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Comparing deliantra/server/common/object.C (file contents):
Revision 1.220 by root, Thu Apr 24 00:30:52 2008 UTC vs.
Revision 1.273 by root, Sat Dec 27 04:15:56 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])
1073 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1074 * inventory. 1051 * inventory.
1075 */ 1052 */
1076 if (env) 1053 if (env)
1077 { 1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1078 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1079 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1080 1059
1081 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1082 1061
1083 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1084
1085 if (below)
1086 below->above = above;
1087 1063
1088 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1089 * 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
1090 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1091 */ 1067 */
1092 map = env->map; 1068 map = env->map;
1093 x = env->x; 1069 x = env->x;
1094 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
1095 above = 0; 1076 above = 0;
1096 below = 0; 1077 below = 0;
1097 env = 0; 1078 env = 0;
1098 1079
1099 /* 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
1100 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1101 * to save cpu time. 1082 * to save cpu time.
1102 */ 1083 */
1103 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 {
1104 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 }
1105 } 1092 }
1106 else if (map) 1093 else if (map)
1107 { 1094 {
1108 map->dirty = true; 1095 map->dirty = true;
1109 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1110 1097
1111 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1112 { 1099 {
1113 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1114 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1115 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env) 1106 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1119 close_container (); 1109 close_container ();
1129 1119
1130 esrv_del_item (pl->contr, count); 1120 esrv_del_item (pl->contr, count);
1131 } 1121 }
1132 1122
1133 /* link the object above us */ 1123 /* link the object above us */
1134 if (above) 1124 // re-link, make sure compiler can easily use cmove
1135 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1136 else 1126 *(below ? &below->above : &ms.bot) = above;
1137 ms.top = below; /* we were top, set new top */
1138
1139 /* Relink the object below us, if there is one */
1140 if (below)
1141 below->above = above;
1142 else
1143 {
1144 /* Nothing below, which means we need to relink map object for this space
1145 * use translated coordinates in case some oddness with map tiling is
1146 * evident
1147 */
1148 if (GET_MAP_OB (map, x, y) != this)
1149 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 ());
1150
1151 ms.bot = above; /* goes on above it. */
1152 }
1153 1127
1154 above = 0; 1128 above = 0;
1155 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1156 1132
1157 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1158 return; 1134 return;
1159 1135
1160 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1167 * appropriately. 1143 * appropriately.
1168 */ 1144 */
1169 pl->close_container (); 1145 pl->close_container ();
1170 1146
1171 //TODO: the floorbox prev/next might need updating 1147 //TODO: the floorbox prev/next might need updating
1172 esrv_del_item (pl->contr, count); 1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1173 } 1152 }
1174 1153
1175 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1176 { 1155 {
1177 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1190 } 1169 }
1191 1170
1192 last = tmp; 1171 last = tmp;
1193 } 1172 }
1194 1173
1195 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1196 //TODO: this makes little sense, why only update the topmost object?
1197 if (!last)
1198 map->at (x, y).flags_ = 0;
1199 else
1200 update_object (last, UP_OBJ_REMOVE);
1201
1202 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1203 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1204 } 1176 }
1205} 1177}
1206 1178
1207/* 1179/*
1231 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1232 1204
1233 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1234 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1235 1207
1236 op->destroy (1); 1208 op->destroy ();
1237 1209
1238 return top; 1210 return top;
1239 } 1211 }
1240 1212
1241 return 0; 1213 return 0;
1269 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1270 */ 1242 */
1271object * 1243object *
1272insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1273{ 1245{
1246 op->remove ();
1247
1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1275 { 1249 {
1276 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1277 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1278 } 1252 }
1301 * just 'op' otherwise 1275 * just 'op' otherwise
1302 */ 1276 */
1303object * 1277object *
1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1305{ 1279{
1306 assert (!op->flag [FLAG_FREED]);
1307
1308 op->remove (); 1280 op->remove ();
1281
1282 if (m == &freed_map)//D TODO: remove soon
1283 {//D
1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 }//D
1309 1286
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1311 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1312 * need extra work 1289 * need extra work
1313 */ 1290 */
1314 if (!xy_normalise (m, op->x, op->y)) 1291 if (!xy_normalise (m, op->x, op->y))
1315 { 1292 {
1316 op->destroy (1); 1293 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1317 return 0; 1294 return 0;
1318 } 1295 }
1319 1296
1320 if (object *more = op->more) 1297 if (object *more = op->more)
1321 if (!insert_ob_in_map (more, m, originator, flag)) 1298 if (!insert_ob_in_map (more, m, originator, flag))
1330 */ 1307 */
1331 if (op->nrof && !(flag & INS_NO_MERGE)) 1308 if (op->nrof && !(flag & INS_NO_MERGE))
1332 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1309 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1333 if (object::can_merge (op, tmp)) 1310 if (object::can_merge (op, tmp))
1334 { 1311 {
1335 // TODO: we atcually want to update tmp, not op, 1312 // TODO: we actually want to update tmp, not op,
1336 // but some caller surely breaks when we return tmp 1313 // but some caller surely breaks when we return tmp
1337 // from here :/ 1314 // from here :/
1338 op->nrof += tmp->nrof; 1315 op->nrof += tmp->nrof;
1339 tmp->destroy (1); 1316 tmp->destroy ();
1340 } 1317 }
1341 1318
1342 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1319 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1343 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1320 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1344 1321
1351 { 1328 {
1352 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1329 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1353 abort (); 1330 abort ();
1354 } 1331 }
1355 1332
1333 if (!originator->is_on_map ())
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ());
1336
1356 op->above = originator; 1337 op->above = originator;
1357 op->below = originator->below; 1338 op->below = originator->below;
1358
1359 if (op->below)
1360 op->below->above = op;
1361 else
1362 ms.bot = op;
1363
1364 /* since *below* originator, no need to update top */
1365 originator->below = op; 1339 originator->below = op;
1340
1341 *(op->below ? &op->below->above : &ms.bot) = op;
1366 } 1342 }
1367 else 1343 else
1368 { 1344 {
1369 object *top, *floor = NULL; 1345 object *floor = 0;
1370 1346 object *top = ms.top;
1371 top = ms.bot;
1372 1347
1373 /* If there are other objects, then */ 1348 /* If there are other objects, then */
1374 if (top) 1349 if (top)
1375 { 1350 {
1376 object *last = 0;
1377
1378 /* 1351 /*
1379 * If there are multiple objects on this space, we do some trickier handling. 1352 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate. 1353 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if 1354 * Generally, we want to put the new object on top. But if
1382 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1385 * once we get to them. This reduces the need to traverse over all of 1358 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time 1359 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed 1360 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects. 1361 * that flying non pickable objects are spell objects.
1389 */ 1362 */
1390 for (top = ms.bot; top; top = top->above) 1363 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1391 { 1364 {
1392 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1365 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1393 floor = top; 1366 floor = tmp;
1394 1367
1395 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1368 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1396 { 1369 {
1397 /* We insert above top, so we want this object below this */ 1370 /* We insert above top, so we want this object below this */
1398 top = top->below; 1371 top = tmp->below;
1399 break; 1372 break;
1400 } 1373 }
1401 1374
1402 last = top; 1375 top = tmp;
1403 } 1376 }
1404
1405 /* Don't want top to be NULL, so set it to the last valid object */
1406 top = last;
1407 1377
1408 /* We let update_position deal with figuring out what the space 1378 /* We let update_position deal with figuring out what the space
1409 * looks like instead of lots of conditions here. 1379 * looks like instead of lots of conditions here.
1410 * makes things faster, and effectively the same result. 1380 * makes things faster, and effectively the same result.
1411 */ 1381 */
1418 */ 1388 */
1419 if (!(flag & INS_ON_TOP) 1389 if (!(flag & INS_ON_TOP)
1420 && ms.flags () & P_BLOCKSVIEW 1390 && ms.flags () & P_BLOCKSVIEW
1421 && (op->face && !faces [op->face].visibility)) 1391 && (op->face && !faces [op->face].visibility))
1422 { 1392 {
1393 object *last;
1394
1423 for (last = top; last != floor; last = last->below) 1395 for (last = top; last != floor; last = last->below)
1424 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1396 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1425 break; 1397 break;
1426 1398
1427 /* Check to see if we found the object that blocks view, 1399 /* Check to see if we found the object that blocks view,
1435 } /* If objects on this space */ 1407 } /* If objects on this space */
1436 1408
1437 if (flag & INS_ABOVE_FLOOR_ONLY) 1409 if (flag & INS_ABOVE_FLOOR_ONLY)
1438 top = floor; 1410 top = floor;
1439 1411
1440 /* Top is the object that our object (op) is going to get inserted above. 1412 // insert object above top, or bottom-most if top = 0
1441 */
1442
1443 /* First object on this space */
1444 if (!top) 1413 if (!top)
1445 { 1414 {
1415 op->below = 0;
1446 op->above = ms.bot; 1416 op->above = ms.bot;
1447
1448 if (op->above)
1449 op->above->below = op;
1450
1451 op->below = 0;
1452 ms.bot = op; 1417 ms.bot = op;
1418
1419 *(op->above ? &op->above->below : &ms.top) = op;
1453 } 1420 }
1454 else 1421 else
1455 { /* get inserted into the stack above top */ 1422 {
1456 op->above = top->above; 1423 op->above = top->above;
1457
1458 if (op->above)
1459 op->above->below = op; 1424 top->above = op;
1460 1425
1461 op->below = top; 1426 op->below = top;
1462 top->above = op; 1427 *(op->above ? &op->above->below : &ms.top) = op;
1463 } 1428 }
1429 }
1464 1430
1465 if (!op->above) 1431 if (op->is_player ())
1466 ms.top = op;
1467 } /* else not INS_BELOW_ORIGINATOR */
1468
1469 if (op->type == PLAYER)
1470 { 1432 {
1471 op->contr->do_los = 1; 1433 op->contr->do_los = 1;
1472 ++op->map->players; 1434 ++op->map->players;
1473 op->map->touch (); 1435 op->map->touch ();
1474 } 1436 }
1475 1437
1476 op->map->dirty = true; 1438 op->map->dirty = true;
1477 1439
1478 if (object *pl = ms.player ()) 1440 if (object *pl = ms.player ())
1479 //TODO: the floorbox prev/next might need updating 1441 //TODO: the floorbox prev/next might need updating
1480 esrv_send_item (pl, op); 1442 //esrv_send_item (pl, op);
1443 //TODO: update floorbox to preserve ordering
1444 if (pl->contr->ns)
1445 pl->contr->ns->floorbox_update ();
1481 1446
1482 /* If this object glows, it may affect lighting conditions that are 1447 /* If this object glows, it may affect lighting conditions that are
1483 * visible to others on this map. But update_all_los is really 1448 * visible to others on this map. But update_all_los is really
1484 * an inefficient way to do this, as it means los for all players 1449 * an inefficient way to do this, as it means los for all players
1485 * on the map will get recalculated. The players could very well 1450 * on the map will get recalculated. The players could very well
1486 * be far away from this change and not affected in any way - 1451 * be far away from this change and not affected in any way -
1487 * this should get redone to only look for players within range, 1452 * this should get redone to only look for players within range,
1488 * or just updating the P_UPTODATE for spaces within this area 1453 * or just updating the P_UPTODATE for spaces within this area
1489 * of effect may be sufficient. 1454 * of effect may be sufficient.
1490 */ 1455 */
1491 if (op->map->darkness && (op->glow_radius != 0)) 1456 if (op->affects_los ())
1457 {
1458 op->ms ().invalidate ();
1492 update_all_los (op->map, op->x, op->y); 1459 update_all_los (op->map, op->x, op->y);
1460 }
1493 1461
1494 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1462 /* updates flags (blocked, alive, no magic, etc) for this map space */
1495 update_object (op, UP_OBJ_INSERT); 1463 update_object (op, UP_OBJ_INSERT);
1496 1464
1497 INVOKE_OBJECT (INSERT, op); 1465 INVOKE_OBJECT (INSERT, op);
1531{ 1499{
1532 /* first search for itself and remove any old instances */ 1500 /* first search for itself and remove any old instances */
1533 1501
1534 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1502 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1535 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1503 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1536 tmp->destroy (1); 1504 tmp->destroy ();
1537 1505
1538 object *tmp = arch_to_object (archetype::find (arch_string)); 1506 object *tmp = arch_to_object (archetype::find (arch_string));
1539 1507
1540 tmp->x = op->x; 1508 tmp->x = op->x;
1541 tmp->y = op->y; 1509 tmp->y = op->y;
1565 if (!nr) 1533 if (!nr)
1566 return true; 1534 return true;
1567 1535
1568 nr = min (nr, nrof); 1536 nr = min (nr, nrof);
1569 1537
1538 if (nrof > nr)
1539 {
1570 nrof -= nr; 1540 nrof -= nr;
1571
1572 if (nrof)
1573 {
1574 adjust_weight (env, -weight * nr); // carrying == 0 1541 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1575 1542
1576 if (object *pl = visible_to ()) 1543 if (object *pl = visible_to ())
1577 esrv_update_item (UPD_NROF, pl, this); 1544 esrv_update_item (UPD_NROF, pl, this);
1578 1545
1579 return true; 1546 return true;
1580 } 1547 }
1581 else 1548 else
1582 { 1549 {
1583 destroy (1); 1550 destroy ();
1584 return false; 1551 return false;
1585 } 1552 }
1586} 1553}
1587 1554
1588/* 1555/*
1605 } 1572 }
1606 else 1573 else
1607 { 1574 {
1608 decrease (nr); 1575 decrease (nr);
1609 1576
1610 object *op = object_create_clone (this); 1577 object *op = deep_clone ();
1611 op->nrof = nr; 1578 op->nrof = nr;
1612 return op; 1579 return op;
1613 } 1580 }
1614} 1581}
1615 1582
1665 if (object *pl = tmp->visible_to ()) 1632 if (object *pl = tmp->visible_to ())
1666 esrv_update_item (UPD_NROF, pl, tmp); 1633 esrv_update_item (UPD_NROF, pl, tmp);
1667 1634
1668 adjust_weight (this, op->total_weight ()); 1635 adjust_weight (this, op->total_weight ());
1669 1636
1670 op->destroy (1); 1637 op->destroy ();
1671 op = tmp; 1638 op = tmp;
1672 goto inserted; 1639 goto inserted;
1673 } 1640 }
1674 1641
1675 op->owner = 0; // it's his/hers now. period. 1642 op->owner = 0; // it's his/hers now. period.
1693 1660
1694 adjust_weight (this, op->total_weight ()); 1661 adjust_weight (this, op->total_weight ());
1695 1662
1696inserted: 1663inserted:
1697 /* reset the light list and los of the players on the map */ 1664 /* reset the light list and los of the players on the map */
1698 if (op->glow_radius && map && map->darkness) 1665 if (op->glow_radius && is_on_map ())
1666 {
1667 update_stats ();
1699 update_all_los (map, x, y); 1668 update_all_los (map, x, y);
1700 1669 }
1670 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1701 // if this is a player's inventory, update stats 1671 // if this is a player's inventory, update stats
1702 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1703 update_stats (); 1672 update_stats ();
1704 1673
1705 INVOKE_OBJECT (INSERT, this); 1674 INVOKE_OBJECT (INSERT, this);
1706 1675
1707 return op; 1676 return op;
1791 { 1760 {
1792 1761
1793 float 1762 float
1794 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1795 1764
1796 if (op->type == PLAYER) 1765 if (op->is_player ())
1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1799 diff /= 4.0; 1768 diff /= 4.0;
1800 1769
1801 op->speed_left -= diff; 1770 op->speed_left -= diff;
1836 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1837 return NULL; 1806 return NULL;
1838 } 1807 }
1839 1808
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1841 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1842 return tmp; 1811 return tmp;
1843 1812
1844 return NULL; 1813 return NULL;
1845} 1814}
1846 1815
1910 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1911 */ 1880 */
1912object * 1881object *
1913present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1914{ 1883{
1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1917 return tmp; 1886 return tmp;
1918 1887
1919 return NULL; 1888 return NULL;
1920} 1889}
1921 1890
2009 * head of the object should correspond for the entire object. 1978 * head of the object should correspond for the entire object.
2010 */ 1979 */
2011 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2012 continue; 1981 continue;
2013 1982
2014 if (ob->blocked (m, pos.x, pos.y)) 1983 if (ob->blocked (pos.m, pos.x, pos.y))
2015 continue; 1984 continue;
2016 1985
2017 altern [index++] = i; 1986 altern [index++] = i;
2018 } 1987 }
2019 1988
2127 if ((move_type & blocked) == move_type) 2096 if ((move_type & blocked) == move_type)
2128 max = maxfree[i]; 2097 max = maxfree[i];
2129 else if (mflags & P_IS_ALIVE) 2098 else if (mflags & P_IS_ALIVE)
2130 { 2099 {
2131 for (tmp = ms.bot; tmp; tmp = tmp->above) 2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2132 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2133 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2134 break; 2103 break;
2135 2104
2136 if (tmp) 2105 if (tmp)
2137 return freedir[i]; 2106 return freedir[i];
2323int 2292int
2324can_pick (const object *who, const object *item) 2293can_pick (const object *who, const object *item)
2325{ 2294{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2329} 2298}
2330 2299
2331/* 2300/*
2332 * create clone from object to another 2301 * create clone from object to another
2333 */ 2302 */
2334object * 2303object *
2335object_create_clone (object *asrc) 2304object::deep_clone ()
2336{ 2305{
2337 object *dst = 0, *tmp, *src, *prev, *item; 2306 assert (("deep_clone called on non-head object", is_head ()));
2338 2307
2339 if (!asrc) 2308 object *dst = clone ();
2340 return 0;
2341 2309
2342 src = asrc->head_ (); 2310 object *prev = dst;
2343
2344 prev = 0;
2345 for (object *part = src; part; part = part->more) 2311 for (object *part = this->more; part; part = part->more)
2346 { 2312 {
2347 tmp = part->clone (); 2313 object *tmp = part->clone ();
2348 tmp->x -= src->x;
2349 tmp->y -= src->y;
2350
2351 if (!part->head)
2352 {
2353 dst = tmp;
2354 tmp->head = 0;
2355 }
2356 else
2357 tmp->head = dst; 2314 tmp->head = dst;
2358
2359 tmp->more = 0;
2360
2361 if (prev)
2362 prev->more = tmp; 2315 prev->more = tmp;
2363
2364 prev = tmp; 2316 prev = tmp;
2365 } 2317 }
2366 2318
2367 for (item = src->inv; item; item = item->below) 2319 for (object *item = inv; item; item = item->below)
2368 insert_ob_in_ob (object_create_clone (item), dst); 2320 insert_ob_in_ob (item->deep_clone (), dst);
2369 2321
2370 return dst; 2322 return dst;
2371} 2323}
2372 2324
2373/* This returns the first object in who's inventory that 2325/* This returns the first object in who's inventory that
2382 return tmp; 2334 return tmp;
2383 2335
2384 return 0; 2336 return 0;
2385} 2337}
2386 2338
2387/* If ob has a field named key, return the link from the list, 2339const shstr &
2388 * otherwise return NULL. 2340object::kv_get (const shstr &key) const
2389 *
2390 * key must be a passed in shared string - otherwise, this won't
2391 * do the desired thing.
2392 */
2393key_value *
2394get_ob_key_link (const object *ob, const char *key)
2395{ 2341{
2396 for (key_value *link = ob->key_values; link; link = link->next) 2342 for (key_value *kv = key_values; kv; kv = kv->next)
2397 if (link->key == key) 2343 if (kv->key == key)
2398 return link;
2399
2400 return 0;
2401}
2402
2403/*
2404 * Returns the value of op has an extra_field for key, or NULL.
2405 *
2406 * The argument doesn't need to be a shared string.
2407 *
2408 * The returned string is shared.
2409 */
2410const char *
2411get_ob_key_value (const object *op, const char *const key)
2412{
2413 key_value *link;
2414 shstr_cmp canonical_key (key);
2415
2416 if (!canonical_key)
2417 {
2418 /* 1. There being a field named key on any object
2419 * implies there'd be a shared string to find.
2420 * 2. Since there isn't, no object has this field.
2421 * 3. Therefore, *this* object doesn't have this field.
2422 */
2423 return 0;
2424 }
2425
2426 /* This is copied from get_ob_key_link() above -
2427 * only 4 lines, and saves the function call overhead.
2428 */
2429 for (link = op->key_values; link; link = link->next)
2430 if (link->key == canonical_key)
2431 return link->value; 2344 return kv->value;
2432 2345
2433 return 0; 2346 return shstr_null;
2434} 2347}
2435 2348
2436/* 2349void
2437 * Updates the canonical_key in op to value. 2350object::kv_set (const shstr &key, const shstr &value)
2438 *
2439 * canonical_key is a shared string (value doesn't have to be).
2440 *
2441 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2442 * keys.
2443 *
2444 * Returns TRUE on success.
2445 */
2446int
2447set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2448{ 2351{
2449 key_value *field = NULL, *last = NULL; 2352 for (key_value *kv = key_values; kv; kv = kv->next)
2450 2353 if (kv->key == key)
2451 for (field = op->key_values; field != NULL; field = field->next)
2452 {
2453 if (field->key != canonical_key)
2454 { 2354 {
2455 last = field; 2355 kv->value = value;
2456 continue; 2356 return;
2457 } 2357 }
2458 2358
2459 if (value) 2359 key_value *kv = new key_value;
2460 field->value = value; 2360
2461 else 2361 kv->next = key_values;
2362 kv->key = key;
2363 kv->value = value;
2364
2365 key_values = kv;
2366}
2367
2368void
2369object::kv_del (const shstr &key)
2370{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key)
2462 { 2373 {
2463 /* Basically, if the archetype has this key set, 2374 key_value *kv = *kvp;
2464 * we need to store the null value so when we save 2375 *kvp = (*kvp)->next;
2465 * it, we save the empty value so that when we load, 2376 delete kv;
2466 * we get this value back again. 2377 return;
2467 */
2468 if (get_ob_key_link (op->arch, canonical_key))
2469 field->value = 0;
2470 else
2471 {
2472 if (last)
2473 last->next = field->next;
2474 else
2475 op->key_values = field->next;
2476
2477 delete field;
2478 }
2479 } 2378 }
2480 return TRUE;
2481 }
2482 /* IF we get here, key doesn't exist */
2483
2484 /* No field, we'll have to add it. */
2485
2486 if (!add_key)
2487 return FALSE;
2488
2489 /* There isn't any good reason to store a null
2490 * value in the key/value list. If the archetype has
2491 * this key, then we should also have it, so shouldn't
2492 * be here. If user wants to store empty strings,
2493 * should pass in ""
2494 */
2495 if (value == NULL)
2496 return TRUE;
2497
2498 field = new key_value;
2499
2500 field->key = canonical_key;
2501 field->value = value;
2502 /* Usual prepend-addition. */
2503 field->next = op->key_values;
2504 op->key_values = field;
2505
2506 return TRUE;
2507}
2508
2509/*
2510 * Updates the key in op to value.
2511 *
2512 * If add_key is FALSE, this will only update existing keys,
2513 * and not add new ones.
2514 * In general, should be little reason FALSE is ever passed in for add_key
2515 *
2516 * Returns TRUE on success.
2517 */
2518int
2519set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2520{
2521 shstr key_ (key);
2522
2523 return set_ob_key_value_s (op, key_, value, add_key);
2524} 2379}
2525 2380
2526object::depth_iterator::depth_iterator (object *container) 2381object::depth_iterator::depth_iterator (object *container)
2527: iterator_base (container) 2382: iterator_base (container)
2528{ 2383{
2578{ 2433{
2579 char flagdesc[512]; 2434 char flagdesc[512];
2580 char info2[256 * 4]; 2435 char info2[256 * 4];
2581 char *p = info; 2436 char *p = info;
2582 2437
2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2584 count, 2439 count,
2585 uuid.c_str (), 2440 uuid.c_str (),
2586 &name, 2441 &name,
2587 title ? "\",title:\"" : "", 2442 title ? ",title:\"" : "",
2588 title ? (const char *)title : "", 2443 title ? (const char *)title : "",
2444 title ? "\"" : "",
2589 flag_desc (flagdesc, 512), type); 2445 flag_desc (flagdesc, 512), type);
2590 2446
2591 if (!flag[FLAG_REMOVED] && env) 2447 if (!flag[FLAG_REMOVED] && env)
2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2448 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2593 2449
2699 return splay (tmp); 2555 return splay (tmp);
2700 2556
2701 return 0; 2557 return 0;
2702} 2558}
2703 2559
2704void 2560object *
2705object::force_add (const shstr name, int duration) 2561object::force_add (const shstr name, int duration)
2706{ 2562{
2707 if (object *force = force_find (name)) 2563 if (object *force = force_find (name))
2708 force->destroy (); 2564 force->destroy ();
2709 2565
2715 2571
2716 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true; 2573 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2719 2575
2720 insert (force); 2576 return insert (force);
2721} 2577}
2722 2578
2723void 2579void
2724object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound)
2725{ 2581{
2736 } 2592 }
2737 else 2593 else
2738 map->play_sound (sound, x, y); 2594 map->play_sound (sound, x, y);
2739} 2595}
2740 2596
2597void
2598object::make_noise ()
2599{
2600 // we do not model noise in the map, so instead put
2601 // a temporary light into the noise source
2602 // could use the map instead, but that's less reliable for our
2603 // goal, which is to make invisibility a bit harder to exploit
2604
2605 // currently only works sensibly for players
2606 if (!is_player ())
2607 return;
2608
2609 // find old force, or create new one
2610 object *force = force_find (shstr_noise_force);
2611
2612 if (force)
2613 force->speed_left = -1.f; // patch old speed up
2614 else
2615 {
2616 force = archetype::get (shstr_noise_force);
2617
2618 force->slaying = shstr_noise_force;
2619 force->stats.food = 1;
2620 force->speed_left = -1.f;
2621
2622 force->set_speed (1.f / 4.f);
2623 force->flag [FLAG_IS_USED_UP] = true;
2624 force->flag [FLAG_APPLIED] = true;
2625
2626 insert (force);
2627 }
2628}
2629

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