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Comparing deliantra/server/common/object.C (file contents):
Revision 1.214 by root, Tue Apr 22 07:01:46 2008 UTC vs.
Revision 1.329 by root, Sun Apr 18 12:50:07 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
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 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, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -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, 59 -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 60 -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}; 61};
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] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 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, 65 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 66 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}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
66static void 76static void
67write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
68{ 78{
69 CALL_BEGIN (2); 79 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 83 CALL_END;
74} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
82 92
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 112 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
104 114
105 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
106 { 116 {
133 143
134void 144void
135UUID::init () 145UUID::init ()
136{ 146{
137 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
138} 213}
139 214
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 216static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
143{ 218{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* 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 220 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
149 */ 222 */
150 223
151 /* For each field in wants, */ 224 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 226 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 227 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 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
196{ 257{
197 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
198 if (ob1 == ob2 259 if (ob1 == ob2
199 || ob1->type != ob2->type 260 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 261 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 264 return 0;
204 265
205 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 268 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; 269 return 0;
212 270
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* 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 272 * 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 273 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 275 * flags lose any meaning.
218 */ 276 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
221 279
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
224 282
225 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 284 || ob1->name != ob2->name
227 || ob1->title != ob2->title 285 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 292 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 308 return 0;
250 309
251 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
255 .any ()) 313 .any ())
256 return 0; 314 return 0;
257 315
258 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
277 335
278 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
279 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
280 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
281 */ 339 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 341 return 0;
284 342
285 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
286 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
287 * check? 345 * check?
288 */ 346 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 348 return 0;
291 349
292 switch (ob1->type) 350 switch (ob1->type)
293 { 351 {
294 case SCROLL: 352 case SCROLL:
334 392
335// find player who can see this object 393// find player who can see this object
336object * 394object *
337object::visible_to () const 395object::visible_to () const
338{ 396{
339 if (!flag [FLAG_REMOVED]) 397 if (client_visible () && !flag [FLAG_REMOVED])
340 { 398 {
341 // see if we are in a container of sorts 399 // see if we are in a container of sorts
342 if (env) 400 if (env)
343 { 401 {
344 // the player inventory itself is always visible 402 // the player inventory itself is always visible
345 if (env->type == PLAYER) 403 if (env->is_player ())
346 return env; 404 return env;
347 405
348 // else a player could have our env open 406 // else a player could have our env open
349 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
350 408
351 // the player itself is always on a map, so we will find him here 409 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 410 // even if our inv is in a player.
353 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 413 if (pl->container_ () == env)
356 return pl; 414 return pl;
357 } 415 }
358 else 416 else
359 { 417 {
360 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
363 return pl; 423 return pl;
364 } 424 }
365 } 425 }
366 426
367 return 0; 427 return 0;
368} 428}
369 429
370// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
371static sint32 431static sint32
372weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
373{ 433{
374 return op->type == CONTAINER 434 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 436 : weight;
377} 437}
383static void 443static void
384adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
385{ 445{
386 while (op) 446 while (op)
387 { 447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
388 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
389 452
390 if (!weight) 453 if (!weight)
391 return; 454 return;
392 455
393 op->carrying += weight; 456 op->carrying += weight;
394 457
395 if (object *pl = op->visible_to ()) 458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
396 esrv_update_item (UPD_WEIGHT, pl, op); 460 esrv_update_item (UPD_WEIGHT, pl, op);
397 461
398 op = op->env; 462 op = op->env;
399 } 463 }
400} 464}
401 465
415 op->update_weight (); 479 op->update_weight ();
416 480
417 sum += op->total_weight (); 481 sum += op->total_weight ();
418 } 482 }
419 483
420 sum = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
421 485
422 if (sum != carrying) 486 if (sum != carrying)
423 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
424 carrying = sum; 492 carrying = sum;
425 493
426 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
427 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
428 } 497 }
429} 498}
430 499
431/* 500/*
432 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
440 object_freezer freezer; 509 object_freezer freezer;
441 op->write (freezer); 510 op->write (freezer);
442 return freezer.as_string (); 511 return freezer.as_string ();
443} 512}
444 513
445/* 514char *
446 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
447 * multi-object 1 which is closest to the second object.
448 * If it's not a multi-object, it is returned.
449 */
450object *
451get_nearest_part (object *op, const object *pl)
452{ 516{
453 object *tmp, *closest; 517 return dump_object (this);
454 int last_dist, i;
455
456 if (!op->more)
457 return op;
458
459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
462 if ((i = distance (tmp, pl)) < last_dist)
463 closest = tmp, last_dist = i;
464
465 return closest;
466} 518}
467 519
468/* 520/*
469 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
470 * VERRRY slow. 522 * VERRRY slow.
478 530
479 return 0; 531 return 0;
480} 532}
481 533
482/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
483 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
484 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
485 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
486 */ 553 */
487object * 554object *
488find_object_name (const char *str) 555find_object_name (const char *str)
489{ 556{
490 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
491 object *op;
492 558
559 if (str_)
493 for_all_objects (op) 560 for_all_objects (op)
494 if (op->name == str_) 561 if (op->name == str_)
495 break; 562 return op;
496 563
497 return op; 564 return 0;
498} 565}
499 566
500/* 567/*
501 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
502 * skill and experience objects. 569 * skill and experience objects.
517 } 584 }
518 585
519 this->owner = owner; 586 this->owner = owner;
520} 587}
521 588
522int
523object::slottype () const
524{
525 if (type == SKILL)
526 {
527 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
528 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
529 }
530 else
531 {
532 if (slot [body_combat].info) return slot_combat;
533 if (slot [body_range ].info) return slot_ranged;
534 }
535
536 return slot_none;
537}
538
539bool
540object::change_weapon (object *ob)
541{
542 if (current_weapon == ob)
543 return true;
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = false;
547
548 current_weapon = ob;
549 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
550
551 if (chosen_skill)
552 chosen_skill->flag [FLAG_APPLIED] = true;
553
554 update_stats ();
555
556 if (ob)
557 {
558 // now check wether any body locations became invalid, in which case
559 // we cannot apply the weapon at the moment.
560 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
561 if (slot[i].used < 0)
562 {
563 current_weapon = chosen_skill = 0;
564 update_stats ();
565
566 new_draw_info_format (NDI_UNIQUE, 0, this,
567 "You try to balance all your items at once, "
568 "but the %s is just too much for your body. "
569 "[You need to unapply some items first.]", &ob->name);
570 return false;
571 }
572
573 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
574 }
575 else
576 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
577
578 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
579 {
580 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
581 &name, ob->debug_desc ());
582 return false;
583 }
584
585 return true;
586}
587
588/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
589 * refcounts and freeing the links. 590 * refcounts and freeing the links.
590 */ 591 */
591static void 592static void
592free_key_values (object *op) 593free_key_values (object *op)
600 } 601 }
601 602
602 op->key_values = 0; 603 op->key_values = 0;
603} 604}
604 605
605object & 606/*
606object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
607{ 616{
608 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
609 bool is_removed = flag [FLAG_REMOVED];
610
611 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
612
613 flag [FLAG_FREED] = is_freed;
614 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
615 620
616 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
617 if (src.key_values) 622 if (key_values)
618 { 623 {
619 key_value *tail = 0; 624 key_value *tail = 0;
620 key_values = 0; 625 dst->key_values = 0;
621 626
622 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
623 { 628 {
624 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
625 630
626 new_link->next = 0; 631 new_link->next = 0;
627 new_link->key = i->key; 632 new_link->key = i->key;
628 new_link->value = i->value; 633 new_link->value = i->value;
629 634
630 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
631 if (!key_values) 636 if (!dst->key_values)
632 { 637 {
633 key_values = new_link; 638 dst->key_values = new_link;
634 tail = new_link; 639 tail = new_link;
635 } 640 }
636 else 641 else
637 { 642 {
638 tail->next = new_link; 643 tail->next = new_link;
639 tail = new_link; 644 tail = new_link;
640 } 645 }
641 } 646 }
642 } 647 }
643}
644 648
645/* 649 dst->activate ();
646 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second
648 * object, allocating what needs to be allocated. Basically, any
649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
650 * if the first object is freed, the pointers in the new object
651 * will point at garbage.
652 */
653void
654object::copy_to (object *dst)
655{
656 *dst = *this;
657
658 if (speed < 0)
659 dst->speed_left -= rndm ();
660
661 dst->set_speed (dst->speed);
662} 650}
663 651
664void 652void
665object::instantiate () 653object::instantiate ()
666{ 654{
667 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
668 uuid = UUID::gen (); 656 uuid = UUID::gen ();
669 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
670 speed_left = -0.1f; 662 speed_left = -1.;
663
671 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
672 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
673 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
674 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
675 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
683object * 676object *
684object::clone () 677object::clone ()
685{ 678{
686 object *neu = create (); 679 object *neu = create ();
687 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
688 return neu; 687 return neu;
689} 688}
690 689
691/* 690/*
692 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
695 */ 694 */
696void 695void
697update_turn_face (object *op) 696update_turn_face (object *op)
698{ 697{
699 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
700 return; 699 return;
701 700
702 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
703 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
704} 703}
709 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
710 */ 709 */
711void 710void
712object::set_speed (float speed) 711object::set_speed (float speed)
713{ 712{
714 if (flag [FLAG_FREED] && speed)
715 {
716 LOG (llevError, "Object %s is freed but has speed.\n", &name);
717 speed = 0;
718 }
719
720 this->speed = speed; 713 this->speed = speed;
721 714
722 if (has_active_speed ()) 715 if (has_active_speed ())
723 activate (); 716 activate ();
724 else 717 else
743 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
744 */ 737 */
745void 738void
746update_object (object *op, int action) 739update_object (object *op, int action)
747{ 740{
748 if (op == NULL) 741 if (!op)
749 { 742 {
750 /* this should never happen */ 743 /* this should never happen */
751 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
752 return; 745 return;
753 } 746 }
754 747
755 if (op->env) 748 if (!op->is_on_map ())
756 { 749 {
757 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
758 * to do in this case. 751 * to do in this case.
759 */ 752 */
760 return; 753 return;
761 } 754 }
762
763 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways.
765 */
766 if (!op->map || op->map->in_memory == MAP_SAVING)
767 return;
768 755
769 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
770 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
771 { 758 {
772 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
780 767
781 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
782 /* nop */; 769 /* nop */;
783 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
784 { 771 {
772#if 0
785 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
786 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
787 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
788 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
789 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
790 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
791 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
792 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
793 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
794 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
795 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
796 * to have move_allow right now. 784 * have move_allow right now.
797 */ 785 */
798 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
799 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
800 m.flags_ = 0; 790 m.invalidate ();
791#endif
801 } 792 }
802 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
803 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
804 * that is being removed. 795 * that is being removed.
805 */ 796 */
806 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
807 m.flags_ = 0; 798 m.invalidate ();
808 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
809 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
810 else 801 else
811 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
812 803
814 update_object (op->more, action); 805 update_object (op->more, action);
815} 806}
816 807
817object::object () 808object::object ()
818{ 809{
819 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
820 811
821 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
822 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
823} 815}
824 816
825object::~object () 817object::~object ()
826{ 818{
827 unlink (); 819 unlink ();
828 820
829 free_key_values (this); 821 free_key_values (this);
830} 822}
831
832static int object_count;
833 823
834void object::link () 824void object::link ()
835{ 825{
836 assert (!index);//D 826 assert (!index);//D
837 uuid = UUID::gen (); 827 uuid = UUID::gen ();
838 count = ++object_count;
839 828
840 refcnt_inc (); 829 refcnt_inc ();
841 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
842} 834}
843 835
844void object::unlink () 836void object::unlink ()
845{ 837{
846 if (!index) 838 if (!index)
847 return; 839 return;
840
841 ++destroy_count;
848 842
849 objects.erase (this); 843 objects.erase (this);
850 refcnt_dec (); 844 refcnt_dec ();
851} 845}
852 846
856 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
857 if (active) 851 if (active)
858 return; 852 return;
859 853
860 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
861 actives.insert (this); 859 actives.insert (this);
860 }
862} 861}
863 862
864void 863void
865object::activate_recursive () 864object::activate_recursive ()
866{ 865{
915object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
916{ 915{
917 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
918 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
919 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
920 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
921 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
922 if (!inv) 921 if (!inv)
923 return; 922 return;
924 923
925 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
927 * drop on that space. 926 * drop on that space.
928 */ 927 */
929 if (!drop_to_ground 928 if (!drop_to_ground
930 || !map 929 || !map
931 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
932 || map->nodrop 931 || map->no_drop
933 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
934 { 933 {
935 while (inv) 934 while (inv)
936 {
937 inv->destroy_inv (drop_to_ground);
938 inv->destroy (); 935 inv->destroy ();
939 }
940 } 936 }
941 else 937 else
942 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
943 while (inv) 939 while (inv)
944 { 940 {
955 map->insert (op, x, y); 951 map->insert (op, x, y);
956 } 952 }
957 } 953 }
958} 954}
959 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
960object *object::create () 993object::create ()
961{ 994{
962 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
963 op->link (); 1017 op->link ();
1018
964 return op; 1019 return op;
965} 1020}
966 1021
967void 1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
968object::do_destroy () 1057object::do_destroy ()
969{ 1058{
970 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this); 1060 remove_link ();
972 1061
973 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this); 1063 remove_friendly_object (this);
975 1064
976 remove (); 1065 remove ();
977 1066
978 attachable::do_destroy (); 1067 attachable::do_destroy ();
979 1068
980 destroy_inv (true);
981
982 deactivate (); 1069 deactivate ();
983 unlink (); 1070 unlink ();
984 1071
985 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
986 1073
987 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 1075 map = &freed_map;
1006 x = 1; 1076 x = 1;
1007 y = 1; 1077 y = 1;
1008 }
1009 1078
1010 if (more) 1079 if (more)
1011 { 1080 {
1012 more->destroy (); 1081 more->destroy ();
1013 more = 0; 1082 more = 0;
1021 attacked_by = 0; 1090 attacked_by = 0;
1022 current_weapon = 0; 1091 current_weapon = 0;
1023} 1092}
1024 1093
1025void 1094void
1026object::destroy (bool destroy_inventory) 1095object::destroy ()
1027{ 1096{
1028 if (destroyed ()) 1097 if (destroyed ())
1029 return; 1098 return;
1030 1099
1031 if (destroy_inventory) 1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
1032 destroy_inv (false); 1107 destroy_inv_fast ();
1033 1108
1034 if (is_head ()) 1109 if (is_head ())
1035 if (sound_destroy) 1110 if (sound_destroy)
1036 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1048 * the previous environment. 1123 * the previous environment.
1049 */ 1124 */
1050void 1125void
1051object::do_remove () 1126object::do_remove ()
1052{ 1127{
1053 object *tmp, *last = 0;
1054 object *otmp;
1055
1056 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1057 return; 1129 return;
1058 1130
1059 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1060
1061 if (object *pl = visible_to ())
1062 esrv_del_item (pl->contr, count);
1063 1132
1064 flag [FLAG_REMOVED] = true; 1133 flag [FLAG_REMOVED] = true;
1065 1134
1066 if (more) 1135 if (more)
1067 more->remove (); 1136 more->remove ();
1070 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1071 * inventory. 1140 * inventory.
1072 */ 1141 */
1073 if (env) 1142 if (env)
1074 { 1143 {
1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1145 if (object *pl = visible_to ())
1146 esrv_del_item (pl->contr, count);
1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1148
1075 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1076 1150
1077 *(above ? &above->below : &env->inv) = below; 1151 object *pl = in_player ();
1078
1079 if (below)
1080 below->above = above;
1081 1152
1082 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1085 */ 1156 */
1086 map = env->map; 1157 map = env->map;
1087 x = env->x; 1158 x = env->x;
1088 y = env->y; 1159 y = env->y;
1160
1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1089 above = 0; 1165 above = 0;
1090 below = 0; 1166 below = 0;
1091 env = 0; 1167 env = 0;
1092 1168
1093 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1094 * made to players inventory. If set, avoiding the call
1095 * to save cpu time.
1096 */ 1170 {
1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1098 otmp->update_stats (); 1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1099 } 1190 }
1100 else if (map) 1191 else if (map)
1101 { 1192 {
1102 if (type == PLAYER)
1103 {
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113
1114 map->dirty = true; 1193 map->dirty = true;
1115 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1116 1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1117 /* link the object above us */ 1221 /* link the object above us */
1118 if (above) 1222 // re-link, make sure compiler can easily use cmove
1119 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1120 else 1224 *(below ? &below->above : &ms.bot) = above;
1121 ms.top = below; /* we were top, set new top */
1122
1123 /* Relink the object below us, if there is one */
1124 if (below)
1125 below->above = above;
1126 else
1127 {
1128 /* Nothing below, which means we need to relink map object for this space
1129 * use translated coordinates in case some oddness with map tiling is
1130 * evident
1131 */
1132 if (GET_MAP_OB (map, x, y) != this)
1133 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 ());
1134
1135 ms.bot = above; /* goes on above it. */
1136 }
1137 1225
1138 above = 0; 1226 above = 0;
1139 below = 0; 1227 below = 0;
1140 1228
1229 ms.invalidate ();
1230
1141 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1142 return; 1232 return;
1143 1233
1144 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1145 1235
1146 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1147 { 1237 {
1148 if (pl->container == this) 1238 if (pl->container_ () == this)
1149 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1150 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1151 * appropriately. 1241 * appropriately.
1152 */ 1242 */
1153 pl->close_container (); 1243 pl->close_container ();
1154 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1155 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1156 } 1250 }
1157 1251
1252 if (check_walk_off)
1158 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1159 { 1254 {
1255 above = tmp->above;
1256
1160 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1161 * being removed. 1258 * being removed.
1162 */ 1259 */
1163 1260
1164 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1165 if (check_walk_off
1166 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1167 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1168 {
1169 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1170
1171 if (destroyed ())
1172 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1173 } 1265 }
1174 1266
1175 last = tmp; 1267 if (affects_los ())
1176 }
1177
1178 /* last == NULL if there are no objects on this space */
1179 //TODO: this makes little sense, why only update the topmost object?
1180 if (!last)
1181 map->at (x, y).flags_ = 0;
1182 else
1183 update_object (last, UP_OBJ_REMOVE);
1184
1185 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1186 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1187 } 1269 }
1188} 1270}
1189 1271
1190/* 1272/*
1214 esrv_update_item (UPD_NROF, pl, top); 1296 esrv_update_item (UPD_NROF, pl, top);
1215 1297
1216 op->weight = 0; // cancel the addition above 1298 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already 1299 op->carrying = 0; // must be 0 already
1218 1300
1219 op->destroy (1); 1301 op->destroy ();
1220 1302
1221 return top; 1303 return top;
1222 } 1304 }
1223 1305
1224 return 0; 1306 return 0;
1232 1314
1233 object *prev = this; 1315 object *prev = this;
1234 1316
1235 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1236 { 1318 {
1237 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1238 1320
1239 op->name = name; 1321 op->name = name;
1240 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1241 op->title = title; 1323 op->title = title;
1242 1324
1252 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1253 */ 1335 */
1254object * 1336object *
1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1256{ 1338{
1339 op->remove ();
1340
1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1258 { 1342 {
1259 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1260 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1261 } 1345 }
1278 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1279 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1280 * 1364 *
1281 * Return value: 1365 * Return value:
1282 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1283 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1284 * just 'op' otherwise 1368 * just 'op' otherwise
1285 */ 1369 */
1286object * 1370object *
1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288{ 1372{
1289 assert (!op->flag [FLAG_FREED]);
1290
1291 object *top, *floor = NULL;
1292
1293 op->remove (); 1373 op->remove ();
1374
1375 if (m == &freed_map)//D TODO: remove soon
1376 {//D
1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1378 }//D
1294 1379
1295 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1297 * need extra work 1382 * need extra work
1298 */ 1383 */
1384 maptile *newmap = m;
1299 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1300 { 1386 {
1301 op->destroy (); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1302 return 0; 1388 return 0;
1303 } 1389 }
1304 1390
1305 if (object *more = op->more) 1391 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0; 1393 return 0;
1308 1394
1309 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1310 1396 op->env = 0;
1311 op->map = m; 1397 op->map = newmap;
1398
1312 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1313 1400
1314 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1315 */ 1402 */
1316 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1318 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1319 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1320 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1411 tmp->destroy ();
1322 } 1412 }
1323 1413
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1326 1416
1327 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1328 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1329 1419
1330 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1331 { 1421 {
1332 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1333 { 1423 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1425 abort ();
1336 } 1426 }
1337 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1338 op->above = originator; 1435 op->above = originator;
1339 op->below = originator->below; 1436 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1440 }
1349 else 1441 else
1350 { 1442 {
1351 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1352 1445
1353 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1354 if (top) 1447 if (top)
1355 { 1448 {
1356 object *last = 0;
1357
1358 /* 1449 /*
1359 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1360 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1361 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1365 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1366 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1367 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1368 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1369 */ 1460 */
1370 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1371 { 1462 {
1372 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1373 floor = top; 1464 floor = tmp;
1374 1465
1375 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1376 { 1467 {
1377 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1378 top = top->below; 1469 top = tmp->below;
1379 break; 1470 break;
1380 } 1471 }
1381 1472
1382 last = top; 1473 top = tmp;
1383 } 1474 }
1384
1385 /* Don't want top to be NULL, so set it to the last valid object */
1386 top = last;
1387 1475
1388 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1389 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1390 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1391 */ 1479 */
1398 */ 1486 */
1399 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1400 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1401 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1402 { 1490 {
1491 object *last;
1492
1403 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1405 break; 1495 break;
1406 1496
1407 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1408 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1409 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1415 } /* If objects on this space */ 1505 } /* If objects on this space */
1416 1506
1417 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1418 top = floor; 1508 top = floor;
1419 1509
1420 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1421 */
1422
1423 /* First object on this space */
1424 if (!top) 1511 if (!top)
1425 { 1512 {
1513 op->below = 0;
1426 op->above = ms.bot; 1514 op->above = ms.bot;
1427
1428 if (op->above)
1429 op->above->below = op;
1430
1431 op->below = 0;
1432 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1518 }
1434 else 1519 else
1435 { /* get inserted into the stack above top */ 1520 {
1436 op->above = top->above; 1521 op->above = top->above;
1437
1438 if (op->above)
1439 op->above->below = op; 1522 top->above = op;
1440 1523
1441 op->below = top; 1524 op->below = top;
1442 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1443 } 1526 }
1527 }
1444 1528
1445 if (!op->above) 1529 if (op->is_player ())
1446 ms.top = op;
1447 } /* else not INS_BELOW_ORIGINATOR */
1448
1449 if (op->type == PLAYER)
1450 { 1530 {
1451 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1452 ++op->map->players; 1532 ++op->map->players;
1453 op->map->touch (); 1533 op->map->touch ();
1454 } 1534 }
1455 1535
1456 op->map->dirty = true; 1536 op->map->dirty = true;
1457 1537
1458 if (object *pl = ms.player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1542 if (pl->contr->ns)
1459 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1460 1544
1461 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1462 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1463 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1464 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1465 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1466 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1467 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1468 * of effect may be sufficient. 1552 * of effect may be sufficient.
1469 */ 1553 */
1470 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1471 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1472 1559
1473 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1474 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1475 1562
1476 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1483 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1484 * update_object(). 1571 * update_object().
1485 */ 1572 */
1486 1573
1487 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1488 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1489 { 1576 {
1490 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1491 return 0; 1578 return 0;
1492 1579
1493 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1504/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1505 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1506 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1507 */ 1594 */
1508void 1595void
1509replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1510{ 1597{
1511 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1512 1599
1513 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1514 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1515 tmp->destroy (1); 1602 tmp->destroy ();
1516 1603
1517 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1518 1605
1519 tmp->x = op->x; 1606 tmp->x = op->x;
1520 tmp->y = op->y; 1607 tmp->y = op->y;
1521 1608
1522 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1527{ 1614{
1528 if (where->env) 1615 if (where->env)
1529 return where->env->insert (this); 1616 return where->env->insert (this);
1530 else 1617 else
1531 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1619}
1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1532} 1641}
1533 1642
1534/* 1643/*
1535 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1544 if (!nr) 1653 if (!nr)
1545 return true; 1654 return true;
1546 1655
1547 nr = min (nr, nrof); 1656 nr = min (nr, nrof);
1548 1657
1658 if (nrof > nr)
1659 {
1549 nrof -= nr; 1660 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1662
1555 if (object *pl = visible_to ()) 1663 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1664 esrv_update_item (UPD_NROF, pl, this);
1557 1665
1558 return true; 1666 return true;
1559 } 1667 }
1560 else 1668 else
1561 { 1669 {
1562 destroy (1); 1670 destroy ();
1563 return false; 1671 return false;
1564 } 1672 }
1565} 1673}
1566 1674
1567/* 1675/*
1584 } 1692 }
1585 else 1693 else
1586 { 1694 {
1587 decrease (nr); 1695 decrease (nr);
1588 1696
1589 object *op = object_create_clone (this); 1697 object *op = deep_clone ();
1590 op->nrof = nr; 1698 op->nrof = nr;
1591 return op; 1699 return op;
1592 } 1700 }
1593} 1701}
1594 1702
1644 if (object *pl = tmp->visible_to ()) 1752 if (object *pl = tmp->visible_to ())
1645 esrv_update_item (UPD_NROF, pl, tmp); 1753 esrv_update_item (UPD_NROF, pl, tmp);
1646 1754
1647 adjust_weight (this, op->total_weight ()); 1755 adjust_weight (this, op->total_weight ());
1648 1756
1649 op->destroy (1); 1757 op->destroy ();
1650 op = tmp; 1758 op = tmp;
1651 goto inserted; 1759 goto inserted;
1652 } 1760 }
1653 1761
1654 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1672 1780
1673 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1674 1782
1675inserted: 1783inserted:
1676 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1677 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1678 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1679 1789 }
1790 else if (is_player ())
1680 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1681 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1792 contr->queue_stats_update ();
1682 update_stats ();
1683 1793
1684 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1685 1795
1686 return op; 1796 return op;
1687} 1797}
1707 * on top. 1817 * on top.
1708 */ 1818 */
1709int 1819int
1710check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1711{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1712 object *tmp; 1825 object *tmp;
1713 maptile *m = op->map; 1826 maptile *m = op->map;
1714 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1715 1828
1716 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1717 1830
1718 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1719 return 0;
1720 1832
1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1724 1836
1725 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1726 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1727 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1728 * as walking. 1840 * as walking.
1739 return 0; 1851 return 0;
1740 1852
1741 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1742 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1743 */ 1855 */
1744 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1746 {
1747 /* Trim the search when we find the first other spell effect
1748 * this helps performance so that if a space has 50 spell objects,
1749 * we don't need to check all of them.
1750 */
1751 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1752 break;
1753 } 1857 {
1858 next = tmp->below;
1754 1859
1755 for (; tmp; tmp = tmp->below)
1756 {
1757 if (tmp == op) 1860 if (tmp == op)
1758 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1759 1862
1760 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1761 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1762 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1763 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1764 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1765 */ 1868 */
1766 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1767 { 1870 {
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 { 1873 {
1771
1772 float
1773 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1774 1875
1775 if (op->type == PLAYER) 1876 if (op->is_player ())
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0; 1879 diff /= 4.0;
1779 1880
1780 op->speed_left -= diff; 1881 op->speed_left -= diff;
1781 } 1882 }
1782 } 1883 }
1815 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1816 return NULL; 1917 return NULL;
1817 } 1918 }
1818 1919
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1820 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1821 return tmp; 1922 return tmp;
1822 1923
1823 return NULL; 1924 return NULL;
1824} 1925}
1825 1926
1889 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1890 */ 1991 */
1891object * 1992object *
1892present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1893{ 1994{
1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1895 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1896 return tmp; 1997 return tmp;
1897 1998
1898 return NULL; 1999 return NULL;
1899} 2000}
1900 2001
1904void 2005void
1905flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1906{ 2007{
1907 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 { 2009 {
1909 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1910 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1911 } 2012 }
1912} 2013}
1913 2014
1914/* 2015/*
1917void 2018void
1918unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1919{ 2020{
1920 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 { 2022 {
1922 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1923 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1924 } 2025 }
1925} 2026}
1926 2027
1927/* 2028/*
1988 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
1989 */ 2090 */
1990 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1991 continue; 2092 continue;
1992 2093
1993 if (ob->blocked (m, pos.x, pos.y)) 2094 if (ob->blocked (pos.m, pos.x, pos.y))
1994 continue; 2095 continue;
1995 2096
1996 altern [index++] = i; 2097 altern [index++] = i;
1997 } 2098 }
1998 2099
2066 * there is capable of. 2167 * there is capable of.
2067 */ 2168 */
2068int 2169int
2069find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2070{ 2171{
2071 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2072
2073 sint16 nx, ny;
2074 object *tmp;
2075 maptile *mp;
2076
2077 MoveType blocked, move_type; 2173 MoveType move_type;
2078 2174
2079 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2080 { 2176 {
2081 exclude = exclude->head; 2177 exclude = exclude->head;
2082 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2085 { 2181 {
2086 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2087 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2088 } 2184 }
2089 2185
2090 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2091 { 2187 {
2092 mp = m; 2188 mapxy pos (m, x, y);
2093 nx = x + freearr_x[i]; 2189 pos.move (i);
2094 ny = y + freearr_y[i];
2095 2190
2096 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2097
2098 if (mflags & P_OUT_OF_MAP)
2099 max = maxfree[i]; 2192 max = maxfree[i];
2100 else 2193 else
2101 { 2194 {
2102 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2103 2196
2104 blocked = ms.move_block;
2105
2106 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2107 max = maxfree[i]; 2198 max = maxfree [i];
2108 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2109 { 2200 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2112 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break;
2114
2115 if (tmp)
2116 return freedir[i]; 2204 return freedir [i];
2117 } 2205 }
2118 } 2206 }
2119 } 2207 }
2120 2208
2121 return 0; 2209 return 0;
2130{ 2218{
2131 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2132} 2220}
2133 2221
2134/* 2222/*
2135 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2136 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2137 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2138 */ 2226 */
2139int 2227int
2140find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2141{ 2229{
2142 int q; 2230 int q;
2143 2231
2144 if (y) 2232 if (y)
2145 q = x * 100 / y; 2233 q = 128 * x / y;
2146 else if (x) 2234 else if (x)
2147 q = -300 * x; 2235 q = -512 * x; // to make it > 309
2148 else 2236 else
2149 return 0; 2237 return 0;
2150 2238
2151 if (y > 0) 2239 if (y > 0)
2152 { 2240 {
2153 if (q < -242) 2241 if (q < -309) return 7;
2242 if (q < -52) return 6;
2243 if (q < 52) return 5;
2244 if (q < 309) return 4;
2245
2154 return 3; 2246 return 3;
2155 if (q < -41) 2247 }
2156 return 2; 2248 else
2157 if (q < 41) 2249 {
2158 return 1; 2250 if (q < -309) return 3;
2159 if (q < 242) 2251 if (q < -52) return 2;
2160 return 8; 2252 if (q < 52) return 1;
2253 if (q < 309) return 8;
2254
2161 return 7; 2255 return 7;
2162 } 2256 }
2163
2164 if (q < -242)
2165 return 7;
2166 if (q < -41)
2167 return 6;
2168 if (q < 41)
2169 return 5;
2170 if (q < 242)
2171 return 4;
2172
2173 return 3;
2174} 2257}
2175 2258
2176/* 2259/*
2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2178 * between two directions (which are expected to be absolute (see absdir()) 2261 * between two directions (which are expected to be absolute (see absdir())
2179 */ 2262 */
2180int 2263int
2181dirdiff (int dir1, int dir2) 2264dirdiff (int dir1, int dir2)
2182{ 2265{
2183 int d;
2184
2185 d = abs (dir1 - dir2); 2266 int d = abs (dir1 - dir2);
2186 if (d > 4)
2187 d = 8 - d;
2188 2267
2189 return d; 2268 return d > 4 ? 8 - d : d;
2190} 2269}
2191 2270
2192/* peterm: 2271/* peterm:
2193 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2272 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2194 * Basically, this is a table of directions, and what directions 2273 * Basically, this is a table of directions, and what directions
2196 * This basically means that if direction is 15, then it could either go 2275 * This basically means that if direction is 15, then it could either go
2197 * direction 4, 14, or 16 to get back to where we are. 2276 * direction 4, 14, or 16 to get back to where we are.
2198 * Moved from spell_util.c to object.c with the other related direction 2277 * Moved from spell_util.c to object.c with the other related direction
2199 * functions. 2278 * functions.
2200 */ 2279 */
2201int reduction_dir[SIZEOFFREE][3] = { 2280static const int reduction_dir[SIZEOFFREE][3] = {
2202 {0, 0, 0}, /* 0 */ 2281 {0, 0, 0}, /* 0 */
2203 {0, 0, 0}, /* 1 */ 2282 {0, 0, 0}, /* 1 */
2204 {0, 0, 0}, /* 2 */ 2283 {0, 0, 0}, /* 2 */
2205 {0, 0, 0}, /* 3 */ 2284 {0, 0, 0}, /* 3 */
2206 {0, 0, 0}, /* 4 */ 2285 {0, 0, 0}, /* 4 */
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2379 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2380 */
2302int 2381int
2303can_pick (const object *who, const object *item) 2382can_pick (const object *who, const object *item)
2304{ 2383{
2305 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2384 return /*who->flag [FLAG_WIZ]|| */
2306 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2385 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2307 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2386 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2308} 2387}
2309 2388
2310/* 2389/*
2311 * create clone from object to another 2390 * create clone from object to another
2312 */ 2391 */
2313object * 2392object *
2314object_create_clone (object *asrc) 2393object::deep_clone ()
2315{ 2394{
2316 object *dst = 0, *tmp, *src, *prev, *item; 2395 assert (("deep_clone called on non-head object", is_head ()));
2317 2396
2318 if (!asrc) 2397 object *dst = clone ();
2319 return 0;
2320 2398
2321 src = asrc->head_ (); 2399 object *prev = dst;
2322
2323 prev = 0;
2324 for (object *part = src; part; part = part->more) 2400 for (object *part = this->more; part; part = part->more)
2325 { 2401 {
2326 tmp = part->clone (); 2402 object *tmp = part->clone ();
2327 tmp->x -= src->x;
2328 tmp->y -= src->y;
2329
2330 if (!part->head)
2331 {
2332 dst = tmp;
2333 tmp->head = 0;
2334 }
2335 else
2336 tmp->head = dst; 2403 tmp->head = dst;
2337
2338 tmp->more = 0;
2339
2340 if (prev)
2341 prev->more = tmp; 2404 prev->more = tmp;
2342
2343 prev = tmp; 2405 prev = tmp;
2344 } 2406 }
2345 2407
2346 for (item = src->inv; item; item = item->below) 2408 for (object *item = inv; item; item = item->below)
2347 insert_ob_in_ob (object_create_clone (item), dst); 2409 insert_ob_in_ob (item->deep_clone (), dst);
2348 2410
2349 return dst; 2411 return dst;
2350} 2412}
2351 2413
2352/* This returns the first object in who's inventory that 2414/* This returns the first object in who's inventory that
2361 return tmp; 2423 return tmp;
2362 2424
2363 return 0; 2425 return 0;
2364} 2426}
2365 2427
2366/* If ob has a field named key, return the link from the list, 2428shstr_tmp
2367 * otherwise return NULL. 2429object::kv_get (shstr_tmp key) const
2368 *
2369 * key must be a passed in shared string - otherwise, this won't
2370 * do the desired thing.
2371 */
2372key_value *
2373get_ob_key_link (const object *ob, const char *key)
2374{ 2430{
2375 for (key_value *link = ob->key_values; link; link = link->next) 2431 for (key_value *kv = key_values; kv; kv = kv->next)
2376 if (link->key == key) 2432 if (kv->key == key)
2377 return link;
2378
2379 return 0;
2380}
2381
2382/*
2383 * Returns the value of op has an extra_field for key, or NULL.
2384 *
2385 * The argument doesn't need to be a shared string.
2386 *
2387 * The returned string is shared.
2388 */
2389const char *
2390get_ob_key_value (const object *op, const char *const key)
2391{
2392 key_value *link;
2393 shstr_cmp canonical_key (key);
2394
2395 if (!canonical_key)
2396 {
2397 /* 1. There being a field named key on any object
2398 * implies there'd be a shared string to find.
2399 * 2. Since there isn't, no object has this field.
2400 * 3. Therefore, *this* object doesn't have this field.
2401 */
2402 return 0;
2403 }
2404
2405 /* This is copied from get_ob_key_link() above -
2406 * only 4 lines, and saves the function call overhead.
2407 */
2408 for (link = op->key_values; link; link = link->next)
2409 if (link->key == canonical_key)
2410 return link->value; 2433 return kv->value;
2411 2434
2412 return 0; 2435 return shstr ();
2413} 2436}
2414 2437
2415/* 2438void
2416 * Updates the canonical_key in op to value. 2439object::kv_set (shstr_tmp key, shstr_tmp value)
2417 *
2418 * canonical_key is a shared string (value doesn't have to be).
2419 *
2420 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2421 * keys.
2422 *
2423 * Returns TRUE on success.
2424 */
2425int
2426set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2427{ 2440{
2428 key_value *field = NULL, *last = NULL; 2441 for (key_value *kv = key_values; kv; kv = kv->next)
2429 2442 if (kv->key == key)
2430 for (field = op->key_values; field != NULL; field = field->next)
2431 {
2432 if (field->key != canonical_key)
2433 { 2443 {
2434 last = field; 2444 kv->value = value;
2435 continue; 2445 return;
2436 } 2446 }
2437 2447
2438 if (value) 2448 key_value *kv = new key_value;
2439 field->value = value; 2449
2440 else 2450 kv->next = key_values;
2451 kv->key = key;
2452 kv->value = value;
2453
2454 key_values = kv;
2455}
2456
2457void
2458object::kv_del (shstr_tmp key)
2459{
2460 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2461 if ((*kvp)->key == key)
2441 { 2462 {
2442 /* Basically, if the archetype has this key set, 2463 key_value *kv = *kvp;
2443 * we need to store the null value so when we save 2464 *kvp = (*kvp)->next;
2444 * it, we save the empty value so that when we load, 2465 delete kv;
2445 * we get this value back again. 2466 return;
2446 */
2447 if (get_ob_key_link (op->arch, canonical_key))
2448 field->value = 0;
2449 else
2450 {
2451 if (last)
2452 last->next = field->next;
2453 else
2454 op->key_values = field->next;
2455
2456 delete field;
2457 }
2458 } 2467 }
2459 return TRUE;
2460 }
2461 /* IF we get here, key doesn't exist */
2462
2463 /* No field, we'll have to add it. */
2464
2465 if (!add_key)
2466 return FALSE;
2467
2468 /* There isn't any good reason to store a null
2469 * value in the key/value list. If the archetype has
2470 * this key, then we should also have it, so shouldn't
2471 * be here. If user wants to store empty strings,
2472 * should pass in ""
2473 */
2474 if (value == NULL)
2475 return TRUE;
2476
2477 field = new key_value;
2478
2479 field->key = canonical_key;
2480 field->value = value;
2481 /* Usual prepend-addition. */
2482 field->next = op->key_values;
2483 op->key_values = field;
2484
2485 return TRUE;
2486}
2487
2488/*
2489 * Updates the key in op to value.
2490 *
2491 * If add_key is FALSE, this will only update existing keys,
2492 * and not add new ones.
2493 * In general, should be little reason FALSE is ever passed in for add_key
2494 *
2495 * Returns TRUE on success.
2496 */
2497int
2498set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2499{
2500 shstr key_ (key);
2501
2502 return set_ob_key_value_s (op, key_, value, add_key);
2503} 2468}
2504 2469
2505object::depth_iterator::depth_iterator (object *container) 2470object::depth_iterator::depth_iterator (object *container)
2506: iterator_base (container) 2471: iterator_base (container)
2507{ 2472{
2557{ 2522{
2558 char flagdesc[512]; 2523 char flagdesc[512];
2559 char info2[256 * 4]; 2524 char info2[256 * 4];
2560 char *p = info; 2525 char *p = info;
2561 2526
2562 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2527 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2563 count, 2528 count,
2564 uuid.c_str (), 2529 uuid.c_str (),
2565 &name, 2530 &name,
2566 title ? "\",title:\"" : "", 2531 title ? ",title:\"" : "",
2567 title ? (const char *)title : "", 2532 title ? (const char *)title : "",
2533 title ? "\"" : "",
2568 flag_desc (flagdesc, 512), type); 2534 flag_desc (flagdesc, 512), type);
2569 2535
2570 if (!this->flag[FLAG_REMOVED] && env) 2536 if (!flag[FLAG_REMOVED] && env)
2571 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2537 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2572 2538
2573 if (map) 2539 if (map)
2574 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2540 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2575 2541
2590{ 2556{
2591 return map ? map->region (x, y) 2557 return map ? map->region (x, y)
2592 : region::default_region (); 2558 : region::default_region ();
2593} 2559}
2594 2560
2595const materialtype_t *
2596object::dominant_material () const
2597{
2598 if (materialtype_t *mt = name_to_material (materialname))
2599 return mt;
2600
2601 return name_to_material (shstr_unknown);
2602}
2603
2604void 2561void
2605object::open_container (object *new_container) 2562object::open_container (object *new_container)
2606{ 2563{
2607 if (container == new_container) 2564 if (container == new_container)
2608 return; 2565 return;
2609 2566
2610 if (object *old_container = container) 2567 object *old_container = container;
2568
2569 if (old_container)
2611 { 2570 {
2612 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2571 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2613 return; 2572 return;
2614 2573
2615#if 0 2574#if 0
2617 if (object *closer = old_container->inv) 2576 if (object *closer = old_container->inv)
2618 if (closer->type == CLOSE_CON) 2577 if (closer->type == CLOSE_CON)
2619 closer->destroy (); 2578 closer->destroy ();
2620#endif 2579#endif
2621 2580
2581 // make sure the container is available
2582 esrv_send_item (this, old_container);
2583
2622 old_container->flag [FLAG_APPLIED] = 0; 2584 old_container->flag [FLAG_APPLIED] = false;
2623 container = 0; 2585 container = 0;
2624 2586
2587 // client needs item update to make it work, client bug requires this to be separate
2625 esrv_update_item (UPD_FLAGS, this, old_container); 2588 esrv_update_item (UPD_FLAGS, this, old_container);
2589
2626 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2590 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2627 play_sound (sound_find ("chest_close")); 2591 play_sound (sound_find ("chest_close"));
2628 } 2592 }
2629 2593
2630 if (new_container) 2594 if (new_container)
2631 { 2595 {
2635 // TODO: this does not seem to serve any purpose anymore? 2599 // TODO: this does not seem to serve any purpose anymore?
2636#if 0 2600#if 0
2637 // insert the "Close Container" object. 2601 // insert the "Close Container" object.
2638 if (archetype *closer = new_container->other_arch) 2602 if (archetype *closer = new_container->other_arch)
2639 { 2603 {
2640 object *closer = arch_to_object (new_container->other_arch); 2604 object *closer = new_container->other_arch->instance ();
2641 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2605 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2642 new_container->insert (closer); 2606 new_container->insert (closer);
2643 } 2607 }
2644#endif 2608#endif
2645 2609
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2610 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2647 2611
2612 // make sure the container is available, client bug requires this to be separate
2613 esrv_send_item (this, new_container);
2614
2648 new_container->flag [FLAG_APPLIED] = 1; 2615 new_container->flag [FLAG_APPLIED] = true;
2649 container = new_container; 2616 container = new_container;
2650 2617
2618 // client needs flag change
2651 esrv_update_item (UPD_FLAGS, this, new_container); 2619 esrv_update_item (UPD_FLAGS, this, new_container);
2652 esrv_send_inventory (this, new_container); 2620 esrv_send_inventory (this, new_container);
2653 play_sound (sound_find ("chest_open")); 2621 play_sound (sound_find ("chest_open"));
2654 } 2622 }
2623// else if (!old_container->env && contr && contr->ns)
2624// contr->ns->floorbox_reset ();
2655} 2625}
2656 2626
2657object * 2627object *
2658object::force_find (const shstr name) 2628object::force_find (shstr_tmp name)
2659{ 2629{
2660 /* cycle through his inventory to look for the MARK we want to 2630 /* cycle through his inventory to look for the MARK we want to
2661 * place 2631 * place
2662 */ 2632 */
2663 for (object *tmp = inv; tmp; tmp = tmp->below) 2633 for (object *tmp = inv; tmp; tmp = tmp->below)
2665 return splay (tmp); 2635 return splay (tmp);
2666 2636
2667 return 0; 2637 return 0;
2668} 2638}
2669 2639
2640//-GPL
2641
2670void 2642void
2643object::force_set_timer (int duration)
2644{
2645 this->duration = 1;
2646 this->speed_left = -1.f;
2647
2648 this->set_speed (duration ? 1.f / duration : 0.f);
2649}
2650
2651object *
2671object::force_add (const shstr name, int duration) 2652object::force_add (shstr_tmp name, int duration)
2672{ 2653{
2673 if (object *force = force_find (name)) 2654 if (object *force = force_find (name))
2674 force->destroy (); 2655 force->destroy ();
2675 2656
2676 object *force = get_archetype (FORCE_NAME); 2657 object *force = get_archetype (FORCE_NAME);
2677 2658
2678 force->slaying = name; 2659 force->slaying = name;
2679 force->stats.food = 1; 2660 force->force_set_timer (duration);
2680 force->speed_left = -1.f;
2681
2682 force->set_speed (duration ? 1.f / duration : 0.f);
2683 force->flag [FLAG_IS_USED_UP] = true;
2684 force->flag [FLAG_APPLIED] = true; 2661 force->flag [FLAG_APPLIED] = true;
2685 2662
2686 insert (force); 2663 return insert (force);
2687} 2664}
2688 2665
2689void 2666void
2690object::play_sound (faceidx sound) 2667object::play_sound (faceidx sound) const
2691{ 2668{
2692 if (!sound) 2669 if (!sound)
2693 return; 2670 return;
2694 2671
2695 if (flag [FLAG_REMOVED]) 2672 if (is_on_map ())
2673 map->play_sound (sound, x, y);
2674 else if (object *pl = in_player ())
2675 pl->contr->play_sound (sound);
2676}
2677
2678void
2679object::say_msg (const char *msg) const
2680{
2681 if (is_on_map ())
2682 map->say_msg (msg, x, y);
2683 else if (object *pl = in_player ())
2684 pl->contr->play_sound (sound);
2685}
2686
2687void
2688object::make_noise ()
2689{
2690 // we do not model noise in the map, so instead put
2691 // a temporary light into the noise source
2692 // could use the map instead, but that's less reliable for our
2693 // goal, which is to make invisibility a bit harder to exploit
2694
2695 // currently only works sensibly for players
2696 if (!is_player ())
2696 return; 2697 return;
2697 2698
2698 if (env) 2699 // find old force, or create new one
2699 { 2700 object *force = force_find (shstr_noise_force);
2700 if (object *pl = in_player ()) 2701
2701 pl->contr->play_sound (sound); 2702 if (force)
2702 } 2703 force->speed_left = -1.f; // patch old speed up
2703 else 2704 else
2704 map->play_sound (sound, x, y); 2705 {
2705} 2706 force = archetype::get (shstr_noise_force);
2706 2707
2708 force->slaying = shstr_noise_force;
2709 force->stats.food = 1;
2710 force->speed_left = -1.f;
2711
2712 force->set_speed (1.f / 4.f);
2713 force->flag [FLAG_IS_USED_UP] = true;
2714 force->flag [FLAG_APPLIED] = true;
2715
2716 insert (force);
2717 }
2718}
2719
2720void object::change_move_type (MoveType mt)
2721{
2722 if (move_type == mt)
2723 return;
2724
2725 if (is_on_map ())
2726 {
2727 // we are on the map, so handle move_on/off effects
2728 remove ();
2729 move_type = mt;
2730 map->insert (this, x, y, this);
2731 }
2732 else
2733 move_type = mt;
2734}
2735
2736/* object should be a player.
2737 * we return the object the player has marked with the 'mark' command
2738 * below. If no match is found (or object has changed), we return
2739 * NULL. We leave it up to the calling function to print messages if
2740 * nothing is found.
2741 */
2742object *
2743object::mark () const
2744{
2745 if (contr && contr->mark && contr->mark->env == this)
2746 return contr->mark;
2747 else
2748 return 0;
2749}
2750

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