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Comparing deliantra/server/common/object.C (file contents):
Revision 1.222 by root, Wed Apr 30 05:06:36 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
780 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
781 { 760 {
782 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
786 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
787 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
790 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
791 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
792 /* 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
793 * to have move_allow right now. 772 * have move_allow right now.
794 */ 773 */
795 || ((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
796 || 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)
797 m.flags_ = 0; 776 m.invalidate ();
798 } 777 }
799 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
800 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
801 * that is being removed. 780 * that is being removed.
802 */ 781 */
803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
804 m.flags_ = 0; 783 m.invalidate ();
805 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
806 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
807 else 786 else
808 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
809 788
851object::activate () 830object::activate ()
852{ 831{
853 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
854 if (active) 833 if (active)
855 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
856 838
857 if (has_active_speed ()) 839 if (has_active_speed ())
858 actives.insert (this); 840 actives.insert (this);
859} 841}
860 842
924 * drop on that space. 906 * drop on that space.
925 */ 907 */
926 if (!drop_to_ground 908 if (!drop_to_ground
927 || !map 909 || !map
928 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
929 || map->nodrop 911 || map->no_drop
930 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
931 { 913 {
932 while (inv) 914 while (inv)
933 {
934 inv->destroy_inv (false);
935 inv->destroy (); 915 inv->destroy ();
936 }
937 } 916 }
938 else 917 else
939 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
940 while (inv) 919 while (inv)
941 { 920 {
945 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
946 || op->type == RUNE 925 || op->type == RUNE
947 || op->type == TRAP 926 || op->type == TRAP
948 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
950 op->destroy (true); 929 op->destroy ();
951 else 930 else
952 map->insert (op, x, y); 931 map->insert (op, x, y);
953 } 932 }
954 } 933 }
955} 934}
959 object *op = new object; 938 object *op = new object;
960 op->link (); 939 op->link ();
961 return op; 940 return op;
962} 941}
963 942
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
964void 964void
965object::do_destroy () 965object::do_destroy ()
966{ 966{
967 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 968 remove_button_link (this);
978 unlink (); 978 unlink ();
979 979
980 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
981 981
982 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
983 {
984 static maptile *freed_map; // freed objects are moved here to avoid crashes
985
986 if (!freed_map)
987 {
988 freed_map = new maptile;
989
990 freed_map->path = "<freed objects map>";
991 freed_map->name = "/internal/freed_objects_map";
992 freed_map->width = 3;
993 freed_map->height = 3;
994 freed_map->nodrop = 1;
995
996 freed_map->alloc ();
997 freed_map->in_memory = MAP_ACTIVE;
998 }
999
1000 map = freed_map; 983 map = &freed_map;
1001 x = 1; 984 x = 1;
1002 y = 1; 985 y = 1;
1003 }
1004 986
1005 if (more) 987 if (more)
1006 { 988 {
1007 more->destroy (); 989 more->destroy ();
1008 more = 0; 990 more = 0;
1016 attacked_by = 0; 998 attacked_by = 0;
1017 current_weapon = 0; 999 current_weapon = 0;
1018} 1000}
1019 1001
1020void 1002void
1021object::destroy (bool destroy_inventory) 1003object::destroy ()
1022{ 1004{
1023 if (destroyed ()) 1005 if (destroyed ())
1024 return; 1006 return;
1025 1007
1026 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1027 { 1009 {
1028 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1029 head->destroy (destroy_inventory); 1011 head->destroy ();
1012 return;
1030 } 1013 }
1031 1014
1032 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1033 1016
1034 if (is_head ()) 1017 if (is_head ())
1035 if (sound_destroy) 1018 if (sound_destroy)
1036 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1074 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1075 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
1076 1059
1077 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1078 1061
1079 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1080
1081 if (below)
1082 below->above = above;
1083 1063
1084 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1085 * 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
1086 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1087 */ 1067 */
1088 map = env->map; 1068 map = env->map;
1089 x = env->x; 1069 x = env->x;
1090 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
1091 above = 0; 1076 above = 0;
1092 below = 0; 1077 below = 0;
1093 env = 0; 1078 env = 0;
1094 1079
1095 /* 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
1096 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1097 * to save cpu time. 1082 * to save cpu time.
1098 */ 1083 */
1099 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 {
1100 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 }
1101 } 1092 }
1102 else if (map) 1093 else if (map)
1103 { 1094 {
1104 map->dirty = true; 1095 map->dirty = true;
1105 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1106 1097
1107 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1108 { 1099 {
1109 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1110 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1111 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1112 if (container && !container->env) 1106 if (container && !container->env)
1113 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1114 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1115 close_container (); 1109 close_container ();
1125 1119
1126 esrv_del_item (pl->contr, count); 1120 esrv_del_item (pl->contr, count);
1127 } 1121 }
1128 1122
1129 /* link the object above us */ 1123 /* link the object above us */
1130 if (above) 1124 // re-link, make sure compiler can easily use cmove
1131 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1132 else 1126 *(below ? &below->above : &ms.bot) = above;
1133 ms.top = below; /* we were top, set new top */
1134
1135 /* Relink the object below us, if there is one */
1136 if (below)
1137 below->above = above;
1138 else
1139 {
1140 /* Nothing below, which means we need to relink map object for this space
1141 * use translated coordinates in case some oddness with map tiling is
1142 * evident
1143 */
1144 if (GET_MAP_OB (map, x, y) != this)
1145 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 ());
1146
1147 ms.bot = above; /* goes on above it. */
1148 }
1149 1127
1150 above = 0; 1128 above = 0;
1151 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1152 1132
1153 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1154 return; 1134 return;
1155 1135
1156 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1163 * appropriately. 1143 * appropriately.
1164 */ 1144 */
1165 pl->close_container (); 1145 pl->close_container ();
1166 1146
1167 //TODO: the floorbox prev/next might need updating 1147 //TODO: the floorbox prev/next might need updating
1168 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 ();
1169 } 1152 }
1170 1153
1171 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1172 { 1155 {
1173 /* 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
1186 } 1169 }
1187 1170
1188 last = tmp; 1171 last = tmp;
1189 } 1172 }
1190 1173
1191 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1192 //TODO: this makes little sense, why only update the topmost object?
1193 if (!last)
1194 map->at (x, y).flags_ = 0;
1195 else
1196 update_object (last, UP_OBJ_REMOVE);
1197
1198 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1199 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1200 } 1176 }
1201} 1177}
1202 1178
1203/* 1179/*
1227 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1228 1204
1229 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1231 1207
1232 op->destroy (1); 1208 op->destroy ();
1233 1209
1234 return top; 1210 return top;
1235 } 1211 }
1236 1212
1237 return 0; 1213 return 0;
1265 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1266 */ 1242 */
1267object * 1243object *
1268insert_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)
1269{ 1245{
1246 op->remove ();
1247
1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1249 {
1272 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1274 } 1252 }
1297 * just 'op' otherwise 1275 * just 'op' otherwise
1298 */ 1276 */
1299object * 1277object *
1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1279{
1302 assert (!op->flag [FLAG_FREED]);
1303
1304 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
1305 1286
1306 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1307 * 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
1308 * need extra work 1289 * need extra work
1309 */ 1290 */
1310 if (!xy_normalise (m, op->x, op->y)) 1291 if (!xy_normalise (m, op->x, op->y))
1311 { 1292 {
1312 op->destroy (1); 1293 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1313 return 0; 1294 return 0;
1314 } 1295 }
1315 1296
1316 if (object *more = op->more) 1297 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag)) 1298 if (!insert_ob_in_map (more, m, originator, flag))
1326 */ 1307 */
1327 if (op->nrof && !(flag & INS_NO_MERGE)) 1308 if (op->nrof && !(flag & INS_NO_MERGE))
1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1309 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 if (object::can_merge (op, tmp)) 1310 if (object::can_merge (op, tmp))
1330 { 1311 {
1331 // TODO: we atcually want to update tmp, not op, 1312 // TODO: we actually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp 1313 // but some caller surely breaks when we return tmp
1333 // from here :/ 1314 // from here :/
1334 op->nrof += tmp->nrof; 1315 op->nrof += tmp->nrof;
1335 tmp->destroy (1); 1316 tmp->destroy ();
1336 } 1317 }
1337 1318
1338 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 */
1339 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1320 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1340 1321
1347 { 1328 {
1348 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");
1349 abort (); 1330 abort ();
1350 } 1331 }
1351 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
1352 op->above = originator; 1337 op->above = originator;
1353 op->below = originator->below; 1338 op->below = originator->below;
1354
1355 if (op->below)
1356 op->below->above = op;
1357 else
1358 ms.bot = op;
1359
1360 /* since *below* originator, no need to update top */
1361 originator->below = op; 1339 originator->below = op;
1340
1341 *(op->below ? &op->below->above : &ms.bot) = op;
1362 } 1342 }
1363 else 1343 else
1364 { 1344 {
1365 object *top, *floor = NULL; 1345 object *floor = 0;
1366 1346 object *top = ms.top;
1367 top = ms.bot;
1368 1347
1369 /* If there are other objects, then */ 1348 /* If there are other objects, then */
1370 if (top) 1349 if (top)
1371 { 1350 {
1372 object *last = 0;
1373
1374 /* 1351 /*
1375 * 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.
1376 * We've already dealt with merging if appropriate. 1353 * We've already dealt with merging if appropriate.
1377 * 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
1378 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1381 * 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
1382 * 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
1383 * 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
1384 * that flying non pickable objects are spell objects. 1361 * that flying non pickable objects are spell objects.
1385 */ 1362 */
1386 for (top = ms.bot; top; top = top->above) 1363 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1387 { 1364 {
1388 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))
1389 floor = top; 1366 floor = tmp;
1390 1367
1391 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))
1392 { 1369 {
1393 /* We insert above top, so we want this object below this */ 1370 /* We insert above top, so we want this object below this */
1394 top = top->below; 1371 top = tmp->below;
1395 break; 1372 break;
1396 } 1373 }
1397 1374
1398 last = top; 1375 top = tmp;
1399 } 1376 }
1400
1401 /* Don't want top to be NULL, so set it to the last valid object */
1402 top = last;
1403 1377
1404 /* We let update_position deal with figuring out what the space 1378 /* We let update_position deal with figuring out what the space
1405 * looks like instead of lots of conditions here. 1379 * looks like instead of lots of conditions here.
1406 * makes things faster, and effectively the same result. 1380 * makes things faster, and effectively the same result.
1407 */ 1381 */
1414 */ 1388 */
1415 if (!(flag & INS_ON_TOP) 1389 if (!(flag & INS_ON_TOP)
1416 && ms.flags () & P_BLOCKSVIEW 1390 && ms.flags () & P_BLOCKSVIEW
1417 && (op->face && !faces [op->face].visibility)) 1391 && (op->face && !faces [op->face].visibility))
1418 { 1392 {
1393 object *last;
1394
1419 for (last = top; last != floor; last = last->below) 1395 for (last = top; last != floor; last = last->below)
1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1396 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1421 break; 1397 break;
1422 1398
1423 /* Check to see if we found the object that blocks view, 1399 /* Check to see if we found the object that blocks view,
1431 } /* If objects on this space */ 1407 } /* If objects on this space */
1432 1408
1433 if (flag & INS_ABOVE_FLOOR_ONLY) 1409 if (flag & INS_ABOVE_FLOOR_ONLY)
1434 top = floor; 1410 top = floor;
1435 1411
1436 /* 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
1437 */
1438
1439 /* First object on this space */
1440 if (!top) 1413 if (!top)
1441 { 1414 {
1415 op->below = 0;
1442 op->above = ms.bot; 1416 op->above = ms.bot;
1443
1444 if (op->above)
1445 op->above->below = op;
1446
1447 op->below = 0;
1448 ms.bot = op; 1417 ms.bot = op;
1418
1419 *(op->above ? &op->above->below : &ms.top) = op;
1449 } 1420 }
1450 else 1421 else
1451 { /* get inserted into the stack above top */ 1422 {
1452 op->above = top->above; 1423 op->above = top->above;
1453
1454 if (op->above)
1455 op->above->below = op; 1424 top->above = op;
1456 1425
1457 op->below = top; 1426 op->below = top;
1458 top->above = op; 1427 *(op->above ? &op->above->below : &ms.top) = op;
1459 } 1428 }
1429 }
1460 1430
1461 if (!op->above) 1431 if (op->is_player ())
1462 ms.top = op;
1463 } /* else not INS_BELOW_ORIGINATOR */
1464
1465 if (op->type == PLAYER)
1466 { 1432 {
1467 op->contr->do_los = 1; 1433 op->contr->do_los = 1;
1468 ++op->map->players; 1434 ++op->map->players;
1469 op->map->touch (); 1435 op->map->touch ();
1470 } 1436 }
1471 1437
1472 op->map->dirty = true; 1438 op->map->dirty = true;
1473 1439
1474 if (object *pl = ms.player ()) 1440 if (object *pl = ms.player ())
1475 //TODO: the floorbox prev/next might need updating 1441 //TODO: the floorbox prev/next might need updating
1476 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 ();
1477 1446
1478 /* If this object glows, it may affect lighting conditions that are 1447 /* If this object glows, it may affect lighting conditions that are
1479 * 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
1480 * 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
1481 * on the map will get recalculated. The players could very well 1450 * on the map will get recalculated. The players could very well
1482 * 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 -
1483 * this should get redone to only look for players within range, 1452 * this should get redone to only look for players within range,
1484 * or just updating the P_UPTODATE for spaces within this area 1453 * or just updating the P_UPTODATE for spaces within this area
1485 * of effect may be sufficient. 1454 * of effect may be sufficient.
1486 */ 1455 */
1487 if (op->map->darkness && (op->glow_radius != 0)) 1456 if (op->affects_los ())
1457 {
1458 op->ms ().invalidate ();
1488 update_all_los (op->map, op->x, op->y); 1459 update_all_los (op->map, op->x, op->y);
1460 }
1489 1461
1490 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1462 /* updates flags (blocked, alive, no magic, etc) for this map space */
1491 update_object (op, UP_OBJ_INSERT); 1463 update_object (op, UP_OBJ_INSERT);
1492 1464
1493 INVOKE_OBJECT (INSERT, op); 1465 INVOKE_OBJECT (INSERT, op);
1527{ 1499{
1528 /* first search for itself and remove any old instances */ 1500 /* first search for itself and remove any old instances */
1529 1501
1530 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1502 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1503 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1532 tmp->destroy (1); 1504 tmp->destroy ();
1533 1505
1534 object *tmp = arch_to_object (archetype::find (arch_string)); 1506 object *tmp = arch_to_object (archetype::find (arch_string));
1535 1507
1536 tmp->x = op->x; 1508 tmp->x = op->x;
1537 tmp->y = op->y; 1509 tmp->y = op->y;
1561 if (!nr) 1533 if (!nr)
1562 return true; 1534 return true;
1563 1535
1564 nr = min (nr, nrof); 1536 nr = min (nr, nrof);
1565 1537
1538 if (nrof > nr)
1539 {
1566 nrof -= nr; 1540 nrof -= nr;
1567
1568 if (nrof)
1569 {
1570 adjust_weight (env, -weight * nr); // carrying == 0 1541 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1571 1542
1572 if (object *pl = visible_to ()) 1543 if (object *pl = visible_to ())
1573 esrv_update_item (UPD_NROF, pl, this); 1544 esrv_update_item (UPD_NROF, pl, this);
1574 1545
1575 return true; 1546 return true;
1576 } 1547 }
1577 else 1548 else
1578 { 1549 {
1579 destroy (1); 1550 destroy ();
1580 return false; 1551 return false;
1581 } 1552 }
1582} 1553}
1583 1554
1584/* 1555/*
1601 } 1572 }
1602 else 1573 else
1603 { 1574 {
1604 decrease (nr); 1575 decrease (nr);
1605 1576
1606 object *op = object_create_clone (this); 1577 object *op = deep_clone ();
1607 op->nrof = nr; 1578 op->nrof = nr;
1608 return op; 1579 return op;
1609 } 1580 }
1610} 1581}
1611 1582
1661 if (object *pl = tmp->visible_to ()) 1632 if (object *pl = tmp->visible_to ())
1662 esrv_update_item (UPD_NROF, pl, tmp); 1633 esrv_update_item (UPD_NROF, pl, tmp);
1663 1634
1664 adjust_weight (this, op->total_weight ()); 1635 adjust_weight (this, op->total_weight ());
1665 1636
1666 op->destroy (1); 1637 op->destroy ();
1667 op = tmp; 1638 op = tmp;
1668 goto inserted; 1639 goto inserted;
1669 } 1640 }
1670 1641
1671 op->owner = 0; // it's his/hers now. period. 1642 op->owner = 0; // it's his/hers now. period.
1689 1660
1690 adjust_weight (this, op->total_weight ()); 1661 adjust_weight (this, op->total_weight ());
1691 1662
1692inserted: 1663inserted:
1693 /* 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 */
1694 if (op->glow_radius && map && map->darkness) 1665 if (op->glow_radius && is_on_map ())
1666 {
1667 update_stats ();
1695 update_all_los (map, x, y); 1668 update_all_los (map, x, y);
1696 1669 }
1670 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1697 // if this is a player's inventory, update stats 1671 // if this is a player's inventory, update stats
1698 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1699 update_stats (); 1672 update_stats ();
1700 1673
1701 INVOKE_OBJECT (INSERT, this); 1674 INVOKE_OBJECT (INSERT, this);
1702 1675
1703 return op; 1676 return op;
1787 { 1760 {
1788 1761
1789 float 1762 float
1790 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1791 1764
1792 if (op->type == PLAYER) 1765 if (op->is_player ())
1793 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)) ||
1794 (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)))
1795 diff /= 4.0; 1768 diff /= 4.0;
1796 1769
1797 op->speed_left -= diff; 1770 op->speed_left -= diff;
1832 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1806 return NULL;
1834 } 1807 }
1835 1808
1836 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)
1837 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1838 return tmp; 1811 return tmp;
1839 1812
1840 return NULL; 1813 return NULL;
1841} 1814}
1842 1815
1906 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1907 */ 1880 */
1908object * 1881object *
1909present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1910{ 1883{
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1913 return tmp; 1886 return tmp;
1914 1887
1915 return NULL; 1888 return NULL;
1916} 1889}
1917 1890
2005 * head of the object should correspond for the entire object. 1978 * head of the object should correspond for the entire object.
2006 */ 1979 */
2007 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2008 continue; 1981 continue;
2009 1982
2010 if (ob->blocked (m, pos.x, pos.y)) 1983 if (ob->blocked (pos.m, pos.x, pos.y))
2011 continue; 1984 continue;
2012 1985
2013 altern [index++] = i; 1986 altern [index++] = i;
2014 } 1987 }
2015 1988
2123 if ((move_type & blocked) == move_type) 2096 if ((move_type & blocked) == move_type)
2124 max = maxfree[i]; 2097 max = maxfree[i];
2125 else if (mflags & P_IS_ALIVE) 2098 else if (mflags & P_IS_ALIVE)
2126 { 2099 {
2127 for (tmp = ms.bot; tmp; tmp = tmp->above) 2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2128 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2129 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2130 break; 2103 break;
2131 2104
2132 if (tmp) 2105 if (tmp)
2133 return freedir[i]; 2106 return freedir[i];
2319int 2292int
2320can_pick (const object *who, const object *item) 2293can_pick (const object *who, const object *item)
2321{ 2294{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 !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));
2325} 2298}
2326 2299
2327/* 2300/*
2328 * create clone from object to another 2301 * create clone from object to another
2329 */ 2302 */
2330object * 2303object *
2331object_create_clone (object *asrc) 2304object::deep_clone ()
2332{ 2305{
2333 object *dst = 0, *tmp, *src, *prev, *item; 2306 assert (("deep_clone called on non-head object", is_head ()));
2334 2307
2335 if (!asrc) 2308 object *dst = clone ();
2336 return 0;
2337 2309
2338 src = asrc->head_ (); 2310 object *prev = dst;
2339
2340 prev = 0;
2341 for (object *part = src; part; part = part->more) 2311 for (object *part = this->more; part; part = part->more)
2342 { 2312 {
2343 tmp = part->clone (); 2313 object *tmp = part->clone ();
2344 tmp->x -= src->x;
2345 tmp->y -= src->y;
2346
2347 if (!part->head)
2348 {
2349 dst = tmp;
2350 tmp->head = 0;
2351 }
2352 else
2353 tmp->head = dst; 2314 tmp->head = dst;
2354
2355 tmp->more = 0;
2356
2357 if (prev)
2358 prev->more = tmp; 2315 prev->more = tmp;
2359
2360 prev = tmp; 2316 prev = tmp;
2361 } 2317 }
2362 2318
2363 for (item = src->inv; item; item = item->below) 2319 for (object *item = inv; item; item = item->below)
2364 insert_ob_in_ob (object_create_clone (item), dst); 2320 insert_ob_in_ob (item->deep_clone (), dst);
2365 2321
2366 return dst; 2322 return dst;
2367} 2323}
2368 2324
2369/* This returns the first object in who's inventory that 2325/* This returns the first object in who's inventory that
2378 return tmp; 2334 return tmp;
2379 2335
2380 return 0; 2336 return 0;
2381} 2337}
2382 2338
2383/* If ob has a field named key, return the link from the list, 2339const shstr &
2384 * otherwise return NULL. 2340object::kv_get (const shstr &key) const
2385 *
2386 * key must be a passed in shared string - otherwise, this won't
2387 * do the desired thing.
2388 */
2389key_value *
2390get_ob_key_link (const object *ob, const char *key)
2391{ 2341{
2392 for (key_value *link = ob->key_values; link; link = link->next) 2342 for (key_value *kv = key_values; kv; kv = kv->next)
2393 if (link->key == key) 2343 if (kv->key == key)
2394 return link;
2395
2396 return 0;
2397}
2398
2399/*
2400 * Returns the value of op has an extra_field for key, or NULL.
2401 *
2402 * The argument doesn't need to be a shared string.
2403 *
2404 * The returned string is shared.
2405 */
2406const char *
2407get_ob_key_value (const object *op, const char *const key)
2408{
2409 key_value *link;
2410 shstr_cmp canonical_key (key);
2411
2412 if (!canonical_key)
2413 {
2414 /* 1. There being a field named key on any object
2415 * implies there'd be a shared string to find.
2416 * 2. Since there isn't, no object has this field.
2417 * 3. Therefore, *this* object doesn't have this field.
2418 */
2419 return 0;
2420 }
2421
2422 /* This is copied from get_ob_key_link() above -
2423 * only 4 lines, and saves the function call overhead.
2424 */
2425 for (link = op->key_values; link; link = link->next)
2426 if (link->key == canonical_key)
2427 return link->value; 2344 return kv->value;
2428 2345
2429 return 0; 2346 return shstr_null;
2430} 2347}
2431 2348
2432/* 2349void
2433 * Updates the canonical_key in op to value. 2350object::kv_set (const shstr &key, const shstr &value)
2434 *
2435 * canonical_key is a shared string (value doesn't have to be).
2436 *
2437 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2438 * keys.
2439 *
2440 * Returns TRUE on success.
2441 */
2442int
2443set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2444{ 2351{
2445 key_value *field = NULL, *last = NULL; 2352 for (key_value *kv = key_values; kv; kv = kv->next)
2446 2353 if (kv->key == key)
2447 for (field = op->key_values; field != NULL; field = field->next)
2448 {
2449 if (field->key != canonical_key)
2450 { 2354 {
2451 last = field; 2355 kv->value = value;
2452 continue; 2356 return;
2453 } 2357 }
2454 2358
2455 if (value) 2359 key_value *kv = new key_value;
2456 field->value = value; 2360
2457 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)
2458 { 2373 {
2459 /* Basically, if the archetype has this key set, 2374 key_value *kv = *kvp;
2460 * we need to store the null value so when we save 2375 *kvp = (*kvp)->next;
2461 * it, we save the empty value so that when we load, 2376 delete kv;
2462 * we get this value back again. 2377 return;
2463 */
2464 if (get_ob_key_link (op->arch, canonical_key))
2465 field->value = 0;
2466 else
2467 {
2468 if (last)
2469 last->next = field->next;
2470 else
2471 op->key_values = field->next;
2472
2473 delete field;
2474 }
2475 } 2378 }
2476 return TRUE;
2477 }
2478 /* IF we get here, key doesn't exist */
2479
2480 /* No field, we'll have to add it. */
2481
2482 if (!add_key)
2483 return FALSE;
2484
2485 /* There isn't any good reason to store a null
2486 * value in the key/value list. If the archetype has
2487 * this key, then we should also have it, so shouldn't
2488 * be here. If user wants to store empty strings,
2489 * should pass in ""
2490 */
2491 if (value == NULL)
2492 return TRUE;
2493
2494 field = new key_value;
2495
2496 field->key = canonical_key;
2497 field->value = value;
2498 /* Usual prepend-addition. */
2499 field->next = op->key_values;
2500 op->key_values = field;
2501
2502 return TRUE;
2503}
2504
2505/*
2506 * Updates the key in op to value.
2507 *
2508 * If add_key is FALSE, this will only update existing keys,
2509 * and not add new ones.
2510 * In general, should be little reason FALSE is ever passed in for add_key
2511 *
2512 * Returns TRUE on success.
2513 */
2514int
2515set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2516{
2517 shstr key_ (key);
2518
2519 return set_ob_key_value_s (op, key_, value, add_key);
2520} 2379}
2521 2380
2522object::depth_iterator::depth_iterator (object *container) 2381object::depth_iterator::depth_iterator (object *container)
2523: iterator_base (container) 2382: iterator_base (container)
2524{ 2383{
2574{ 2433{
2575 char flagdesc[512]; 2434 char flagdesc[512];
2576 char info2[256 * 4]; 2435 char info2[256 * 4];
2577 char *p = info; 2436 char *p = info;
2578 2437
2579 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}",
2580 count, 2439 count,
2581 uuid.c_str (), 2440 uuid.c_str (),
2582 &name, 2441 &name,
2583 title ? "\",title:\"" : "", 2442 title ? ",title:\"" : "",
2584 title ? (const char *)title : "", 2443 title ? (const char *)title : "",
2444 title ? "\"" : "",
2585 flag_desc (flagdesc, 512), type); 2445 flag_desc (flagdesc, 512), type);
2586 2446
2587 if (!flag[FLAG_REMOVED] && env) 2447 if (!flag[FLAG_REMOVED] && env)
2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2448 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2589 2449
2695 return splay (tmp); 2555 return splay (tmp);
2696 2556
2697 return 0; 2557 return 0;
2698} 2558}
2699 2559
2700void 2560object *
2701object::force_add (const shstr name, int duration) 2561object::force_add (const shstr name, int duration)
2702{ 2562{
2703 if (object *force = force_find (name)) 2563 if (object *force = force_find (name))
2704 force->destroy (); 2564 force->destroy ();
2705 2565
2711 2571
2712 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->set_speed (duration ? 1.f / duration : 0.f);
2713 force->flag [FLAG_IS_USED_UP] = true; 2573 force->flag [FLAG_IS_USED_UP] = true;
2714 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2715 2575
2716 insert (force); 2576 return insert (force);
2717} 2577}
2718 2578
2719void 2579void
2720object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound)
2721{ 2581{
2732 } 2592 }
2733 else 2593 else
2734 map->play_sound (sound, x, y); 2594 map->play_sound (sound, x, y);
2735} 2595}
2736 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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