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Comparing deliantra/server/common/object.C (file contents):
Revision 1.243 by root, Sat May 17 00:17:02 2008 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <stdio.h> 27#include <stdio.h>
26#include <sys/types.h> 28#include <sys/types.h>
27#include <sys/uio.h> 29#include <sys/uio.h>
28#include <object.h> 30#include <object.h>
29#include <sproto.h> 31#include <sproto.h>
30#include <loader.h>
31 32
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
41short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
42 0, 52 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 53 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, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46}; 56};
47short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
48 0, 58 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 59 -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, 60 -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 61 -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};
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}; 62};
59int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
60 0, 64 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 65 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, 66 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 67 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}; 68};
65 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
66static void 96static void
67write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
68{ 98{
69 CALL_BEGIN (2); 99 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 103 CALL_END;
74} 104}
75 105
76static void 106static void
77read_uuid (void) 107read_uuid ()
78{ 108{
79 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
80 110
81 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
82 112
96 126
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 128 _exit (1);
99 } 129 }
100 130
101 UUID::BUF buf; 131 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 132 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 133 fgets (buf, sizeof (buf), fp);
104 134
105 if (!UUID::cur.parse (buf)) 135 if (!UUID::cur.parse (buf))
106 { 136 {
119{ 149{
120 UUID uid; 150 UUID uid;
121 151
122 uid.seq = ++cur.seq; 152 uid.seq = ++cur.seq;
123 153
124 if (expect_false (cur.seq >= seq_next_save)) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
125 { 155 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); 156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false); 157 write_uuid (UUID_GAP, false);
128 } 158 }
129 159
133 163
134void 164void
135UUID::init () 165UUID::init ()
136{ 166{
137 read_uuid (); 167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
138} 233}
139 234
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 236static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
143{ 238{
144 /* n-squared behaviour (see kv_get), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
145 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
146 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
147 */ 242 */
148 243
149 /* For each field in wants, */ 244 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
152 return false; 247 return false;
153 248
154 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
155 return true; 250 return true;
156} 251}
178 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
179 * check weight 274 * check weight
180 */ 275 */
181bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
182{ 277{
183 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
184 if (ob1 == ob2 279 if (ob1 == ob2
185 || ob1->type != ob2->type 280 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 281 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 285 return 0;
190 286
191 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
193 return 0;
194
195 /* Do not merge objects if nrof would overflow. First part checks 287 /* Do not merge objects if nrof would overflow, assume nrof
196 * for unsigned overflow (2c), second part checks whether the result 288 * is always 0 .. 2**31-1 */
197 * would fit into a 32 bit signed int, which is often used to hold 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * nrof values.
199 */
200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 290 return 0;
202 291
203 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
204 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
205 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
206 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
207 * flags lose any meaning. 296 * flags lose any meaning.
208 */ 297 */
209 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
210 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
211 300
212 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
213 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
214 303
215 if (ob1->arch->archname != ob2->arch->archname 304 if (ob1->arch->archname != ob2->arch->archname
216 || ob1->name != ob2->name 305 || ob1->name != ob2->name
217 || ob1->title != ob2->title 306 || ob1->title != ob2->title
218 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
221 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
222 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
223 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
224 || ob1->value != ob2->value 313 || ob1->value != ob2->value
225 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
226 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
227 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
228 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
229 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
230 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
231 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
232 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
233 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
234 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
235 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
236 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
237 || ob1->move_slow_penalty != ob2->move_slow_penalty 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
238 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
240 return 0; 329 return 0;
241 330
242 if ((ob1->flag ^ ob2->flag) 331 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED) 332 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED) 333 .reset (FLAG_REMOVED)
246 .any ()) 334 .any ())
247 return 0; 335 return 0;
248 336
249 /* This is really a spellbook check - we should in general 337 /* This is really a spellbook check - we should in general
264 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
265 * if it is valid. 353 * if it is valid.
266 */ 354 */
267 } 355 }
268 356
269 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
270 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
271 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
272 */ 360 */
273 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
274 return 0; 362 return 0;
275 363
276 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
277 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
278 * check? 366 * check?
279 */ 367 */
280 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
281 return 0; 369 return 0;
282 370
283 switch (ob1->type) 371 switch (ob1->type)
284 { 372 {
285 case SCROLL: 373 case SCROLL:
286 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
287 return 0; 375 return 0;
288 break; 376 break;
289 } 377 }
290 378
291 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
292 { 380 {
293 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
294 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
295 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
296 384
297 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 386 return 0;
299 } 387 }
331 { 419 {
332 // see if we are in a container of sorts 420 // see if we are in a container of sorts
333 if (env) 421 if (env)
334 { 422 {
335 // the player inventory itself is always visible 423 // the player inventory itself is always visible
336 if (env->type == PLAYER) 424 if (env->is_player ())
337 return env; 425 return env;
338 426
339 // else a player could have our env open 427 // else a player could have our env open
340 object *envest = env->outer_env (); 428 object *envest = env->outer_env_or_self ();
341 429
342 // the player itself is always on a map, so we will find him here 430 // the player itself is always on a map, so we will find him here
343 // even if our inv is in a player. 431 // even if our inv is in a player.
344 if (envest->is_on_map ()) 432 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ()) 433 if (object *pl = envest->ms ().player ())
346 if (pl->container == env) 434 if (pl->container_ () == env)
347 return pl; 435 return pl;
348 } 436 }
349 else 437 else
350 { 438 {
351 // maybe there is a player standing on the same mapspace 439 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player 440 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ()) 441 if (object *pl = ms ().player ())
354 if (!pl->container || this == pl->container) 442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
355 return pl; 444 return pl;
356 } 445 }
357 } 446 }
358 447
359 return 0; 448 return 0;
360} 449}
361 450
362// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
363static sint32 452static weight_t
364weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
365{ 454{
366 return op->type == CONTAINER 455 if (op->type == CONTAINER)
367 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
368 : weight;
369}
370 457
458 return weight;
459}
460
371/* 461/*
372 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
373 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
374 */ 464 */
375static void 465static void
376adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
377{ 467{
378 while (op) 468 while (op)
379 { 469 {
380 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
381 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
382 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
383 - weight_adjust_for (op, op->carrying - weight);
384 473
385 if (!weight) 474 sub = op->carrying;
386 return;
387
388 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
389 477
390 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
391 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
393 481
401 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
402 */ 490 */
403void 491void
404object::update_weight () 492object::update_weight ()
405{ 493{
406 sint32 sum = 0; 494 weight_t sum = 0;
407 495
408 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
409 { 497 {
410 if (op->inv)
411 op->update_weight (); 498 op->update_weight ();
412 499
413 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
414 } 501 }
415
416 sum = weight_adjust_for (this, sum);
417 502
418 if (sum != carrying) 503 if (sum != carrying)
419 { 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
420 carrying = sum; 509 carrying = sum;
421 510
422 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
423 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
424 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
437 object_freezer freezer; 526 object_freezer freezer;
438 op->write (freezer); 527 op->write (freezer);
439 return freezer.as_string (); 528 return freezer.as_string ();
440} 529}
441 530
442/* 531char *
443 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
444 * multi-object 1 which is closest to the second object.
445 * If it's not a multi-object, it is returned.
446 */
447object *
448get_nearest_part (object *op, const object *pl)
449{ 533{
450 object *tmp, *closest; 534 return dump_object (this);
451 int last_dist, i;
452
453 if (!op->more)
454 return op;
455
456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
459 if ((i = distance (tmp, pl)) < last_dist)
460 closest = tmp, last_dist = i;
461
462 return closest;
463} 535}
464 536
465/* 537/*
466 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow. 539 * VERRRY slow.
469object * 541object *
470find_object (tag_t i) 542find_object (tag_t i)
471{ 543{
472 for_all_objects (op) 544 for_all_objects (op)
473 if (op->count == i) 545 if (op->count == i)
546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
474 return op; 561 return op;
475 562
476 return 0; 563 return 0;
477} 564}
478 565
512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
513 return; 600 return;
514 } 601 }
515 602
516 this->owner = owner; 603 this->owner = owner;
517}
518
519int
520object::slottype () const
521{
522 if (type == SKILL)
523 {
524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534}
535
536bool
537object::change_weapon (object *ob)
538{
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
559 {
560 current_weapon = chosen_skill = 0;
561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first.]", &ob->name);
567 return false;
568 }
569
570 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 }
572 else
573 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
574
575 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
576 {
577 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
578 &name, ob->debug_desc ());
579 return false;
580 }
581
582 return true;
583}
584
585/* Zero the key_values on op, decrementing the shared-string
586 * refcounts and freeing the links.
587 */
588static void
589free_key_values (object *op)
590{
591 for (key_value *i = op->key_values; i; )
592 {
593 key_value *next = i->next;
594 delete i;
595
596 i = next;
597 }
598
599 op->key_values = 0;
600} 604}
601 605
602/* 606/*
603 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
604 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
610void 614void
611object::copy_to (object *dst) 615object::copy_to (object *dst)
612{ 616{
613 dst->remove (); 617 dst->remove ();
614 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
615 dst->flag [FLAG_REMOVED] = true; 623 dst->flag [FLAG_REMOVED] = true;
616 624 dst->activate ();
617 /* Copy over key_values, if any. */
618 if (key_values)
619 {
620 key_value *tail = 0;
621 dst->key_values = 0;
622
623 for (key_value *i = key_values; i; i = i->next)
624 {
625 key_value *new_link = new key_value;
626
627 new_link->next = 0;
628 new_link->key = i->key;
629 new_link->value = i->value;
630
631 /* Try and be clever here, too. */
632 if (!dst->key_values)
633 {
634 dst->key_values = new_link;
635 tail = new_link;
636 }
637 else
638 {
639 tail->next = new_link;
640 tail = new_link;
641 }
642 }
643 }
644
645 if (speed < 0)
646 dst->speed_left -= rndm ();
647
648 dst->set_speed (dst->speed);
649} 625}
650 626
651void 627void
652object::instantiate () 628object::instantiate ()
653{ 629{
654 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
655 uuid = UUID::gen (); 631 uuid = UUID::gen ();
656 632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
657 speed_left = -0.1f; 637 speed_left = -1.;
638
658 /* copy the body_info to the body_used - this is only really 639 /* copy the body_info to the body_used - this is only really
659 * need for monsters, but doesn't hurt to do it for everything. 640 * need for monsters, but doesn't hurt to do it for everything.
660 * by doing so, when a monster is created, it has good starting 641 * by doing so, when a monster is created, it has good starting
661 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
662 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
663 */ 644 */
664 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
665 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
666 647
667 attachable::instantiate (); 648 attachable::instantiate ();
668} 649}
669 650
670object * 651object *
671object::clone () 652object::clone ()
672{ 653{
673 object *neu = create (); 654 object *neu = create ();
674 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
675 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
676 return neu; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
677} 674}
678 675
679/* 676/*
680 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
681 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
682 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
683 */ 680 */
684void 681void
685update_turn_face (object *op) 682update_turn_face (object *op)
686{ 683{
687 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
688 return; 685 return;
689 686
690 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
691 update_object (op, UP_OBJ_FACE);
692} 688}
693 689
694/* 690/*
695 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
696 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
697 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
698 */ 694 */
699void 695void
700object::set_speed (float speed) 696object::set_speed (float speed)
701{ 697{
702 if (flag [FLAG_FREED] && speed)
703 {
704 LOG (llevError, "Object %s is freed but has speed.\n", &name);
705 speed = 0;
706 }
707
708 this->speed = speed; 698 this->speed = speed;
709 699
710 if (has_active_speed ()) 700 if (has_active_speed ())
711 activate (); 701 activate ();
712 else 702 else
713 deactivate (); 703 deactivate ();
714} 704}
715 705
716/* 706/*
717 * update_object() updates the the map. 707 * update_object() updates the map.
718 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
719 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
720 * invisible object, etc...) 710 * invisible object, etc...)
721 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
722 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
759 } 749 }
760 750
761 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
762 752
763 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
764 /* nop */; 754 m.update_up (); // nothing to do except copy up
765 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
766 { 756 {
757#if 0
767 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
768 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
774 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
775 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
776 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
777 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
778 * to have move_allow right now. 769 * have move_allow right now.
779 */ 770 */
780 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
772 m.invalidate ();
773#else
781 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
782 m.flags_ = 0; 775 m.invalidate ();
776#endif
783 } 777 }
784 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
785 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
786 * that is being removed. 780 * that is being removed.
787 */ 781 */
788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
789 m.flags_ = 0; 783 m.invalidate ();
790 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
791 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
792 else 786 else
793 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
794 788
795 if (op->more) 789 if (op->more)
796 update_object (op->more, action); 790 update_object (op->more, action);
797} 791}
798 792
799object::object () 793object::object ()
800{ 794{
801 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
802 796
803 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
804 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
805} 800}
806 801
807object::~object () 802object::~object ()
808{ 803{
809 unlink (); 804 unlink ();
810 805
811 free_key_values (this); 806 kv.clear ();
812} 807}
813
814static int object_count;
815 808
816void object::link () 809void object::link ()
817{ 810{
818 assert (!index);//D 811 assert (!index);//D
819 uuid = UUID::gen (); 812 uuid = UUID::gen ();
820 count = ++object_count;
821 813
822 refcnt_inc (); 814 refcnt_inc ();
823 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
824} 819}
825 820
826void object::unlink () 821void object::unlink ()
827{ 822{
828 if (!index) 823 if (!index)
829 return; 824 return;
825
826 ++destroy_count;
830 827
831 objects.erase (this); 828 objects.erase (this);
832 refcnt_dec (); 829 refcnt_dec ();
833} 830}
834 831
838 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
839 if (active) 836 if (active)
840 return; 837 return;
841 838
842 if (has_active_speed ()) 839 if (has_active_speed ())
840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
843
843 actives.insert (this); 844 actives.insert (this);
845 }
844} 846}
845 847
846void 848void
847object::activate_recursive () 849object::activate_recursive ()
848{ 850{
852 op->activate_recursive (); 854 op->activate_recursive ();
853} 855}
854 856
855/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
856 * objects. 858 * objects.
857 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
858 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
859 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
860 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
861 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
862 */ 864 */
908 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
909 * drop on that space. 911 * drop on that space.
910 */ 912 */
911 if (!drop_to_ground 913 if (!drop_to_ground
912 || !map 914 || !map
913 || map->in_memory != MAP_ACTIVE 915 || !map->linkable ()
914 || map->no_drop 916 || map->no_drop
915 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
916 { 918 {
917 while (inv) 919 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy (); 920 inv->destroy ();
921 }
922 } 921 }
923 else 922 else
924 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
925 while (inv) 924 while (inv)
926 { 925 {
930 || op->flag [FLAG_NO_DROP] 929 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE 930 || op->type == RUNE
932 || op->type == TRAP 931 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE] 932 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH]) 933 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true); 934 op->destroy ();
936 else 935 else
937 map->insert (op, x, y); 936 map->insert (op, x, y);
938 } 937 }
939 } 938 }
940} 939}
941 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
942object *object::create () 978object::create ()
943{ 979{
944 object *op = new object; 980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
945 op->link (); 1002 op->link ();
1003
946 return op; 1004 return op;
947} 1005}
948 1006
949static struct freed_map : maptile 1007void
1008object::do_delete ()
950{ 1009{
951 freed_map () 1010 uint32_t count = this->count;
952 {
953 path = "<freed objects map>";
954 name = "/internal/freed_objects_map";
955 width = 3;
956 height = 3;
957 no_drop = 1;
958 no_reset = 1;
959 1011
960 alloc (); 1012 this->~object ();
961 in_memory = MAP_ACTIVE;
962 }
963 1013
964 ~freed_map () 1014 freelist_item *li = (freelist_item *)this;
965 { 1015 li->next = freelist;
966 destroy (); 1016 li->count = count;
967 } 1017
968} freed_map; // freed objects are moved here to avoid crashes 1018 freelist = li;
1019 ++free_count;
1020}
969 1021
970void 1022void
971object::do_destroy () 1023object::do_destroy ()
972{ 1024{
973 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 1026 remove_link ();
975 1027
976 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 1029 remove_friendly_object (this);
978 1030
979 remove (); 1031 remove ();
1004 attacked_by = 0; 1056 attacked_by = 0;
1005 current_weapon = 0; 1057 current_weapon = 0;
1006} 1058}
1007 1059
1008void 1060void
1009object::destroy (bool destroy_inventory) 1061object::destroy ()
1010{ 1062{
1011 if (destroyed ()) 1063 if (destroyed ())
1012 return; 1064 return;
1013 1065
1014 if (!is_head () && !head->destroyed ()) 1066 if (!is_head () && !head->destroyed ())
1015 { 1067 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1069 head->destroy ();
1018 return; 1070 return;
1019 } 1071 }
1020 1072
1021 destroy_inv (!destroy_inventory); 1073 destroy_inv_fast ();
1022 1074
1023 if (is_head ()) 1075 if (is_head ())
1024 if (sound_destroy) 1076 if (sound_destroy)
1025 play_sound (sound_destroy); 1077 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1078 else if (flag [FLAG_MONSTER])
1037 * the previous environment. 1089 * the previous environment.
1038 */ 1090 */
1039void 1091void
1040object::do_remove () 1092object::do_remove ()
1041{ 1093{
1042 object *tmp, *last = 0;
1043 object *otmp;
1044
1045 if (flag [FLAG_REMOVED]) 1094 if (flag [FLAG_REMOVED])
1046 return; 1095 return;
1047 1096
1048 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1049 1098
1050 flag [FLAG_REMOVED] = true; 1099 flag [FLAG_REMOVED] = true;
1051 1100
1052 if (more) 1101 if (more)
1053 more->remove (); 1102 more->remove ();
1054 1103
1055 /* 1104 /*
1056 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1057 * inventory. 1106 * inventory.
1058 */ 1107 */
1059 if (env) 1108 if (env)
1060 { 1109 {
1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 if (object *pl = visible_to ()) 1111 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count); 1112 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065 1114
1066 adjust_weight (env, -total_weight ()); 1115 adjust_weight (env, total_weight (), 0);
1116
1117 object *pl = in_player ();
1067 1118
1068 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1071 */ 1122 */
1079 1130
1080 above = 0; 1131 above = 0;
1081 below = 0; 1132 below = 0;
1082 env = 0; 1133 env = 0;
1083 1134
1084 /* NO_FIX_PLAYER is set when a great many changes are being 1135 if (pl && pl->is_player ())
1085 * made to players inventory. If set, avoiding the call
1086 * to save cpu time.
1087 */ 1136 {
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1089 otmp->update_stats (); 1138 {
1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1155 }
1090 } 1156 }
1091 else if (map) 1157 else if (map)
1092 { 1158 {
1093 map->dirty = true; 1159 map->dirty = true;
1094 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1095 1161
1096 if (object *pl = ms.player ()) 1162 if (object *pl = ms.player ())
1097 { 1163 {
1098 if (type == PLAYER) // this == pl(!) 1164 if (is_player ())
1099 { 1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1100 // leaving a spot always closes any open container on the ground 1169 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env) 1170 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures 1171 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent. 1172 // that the CLOSE event is being sent.
1104 close_container (); 1173 close_container ();
1105 1174
1106 --map->players; 1175 --map->players;
1107 map->touch (); 1176 map->touch ();
1108 } 1177 }
1109 else if (pl->container == this) 1178 else if (pl->container_ () == this)
1110 { 1179 {
1111 // removing a container should close it 1180 // removing a container should close it
1112 close_container (); 1181 close_container ();
1113 } 1182 }
1114 1183 else
1115 esrv_del_item (pl->contr, count); 1184 esrv_del_item (pl->contr, count);
1116 } 1185 }
1117 1186
1118 /* link the object above us */ 1187 /* link the object above us */
1119 // re-link, make sure compiler can easily use cmove 1188 // re-link, make sure compiler can easily use cmove
1120 *(above ? &above->below : &ms.top) = below; 1189 *(above ? &above->below : &ms.top) = below;
1121 *(below ? &below->above : &ms.bot) = above; 1190 *(below ? &below->above : &ms.bot) = above;
1122 1191
1123 above = 0; 1192 above = 0;
1124 below = 0; 1193 below = 0;
1125 1194
1126 if (map->in_memory == MAP_SAVING) 1195 ms.invalidate ();
1127 return;
1128 1196
1129 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1130 1198
1131 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1132 { 1200 {
1133 if (pl->container == this) 1201 if (pl->container_ () == this)
1134 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1135 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1136 * appropriately. 1204 * appropriately.
1137 */ 1205 */
1138 pl->close_container (); 1206 pl->close_container ();
1142 //TODO: update floorbox to preserve ordering 1210 //TODO: update floorbox to preserve ordering
1143 if (pl->contr->ns) 1211 if (pl->contr->ns)
1144 pl->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1145 } 1213 }
1146 1214
1215 if (check_walk_off)
1147 for (tmp = ms.bot; tmp; tmp = tmp->above) 1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1148 { 1217 {
1218 above = tmp->above;
1219
1149 /* No point updating the players look faces if he is the object 1220 /* No point updating the players look faces if he is the object
1150 * being removed. 1221 * being removed.
1151 */ 1222 */
1152 1223
1153 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1154 if (check_walk_off
1155 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1156 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1157 {
1158 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1159
1160 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1228 }
1163 1229
1164 last = tmp; 1230 if (affects_los ())
1165 }
1166
1167 /* last == NULL if there are no objects on this space */
1168 //TODO: this makes little sense, why only update the topmost object?
1169 if (!last)
1170 map->at (x, y).flags_ = 0;
1171 else
1172 update_object (last, UP_OBJ_REMOVE);
1173
1174 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1175 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1176 } 1232 }
1177} 1233}
1178 1234
1179/* 1235/*
1203 esrv_update_item (UPD_NROF, pl, top); 1259 esrv_update_item (UPD_NROF, pl, top);
1204 1260
1205 op->weight = 0; // cancel the addition above 1261 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already 1262 op->carrying = 0; // must be 0 already
1207 1263
1208 op->destroy (1); 1264 op->destroy ();
1209 1265
1210 return top; 1266 return top;
1211 } 1267 }
1212 1268
1213 return 0; 1269 return 0;
1221 1277
1222 object *prev = this; 1278 object *prev = this;
1223 1279
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 { 1281 {
1226 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1227 1283
1228 op->name = name; 1284 op->name = name;
1229 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1230 op->title = title; 1286 op->title = title;
1231 1287
1241 * job preparing multi-part monsters. 1297 * job preparing multi-part monsters.
1242 */ 1298 */
1243object * 1299object *
1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{ 1301{
1302 op->remove ();
1303
1246 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1247 { 1305 {
1248 tmp->x = x + tmp->arch->x; 1306 tmp->x = x + tmp->arch->x;
1249 tmp->y = y + tmp->arch->y; 1307 tmp->y = y + tmp->arch->y;
1250 } 1308 }
1267 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1268 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1269 * 1327 *
1270 * Return value: 1328 * Return value:
1271 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1272 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1273 * just 'op' otherwise 1331 * just 'op' otherwise
1274 */ 1332 */
1275object * 1333object *
1276insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1277{ 1335{
1278 op->remove (); 1336 op->remove ();
1337
1338 if (m == &freed_map)//D TODO: remove soon
1339 {//D
1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1341 }//D
1279 1342
1280 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1281 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1282 * need extra work 1345 * need extra work
1283 */ 1346 */
1347 maptile *newmap = m;
1284 if (!xy_normalise (m, op->x, op->y)) 1348 if (!xy_normalise (newmap, op->x, op->y))
1285 { 1349 {
1286 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1287 return 0; 1351 return 0;
1288 } 1352 }
1289 1353
1290 if (object *more = op->more) 1354 if (object *more = op->more)
1291 if (!insert_ob_in_map (more, m, originator, flag)) 1355 if (!insert_ob_in_map (more, m, originator, flag))
1292 return 0; 1356 return 0;
1293 1357
1294 CLEAR_FLAG (op, FLAG_REMOVED); 1358 op->flag [FLAG_REMOVED] = false;
1295 1359 op->env = 0;
1296 op->map = m; 1360 op->map = newmap;
1361
1297 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1298 1363
1299 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1300 */ 1365 */
1301 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1304 { 1369 {
1305 // TODO: we actually want to update tmp, not op, 1370 // TODO: we actually want to update tmp, not op,
1306 // but some caller surely breaks when we return tmp 1371 // but some caller surely breaks when we return tmp
1307 // from here :/ 1372 // from here :/
1308 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1309 tmp->destroy (1); 1374 tmp->destroy ();
1310 } 1375 }
1311 1376
1312 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1314 1379
1315 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1316 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1317 1382
1318 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1319 { 1384 {
1320 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1321 { 1386 {
1322 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1323 abort (); 1388 abort ();
1324 } 1389 }
1325 1390
1326 if (!originator->is_on_map ()) 1391 if (!originator->is_on_map ())
1392 {
1327 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1328 op->debug_desc (), originator->debug_desc ()); 1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1329 1397
1330 op->above = originator; 1398 op->above = originator;
1331 op->below = originator->below; 1399 op->below = originator->below;
1332 originator->below = op; 1400 originator->below = op;
1333 1401
1346 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1347 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1348 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1349 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1350 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1351 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1352 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1353 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1354 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1355 */ 1423 */
1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 { 1425 {
1358 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1359 floor = tmp; 1427 floor = tmp;
1360 1428
1361 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1362 { 1430 {
1363 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1364 top = tmp->below; 1432 top = tmp->below;
1365 break; 1433 break;
1366 } 1434 }
1384 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1385 { 1453 {
1386 object *last; 1454 object *last;
1387 1455
1388 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1389 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1390 break; 1458 break;
1391 1459
1392 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1393 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1394 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1419 op->below = top; 1487 op->below = top;
1420 *(op->above ? &op->above->below : &ms.top) = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1421 } 1489 }
1422 } 1490 }
1423 1491
1424 if (op->type == PLAYER) 1492 if (op->is_player ())
1425 { 1493 {
1426 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1427 ++op->map->players; 1495 ++op->map->players;
1428 op->map->touch (); 1496 op->map->touch ();
1429 } 1497 }
1444 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1446 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient. 1515 * of effect may be sufficient.
1448 */ 1516 */
1449 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1450 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1451 1522
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1454 1525
1455 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1462 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1534 * update_object().
1464 */ 1535 */
1465 1536
1466 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1467 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1468 { 1539 {
1469 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1470 return 0; 1541 return 0;
1471 1542
1472 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1473 * walk on's. 1544 * walk on's.
1474 */ 1545 */
1475 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1477 return 0; 1548 return 0;
1478 } 1549 }
1479 1550
1480 return op; 1551 return op;
1481} 1552}
1482 1553
1483/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1484 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1485 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1486 */ 1557 */
1487void 1558void
1488replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1489{ 1560{
1490 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1491 1562
1492 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1494 tmp->destroy (1); 1565 tmp->destroy ();
1495 1566
1496 object *tmp = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1497 1568
1498 tmp->x = op->x; 1569 tmp->x = op->x;
1499 tmp->y = op->y; 1570 tmp->y = op->y;
1500 1571
1501 insert_ob_in_map (tmp, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1506{ 1577{
1507 if (where->env) 1578 if (where->env)
1508 return where->env->insert (this); 1579 return where->env->insert (this);
1509 else 1580 else
1510 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1582}
1583
1584// check whether we can put this into the map, respect max_volume, max_items
1585bool
1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1589
1590 int items = ms.items ();
1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1511} 1604}
1512 1605
1513/* 1606/*
1514 * decrease(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1515 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1523 if (!nr) 1616 if (!nr)
1524 return true; 1617 return true;
1525 1618
1526 nr = min (nr, nrof); 1619 nr = min (nr, nrof);
1527 1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1528 nrof -= nr; 1625 nrof -= nr;
1529
1530 if (nrof)
1531 {
1532 adjust_weight (env, -weight * nr); // carrying == 0
1533 1626
1534 if (object *pl = visible_to ()) 1627 if (object *pl = visible_to ())
1535 esrv_update_item (UPD_NROF, pl, this); 1628 esrv_update_item (UPD_NROF, pl, this);
1536 1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1537 return true; 1632 return true;
1538 } 1633 }
1539 else 1634 else
1540 { 1635 {
1541 destroy (1); 1636 destroy ();
1542 return false; 1637 return false;
1543 } 1638 }
1544} 1639}
1545 1640
1546/* 1641/*
1594/* 1689/*
1595 * env->insert (op) 1690 * env->insert (op)
1596 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1597 * inside the object environment. 1692 * inside the object environment.
1598 * 1693 *
1599 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1600 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1601 */ 1696 */
1602object * 1697object *
1603object::insert (object *op) 1698object::insert (object *op)
1604{ 1699{
1615 if (op->nrof) 1710 if (op->nrof)
1616 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1617 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1618 { 1713 {
1619 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1620 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1621 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1622 1721
1623 if (object *pl = tmp->visible_to ()) 1722 if (object *pl = tmp->visible_to ())
1624 esrv_update_item (UPD_NROF, pl, tmp); 1723 esrv_update_item (UPD_NROF, pl, tmp);
1625 1724
1626 adjust_weight (this, op->total_weight ()); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1627 1726
1628 op->destroy (1); 1727 op->destroy ();
1629 op = tmp; 1728 op = tmp;
1630 goto inserted; 1729 goto inserted;
1631 } 1730 }
1632 1731
1633 op->owner = 0; // it's his/hers now. period. 1732 op->owner = 0; // it's his/hers now. period.
1647 op->flag [FLAG_REMOVED] = 0; 1746 op->flag [FLAG_REMOVED] = 0;
1648 1747
1649 if (object *pl = op->visible_to ()) 1748 if (object *pl = op->visible_to ())
1650 esrv_send_item (pl, op); 1749 esrv_send_item (pl, op);
1651 1750
1652 adjust_weight (this, op->total_weight ()); 1751 adjust_weight (this, 0, op->total_weight ());
1653 1752
1654inserted: 1753inserted:
1655 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1656 if (op->glow_radius && map && map->darkness) 1755 if (op->glow_radius && is_on_map ())
1756 {
1757 update_stats ();
1657 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1658 1759 }
1760 else if (is_player ())
1659 // if this is a player's inventory, update stats 1761 // if this is a player's inventory, update stats
1660 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1762 contr->queue_stats_update ();
1661 update_stats ();
1662 1763
1663 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1664 1765
1665 return op; 1766 return op;
1666} 1767}
1684 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1685 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1686 * on top. 1787 * on top.
1687 */ 1788 */
1688int 1789int
1689check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1690{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1691 object *tmp; 1795 object *tmp;
1692 maptile *m = op->map; 1796 maptile *m = op->map;
1693 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1694 1798
1695 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1696 1800
1697 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1698 return 0;
1699 1802
1700 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1701 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1702 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1703 1806
1704 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1705 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1706 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1707 * as walking. 1810 * as walking.
1716 */ 1819 */
1717 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1718 return 0; 1821 return 0;
1719 1822
1720 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1721 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1722 */ 1825 */
1723 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1724 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1725 {
1726 /* Trim the search when we find the first other spell effect
1727 * this helps performance so that if a space has 50 spell objects,
1728 * we don't need to check all of them.
1729 */
1730 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1731 break;
1732 } 1827 {
1828 next = tmp->below;
1733 1829
1734 for (; tmp; tmp = tmp->below)
1735 {
1736 if (tmp == op) 1830 if (tmp == op)
1737 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1738 1832
1739 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1740 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1741 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1742 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1743 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1744 */ 1838 */
1745 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1746 { 1840 {
1747 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1748 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1749 { 1843 {
1750
1751 float
1752 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1753 1845
1754 if (op->type == PLAYER) 1846 if (op->is_player ())
1755 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1756 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1757 diff /= 4.0; 1849 diff /= 4.0;
1758 1850
1759 op->speed_left -= diff; 1851 op->speed_left -= diff;
1760 } 1852 }
1761 } 1853 }
1762 1854
1763 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1764 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1765 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1766 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1767 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1768 1865
1769 if (op->destroyed ()) 1866 if (op->destroyed ())
1770 return 1; 1867 return 1;
1771 1868
1883void 1980void
1884flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1885{ 1982{
1886 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 { 1984 {
1888 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1889 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1890 } 1987 }
1891} 1988}
1892 1989
1893/* 1990/*
1896void 1993void
1897unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1898{ 1995{
1899 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1900 { 1997 {
1901 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1902 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1903 } 2000 }
1904} 2001}
1905 2002
1906/* 2003/*
1916 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1917 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1918 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1919 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1920 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1921 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1922 * customized, changed states, etc. 2019 * customized, changed states, etc.
1923 */ 2020 */
1924int 2021int
1925find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1926{ 2023{
1927 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
1928 int index = 0, flag; 2025 int index = 0;
1929 2026
1930 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
1931 { 2028 {
1932 mapxy pos (m, x, y); pos.move (i); 2029 mapxy pos (m, x, y); pos.move (i);
1933 2030
1949 continue; 2046 continue;
1950 } 2047 }
1951 2048
1952 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
1953 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
1954 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
1955 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
1956 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
1957 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1958 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
1959 */ 2056 */
1967 * head of the object should correspond for the entire object. 2064 * head of the object should correspond for the entire object.
1968 */ 2065 */
1969 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1970 continue; 2067 continue;
1971 2068
1972 if (ob->blocked (m, pos.x, pos.y)) 2069 if (ob->blocked (pos.m, pos.x, pos.y))
1973 continue; 2070 continue;
1974 2071
1975 altern [index++] = i; 2072 altern [index++] = i;
1976 } 2073 }
1977 2074
1989 */ 2086 */
1990int 2087int
1991find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
1992{ 2089{
1993 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
1994 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
1995 return i; 2092 return i;
1996 2093
1997 return -1; 2094 return -1;
1998} 2095}
1999 2096
2010 2107
2011 while (--end) 2108 while (--end)
2012 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2013} 2110}
2014 2111
2015/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2016 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2017 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2018 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2019 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2020 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2045 * there is capable of. 2142 * there is capable of.
2046 */ 2143 */
2047int 2144int
2048find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2049{ 2146{
2050 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2051
2052 sint16 nx, ny;
2053 object *tmp;
2054 maptile *mp;
2055
2056 MoveType blocked, move_type; 2148 MoveType move_type;
2057 2149
2058 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2059 { 2151 {
2060 exclude = exclude->head; 2152 exclude = exclude->head;
2061 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2064 { 2156 {
2065 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2066 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2067 } 2159 }
2068 2160
2069 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2070 { 2162 {
2071 mp = m; 2163 mapxy pos (m, x, y);
2072 nx = x + freearr_x[i]; 2164 pos.move (i);
2073 ny = y + freearr_y[i];
2074 2165
2075 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2076
2077 if (mflags & P_OUT_OF_MAP)
2078 max = maxfree[i]; 2167 max = maxfree[i];
2079 else 2168 else
2080 { 2169 {
2081 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2082 2171
2083 blocked = ms.move_block;
2084
2085 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2086 max = maxfree[i]; 2173 max = maxfree [i];
2087 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2088 { 2175 {
2089 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2090 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2092 break;
2093
2094 if (tmp)
2095 return freedir[i]; 2179 return freedir [i];
2096 } 2180 }
2097 } 2181 }
2098 } 2182 }
2099 2183
2100 return 0; 2184 return 0;
2109{ 2193{
2110 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2111} 2195}
2112 2196
2113/* 2197/*
2114 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2115 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2116 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2117 */ 2201 */
2118int 2202int
2119find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2120{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2121 int q; 2248 int q;
2122 2249
2123 if (y) 2250 if (y)
2124 q = x * 100 / y; 2251 q = 128 * x / y;
2125 else if (x) 2252 else if (x)
2126 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2127 else 2254 else
2128 return 0; 2255 return 0;
2129 2256
2130 if (y > 0) 2257 if (y > 0)
2131 { 2258 {
2132 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2133 return 3; 2264 return 3;
2134 if (q < -41) 2265 }
2135 return 2; 2266 else
2136 if (q < 41) 2267 {
2137 return 1; 2268 if (q < -309) return 3;
2138 if (q < 242) 2269 if (q < -52) return 2;
2139 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2140 return 7; 2273 return 7;
2141 } 2274 }
2142 2275#endif
2143 if (q < -242)
2144 return 7;
2145 if (q < -41)
2146 return 6;
2147 if (q < 41)
2148 return 5;
2149 if (q < 242)
2150 return 4;
2151
2152 return 3;
2153} 2276}
2154 2277
2155/* 2278/*
2156 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2157 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2158 */ 2281 */
2159int 2282int
2160dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2161{ 2284{
2162 int d;
2163
2164 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2165 if (d > 4)
2166 d = 8 - d;
2167 2286
2168 return d; 2287 return d > 4 ? 8 - d : d;
2169} 2288}
2170 2289
2171/* peterm: 2290/* peterm:
2172 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2173 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2175 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2176 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2177 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2178 * functions. 2297 * functions.
2179 */ 2298 */
2180int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2181 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2182 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2183 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2184 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2185 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2242 int mflags; 2361 int mflags;
2243 2362
2244 if (dir < 0) 2363 if (dir < 0)
2245 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2246 2365
2247 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2248 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2249 2368
2250 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2251 2370
2252 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2253 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2279 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2280 */ 2399 */
2281int 2400int
2282can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2283{ 2402{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2286 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2287} 2406}
2407
2408//-GPL
2288 2409
2289/* 2410/*
2290 * create clone from object to another 2411 * create clone from object to another
2291 */ 2412 */
2292object * 2413object *
2323 return tmp; 2444 return tmp;
2324 2445
2325 return 0; 2446 return 0;
2326} 2447}
2327 2448
2328const shstr & 2449/* Zero the key_values on op, decrementing the shared-string
2329object::kv_get (const shstr &key) const 2450 * refcounts and freeing the links.
2451 */
2452void
2453key_values::clear ()
2330{ 2454{
2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2331 for (key_value *kv = key_values; kv; kv = kv->next) 2468 for (key_value *kv = first; kv; kv = kv->next)
2332 if (kv->key == key) 2469 if (kv->key == key)
2333 return kv->value; 2470 return kv->value;
2334 2471
2335 return shstr_null; 2472 return shstr ();
2336} 2473}
2337 2474
2338void 2475void
2339object::kv_set (const shstr &key, const shstr &value) 2476key_values::add (shstr_tmp key, shstr_tmp value)
2340{ 2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2490 for (key_value *kv = first; kv; kv = kv->next)
2342 if (kv->key == key) 2491 if (kv->key == key)
2343 { 2492 {
2344 kv->value = value; 2493 kv->value = value;
2345 return; 2494 return;
2346 } 2495 }
2347 2496
2348 key_value *kv = new key_value; 2497 add (key, value);
2349
2350 kv->next = key_values;
2351 kv->key = key;
2352 kv->value = value;
2353
2354 key_values = kv;
2355} 2498}
2356 2499
2357void 2500void
2358object::kv_del (const shstr &key) 2501key_values::del (shstr_tmp key)
2359{ 2502{
2360 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2361 if ((*kvp)->key == key) 2504 if ((*kvp)->key == key)
2362 { 2505 {
2363 key_value *kv = *kvp; 2506 key_value *kv = *kvp;
2364 *kvp = (*kvp)->next; 2507 *kvp = (*kvp)->next;
2365 delete kv; 2508 delete kv;
2366 return; 2509 return;
2367 } 2510 }
2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2368} 2541}
2369 2542
2370object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2371: iterator_base (container) 2544: iterator_base (container)
2372{ 2545{
2456{ 2629{
2457 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2458 : region::default_region (); 2631 : region::default_region ();
2459} 2632}
2460 2633
2461const materialtype_t * 2634//+GPL
2462object::dominant_material () const
2463{
2464 if (materialtype_t *mt = name_to_material (materialname))
2465 return mt;
2466
2467 return name_to_material (shstr_unknown);
2468}
2469 2635
2470void 2636void
2471object::open_container (object *new_container) 2637object::open_container (object *new_container)
2472{ 2638{
2473 if (container == new_container) 2639 if (container == new_container)
2494 container = 0; 2660 container = 0;
2495 2661
2496 // client needs item update to make it work, client bug requires this to be separate 2662 // client needs item update to make it work, client bug requires this to be separate
2497 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2498 2664
2499 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2500 play_sound (sound_find ("chest_close")); 2666 play_sound (sound_find ("chest_close"));
2501 } 2667 }
2502 2668
2503 if (new_container) 2669 if (new_container)
2504 { 2670 {
2508 // TODO: this does not seem to serve any purpose anymore? 2674 // TODO: this does not seem to serve any purpose anymore?
2509#if 0 2675#if 0
2510 // insert the "Close Container" object. 2676 // insert the "Close Container" object.
2511 if (archetype *closer = new_container->other_arch) 2677 if (archetype *closer = new_container->other_arch)
2512 { 2678 {
2513 object *closer = arch_to_object (new_container->other_arch); 2679 object *closer = new_container->other_arch->instance ();
2514 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2515 new_container->insert (closer); 2681 new_container->insert (closer);
2516 } 2682 }
2517#endif 2683#endif
2518 2684
2519 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2520 2686
2521 // make sure the container is available, client bug requires this to be separate 2687 // make sure the container is available, client bug requires this to be separate
2522 esrv_send_item (this, new_container); 2688 esrv_send_item (this, new_container);
2523 2689
2524 new_container->flag [FLAG_APPLIED] = true; 2690 new_container->flag [FLAG_APPLIED] = true;
2531 } 2697 }
2532// else if (!old_container->env && contr && contr->ns) 2698// else if (!old_container->env && contr && contr->ns)
2533// contr->ns->floorbox_reset (); 2699// contr->ns->floorbox_reset ();
2534} 2700}
2535 2701
2702//-GPL
2703
2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2536object * 2734object *
2537object::force_find (const shstr name) 2735object::force_find (shstr_tmp name)
2538{ 2736{
2539 /* cycle through his inventory to look for the MARK we want to 2737 /* cycle through his inventory to look for the MARK we want to
2540 * place 2738 * place
2541 */ 2739 */
2542 for (object *tmp = inv; tmp; tmp = tmp->below) 2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2543 if (tmp->type == FORCE && tmp->slaying == name) 2741 if (tmp->type == FORCE && tmp->slaying == name)
2544 return splay (tmp); 2742 return splay (tmp);
2545 2743
2546 return 0; 2744 return 0;
2547} 2745}
2548 2746
2549void 2747void
2748object::force_set_timer (int duration)
2749{
2750 this->duration = 1;
2751 this->speed_left = -1.f;
2752
2753 this->set_speed (duration ? 1.f / duration : 0.f);
2754}
2755
2756object *
2550object::force_add (const shstr name, int duration) 2757object::force_add (shstr_tmp name, int duration)
2551{ 2758{
2552 if (object *force = force_find (name)) 2759 if (object *force = force_find (name))
2553 force->destroy (); 2760 force->destroy ();
2554 2761
2555 object *force = get_archetype (FORCE_NAME); 2762 object *force = archetype::get (FORCE_NAME);
2556 2763
2557 force->slaying = name; 2764 force->slaying = name;
2558 force->stats.food = 1; 2765 force->force_set_timer (duration);
2559 force->speed_left = -1.f;
2560
2561 force->set_speed (duration ? 1.f / duration : 0.f);
2562 force->flag [FLAG_IS_USED_UP] = true;
2563 force->flag [FLAG_APPLIED] = true; 2766 force->flag [FLAG_APPLIED] = true;
2564 2767
2565 insert (force); 2768 return insert (force);
2566} 2769}
2567 2770
2568void 2771void
2569object::play_sound (faceidx sound) 2772object::play_sound (faceidx sound) const
2570{ 2773{
2571 if (!sound) 2774 if (!sound)
2572 return; 2775 return;
2573 2776
2574 if (flag [FLAG_REMOVED]) 2777 if (is_on_map ())
2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781}
2782
2783void
2784object::say_msg (const char *msg) const
2785{
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::make_noise ()
2794{
2795 // we do not model noise in the map, so instead put
2796 // a temporary light into the noise source
2797 // could use the map instead, but that's less reliable for our
2798 // goal, which is to make invisibility a bit harder to exploit
2799
2800 // currently only works sensibly for players
2801 if (!is_player ())
2575 return; 2802 return;
2576 2803
2577 if (env) 2804 // find old force, or create new one
2578 { 2805 object *force = force_find (shstr_noise_force);
2579 if (object *pl = in_player ()) 2806
2580 pl->contr->play_sound (sound); 2807 if (force)
2581 } 2808 force->speed_left = -1.f; // patch old speed up
2582 else 2809 else
2583 map->play_sound (sound, x, y); 2810 {
2584} 2811 force = archetype::get (shstr_noise_force);
2585 2812
2813 force->slaying = shstr_noise_force;
2814 force->stats.food = 1;
2815 force->speed_left = -1.f;
2816
2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2822 }
2823}
2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2853 return 0;
2854}
2855
2856// put marked object first in the inventory
2857// this is used by identify-like spells so players can influence
2858// the order a bit.
2859void
2860object::splay_marked ()
2861{
2862 if (object *marked = mark ())
2863 splay (marked);
2864}
2865

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