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Comparing deliantra/server/common/object.C (file contents):
Revision 1.227 by root, Sat May 3 09:04:17 2008 UTC vs.
Revision 1.346 by root, Wed May 4 07:36:40 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} 602}
607 603
608/* 604/*
609 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
610 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
616void 612void
617object::copy_to (object *dst) 613object::copy_to (object *dst)
618{ 614{
619 dst->remove (); 615 dst->remove ();
620 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
621 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
622 622 dst->activate ();
623 /* Copy over key_values, if any. */
624 if (key_values)
625 {
626 key_value *tail = 0;
627 dst->key_values = 0;
628
629 for (key_value *i = key_values; i; i = i->next)
630 {
631 key_value *new_link = new key_value;
632
633 new_link->next = 0;
634 new_link->key = i->key;
635 new_link->value = i->value;
636
637 /* Try and be clever here, too. */
638 if (!dst->key_values)
639 {
640 dst->key_values = new_link;
641 tail = new_link;
642 }
643 else
644 {
645 tail->next = new_link;
646 tail = new_link;
647 }
648 }
649 }
650
651 if (speed < 0)
652 dst->speed_left -= rndm ();
653
654 dst->set_speed (dst->speed);
655} 623}
656 624
657void 625void
658object::instantiate () 626object::instantiate ()
659{ 627{
660 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
661 uuid = UUID::gen (); 629 uuid = UUID::gen ();
662 630
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
663 speed_left = -0.1f; 635 speed_left = -1.;
636
664 /* 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
665 * 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.
666 * 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
667 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
676object * 649object *
677object::clone () 650object::clone ()
678{ 651{
679 object *neu = create (); 652 object *neu = create ();
680 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
681 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
682 return neu; 660 return neu;
683} 661}
684 662
685/* 663/*
688 * 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.
689 */ 667 */
690void 668void
691update_turn_face (object *op) 669update_turn_face (object *op)
692{ 670{
693 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
694 return; 672 return;
695 673
696 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
697 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
698} 676}
703 * 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.
704 */ 682 */
705void 683void
706object::set_speed (float speed) 684object::set_speed (float speed)
707{ 685{
708 if (flag [FLAG_FREED] && speed)
709 {
710 LOG (llevError, "Object %s is freed but has speed.\n", &name);
711 speed = 0;
712 }
713
714 this->speed = speed; 686 this->speed = speed;
715 687
716 if (has_active_speed ()) 688 if (has_active_speed ())
717 activate (); 689 activate ();
718 else 690 else
768 740
769 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
770 /* nop */; 742 /* nop */;
771 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
772 { 744 {
745#if 0
773 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
774 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
775 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
776 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
778 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
779 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
780 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
781 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
782 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
783 /* 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
784 * to have move_allow right now. 757 * have move_allow right now.
785 */ 758 */
786 || ((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
787 || 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)
788 m.flags_ = 0; 763 m.invalidate ();
764#endif
789 } 765 }
790 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
791 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
792 * that is being removed. 768 * that is being removed.
793 */ 769 */
794 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
795 m.flags_ = 0; 771 m.invalidate ();
796 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
797 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
798 else 774 else
799 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
800 776
802 update_object (op->more, action); 778 update_object (op->more, action);
803} 779}
804 780
805object::object () 781object::object ()
806{ 782{
807 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
808 784
809 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
810 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
811} 788}
812 789
813object::~object () 790object::~object ()
814{ 791{
815 unlink (); 792 unlink ();
816 793
817 free_key_values (this); 794 kv.clear ();
818} 795}
819
820static int object_count;
821 796
822void object::link () 797void object::link ()
823{ 798{
824 assert (!index);//D 799 assert (!index);//D
825 uuid = UUID::gen (); 800 uuid = UUID::gen ();
826 count = ++object_count;
827 801
828 refcnt_inc (); 802 refcnt_inc ();
829 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
830} 807}
831 808
832void object::unlink () 809void object::unlink ()
833{ 810{
834 if (!index) 811 if (!index)
835 return; 812 return;
813
814 ++destroy_count;
836 815
837 objects.erase (this); 816 objects.erase (this);
838 refcnt_dec (); 817 refcnt_dec ();
839} 818}
840 819
844 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
845 if (active) 824 if (active)
846 return; 825 return;
847 826
848 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
849 actives.insert (this); 832 actives.insert (this);
833 }
850} 834}
851 835
852void 836void
853object::activate_recursive () 837object::activate_recursive ()
854{ 838{
914 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
915 * drop on that space. 899 * drop on that space.
916 */ 900 */
917 if (!drop_to_ground 901 if (!drop_to_ground
918 || !map 902 || !map
919 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
920 || map->nodrop 904 || map->no_drop
921 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
922 { 906 {
923 while (inv) 907 while (inv)
924 {
925 inv->destroy_inv (false);
926 inv->destroy (); 908 inv->destroy ();
927 }
928 } 909 }
929 else 910 else
930 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
931 while (inv) 912 while (inv)
932 { 913 {
936 || op->flag [FLAG_NO_DROP] 917 || op->flag [FLAG_NO_DROP]
937 || op->type == RUNE 918 || op->type == RUNE
938 || op->type == TRAP 919 || op->type == TRAP
939 || op->flag [FLAG_IS_A_TEMPLATE] 920 || op->flag [FLAG_IS_A_TEMPLATE]
940 || op->flag [FLAG_DESTROY_ON_DEATH]) 921 || op->flag [FLAG_DESTROY_ON_DEATH])
941 op->destroy (true); 922 op->destroy ();
942 else 923 else
943 map->insert (op, x, y); 924 map->insert (op, x, y);
944 } 925 }
945 } 926 }
946} 927}
947 928
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 *
948object *object::create () 966object::create ()
949{ 967{
950 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
951 op->link (); 990 op->link ();
991
952 return op; 992 return op;
953} 993}
954 994
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
955static struct freed_map : maptile 1010static struct freed_map : maptile
956{ 1011{
957 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
958 { 1014 {
959 path = "<freed objects map>"; 1015 path = "<freed objects map>";
960 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
961 width = 3;
962 height = 3;
963 nodrop = 1; 1017 no_drop = 1;
1018 no_reset = 1;
964 1019
965 alloc ();
966 in_memory = MAP_ACTIVE; 1020 in_memory = MAP_ACTIVE;
967 } 1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
968} freed_map; // freed objects are moved here to avoid crashes 1027} freed_map; // freed objects are moved here to avoid crashes
969 1028
970void 1029void
971object::do_destroy () 1030object::do_destroy ()
972{ 1031{
973 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 1033 remove_link ();
975 1034
976 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 1036 remove_friendly_object (this);
978 1037
979 remove (); 1038 remove ();
1004 attacked_by = 0; 1063 attacked_by = 0;
1005 current_weapon = 0; 1064 current_weapon = 0;
1006} 1065}
1007 1066
1008void 1067void
1009object::destroy (bool destroy_inventory) 1068object::destroy ()
1010{ 1069{
1011 if (destroyed ()) 1070 if (destroyed ())
1012 return; 1071 return;
1013 1072
1014 if (!is_head () && !head->destroyed ()) 1073 if (!is_head () && !head->destroyed ())
1015 { 1074 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1076 head->destroy ();
1018 return; 1077 return;
1019 } 1078 }
1020 1079
1021 destroy_inv (!destroy_inventory); 1080 destroy_inv_fast ();
1022 1081
1023 if (is_head ()) 1082 if (is_head ())
1024 if (sound_destroy) 1083 if (sound_destroy)
1025 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1037 * the previous environment. 1096 * the previous environment.
1038 */ 1097 */
1039void 1098void
1040object::do_remove () 1099object::do_remove ()
1041{ 1100{
1042 object *tmp, *last = 0;
1043 object *otmp;
1044
1045 if (flag [FLAG_REMOVED]) 1101 if (flag [FLAG_REMOVED])
1046 return; 1102 return;
1047 1103
1048 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1049 1105
1061 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
1062 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1064 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
1065 1121
1066 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1067 1123
1068 *(above ? &above->below : &env->inv) = below; 1124 object *pl = in_player ();
1069
1070 if (below)
1071 below->above = above;
1072 1125
1073 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1074 * 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
1075 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1076 */ 1129 */
1077 map = env->map; 1130 map = env->map;
1078 x = env->x; 1131 x = env->x;
1079 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
1080 above = 0; 1138 above = 0;
1081 below = 0; 1139 below = 0;
1082 env = 0; 1140 env = 0;
1083 1141
1084 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1085 * made to players inventory. If set, avoiding the call
1086 * to save cpu time.
1087 */ 1143 {
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1144 if (expect_false (pl->contr->combat_ob == this))
1089 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 }
1090 } 1163 }
1091 else if (map) 1164 else if (map)
1092 { 1165 {
1093 map->dirty = true; 1166 map->dirty = true;
1094 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1095 1168
1096 if (object *pl = ms.player ()) 1169 if (object *pl = ms.player ())
1097 { 1170 {
1098 if (type == PLAYER) // this == pl(!) 1171 if (is_player ())
1099 { 1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1100 // leaving a spot always closes any open container on the ground 1176 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env) 1177 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures 1178 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent. 1179 // that the CLOSE event is being sent.
1104 close_container (); 1180 close_container ();
1105 1181
1106 --map->players; 1182 --map->players;
1107 map->touch (); 1183 map->touch ();
1108 } 1184 }
1109 else if (pl->container == this) 1185 else if (pl->container_ () == this)
1110 { 1186 {
1111 // removing a container should close it 1187 // removing a container should close it
1112 close_container (); 1188 close_container ();
1113 } 1189 }
1114 1190 else
1115 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1116 } 1192 }
1117 1193
1118 /* link the object above us */ 1194 /* link the object above us */
1119 if (above) 1195 // re-link, make sure compiler can easily use cmove
1120 above->below = below; 1196 *(above ? &above->below : &ms.top) = below;
1121 else 1197 *(below ? &below->above : &ms.bot) = above;
1122 ms.top = below; /* we were top, set new top */
1123
1124 /* Relink the object below us, if there is one */
1125 if (below)
1126 below->above = above;
1127 else
1128 {
1129 /* Nothing below, which means we need to relink map object for this space
1130 * use translated coordinates in case some oddness with map tiling is
1131 * evident
1132 */
1133 if (GET_MAP_OB (map, x, y) != this)
1134 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 ());
1135
1136 ms.bot = above; /* goes on above it. */
1137 }
1138 1198
1139 above = 0; 1199 above = 0;
1140 below = 0; 1200 below = 0;
1141 1201
1142 if (map->in_memory == MAP_SAVING) 1202 ms.invalidate ();
1143 return;
1144 1203
1145 int check_walk_off = !flag [FLAG_NO_APPLY]; 1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1146 1205
1147 if (object *pl = ms.player ()) 1206 if (object *pl = ms.player ())
1148 { 1207 {
1149 if (pl->container == this) 1208 if (pl->container_ () == this)
1150 /* If a container that the player is currently using somehow gets 1209 /* If a container that the player is currently using somehow gets
1151 * removed (most likely destroyed), update the player view 1210 * removed (most likely destroyed), update the player view
1152 * appropriately. 1211 * appropriately.
1153 */ 1212 */
1154 pl->close_container (); 1213 pl->close_container ();
1158 //TODO: update floorbox to preserve ordering 1217 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns) 1218 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update (); 1219 pl->contr->ns->floorbox_update ();
1161 } 1220 }
1162 1221
1222 if (check_walk_off)
1163 for (tmp = ms.bot; tmp; tmp = tmp->above) 1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1164 { 1224 {
1225 above = tmp->above;
1226
1165 /* 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
1166 * being removed. 1228 * being removed.
1167 */ 1229 */
1168 1230
1169 /* See if object moving off should effect something */ 1231 /* See if object moving off should effect something */
1170 if (check_walk_off
1171 && ((move_type & tmp->move_off) 1232 if ((move_type & tmp->move_off)
1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1173 {
1174 move_apply (tmp, this, 0); 1234 move_apply (tmp, this, 0);
1175
1176 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1235 }
1179 1236
1180 last = tmp; 1237 if (affects_los ())
1181 }
1182
1183 /* last == NULL if there are no objects on this space */
1184 //TODO: this makes little sense, why only update the topmost object?
1185 if (!last)
1186 map->at (x, y).flags_ = 0;
1187 else
1188 update_object (last, UP_OBJ_REMOVE);
1189
1190 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1191 update_all_los (map, x, y); 1238 update_all_los (map, x, y);
1192 } 1239 }
1193} 1240}
1194 1241
1195/* 1242/*
1219 esrv_update_item (UPD_NROF, pl, top); 1266 esrv_update_item (UPD_NROF, pl, top);
1220 1267
1221 op->weight = 0; // cancel the addition above 1268 op->weight = 0; // cancel the addition above
1222 op->carrying = 0; // must be 0 already 1269 op->carrying = 0; // must be 0 already
1223 1270
1224 op->destroy (1); 1271 op->destroy ();
1225 1272
1226 return top; 1273 return top;
1227 } 1274 }
1228 1275
1229 return 0; 1276 return 0;
1237 1284
1238 object *prev = this; 1285 object *prev = this;
1239 1286
1240 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1241 { 1288 {
1242 object *op = arch_to_object (at); 1289 object *op = at->instance ();
1243 1290
1244 op->name = name; 1291 op->name = name;
1245 op->name_pl = name_pl; 1292 op->name_pl = name_pl;
1246 op->title = title; 1293 op->title = title;
1247 1294
1257 * job preparing multi-part monsters. 1304 * job preparing multi-part monsters.
1258 */ 1305 */
1259object * 1306object *
1260insert_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)
1261{ 1308{
1309 op->remove ();
1310
1262 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1311 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1263 { 1312 {
1264 tmp->x = x + tmp->arch->x; 1313 tmp->x = x + tmp->arch->x;
1265 tmp->y = y + tmp->arch->y; 1314 tmp->y = y + tmp->arch->y;
1266 } 1315 }
1283 * 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
1284 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1285 * 1334 *
1286 * Return value: 1335 * Return value:
1287 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1288 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1289 * just 'op' otherwise 1338 * just 'op' otherwise
1290 */ 1339 */
1291object * 1340object *
1292insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1293{ 1342{
1294 assert (!op->flag [FLAG_FREED]);
1295
1296 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
1297 1349
1298 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1299 * 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
1300 * need extra work 1352 * need extra work
1301 */ 1353 */
1354 maptile *newmap = m;
1302 if (!xy_normalise (m, op->x, op->y)) 1355 if (!xy_normalise (newmap, op->x, op->y))
1303 { 1356 {
1304 op->destroy (1); 1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1305 return 0; 1358 return 0;
1306 } 1359 }
1307 1360
1308 if (object *more = op->more) 1361 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag)) 1362 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0; 1363 return 0;
1311 1364
1312 CLEAR_FLAG (op, FLAG_REMOVED); 1365 op->flag [FLAG_REMOVED] = false;
1313 1366 op->env = 0;
1314 op->map = m; 1367 op->map = newmap;
1368
1315 mapspace &ms = op->ms (); 1369 mapspace &ms = op->ms ();
1316 1370
1317 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1318 */ 1372 */
1319 if (op->nrof && !(flag & INS_NO_MERGE)) 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 if (object::can_merge (op, tmp)) 1375 if (object::can_merge (op, tmp))
1322 { 1376 {
1323 // TODO: we atcually want to update tmp, not op, 1377 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp 1378 // but some caller surely breaks when we return tmp
1325 // from here :/ 1379 // from here :/
1326 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1327 tmp->destroy (1); 1381 tmp->destroy ();
1328 } 1382 }
1329 1383
1330 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 */
1331 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1332 1386
1333 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1334 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1335 1389
1336 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1337 { 1391 {
1338 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)
1339 { 1393 {
1340 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");
1341 abort (); 1395 abort ();
1342 } 1396 }
1343 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
1344 op->above = originator; 1405 op->above = originator;
1345 op->below = originator->below; 1406 op->below = originator->below;
1346
1347 if (op->below)
1348 op->below->above = op;
1349 else
1350 ms.bot = op;
1351
1352 /* since *below* originator, no need to update top */
1353 originator->below = op; 1407 originator->below = op;
1408
1409 *(op->below ? &op->below->above : &ms.bot) = op;
1354 } 1410 }
1355 else 1411 else
1356 { 1412 {
1357 object *top, *floor = NULL; 1413 object *floor = 0;
1358 1414 object *top = ms.top;
1359 top = ms.bot;
1360 1415
1361 /* If there are other objects, then */ 1416 /* If there are other objects, then */
1362 if (top) 1417 if (top)
1363 { 1418 {
1364 object *last = 0;
1365
1366 /* 1419 /*
1367 * 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.
1368 * We've already dealt with merging if appropriate. 1421 * We've already dealt with merging if appropriate.
1369 * 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
1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1423 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1373 * 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
1374 * 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
1375 * 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
1376 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1377 */ 1430 */
1378 for (top = ms.bot; top; top = top->above) 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1379 { 1432 {
1380 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])
1381 floor = top; 1434 floor = tmp;
1382 1435
1383 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])
1384 { 1437 {
1385 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1386 top = top->below; 1439 top = tmp->below;
1387 break; 1440 break;
1388 } 1441 }
1389 1442
1390 last = top; 1443 top = tmp;
1391 } 1444 }
1392
1393 /* Don't want top to be NULL, so set it to the last valid object */
1394 top = last;
1395 1445
1396 /* We let update_position deal with figuring out what the space 1446 /* We let update_position deal with figuring out what the space
1397 * looks like instead of lots of conditions here. 1447 * looks like instead of lots of conditions here.
1398 * makes things faster, and effectively the same result. 1448 * makes things faster, and effectively the same result.
1399 */ 1449 */
1406 */ 1456 */
1407 if (!(flag & INS_ON_TOP) 1457 if (!(flag & INS_ON_TOP)
1408 && ms.flags () & P_BLOCKSVIEW 1458 && ms.flags () & P_BLOCKSVIEW
1409 && (op->face && !faces [op->face].visibility)) 1459 && (op->face && !faces [op->face].visibility))
1410 { 1460 {
1461 object *last;
1462
1411 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1412 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1413 break; 1465 break;
1414 1466
1415 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1416 * 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
1417 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1423 } /* If objects on this space */ 1475 } /* If objects on this space */
1424 1476
1425 if (flag & INS_ABOVE_FLOOR_ONLY) 1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1426 top = floor; 1478 top = floor;
1427 1479
1428 /* 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
1429 */
1430
1431 /* First object on this space */
1432 if (!top) 1481 if (!top)
1433 { 1482 {
1483 op->below = 0;
1434 op->above = ms.bot; 1484 op->above = ms.bot;
1435
1436 if (op->above)
1437 op->above->below = op;
1438
1439 op->below = 0;
1440 ms.bot = op; 1485 ms.bot = op;
1486
1487 *(op->above ? &op->above->below : &ms.top) = op;
1441 } 1488 }
1442 else 1489 else
1443 { /* get inserted into the stack above top */ 1490 {
1444 op->above = top->above; 1491 op->above = top->above;
1445
1446 if (op->above)
1447 op->above->below = op; 1492 top->above = op;
1448 1493
1449 op->below = top; 1494 op->below = top;
1450 top->above = op; 1495 *(op->above ? &op->above->below : &ms.top) = op;
1451 } 1496 }
1497 }
1452 1498
1453 if (!op->above) 1499 if (op->is_player ())
1454 ms.top = op;
1455 } /* else not INS_BELOW_ORIGINATOR */
1456
1457 if (op->type == PLAYER)
1458 { 1500 {
1459 op->contr->do_los = 1; 1501 op->contr->do_los = 1;
1460 ++op->map->players; 1502 ++op->map->players;
1461 op->map->touch (); 1503 op->map->touch ();
1462 } 1504 }
1477 * 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 -
1478 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1479 * or just updating the P_UPTODATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1480 * of effect may be sufficient. 1522 * of effect may be sufficient.
1481 */ 1523 */
1482 if (op->map->darkness && (op->glow_radius != 0)) 1524 if (op->affects_los ())
1525 {
1526 op->ms ().invalidate ();
1483 update_all_los (op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1528 }
1484 1529
1485 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1530 /* updates flags (blocked, alive, no magic, etc) for this map space */
1486 update_object (op, UP_OBJ_INSERT); 1531 update_object (op, UP_OBJ_INSERT);
1487 1532
1488 INVOKE_OBJECT (INSERT, op); 1533 INVOKE_OBJECT (INSERT, op);
1495 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1496 * update_object(). 1541 * update_object().
1497 */ 1542 */
1498 1543
1499 /* 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 */
1500 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1501 { 1546 {
1502 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1503 return 0; 1548 return 0;
1504 1549
1505 /* 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
1506 * walk on's. 1551 * walk on's.
1507 */ 1552 */
1508 for (object *tmp = op->more; tmp; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1510 return 0; 1555 return 0;
1511 } 1556 }
1512 1557
1513 return op; 1558 return op;
1514} 1559}
1516/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1517 * 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.
1518 * 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.
1519 */ 1564 */
1520void 1565void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1522{ 1567{
1523 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1524 1569
1525 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1526 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1527 tmp->destroy (1); 1572 tmp->destroy ();
1528 1573
1529 object *tmp = arch_to_object (archetype::find (arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1530 1575
1531 tmp->x = op->x; 1576 tmp->x = op->x;
1532 tmp->y = op->y; 1577 tmp->y = op->y;
1533 1578
1534 insert_ob_in_map (tmp, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1539{ 1584{
1540 if (where->env) 1585 if (where->env)
1541 return where->env->insert (this); 1586 return where->env->insert (this);
1542 else 1587 else
1543 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;
1544} 1611}
1545 1612
1546/* 1613/*
1547 * decrease(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1548 * 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
1556 if (!nr) 1623 if (!nr)
1557 return true; 1624 return true;
1558 1625
1559 nr = min (nr, nrof); 1626 nr = min (nr, nrof);
1560 1627
1628 if (nrof > nr)
1629 {
1630 sint64 oweight = total_weight ();
1631
1561 nrof -= nr; 1632 nrof -= nr;
1562
1563 if (nrof)
1564 {
1565 adjust_weight (env, -weight * nr); // carrying == 0
1566 1633
1567 if (object *pl = visible_to ()) 1634 if (object *pl = visible_to ())
1568 esrv_update_item (UPD_NROF, pl, this); 1635 esrv_update_item (UPD_NROF, pl, this);
1569 1636
1637 adjust_weight (env, oweight, total_weight ());
1638
1570 return true; 1639 return true;
1571 } 1640 }
1572 else 1641 else
1573 { 1642 {
1574 destroy (1); 1643 destroy ();
1575 return false; 1644 return false;
1576 } 1645 }
1577} 1646}
1578 1647
1579/* 1648/*
1596 } 1665 }
1597 else 1666 else
1598 { 1667 {
1599 decrease (nr); 1668 decrease (nr);
1600 1669
1601 object *op = object_create_clone (this); 1670 object *op = deep_clone ();
1602 op->nrof = nr; 1671 op->nrof = nr;
1603 return op; 1672 return op;
1604 } 1673 }
1605} 1674}
1606 1675
1648 if (op->nrof) 1717 if (op->nrof)
1649 for (object *tmp = inv; tmp; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1650 if (object::can_merge (tmp, op)) 1719 if (object::can_merge (tmp, op))
1651 { 1720 {
1652 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1653 (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
1654 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1655 1728
1656 if (object *pl = tmp->visible_to ()) 1729 if (object *pl = tmp->visible_to ())
1657 esrv_update_item (UPD_NROF, pl, tmp); 1730 esrv_update_item (UPD_NROF, pl, tmp);
1658 1731
1659 adjust_weight (this, op->total_weight ()); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1660 1733
1661 op->destroy (1); 1734 op->destroy ();
1662 op = tmp; 1735 op = tmp;
1663 goto inserted; 1736 goto inserted;
1664 } 1737 }
1665 1738
1666 op->owner = 0; // it's his/hers now. period. 1739 op->owner = 0; // it's his/hers now. period.
1680 op->flag [FLAG_REMOVED] = 0; 1753 op->flag [FLAG_REMOVED] = 0;
1681 1754
1682 if (object *pl = op->visible_to ()) 1755 if (object *pl = op->visible_to ())
1683 esrv_send_item (pl, op); 1756 esrv_send_item (pl, op);
1684 1757
1685 adjust_weight (this, op->total_weight ()); 1758 adjust_weight (this, 0, op->total_weight ());
1686 1759
1687inserted: 1760inserted:
1688 /* 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 */
1689 if (op->glow_radius && map && map->darkness) 1762 if (op->glow_radius && is_on_map ())
1763 {
1764 update_stats ();
1690 update_all_los (map, x, y); 1765 update_all_los (map, x, y);
1691 1766 }
1767 else if (is_player ())
1692 // if this is a player's inventory, update stats 1768 // if this is a player's inventory, update stats
1693 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1769 contr->queue_stats_update ();
1694 update_stats ();
1695 1770
1696 INVOKE_OBJECT (INSERT, this); 1771 INVOKE_OBJECT (INSERT, this);
1697 1772
1698 return op; 1773 return op;
1699} 1774}
1717 * 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
1718 * 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
1719 * on top. 1794 * on top.
1720 */ 1795 */
1721int 1796int
1722check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1723{ 1798{
1799 if (op->flag [FLAG_NO_APPLY])
1800 return 0;
1801
1724 object *tmp; 1802 object *tmp;
1725 maptile *m = op->map; 1803 maptile *m = op->map;
1726 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1727 1805
1728 MoveType move_on, move_slow, move_block; 1806 mapspace &ms = m->at (x, y);
1729 1807
1730 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1808 ms.update ();
1731 return 0;
1732 1809
1733 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1810 MoveType move_on = ms.move_on;
1734 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1811 MoveType move_slow = ms.move_slow;
1735 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1812 MoveType move_block = ms.move_block;
1736 1813
1737 /* 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,
1738 * 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
1739 * 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
1740 * as walking. 1817 * as walking.
1751 return 0; 1828 return 0;
1752 1829
1753 /* The objects have to be checked from top to bottom. 1830 /* The objects have to be checked from top to bottom.
1754 * Hence, we first go to the top: 1831 * Hence, we first go to the top:
1755 */ 1832 */
1756 1833 for (object *next, *tmp = ms.top; tmp; tmp = next)
1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1758 {
1759 /* Trim the search when we find the first other spell effect
1760 * this helps performance so that if a space has 50 spell objects,
1761 * we don't need to check all of them.
1762 */
1763 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1764 break;
1765 } 1834 {
1835 next = tmp->below;
1766 1836
1767 for (; tmp; tmp = tmp->below)
1768 {
1769 if (tmp == op) 1837 if (tmp == op)
1770 continue; /* Can't apply yourself */ 1838 continue; /* Can't apply yourself */
1771 1839
1772 /* 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.
1773 * Second check makes sure that the movement types not being slowed 1841 * Second check makes sure that the movement types not being slowed
1774 * (~slow_move) is not blocked on this space - just because the 1842 * (~slow_move) is not blocked on this space - just because the
1775 * 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
1776 * 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.
1777 */ 1845 */
1778 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1779 { 1847 {
1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1781 ((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))
1782 { 1850 {
1783
1784 float
1785 diff = tmp->move_slow_penalty * fabs (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1786 1852
1787 if (op->type == PLAYER) 1853 if (op->is_player ())
1788 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)) ||
1789 (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)))
1790 diff /= 4.0; 1856 diff /= 4.0;
1791 1857
1792 op->speed_left -= diff; 1858 op->speed_left -= diff;
1793 } 1859 }
1794 } 1860 }
1795 1861
1796 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1797 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1798 ((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))
1799 { 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
1800 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1801 1872
1802 if (op->destroyed ()) 1873 if (op->destroyed ())
1803 return 1; 1874 return 1;
1804 1875
1827 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
1828 return NULL; 1899 return NULL;
1829 } 1900 }
1830 1901
1831 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)
1832 if (tmp->arch == at) 1903 if (tmp->arch->archname == at->archname)
1833 return tmp; 1904 return tmp;
1834 1905
1835 return NULL; 1906 return NULL;
1836} 1907}
1837 1908
1901 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
1902 */ 1973 */
1903object * 1974object *
1904present_arch_in_ob (const archetype *at, const object *op) 1975present_arch_in_ob (const archetype *at, const object *op)
1905{ 1976{
1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 if (tmp->arch == at) 1978 if (tmp->arch->archname == at->archname)
1908 return tmp; 1979 return tmp;
1909 1980
1910 return NULL; 1981 return NULL;
1911} 1982}
1912 1983
1916void 1987void
1917flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
1918{ 1989{
1919 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 { 1991 {
1921 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
1922 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
1923 } 1994 }
1924} 1995}
1925 1996
1926/* 1997/*
1929void 2000void
1930unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
1931{ 2002{
1932 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1933 { 2004 {
1934 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
1935 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
1936 } 2007 }
1937} 2008}
1938 2009
1939/* 2010/*
2000 * head of the object should correspond for the entire object. 2071 * head of the object should correspond for the entire object.
2001 */ 2072 */
2002 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2073 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2003 continue; 2074 continue;
2004 2075
2005 if (ob->blocked (m, pos.x, pos.y)) 2076 if (ob->blocked (pos.m, pos.x, pos.y))
2006 continue; 2077 continue;
2007 2078
2008 altern [index++] = i; 2079 altern [index++] = i;
2009 } 2080 }
2010 2081
2078 * there is capable of. 2149 * there is capable of.
2079 */ 2150 */
2080int 2151int
2081find_dir (maptile *m, int x, int y, object *exclude) 2152find_dir (maptile *m, int x, int y, object *exclude)
2082{ 2153{
2083 int i, max = SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2084
2085 sint16 nx, ny;
2086 object *tmp;
2087 maptile *mp;
2088
2089 MoveType blocked, move_type; 2155 MoveType move_type;
2090 2156
2091 if (exclude && exclude->head_ () != exclude) 2157 if (exclude && exclude->head_ () != exclude)
2092 { 2158 {
2093 exclude = exclude->head; 2159 exclude = exclude->head;
2094 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2097 { 2163 {
2098 /* 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. */
2099 move_type = MOVE_ALL; 2165 move_type = MOVE_ALL;
2100 } 2166 }
2101 2167
2102 for (i = 1; i < max; i++) 2168 for (int i = 1; i < max; i++)
2103 { 2169 {
2104 mp = m; 2170 mapxy pos (m, x, y);
2105 nx = x + freearr_x[i]; 2171 pos.move (i);
2106 ny = y + freearr_y[i];
2107 2172
2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2173 if (!pos.normalise ())
2109
2110 if (mflags & P_OUT_OF_MAP)
2111 max = maxfree[i]; 2174 max = maxfree[i];
2112 else 2175 else
2113 { 2176 {
2114 mapspace &ms = mp->at (nx, ny); 2177 mapspace &ms = *pos;
2115 2178
2116 blocked = ms.move_block;
2117
2118 if ((move_type & blocked) == move_type) 2179 if ((move_type & ms.move_block) == move_type)
2119 max = maxfree[i]; 2180 max = maxfree [i];
2120 else if (mflags & P_IS_ALIVE) 2181 else if (ms.flags () & P_IS_ALIVE)
2121 { 2182 {
2122 for (tmp = ms.bot; tmp; tmp = tmp->above) 2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2124 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2125 break;
2126
2127 if (tmp)
2128 return freedir[i]; 2186 return freedir [i];
2129 } 2187 }
2130 } 2188 }
2131 } 2189 }
2132 2190
2133 return 0; 2191 return 0;
2142{ 2200{
2143 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);
2144} 2202}
2145 2203
2146/* 2204/*
2147 * 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
2148 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2149 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2150 */ 2208 */
2151int 2209int
2152find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2153{ 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
2154 int q; 2255 int q;
2155 2256
2156 if (y) 2257 if (y)
2157 q = x * 100 / y; 2258 q = 128 * x / y;
2158 else if (x) 2259 else if (x)
2159 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2160 else 2261 else
2161 return 0; 2262 return 0;
2162 2263
2163 if (y > 0) 2264 if (y > 0)
2164 { 2265 {
2165 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
2166 return 3; 2271 return 3;
2167 if (q < -41) 2272 }
2168 return 2; 2273 else
2169 if (q < 41) 2274 {
2170 return 1; 2275 if (q < -309) return 3;
2171 if (q < 242) 2276 if (q < -52) return 2;
2172 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2173 return 7; 2280 return 7;
2174 } 2281 }
2175 2282#endif
2176 if (q < -242)
2177 return 7;
2178 if (q < -41)
2179 return 6;
2180 if (q < 41)
2181 return 5;
2182 if (q < 242)
2183 return 4;
2184
2185 return 3;
2186} 2283}
2187 2284
2188/* 2285/*
2189 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2190 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2191 */ 2288 */
2192int 2289int
2193dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2194{ 2291{
2195 int d;
2196
2197 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2198 if (d > 4)
2199 d = 8 - d;
2200 2293
2201 return d; 2294 return d > 4 ? 8 - d : d;
2202} 2295}
2203 2296
2204/* peterm: 2297/* peterm:
2205 * 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.
2206 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2208 * 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
2209 * 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.
2210 * 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
2211 * functions. 2304 * functions.
2212 */ 2305 */
2213int reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2214 {0, 0, 0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2215 {0, 0, 0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2216 {0, 0, 0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2217 {0, 0, 0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2218 {0, 0, 0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2312 * 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)
2313 */ 2406 */
2314int 2407int
2315can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2316{ 2409{
2317 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2318 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2319 !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));
2320} 2413}
2321 2414
2322/* 2415/*
2323 * create clone from object to another 2416 * create clone from object to another
2324 */ 2417 */
2325object * 2418object *
2326object_create_clone (object *asrc) 2419object::deep_clone ()
2327{ 2420{
2421 assert (("deep_clone called on non-head object", is_head ()));
2422
2328 object *dst = 0; 2423 object *dst = clone ();
2329 2424
2330 if (!asrc)
2331 return 0;
2332
2333 object *src = asrc->head_ ();
2334
2335 object *prev = 0; 2425 object *prev = dst;
2336 for (object *part = src; part; part = part->more) 2426 for (object *part = this->more; part; part = part->more)
2337 { 2427 {
2338 object *tmp = part->clone (); 2428 object *tmp = part->clone ();
2339
2340 tmp->x -= src->x;
2341 tmp->y -= src->y;
2342
2343 if (!part->head)
2344 {
2345 dst = tmp;
2346 tmp->head = 0;
2347 }
2348 else
2349 tmp->head = dst; 2429 tmp->head = dst;
2350
2351 tmp->more = 0;
2352
2353 if (prev)
2354 prev->more = tmp; 2430 prev->more = tmp;
2355
2356 prev = tmp; 2431 prev = tmp;
2357 } 2432 }
2358 2433
2359 for (object *item = src->inv; item; item = item->below) 2434 for (object *item = inv; item; item = item->below)
2360 insert_ob_in_ob (object_create_clone (item), dst); 2435 insert_ob_in_ob (item->deep_clone (), dst);
2361 2436
2362 return dst; 2437 return dst;
2363} 2438}
2364 2439
2365/* This returns the first object in who's inventory that 2440/* This returns the first object in who's inventory that
2374 return tmp; 2449 return tmp;
2375 2450
2376 return 0; 2451 return 0;
2377} 2452}
2378 2453
2379/* If ob has a field named key, return the link from the list, 2454/* Zero the key_values on op, decrementing the shared-string
2380 * otherwise return NULL. 2455 * refcounts and freeing the links.
2381 * 2456 */
2382 * key must be a passed in shared string - otherwise, this won't 2457void
2383 * do the desired thing. 2458key_values::clear ()
2384 */
2385key_value *
2386get_ob_key_link (const object *ob, const char *key)
2387{ 2459{
2388 for (key_value *link = ob->key_values; link; link = link->next) 2460 for (key_value *kvp = first; kvp; )
2461 {
2462 key_value *next = kvp->next;
2463 delete kvp;
2464 kvp = next;
2465 }
2466
2467 first = 0;
2468}
2469
2470shstr_tmp
2471key_values::get (shstr_tmp key) const
2472{
2473 for (key_value *kv = first; kv; kv = kv->next)
2389 if (link->key == key) 2474 if (kv->key == key)
2390 return link;
2391
2392 return 0;
2393}
2394
2395/*
2396 * Returns the value of op has an extra_field for key, or NULL.
2397 *
2398 * The argument doesn't need to be a shared string.
2399 *
2400 * The returned string is shared.
2401 */
2402const char *
2403get_ob_key_value (const object *op, const char *const key)
2404{
2405 key_value *link;
2406 shstr_cmp canonical_key (key);
2407
2408 if (!canonical_key)
2409 {
2410 /* 1. There being a field named key on any object
2411 * implies there'd be a shared string to find.
2412 * 2. Since there isn't, no object has this field.
2413 * 3. Therefore, *this* object doesn't have this field.
2414 */
2415 return 0;
2416 }
2417
2418 /* This is copied from get_ob_key_link() above -
2419 * only 4 lines, and saves the function call overhead.
2420 */
2421 for (link = op->key_values; link; link = link->next)
2422 if (link->key == canonical_key)
2423 return link->value; 2475 return kv->value;
2424 2476
2425 return 0; 2477 return shstr ();
2426} 2478}
2427 2479
2428/* 2480void
2429 * Updates the canonical_key in op to value. 2481key_values::add (shstr_tmp key, shstr_tmp value)
2430 *
2431 * canonical_key is a shared string (value doesn't have to be).
2432 *
2433 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2434 * keys.
2435 *
2436 * Returns TRUE on success.
2437 */
2438int
2439set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2440{ 2482{
2441 key_value *field = NULL, *last = NULL; 2483 key_value *kv = new key_value;
2442 2484
2443 for (field = op->key_values; field != NULL; field = field->next) 2485 kv->next = first;
2444 { 2486 kv->key = key;
2445 if (field->key != canonical_key) 2487 kv->value = value;
2488
2489 first = kv;
2490}
2491
2492void
2493key_values::set (shstr_tmp key, shstr_tmp value)
2494{
2495 for (key_value *kv = first; kv; kv = kv->next)
2496 if (kv->key == key)
2446 { 2497 {
2447 last = field; 2498 kv->value = value;
2448 continue; 2499 return;
2449 } 2500 }
2450 2501
2451 if (value) 2502 add (key, value);
2452 field->value = value; 2503}
2453 else 2504
2505void
2506key_values::del (shstr_tmp key)
2507{
2508 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2509 if ((*kvp)->key == key)
2454 { 2510 {
2455 /* Basically, if the archetype has this key set, 2511 key_value *kv = *kvp;
2456 * we need to store the null value so when we save 2512 *kvp = (*kvp)->next;
2457 * it, we save the empty value so that when we load, 2513 delete kv;
2458 * we get this value back again. 2514 return;
2459 */
2460 if (get_ob_key_link (op->arch, canonical_key))
2461 field->value = 0;
2462 else
2463 {
2464 if (last)
2465 last->next = field->next;
2466 else
2467 op->key_values = field->next;
2468
2469 delete field;
2470 }
2471 } 2515 }
2472 return TRUE; 2516}
2517
2518void
2519key_values::reverse ()
2520{
2521 key_value *prev = 0;
2522 key_value *head = first;
2523
2524 while (head)
2473 } 2525 {
2474 /* IF we get here, key doesn't exist */ 2526 key_value *node = head;
2527 head = head->next;
2528 node->next = prev;
2529 prev = node;
2530 }
2475 2531
2476 /* No field, we'll have to add it. */ 2532 first = prev;
2477
2478 if (!add_key)
2479 return FALSE;
2480
2481 /* There isn't any good reason to store a null
2482 * value in the key/value list. If the archetype has
2483 * this key, then we should also have it, so shouldn't
2484 * be here. If user wants to store empty strings,
2485 * should pass in ""
2486 */
2487 if (value == NULL)
2488 return TRUE;
2489
2490 field = new key_value;
2491
2492 field->key = canonical_key;
2493 field->value = value;
2494 /* Usual prepend-addition. */
2495 field->next = op->key_values;
2496 op->key_values = field;
2497
2498 return TRUE;
2499} 2533}
2500 2534
2501/* 2535key_values &
2502 * Updates the key in op to value. 2536key_values::operator =(const key_values &kv)
2503 *
2504 * If add_key is FALSE, this will only update existing keys,
2505 * and not add new ones.
2506 * In general, should be little reason FALSE is ever passed in for add_key
2507 *
2508 * Returns TRUE on success.
2509 */
2510int
2511set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2512{ 2537{
2513 shstr key_ (key); 2538 clear ();
2514 2539
2515 return set_ob_key_value_s (op, key_, value, add_key); 2540 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2541 add (kvp->key, kvp->value);
2542
2543 reverse ();
2516} 2544}
2517 2545
2518object::depth_iterator::depth_iterator (object *container) 2546object::depth_iterator::depth_iterator (object *container)
2519: iterator_base (container) 2547: iterator_base (container)
2520{ 2548{
2570{ 2598{
2571 char flagdesc[512]; 2599 char flagdesc[512];
2572 char info2[256 * 4]; 2600 char info2[256 * 4];
2573 char *p = info; 2601 char *p = info;
2574 2602
2575 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2603 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2576 count, 2604 count,
2577 uuid.c_str (), 2605 uuid.c_str (),
2578 &name, 2606 &name,
2579 title ? "\",title:\"" : "", 2607 title ? ",title:\"" : "",
2580 title ? (const char *)title : "", 2608 title ? (const char *)title : "",
2609 title ? "\"" : "",
2581 flag_desc (flagdesc, 512), type); 2610 flag_desc (flagdesc, 512), type);
2582 2611
2583 if (!flag[FLAG_REMOVED] && env) 2612 if (!flag[FLAG_REMOVED] && env)
2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2585 2614
2601struct region * 2630struct region *
2602object::region () const 2631object::region () const
2603{ 2632{
2604 return map ? map->region (x, y) 2633 return map ? map->region (x, y)
2605 : region::default_region (); 2634 : region::default_region ();
2606}
2607
2608const materialtype_t *
2609object::dominant_material () const
2610{
2611 if (materialtype_t *mt = name_to_material (materialname))
2612 return mt;
2613
2614 return name_to_material (shstr_unknown);
2615} 2635}
2616 2636
2617void 2637void
2618object::open_container (object *new_container) 2638object::open_container (object *new_container)
2619{ 2639{
2641 container = 0; 2661 container = 0;
2642 2662
2643 // client needs item update to make it work, client bug requires this to be separate 2663 // client needs item update to make it work, client bug requires this to be separate
2644 esrv_update_item (UPD_FLAGS, this, old_container); 2664 esrv_update_item (UPD_FLAGS, this, old_container);
2645 2665
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2647 play_sound (sound_find ("chest_close")); 2667 play_sound (sound_find ("chest_close"));
2648 } 2668 }
2649 2669
2650 if (new_container) 2670 if (new_container)
2651 { 2671 {
2655 // TODO: this does not seem to serve any purpose anymore? 2675 // TODO: this does not seem to serve any purpose anymore?
2656#if 0 2676#if 0
2657 // insert the "Close Container" object. 2677 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch) 2678 if (archetype *closer = new_container->other_arch)
2659 { 2679 {
2660 object *closer = arch_to_object (new_container->other_arch); 2680 object *closer = new_container->other_arch->instance ();
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2681 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer); 2682 new_container->insert (closer);
2663 } 2683 }
2664#endif 2684#endif
2665 2685
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2686 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2667 2687
2668 // make sure the container is available, client bug requires this to be separate 2688 // make sure the container is available, client bug requires this to be separate
2669 esrv_send_item (this, new_container); 2689 esrv_send_item (this, new_container);
2670 2690
2671 new_container->flag [FLAG_APPLIED] = true; 2691 new_container->flag [FLAG_APPLIED] = true;
2679// else if (!old_container->env && contr && contr->ns) 2699// else if (!old_container->env && contr && contr->ns)
2680// contr->ns->floorbox_reset (); 2700// contr->ns->floorbox_reset ();
2681} 2701}
2682 2702
2683object * 2703object *
2684object::force_find (const shstr name) 2704object::force_find (shstr_tmp name)
2685{ 2705{
2686 /* cycle through his inventory to look for the MARK we want to 2706 /* cycle through his inventory to look for the MARK we want to
2687 * place 2707 * place
2688 */ 2708 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below) 2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 return splay (tmp); 2711 return splay (tmp);
2692 2712
2693 return 0; 2713 return 0;
2694} 2714}
2695 2715
2716//-GPL
2717
2696void 2718void
2719object::force_set_timer (int duration)
2720{
2721 this->duration = 1;
2722 this->speed_left = -1.f;
2723
2724 this->set_speed (duration ? 1.f / duration : 0.f);
2725}
2726
2727object *
2697object::force_add (const shstr name, int duration) 2728object::force_add (shstr_tmp name, int duration)
2698{ 2729{
2699 if (object *force = force_find (name)) 2730 if (object *force = force_find (name))
2700 force->destroy (); 2731 force->destroy ();
2701 2732
2702 object *force = get_archetype (FORCE_NAME); 2733 object *force = archetype::get (FORCE_NAME);
2703 2734
2704 force->slaying = name; 2735 force->slaying = name;
2705 force->stats.food = 1; 2736 force->force_set_timer (duration);
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true; 2737 force->flag [FLAG_APPLIED] = true;
2711 2738
2712 insert (force); 2739 return insert (force);
2713} 2740}
2714 2741
2715void 2742void
2716object::play_sound (faceidx sound) 2743object::play_sound (faceidx sound) const
2717{ 2744{
2718 if (!sound) 2745 if (!sound)
2719 return; 2746 return;
2720 2747
2721 if (flag [FLAG_REMOVED]) 2748 if (is_on_map ())
2749 map->play_sound (sound, x, y);
2750 else if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752}
2753
2754void
2755object::say_msg (const char *msg) const
2756{
2757 if (is_on_map ())
2758 map->say_msg (msg, x, y);
2759 else if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761}
2762
2763void
2764object::make_noise ()
2765{
2766 // we do not model noise in the map, so instead put
2767 // a temporary light into the noise source
2768 // could use the map instead, but that's less reliable for our
2769 // goal, which is to make invisibility a bit harder to exploit
2770
2771 // currently only works sensibly for players
2772 if (!is_player ())
2722 return; 2773 return;
2723 2774
2724 if (env) 2775 // find old force, or create new one
2725 { 2776 object *force = force_find (shstr_noise_force);
2726 if (object *pl = in_player ()) 2777
2727 pl->contr->play_sound (sound); 2778 if (force)
2728 } 2779 force->speed_left = -1.f; // patch old speed up
2729 else 2780 else
2730 map->play_sound (sound, x, y); 2781 {
2731} 2782 force = archetype::get (shstr_noise_force);
2732 2783
2784 force->slaying = shstr_noise_force;
2785 force->stats.food = 1;
2786 force->speed_left = -1.f;
2787
2788 force->set_speed (1.f / 4.f);
2789 force->flag [FLAG_IS_USED_UP] = true;
2790 force->flag [FLAG_APPLIED] = true;
2791
2792 insert (force);
2793 }
2794}
2795
2796void object::change_move_type (MoveType mt)
2797{
2798 if (move_type == mt)
2799 return;
2800
2801 if (is_on_map ())
2802 {
2803 // we are on the map, so handle move_on/off effects
2804 remove ();
2805 move_type = mt;
2806 map->insert (this, x, y, this);
2807 }
2808 else
2809 move_type = mt;
2810}
2811
2812/* object should be a player.
2813 * we return the object the player has marked with the 'mark' command
2814 * below. If no match is found (or object has changed), we return
2815 * NULL. We leave it up to the calling function to print messages if
2816 * nothing is found.
2817 */
2818object *
2819object::mark () const
2820{
2821 if (contr && contr->mark && contr->mark->env == this)
2822 return contr->mark;
2823 else
2824 return 0;
2825}
2826
2827// put marked object first in the inventory
2828// this is used by identify-like spells so players can influence
2829// the order a bit.
2830void
2831object::splay_marked ()
2832{
2833 if (object *marked = mark ())
2834 splay (marked);
2835}
2836

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