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Comparing deliantra/server/common/object.C (file contents):
Revision 1.226 by root, Sat May 3 08:50:30 2008 UTC vs.
Revision 1.275 by root, Sun Dec 28 15:28:47 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 remove (); 607 dst->remove ();
612
613 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
614
615 flag [FLAG_REMOVED] = true; 609 dst->flag [FLAG_REMOVED] = true;
616 610
617 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
618 if (src.key_values) 612 if (key_values)
619 { 613 {
620 key_value *tail = 0; 614 key_value *tail = 0;
621 key_values = 0; 615 dst->key_values = 0;
622 616
623 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
624 { 618 {
625 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
626 620
627 new_link->next = 0; 621 new_link->next = 0;
628 new_link->key = i->key; 622 new_link->key = i->key;
629 new_link->value = i->value; 623 new_link->value = i->value;
630 624
631 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
632 if (!key_values) 626 if (!dst->key_values)
633 { 627 {
634 key_values = new_link; 628 dst->key_values = new_link;
635 tail = new_link; 629 tail = new_link;
636 } 630 }
637 else 631 else
638 { 632 {
639 tail->next = new_link; 633 tail->next = new_link;
640 tail = new_link; 634 tail = new_link;
641 } 635 }
642 } 636 }
643 } 637 }
644}
645
646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658 638
659 if (speed < 0) 639 if (speed < 0)
660 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
661 641
662 dst->set_speed (dst->speed); 642 dst->activate ();
663} 643}
664 644
665void 645void
666object::instantiate () 646object::instantiate ()
667{ 647{
779 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
780 { 760 {
781 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
782 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
785 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
786 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
789 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
790 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
791 /* 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
792 * to have move_allow right now. 772 * have move_allow right now.
793 */ 773 */
794 || ((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
795 || 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)
796 m.flags_ = 0; 776 m.invalidate ();
797 } 777 }
798 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
799 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
800 * that is being removed. 780 * that is being removed.
801 */ 781 */
802 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
803 m.flags_ = 0; 783 m.invalidate ();
804 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
805 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
806 else 786 else
807 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
808 788
850object::activate () 830object::activate ()
851{ 831{
852 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
853 if (active) 833 if (active)
854 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
855 838
856 if (has_active_speed ()) 839 if (has_active_speed ())
857 actives.insert (this); 840 actives.insert (this);
858} 841}
859 842
923 * drop on that space. 906 * drop on that space.
924 */ 907 */
925 if (!drop_to_ground 908 if (!drop_to_ground
926 || !map 909 || !map
927 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
928 || map->nodrop 911 || map->no_drop
929 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
930 { 913 {
931 while (inv) 914 while (inv)
932 {
933 inv->destroy_inv (false);
934 inv->destroy (); 915 inv->destroy ();
935 }
936 } 916 }
937 else 917 else
938 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
939 while (inv) 919 while (inv)
940 { 920 {
944 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
945 || op->type == RUNE 925 || op->type == RUNE
946 || op->type == TRAP 926 || op->type == TRAP
947 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy (true); 929 op->destroy ();
950 else 930 else
951 map->insert (op, x, y); 931 map->insert (op, x, y);
952 } 932 }
953 } 933 }
954} 934}
962 942
963static struct freed_map : maptile 943static struct freed_map : maptile
964{ 944{
965 freed_map () 945 freed_map ()
966 { 946 {
967 path = "<freed objects map>"; 947 path = "<freed objects map>";
968 name = "/internal/freed_objects_map"; 948 name = "/internal/freed_objects_map";
969 width = 3; 949 width = 3;
970 height = 3; 950 height = 3;
971 nodrop = 1; 951 no_drop = 1;
952 no_reset = 1;
972 953
973 alloc (); 954 alloc ();
974 in_memory = MAP_ACTIVE; 955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
975 } 961 }
976} freed_map; // freed objects are moved here to avoid crashes 962} freed_map; // freed objects are moved here to avoid crashes
977 963
978void 964void
979object::do_destroy () 965object::do_destroy ()
1012 attacked_by = 0; 998 attacked_by = 0;
1013 current_weapon = 0; 999 current_weapon = 0;
1014} 1000}
1015 1001
1016void 1002void
1017object::destroy (bool destroy_inventory) 1003object::destroy ()
1018{ 1004{
1019 if (destroyed ()) 1005 if (destroyed ())
1020 return; 1006 return;
1021 1007
1022 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1023 { 1009 {
1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1025 head->destroy (destroy_inventory); 1011 head->destroy ();
1026 return; 1012 return;
1027 } 1013 }
1028 1014
1029 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1030 1016
1031 if (is_head ()) 1017 if (is_head ())
1032 if (sound_destroy) 1018 if (sound_destroy)
1033 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1034 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1071 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1072 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
1073 1059
1074 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1075 1061
1076 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1077
1078 if (below)
1079 below->above = above;
1080 1063
1081 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1082 * 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
1083 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1084 */ 1067 */
1085 map = env->map; 1068 map = env->map;
1086 x = env->x; 1069 x = env->x;
1087 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
1088 above = 0; 1076 above = 0;
1089 below = 0; 1077 below = 0;
1090 env = 0; 1078 env = 0;
1091 1079
1092 /* 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
1093 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1094 * to save cpu time. 1082 * to save cpu time.
1095 */ 1083 */
1096 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 {
1097 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 }
1098 } 1092 }
1099 else if (map) 1093 else if (map)
1100 { 1094 {
1101 map->dirty = true; 1095 map->dirty = true;
1102 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1103 1097
1104 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1105 { 1099 {
1106 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1107 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1108 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env) 1106 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1112 close_container (); 1109 close_container ();
1122 1119
1123 esrv_del_item (pl->contr, count); 1120 esrv_del_item (pl->contr, count);
1124 } 1121 }
1125 1122
1126 /* link the object above us */ 1123 /* link the object above us */
1127 if (above) 1124 // re-link, make sure compiler can easily use cmove
1128 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1129 else 1126 *(below ? &below->above : &ms.bot) = above;
1130 ms.top = below; /* we were top, set new top */
1131
1132 /* Relink the object below us, if there is one */
1133 if (below)
1134 below->above = above;
1135 else
1136 {
1137 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is
1139 * evident
1140 */
1141 if (GET_MAP_OB (map, x, y) != this)
1142 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 ());
1143
1144 ms.bot = above; /* goes on above it. */
1145 }
1146 1127
1147 above = 0; 1128 above = 0;
1148 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1149 1132
1150 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1151 return; 1134 return;
1152 1135
1153 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
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 */
1291 maptile *newmap = m;
1310 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1311 { 1293 {
1312 op->destroy (1); 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1313 return 0; 1295 return 0;
1314 } 1296 }
1315 1297
1316 if (object *more = op->more) 1298 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1318 return 0; 1300 return 0;
1319 1301
1320 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1321 1303
1322 op->map = m; 1304 op->map = newmap;
1323 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1324 1306
1325 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1326 */ 1308 */
1327 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1310 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 if (object::can_merge (op, tmp)) 1311 if (object::can_merge (op, tmp))
1330 { 1312 {
1331 // TODO: we atcually want to update tmp, not op, 1313 // TODO: we actually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp 1314 // but some caller surely breaks when we return tmp
1333 // from here :/ 1315 // from here :/
1334 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1335 tmp->destroy (1); 1317 tmp->destroy ();
1336 } 1318 }
1337 1319
1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1340 1322
1347 { 1329 {
1348 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1330 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349 abort (); 1331 abort ();
1350 } 1332 }
1351 1333
1334 if (!originator->is_on_map ())
1335 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1336 op->debug_desc (), originator->debug_desc ());
1337
1352 op->above = originator; 1338 op->above = originator;
1353 op->below = originator->below; 1339 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; 1340 originator->below = op;
1341
1342 *(op->below ? &op->below->above : &ms.bot) = op;
1362 } 1343 }
1363 else 1344 else
1364 { 1345 {
1365 object *top, *floor = NULL; 1346 object *floor = 0;
1366 1347 object *top = ms.top;
1367 top = ms.bot;
1368 1348
1369 /* If there are other objects, then */ 1349 /* If there are other objects, then */
1370 if (top) 1350 if (top)
1371 { 1351 {
1372 object *last = 0;
1373
1374 /* 1352 /*
1375 * If there are multiple objects on this space, we do some trickier handling. 1353 * If there are multiple objects on this space, we do some trickier handling.
1376 * We've already dealt with merging if appropriate. 1354 * We've already dealt with merging if appropriate.
1377 * Generally, we want to put the new object on top. But if 1355 * Generally, we want to put the new object on top. But if
1378 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1356 * 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 1359 * 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 1360 * 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 1361 * when lots of spells are cast in one area. Currently, it is presumed
1384 * that flying non pickable objects are spell objects. 1362 * that flying non pickable objects are spell objects.
1385 */ 1363 */
1386 for (top = ms.bot; top; top = top->above) 1364 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1387 { 1365 {
1388 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1389 floor = top; 1367 floor = tmp;
1390 1368
1391 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1392 { 1370 {
1393 /* We insert above top, so we want this object below this */ 1371 /* We insert above top, so we want this object below this */
1394 top = top->below; 1372 top = tmp->below;
1395 break; 1373 break;
1396 } 1374 }
1397 1375
1398 last = top; 1376 top = tmp;
1399 } 1377 }
1400
1401 /* Don't want top to be NULL, so set it to the last valid object */
1402 top = last;
1403 1378
1404 /* We let update_position deal with figuring out what the space 1379 /* We let update_position deal with figuring out what the space
1405 * looks like instead of lots of conditions here. 1380 * looks like instead of lots of conditions here.
1406 * makes things faster, and effectively the same result. 1381 * makes things faster, and effectively the same result.
1407 */ 1382 */
1414 */ 1389 */
1415 if (!(flag & INS_ON_TOP) 1390 if (!(flag & INS_ON_TOP)
1416 && ms.flags () & P_BLOCKSVIEW 1391 && ms.flags () & P_BLOCKSVIEW
1417 && (op->face && !faces [op->face].visibility)) 1392 && (op->face && !faces [op->face].visibility))
1418 { 1393 {
1394 object *last;
1395
1419 for (last = top; last != floor; last = last->below) 1396 for (last = top; last != floor; last = last->below)
1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1421 break; 1398 break;
1422 1399
1423 /* Check to see if we found the object that blocks view, 1400 /* Check to see if we found the object that blocks view,
1431 } /* If objects on this space */ 1408 } /* If objects on this space */
1432 1409
1433 if (flag & INS_ABOVE_FLOOR_ONLY) 1410 if (flag & INS_ABOVE_FLOOR_ONLY)
1434 top = floor; 1411 top = floor;
1435 1412
1436 /* Top is the object that our object (op) is going to get inserted above. 1413 // insert object above top, or bottom-most if top = 0
1437 */
1438
1439 /* First object on this space */
1440 if (!top) 1414 if (!top)
1441 { 1415 {
1416 op->below = 0;
1442 op->above = ms.bot; 1417 op->above = ms.bot;
1443
1444 if (op->above)
1445 op->above->below = op;
1446
1447 op->below = 0;
1448 ms.bot = op; 1418 ms.bot = op;
1419
1420 *(op->above ? &op->above->below : &ms.top) = op;
1449 } 1421 }
1450 else 1422 else
1451 { /* get inserted into the stack above top */ 1423 {
1452 op->above = top->above; 1424 op->above = top->above;
1453
1454 if (op->above)
1455 op->above->below = op; 1425 top->above = op;
1456 1426
1457 op->below = top; 1427 op->below = top;
1458 top->above = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1459 } 1429 }
1430 }
1460 1431
1461 if (!op->above) 1432 if (op->is_player ())
1462 ms.top = op;
1463 } /* else not INS_BELOW_ORIGINATOR */
1464
1465 if (op->type == PLAYER)
1466 { 1433 {
1467 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1468 ++op->map->players; 1435 ++op->map->players;
1469 op->map->touch (); 1436 op->map->touch ();
1470 } 1437 }
1485 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1486 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1487 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1488 * of effect may be sufficient. 1455 * of effect may be sufficient.
1489 */ 1456 */
1490 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1491 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1492 1462
1493 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1494 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1495 1465
1496 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1530{ 1500{
1531 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1532 1502
1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1534 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1535 tmp->destroy (1); 1505 tmp->destroy ();
1536 1506
1537 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1538 1508
1539 tmp->x = op->x; 1509 tmp->x = op->x;
1540 tmp->y = op->y; 1510 tmp->y = op->y;
1564 if (!nr) 1534 if (!nr)
1565 return true; 1535 return true;
1566 1536
1567 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1568 1538
1539 if (nrof > nr)
1540 {
1569 nrof -= nr; 1541 nrof -= nr;
1570
1571 if (nrof)
1572 {
1573 adjust_weight (env, -weight * nr); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1574 1543
1575 if (object *pl = visible_to ()) 1544 if (object *pl = visible_to ())
1576 esrv_update_item (UPD_NROF, pl, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1577 1546
1578 return true; 1547 return true;
1579 } 1548 }
1580 else 1549 else
1581 { 1550 {
1582 destroy (1); 1551 destroy ();
1583 return false; 1552 return false;
1584 } 1553 }
1585} 1554}
1586 1555
1587/* 1556/*
1604 } 1573 }
1605 else 1574 else
1606 { 1575 {
1607 decrease (nr); 1576 decrease (nr);
1608 1577
1609 object *op = object_create_clone (this); 1578 object *op = deep_clone ();
1610 op->nrof = nr; 1579 op->nrof = nr;
1611 return op; 1580 return op;
1612 } 1581 }
1613} 1582}
1614 1583
1664 if (object *pl = tmp->visible_to ()) 1633 if (object *pl = tmp->visible_to ())
1665 esrv_update_item (UPD_NROF, pl, tmp); 1634 esrv_update_item (UPD_NROF, pl, tmp);
1666 1635
1667 adjust_weight (this, op->total_weight ()); 1636 adjust_weight (this, op->total_weight ());
1668 1637
1669 op->destroy (1); 1638 op->destroy ();
1670 op = tmp; 1639 op = tmp;
1671 goto inserted; 1640 goto inserted;
1672 } 1641 }
1673 1642
1674 op->owner = 0; // it's his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1692 1661
1693 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1694 1663
1695inserted: 1664inserted:
1696 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1697 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1698 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1699 1670 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1700 // if this is a player's inventory, update stats 1672 // if this is a player's inventory, update stats
1701 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1702 update_stats (); 1673 update_stats ();
1703 1674
1704 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1705 1676
1706 return op; 1677 return op;
1790 { 1761 {
1791 1762
1792 float 1763 float
1793 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1794 1765
1795 if (op->type == PLAYER) 1766 if (op->is_player ())
1796 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1797 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1798 diff /= 4.0; 1769 diff /= 4.0;
1799 1770
1800 op->speed_left -= diff; 1771 op->speed_left -= diff;
1835 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
1836 return NULL; 1807 return NULL;
1837 } 1808 }
1838 1809
1839 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1840 if (tmp->arch == at) 1811 if (tmp->arch->archname == at->archname)
1841 return tmp; 1812 return tmp;
1842 1813
1843 return NULL; 1814 return NULL;
1844} 1815}
1845 1816
1909 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1910 */ 1881 */
1911object * 1882object *
1912present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
1913{ 1884{
1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1915 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1916 return tmp; 1887 return tmp;
1917 1888
1918 return NULL; 1889 return NULL;
1919} 1890}
1920 1891
2008 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
2009 */ 1980 */
2010 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2011 continue; 1982 continue;
2012 1983
2013 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
2014 continue; 1985 continue;
2015 1986
2016 altern [index++] = i; 1987 altern [index++] = i;
2017 } 1988 }
2018 1989
2086 * there is capable of. 2057 * there is capable of.
2087 */ 2058 */
2088int 2059int
2089find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2090{ 2061{
2091 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2092
2093 sint16 nx, ny;
2094 object *tmp;
2095 maptile *mp;
2096
2097 MoveType blocked, move_type; 2063 MoveType move_type;
2098 2064
2099 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2100 { 2066 {
2101 exclude = exclude->head; 2067 exclude = exclude->head;
2102 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2105 { 2071 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2107 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2108 } 2074 }
2109 2075
2110 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2111 { 2077 {
2112 mp = m; 2078 mapxy pos (m, x, y);
2113 nx = x + freearr_x[i]; 2079 pos.move (i);
2114 ny = y + freearr_y[i];
2115 2080
2116 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2117
2118 if (mflags & P_OUT_OF_MAP)
2119 max = maxfree[i]; 2082 max = maxfree[i];
2120 else 2083 else
2121 { 2084 {
2122 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2123 2086
2124 blocked = ms.move_block;
2125
2126 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2127 max = maxfree[i]; 2088 max = maxfree [i];
2128 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2129 { 2090 {
2130 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2131 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2132 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2133 break;
2134
2135 if (tmp)
2136 return freedir[i]; 2094 return freedir [i];
2137 } 2095 }
2138 } 2096 }
2139 } 2097 }
2140 2098
2141 return 0; 2099 return 0;
2322int 2280int
2323can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2324{ 2282{
2325 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2326 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2327 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2328} 2286}
2329 2287
2330/* 2288/*
2331 * create clone from object to another 2289 * create clone from object to another
2332 */ 2290 */
2333object * 2291object *
2334object_create_clone (object *asrc) 2292object::deep_clone ()
2335{ 2293{
2294 assert (("deep_clone called on non-head object", is_head ()));
2295
2336 object *dst = 0; 2296 object *dst = clone ();
2337 2297
2338 if (!asrc)
2339 return 0;
2340
2341 object *src = asrc->head_ ();
2342
2343 object *prev = 0; 2298 object *prev = dst;
2344 for (object *part = src; part; part = part->more) 2299 for (object *part = this->more; part; part = part->more)
2345 { 2300 {
2346 object *tmp = part->clone (); 2301 object *tmp = part->clone ();
2347
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; 2302 tmp->head = dst;
2358
2359 tmp->more = 0;
2360
2361 if (prev)
2362 prev->more = tmp; 2303 prev->more = tmp;
2363
2364 prev = tmp; 2304 prev = tmp;
2365 } 2305 }
2366 2306
2367 for (object *item = src->inv; item; item = item->below) 2307 for (object *item = inv; item; item = item->below)
2368 insert_ob_in_ob (object_create_clone (item), dst); 2308 insert_ob_in_ob (item->deep_clone (), dst);
2369 2309
2370 return dst; 2310 return dst;
2371} 2311}
2372 2312
2373/* This returns the first object in who's inventory that 2313/* This returns the first object in who's inventory that
2382 return tmp; 2322 return tmp;
2383 2323
2384 return 0; 2324 return 0;
2385} 2325}
2386 2326
2387/* If ob has a field named key, return the link from the list, 2327const shstr &
2388 * otherwise return NULL. 2328object::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{ 2329{
2396 for (key_value *link = ob->key_values; link; link = link->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2397 if (link->key == key) 2331 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; 2332 return kv->value;
2432 2333
2433 return 0; 2334 return shstr_null;
2434} 2335}
2435 2336
2436/* 2337void
2437 * Updates the canonical_key in op to value. 2338object::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{ 2339{
2449 key_value *field = NULL, *last = NULL; 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2450 2341 if (kv->key == key)
2451 for (field = op->key_values; field != NULL; field = field->next)
2452 {
2453 if (field->key != canonical_key)
2454 { 2342 {
2455 last = field; 2343 kv->value = value;
2456 continue; 2344 return;
2457 } 2345 }
2458 2346
2459 if (value) 2347 key_value *kv = new key_value;
2460 field->value = value; 2348
2461 else 2349 kv->next = key_values;
2350 kv->key = key;
2351 kv->value = value;
2352
2353 key_values = kv;
2354}
2355
2356void
2357object::kv_del (const shstr &key)
2358{
2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2360 if ((*kvp)->key == key)
2462 { 2361 {
2463 /* Basically, if the archetype has this key set, 2362 key_value *kv = *kvp;
2464 * we need to store the null value so when we save 2363 *kvp = (*kvp)->next;
2465 * it, we save the empty value so that when we load, 2364 delete kv;
2466 * we get this value back again. 2365 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 } 2366 }
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} 2367}
2525 2368
2526object::depth_iterator::depth_iterator (object *container) 2369object::depth_iterator::depth_iterator (object *container)
2527: iterator_base (container) 2370: iterator_base (container)
2528{ 2371{
2578{ 2421{
2579 char flagdesc[512]; 2422 char flagdesc[512];
2580 char info2[256 * 4]; 2423 char info2[256 * 4];
2581 char *p = info; 2424 char *p = info;
2582 2425
2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2426 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2584 count, 2427 count,
2585 uuid.c_str (), 2428 uuid.c_str (),
2586 &name, 2429 &name,
2587 title ? "\",title:\"" : "", 2430 title ? ",title:\"" : "",
2588 title ? (const char *)title : "", 2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2589 flag_desc (flagdesc, 512), type); 2433 flag_desc (flagdesc, 512), type);
2590 2434
2591 if (!flag[FLAG_REMOVED] && env) 2435 if (!flag[FLAG_REMOVED] && env)
2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2593 2437
2699 return splay (tmp); 2543 return splay (tmp);
2700 2544
2701 return 0; 2545 return 0;
2702} 2546}
2703 2547
2704void 2548object *
2705object::force_add (const shstr name, int duration) 2549object::force_add (const shstr name, int duration)
2706{ 2550{
2707 if (object *force = force_find (name)) 2551 if (object *force = force_find (name))
2708 force->destroy (); 2552 force->destroy ();
2709 2553
2715 2559
2716 force->set_speed (duration ? 1.f / duration : 0.f); 2560 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true; 2561 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true; 2562 force->flag [FLAG_APPLIED] = true;
2719 2563
2720 insert (force); 2564 return insert (force);
2721} 2565}
2722 2566
2723void 2567void
2724object::play_sound (faceidx sound) 2568object::play_sound (faceidx sound)
2725{ 2569{
2736 } 2580 }
2737 else 2581 else
2738 map->play_sound (sound, x, y); 2582 map->play_sound (sound, x, y);
2739} 2583}
2740 2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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