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Comparing deliantra/server/common/object.C (file contents):
Revision 1.213 by root, Tue Apr 22 01:18:10 2008 UTC vs.
Revision 1.331 by root, Sun Apr 18 14:04:50 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:
330 388
331 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
332 return 1; 390 return 1;
333} 391}
334 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
335// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
336static sint32 431static sint32
337weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
338{ 433{
339 return op->type == CONTAINER 434 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight; 436 : weight;
342} 437}
348static void 443static void
349adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
350{ 445{
351 while (op) 446 while (op)
352 { 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
353 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
354 452
355 if (!weight) 453 if (!weight)
356 return; 454 return;
357 455
358 op->carrying += weight; 456 op->carrying += weight;
359 457
360 if (object *pl = op->visible_to ()) 458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 460 esrv_update_item (UPD_WEIGHT, pl, op);
362 461
363 op = op->env; 462 op = op->env;
364 } 463 }
365} 464}
366 465
380 op->update_weight (); 479 op->update_weight ();
381 480
382 sum += op->total_weight (); 481 sum += op->total_weight ();
383 } 482 }
384 483
385 sum = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
386 485
387 if (sum != carrying) 486 if (sum != carrying)
388 { 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
389 carrying = sum; 492 carrying = sum;
390 493
391 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 497 }
394} 498}
395 499
396/* 500/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
405 object_freezer freezer; 509 object_freezer freezer;
406 op->write (freezer); 510 op->write (freezer);
407 return freezer.as_string (); 511 return freezer.as_string ();
408} 512}
409 513
410/* 514char *
411 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
412 * multi-object 1 which is closest to the second object.
413 * If it's not a multi-object, it is returned.
414 */
415object *
416get_nearest_part (object *op, const object *pl)
417{ 516{
418 object *tmp, *closest; 517 return dump_object (this);
419 int last_dist, i;
420
421 if (!op->more)
422 return op;
423
424 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
425 tmp;
426 tmp = tmp->more)
427 if ((i = distance (tmp, pl)) < last_dist)
428 closest = tmp, last_dist = i;
429
430 return closest;
431} 518}
432 519
433/* 520/*
434 * 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.
435 * VERRRY slow. 522 * VERRRY slow.
443 530
444 return 0; 531 return 0;
445} 532}
446 533
447/* 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/*
448 * 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.
449 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
450 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
451 */ 553 */
452object * 554object *
453find_object_name (const char *str) 555find_object_name (const char *str)
454{ 556{
455 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
456 object *op;
457 558
559 if (str_)
458 for_all_objects (op) 560 for_all_objects (op)
459 if (op->name == str_) 561 if (op->name == str_)
460 break; 562 return op;
461 563
462 return op; 564 return 0;
463} 565}
464 566
465/* 567/*
466 * 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
467 * skill and experience objects. 569 * skill and experience objects.
482 } 584 }
483 585
484 this->owner = owner; 586 this->owner = owner;
485} 587}
486 588
487int
488object::slottype () const
489{
490 if (type == SKILL)
491 {
492 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
493 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
494 }
495 else
496 {
497 if (slot [body_combat].info) return slot_combat;
498 if (slot [body_range ].info) return slot_ranged;
499 }
500
501 return slot_none;
502}
503
504bool
505object::change_weapon (object *ob)
506{
507 if (current_weapon == ob)
508 return true;
509
510 if (chosen_skill)
511 chosen_skill->flag [FLAG_APPLIED] = false;
512
513 current_weapon = ob;
514 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
515
516 if (chosen_skill)
517 chosen_skill->flag [FLAG_APPLIED] = true;
518
519 update_stats ();
520
521 if (ob)
522 {
523 // now check wether any body locations became invalid, in which case
524 // we cannot apply the weapon at the moment.
525 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
526 if (slot[i].used < 0)
527 {
528 current_weapon = chosen_skill = 0;
529 update_stats ();
530
531 new_draw_info_format (NDI_UNIQUE, 0, this,
532 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. "
534 "[You need to unapply some items first.]", &ob->name);
535 return false;
536 }
537
538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
539 }
540 else
541 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
542
543 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
544 {
545 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
546 &name, ob->debug_desc ());
547 return false;
548 }
549
550 return true;
551}
552
553/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
554 * refcounts and freeing the links. 590 * refcounts and freeing the links.
555 */ 591 */
556static void 592static void
557free_key_values (object *op) 593free_key_values (object *op)
565 } 601 }
566 602
567 op->key_values = 0; 603 op->key_values = 0;
568} 604}
569 605
570object & 606/*
571object::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)
572{ 616{
573 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
580 620
581 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
582 if (src.key_values) 622 if (key_values)
583 { 623 {
584 key_value *tail = 0; 624 key_value *tail = 0;
585 key_values = 0; 625 dst->key_values = 0;
586 626
587 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
588 { 628 {
589 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
590 630
591 new_link->next = 0; 631 new_link->next = 0;
592 new_link->key = i->key; 632 new_link->key = i->key;
593 new_link->value = i->value; 633 new_link->value = i->value;
594 634
595 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
596 if (!key_values) 636 if (!dst->key_values)
597 { 637 {
598 key_values = new_link; 638 dst->key_values = new_link;
599 tail = new_link; 639 tail = new_link;
600 } 640 }
601 else 641 else
602 { 642 {
603 tail->next = new_link; 643 tail->next = new_link;
604 tail = new_link; 644 tail = new_link;
605 } 645 }
606 } 646 }
607 } 647 }
608}
609 648
610/* 649 dst->activate ();
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622
623 if (speed < 0)
624 dst->speed_left -= rndm ();
625
626 dst->set_speed (dst->speed);
627} 650}
628 651
629void 652void
630object::instantiate () 653object::instantiate ()
631{ 654{
632 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
633 uuid = UUID::gen (); 656 uuid = UUID::gen ();
634 657
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
635 speed_left = -0.1f; 662 speed_left = -1.;
663
636 /* 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
637 * 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.
638 * 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
639 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
640 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
648object * 676object *
649object::clone () 677object::clone ()
650{ 678{
651 object *neu = create (); 679 object *neu = create ();
652 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
653 return neu; 687 return neu;
654} 688}
655 689
656/* 690/*
657 * 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
659 * 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.
660 */ 694 */
661void 695void
662update_turn_face (object *op) 696update_turn_face (object *op)
663{ 697{
664 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
665 return; 699 return;
666 700
667 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
668 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
669} 703}
674 * 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.
675 */ 709 */
676void 710void
677object::set_speed (float speed) 711object::set_speed (float speed)
678{ 712{
679 if (flag [FLAG_FREED] && speed)
680 {
681 LOG (llevError, "Object %s is freed but has speed.\n", &name);
682 speed = 0;
683 }
684
685 this->speed = speed; 713 this->speed = speed;
686 714
687 if (has_active_speed ()) 715 if (has_active_speed ())
688 activate (); 716 activate ();
689 else 717 else
708 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
709 */ 737 */
710void 738void
711update_object (object *op, int action) 739update_object (object *op, int action)
712{ 740{
713 if (op == NULL) 741 if (!op)
714 { 742 {
715 /* this should never happen */ 743 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 745 return;
718 } 746 }
719 747
720 if (op->env) 748 if (!op->is_on_map ())
721 { 749 {
722 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
723 * to do in this case. 751 * to do in this case.
724 */ 752 */
725 return; 753 return;
726 } 754 }
727
728 /* If the map is saving, don't do anything as everything is
729 * going to get freed anyways.
730 */
731 if (!op->map || op->map->in_memory == MAP_SAVING)
732 return;
733 755
734 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
735 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)
736 { 758 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
745 767
746 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
747 /* nop */; 769 /* nop */;
748 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
749 { 771 {
772#if 0
750 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
757 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
758 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
759 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
760 /* 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
761 * to have move_allow right now. 784 * have move_allow right now.
762 */ 785 */
763 || ((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
764 || 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)
765 m.flags_ = 0; 790 m.invalidate ();
791#endif
766 } 792 }
767 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
768 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
769 * that is being removed. 795 * that is being removed.
770 */ 796 */
771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
772 m.flags_ = 0; 798 m.invalidate ();
773 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
774 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
775 else 801 else
776 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
777 803
779 update_object (op->more, action); 805 update_object (op->more, action);
780} 806}
781 807
782object::object () 808object::object ()
783{ 809{
784 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
785 811
786 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
787 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
788} 815}
789 816
790object::~object () 817object::~object ()
791{ 818{
792 unlink (); 819 unlink ();
793 820
794 free_key_values (this); 821 free_key_values (this);
795} 822}
796
797static int object_count;
798 823
799void object::link () 824void object::link ()
800{ 825{
801 assert (!index);//D 826 assert (!index);//D
802 uuid = UUID::gen (); 827 uuid = UUID::gen ();
803 count = ++object_count;
804 828
805 refcnt_inc (); 829 refcnt_inc ();
806 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
807} 834}
808 835
809void object::unlink () 836void object::unlink ()
810{ 837{
811 if (!index) 838 if (!index)
812 return; 839 return;
840
841 ++destroy_count;
813 842
814 objects.erase (this); 843 objects.erase (this);
815 refcnt_dec (); 844 refcnt_dec ();
816} 845}
817 846
821 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
822 if (active) 851 if (active)
823 return; 852 return;
824 853
825 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
826 actives.insert (this); 859 actives.insert (this);
860 }
827} 861}
828 862
829void 863void
830object::activate_recursive () 864object::activate_recursive ()
831{ 865{
880object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
881{ 915{
882 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
887 if (!inv) 921 if (!inv)
888 return; 922 return;
889 923
890 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
892 * drop on that space. 926 * drop on that space.
893 */ 927 */
894 if (!drop_to_ground 928 if (!drop_to_ground
895 || !map 929 || !map
896 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
897 || map->nodrop 931 || map->no_drop
898 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
899 { 933 {
900 while (inv) 934 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy (); 935 inv->destroy ();
904 }
905 } 936 }
906 else 937 else
907 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
908 while (inv) 939 while (inv)
909 { 940 {
920 map->insert (op, x, y); 951 map->insert (op, x, y);
921 } 952 }
922 } 953 }
923} 954}
924 955
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 *
925object *object::create () 993object::create ()
926{ 994{
927 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
928 op->link (); 1017 op->link ();
1018
929 return op; 1019 return op;
930} 1020}
931 1021
932void 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
933object::do_destroy () 1057object::do_destroy ()
934{ 1058{
935 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
936 remove_button_link (this); 1060 remove_link ();
937 1061
938 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
939 remove_friendly_object (this); 1063 remove_friendly_object (this);
940 1064
941 remove (); 1065 remove ();
942 1066
943 attachable::do_destroy (); 1067 attachable::do_destroy ();
944 1068
945 destroy_inv (true);
946
947 deactivate (); 1069 deactivate ();
948 unlink (); 1070 unlink ();
949 1071
950 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
951 1073
952 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
953 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes
955
956 if (!freed_map)
957 {
958 freed_map = new maptile;
959
960 freed_map->path = "<freed objects map>";
961 freed_map->name = "/internal/freed_objects_map";
962 freed_map->width = 3;
963 freed_map->height = 3;
964 freed_map->nodrop = 1;
965
966 freed_map->alloc ();
967 freed_map->in_memory = MAP_ACTIVE;
968 }
969
970 map = freed_map; 1075 map = &freed_map;
971 x = 1; 1076 x = 1;
972 y = 1; 1077 y = 1;
973 }
974 1078
975 if (more) 1079 if (more)
976 { 1080 {
977 more->destroy (); 1081 more->destroy ();
978 more = 0; 1082 more = 0;
986 attacked_by = 0; 1090 attacked_by = 0;
987 current_weapon = 0; 1091 current_weapon = 0;
988} 1092}
989 1093
990void 1094void
991object::destroy (bool destroy_inventory) 1095object::destroy ()
992{ 1096{
993 if (destroyed ()) 1097 if (destroyed ())
994 return; 1098 return;
995 1099
996 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
997 destroy_inv (false); 1107 destroy_inv_fast ();
998 1108
999 if (is_head ()) 1109 if (is_head ())
1000 if (sound_destroy) 1110 if (sound_destroy)
1001 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1002 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1013 * the previous environment. 1123 * the previous environment.
1014 */ 1124 */
1015void 1125void
1016object::do_remove () 1126object::do_remove ()
1017{ 1127{
1018 object *tmp, *last = 0;
1019 object *otmp;
1020
1021 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1022 return; 1129 return;
1023 1130
1024 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1025
1026 if (object *pl = visible_to ())
1027 esrv_del_item (pl->contr, count);
1028 1132
1029 flag [FLAG_REMOVED] = true; 1133 flag [FLAG_REMOVED] = true;
1030 1134
1031 if (more) 1135 if (more)
1032 more->remove (); 1136 more->remove ();
1035 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1036 * inventory. 1140 * inventory.
1037 */ 1141 */
1038 if (env) 1142 if (env)
1039 { 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
1040 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1041 1150
1042 *(above ? &above->below : &env->inv) = below; 1151 object *pl = in_player ();
1043
1044 if (below)
1045 below->above = above;
1046 1152
1047 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1048 * 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
1049 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1050 */ 1156 */
1051 map = env->map; 1157 map = env->map;
1052 x = env->x; 1158 x = env->x;
1053 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
1054 above = 0; 1165 above = 0;
1055 below = 0; 1166 below = 0;
1056 env = 0; 1167 env = 0;
1057 1168
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1059 * made to players inventory. If set, avoiding the call
1060 * to save cpu time.
1061 */ 1170 {
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1063 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 }
1064 } 1190 }
1065 else if (map) 1191 else if (map)
1066 { 1192 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true; 1193 map->dirty = true;
1080 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1081 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
1082 /* link the object above us */ 1221 /* link the object above us */
1083 if (above) 1222 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1085 else 1224 *(below ? &below->above : &ms.bot) = above;
1086 ms.top = below; /* we were top, set new top */
1087
1088 /* Relink the object below us, if there is one */
1089 if (below)
1090 below->above = above;
1091 else
1092 {
1093 /* Nothing below, which means we need to relink map object for this space
1094 * use translated coordinates in case some oddness with map tiling is
1095 * evident
1096 */
1097 if (GET_MAP_OB (map, x, y) != this)
1098 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 ());
1099
1100 ms.bot = above; /* goes on above it. */
1101 }
1102 1225
1103 above = 0; 1226 above = 0;
1104 below = 0; 1227 below = 0;
1105 1228
1229 ms.invalidate ();
1230
1106 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1107 return; 1232 return;
1108 1233
1109 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1110 1235
1111 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1112 { 1237 {
1113 if (pl->container == this) 1238 if (pl->container_ () == this)
1114 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1116 * appropriately. 1241 * appropriately.
1117 */ 1242 */
1118 pl->close_container (); 1243 pl->close_container ();
1119 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)
1120 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1121 } 1250 }
1122 1251
1252 if (check_walk_off)
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1124 { 1254 {
1255 above = tmp->above;
1256
1125 /* 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
1126 * being removed. 1258 * being removed.
1127 */ 1259 */
1128 1260
1129 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1130 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1133 {
1134 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1135
1136 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1265 }
1139 1266
1140 last = tmp; 1267 if (affects_los ())
1141 }
1142
1143 /* last == NULL if there are no objects on this space */
1144 //TODO: this makes little sense, why only update the topmost object?
1145 if (!last)
1146 map->at (x, y).flags_ = 0;
1147 else
1148 update_object (last, UP_OBJ_REMOVE);
1149
1150 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1151 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1152 } 1269 }
1153} 1270}
1154 1271
1155/* 1272/*
1169 if (!top) 1286 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1171 ; 1288 ;
1172 1289
1173 for (; top; top = top->below) 1290 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1179 { 1292 {
1180 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1181 1294
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1183 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1184 op->destroy (); 1301 op->destroy ();
1302
1185 return top; 1303 return top;
1186 } 1304 }
1187 }
1188 1305
1189 return 0; 1306 return 0;
1190} 1307}
1191 1308
1192void 1309void
1197 1314
1198 object *prev = this; 1315 object *prev = this;
1199 1316
1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1201 { 1318 {
1202 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1203 1320
1204 op->name = name; 1321 op->name = name;
1205 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1206 op->title = title; 1323 op->title = title;
1207 1324
1217 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1218 */ 1335 */
1219object * 1336object *
1220insert_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)
1221{ 1338{
1339 op->remove ();
1340
1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 { 1342 {
1224 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1225 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1226 } 1345 }
1243 * 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
1244 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1245 * 1364 *
1246 * Return value: 1365 * Return value:
1247 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1249 * just 'op' otherwise 1368 * just 'op' otherwise
1250 */ 1369 */
1251object * 1370object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1372{
1254 assert (!op->flag [FLAG_FREED]);
1255
1256 object *top, *floor = NULL;
1257
1258 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
1259 1379
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1261 * 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
1262 * need extra work 1382 * need extra work
1263 */ 1383 */
1384 maptile *newmap = m;
1264 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1265 { 1386 {
1266 op->destroy (); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1388 return 0;
1268 } 1389 }
1269 1390
1270 if (object *more = op->more) 1391 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0; 1393 return 0;
1273 1394
1274 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1275 1396 op->env = 0;
1276 op->map = m; 1397 op->map = newmap;
1398
1277 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1278 1400
1279 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1280 */ 1402 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1284 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1285 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1411 tmp->destroy ();
1287 } 1412 }
1288 1413
1289 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 */
1290 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1291 1416
1292 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1293 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1294 1419
1295 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1296 { 1421 {
1297 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)
1298 { 1423 {
1299 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");
1300 abort (); 1425 abort ();
1301 } 1426 }
1302 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
1303 op->above = originator; 1435 op->above = originator;
1304 op->below = originator->below; 1436 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1440 }
1314 else 1441 else
1315 { 1442 {
1316 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1317 1445
1318 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1319 if (top) 1447 if (top)
1320 { 1448 {
1321 object *last = 0;
1322
1323 /* 1449 /*
1324 * 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.
1325 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1326 * 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
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1330 * 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
1331 * 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
1332 * 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
1333 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1334 */ 1460 */
1335 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1462 {
1337 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])
1338 floor = top; 1464 floor = tmp;
1339 1465
1340 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])
1341 { 1467 {
1342 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1343 top = top->below; 1469 top = tmp->below;
1344 break; 1470 break;
1345 } 1471 }
1346 1472
1347 last = top; 1473 top = tmp;
1348 } 1474 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1475
1353 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1356 */ 1479 */
1363 */ 1486 */
1364 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1367 { 1490 {
1491 object *last;
1492
1368 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1370 break; 1495 break;
1371 1496
1372 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1373 * 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
1374 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1380 } /* If objects on this space */ 1505 } /* If objects on this space */
1381 1506
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1508 top = floor;
1384 1509
1385 /* 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
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1511 if (!top)
1390 { 1512 {
1513 op->below = 0;
1391 op->above = ms.bot; 1514 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1518 }
1399 else 1519 else
1400 { /* get inserted into the stack above top */ 1520 {
1401 op->above = top->above; 1521 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1522 top->above = op;
1405 1523
1406 op->below = top; 1524 op->below = top;
1407 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1526 }
1527 }
1409 1528
1410 if (!op->above) 1529 if (op->is_player ())
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413
1414 if (op->type == PLAYER)
1415 { 1530 {
1416 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1417 ++op->map->players; 1532 ++op->map->players;
1418 op->map->touch (); 1533 op->map->touch ();
1419 } 1534 }
1420 1535
1421 op->map->dirty = true; 1536 op->map->dirty = true;
1422 1537
1423 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)
1424 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1425 1544
1426 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1427 * 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
1428 * 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
1429 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1430 * 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 -
1431 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1432 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1433 * of effect may be sufficient. 1552 * of effect may be sufficient.
1434 */ 1553 */
1435 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1436 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1437 1559
1438 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1439 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1440 1562
1441 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1448 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1449 * update_object(). 1571 * update_object().
1450 */ 1572 */
1451 1573
1452 /* 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 */
1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1454 { 1576 {
1455 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1456 return 0; 1578 return 0;
1457 1579
1458 /* 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
1469/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1470 * 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.
1471 * 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.
1472 */ 1594 */
1473void 1595void
1474replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1475{ 1597{
1476 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1477 1599
1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1480 tmp->destroy (1); 1602 tmp->destroy ();
1481 1603
1482 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1483 1605
1484 tmp->x = op->x; 1606 tmp->x = op->x;
1485 tmp->y = op->y; 1607 tmp->y = op->y;
1486 1608
1487 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1494 return where->env->insert (this); 1616 return where->env->insert (this);
1495 else 1617 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1497} 1619}
1498 1620
1499// find player who can see this object 1621// check whether we can put this into the map, respect max_volume, max_items
1500object * 1622bool
1501object::visible_to () const 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1502{ 1624{
1503 if (!flag [FLAG_REMOVED]) 1625 mapspace &ms = m->at (x, y);
1504 {
1505 // see if we are in a container of sorts
1506 if (env)
1507 {
1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1511 1626
1512 // else a player could have our env open 1627 int items = ms.items ();
1513 object *envest = env->outer_env ();
1514 1628
1515 // the player itself is always on a map, so we will find him here 1629 if (!items // testing !items ensures we can drop at least one item
1516 // even if our inv is in a player. 1630 || (items < m->max_items
1517 if (envest->is_on_map ()) 1631 && ms.volume () < m->max_volume))
1518 if (object *pl = envest->ms ().player ()) 1632 return true;
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530 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
1531 return 0; 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
1638 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1639 { 1747 {
1640 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1749 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1751
1752 if (object *pl = tmp->visible_to ())
1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1643 adjust_weight (this, op->total_weight ()); 1755 adjust_weight (this, op->total_weight ());
1644 1756
1645 op->destroy (1); 1757 op->destroy ();
1646 op = tmp; 1758 op = tmp;
1647 goto inserted; 1759 goto inserted;
1648 } 1760 }
1649 1761
1650 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1661 1773
1662 inv = op; 1774 inv = op;
1663 1775
1664 op->flag [FLAG_REMOVED] = 0; 1776 op->flag [FLAG_REMOVED] = 0;
1665 1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1666 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1667 1782
1668inserted: 1783inserted:
1669 /* 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 */
1670 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1671 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1672 1789 }
1673 if (object *otmp = in_player ()) 1790 else if (is_player ())
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1791 // if this is a player's inventory, update stats
1675 otmp->update_stats (); 1792 contr->queue_stats_update ();
1676 1793
1677 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1678 1795
1679 return op; 1796 return op;
1680} 1797}
1700 * on top. 1817 * on top.
1701 */ 1818 */
1702int 1819int
1703check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1704{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1705 object *tmp; 1825 object *tmp;
1706 maptile *m = op->map; 1826 maptile *m = op->map;
1707 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1708 1828
1709 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1710 1830
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1712 return 0;
1713 1832
1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1717 1836
1718 /* 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,
1719 * 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
1720 * 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
1721 * as walking. 1840 * as walking.
1732 return 0; 1851 return 0;
1733 1852
1734 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1735 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1736 */ 1855 */
1737 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1739 {
1740 /* Trim the search when we find the first other spell effect
1741 * this helps performance so that if a space has 50 spell objects,
1742 * we don't need to check all of them.
1743 */
1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 } 1857 {
1858 next = tmp->below;
1747 1859
1748 for (; tmp; tmp = tmp->below)
1749 {
1750 if (tmp == op) 1860 if (tmp == op)
1751 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1752 1862
1753 /* 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.
1754 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1755 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1756 * 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
1757 * 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.
1758 */ 1868 */
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1760 { 1870 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1762 ((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))
1763 { 1873 {
1764
1765 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1875
1768 if (op->type == PLAYER) 1876 if (op->is_player ())
1769 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)) ||
1770 (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)))
1771 diff /= 4.0; 1879 diff /= 4.0;
1772 1880
1773 op->speed_left -= diff; 1881 op->speed_left -= diff;
1774 } 1882 }
1775 } 1883 }
1808 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1917 return NULL;
1810 } 1918 }
1811 1919
1812 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)
1813 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1814 return tmp; 1922 return tmp;
1815 1923
1816 return NULL; 1924 return NULL;
1817} 1925}
1818 1926
1882 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1883 */ 1991 */
1884object * 1992object *
1885present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1886{ 1994{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1889 return tmp; 1997 return tmp;
1890 1998
1891 return NULL; 1999 return NULL;
1892} 2000}
1893 2001
1897void 2005void
1898flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1899{ 2007{
1900 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 2009 {
1902 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1903 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1904 } 2012 }
1905} 2013}
1906 2014
1907/* 2015/*
1910void 2018void
1911unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1912{ 2020{
1913 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 2022 {
1915 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1916 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1917 } 2025 }
1918} 2026}
1919 2027
1920/* 2028/*
1981 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
1982 */ 2090 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 2092 continue;
1985 2093
1986 if (ob->blocked (m, pos.x, pos.y)) 2094 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 2095 continue;
1988 2096
1989 altern [index++] = i; 2097 altern [index++] = i;
1990 } 2098 }
1991 2099
2059 * there is capable of. 2167 * there is capable of.
2060 */ 2168 */
2061int 2169int
2062find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2171{
2064 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2173 MoveType move_type;
2071 2174
2072 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2073 { 2176 {
2074 exclude = exclude->head; 2177 exclude = exclude->head;
2075 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2078 { 2181 {
2079 /* 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. */
2080 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2081 } 2184 }
2082 2185
2083 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2084 { 2187 {
2085 mp = m; 2188 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2189 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2190
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2192 max = maxfree[i];
2093 else 2193 else
2094 { 2194 {
2095 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2096 2196
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2198 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2102 { 2200 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2204 return freedir [i];
2110 } 2205 }
2111 } 2206 }
2112 } 2207 }
2113 2208
2114 return 0; 2209 return 0;
2123{ 2218{
2124 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);
2125} 2220}
2126 2221
2127/* 2222/*
2128 * 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
2129 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2130 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2131 */ 2226 */
2132int 2227int
2133find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2134{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2135 int q; 2273 int q;
2136 2274
2137 if (y) 2275 if (y)
2138 q = x * 100 / y; 2276 q = 128 * x / y;
2139 else if (x) 2277 else if (x)
2140 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2141 else 2279 else
2142 return 0; 2280 return 0;
2143 2281
2144 if (y > 0) 2282 if (y > 0)
2145 { 2283 {
2146 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2147 return 3; 2289 return 3;
2148 if (q < -41) 2290 }
2149 return 2; 2291 else
2150 if (q < 41) 2292 {
2151 return 1; 2293 if (q < -309) return 3;
2152 if (q < 242) 2294 if (q < -52) return 2;
2153 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2154 return 7; 2298 return 7;
2155 } 2299 }
2156 2300#endif
2157 if (q < -242)
2158 return 7;
2159 if (q < -41)
2160 return 6;
2161 if (q < 41)
2162 return 5;
2163 if (q < 242)
2164 return 4;
2165
2166 return 3;
2167} 2301}
2168 2302
2169/* 2303/*
2170 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2171 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2172 */ 2306 */
2173int 2307int
2174dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2175{ 2309{
2176 int d;
2177
2178 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2179 if (d > 4)
2180 d = 8 - d;
2181 2311
2182 return d; 2312 return d > 4 ? 8 - d : d;
2183} 2313}
2184 2314
2185/* peterm: 2315/* peterm:
2186 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2187 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2189 * This basically means that if direction is 15, then it could either go 2319 * This basically means that if direction is 15, then it could either go
2190 * direction 4, 14, or 16 to get back to where we are. 2320 * direction 4, 14, or 16 to get back to where we are.
2191 * Moved from spell_util.c to object.c with the other related direction 2321 * Moved from spell_util.c to object.c with the other related direction
2192 * functions. 2322 * functions.
2193 */ 2323 */
2194int reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2293 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2294 */ 2424 */
2295int 2425int
2296can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2297{ 2427{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2301} 2431}
2302 2432
2303/* 2433/*
2304 * create clone from object to another 2434 * create clone from object to another
2305 */ 2435 */
2306object * 2436object *
2307object_create_clone (object *asrc) 2437object::deep_clone ()
2308{ 2438{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2439 assert (("deep_clone called on non-head object", is_head ()));
2310 2440
2311 if (!asrc) 2441 object *dst = clone ();
2312 return 0;
2313 2442
2314 src = asrc->head_ (); 2443 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2444 for (object *part = this->more; part; part = part->more)
2318 { 2445 {
2319 tmp = part->clone (); 2446 object *tmp = part->clone ();
2320 tmp->x -= src->x;
2321 tmp->y -= src->y;
2322
2323 if (!part->head)
2324 {
2325 dst = tmp;
2326 tmp->head = 0;
2327 }
2328 else
2329 tmp->head = dst; 2447 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2448 prev->more = tmp;
2335
2336 prev = tmp; 2449 prev = tmp;
2337 } 2450 }
2338 2451
2339 for (item = src->inv; item; item = item->below) 2452 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2453 insert_ob_in_ob (item->deep_clone (), dst);
2341 2454
2342 return dst; 2455 return dst;
2343} 2456}
2344 2457
2345/* This returns the first object in who's inventory that 2458/* This returns the first object in who's inventory that
2354 return tmp; 2467 return tmp;
2355 2468
2356 return 0; 2469 return 0;
2357} 2470}
2358 2471
2359/* If ob has a field named key, return the link from the list, 2472shstr_tmp
2360 * otherwise return NULL. 2473object::kv_get (shstr_tmp key) const
2361 *
2362 * key must be a passed in shared string - otherwise, this won't
2363 * do the desired thing.
2364 */
2365key_value *
2366get_ob_key_link (const object *ob, const char *key)
2367{ 2474{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (link->key == key) 2476 if (kv->key == key)
2370 return link;
2371
2372 return 0;
2373}
2374
2375/*
2376 * Returns the value of op has an extra_field for key, or NULL.
2377 *
2378 * The argument doesn't need to be a shared string.
2379 *
2380 * The returned string is shared.
2381 */
2382const char *
2383get_ob_key_value (const object *op, const char *const key)
2384{
2385 key_value *link;
2386 shstr_cmp canonical_key (key);
2387
2388 if (!canonical_key)
2389 {
2390 /* 1. There being a field named key on any object
2391 * implies there'd be a shared string to find.
2392 * 2. Since there isn't, no object has this field.
2393 * 3. Therefore, *this* object doesn't have this field.
2394 */
2395 return 0;
2396 }
2397
2398 /* This is copied from get_ob_key_link() above -
2399 * only 4 lines, and saves the function call overhead.
2400 */
2401 for (link = op->key_values; link; link = link->next)
2402 if (link->key == canonical_key)
2403 return link->value; 2477 return kv->value;
2404 2478
2405 return 0; 2479 return shstr ();
2406} 2480}
2407 2481
2408/* 2482void
2409 * Updates the canonical_key in op to value. 2483object::kv_set (shstr_tmp key, shstr_tmp value)
2410 *
2411 * canonical_key is a shared string (value doesn't have to be).
2412 *
2413 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2414 * keys.
2415 *
2416 * Returns TRUE on success.
2417 */
2418int
2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2420{ 2484{
2421 key_value *field = NULL, *last = NULL; 2485 for (key_value *kv = key_values; kv; kv = kv->next)
2422 2486 if (kv->key == key)
2423 for (field = op->key_values; field != NULL; field = field->next)
2424 {
2425 if (field->key != canonical_key)
2426 { 2487 {
2427 last = field; 2488 kv->value = value;
2428 continue; 2489 return;
2429 } 2490 }
2430 2491
2431 if (value) 2492 key_value *kv = new key_value;
2432 field->value = value; 2493
2433 else 2494 kv->next = key_values;
2495 kv->key = key;
2496 kv->value = value;
2497
2498 key_values = kv;
2499}
2500
2501void
2502object::kv_del (shstr_tmp key)
2503{
2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2505 if ((*kvp)->key == key)
2434 { 2506 {
2435 /* Basically, if the archetype has this key set, 2507 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2508 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2509 delete kv;
2438 * we get this value back again. 2510 return;
2439 */
2440 if (get_ob_key_link (op->arch, canonical_key))
2441 field->value = 0;
2442 else
2443 {
2444 if (last)
2445 last->next = field->next;
2446 else
2447 op->key_values = field->next;
2448
2449 delete field;
2450 }
2451 } 2511 }
2452 return TRUE;
2453 }
2454 /* IF we get here, key doesn't exist */
2455
2456 /* No field, we'll have to add it. */
2457
2458 if (!add_key)
2459 return FALSE;
2460
2461 /* There isn't any good reason to store a null
2462 * value in the key/value list. If the archetype has
2463 * this key, then we should also have it, so shouldn't
2464 * be here. If user wants to store empty strings,
2465 * should pass in ""
2466 */
2467 if (value == NULL)
2468 return TRUE;
2469
2470 field = new key_value;
2471
2472 field->key = canonical_key;
2473 field->value = value;
2474 /* Usual prepend-addition. */
2475 field->next = op->key_values;
2476 op->key_values = field;
2477
2478 return TRUE;
2479}
2480
2481/*
2482 * Updates the key in op to value.
2483 *
2484 * If add_key is FALSE, this will only update existing keys,
2485 * and not add new ones.
2486 * In general, should be little reason FALSE is ever passed in for add_key
2487 *
2488 * Returns TRUE on success.
2489 */
2490int
2491set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2492{
2493 shstr key_ (key);
2494
2495 return set_ob_key_value_s (op, key_, value, add_key);
2496} 2512}
2497 2513
2498object::depth_iterator::depth_iterator (object *container) 2514object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2515: iterator_base (container)
2500{ 2516{
2550{ 2566{
2551 char flagdesc[512]; 2567 char flagdesc[512];
2552 char info2[256 * 4]; 2568 char info2[256 * 4];
2553 char *p = info; 2569 char *p = info;
2554 2570
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2556 count, 2572 count,
2557 uuid.c_str (), 2573 uuid.c_str (),
2558 &name, 2574 &name,
2559 title ? "\",title:\"" : "", 2575 title ? ",title:\"" : "",
2560 title ? (const char *)title : "", 2576 title ? (const char *)title : "",
2577 title ? "\"" : "",
2561 flag_desc (flagdesc, 512), type); 2578 flag_desc (flagdesc, 512), type);
2562 2579
2563 if (!this->flag[FLAG_REMOVED] && env) 2580 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2582
2566 if (map) 2583 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2585
2583{ 2600{
2584 return map ? map->region (x, y) 2601 return map ? map->region (x, y)
2585 : region::default_region (); 2602 : region::default_region ();
2586} 2603}
2587 2604
2588const materialtype_t *
2589object::dominant_material () const
2590{
2591 if (materialtype_t *mt = name_to_material (materialname))
2592 return mt;
2593
2594 return name_to_material (shstr_unknown);
2595}
2596
2597void 2605void
2598object::open_container (object *new_container) 2606object::open_container (object *new_container)
2599{ 2607{
2600 if (container == new_container) 2608 if (container == new_container)
2601 return; 2609 return;
2602 2610
2603 if (object *old_container = container) 2611 object *old_container = container;
2612
2613 if (old_container)
2604 { 2614 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2615 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2616 return;
2607 2617
2608#if 0 2618#if 0
2610 if (object *closer = old_container->inv) 2620 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2621 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2622 closer->destroy ();
2613#endif 2623#endif
2614 2624
2625 // make sure the container is available
2626 esrv_send_item (this, old_container);
2627
2615 old_container->flag [FLAG_APPLIED] = 0; 2628 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2629 container = 0;
2617 2630
2631 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2632 esrv_update_item (UPD_FLAGS, this, old_container);
2633
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2634 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2620 play_sound (sound_find ("chest_close")); 2635 play_sound (sound_find ("chest_close"));
2621 } 2636 }
2622 2637
2623 if (new_container) 2638 if (new_container)
2624 { 2639 {
2628 // TODO: this does not seem to serve any purpose anymore? 2643 // TODO: this does not seem to serve any purpose anymore?
2629#if 0 2644#if 0
2630 // insert the "Close Container" object. 2645 // insert the "Close Container" object.
2631 if (archetype *closer = new_container->other_arch) 2646 if (archetype *closer = new_container->other_arch)
2632 { 2647 {
2633 object *closer = arch_to_object (new_container->other_arch); 2648 object *closer = new_container->other_arch->instance ();
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer); 2650 new_container->insert (closer);
2636 } 2651 }
2637#endif 2652#endif
2638 2653
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2640 2655
2656 // make sure the container is available, client bug requires this to be separate
2657 esrv_send_item (this, new_container);
2658
2641 new_container->flag [FLAG_APPLIED] = 1; 2659 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2660 container = new_container;
2643 2661
2662 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2663 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2664 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2665 play_sound (sound_find ("chest_open"));
2647 } 2666 }
2667// else if (!old_container->env && contr && contr->ns)
2668// contr->ns->floorbox_reset ();
2648} 2669}
2649 2670
2650object * 2671object *
2651object::force_find (const shstr name) 2672object::force_find (shstr_tmp name)
2652{ 2673{
2653 /* cycle through his inventory to look for the MARK we want to 2674 /* cycle through his inventory to look for the MARK we want to
2654 * place 2675 * place
2655 */ 2676 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below) 2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2658 return splay (tmp); 2679 return splay (tmp);
2659 2680
2660 return 0; 2681 return 0;
2661} 2682}
2662 2683
2684//-GPL
2685
2663void 2686void
2687object::force_set_timer (int duration)
2688{
2689 this->duration = 1;
2690 this->speed_left = -1.f;
2691
2692 this->set_speed (duration ? 1.f / duration : 0.f);
2693}
2694
2695object *
2664object::force_add (const shstr name, int duration) 2696object::force_add (shstr_tmp name, int duration)
2665{ 2697{
2666 if (object *force = force_find (name)) 2698 if (object *force = force_find (name))
2667 force->destroy (); 2699 force->destroy ();
2668 2700
2669 object *force = get_archetype (FORCE_NAME); 2701 object *force = get_archetype (FORCE_NAME);
2670 2702
2671 force->slaying = name; 2703 force->slaying = name;
2672 force->stats.food = 1; 2704 force->force_set_timer (duration);
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true; 2705 force->flag [FLAG_APPLIED] = true;
2678 2706
2679 insert (force); 2707 return insert (force);
2680} 2708}
2681 2709
2682void 2710void
2683object::play_sound (faceidx sound) 2711object::play_sound (faceidx sound) const
2684{ 2712{
2685 if (!sound) 2713 if (!sound)
2686 return; 2714 return;
2687 2715
2688 if (flag [FLAG_REMOVED]) 2716 if (is_on_map ())
2717 map->play_sound (sound, x, y);
2718 else if (object *pl = in_player ())
2719 pl->contr->play_sound (sound);
2720}
2721
2722void
2723object::say_msg (const char *msg) const
2724{
2725 if (is_on_map ())
2726 map->say_msg (msg, x, y);
2727 else if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729}
2730
2731void
2732object::make_noise ()
2733{
2734 // we do not model noise in the map, so instead put
2735 // a temporary light into the noise source
2736 // could use the map instead, but that's less reliable for our
2737 // goal, which is to make invisibility a bit harder to exploit
2738
2739 // currently only works sensibly for players
2740 if (!is_player ())
2689 return; 2741 return;
2690 2742
2691 if (env) 2743 // find old force, or create new one
2692 { 2744 object *force = force_find (shstr_noise_force);
2693 if (object *pl = in_player ()) 2745
2694 pl->contr->play_sound (sound); 2746 if (force)
2695 } 2747 force->speed_left = -1.f; // patch old speed up
2696 else 2748 else
2697 map->play_sound (sound, x, y); 2749 {
2698} 2750 force = archetype::get (shstr_noise_force);
2699 2751
2752 force->slaying = shstr_noise_force;
2753 force->stats.food = 1;
2754 force->speed_left = -1.f;
2755
2756 force->set_speed (1.f / 4.f);
2757 force->flag [FLAG_IS_USED_UP] = true;
2758 force->flag [FLAG_APPLIED] = true;
2759
2760 insert (force);
2761 }
2762}
2763
2764void object::change_move_type (MoveType mt)
2765{
2766 if (move_type == mt)
2767 return;
2768
2769 if (is_on_map ())
2770 {
2771 // we are on the map, so handle move_on/off effects
2772 remove ();
2773 move_type = mt;
2774 map->insert (this, x, y, this);
2775 }
2776 else
2777 move_type = mt;
2778}
2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2785 */
2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2792 return 0;
2793}
2794

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