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Comparing deliantra/server/common/object.C (file contents):
Revision 1.221 by root, Thu Apr 24 12:06:01 2008 UTC vs.
Revision 1.272 by root, Sat Dec 27 04:09:58 2008 UTC

32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
139 140
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 142static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
143{ 144{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
149 */ 148 */
150 149
151 /* For each field in wants, */ 150 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 152 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 153 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 154
169 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
181} 168}
182 169
183/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
200 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 188 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
203 return 0; 190 return 0;
204 191
205 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 195 return 0;
212 196
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 205
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 208
225 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 210 || ob1->name != ob2->name
227 || ob1->title != ob2->title 211 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 218 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 234 return 0;
250 235
251 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
255 .any ()) 239 .any ())
256 return 0; 240 return 0;
257 241
258 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
340 { 324 {
341 // see if we are in a container of sorts 325 // see if we are in a container of sorts
342 if (env) 326 if (env)
343 { 327 {
344 // the player inventory itself is always visible 328 // the player inventory itself is always visible
345 if (env->type == PLAYER) 329 if (env->is_player ())
346 return env; 330 return env;
347 331
348 // else a player could have our env open 332 // else a player could have our env open
349 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
350 334
358 else 342 else
359 { 343 {
360 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
363 if (!pl->container || this == pl->container) 348 || this == pl->container)
364 return pl; 349 return pl;
365 } 350 }
366 } 351 }
367 352
368 return 0; 353 return 0;
369} 354}
370 355
371// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
372static sint32 357static sint32
373weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
374{ 359{
375 return op->type == CONTAINER 360 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 362 : weight;
378} 363}
384static void 369static void
385adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
386{ 371{
387 while (op) 372 while (op)
388 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
390 378
391 if (!weight) 379 if (!weight)
392 return; 380 return;
393 381
394 op->carrying += weight; 382 op->carrying += weight;
417 op->update_weight (); 405 op->update_weight ();
418 406
419 sum += op->total_weight (); 407 sum += op->total_weight ();
420 } 408 }
421 409
422 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
423 411
424 if (sum != carrying) 412 if (sum != carrying)
425 { 413 {
426 carrying = sum; 414 carrying = sum;
427 415
489 */ 477 */
490object * 478object *
491find_object_name (const char *str) 479find_object_name (const char *str)
492{ 480{
493 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
494 object *op;
495 482
483 if (str_)
496 for_all_objects (op) 484 for_all_objects (op)
497 if (op->name == str_) 485 if (op->name == str_)
498 break; 486 return op;
499 487
500 return op; 488 return 0;
501} 489}
502 490
503/* 491/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 493 * skill and experience objects.
603 } 591 }
604 592
605 op->key_values = 0; 593 op->key_values = 0;
606} 594}
607 595
608object & 596/*
609object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
610{ 606{
611 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
618 610
619 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
620 if (src.key_values) 612 if (key_values)
621 { 613 {
622 key_value *tail = 0; 614 key_value *tail = 0;
623 key_values = 0; 615 dst->key_values = 0;
624 616
625 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
626 { 618 {
627 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
628 620
629 new_link->next = 0; 621 new_link->next = 0;
630 new_link->key = i->key; 622 new_link->key = i->key;
631 new_link->value = i->value; 623 new_link->value = i->value;
632 624
633 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
634 if (!key_values) 626 if (!dst->key_values)
635 { 627 {
636 key_values = new_link; 628 dst->key_values = new_link;
637 tail = new_link; 629 tail = new_link;
638 } 630 }
639 else 631 else
640 { 632 {
641 tail->next = new_link; 633 tail->next = new_link;
642 tail = new_link; 634 tail = new_link;
643 } 635 }
644 } 636 }
645 } 637 }
646}
647
648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660 638
661 if (speed < 0) 639 if (speed < 0)
662 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
663 641
664 dst->set_speed (dst->speed); 642 dst->activate ();
665} 643}
666 644
667void 645void
668object::instantiate () 646object::instantiate ()
669{ 647{
686object * 664object *
687object::clone () 665object::clone ()
688{ 666{
689 object *neu = create (); 667 object *neu = create ();
690 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
691 return neu; 670 return neu;
692} 671}
693 672
694/* 673/*
695 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
746 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
747 */ 726 */
748void 727void
749update_object (object *op, int action) 728update_object (object *op, int action)
750{ 729{
751 if (op == NULL) 730 if (!op)
752 { 731 {
753 /* this should never happen */ 732 /* this should never happen */
754 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
755 return; 734 return;
756 } 735 }
757 736
758 if (op->env) 737 if (!op->is_on_map ())
759 { 738 {
760 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
761 * to do in this case. 740 * to do in this case.
762 */ 741 */
763 return; 742 return;
764 } 743 }
765
766 /* If the map is saving, don't do anything as everything is
767 * going to get freed anyways.
768 */
769 if (!op->map || op->map->in_memory == MAP_SAVING)
770 return;
771 744
772 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
773 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
774 { 747 {
775 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
786 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
787 { 760 {
788 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
789 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
791 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
793 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
794 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
795 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
796 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
797 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
798 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
799 * to have move_allow right now. 772 * have move_allow right now.
800 */ 773 */
801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
802 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
803 m.flags_ = 0; 776 m.invalidate ();
804 } 777 }
805 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
806 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
807 * that is being removed. 780 * that is being removed.
808 */ 781 */
809 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
810 m.flags_ = 0; 783 m.invalidate ();
811 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
812 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
813 else 786 else
814 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
815 788
857object::activate () 830object::activate ()
858{ 831{
859 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
860 if (active) 833 if (active)
861 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
862 838
863 if (has_active_speed ()) 839 if (has_active_speed ())
864 actives.insert (this); 840 actives.insert (this);
865} 841}
866 842
930 * drop on that space. 906 * drop on that space.
931 */ 907 */
932 if (!drop_to_ground 908 if (!drop_to_ground
933 || !map 909 || !map
934 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
935 || map->nodrop 911 || map->no_drop
936 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
937 { 913 {
938 while (inv) 914 while (inv)
939 {
940 inv->destroy_inv (false);
941 inv->destroy (); 915 inv->destroy ();
942 }
943 } 916 }
944 else 917 else
945 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
946 while (inv) 919 while (inv)
947 { 920 {
951 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
952 || op->type == RUNE 925 || op->type == RUNE
953 || op->type == TRAP 926 || op->type == TRAP
954 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
956 op->destroy (true); 929 op->destroy ();
957 else 930 else
958 map->insert (op, x, y); 931 map->insert (op, x, y);
959 } 932 }
960 } 933 }
961} 934}
965 object *op = new object; 938 object *op = new object;
966 op->link (); 939 op->link ();
967 return op; 940 return op;
968} 941}
969 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
970void 964void
971object::do_destroy () 965object::do_destroy ()
972{ 966{
973 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 968 remove_button_link (this);
984 unlink (); 978 unlink ();
985 979
986 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
987 981
988 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
989 {
990 static maptile *freed_map; // freed objects are moved here to avoid crashes
991
992 if (!freed_map)
993 {
994 freed_map = new maptile;
995
996 freed_map->path = "<freed objects map>";
997 freed_map->name = "/internal/freed_objects_map";
998 freed_map->width = 3;
999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
1001
1002 freed_map->alloc ();
1003 freed_map->in_memory = MAP_ACTIVE;
1004 }
1005
1006 map = freed_map; 983 map = &freed_map;
1007 x = 1; 984 x = 1;
1008 y = 1; 985 y = 1;
1009 }
1010 986
1011 if (more) 987 if (more)
1012 { 988 {
1013 more->destroy (); 989 more->destroy ();
1014 more = 0; 990 more = 0;
1022 attacked_by = 0; 998 attacked_by = 0;
1023 current_weapon = 0; 999 current_weapon = 0;
1024} 1000}
1025 1001
1026void 1002void
1027object::destroy (bool destroy_inventory) 1003object::destroy ()
1028{ 1004{
1029 if (destroyed ()) 1005 if (destroyed ())
1030 return; 1006 return;
1031 1007
1032 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1033 { 1009 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory); 1011 head->destroy ();
1012 return;
1036 } 1013 }
1037 1014
1038 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1039 1016
1040 if (is_head ()) 1017 if (is_head ())
1041 if (sound_destroy) 1018 if (sound_destroy)
1042 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1080 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1081 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1082 1059
1083 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1084 1061
1085 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1086
1087 if (below)
1088 below->above = above;
1089 1063
1090 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1093 */ 1067 */
1094 map = env->map; 1068 map = env->map;
1095 x = env->x; 1069 x = env->x;
1096 y = env->y; 1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1097 above = 0; 1076 above = 0;
1098 below = 0; 1077 below = 0;
1099 env = 0; 1078 env = 0;
1100 1079
1101 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1102 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1103 * to save cpu time. 1082 * to save cpu time.
1104 */ 1083 */
1105 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1106 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1107 } 1092 }
1108 else if (map) 1093 else if (map)
1109 { 1094 {
1110 map->dirty = true; 1095 map->dirty = true;
1111 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1112 1097
1113 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1114 { 1099 {
1115 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1116 { 1101 {
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1117 // leaving a spot always closes any open container on the ground 1104 // leaving a spot always closes any open container on the ground
1118 if (container && !container->env) 1105 if (container && !container->env)
1119 // this causes spurious floorbox updates, but it ensures 1106 // this causes spurious floorbox updates, but it ensures
1120 // that the CLOSE event is being sent. 1107 // that the CLOSE event is being sent.
1121 close_container (); 1108 close_container ();
1131 1118
1132 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1133 } 1120 }
1134 1121
1135 /* link the object above us */ 1122 /* link the object above us */
1136 if (above) 1123 // re-link, make sure compiler can easily use cmove
1137 above->below = below; 1124 *(above ? &above->below : &ms.top) = below;
1138 else 1125 *(below ? &below->above : &ms.bot) = above;
1139 ms.top = below; /* we were top, set new top */
1140
1141 /* Relink the object below us, if there is one */
1142 if (below)
1143 below->above = above;
1144 else
1145 {
1146 /* Nothing below, which means we need to relink map object for this space
1147 * use translated coordinates in case some oddness with map tiling is
1148 * evident
1149 */
1150 if (GET_MAP_OB (map, x, y) != this)
1151 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1152
1153 ms.bot = above; /* goes on above it. */
1154 }
1155 1126
1156 above = 0; 1127 above = 0;
1157 below = 0; 1128 below = 0;
1129
1130 ms.invalidate ();
1158 1131
1159 if (map->in_memory == MAP_SAVING) 1132 if (map->in_memory == MAP_SAVING)
1160 return; 1133 return;
1161 1134
1162 int check_walk_off = !flag [FLAG_NO_APPLY]; 1135 int check_walk_off = !flag [FLAG_NO_APPLY];
1169 * appropriately. 1142 * appropriately.
1170 */ 1143 */
1171 pl->close_container (); 1144 pl->close_container ();
1172 1145
1173 //TODO: the floorbox prev/next might need updating 1146 //TODO: the floorbox prev/next might need updating
1174 esrv_del_item (pl->contr, count); 1147 //esrv_del_item (pl->contr, count);
1148 //TODO: update floorbox to preserve ordering
1149 if (pl->contr->ns)
1150 pl->contr->ns->floorbox_update ();
1175 } 1151 }
1176 1152
1177 for (tmp = ms.bot; tmp; tmp = tmp->above) 1153 for (tmp = ms.bot; tmp; tmp = tmp->above)
1178 { 1154 {
1179 /* No point updating the players look faces if he is the object 1155 /* No point updating the players look faces if he is the object
1192 } 1168 }
1193 1169
1194 last = tmp; 1170 last = tmp;
1195 } 1171 }
1196 1172
1197 /* last == NULL if there are no objects on this space */ 1173 if (affects_los ())
1198 //TODO: this makes little sense, why only update the topmost object?
1199 if (!last)
1200 map->at (x, y).flags_ = 0;
1201 else
1202 update_object (last, UP_OBJ_REMOVE);
1203
1204 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1205 update_all_los (map, x, y); 1174 update_all_los (map, x, y);
1206 } 1175 }
1207} 1176}
1208 1177
1209/* 1178/*
1233 esrv_update_item (UPD_NROF, pl, top); 1202 esrv_update_item (UPD_NROF, pl, top);
1234 1203
1235 op->weight = 0; // cancel the addition above 1204 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already 1205 op->carrying = 0; // must be 0 already
1237 1206
1238 op->destroy (1); 1207 op->destroy ();
1239 1208
1240 return top; 1209 return top;
1241 } 1210 }
1242 1211
1243 return 0; 1212 return 0;
1271 * job preparing multi-part monsters. 1240 * job preparing multi-part monsters.
1272 */ 1241 */
1273object * 1242object *
1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1243insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1275{ 1244{
1245 op->remove ();
1246
1276 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1277 { 1248 {
1278 tmp->x = x + tmp->arch->x; 1249 tmp->x = x + tmp->arch->x;
1279 tmp->y = y + tmp->arch->y; 1250 tmp->y = y + tmp->arch->y;
1280 } 1251 }
1303 * just 'op' otherwise 1274 * just 'op' otherwise
1304 */ 1275 */
1305object * 1276object *
1306insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1307{ 1278{
1308 assert (!op->flag [FLAG_FREED]);
1309
1310 op->remove (); 1279 op->remove ();
1280
1281 if (m == &freed_map)//D TODO: remove soon
1282 {//D
1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1284 }//D
1311 1285
1312 /* Ideally, the caller figures this out. However, it complicates a lot 1286 /* Ideally, the caller figures this out. However, it complicates a lot
1313 * of areas of callers (eg, anything that uses find_free_spot would now 1287 * of areas of callers (eg, anything that uses find_free_spot would now
1314 * need extra work 1288 * need extra work
1315 */ 1289 */
1316 if (!xy_normalise (m, op->x, op->y)) 1290 if (!xy_normalise (m, op->x, op->y))
1317 { 1291 {
1318 op->destroy (1); 1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1319 return 0; 1293 return 0;
1320 } 1294 }
1321 1295
1322 if (object *more = op->more) 1296 if (object *more = op->more)
1323 if (!insert_ob_in_map (more, m, originator, flag)) 1297 if (!insert_ob_in_map (more, m, originator, flag))
1332 */ 1306 */
1333 if (op->nrof && !(flag & INS_NO_MERGE)) 1307 if (op->nrof && !(flag & INS_NO_MERGE))
1334 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1308 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1335 if (object::can_merge (op, tmp)) 1309 if (object::can_merge (op, tmp))
1336 { 1310 {
1337 // TODO: we atcually want to update tmp, not op, 1311 // TODO: we actually want to update tmp, not op,
1338 // but some caller surely breaks when we return tmp 1312 // but some caller surely breaks when we return tmp
1339 // from here :/ 1313 // from here :/
1340 op->nrof += tmp->nrof; 1314 op->nrof += tmp->nrof;
1341 tmp->destroy (1); 1315 tmp->destroy ();
1342 } 1316 }
1343 1317
1344 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1345 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1319 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1346 1320
1353 { 1327 {
1354 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1355 abort (); 1329 abort ();
1356 } 1330 }
1357 1331
1332 if (!originator->is_on_map ())
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ());
1335
1358 op->above = originator; 1336 op->above = originator;
1359 op->below = originator->below; 1337 op->below = originator->below;
1360
1361 if (op->below)
1362 op->below->above = op;
1363 else
1364 ms.bot = op;
1365
1366 /* since *below* originator, no need to update top */
1367 originator->below = op; 1338 originator->below = op;
1339
1340 *(op->below ? &op->below->above : &ms.bot) = op;
1368 } 1341 }
1369 else 1342 else
1370 { 1343 {
1371 object *top, *floor = NULL; 1344 object *floor = 0;
1372 1345 object *top = ms.top;
1373 top = ms.bot;
1374 1346
1375 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1376 if (top) 1348 if (top)
1377 { 1349 {
1378 object *last = 0;
1379
1380 /* 1350 /*
1381 * If there are multiple objects on this space, we do some trickier handling. 1351 * If there are multiple objects on this space, we do some trickier handling.
1382 * We've already dealt with merging if appropriate. 1352 * We've already dealt with merging if appropriate.
1383 * Generally, we want to put the new object on top. But if 1353 * Generally, we want to put the new object on top. But if
1384 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1387 * once we get to them. This reduces the need to traverse over all of 1357 * once we get to them. This reduces the need to traverse over all of
1388 * them when adding another one - this saves quite a bit of cpu time 1358 * them when adding another one - this saves quite a bit of cpu time
1389 * when lots of spells are cast in one area. Currently, it is presumed 1359 * when lots of spells are cast in one area. Currently, it is presumed
1390 * that flying non pickable objects are spell objects. 1360 * that flying non pickable objects are spell objects.
1391 */ 1361 */
1392 for (top = ms.bot; top; top = top->above) 1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1393 { 1363 {
1394 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1395 floor = top; 1365 floor = tmp;
1396 1366
1397 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1398 { 1368 {
1399 /* We insert above top, so we want this object below this */ 1369 /* We insert above top, so we want this object below this */
1400 top = top->below; 1370 top = tmp->below;
1401 break; 1371 break;
1402 } 1372 }
1403 1373
1404 last = top; 1374 top = tmp;
1405 } 1375 }
1406
1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last;
1409 1376
1410 /* We let update_position deal with figuring out what the space 1377 /* We let update_position deal with figuring out what the space
1411 * looks like instead of lots of conditions here. 1378 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result. 1379 * makes things faster, and effectively the same result.
1413 */ 1380 */
1420 */ 1387 */
1421 if (!(flag & INS_ON_TOP) 1388 if (!(flag & INS_ON_TOP)
1422 && ms.flags () & P_BLOCKSVIEW 1389 && ms.flags () & P_BLOCKSVIEW
1423 && (op->face && !faces [op->face].visibility)) 1390 && (op->face && !faces [op->face].visibility))
1424 { 1391 {
1392 object *last;
1393
1425 for (last = top; last != floor; last = last->below) 1394 for (last = top; last != floor; last = last->below)
1426 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1427 break; 1396 break;
1428 1397
1429 /* Check to see if we found the object that blocks view, 1398 /* Check to see if we found the object that blocks view,
1437 } /* If objects on this space */ 1406 } /* If objects on this space */
1438 1407
1439 if (flag & INS_ABOVE_FLOOR_ONLY) 1408 if (flag & INS_ABOVE_FLOOR_ONLY)
1440 top = floor; 1409 top = floor;
1441 1410
1442 /* Top is the object that our object (op) is going to get inserted above. 1411 // insert object above top, or bottom-most if top = 0
1443 */
1444
1445 /* First object on this space */
1446 if (!top) 1412 if (!top)
1447 { 1413 {
1414 op->below = 0;
1448 op->above = ms.bot; 1415 op->above = ms.bot;
1449
1450 if (op->above)
1451 op->above->below = op;
1452
1453 op->below = 0;
1454 ms.bot = op; 1416 ms.bot = op;
1417
1418 *(op->above ? &op->above->below : &ms.top) = op;
1455 } 1419 }
1456 else 1420 else
1457 { /* get inserted into the stack above top */ 1421 {
1458 op->above = top->above; 1422 op->above = top->above;
1459
1460 if (op->above)
1461 op->above->below = op; 1423 top->above = op;
1462 1424
1463 op->below = top; 1425 op->below = top;
1464 top->above = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1465 } 1427 }
1428 }
1466 1429
1467 if (!op->above) 1430 if (op->is_player ())
1468 ms.top = op;
1469 } /* else not INS_BELOW_ORIGINATOR */
1470
1471 if (op->type == PLAYER)
1472 { 1431 {
1473 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1474 ++op->map->players; 1433 ++op->map->players;
1475 op->map->touch (); 1434 op->map->touch ();
1476 } 1435 }
1477 1436
1478 op->map->dirty = true; 1437 op->map->dirty = true;
1479 1438
1480 if (object *pl = ms.player ()) 1439 if (object *pl = ms.player ())
1481 //TODO: the floorbox prev/next might need updating 1440 //TODO: the floorbox prev/next might need updating
1482 esrv_send_item (pl, op); 1441 //esrv_send_item (pl, op);
1442 //TODO: update floorbox to preserve ordering
1443 if (pl->contr->ns)
1444 pl->contr->ns->floorbox_update ();
1483 1445
1484 /* If this object glows, it may affect lighting conditions that are 1446 /* If this object glows, it may affect lighting conditions that are
1485 * visible to others on this map. But update_all_los is really 1447 * visible to others on this map. But update_all_los is really
1486 * an inefficient way to do this, as it means los for all players 1448 * an inefficient way to do this, as it means los for all players
1487 * on the map will get recalculated. The players could very well 1449 * on the map will get recalculated. The players could very well
1488 * be far away from this change and not affected in any way - 1450 * be far away from this change and not affected in any way -
1489 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1490 * or just updating the P_UPTODATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1491 * of effect may be sufficient. 1453 * of effect may be sufficient.
1492 */ 1454 */
1493 if (op->map->darkness && (op->glow_radius != 0)) 1455 if (op->affects_los ())
1456 {
1457 op->ms ().invalidate ();
1494 update_all_los (op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1459 }
1495 1460
1496 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1461 /* updates flags (blocked, alive, no magic, etc) for this map space */
1497 update_object (op, UP_OBJ_INSERT); 1462 update_object (op, UP_OBJ_INSERT);
1498 1463
1499 INVOKE_OBJECT (INSERT, op); 1464 INVOKE_OBJECT (INSERT, op);
1533{ 1498{
1534 /* first search for itself and remove any old instances */ 1499 /* first search for itself and remove any old instances */
1535 1500
1536 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1537 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1538 tmp->destroy (1); 1503 tmp->destroy ();
1539 1504
1540 object *tmp = arch_to_object (archetype::find (arch_string)); 1505 object *tmp = arch_to_object (archetype::find (arch_string));
1541 1506
1542 tmp->x = op->x; 1507 tmp->x = op->x;
1543 tmp->y = op->y; 1508 tmp->y = op->y;
1567 if (!nr) 1532 if (!nr)
1568 return true; 1533 return true;
1569 1534
1570 nr = min (nr, nrof); 1535 nr = min (nr, nrof);
1571 1536
1537 if (nrof > nr)
1538 {
1572 nrof -= nr; 1539 nrof -= nr;
1573
1574 if (nrof)
1575 {
1576 adjust_weight (env, -weight * nr); // carrying == 0 1540 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1577 1541
1578 if (object *pl = visible_to ()) 1542 if (object *pl = visible_to ())
1579 esrv_update_item (UPD_NROF, pl, this); 1543 esrv_update_item (UPD_NROF, pl, this);
1580 1544
1581 return true; 1545 return true;
1582 } 1546 }
1583 else 1547 else
1584 { 1548 {
1585 destroy (1); 1549 destroy ();
1586 return false; 1550 return false;
1587 } 1551 }
1588} 1552}
1589 1553
1590/* 1554/*
1607 } 1571 }
1608 else 1572 else
1609 { 1573 {
1610 decrease (nr); 1574 decrease (nr);
1611 1575
1612 object *op = object_create_clone (this); 1576 object *op = deep_clone ();
1613 op->nrof = nr; 1577 op->nrof = nr;
1614 return op; 1578 return op;
1615 } 1579 }
1616} 1580}
1617 1581
1667 if (object *pl = tmp->visible_to ()) 1631 if (object *pl = tmp->visible_to ())
1668 esrv_update_item (UPD_NROF, pl, tmp); 1632 esrv_update_item (UPD_NROF, pl, tmp);
1669 1633
1670 adjust_weight (this, op->total_weight ()); 1634 adjust_weight (this, op->total_weight ());
1671 1635
1672 op->destroy (1); 1636 op->destroy ();
1673 op = tmp; 1637 op = tmp;
1674 goto inserted; 1638 goto inserted;
1675 } 1639 }
1676 1640
1677 op->owner = 0; // it's his/hers now. period. 1641 op->owner = 0; // it's his/hers now. period.
1695 1659
1696 adjust_weight (this, op->total_weight ()); 1660 adjust_weight (this, op->total_weight ());
1697 1661
1698inserted: 1662inserted:
1699 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1700 if (op->glow_radius && map && map->darkness) 1664 if (op->glow_radius && is_on_map ())
1665 {
1666 update_stats ();
1701 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1702 1668 }
1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1703 // if this is a player's inventory, update stats 1670 // if this is a player's inventory, update stats
1704 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1705 update_stats (); 1671 update_stats ();
1706 1672
1707 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1708 1674
1709 return op; 1675 return op;
1793 { 1759 {
1794 1760
1795 float 1761 float
1796 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1797 1763
1798 if (op->type == PLAYER) 1764 if (op->is_player ())
1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1801 diff /= 4.0; 1767 diff /= 4.0;
1802 1768
1803 op->speed_left -= diff; 1769 op->speed_left -= diff;
1838 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1839 return NULL; 1805 return NULL;
1840 } 1806 }
1841 1807
1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1843 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1844 return tmp; 1810 return tmp;
1845 1811
1846 return NULL; 1812 return NULL;
1847} 1813}
1848 1814
1912 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1913 */ 1879 */
1914object * 1880object *
1915present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1916{ 1882{
1917 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1919 return tmp; 1885 return tmp;
1920 1886
1921 return NULL; 1887 return NULL;
1922} 1888}
1923 1889
2011 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
2012 */ 1978 */
2013 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2014 continue; 1980 continue;
2015 1981
2016 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
2017 continue; 1983 continue;
2018 1984
2019 altern [index++] = i; 1985 altern [index++] = i;
2020 } 1986 }
2021 1987
2129 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2130 max = maxfree[i]; 2096 max = maxfree[i];
2131 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2132 { 2098 {
2133 for (tmp = ms.bot; tmp; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2134 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2135 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2136 break; 2102 break;
2137 2103
2138 if (tmp) 2104 if (tmp)
2139 return freedir[i]; 2105 return freedir[i];
2325int 2291int
2326can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2327{ 2293{
2328 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2329 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2330 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2331} 2297}
2332 2298
2333/* 2299/*
2334 * create clone from object to another 2300 * create clone from object to another
2335 */ 2301 */
2336object * 2302object *
2337object_create_clone (object *asrc) 2303object::deep_clone ()
2338{ 2304{
2339 object *dst = 0, *tmp, *src, *prev, *item; 2305 assert (("deep_clone called on non-head object", is_head ()));
2340 2306
2341 if (!asrc) 2307 object *dst = clone ();
2342 return 0;
2343 2308
2344 src = asrc->head_ (); 2309 object *prev = dst;
2345
2346 prev = 0;
2347 for (object *part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2348 { 2311 {
2349 tmp = part->clone (); 2312 object *tmp = part->clone ();
2350 tmp->x -= src->x;
2351 tmp->y -= src->y;
2352
2353 if (!part->head)
2354 {
2355 dst = tmp;
2356 tmp->head = 0;
2357 }
2358 else
2359 tmp->head = dst; 2313 tmp->head = dst;
2360
2361 tmp->more = 0;
2362
2363 if (prev)
2364 prev->more = tmp; 2314 prev->more = tmp;
2365
2366 prev = tmp; 2315 prev = tmp;
2367 } 2316 }
2368 2317
2369 for (item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2370 insert_ob_in_ob (object_create_clone (item), dst); 2319 insert_ob_in_ob (item->deep_clone (), dst);
2371 2320
2372 return dst; 2321 return dst;
2373} 2322}
2374 2323
2375/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2384 return tmp; 2333 return tmp;
2385 2334
2386 return 0; 2335 return 0;
2387} 2336}
2388 2337
2389/* If ob has a field named key, return the link from the list, 2338const shstr &
2390 * otherwise return NULL. 2339object::kv_get (const shstr &key) const
2391 *
2392 * key must be a passed in shared string - otherwise, this won't
2393 * do the desired thing.
2394 */
2395key_value *
2396get_ob_key_link (const object *ob, const char *key)
2397{ 2340{
2398 for (key_value *link = ob->key_values; link; link = link->next) 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2399 if (link->key == key) 2342 if (kv->key == key)
2400 return link;
2401
2402 return 0;
2403}
2404
2405/*
2406 * Returns the value of op has an extra_field for key, or NULL.
2407 *
2408 * The argument doesn't need to be a shared string.
2409 *
2410 * The returned string is shared.
2411 */
2412const char *
2413get_ob_key_value (const object *op, const char *const key)
2414{
2415 key_value *link;
2416 shstr_cmp canonical_key (key);
2417
2418 if (!canonical_key)
2419 {
2420 /* 1. There being a field named key on any object
2421 * implies there'd be a shared string to find.
2422 * 2. Since there isn't, no object has this field.
2423 * 3. Therefore, *this* object doesn't have this field.
2424 */
2425 return 0;
2426 }
2427
2428 /* This is copied from get_ob_key_link() above -
2429 * only 4 lines, and saves the function call overhead.
2430 */
2431 for (link = op->key_values; link; link = link->next)
2432 if (link->key == canonical_key)
2433 return link->value; 2343 return kv->value;
2434 2344
2435 return 0; 2345 return shstr_null;
2436} 2346}
2437 2347
2438/* 2348void
2439 * Updates the canonical_key in op to value. 2349object::kv_set (const shstr &key, const shstr &value)
2440 *
2441 * canonical_key is a shared string (value doesn't have to be).
2442 *
2443 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2444 * keys.
2445 *
2446 * Returns TRUE on success.
2447 */
2448int
2449set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2450{ 2350{
2451 key_value *field = NULL, *last = NULL; 2351 for (key_value *kv = key_values; kv; kv = kv->next)
2452 2352 if (kv->key == key)
2453 for (field = op->key_values; field != NULL; field = field->next)
2454 {
2455 if (field->key != canonical_key)
2456 { 2353 {
2457 last = field; 2354 kv->value = value;
2458 continue; 2355 return;
2459 } 2356 }
2460 2357
2461 if (value) 2358 key_value *kv = new key_value;
2462 field->value = value; 2359
2463 else 2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2464 { 2372 {
2465 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2466 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2467 * it, we save the empty value so that when we load, 2375 delete kv;
2468 * we get this value back again. 2376 return;
2469 */
2470 if (get_ob_key_link (op->arch, canonical_key))
2471 field->value = 0;
2472 else
2473 {
2474 if (last)
2475 last->next = field->next;
2476 else
2477 op->key_values = field->next;
2478
2479 delete field;
2480 }
2481 } 2377 }
2482 return TRUE;
2483 }
2484 /* IF we get here, key doesn't exist */
2485
2486 /* No field, we'll have to add it. */
2487
2488 if (!add_key)
2489 return FALSE;
2490
2491 /* There isn't any good reason to store a null
2492 * value in the key/value list. If the archetype has
2493 * this key, then we should also have it, so shouldn't
2494 * be here. If user wants to store empty strings,
2495 * should pass in ""
2496 */
2497 if (value == NULL)
2498 return TRUE;
2499
2500 field = new key_value;
2501
2502 field->key = canonical_key;
2503 field->value = value;
2504 /* Usual prepend-addition. */
2505 field->next = op->key_values;
2506 op->key_values = field;
2507
2508 return TRUE;
2509}
2510
2511/*
2512 * Updates the key in op to value.
2513 *
2514 * If add_key is FALSE, this will only update existing keys,
2515 * and not add new ones.
2516 * In general, should be little reason FALSE is ever passed in for add_key
2517 *
2518 * Returns TRUE on success.
2519 */
2520int
2521set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2522{
2523 shstr key_ (key);
2524
2525 return set_ob_key_value_s (op, key_, value, add_key);
2526} 2378}
2527 2379
2528object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2529: iterator_base (container) 2381: iterator_base (container)
2530{ 2382{
2580{ 2432{
2581 char flagdesc[512]; 2433 char flagdesc[512];
2582 char info2[256 * 4]; 2434 char info2[256 * 4];
2583 char *p = info; 2435 char *p = info;
2584 2436
2585 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2586 count, 2438 count,
2587 uuid.c_str (), 2439 uuid.c_str (),
2588 &name, 2440 &name,
2589 title ? "\",title:\"" : "", 2441 title ? ",title:\"" : "",
2590 title ? (const char *)title : "", 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2591 flag_desc (flagdesc, 512), type); 2444 flag_desc (flagdesc, 512), type);
2592 2445
2593 if (!flag[FLAG_REMOVED] && env) 2446 if (!flag[FLAG_REMOVED] && env)
2594 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2595 2448
2701 return splay (tmp); 2554 return splay (tmp);
2702 2555
2703 return 0; 2556 return 0;
2704} 2557}
2705 2558
2706void 2559object *
2707object::force_add (const shstr name, int duration) 2560object::force_add (const shstr name, int duration)
2708{ 2561{
2709 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2710 force->destroy (); 2563 force->destroy ();
2711 2564
2717 2570
2718 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->set_speed (duration ? 1.f / duration : 0.f);
2719 force->flag [FLAG_IS_USED_UP] = true; 2572 force->flag [FLAG_IS_USED_UP] = true;
2720 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2721 2574
2722 insert (force); 2575 return insert (force);
2723} 2576}
2724 2577
2725void 2578void
2726object::play_sound (faceidx sound) 2579object::play_sound (faceidx sound)
2727{ 2580{
2738 } 2591 }
2739 else 2592 else
2740 map->play_sound (sound, x, y); 2593 map->play_sound (sound, x, y);
2741} 2594}
2742 2595
2596void
2597object::make_noise ()
2598{
2599 // we do not model noise in the map, so instead put
2600 // a temporary light into the noise source
2601 // could use the map instead, but that's less reliable for our
2602 // goal, which is to make invisibility a bit harder to exploit
2603
2604 // currently only works sensibly for players
2605 if (!is_player ())
2606 return;
2607
2608 // find old force, or create new one
2609 object *force = force_find (shstr_noise_force);
2610
2611 if (force)
2612 force->speed_left = -1.f; // patch old speed up
2613 else
2614 {
2615 force = archetype::get (shstr_noise_force);
2616
2617 force->slaying = shstr_noise_force;
2618 force->stats.food = 1;
2619 force->speed_left = -1.f;
2620
2621 force->set_speed (1.f / 4.f);
2622 force->flag [FLAG_IS_USED_UP] = true;
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 insert (force);
2626 }
2627}
2628

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