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Comparing deliantra/server/common/object.C (file contents):
Revision 1.224 by root, Fri May 2 20:16:24 2008 UTC vs.
Revision 1.314 by root, Fri Mar 26 00:59:20 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
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;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 55};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
143{ 212{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* 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 214 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
149 */ 216 */
150 217
151 /* For each field in wants, */ 218 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 220 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 221 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 }
168 222
169 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 224 return true;
171} 225}
172 226
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 228static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 230{
177 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
179 */ 233 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
181} 236}
182 237
183/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 239 * they can be merged together.
185 * 240 *
192 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
193 * check weight 248 * check weight
194 */ 249 */
195bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
196{ 251{
197 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
198 if (ob1 == ob2 253 if (ob1 == ob2
199 || ob1->type != ob2->type 254 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 255 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 258 return 0;
204 259
205 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 262 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; 263 return 0;
212 264
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* 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 266 * 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 267 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 273
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 276
225 if (ob1->arch->name != ob2->arch->name 277 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 278 || ob1->name != ob2->name
227 || ob1->title != ob2->title 279 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 286 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 302 return 0;
250 303
251 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
255 .any ()) 307 .any ())
256 return 0; 308 return 0;
257 309
258 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
340 { 392 {
341 // see if we are in a container of sorts 393 // see if we are in a container of sorts
342 if (env) 394 if (env)
343 { 395 {
344 // the player inventory itself is always visible 396 // the player inventory itself is always visible
345 if (env->type == PLAYER) 397 if (env->is_player ())
346 return env; 398 return env;
347 399
348 // else a player could have our env open 400 // else a player could have our env open
349 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
350 402
351 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 404 // even if our inv is in a player.
353 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 407 if (pl->container_ () == env)
356 return pl; 408 return pl;
357 } 409 }
358 else 410 else
359 { 411 {
360 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
364 return pl; 417 return pl;
365 } 418 }
366 } 419 }
367 420
368 return 0; 421 return 0;
369} 422}
370 423
371// adjust weight per container type ("of holding") 424// adjust weight per container type ("of holding")
372static sint32 425static sint32
373weight_adjust (object *op, sint32 weight) 426weight_adjust_for (object *op, sint32 weight)
374{ 427{
375 return op->type == CONTAINER 428 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 430 : weight;
378} 431}
384static void 437static void
385adjust_weight (object *op, sint32 weight) 438adjust_weight (object *op, sint32 weight)
386{ 439{
387 while (op) 440 while (op)
388 { 441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
390 446
391 if (!weight) 447 if (!weight)
392 return; 448 return;
393 449
394 op->carrying += weight; 450 op->carrying += weight;
417 op->update_weight (); 473 op->update_weight ();
418 474
419 sum += op->total_weight (); 475 sum += op->total_weight ();
420 } 476 }
421 477
422 sum = weight_adjust (this, sum); 478 sum = weight_adjust_for (this, sum);
423 479
424 if (sum != carrying) 480 if (sum != carrying)
425 { 481 {
426 carrying = sum; 482 carrying = sum;
427 483
443 object_freezer freezer; 499 object_freezer freezer;
444 op->write (freezer); 500 op->write (freezer);
445 return freezer.as_string (); 501 return freezer.as_string ();
446} 502}
447 503
448/* 504char *
449 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
450 * multi-object 1 which is closest to the second object.
451 * If it's not a multi-object, it is returned.
452 */
453object *
454get_nearest_part (object *op, const object *pl)
455{ 506{
456 object *tmp, *closest; 507 return dump_object (this);
457 int last_dist, i;
458
459 if (!op->more)
460 return op;
461
462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
465 if ((i = distance (tmp, pl)) < last_dist)
466 closest = tmp, last_dist = i;
467
468 return closest;
469} 508}
470 509
471/* 510/*
472 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow. 512 * VERRRY slow.
481 520
482 return 0; 521 return 0;
483} 522}
484 523
485/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
486 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
487 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
488 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
489 */ 543 */
490object * 544object *
491find_object_name (const char *str) 545find_object_name (const char *str)
492{ 546{
493 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
494 object *op;
495 548
549 if (str_)
496 for_all_objects (op) 550 for_all_objects (op)
497 if (op->name == str_) 551 if (op->name == str_)
498 break; 552 return op;
499 553
500 return op; 554 return 0;
501} 555}
502 556
503/* 557/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 559 * skill and experience objects.
567 update_stats (); 621 update_stats ();
568 622
569 new_draw_info_format (NDI_UNIQUE, 0, this, 623 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, " 624 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. " 625 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name); 626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
573 return false; 628 return false;
574 } 629 }
575 630
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 } 632 }
603 } 658 }
604 659
605 op->key_values = 0; 660 op->key_values = 0;
606} 661}
607 662
608object & 663/*
609object::operator =(const object &src) 664 * copy_to first frees everything allocated by the dst object,
665 * and then copies the contents of itself into the second
666 * object, allocating what needs to be allocated. Basically, any
667 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
668 * if the first object is freed, the pointers in the new object
669 * will point at garbage.
670 */
671void
672object::copy_to (object *dst)
610{ 673{
611 remove (); 674 dst->remove ();
612
613 *(object_copy *)this = src; 675 *(object_copy *)dst = *this;
614
615 flag [FLAG_REMOVED] = true; 676 dst->flag [FLAG_REMOVED] = true;
616 677
617 /* Copy over key_values, if any. */ 678 /* Copy over key_values, if any. */
618 if (src.key_values) 679 if (key_values)
619 { 680 {
620 key_value *tail = 0; 681 key_value *tail = 0;
621 key_values = 0; 682 dst->key_values = 0;
622 683
623 for (key_value *i = src.key_values; i; i = i->next) 684 for (key_value *i = key_values; i; i = i->next)
624 { 685 {
625 key_value *new_link = new key_value; 686 key_value *new_link = new key_value;
626 687
627 new_link->next = 0; 688 new_link->next = 0;
628 new_link->key = i->key; 689 new_link->key = i->key;
629 new_link->value = i->value; 690 new_link->value = i->value;
630 691
631 /* Try and be clever here, too. */ 692 /* Try and be clever here, too. */
632 if (!key_values) 693 if (!dst->key_values)
633 { 694 {
634 key_values = new_link; 695 dst->key_values = new_link;
635 tail = new_link; 696 tail = new_link;
636 } 697 }
637 else 698 else
638 { 699 {
639 tail->next = new_link; 700 tail->next = new_link;
640 tail = new_link; 701 tail = new_link;
641 } 702 }
642 } 703 }
643 } 704 }
644}
645 705
646/* 706 dst->activate ();
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
659 if (speed < 0)
660 dst->speed_left -= rndm ();
661
662 dst->set_speed (dst->speed);
663} 707}
664 708
665void 709void
666object::instantiate () 710object::instantiate ()
667{ 711{
668 if (!uuid.seq) // HACK 712 if (!uuid.seq) // HACK
669 uuid = UUID::gen (); 713 uuid = UUID::gen ();
670 714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
671 speed_left = -0.1f; 719 speed_left = -1.;
720
672 /* copy the body_info to the body_used - this is only really 721 /* copy the body_info to the body_used - this is only really
673 * need for monsters, but doesn't hurt to do it for everything. 722 * need for monsters, but doesn't hurt to do it for everything.
674 * by doing so, when a monster is created, it has good starting 723 * by doing so, when a monster is created, it has good starting
675 * values for the body_used info, so when items are created 724 * values for the body_used info, so when items are created
676 * for it, they can be properly equipped. 725 * for it, they can be properly equipped.
684object * 733object *
685object::clone () 734object::clone ()
686{ 735{
687 object *neu = create (); 736 object *neu = create ();
688 copy_to (neu); 737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
743 neu->map = map; // not copied by copy_to
689 return neu; 744 return neu;
690} 745}
691 746
692/* 747/*
693 * If an object with the IS_TURNABLE() flag needs to be turned due 748 * If an object with the IS_TURNABLE() flag needs to be turned due
710 * This function needs to be called whenever the speed of an object changes. 765 * This function needs to be called whenever the speed of an object changes.
711 */ 766 */
712void 767void
713object::set_speed (float speed) 768object::set_speed (float speed)
714{ 769{
715 if (flag [FLAG_FREED] && speed)
716 {
717 LOG (llevError, "Object %s is freed but has speed.\n", &name);
718 speed = 0;
719 }
720
721 this->speed = speed; 770 this->speed = speed;
722 771
723 if (has_active_speed ()) 772 if (has_active_speed ())
724 activate (); 773 activate ();
725 else 774 else
775 824
776 if (!(m.flags_ & P_UPTODATE)) 825 if (!(m.flags_ & P_UPTODATE))
777 /* nop */; 826 /* nop */;
778 else if (action == UP_OBJ_INSERT) 827 else if (action == UP_OBJ_INSERT)
779 { 828 {
829#if 0
780 // this is likely overkill, TODO: revisit (schmorp) 830 // this is likely overkill, TODO: revisit (schmorp)
781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 833 || (op->is_player () && !(m.flags_ & P_PLAYER))
784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 || (m.move_on | op->move_on ) != m.move_on 837 || (m.move_on | op->move_on ) != m.move_on
788 || (m.move_off | op->move_off ) != m.move_off 838 || (m.move_off | op->move_off ) != m.move_off
789 || (m.move_slow | op->move_slow) != m.move_slow 839 || (m.move_slow | op->move_slow) != m.move_slow
790 /* This isn't perfect, but I don't expect a lot of objects to 840 /* This isn't perfect, but I don't expect a lot of objects to
791 * to have move_allow right now. 841 * have move_allow right now.
792 */ 842 */
793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate ();
845#else
794 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
795 m.flags_ = 0; 847 m.invalidate ();
848#endif
796 } 849 }
797 /* if the object is being removed, we can't make intelligent 850 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 851 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 852 * that is being removed.
800 */ 853 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 m.flags_ = 0; 855 m.invalidate ();
803 else if (action == UP_OBJ_FACE) 856 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 857 /* Nothing to do for that case */ ;
805 else 858 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 859 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 860
811 864
812object::object () 865object::object ()
813{ 866{
814 SET_FLAG (this, FLAG_REMOVED); 867 SET_FLAG (this, FLAG_REMOVED);
815 868
816 expmul = 1.0; 869 //expmul = 1.0; declared const for the time being
817 face = blank_face; 870 face = blank_face;
871 material = MATERIAL_NULL;
818} 872}
819 873
820object::~object () 874object::~object ()
821{ 875{
822 unlink (); 876 unlink ();
851 /* If already on active list, don't do anything */ 905 /* If already on active list, don't do anything */
852 if (active) 906 if (active)
853 return; 907 return;
854 908
855 if (has_active_speed ()) 909 if (has_active_speed ())
910 {
911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
913
856 actives.insert (this); 914 actives.insert (this);
915 }
857} 916}
858 917
859void 918void
860object::activate_recursive () 919object::activate_recursive ()
861{ 920{
922 * drop on that space. 981 * drop on that space.
923 */ 982 */
924 if (!drop_to_ground 983 if (!drop_to_ground
925 || !map 984 || !map
926 || map->in_memory != MAP_ACTIVE 985 || map->in_memory != MAP_ACTIVE
927 || map->nodrop 986 || map->no_drop
928 || ms ().move_block == MOVE_ALL) 987 || ms ().move_block == MOVE_ALL)
929 { 988 {
930 while (inv) 989 while (inv)
931 {
932 inv->destroy_inv (false);
933 inv->destroy (); 990 inv->destroy ();
934 }
935 } 991 }
936 else 992 else
937 { /* Put objects in inventory onto this space */ 993 { /* Put objects in inventory onto this space */
938 while (inv) 994 while (inv)
939 { 995 {
943 || op->flag [FLAG_NO_DROP] 999 || op->flag [FLAG_NO_DROP]
944 || op->type == RUNE 1000 || op->type == RUNE
945 || op->type == TRAP 1001 || op->type == TRAP
946 || op->flag [FLAG_IS_A_TEMPLATE] 1002 || op->flag [FLAG_IS_A_TEMPLATE]
947 || op->flag [FLAG_DESTROY_ON_DEATH]) 1003 || op->flag [FLAG_DESTROY_ON_DEATH])
948 op->destroy (true); 1004 op->destroy ();
949 else 1005 else
950 map->insert (op, x, y); 1006 map->insert (op, x, y);
951 } 1007 }
952 } 1008 }
953} 1009}
961 1017
962static struct freed_map : maptile 1018static struct freed_map : maptile
963{ 1019{
964 freed_map () 1020 freed_map ()
965 { 1021 {
966 path = "<freed objects map>"; 1022 path = "<freed objects map>";
967 name = "/internal/freed_objects_map"; 1023 name = "/internal/freed_objects_map";
968 width = 3; 1024 width = 3;
969 height = 3; 1025 height = 3;
970 nodrop = 1; 1026 no_drop = 1;
1027 no_reset = 1;
971 1028
972 alloc (); 1029 alloc ();
973 in_memory = MAP_ACTIVE; 1030 in_memory = MAP_ACTIVE;
974 } 1031 }
1032
1033 ~freed_map ()
1034 {
1035 destroy ();
1036 }
975} freed_map; // freed objects are moved here to avoid crashes 1037} freed_map; // freed objects are moved here to avoid crashes
976 1038
977void 1039void
978object::do_destroy () 1040object::do_destroy ()
979{ 1041{
980 if (flag [FLAG_IS_LINKED]) 1042 if (flag [FLAG_IS_LINKED])
981 remove_button_link (this); 1043 remove_link ();
982 1044
983 if (flag [FLAG_FRIENDLY]) 1045 if (flag [FLAG_FRIENDLY])
984 remove_friendly_object (this); 1046 remove_friendly_object (this);
985 1047
986 remove (); 1048 remove ();
1011 attacked_by = 0; 1073 attacked_by = 0;
1012 current_weapon = 0; 1074 current_weapon = 0;
1013} 1075}
1014 1076
1015void 1077void
1016object::destroy (bool destroy_inventory) 1078object::destroy ()
1017{ 1079{
1018 if (destroyed ()) 1080 if (destroyed ())
1019 return; 1081 return;
1020 1082
1021 if (!is_head () && !head->destroyed ()) 1083 if (!is_head () && !head->destroyed ())
1022 { 1084 {
1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 head->destroy (destroy_inventory); 1086 head->destroy ();
1025 return; 1087 return;
1026 } 1088 }
1027 1089
1028 destroy_inv (!destroy_inventory); 1090 destroy_inv (false);
1029 1091
1030 if (is_head ()) 1092 if (is_head ())
1031 if (sound_destroy) 1093 if (sound_destroy)
1032 play_sound (sound_destroy); 1094 play_sound (sound_destroy);
1033 else if (flag [FLAG_MONSTER]) 1095 else if (flag [FLAG_MONSTER])
1044 * the previous environment. 1106 * the previous environment.
1045 */ 1107 */
1046void 1108void
1047object::do_remove () 1109object::do_remove ()
1048{ 1110{
1049 object *tmp, *last = 0;
1050 object *otmp;
1051
1052 if (flag [FLAG_REMOVED]) 1111 if (flag [FLAG_REMOVED])
1053 return; 1112 return;
1054 1113
1055 INVOKE_OBJECT (REMOVE, this); 1114 INVOKE_OBJECT (REMOVE, this);
1056 1115
1070 esrv_del_item (pl->contr, count); 1129 esrv_del_item (pl->contr, count);
1071 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1072 1131
1073 adjust_weight (env, -total_weight ()); 1132 adjust_weight (env, -total_weight ());
1074 1133
1075 *(above ? &above->below : &env->inv) = below; 1134 object *pl = in_player ();
1076
1077 if (below)
1078 below->above = above;
1079 1135
1080 /* we set up values so that it could be inserted into 1136 /* we set up values so that it could be inserted into
1081 * the map, but we don't actually do that - it is up 1137 * the map, but we don't actually do that - it is up
1082 * to the caller to decide what we want to do. 1138 * to the caller to decide what we want to do.
1083 */ 1139 */
1084 map = env->map; 1140 map = env->map;
1085 x = env->x; 1141 x = env->x;
1086 y = env->y; 1142 y = env->y;
1143
1144 // make sure cmov optimisation is applicable
1145 *(above ? &above->below : &env->inv) = below;
1146 *(below ? &below->above : &above ) = above; // &above is just a dummy
1147
1087 above = 0; 1148 above = 0;
1088 below = 0; 1149 below = 0;
1089 env = 0; 1150 env = 0;
1090 1151
1091 /* NO_FIX_PLAYER is set when a great many changes are being 1152 if (pl && pl->is_player ())
1092 * made to players inventory. If set, avoiding the call
1093 * to save cpu time.
1094 */ 1153 {
1095 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1154 pl->contr->queue_stats_update ();
1096 otmp->update_stats (); 1155
1156 if (glow_radius && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y);
1158 }
1097 } 1159 }
1098 else if (map) 1160 else if (map)
1099 { 1161 {
1100 map->dirty = true; 1162 map->dirty = true;
1101 mapspace &ms = this->ms (); 1163 mapspace &ms = this->ms ();
1102 1164
1103 if (object *pl = ms.player ()) 1165 if (object *pl = ms.player ())
1104 { 1166 {
1105 if (type == PLAYER) // this == pl(!) 1167 if (is_player ())
1106 { 1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1107 // leaving a spot always closes any open container on the ground 1172 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env) 1173 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures 1174 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent. 1175 // that the CLOSE event is being sent.
1111 close_container (); 1176 close_container ();
1112 1177
1113 --map->players; 1178 --map->players;
1114 map->touch (); 1179 map->touch ();
1115 } 1180 }
1116 else if (pl->container == this) 1181 else if (pl->container_ () == this)
1117 { 1182 {
1118 // removing a container should close it 1183 // removing a container should close it
1119 close_container (); 1184 close_container ();
1120 } 1185 }
1121 1186
1122 esrv_del_item (pl->contr, count); 1187 esrv_del_item (pl->contr, count);
1123 } 1188 }
1124 1189
1125 /* link the object above us */ 1190 /* link the object above us */
1126 if (above) 1191 // re-link, make sure compiler can easily use cmove
1127 above->below = below; 1192 *(above ? &above->below : &ms.top) = below;
1128 else 1193 *(below ? &below->above : &ms.bot) = above;
1129 ms.top = below; /* we were top, set new top */
1130
1131 /* Relink the object below us, if there is one */
1132 if (below)
1133 below->above = above;
1134 else
1135 {
1136 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is
1138 * evident
1139 */
1140 if (GET_MAP_OB (map, x, y) != this)
1141 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 ());
1142
1143 ms.bot = above; /* goes on above it. */
1144 }
1145 1194
1146 above = 0; 1195 above = 0;
1147 below = 0; 1196 below = 0;
1148 1197
1198 ms.invalidate ();
1199
1149 if (map->in_memory == MAP_SAVING) 1200 if (map->in_memory == MAP_SAVING)
1150 return; 1201 return;
1151 1202
1152 int check_walk_off = !flag [FLAG_NO_APPLY]; 1203 int check_walk_off = !flag [FLAG_NO_APPLY];
1153 1204
1154 if (object *pl = ms.player ()) 1205 if (object *pl = ms.player ())
1155 { 1206 {
1156 if (pl->container == this) 1207 if (pl->container_ () == this)
1157 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1158 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1159 * appropriately. 1210 * appropriately.
1160 */ 1211 */
1161 pl->close_container (); 1212 pl->close_container ();
1162 1213
1163 //TODO: the floorbox prev/next might need updating 1214 //TODO: the floorbox prev/next might need updating
1164 esrv_del_item (pl->contr, count); 1215 //esrv_del_item (pl->contr, count);
1216 //TODO: update floorbox to preserve ordering
1217 if (pl->contr->ns)
1218 pl->contr->ns->floorbox_update ();
1165 } 1219 }
1166 1220
1221 if (check_walk_off)
1167 for (tmp = ms.bot; tmp; tmp = tmp->above) 1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1168 { 1223 {
1224 above = tmp->above;
1225
1169 /* No point updating the players look faces if he is the object 1226 /* No point updating the players look faces if he is the object
1170 * being removed. 1227 * being removed.
1171 */ 1228 */
1172 1229
1173 /* See if object moving off should effect something */ 1230 /* See if object moving off should effect something */
1174 if (check_walk_off
1175 && ((move_type & tmp->move_off) 1231 if ((move_type & tmp->move_off)
1176 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1177 {
1178 move_apply (tmp, this, 0); 1233 move_apply (tmp, this, 0);
1179
1180 if (destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1234 }
1183 1235
1184 last = tmp; 1236 if (affects_los ())
1185 }
1186
1187 /* last == NULL if there are no objects on this space */
1188 //TODO: this makes little sense, why only update the topmost object?
1189 if (!last)
1190 map->at (x, y).flags_ = 0;
1191 else
1192 update_object (last, UP_OBJ_REMOVE);
1193
1194 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1195 update_all_los (map, x, y); 1237 update_all_los (map, x, y);
1196 } 1238 }
1197} 1239}
1198 1240
1199/* 1241/*
1223 esrv_update_item (UPD_NROF, pl, top); 1265 esrv_update_item (UPD_NROF, pl, top);
1224 1266
1225 op->weight = 0; // cancel the addition above 1267 op->weight = 0; // cancel the addition above
1226 op->carrying = 0; // must be 0 already 1268 op->carrying = 0; // must be 0 already
1227 1269
1228 op->destroy (1); 1270 op->destroy ();
1229 1271
1230 return top; 1272 return top;
1231 } 1273 }
1232 1274
1233 return 0; 1275 return 0;
1241 1283
1242 object *prev = this; 1284 object *prev = this;
1243 1285
1244 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1245 { 1287 {
1246 object *op = arch_to_object (at); 1288 object *op = at->instance ();
1247 1289
1248 op->name = name; 1290 op->name = name;
1249 op->name_pl = name_pl; 1291 op->name_pl = name_pl;
1250 op->title = title; 1292 op->title = title;
1251 1293
1261 * job preparing multi-part monsters. 1303 * job preparing multi-part monsters.
1262 */ 1304 */
1263object * 1305object *
1264insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1306insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1265{ 1307{
1308 op->remove ();
1309
1266 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1310 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1311 {
1268 tmp->x = x + tmp->arch->x; 1312 tmp->x = x + tmp->arch->x;
1269 tmp->y = y + tmp->arch->y; 1313 tmp->y = y + tmp->arch->y;
1270 } 1314 }
1287 * Passing 0 for flag gives proper default values, so flag really only needs 1331 * Passing 0 for flag gives proper default values, so flag really only needs
1288 * to be set if special handling is needed. 1332 * to be set if special handling is needed.
1289 * 1333 *
1290 * Return value: 1334 * Return value:
1291 * new object if 'op' was merged with other object 1335 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed 1336 * NULL if there was an error (destroyed, blocked etc.)
1293 * just 'op' otherwise 1337 * just 'op' otherwise
1294 */ 1338 */
1295object * 1339object *
1296insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1297{ 1341{
1298 assert (!op->flag [FLAG_FREED]);
1299
1300 op->remove (); 1342 op->remove ();
1343
1344 if (m == &freed_map)//D TODO: remove soon
1345 {//D
1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1347 }//D
1301 1348
1302 /* Ideally, the caller figures this out. However, it complicates a lot 1349 /* Ideally, the caller figures this out. However, it complicates a lot
1303 * of areas of callers (eg, anything that uses find_free_spot would now 1350 * of areas of callers (eg, anything that uses find_free_spot would now
1304 * need extra work 1351 * need extra work
1305 */ 1352 */
1353 maptile *newmap = m;
1306 if (!xy_normalise (m, op->x, op->y)) 1354 if (!xy_normalise (newmap, op->x, op->y))
1307 { 1355 {
1308 op->destroy (1); 1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1309 return 0; 1357 return 0;
1310 } 1358 }
1311 1359
1312 if (object *more = op->more) 1360 if (object *more = op->more)
1313 if (!insert_ob_in_map (more, m, originator, flag)) 1361 if (!insert_ob_in_map (more, m, originator, flag))
1314 return 0; 1362 return 0;
1315 1363
1316 CLEAR_FLAG (op, FLAG_REMOVED); 1364 op->flag [FLAG_REMOVED] = false;
1317 1365 op->env = 0;
1318 op->map = m; 1366 op->map = newmap;
1367
1319 mapspace &ms = op->ms (); 1368 mapspace &ms = op->ms ();
1320 1369
1321 /* this has to be done after we translate the coordinates. 1370 /* this has to be done after we translate the coordinates.
1322 */ 1371 */
1323 if (op->nrof && !(flag & INS_NO_MERGE)) 1372 if (op->nrof && !(flag & INS_NO_MERGE))
1324 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 if (object::can_merge (op, tmp)) 1374 if (object::can_merge (op, tmp))
1326 { 1375 {
1327 // TODO: we atcually want to update tmp, not op, 1376 // TODO: we actually want to update tmp, not op,
1328 // but some caller surely breaks when we return tmp 1377 // but some caller surely breaks when we return tmp
1329 // from here :/ 1378 // from here :/
1330 op->nrof += tmp->nrof; 1379 op->nrof += tmp->nrof;
1331 tmp->destroy (1); 1380 tmp->destroy ();
1332 } 1381 }
1333 1382
1334 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1335 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1384 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1336 1385
1343 { 1392 {
1344 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1345 abort (); 1394 abort ();
1346 } 1395 }
1347 1396
1397 if (!originator->is_on_map ())
1398 {
1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1403
1348 op->above = originator; 1404 op->above = originator;
1349 op->below = originator->below; 1405 op->below = originator->below;
1350
1351 if (op->below)
1352 op->below->above = op;
1353 else
1354 ms.bot = op;
1355
1356 /* since *below* originator, no need to update top */
1357 originator->below = op; 1406 originator->below = op;
1407
1408 *(op->below ? &op->below->above : &ms.bot) = op;
1358 } 1409 }
1359 else 1410 else
1360 { 1411 {
1361 object *top, *floor = NULL; 1412 object *floor = 0;
1362 1413 object *top = ms.top;
1363 top = ms.bot;
1364 1414
1365 /* If there are other objects, then */ 1415 /* If there are other objects, then */
1366 if (top) 1416 if (top)
1367 { 1417 {
1368 object *last = 0;
1369
1370 /* 1418 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1419 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1420 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1421 * Generally, we want to put the new object on top. But if
1374 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1422 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1377 * once we get to them. This reduces the need to traverse over all of 1425 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time 1426 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed 1427 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1428 * that flying non pickable objects are spell objects.
1381 */ 1429 */
1382 for (top = ms.bot; top; top = top->above) 1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1383 { 1431 {
1384 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1385 floor = top; 1433 floor = tmp;
1386 1434
1387 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1388 { 1436 {
1389 /* We insert above top, so we want this object below this */ 1437 /* We insert above top, so we want this object below this */
1390 top = top->below; 1438 top = tmp->below;
1391 break; 1439 break;
1392 } 1440 }
1393 1441
1394 last = top; 1442 top = tmp;
1395 } 1443 }
1396
1397 /* Don't want top to be NULL, so set it to the last valid object */
1398 top = last;
1399 1444
1400 /* We let update_position deal with figuring out what the space 1445 /* We let update_position deal with figuring out what the space
1401 * looks like instead of lots of conditions here. 1446 * looks like instead of lots of conditions here.
1402 * makes things faster, and effectively the same result. 1447 * makes things faster, and effectively the same result.
1403 */ 1448 */
1410 */ 1455 */
1411 if (!(flag & INS_ON_TOP) 1456 if (!(flag & INS_ON_TOP)
1412 && ms.flags () & P_BLOCKSVIEW 1457 && ms.flags () & P_BLOCKSVIEW
1413 && (op->face && !faces [op->face].visibility)) 1458 && (op->face && !faces [op->face].visibility))
1414 { 1459 {
1460 object *last;
1461
1415 for (last = top; last != floor; last = last->below) 1462 for (last = top; last != floor; last = last->below)
1416 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1417 break; 1464 break;
1418 1465
1419 /* Check to see if we found the object that blocks view, 1466 /* Check to see if we found the object that blocks view,
1427 } /* If objects on this space */ 1474 } /* If objects on this space */
1428 1475
1429 if (flag & INS_ABOVE_FLOOR_ONLY) 1476 if (flag & INS_ABOVE_FLOOR_ONLY)
1430 top = floor; 1477 top = floor;
1431 1478
1432 /* Top is the object that our object (op) is going to get inserted above. 1479 // insert object above top, or bottom-most if top = 0
1433 */
1434
1435 /* First object on this space */
1436 if (!top) 1480 if (!top)
1437 { 1481 {
1482 op->below = 0;
1438 op->above = ms.bot; 1483 op->above = ms.bot;
1439
1440 if (op->above)
1441 op->above->below = op;
1442
1443 op->below = 0;
1444 ms.bot = op; 1484 ms.bot = op;
1485
1486 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1487 }
1446 else 1488 else
1447 { /* get inserted into the stack above top */ 1489 {
1448 op->above = top->above; 1490 op->above = top->above;
1449
1450 if (op->above)
1451 op->above->below = op; 1491 top->above = op;
1452 1492
1453 op->below = top; 1493 op->below = top;
1454 top->above = op; 1494 *(op->above ? &op->above->below : &ms.top) = op;
1455 } 1495 }
1496 }
1456 1497
1457 if (!op->above) 1498 if (op->is_player ())
1458 ms.top = op;
1459 } /* else not INS_BELOW_ORIGINATOR */
1460
1461 if (op->type == PLAYER)
1462 { 1499 {
1463 op->contr->do_los = 1; 1500 op->contr->do_los = 1;
1464 ++op->map->players; 1501 ++op->map->players;
1465 op->map->touch (); 1502 op->map->touch ();
1466 } 1503 }
1467 1504
1468 op->map->dirty = true; 1505 op->map->dirty = true;
1469 1506
1470 if (object *pl = ms.player ()) 1507 if (object *pl = ms.player ())
1471 //TODO: the floorbox prev/next might need updating 1508 //TODO: the floorbox prev/next might need updating
1472 esrv_send_item (pl, op); 1509 //esrv_send_item (pl, op);
1510 //TODO: update floorbox to preserve ordering
1511 if (pl->contr->ns)
1512 pl->contr->ns->floorbox_update ();
1473 1513
1474 /* If this object glows, it may affect lighting conditions that are 1514 /* If this object glows, it may affect lighting conditions that are
1475 * visible to others on this map. But update_all_los is really 1515 * visible to others on this map. But update_all_los is really
1476 * an inefficient way to do this, as it means los for all players 1516 * an inefficient way to do this, as it means los for all players
1477 * on the map will get recalculated. The players could very well 1517 * on the map will get recalculated. The players could very well
1478 * be far away from this change and not affected in any way - 1518 * be far away from this change and not affected in any way -
1479 * this should get redone to only look for players within range, 1519 * this should get redone to only look for players within range,
1480 * or just updating the P_UPTODATE for spaces within this area 1520 * or just updating the P_UPTODATE for spaces within this area
1481 * of effect may be sufficient. 1521 * of effect may be sufficient.
1482 */ 1522 */
1483 if (op->map->darkness && (op->glow_radius != 0)) 1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1484 update_all_los (op->map, op->x, op->y); 1526 update_all_los (op->map, op->x, op->y);
1527 }
1485 1528
1486 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1487 update_object (op, UP_OBJ_INSERT); 1530 update_object (op, UP_OBJ_INSERT);
1488 1531
1489 INVOKE_OBJECT (INSERT, op); 1532 INVOKE_OBJECT (INSERT, op);
1496 * blocked() and wall() work properly), and these flags are updated by 1539 * blocked() and wall() work properly), and these flags are updated by
1497 * update_object(). 1540 * update_object().
1498 */ 1541 */
1499 1542
1500 /* if this is not the head or flag has been passed, don't check walk on status */ 1543 /* if this is not the head or flag has been passed, don't check walk on status */
1501 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1502 { 1545 {
1503 if (check_move_on (op, originator)) 1546 if (check_move_on (op, originator))
1504 return 0; 1547 return 0;
1505 1548
1506 /* If we are a multi part object, lets work our way through the check 1549 /* If we are a multi part object, lets work our way through the check
1517/* this function inserts an object in the map, but if it 1560/* this function inserts an object in the map, but if it
1518 * finds an object of its own type, it'll remove that one first. 1561 * finds an object of its own type, it'll remove that one first.
1519 * op is the object to insert it under: supplies x and the map. 1562 * op is the object to insert it under: supplies x and the map.
1520 */ 1563 */
1521void 1564void
1522replace_insert_ob_in_map (const char *arch_string, object *op) 1565replace_insert_ob_in_map (shstr_tmp archname, object *op)
1523{ 1566{
1524 /* first search for itself and remove any old instances */ 1567 /* first search for itself and remove any old instances */
1525 1568
1526 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1527 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1570 if (tmp->arch->archname == archname) /* same archetype */
1528 tmp->destroy (1); 1571 tmp->destroy ();
1529 1572
1530 object *tmp = arch_to_object (archetype::find (arch_string)); 1573 object *tmp = archetype::find (archname)->instance ();
1531 1574
1532 tmp->x = op->x; 1575 tmp->x = op->x;
1533 tmp->y = op->y; 1576 tmp->y = op->y;
1534 1577
1535 insert_ob_in_map (tmp, op->map, op, 0); 1578 insert_ob_in_map (tmp, op->map, op, 0);
1540{ 1583{
1541 if (where->env) 1584 if (where->env)
1542 return where->env->insert (this); 1585 return where->env->insert (this);
1543 else 1586 else
1544 return where->map->insert (this, where->x, where->y, originator, flags); 1587 return where->map->insert (this, where->x, where->y, originator, flags);
1588}
1589
1590// check whether we can put this into the map, respect max_volume, max_items
1591bool
1592object::can_drop_at (maptile *m, int x, int y, object *originator)
1593{
1594 mapspace &ms = m->at (x, y);
1595
1596 int items = ms.items ();
1597
1598 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items
1600 && ms.volume () < m->max_volume))
1601 return true;
1602
1603 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format (
1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1606 query_name ()
1607 ));
1608
1609 return false;
1545} 1610}
1546 1611
1547/* 1612/*
1548 * decrease(object, number) decreases a specified number from 1613 * decrease(object, number) decreases a specified number from
1549 * the amount of an object. If the amount reaches 0, the object 1614 * the amount of an object. If the amount reaches 0, the object
1557 if (!nr) 1622 if (!nr)
1558 return true; 1623 return true;
1559 1624
1560 nr = min (nr, nrof); 1625 nr = min (nr, nrof);
1561 1626
1627 if (nrof > nr)
1628 {
1562 nrof -= nr; 1629 nrof -= nr;
1563
1564 if (nrof)
1565 {
1566 adjust_weight (env, -weight * nr); // carrying == 0 1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1567 1631
1568 if (object *pl = visible_to ()) 1632 if (object *pl = visible_to ())
1569 esrv_update_item (UPD_NROF, pl, this); 1633 esrv_update_item (UPD_NROF, pl, this);
1570 1634
1571 return true; 1635 return true;
1572 } 1636 }
1573 else 1637 else
1574 { 1638 {
1575 destroy (1); 1639 destroy ();
1576 return false; 1640 return false;
1577 } 1641 }
1578} 1642}
1579 1643
1580/* 1644/*
1597 } 1661 }
1598 else 1662 else
1599 { 1663 {
1600 decrease (nr); 1664 decrease (nr);
1601 1665
1602 object *op = object_create_clone (this); 1666 object *op = deep_clone ();
1603 op->nrof = nr; 1667 op->nrof = nr;
1604 return op; 1668 return op;
1605 } 1669 }
1606} 1670}
1607 1671
1657 if (object *pl = tmp->visible_to ()) 1721 if (object *pl = tmp->visible_to ())
1658 esrv_update_item (UPD_NROF, pl, tmp); 1722 esrv_update_item (UPD_NROF, pl, tmp);
1659 1723
1660 adjust_weight (this, op->total_weight ()); 1724 adjust_weight (this, op->total_weight ());
1661 1725
1662 op->destroy (1); 1726 op->destroy ();
1663 op = tmp; 1727 op = tmp;
1664 goto inserted; 1728 goto inserted;
1665 } 1729 }
1666 1730
1667 op->owner = 0; // it's his/hers now. period. 1731 op->owner = 0; // it's his/hers now. period.
1685 1749
1686 adjust_weight (this, op->total_weight ()); 1750 adjust_weight (this, op->total_weight ());
1687 1751
1688inserted: 1752inserted:
1689 /* reset the light list and los of the players on the map */ 1753 /* reset the light list and los of the players on the map */
1690 if (op->glow_radius && map && map->darkness) 1754 if (op->glow_radius && is_on_map ())
1755 {
1756 update_stats ();
1691 update_all_los (map, x, y); 1757 update_all_los (map, x, y);
1692 1758 }
1759 else if (is_player ())
1693 // if this is a player's inventory, update stats 1760 // if this is a player's inventory, update stats
1694 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1761 contr->queue_stats_update ();
1695 update_stats ();
1696 1762
1697 INVOKE_OBJECT (INSERT, this); 1763 INVOKE_OBJECT (INSERT, this);
1698 1764
1699 return op; 1765 return op;
1700} 1766}
1720 * on top. 1786 * on top.
1721 */ 1787 */
1722int 1788int
1723check_move_on (object *op, object *originator) 1789check_move_on (object *op, object *originator)
1724{ 1790{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1725 object *tmp; 1794 object *tmp;
1726 maptile *m = op->map; 1795 maptile *m = op->map;
1727 int x = op->x, y = op->y; 1796 int x = op->x, y = op->y;
1728 1797
1729 MoveType move_on, move_slow, move_block; 1798 mapspace &ms = m->at (x, y);
1730 1799
1731 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1800 ms.update ();
1732 return 0;
1733 1801
1734 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1802 MoveType move_on = ms.move_on;
1735 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1803 MoveType move_slow = ms.move_slow;
1736 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1804 MoveType move_block = ms.move_block;
1737 1805
1738 /* if nothing on this space will slow op down or be applied, 1806 /* if nothing on this space will slow op down or be applied,
1739 * no need to do checking below. have to make sure move_type 1807 * no need to do checking below. have to make sure move_type
1740 * is set, as lots of objects don't have it set - we treat that 1808 * is set, as lots of objects don't have it set - we treat that
1741 * as walking. 1809 * as walking.
1752 return 0; 1820 return 0;
1753 1821
1754 /* The objects have to be checked from top to bottom. 1822 /* The objects have to be checked from top to bottom.
1755 * Hence, we first go to the top: 1823 * Hence, we first go to the top:
1756 */ 1824 */
1757 1825 for (object *next, *tmp = ms.top; tmp; tmp = next)
1758 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1759 {
1760 /* Trim the search when we find the first other spell effect
1761 * this helps performance so that if a space has 50 spell objects,
1762 * we don't need to check all of them.
1763 */
1764 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1765 break;
1766 } 1826 {
1827 next = tmp->below;
1767 1828
1768 for (; tmp; tmp = tmp->below)
1769 {
1770 if (tmp == op) 1829 if (tmp == op)
1771 continue; /* Can't apply yourself */ 1830 continue; /* Can't apply yourself */
1772 1831
1773 /* Check to see if one of the movement types should be slowed down. 1832 /* Check to see if one of the movement types should be slowed down.
1774 * Second check makes sure that the movement types not being slowed 1833 * Second check makes sure that the movement types not being slowed
1779 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1780 { 1839 {
1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1783 { 1842 {
1784
1785 float
1786 diff = tmp->move_slow_penalty * fabs (op->speed); 1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1787 1844
1788 if (op->type == PLAYER) 1845 if (op->is_player ())
1789 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1791 diff /= 4.0; 1848 diff /= 4.0;
1792 1849
1793 op->speed_left -= diff; 1850 op->speed_left -= diff;
1794 } 1851 }
1795 } 1852 }
1828 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1829 return NULL; 1886 return NULL;
1830 } 1887 }
1831 1888
1832 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1833 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1834 return tmp; 1891 return tmp;
1835 1892
1836 return NULL; 1893 return NULL;
1837} 1894}
1838 1895
1902 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1903 */ 1960 */
1904object * 1961object *
1905present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
1906{ 1963{
1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if (tmp->arch == at) 1965 if (tmp->arch->archname == at->archname)
1909 return tmp; 1966 return tmp;
1910 1967
1911 return NULL; 1968 return NULL;
1912} 1969}
1913 1970
2001 * head of the object should correspond for the entire object. 2058 * head of the object should correspond for the entire object.
2002 */ 2059 */
2003 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2060 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2004 continue; 2061 continue;
2005 2062
2006 if (ob->blocked (m, pos.x, pos.y)) 2063 if (ob->blocked (pos.m, pos.x, pos.y))
2007 continue; 2064 continue;
2008 2065
2009 altern [index++] = i; 2066 altern [index++] = i;
2010 } 2067 }
2011 2068
2079 * there is capable of. 2136 * there is capable of.
2080 */ 2137 */
2081int 2138int
2082find_dir (maptile *m, int x, int y, object *exclude) 2139find_dir (maptile *m, int x, int y, object *exclude)
2083{ 2140{
2084 int i, max = SIZEOFFREE, mflags; 2141 int max = SIZEOFFREE, mflags;
2085
2086 sint16 nx, ny;
2087 object *tmp;
2088 maptile *mp;
2089
2090 MoveType blocked, move_type; 2142 MoveType move_type;
2091 2143
2092 if (exclude && exclude->head_ () != exclude) 2144 if (exclude && exclude->head_ () != exclude)
2093 { 2145 {
2094 exclude = exclude->head; 2146 exclude = exclude->head;
2095 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2098 { 2150 {
2099 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2100 move_type = MOVE_ALL; 2152 move_type = MOVE_ALL;
2101 } 2153 }
2102 2154
2103 for (i = 1; i < max; i++) 2155 for (int i = 1; i < max; i++)
2104 { 2156 {
2105 mp = m; 2157 mapxy pos (m, x, y);
2106 nx = x + freearr_x[i]; 2158 pos.move (i);
2107 ny = y + freearr_y[i];
2108 2159
2109 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 if (!pos.normalise ())
2110
2111 if (mflags & P_OUT_OF_MAP)
2112 max = maxfree[i]; 2161 max = maxfree[i];
2113 else 2162 else
2114 { 2163 {
2115 mapspace &ms = mp->at (nx, ny); 2164 mapspace &ms = *pos;
2116 2165
2117 blocked = ms.move_block;
2118
2119 if ((move_type & blocked) == move_type) 2166 if ((move_type & ms.move_block) == move_type)
2120 max = maxfree[i]; 2167 max = maxfree [i];
2121 else if (mflags & P_IS_ALIVE) 2168 else if (ms.flags () & P_IS_ALIVE)
2122 { 2169 {
2123 for (tmp = ms.bot; tmp; tmp = tmp->above) 2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2124 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2125 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2126 break;
2127
2128 if (tmp)
2129 return freedir[i]; 2173 return freedir [i];
2130 } 2174 }
2131 } 2175 }
2132 } 2176 }
2133 2177
2134 return 0; 2178 return 0;
2209 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2210 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2211 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2212 * functions. 2256 * functions.
2213 */ 2257 */
2214int reduction_dir[SIZEOFFREE][3] = { 2258static const int reduction_dir[SIZEOFFREE][3] = {
2215 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2216 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2217 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2218 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2219 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2315int 2359int
2316can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2317{ 2361{
2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2321} 2365}
2322 2366
2323/* 2367/*
2324 * create clone from object to another 2368 * create clone from object to another
2325 */ 2369 */
2326object * 2370object *
2327object_create_clone (object *asrc) 2371object::deep_clone ()
2328{ 2372{
2373 assert (("deep_clone called on non-head object", is_head ()));
2374
2329 object *dst = 0; 2375 object *dst = clone ();
2330 2376
2331 if (!asrc)
2332 return 0;
2333
2334 object *src = asrc->head_ ();
2335
2336 object *prev = 0; 2377 object *prev = dst;
2337 for (object *part = src; part; part = part->more) 2378 for (object *part = this->more; part; part = part->more)
2338 { 2379 {
2339 object *tmp = part->clone (); 2380 object *tmp = part->clone ();
2340
2341 tmp->x -= src->x;
2342 tmp->y -= src->y;
2343
2344 if (!part->head)
2345 {
2346 dst = tmp;
2347 tmp->head = 0;
2348 }
2349 else
2350 tmp->head = dst; 2381 tmp->head = dst;
2351
2352 tmp->more = 0;
2353
2354 if (prev)
2355 prev->more = tmp; 2382 prev->more = tmp;
2356
2357 prev = tmp; 2383 prev = tmp;
2358 } 2384 }
2359 2385
2360 for (object *item = src->inv; item; item = item->below) 2386 for (object *item = inv; item; item = item->below)
2361 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (item->deep_clone (), dst);
2362 2388
2363 return dst; 2389 return dst;
2364} 2390}
2365 2391
2366/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2375 return tmp; 2401 return tmp;
2376 2402
2377 return 0; 2403 return 0;
2378} 2404}
2379 2405
2380/* If ob has a field named key, return the link from the list, 2406shstr_tmp
2381 * otherwise return NULL. 2407object::kv_get (shstr_tmp key) const
2382 *
2383 * key must be a passed in shared string - otherwise, this won't
2384 * do the desired thing.
2385 */
2386key_value *
2387get_ob_key_link (const object *ob, const char *key)
2388{ 2408{
2389 for (key_value *link = ob->key_values; link; link = link->next) 2409 for (key_value *kv = key_values; kv; kv = kv->next)
2390 if (link->key == key) 2410 if (kv->key == key)
2391 return link;
2392
2393 return 0;
2394}
2395
2396/*
2397 * Returns the value of op has an extra_field for key, or NULL.
2398 *
2399 * The argument doesn't need to be a shared string.
2400 *
2401 * The returned string is shared.
2402 */
2403const char *
2404get_ob_key_value (const object *op, const char *const key)
2405{
2406 key_value *link;
2407 shstr_cmp canonical_key (key);
2408
2409 if (!canonical_key)
2410 {
2411 /* 1. There being a field named key on any object
2412 * implies there'd be a shared string to find.
2413 * 2. Since there isn't, no object has this field.
2414 * 3. Therefore, *this* object doesn't have this field.
2415 */
2416 return 0;
2417 }
2418
2419 /* This is copied from get_ob_key_link() above -
2420 * only 4 lines, and saves the function call overhead.
2421 */
2422 for (link = op->key_values; link; link = link->next)
2423 if (link->key == canonical_key)
2424 return link->value; 2411 return kv->value;
2425 2412
2426 return 0; 2413 return shstr ();
2427} 2414}
2428 2415
2429/* 2416void
2430 * Updates the canonical_key in op to value. 2417object::kv_set (shstr_tmp key, shstr_tmp value)
2431 *
2432 * canonical_key is a shared string (value doesn't have to be).
2433 *
2434 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2435 * keys.
2436 *
2437 * Returns TRUE on success.
2438 */
2439int
2440set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2441{ 2418{
2442 key_value *field = NULL, *last = NULL; 2419 for (key_value *kv = key_values; kv; kv = kv->next)
2443 2420 if (kv->key == key)
2444 for (field = op->key_values; field != NULL; field = field->next)
2445 {
2446 if (field->key != canonical_key)
2447 { 2421 {
2448 last = field; 2422 kv->value = value;
2449 continue; 2423 return;
2450 } 2424 }
2451 2425
2452 if (value) 2426 key_value *kv = new key_value;
2453 field->value = value; 2427
2454 else 2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433}
2434
2435void
2436object::kv_del (shstr_tmp key)
2437{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key)
2455 { 2440 {
2456 /* Basically, if the archetype has this key set, 2441 key_value *kv = *kvp;
2457 * we need to store the null value so when we save 2442 *kvp = (*kvp)->next;
2458 * it, we save the empty value so that when we load, 2443 delete kv;
2459 * we get this value back again. 2444 return;
2460 */
2461 if (get_ob_key_link (op->arch, canonical_key))
2462 field->value = 0;
2463 else
2464 {
2465 if (last)
2466 last->next = field->next;
2467 else
2468 op->key_values = field->next;
2469
2470 delete field;
2471 }
2472 } 2445 }
2473 return TRUE;
2474 }
2475 /* IF we get here, key doesn't exist */
2476
2477 /* No field, we'll have to add it. */
2478
2479 if (!add_key)
2480 return FALSE;
2481
2482 /* There isn't any good reason to store a null
2483 * value in the key/value list. If the archetype has
2484 * this key, then we should also have it, so shouldn't
2485 * be here. If user wants to store empty strings,
2486 * should pass in ""
2487 */
2488 if (value == NULL)
2489 return TRUE;
2490
2491 field = new key_value;
2492
2493 field->key = canonical_key;
2494 field->value = value;
2495 /* Usual prepend-addition. */
2496 field->next = op->key_values;
2497 op->key_values = field;
2498
2499 return TRUE;
2500}
2501
2502/*
2503 * Updates the key in op to value.
2504 *
2505 * If add_key is FALSE, this will only update existing keys,
2506 * and not add new ones.
2507 * In general, should be little reason FALSE is ever passed in for add_key
2508 *
2509 * Returns TRUE on success.
2510 */
2511int
2512set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2513{
2514 shstr key_ (key);
2515
2516 return set_ob_key_value_s (op, key_, value, add_key);
2517} 2446}
2518 2447
2519object::depth_iterator::depth_iterator (object *container) 2448object::depth_iterator::depth_iterator (object *container)
2520: iterator_base (container) 2449: iterator_base (container)
2521{ 2450{
2571{ 2500{
2572 char flagdesc[512]; 2501 char flagdesc[512];
2573 char info2[256 * 4]; 2502 char info2[256 * 4];
2574 char *p = info; 2503 char *p = info;
2575 2504
2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2505 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2577 count, 2506 count,
2578 uuid.c_str (), 2507 uuid.c_str (),
2579 &name, 2508 &name,
2580 title ? "\",title:\"" : "", 2509 title ? ",title:\"" : "",
2581 title ? (const char *)title : "", 2510 title ? (const char *)title : "",
2511 title ? "\"" : "",
2582 flag_desc (flagdesc, 512), type); 2512 flag_desc (flagdesc, 512), type);
2583 2513
2584 if (!flag[FLAG_REMOVED] && env) 2514 if (!flag[FLAG_REMOVED] && env)
2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2515 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2586 2516
2602struct region * 2532struct region *
2603object::region () const 2533object::region () const
2604{ 2534{
2605 return map ? map->region (x, y) 2535 return map ? map->region (x, y)
2606 : region::default_region (); 2536 : region::default_region ();
2607}
2608
2609const materialtype_t *
2610object::dominant_material () const
2611{
2612 if (materialtype_t *mt = name_to_material (materialname))
2613 return mt;
2614
2615 return name_to_material (shstr_unknown);
2616} 2537}
2617 2538
2618void 2539void
2619object::open_container (object *new_container) 2540object::open_container (object *new_container)
2620{ 2541{
2642 container = 0; 2563 container = 0;
2643 2564
2644 // client needs item update to make it work, client bug requires this to be separate 2565 // client needs item update to make it work, client bug requires this to be separate
2645 esrv_update_item (UPD_FLAGS, this, old_container); 2566 esrv_update_item (UPD_FLAGS, this, old_container);
2646 2567
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2648 play_sound (sound_find ("chest_close")); 2569 play_sound (sound_find ("chest_close"));
2649 } 2570 }
2650 2571
2651 if (new_container) 2572 if (new_container)
2652 { 2573 {
2656 // TODO: this does not seem to serve any purpose anymore? 2577 // TODO: this does not seem to serve any purpose anymore?
2657#if 0 2578#if 0
2658 // insert the "Close Container" object. 2579 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch) 2580 if (archetype *closer = new_container->other_arch)
2660 { 2581 {
2661 object *closer = arch_to_object (new_container->other_arch); 2582 object *closer = new_container->other_arch->instance ();
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer); 2584 new_container->insert (closer);
2664 } 2585 }
2665#endif 2586#endif
2666 2587
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2668 2589
2669 // make sure the container is available, client bug requires this to be separate 2590 // make sure the container is available, client bug requires this to be separate
2670 esrv_send_item (this, new_container); 2591 esrv_send_item (this, new_container);
2671 2592
2672 new_container->flag [FLAG_APPLIED] = true; 2593 new_container->flag [FLAG_APPLIED] = true;
2680// else if (!old_container->env && contr && contr->ns) 2601// else if (!old_container->env && contr && contr->ns)
2681// contr->ns->floorbox_reset (); 2602// contr->ns->floorbox_reset ();
2682} 2603}
2683 2604
2684object * 2605object *
2685object::force_find (const shstr name) 2606object::force_find (shstr_tmp name)
2686{ 2607{
2687 /* cycle through his inventory to look for the MARK we want to 2608 /* cycle through his inventory to look for the MARK we want to
2688 * place 2609 * place
2689 */ 2610 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below) 2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2692 return splay (tmp); 2613 return splay (tmp);
2693 2614
2694 return 0; 2615 return 0;
2695} 2616}
2696 2617
2618//-GPL
2619
2697void 2620void
2621object::force_set_timer (int duration)
2622{
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627}
2628
2629object *
2698object::force_add (const shstr name, int duration) 2630object::force_add (shstr_tmp name, int duration)
2699{ 2631{
2700 if (object *force = force_find (name)) 2632 if (object *force = force_find (name))
2701 force->destroy (); 2633 force->destroy ();
2702 2634
2703 object *force = get_archetype (FORCE_NAME); 2635 object *force = get_archetype (FORCE_NAME);
2704 2636
2705 force->slaying = name; 2637 force->slaying = name;
2706 force->stats.food = 1; 2638 force->force_set_timer (duration);
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true; 2639 force->flag [FLAG_APPLIED] = true;
2712 2640
2713 insert (force); 2641 return insert (force);
2714} 2642}
2715 2643
2716void 2644void
2717object::play_sound (faceidx sound) 2645object::play_sound (faceidx sound) const
2718{ 2646{
2719 if (!sound) 2647 if (!sound)
2720 return; 2648 return;
2721 2649
2722 if (flag [FLAG_REMOVED]) 2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654}
2655
2656void
2657object::say_msg (const char *msg) const
2658{
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663}
2664
2665void
2666object::make_noise ()
2667{
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2723 return; 2675 return;
2724 2676
2725 if (env) 2677 // find old force, or create new one
2726 { 2678 object *force = force_find (shstr_noise_force);
2727 if (object *pl = in_player ()) 2679
2728 pl->contr->play_sound (sound); 2680 if (force)
2729 } 2681 force->speed_left = -1.f; // patch old speed up
2730 else 2682 else
2731 map->play_sound (sound, x, y); 2683 {
2732} 2684 force = archetype::get (shstr_noise_force);
2733 2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696}
2697
2698void object::change_move_type (MoveType mt)
2699{
2700 if (move_type == mt)
2701 return;
2702
2703 if (is_on_map ())
2704 {
2705 // we are on the map, so handle move_on/off effects
2706 remove ();
2707 move_type = mt;
2708 map->insert (this, x, y, this);
2709 }
2710 else
2711 move_type = mt;
2712}
2713

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