_value *head = first;
2525
2526 while (head)
2475 } 2527 {
2476 /* IF we get here, key doesn't exist */ 2528 key_value *node = head;
2529 head = head->next;
2530 node->next = prev;
2531 prev = node;
2532 }
2477 2533
2478 /* No field, we'll have to add it. */ 2534 first = prev;
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} 2535}
2502 2536
2503/* 2537key_values &
2504 * Updates the key in op to value. 2538key_values::operator =(const key_values &kv)
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{ 2539{
2515 shstr key_ (key); 2540 clear ();
2516 2541
2517 return set_ob_key_value_s (op, key_, value, add_key); 2542 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2543 add (kvp->key, kvp->value);
2544
2545 reverse ();
2518} 2546}
2519 2547
2520object::depth_iterator::depth_iterator (object *container) 2548object::depth_iterator::depth_iterator (object *container)
2521: iterator_base (container) 2549: iterator_base (container)
2522{ 2550{
2572{ 2600{
2573 char flagdesc[512]; 2601 char flagdesc[512];
2574 char info2[256 * 4]; 2602 char info2[256 * 4];
2575 char *p = info; 2603 char *p = info;
2576 2604
2577 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2605 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2578 count, 2606 count,
2579 uuid.c_str (), 2607 uuid.c_str (),
2580 &name, 2608 &name,
2581 title ? "\",title:\"" : "", 2609 title ? ",title:\"" : "",
2582 title ? (const char *)title : "", 2610 title ? (const char *)title : "",
2611 title ? "\"" : "",
2583 flag_desc (flagdesc, 512), type); 2612 flag_desc (flagdesc, 512), type);
2584 2613
2585 if (!flag[FLAG_REMOVED] && env) 2614 if (!flag[FLAG_REMOVED] && env)
2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2587 2616
2605{ 2634{
2606 return map ? map->region (x, y) 2635 return map ? map->region (x, y)
2607 : region::default_region (); 2636 : region::default_region ();
2608} 2637}
2609 2638
2610const materialtype_t * 2639//+GPL
2611object::dominant_material () const
2612{
2613 if (materialtype_t *mt = name_to_material (materialname))
2614 return mt;
2615
2616 return name_to_material (shstr_unknown);
2617}
2618 2640
2619void 2641void
2620object::open_container (object *new_container) 2642object::open_container (object *new_container)
2621{ 2643{
2622 if (container == new_container) 2644 if (container == new_container)
2643 container = 0; 2665 container = 0;
2644 2666
2645 // client needs item update to make it work, client bug requires this to be separate 2667 // client needs item update to make it work, client bug requires this to be separate
2646 esrv_update_item (UPD_FLAGS, this, old_container); 2668 esrv_update_item (UPD_FLAGS, this, old_container);
2647 2669
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2649 play_sound (sound_find ("chest_close")); 2671 play_sound (sound_find ("chest_close"));
2650 } 2672 }
2651 2673
2652 if (new_container) 2674 if (new_container)
2653 { 2675 {
2657 // TODO: this does not seem to serve any purpose anymore? 2679 // TODO: this does not seem to serve any purpose anymore?
2658#if 0 2680#if 0
2659 // insert the "Close Container" object. 2681 // insert the "Close Container" object.
2660 if (archetype *closer = new_container->other_arch) 2682 if (archetype *closer = new_container->other_arch)
2661 { 2683 {
2662 object *closer = arch_to_object (new_container->other_arch); 2684 object *closer = new_container->other_arch->instance ();
2663 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2685 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2664 new_container->insert (closer); 2686 new_container->insert (closer);
2665 } 2687 }
2666#endif 2688#endif
2667 2689
2668 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2669 2691
2670 // make sure the container is available, client bug requires this to be separate 2692 // make sure the container is available, client bug requires this to be separate
2671 esrv_send_item (this, new_container); 2693 esrv_send_item (this, new_container);
2672 2694
2673 new_container->flag [FLAG_APPLIED] = true; 2695 new_container->flag [FLAG_APPLIED] = true;
2680 } 2702 }
2681// else if (!old_container->env && contr && contr->ns) 2703// else if (!old_container->env && contr && contr->ns)
2682// contr->ns->floorbox_reset (); 2704// contr->ns->floorbox_reset ();
2683} 2705}
2684 2706
2707//-GPL
2708
2709// prefetch some flat area around the player
2710static void
2711prefetch_surrounding_area (object *op, maptile *map, int range)
2712{
2713 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2714 op->x - range , op->y - range ,
2715 op->x + range + 1, op->y + range + 1);
2716 rect->m;
2717 ++rect)
2718 {
2719 rect->m->touch ();
2720 rect->m->activate ();
2721 }
2722}
2723
2724// prefetch a generous area around the player, also up and down
2725void
2726object::prefetch_surrounding_maps ()
2727{
2728 prefetch_surrounding_area (this, map, 40);
2729
2730 if (maptile *m = map->tile_available (TILE_DOWN))
2731 prefetch_surrounding_area (this, m, 20);
2732
2733 if (maptile *m = map->tile_available (TILE_UP))
2734 prefetch_surrounding_area (this, m, 20);
2735}
2736
2737//+GPL
2738
2685object * 2739object *
2686object::force_find (const shstr name) 2740object::force_find (shstr_tmp name)
2687{ 2741{
2688 /* cycle through his inventory to look for the MARK we want to 2742 /* cycle through his inventory to look for the MARK we want to
2689 * place 2743 * place
2690 */ 2744 */
2691 for (object *tmp = inv; tmp; tmp = tmp->below) 2745 for (object *tmp = inv; tmp; tmp = tmp->below)
2694 2748
2695 return 0; 2749 return 0;
2696} 2750}
2697 2751
2698void 2752void
2753object::force_set_timer (int duration)
2754{
2755 this->duration = 1;
2756 this->speed_left = -1.f;
2757
2758 this->set_speed (duration ? 1.f / duration : 0.f);
2759}
2760
2761object *
2699object::force_add (const shstr name, int duration) 2762object::force_add (shstr_tmp name, int duration)
2700{ 2763{
2701 if (object *force = force_find (name)) 2764 if (object *force = force_find (name))
2702 force->destroy (); 2765 force->destroy ();
2703 2766
2704 object *force = get_archetype (FORCE_NAME); 2767 object *force = archetype::get (FORCE_NAME);
2705 2768
2706 force->slaying = name; 2769 force->slaying = name;
2707 force->stats.food = 1; 2770 force->force_set_timer (duration);
2708 force->speed_left = -1.f;
2709
2710 force->set_speed (duration ? 1.f / duration : 0.f);
2711 force->flag [FLAG_IS_USED_UP] = true;
2712 force->flag [FLAG_APPLIED] = true; 2771 force->flag [FLAG_APPLIED] = true;
2713 2772
2714 insert (force); 2773 return insert (force);
2715} 2774}
2716 2775
2717void 2776void
2718object::play_sound (faceidx sound) 2777object::play_sound (faceidx sound) const
2719{ 2778{
2720 if (!sound) 2779 if (!sound)
2721 return; 2780 return;
2722 2781
2723 if (flag [FLAG_REMOVED]) 2782 if (is_on_map ())
2783 map->play_sound (sound, x, y);
2784 else if (object *pl = in_player ())
2785 pl->contr->play_sound (sound);
2786}
2787
2788void
2789object::say_msg (const char *msg) const
2790{
2791 if (is_on_map ())
2792 map->say_msg (msg, x, y);
2793 else if (object *pl = in_player ())
2794 pl->contr->play_sound (sound);
2795}
2796
2797void
2798object::make_noise ()
2799{
2800 // we do not model noise in the map, so instead put
2801 // a temporary light into the noise source
2802 // could use the map instead, but that's less reliable for our
2803 // goal, which is to make invisibility a bit harder to exploit
2804
2805 // currently only works sensibly for players
2806 if (!is_player ())
2724 return; 2807 return;
2725 2808
2726 if (env) 2809 // find old force, or create new one
2727 { 2810 object *force = force_find (shstr_noise_force);
2728 if (object *pl = in_player ()) 2811
2729 pl->contr->play_sound (sound); 2812 if (force)
2730 } 2813 force->speed_left = -1.f; // patch old speed up
2731 else 2814 else
2732 map->play_sound (sound, x, y); 2815 {
2733} 2816 force = archetype::get (shstr_noise_force);
2734 2817
2818 force->slaying = shstr_noise_force;
2819 force->stats.food = 1;
2820 force->speed_left = -1.f;
2821
2822 force->set_speed (1.f / 4.f);
2823 force->flag [FLAG_IS_USED_UP] = true;
2824 force->flag [FLAG_APPLIED] = true;
2825
2826 insert (force);
2827 }
2828}
2829
2830void object::change_move_type (MoveType mt)
2831{
2832 if (move_type == mt)
2833 return;
2834
2835 if (is_on_map ())
2836 {
2837 // we are on the map, so handle move_on/off effects
2838 remove ();
2839 move_type = mt;
2840 map->insert (this, x, y, this);
2841 }
2842 else
2843 move_type = mt;
2844}
2845
2846/* object should be a player.
2847 * we return the object the player has marked with the 'mark' command
2848 * below. If no match is found (or object has changed), we return
2849 * NULL. We leave it up to the calling function to print messages if
2850 * nothing is found.
2851 */
2852object *
2853object::mark () const
2854{
2855 if (contr && contr->mark && contr->mark->env == this)
2856 return contr->mark;
2857 else
2858 return 0;
2859}
2860
2861// put marked object first in the inventory
2862// this is used by identify-like spells so players can influence
2863// the order a bit.
2864void
2865object::splay_marked ()
2866{
2867 if (object *marked = mark ())
2868 splay (marked);
2869}
2870

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