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Comparing deliantra/server/common/object.C (file contents):
Revision 1.215 by root, Tue Apr 22 07:28:05 2008 UTC vs.
Revision 1.336 by root, Wed Apr 28 11:19:09 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
66static void 76static void
67write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
68{ 78{
69 CALL_BEGIN (2); 79 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 83 CALL_END;
74} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
82 92
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 112 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
104 114
105 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
106 { 116 {
133 143
134void 144void
135UUID::init () 145UUID::init ()
136{ 146{
137 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
138} 213}
139 214
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 216static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
143{ 218{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
149 */ 222 */
150 223
151 /* For each field in wants, */ 224 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 226 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 227 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
196{ 257{
197 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
198 if (ob1 == ob2 259 if (ob1 == ob2
199 || ob1->type != ob2->type 260 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 261 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 264 return 0;
204 265
205 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 269 return 0;
212 270
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 275 * flags lose any meaning.
218 */ 276 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
221 279
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
224 282
225 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 284 || ob1->name != ob2->name
227 || ob1->title != ob2->title 285 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 292 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 308 return 0;
250 309
251 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
255 .any ()) 313 .any ())
256 return 0; 314 return 0;
257 315
258 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
277 335
278 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
279 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
280 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
281 */ 339 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 341 return 0;
284 342
285 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
286 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
287 * check? 345 * check?
288 */ 346 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 348 return 0;
291 349
292 switch (ob1->type) 350 switch (ob1->type)
293 { 351 {
294 case SCROLL: 352 case SCROLL:
334 392
335// find player who can see this object 393// find player who can see this object
336object * 394object *
337object::visible_to () const 395object::visible_to () const
338{ 396{
339 if (!flag [FLAG_REMOVED]) 397 if (client_visible () && !flag [FLAG_REMOVED])
340 { 398 {
341 // see if we are in a container of sorts 399 // see if we are in a container of sorts
342 if (env) 400 if (env)
343 { 401 {
344 // the player inventory itself is always visible 402 // the player inventory itself is always visible
345 if (env->type == PLAYER) 403 if (env->is_player ())
346 return env; 404 return env;
347 405
348 // else a player could have our env open 406 // else a player could have our env open
349 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
350 408
351 // the player itself is always on a map, so we will find him here 409 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 410 // even if our inv is in a player.
353 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 413 if (pl->container_ () == env)
356 return pl; 414 return pl;
357 } 415 }
358 else 416 else
359 { 417 {
360 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
363 return pl; 423 return pl;
364 } 424 }
365 } 425 }
366 426
367 return 0; 427 return 0;
368} 428}
369 429
370// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
371static sint32 431static sint32
372weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
373{ 433{
374 return op->type == CONTAINER 434 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 436 : weight;
377} 437}
383static void 443static void
384adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
385{ 445{
386 while (op) 446 while (op)
387 { 447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
388 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
389 452
390 if (!weight) 453 if (!weight)
391 return; 454 return;
392 455
393 op->carrying += weight; 456 op->carrying += weight;
416 op->update_weight (); 479 op->update_weight ();
417 480
418 sum += op->total_weight (); 481 sum += op->total_weight ();
419 } 482 }
420 483
421 sum = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
422 485
423 if (sum != carrying) 486 if (sum != carrying)
424 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
425 carrying = sum; 492 carrying = sum;
426 493
427 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
442 object_freezer freezer; 509 object_freezer freezer;
443 op->write (freezer); 510 op->write (freezer);
444 return freezer.as_string (); 511 return freezer.as_string ();
445} 512}
446 513
447/* 514char *
448 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
449 * multi-object 1 which is closest to the second object.
450 * If it's not a multi-object, it is returned.
451 */
452object *
453get_nearest_part (object *op, const object *pl)
454{ 516{
455 object *tmp, *closest; 517 return dump_object (this);
456 int last_dist, i;
457
458 if (!op->more)
459 return op;
460
461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
464 if ((i = distance (tmp, pl)) < last_dist)
465 closest = tmp, last_dist = i;
466
467 return closest;
468} 518}
469 519
470/* 520/*
471 * 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.
472 * VERRRY slow. 522 * VERRRY slow.
480 530
481 return 0; 531 return 0;
482} 532}
483 533
484/* 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/*
485 * 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.
486 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
487 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
488 */ 553 */
489object * 554object *
490find_object_name (const char *str) 555find_object_name (const char *str)
491{ 556{
492 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
493 object *op;
494 558
559 if (str_)
495 for_all_objects (op) 560 for_all_objects (op)
496 if (op->name == str_) 561 if (op->name == str_)
497 break; 562 return op;
498 563
499 return op; 564 return 0;
500} 565}
501 566
502/* 567/*
503 * 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
504 * skill and experience objects. 569 * skill and experience objects.
519 } 584 }
520 585
521 this->owner = owner; 586 this->owner = owner;
522} 587}
523 588
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
588}
589
590/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
591 * refcounts and freeing the links. 590 * refcounts and freeing the links.
592 */ 591 */
593static void 592static void
594free_key_values (object *op) 593free_key_values (object *op)
602 } 601 }
603 602
604 op->key_values = 0; 603 op->key_values = 0;
605} 604}
606 605
607object & 606/*
608object::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)
609{ 616{
610 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
617 620
618 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
619 if (src.key_values) 622 if (key_values)
620 { 623 {
621 key_value *tail = 0; 624 key_value *tail = 0;
622 key_values = 0; 625 dst->key_values = 0;
623 626
624 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
625 { 628 {
626 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
627 630
628 new_link->next = 0; 631 new_link->next = 0;
629 new_link->key = i->key; 632 new_link->key = i->key;
630 new_link->value = i->value; 633 new_link->value = i->value;
631 634
632 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
633 if (!key_values) 636 if (!dst->key_values)
634 { 637 {
635 key_values = new_link; 638 dst->key_values = new_link;
636 tail = new_link; 639 tail = new_link;
637 } 640 }
638 else 641 else
639 { 642 {
640 tail->next = new_link; 643 tail->next = new_link;
641 tail = new_link; 644 tail = new_link;
642 } 645 }
643 } 646 }
644 } 647 }
645}
646 648
647/* 649 dst->activate ();
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664} 650}
665 651
666void 652void
667object::instantiate () 653object::instantiate ()
668{ 654{
669 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
670 uuid = UUID::gen (); 656 uuid = UUID::gen ();
671 657
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
672 speed_left = -0.1f; 662 speed_left = -1.;
663
673 /* 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
674 * 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.
675 * 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
676 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
685object * 676object *
686object::clone () 677object::clone ()
687{ 678{
688 object *neu = create (); 679 object *neu = create ();
689 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
690 return neu; 687 return neu;
691} 688}
692 689
693/* 690/*
694 * 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
696 * 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.
697 */ 694 */
698void 695void
699update_turn_face (object *op) 696update_turn_face (object *op)
700{ 697{
701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
702 return; 699 return;
703 700
704 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
705 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
706} 703}
711 * 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.
712 */ 709 */
713void 710void
714object::set_speed (float speed) 711object::set_speed (float speed)
715{ 712{
716 if (flag [FLAG_FREED] && speed)
717 {
718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
719 speed = 0;
720 }
721
722 this->speed = speed; 713 this->speed = speed;
723 714
724 if (has_active_speed ()) 715 if (has_active_speed ())
725 activate (); 716 activate ();
726 else 717 else
745 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
746 */ 737 */
747void 738void
748update_object (object *op, int action) 739update_object (object *op, int action)
749{ 740{
750 if (op == NULL) 741 if (!op)
751 { 742 {
752 /* this should never happen */ 743 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 745 return;
755 } 746 }
756 747
757 if (op->env) 748 if (!op->is_on_map ())
758 { 749 {
759 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
760 * to do in this case. 751 * to do in this case.
761 */ 752 */
762 return; 753 return;
763 } 754 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 755
771 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
772 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)
773 { 758 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
782 767
783 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
784 /* nop */; 769 /* nop */;
785 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
786 { 771 {
772#if 0
787 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
797 /* 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
798 * to have move_allow right now. 784 * have move_allow right now.
799 */ 785 */
800 || ((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
801 || 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)
802 m.flags_ = 0; 790 m.invalidate ();
791#endif
803 } 792 }
804 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 795 * that is being removed.
807 */ 796 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 798 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
812 else 801 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 803
816 update_object (op->more, action); 805 update_object (op->more, action);
817} 806}
818 807
819object::object () 808object::object ()
820{ 809{
821 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
822 811
823 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
824 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
825} 815}
826 816
827object::~object () 817object::~object ()
828{ 818{
829 unlink (); 819 unlink ();
830 820
831 free_key_values (this); 821 free_key_values (this);
832} 822}
833
834static int object_count;
835 823
836void object::link () 824void object::link ()
837{ 825{
838 assert (!index);//D 826 assert (!index);//D
839 uuid = UUID::gen (); 827 uuid = UUID::gen ();
840 count = ++object_count;
841 828
842 refcnt_inc (); 829 refcnt_inc ();
843 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
844} 834}
845 835
846void object::unlink () 836void object::unlink ()
847{ 837{
848 if (!index) 838 if (!index)
849 return; 839 return;
840
841 ++destroy_count;
850 842
851 objects.erase (this); 843 objects.erase (this);
852 refcnt_dec (); 844 refcnt_dec ();
853} 845}
854 846
858 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
859 if (active) 851 if (active)
860 return; 852 return;
861 853
862 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
863 actives.insert (this); 859 actives.insert (this);
860 }
864} 861}
865 862
866void 863void
867object::activate_recursive () 864object::activate_recursive ()
868{ 865{
917object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
918{ 915{
919 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
924 if (!inv) 921 if (!inv)
925 return; 922 return;
926 923
927 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
929 * drop on that space. 926 * drop on that space.
930 */ 927 */
931 if (!drop_to_ground 928 if (!drop_to_ground
932 || !map 929 || !map
933 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 931 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
936 { 933 {
937 while (inv) 934 while (inv)
938 {
939 inv->destroy_inv (drop_to_ground);
940 inv->destroy (); 935 inv->destroy ();
941 }
942 } 936 }
943 else 937 else
944 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
945 while (inv) 939 while (inv)
946 { 940 {
957 map->insert (op, x, y); 951 map->insert (op, x, y);
958 } 952 }
959 } 953 }
960} 954}
961 955
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 *
962object *object::create () 993object::create ()
963{ 994{
964 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
965 op->link (); 1017 op->link ();
1018
966 return op; 1019 return op;
967} 1020}
968 1021
969void 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
970object::do_destroy () 1057object::do_destroy ()
971{ 1058{
972 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 1060 remove_link ();
974 1061
975 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this); 1063 remove_friendly_object (this);
977 1064
978 remove (); 1065 remove ();
979 1066
980 attachable::do_destroy (); 1067 attachable::do_destroy ();
981 1068
982 destroy_inv (true);
983
984 deactivate (); 1069 deactivate ();
985 unlink (); 1070 unlink ();
986 1071
987 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
988 1073
989 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
990 {
991 static maptile *freed_map; // freed objects are moved here to avoid crashes
992
993 if (!freed_map)
994 {
995 freed_map = new maptile;
996
997 freed_map->path = "<freed objects map>";
998 freed_map->name = "/internal/freed_objects_map";
999 freed_map->width = 3;
1000 freed_map->height = 3;
1001 freed_map->nodrop = 1;
1002
1003 freed_map->alloc ();
1004 freed_map->in_memory = MAP_ACTIVE;
1005 }
1006
1007 map = freed_map; 1075 map = &freed_map;
1008 x = 1; 1076 x = 1;
1009 y = 1; 1077 y = 1;
1010 }
1011 1078
1012 if (more) 1079 if (more)
1013 { 1080 {
1014 more->destroy (); 1081 more->destroy ();
1015 more = 0; 1082 more = 0;
1023 attacked_by = 0; 1090 attacked_by = 0;
1024 current_weapon = 0; 1091 current_weapon = 0;
1025} 1092}
1026 1093
1027void 1094void
1028object::destroy (bool destroy_inventory) 1095object::destroy ()
1029{ 1096{
1030 if (destroyed ()) 1097 if (destroyed ())
1031 return; 1098 return;
1032 1099
1033 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
1034 destroy_inv (false); 1107 destroy_inv_fast ();
1035 1108
1036 if (is_head ()) 1109 if (is_head ())
1037 if (sound_destroy) 1110 if (sound_destroy)
1038 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1039 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1050 * the previous environment. 1123 * the previous environment.
1051 */ 1124 */
1052void 1125void
1053object::do_remove () 1126object::do_remove ()
1054{ 1127{
1055 object *tmp, *last = 0;
1056 object *otmp;
1057
1058 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1059 return; 1129 return;
1060 1130
1061 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1062
1063 if (object *pl = visible_to ())
1064 esrv_del_item (pl->contr, count);
1065 1132
1066 flag [FLAG_REMOVED] = true; 1133 flag [FLAG_REMOVED] = true;
1067 1134
1068 if (more) 1135 if (more)
1069 more->remove (); 1136 more->remove ();
1072 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1073 * inventory. 1140 * inventory.
1074 */ 1141 */
1075 if (env) 1142 if (env)
1076 { 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
1077 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1078 1150
1079 *(above ? &above->below : &env->inv) = below; 1151 object *pl = in_player ();
1080
1081 if (below)
1082 below->above = above;
1083 1152
1084 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1085 * 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
1086 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1087 */ 1156 */
1088 map = env->map; 1157 map = env->map;
1089 x = env->x; 1158 x = env->x;
1090 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
1091 above = 0; 1165 above = 0;
1092 below = 0; 1166 below = 0;
1093 env = 0; 1167 env = 0;
1094 1168
1095 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1096 * made to players inventory. If set, avoiding the call
1097 * to save cpu time.
1098 */ 1170 {
1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1100 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 }
1101 } 1190 }
1102 else if (map) 1191 else if (map)
1103 { 1192 {
1104 if (type == PLAYER)
1105 {
1106 // leaving a spot always closes any open container on the ground
1107 if (container && !container->env)
1108 // this causes spurious floorbox updates, but it ensures
1109 // that the CLOSE event is being sent.
1110 close_container ();
1111
1112 --map->players;
1113 map->touch ();
1114 }
1115
1116 map->dirty = true; 1193 map->dirty = true;
1117 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1118 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
1119 /* link the object above us */ 1221 /* link the object above us */
1120 if (above) 1222 // re-link, make sure compiler can easily use cmove
1121 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1122 else 1224 *(below ? &below->above : &ms.bot) = above;
1123 ms.top = below; /* we were top, set new top */
1124
1125 /* Relink the object below us, if there is one */
1126 if (below)
1127 below->above = above;
1128 else
1129 {
1130 /* Nothing below, which means we need to relink map object for this space
1131 * use translated coordinates in case some oddness with map tiling is
1132 * evident
1133 */
1134 if (GET_MAP_OB (map, x, y) != this)
1135 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 ());
1136
1137 ms.bot = above; /* goes on above it. */
1138 }
1139 1225
1140 above = 0; 1226 above = 0;
1141 below = 0; 1227 below = 0;
1142 1228
1229 ms.invalidate ();
1230
1143 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1144 return; 1232 return;
1145 1233
1146 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 1235
1148 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1149 { 1237 {
1150 if (pl->container == this) 1238 if (pl->container_ () == this)
1151 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1152 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1153 * appropriately. 1241 * appropriately.
1154 */ 1242 */
1155 pl->close_container (); 1243 pl->close_container ();
1156 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)
1157 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1158 } 1250 }
1159 1251
1252 if (check_walk_off)
1160 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1161 { 1254 {
1255 above = tmp->above;
1256
1162 /* 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
1163 * being removed. 1258 * being removed.
1164 */ 1259 */
1165 1260
1166 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1167 if (check_walk_off
1168 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1169 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1170 {
1171 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1172
1173 if (destroyed ())
1174 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1175 } 1265 }
1176 1266
1177 last = tmp; 1267 if (affects_los ())
1178 }
1179
1180 /* last == NULL if there are no objects on this space */
1181 //TODO: this makes little sense, why only update the topmost object?
1182 if (!last)
1183 map->at (x, y).flags_ = 0;
1184 else
1185 update_object (last, UP_OBJ_REMOVE);
1186
1187 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1188 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1189 } 1269 }
1190} 1270}
1191 1271
1192/* 1272/*
1216 esrv_update_item (UPD_NROF, pl, top); 1296 esrv_update_item (UPD_NROF, pl, top);
1217 1297
1218 op->weight = 0; // cancel the addition above 1298 op->weight = 0; // cancel the addition above
1219 op->carrying = 0; // must be 0 already 1299 op->carrying = 0; // must be 0 already
1220 1300
1221 op->destroy (1); 1301 op->destroy ();
1222 1302
1223 return top; 1303 return top;
1224 } 1304 }
1225 1305
1226 return 0; 1306 return 0;
1234 1314
1235 object *prev = this; 1315 object *prev = this;
1236 1316
1237 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1238 { 1318 {
1239 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1240 1320
1241 op->name = name; 1321 op->name = name;
1242 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1243 op->title = title; 1323 op->title = title;
1244 1324
1254 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1255 */ 1335 */
1256object * 1336object *
1257insert_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)
1258{ 1338{
1339 op->remove ();
1340
1259 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1342 {
1261 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1262 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1263 } 1345 }
1280 * 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
1281 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1282 * 1364 *
1283 * Return value: 1365 * Return value:
1284 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1285 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1286 * just 'op' otherwise 1368 * just 'op' otherwise
1287 */ 1369 */
1288object * 1370object *
1289insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1290{ 1372{
1291 assert (!op->flag [FLAG_FREED]);
1292
1293 object *top, *floor = NULL;
1294
1295 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
1296 1379
1297 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1298 * 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
1299 * need extra work 1382 * need extra work
1300 */ 1383 */
1384 maptile *newmap = m;
1301 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1302 { 1386 {
1303 op->destroy (); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1304 return 0; 1388 return 0;
1305 } 1389 }
1306 1390
1307 if (object *more = op->more) 1391 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1309 return 0; 1393 return 0;
1310 1394
1311 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1312 1396 op->env = 0;
1313 op->map = m; 1397 op->map = newmap;
1398
1314 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1315 1400
1316 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1317 */ 1402 */
1318 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1319 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1320 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1321 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1322 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1323 tmp->destroy (1); 1411 tmp->destroy ();
1324 } 1412 }
1325 1413
1326 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 */
1327 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1328 1416
1329 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1330 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1331 1419
1332 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1333 { 1421 {
1334 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)
1335 { 1423 {
1336 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");
1337 abort (); 1425 abort ();
1338 } 1426 }
1339 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
1340 op->above = originator; 1435 op->above = originator;
1341 op->below = originator->below; 1436 op->below = originator->below;
1342
1343 if (op->below)
1344 op->below->above = op;
1345 else
1346 ms.bot = op;
1347
1348 /* since *below* originator, no need to update top */
1349 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1350 } 1440 }
1351 else 1441 else
1352 { 1442 {
1353 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1354 1445
1355 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1356 if (top) 1447 if (top)
1357 { 1448 {
1358 object *last = 0;
1359
1360 /* 1449 /*
1361 * 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.
1362 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1363 * 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
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * 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
1368 * 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
1369 * 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
1370 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1371 */ 1460 */
1372 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1462 {
1374 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])
1375 floor = top; 1464 floor = tmp;
1376 1465
1377 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])
1378 { 1467 {
1379 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1380 top = top->below; 1469 top = tmp->below;
1381 break; 1470 break;
1382 } 1471 }
1383 1472
1384 last = top; 1473 top = tmp;
1385 } 1474 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1475
1390 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1393 */ 1479 */
1400 */ 1486 */
1401 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1404 { 1490 {
1491 object *last;
1492
1405 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1407 break; 1495 break;
1408 1496
1409 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1410 * 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
1411 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1417 } /* If objects on this space */ 1505 } /* If objects on this space */
1418 1506
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1508 top = floor;
1421 1509
1422 /* 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
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1511 if (!top)
1427 { 1512 {
1513 op->below = 0;
1428 op->above = ms.bot; 1514 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1518 }
1436 else 1519 else
1437 { /* get inserted into the stack above top */ 1520 {
1438 op->above = top->above; 1521 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1522 top->above = op;
1442 1523
1443 op->below = top; 1524 op->below = top;
1444 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1526 }
1527 }
1446 1528
1447 if (!op->above) 1529 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1530 {
1453 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1454 ++op->map->players; 1532 ++op->map->players;
1455 op->map->touch (); 1533 op->map->touch ();
1456 } 1534 }
1457 1535
1458 op->map->dirty = true; 1536 op->map->dirty = true;
1459 1537
1460 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)
1461 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1462 1544
1463 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1464 * 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
1465 * 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
1466 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1467 * 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 -
1468 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1469 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1470 * of effect may be sufficient. 1552 * of effect may be sufficient.
1471 */ 1553 */
1472 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1473 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1474 1559
1475 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1476 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1477 1562
1478 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1485 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1486 * update_object(). 1571 * update_object().
1487 */ 1572 */
1488 1573
1489 /* 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 */
1490 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1491 { 1576 {
1492 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1493 return 0; 1578 return 0;
1494 1579
1495 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1496 * walk on's. 1581 * walk on's.
1497 */ 1582 */
1498 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1499 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1500 return 0; 1585 return 0;
1501 } 1586 }
1502 1587
1503 return op; 1588 return op;
1504} 1589}
1506/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1507 * 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.
1508 * 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.
1509 */ 1594 */
1510void 1595void
1511replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1512{ 1597{
1513 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1514 1599
1515 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1516 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1517 tmp->destroy (1); 1602 tmp->destroy ();
1518 1603
1519 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1520 1605
1521 tmp->x = op->x; 1606 tmp->x = op->x;
1522 tmp->y = op->y; 1607 tmp->y = op->y;
1523 1608
1524 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1529{ 1614{
1530 if (where->env) 1615 if (where->env)
1531 return where->env->insert (this); 1616 return where->env->insert (this);
1532 else 1617 else
1533 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1619}
1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1534} 1641}
1535 1642
1536/* 1643/*
1537 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1538 * 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
1546 if (!nr) 1653 if (!nr)
1547 return true; 1654 return true;
1548 1655
1549 nr = min (nr, nrof); 1656 nr = min (nr, nrof);
1550 1657
1658 if (nrof > nr)
1659 {
1551 nrof -= nr; 1660 nrof -= nr;
1552
1553 if (nrof)
1554 {
1555 adjust_weight (env, -weight * nr); // carrying == 0 1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1556 1662
1557 if (object *pl = visible_to ()) 1663 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this); 1664 esrv_update_item (UPD_NROF, pl, this);
1559 1665
1560 return true; 1666 return true;
1561 } 1667 }
1562 else 1668 else
1563 { 1669 {
1564 destroy (1); 1670 destroy ();
1565 return false; 1671 return false;
1566 } 1672 }
1567} 1673}
1568 1674
1569/* 1675/*
1586 } 1692 }
1587 else 1693 else
1588 { 1694 {
1589 decrease (nr); 1695 decrease (nr);
1590 1696
1591 object *op = object_create_clone (this); 1697 object *op = deep_clone ();
1592 op->nrof = nr; 1698 op->nrof = nr;
1593 return op; 1699 return op;
1594 } 1700 }
1595} 1701}
1596 1702
1646 if (object *pl = tmp->visible_to ()) 1752 if (object *pl = tmp->visible_to ())
1647 esrv_update_item (UPD_NROF, pl, tmp); 1753 esrv_update_item (UPD_NROF, pl, tmp);
1648 1754
1649 adjust_weight (this, op->total_weight ()); 1755 adjust_weight (this, op->total_weight ());
1650 1756
1651 op->destroy (1); 1757 op->destroy ();
1652 op = tmp; 1758 op = tmp;
1653 goto inserted; 1759 goto inserted;
1654 } 1760 }
1655 1761
1656 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1674 1780
1675 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1676 1782
1677inserted: 1783inserted:
1678 /* 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 */
1679 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1680 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1681 1789 }
1790 else if (is_player ())
1682 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1683 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1792 contr->queue_stats_update ();
1684 update_stats ();
1685 1793
1686 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1687 1795
1688 return op; 1796 return op;
1689} 1797}
1707 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1708 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1709 * on top. 1817 * on top.
1710 */ 1818 */
1711int 1819int
1712check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1713{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1714 object *tmp; 1825 object *tmp;
1715 maptile *m = op->map; 1826 maptile *m = op->map;
1716 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1717 1828
1718 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1719 1830
1720 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1721 return 0;
1722 1832
1723 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1724 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1725 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1726 1836
1727 /* 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,
1728 * 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
1729 * 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
1730 * as walking. 1840 * as walking.
1741 return 0; 1851 return 0;
1742 1852
1743 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1744 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1745 */ 1855 */
1746 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1747 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1748 {
1749 /* Trim the search when we find the first other spell effect
1750 * this helps performance so that if a space has 50 spell objects,
1751 * we don't need to check all of them.
1752 */
1753 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1754 break;
1755 } 1857 {
1858 next = tmp->below;
1756 1859
1757 for (; tmp; tmp = tmp->below)
1758 {
1759 if (tmp == op) 1860 if (tmp == op)
1760 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1761 1862
1762 /* 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.
1763 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1764 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1765 * 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
1766 * 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.
1767 */ 1868 */
1768 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1769 { 1870 {
1770 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1771 ((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))
1772 { 1873 {
1773
1774 float
1775 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1776 1875
1777 if (op->type == PLAYER) 1876 if (op->is_player ())
1778 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)) ||
1779 (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)))
1780 diff /= 4.0; 1879 diff /= 4.0;
1781 1880
1782 op->speed_left -= diff; 1881 op->speed_left -= diff;
1783 } 1882 }
1784 } 1883 }
1785 1884
1786 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1787 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1788 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1789 { 1888 {
1889 if ((flags & INS_NO_AUTO_EXIT)
1890 && (tmp->type == EXIT || tmp->type == TELEPORTER
1891 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1892 continue;
1893
1790 move_apply (tmp, op, originator); 1894 move_apply (tmp, op, originator);
1791 1895
1792 if (op->destroyed ()) 1896 if (op->destroyed ())
1793 return 1; 1897 return 1;
1794 1898
1817 LOG (llevError, "Present_arch called outside map.\n"); 1921 LOG (llevError, "Present_arch called outside map.\n");
1818 return NULL; 1922 return NULL;
1819 } 1923 }
1820 1924
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1925 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1822 if (tmp->arch == at) 1926 if (tmp->arch->archname == at->archname)
1823 return tmp; 1927 return tmp;
1824 1928
1825 return NULL; 1929 return NULL;
1826} 1930}
1827 1931
1891 * The first matching object is returned, or NULL if none. 1995 * The first matching object is returned, or NULL if none.
1892 */ 1996 */
1893object * 1997object *
1894present_arch_in_ob (const archetype *at, const object *op) 1998present_arch_in_ob (const archetype *at, const object *op)
1895{ 1999{
1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2000 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 if (tmp->arch == at) 2001 if (tmp->arch->archname == at->archname)
1898 return tmp; 2002 return tmp;
1899 2003
1900 return NULL; 2004 return NULL;
1901} 2005}
1902 2006
1906void 2010void
1907flag_inv (object *op, int flag) 2011flag_inv (object *op, int flag)
1908{ 2012{
1909 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2013 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 2014 {
1911 SET_FLAG (tmp, flag); 2015 tmp->set_flag (flag);
1912 flag_inv (tmp, flag); 2016 flag_inv (tmp, flag);
1913 } 2017 }
1914} 2018}
1915 2019
1916/* 2020/*
1919void 2023void
1920unflag_inv (object *op, int flag) 2024unflag_inv (object *op, int flag)
1921{ 2025{
1922 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2026 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 { 2027 {
1924 CLEAR_FLAG (tmp, flag); 2028 tmp->clr_flag (flag);
1925 unflag_inv (tmp, flag); 2029 unflag_inv (tmp, flag);
1926 } 2030 }
1927} 2031}
1928 2032
1929/* 2033/*
1990 * head of the object should correspond for the entire object. 2094 * head of the object should correspond for the entire object.
1991 */ 2095 */
1992 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2096 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1993 continue; 2097 continue;
1994 2098
1995 if (ob->blocked (m, pos.x, pos.y)) 2099 if (ob->blocked (pos.m, pos.x, pos.y))
1996 continue; 2100 continue;
1997 2101
1998 altern [index++] = i; 2102 altern [index++] = i;
1999 } 2103 }
2000 2104
2068 * there is capable of. 2172 * there is capable of.
2069 */ 2173 */
2070int 2174int
2071find_dir (maptile *m, int x, int y, object *exclude) 2175find_dir (maptile *m, int x, int y, object *exclude)
2072{ 2176{
2073 int i, max = SIZEOFFREE, mflags; 2177 int max = SIZEOFFREE, mflags;
2074
2075 sint16 nx, ny;
2076 object *tmp;
2077 maptile *mp;
2078
2079 MoveType blocked, move_type; 2178 MoveType move_type;
2080 2179
2081 if (exclude && exclude->head_ () != exclude) 2180 if (exclude && exclude->head_ () != exclude)
2082 { 2181 {
2083 exclude = exclude->head; 2182 exclude = exclude->head;
2084 move_type = exclude->move_type; 2183 move_type = exclude->move_type;
2087 { 2186 {
2088 /* If we don't have anything, presume it can use all movement types. */ 2187 /* If we don't have anything, presume it can use all movement types. */
2089 move_type = MOVE_ALL; 2188 move_type = MOVE_ALL;
2090 } 2189 }
2091 2190
2092 for (i = 1; i < max; i++) 2191 for (int i = 1; i < max; i++)
2093 { 2192 {
2094 mp = m; 2193 mapxy pos (m, x, y);
2095 nx = x + freearr_x[i]; 2194 pos.move (i);
2096 ny = y + freearr_y[i];
2097 2195
2098 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2196 if (!pos.normalise ())
2099
2100 if (mflags & P_OUT_OF_MAP)
2101 max = maxfree[i]; 2197 max = maxfree[i];
2102 else 2198 else
2103 { 2199 {
2104 mapspace &ms = mp->at (nx, ny); 2200 mapspace &ms = *pos;
2105 2201
2106 blocked = ms.move_block;
2107
2108 if ((move_type & blocked) == move_type) 2202 if ((move_type & ms.move_block) == move_type)
2109 max = maxfree[i]; 2203 max = maxfree [i];
2110 else if (mflags & P_IS_ALIVE) 2204 else if (ms.flags () & P_IS_ALIVE)
2111 { 2205 {
2112 for (tmp = ms.bot; tmp; tmp = tmp->above) 2206 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2113 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2207 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2114 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2208 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2115 break;
2116
2117 if (tmp)
2118 return freedir[i]; 2209 return freedir [i];
2119 } 2210 }
2120 } 2211 }
2121 } 2212 }
2122 2213
2123 return 0; 2214 return 0;
2132{ 2223{
2133 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2224 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2134} 2225}
2135 2226
2136/* 2227/*
2137 * find_dir_2(delta-x,delta-y) will return a direction in which 2228 * find_dir_2(delta-x,delta-y) will return a direction value
2138 * an object which has subtracted the x and y coordinates of another 2229 * for running into direct [dx, dy].
2139 * object, needs to travel toward it. 2230 * (the opposite of crossfire's find_dir_2!)
2140 */ 2231 */
2141int 2232int
2142find_dir_2 (int x, int y) 2233find_dir_2 (int x, int y)
2143{ 2234{
2235#if 1 // new algorithm
2236 // this works by putting x, y into 16 sectors, which
2237 // are not equal sized, but are a better approximation
2238 // then the old algorithm, and then using a mapping
2239 // table to map it into a direction value.
2240 // basically, it maps these comparisons to each bit
2241 // bit #3: x < 0
2242 // bit #2: y < 0
2243 // bit #1: x > y
2244 // bit #0: x > 2y
2245
2246 static const uint8 dir[16] = {
2247 4, 5, 4, 3,
2248 2, 1, 2, 3,
2249 6, 5, 6, 7,
2250 8, 1, 8, 7,
2251 };
2252 int sector = 0;
2253
2254 // this is a bit ugly, but more likely to result in branchless code
2255 sector |= x < 0 ? 8 : 0;
2256 x = x < 0 ? -x : x; // abs
2257
2258 sector |= y < 0 ? 4 : 0;
2259 y = y < 0 ? -y : y; // abs
2260
2261 if (x > y)
2262 {
2263 sector |= 2;
2264
2265 if (x > y * 2)
2266 sector |= 1;
2267 }
2268 else
2269 {
2270 if (y > x * 2)
2271 sector |= 1;
2272 else if (!y)
2273 return 0; // x == 0 here
2274 }
2275
2276 return dir [sector];
2277#else // old algorithm
2144 int q; 2278 int q;
2145 2279
2146 if (y) 2280 if (y)
2147 q = x * 100 / y; 2281 q = 128 * x / y;
2148 else if (x) 2282 else if (x)
2149 q = -300 * x; 2283 q = -512 * x; // to make it > 309
2150 else 2284 else
2151 return 0; 2285 return 0;
2152 2286
2153 if (y > 0) 2287 if (y > 0)
2154 { 2288 {
2155 if (q < -242) 2289 if (q < -309) return 7;
2290 if (q < -52) return 6;
2291 if (q < 52) return 5;
2292 if (q < 309) return 4;
2293
2156 return 3; 2294 return 3;
2157 if (q < -41) 2295 }
2158 return 2; 2296 else
2159 if (q < 41) 2297 {
2160 return 1; 2298 if (q < -309) return 3;
2161 if (q < 242) 2299 if (q < -52) return 2;
2162 return 8; 2300 if (q < 52) return 1;
2301 if (q < 309) return 8;
2302
2163 return 7; 2303 return 7;
2164 } 2304 }
2165 2305#endif
2166 if (q < -242)
2167 return 7;
2168 if (q < -41)
2169 return 6;
2170 if (q < 41)
2171 return 5;
2172 if (q < 242)
2173 return 4;
2174
2175 return 3;
2176} 2306}
2177 2307
2178/* 2308/*
2179 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2309 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2180 * between two directions (which are expected to be absolute (see absdir()) 2310 * between two directions (which are expected to be absolute (see absdir())
2181 */ 2311 */
2182int 2312int
2183dirdiff (int dir1, int dir2) 2313dirdiff (int dir1, int dir2)
2184{ 2314{
2185 int d;
2186
2187 d = abs (dir1 - dir2); 2315 int d = abs (dir1 - dir2);
2188 if (d > 4)
2189 d = 8 - d;
2190 2316
2191 return d; 2317 return d > 4 ? 8 - d : d;
2192} 2318}
2193 2319
2194/* peterm: 2320/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2321 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2196 * Basically, this is a table of directions, and what directions 2322 * Basically, this is a table of directions, and what directions
2198 * This basically means that if direction is 15, then it could either go 2324 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are. 2325 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2326 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2327 * functions.
2202 */ 2328 */
2203int reduction_dir[SIZEOFFREE][3] = { 2329static const int reduction_dir[SIZEOFFREE][3] = {
2204 {0, 0, 0}, /* 0 */ 2330 {0, 0, 0}, /* 0 */
2205 {0, 0, 0}, /* 1 */ 2331 {0, 0, 0}, /* 1 */
2206 {0, 0, 0}, /* 2 */ 2332 {0, 0, 0}, /* 2 */
2207 {0, 0, 0}, /* 3 */ 2333 {0, 0, 0}, /* 3 */
2208 {0, 0, 0}, /* 4 */ 2334 {0, 0, 0}, /* 4 */
2302 * Add a check so we can't pick up invisible objects (0.93.8) 2428 * Add a check so we can't pick up invisible objects (0.93.8)
2303 */ 2429 */
2304int 2430int
2305can_pick (const object *who, const object *item) 2431can_pick (const object *who, const object *item)
2306{ 2432{
2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2433 return /*who->flag [FLAG_WIZ]|| */
2308 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2434 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2309 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2435 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2310} 2436}
2311 2437
2312/* 2438/*
2313 * create clone from object to another 2439 * create clone from object to another
2314 */ 2440 */
2315object * 2441object *
2316object_create_clone (object *asrc) 2442object::deep_clone ()
2317{ 2443{
2318 object *dst = 0, *tmp, *src, *prev, *item; 2444 assert (("deep_clone called on non-head object", is_head ()));
2319 2445
2320 if (!asrc) 2446 object *dst = clone ();
2321 return 0;
2322 2447
2323 src = asrc->head_ (); 2448 object *prev = dst;
2324
2325 prev = 0;
2326 for (object *part = src; part; part = part->more) 2449 for (object *part = this->more; part; part = part->more)
2327 { 2450 {
2328 tmp = part->clone (); 2451 object *tmp = part->clone ();
2329 tmp->x -= src->x;
2330 tmp->y -= src->y;
2331
2332 if (!part->head)
2333 {
2334 dst = tmp;
2335 tmp->head = 0;
2336 }
2337 else
2338 tmp->head = dst; 2452 tmp->head = dst;
2339
2340 tmp->more = 0;
2341
2342 if (prev)
2343 prev->more = tmp; 2453 prev->more = tmp;
2344
2345 prev = tmp; 2454 prev = tmp;
2346 } 2455 }
2347 2456
2348 for (item = src->inv; item; item = item->below) 2457 for (object *item = inv; item; item = item->below)
2349 insert_ob_in_ob (object_create_clone (item), dst); 2458 insert_ob_in_ob (item->deep_clone (), dst);
2350 2459
2351 return dst; 2460 return dst;
2352} 2461}
2353 2462
2354/* This returns the first object in who's inventory that 2463/* This returns the first object in who's inventory that
2363 return tmp; 2472 return tmp;
2364 2473
2365 return 0; 2474 return 0;
2366} 2475}
2367 2476
2368/* If ob has a field named key, return the link from the list, 2477shstr_tmp
2369 * otherwise return NULL. 2478object::kv_get (shstr_tmp key) const
2370 *
2371 * key must be a passed in shared string - otherwise, this won't
2372 * do the desired thing.
2373 */
2374key_value *
2375get_ob_key_link (const object *ob, const char *key)
2376{ 2479{
2377 for (key_value *link = ob->key_values; link; link = link->next) 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2378 if (link->key == key) 2481 if (kv->key == key)
2379 return link;
2380
2381 return 0;
2382}
2383
2384/*
2385 * Returns the value of op has an extra_field for key, or NULL.
2386 *
2387 * The argument doesn't need to be a shared string.
2388 *
2389 * The returned string is shared.
2390 */
2391const char *
2392get_ob_key_value (const object *op, const char *const key)
2393{
2394 key_value *link;
2395 shstr_cmp canonical_key (key);
2396
2397 if (!canonical_key)
2398 {
2399 /* 1. There being a field named key on any object
2400 * implies there'd be a shared string to find.
2401 * 2. Since there isn't, no object has this field.
2402 * 3. Therefore, *this* object doesn't have this field.
2403 */
2404 return 0;
2405 }
2406
2407 /* This is copied from get_ob_key_link() above -
2408 * only 4 lines, and saves the function call overhead.
2409 */
2410 for (link = op->key_values; link; link = link->next)
2411 if (link->key == canonical_key)
2412 return link->value; 2482 return kv->value;
2413 2483
2414 return 0; 2484 return shstr ();
2415} 2485}
2416 2486
2417/* 2487void
2418 * Updates the canonical_key in op to value. 2488object::kv_set (shstr_tmp key, shstr_tmp value)
2419 *
2420 * canonical_key is a shared string (value doesn't have to be).
2421 *
2422 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2423 * keys.
2424 *
2425 * Returns TRUE on success.
2426 */
2427int
2428set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2429{ 2489{
2430 key_value *field = NULL, *last = NULL; 2490 for (key_value *kv = key_values; kv; kv = kv->next)
2431 2491 if (kv->key == key)
2432 for (field = op->key_values; field != NULL; field = field->next)
2433 {
2434 if (field->key != canonical_key)
2435 { 2492 {
2436 last = field; 2493 kv->value = value;
2437 continue; 2494 return;
2438 } 2495 }
2439 2496
2440 if (value) 2497 key_value *kv = new key_value;
2441 field->value = value; 2498
2442 else 2499 kv->next = key_values;
2500 kv->key = key;
2501 kv->value = value;
2502
2503 key_values = kv;
2504}
2505
2506void
2507object::kv_del (shstr_tmp key)
2508{
2509 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2510 if ((*kvp)->key == key)
2443 { 2511 {
2444 /* Basically, if the archetype has this key set, 2512 key_value *kv = *kvp;
2445 * we need to store the null value so when we save 2513 *kvp = (*kvp)->next;
2446 * it, we save the empty value so that when we load, 2514 delete kv;
2447 * we get this value back again. 2515 return;
2448 */
2449 if (get_ob_key_link (op->arch, canonical_key))
2450 field->value = 0;
2451 else
2452 {
2453 if (last)
2454 last->next = field->next;
2455 else
2456 op->key_values = field->next;
2457
2458 delete field;
2459 }
2460 } 2516 }
2461 return TRUE;
2462 }
2463 /* IF we get here, key doesn't exist */
2464
2465 /* No field, we'll have to add it. */
2466
2467 if (!add_key)
2468 return FALSE;
2469
2470 /* There isn't any good reason to store a null
2471 * value in the key/value list. If the archetype has
2472 * this key, then we should also have it, so shouldn't
2473 * be here. If user wants to store empty strings,
2474 * should pass in ""
2475 */
2476 if (value == NULL)
2477 return TRUE;
2478
2479 field = new key_value;
2480
2481 field->key = canonical_key;
2482 field->value = value;
2483 /* Usual prepend-addition. */
2484 field->next = op->key_values;
2485 op->key_values = field;
2486
2487 return TRUE;
2488}
2489
2490/*
2491 * Updates the key in op to value.
2492 *
2493 * If add_key is FALSE, this will only update existing keys,
2494 * and not add new ones.
2495 * In general, should be little reason FALSE is ever passed in for add_key
2496 *
2497 * Returns TRUE on success.
2498 */
2499int
2500set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2501{
2502 shstr key_ (key);
2503
2504 return set_ob_key_value_s (op, key_, value, add_key);
2505} 2517}
2506 2518
2507object::depth_iterator::depth_iterator (object *container) 2519object::depth_iterator::depth_iterator (object *container)
2508: iterator_base (container) 2520: iterator_base (container)
2509{ 2521{
2559{ 2571{
2560 char flagdesc[512]; 2572 char flagdesc[512];
2561 char info2[256 * 4]; 2573 char info2[256 * 4];
2562 char *p = info; 2574 char *p = info;
2563 2575
2564 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2565 count, 2577 count,
2566 uuid.c_str (), 2578 uuid.c_str (),
2567 &name, 2579 &name,
2568 title ? "\",title:\"" : "", 2580 title ? ",title:\"" : "",
2569 title ? (const char *)title : "", 2581 title ? (const char *)title : "",
2582 title ? "\"" : "",
2570 flag_desc (flagdesc, 512), type); 2583 flag_desc (flagdesc, 512), type);
2571 2584
2572 if (!this->flag[FLAG_REMOVED] && env) 2585 if (!flag[FLAG_REMOVED] && env)
2573 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2574 2587
2575 if (map) 2588 if (map)
2576 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2589 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2577 2590
2592{ 2605{
2593 return map ? map->region (x, y) 2606 return map ? map->region (x, y)
2594 : region::default_region (); 2607 : region::default_region ();
2595} 2608}
2596 2609
2597const materialtype_t *
2598object::dominant_material () const
2599{
2600 if (materialtype_t *mt = name_to_material (materialname))
2601 return mt;
2602
2603 return name_to_material (shstr_unknown);
2604}
2605
2606void 2610void
2607object::open_container (object *new_container) 2611object::open_container (object *new_container)
2608{ 2612{
2609 if (container == new_container) 2613 if (container == new_container)
2610 return; 2614 return;
2611 2615
2612 if (object *old_container = container) 2616 object *old_container = container;
2617
2618 if (old_container)
2613 { 2619 {
2614 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2620 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2615 return; 2621 return;
2616 2622
2617#if 0 2623#if 0
2619 if (object *closer = old_container->inv) 2625 if (object *closer = old_container->inv)
2620 if (closer->type == CLOSE_CON) 2626 if (closer->type == CLOSE_CON)
2621 closer->destroy (); 2627 closer->destroy ();
2622#endif 2628#endif
2623 2629
2630 // make sure the container is available
2631 esrv_send_item (this, old_container);
2632
2624 old_container->flag [FLAG_APPLIED] = 0; 2633 old_container->flag [FLAG_APPLIED] = false;
2625 container = 0; 2634 container = 0;
2626 2635
2636 // client needs item update to make it work, client bug requires this to be separate
2627 esrv_update_item (UPD_FLAGS, this, old_container); 2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638
2628 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2629 play_sound (sound_find ("chest_close")); 2640 play_sound (sound_find ("chest_close"));
2630 } 2641 }
2631 2642
2632 if (new_container) 2643 if (new_container)
2633 { 2644 {
2637 // TODO: this does not seem to serve any purpose anymore? 2648 // TODO: this does not seem to serve any purpose anymore?
2638#if 0 2649#if 0
2639 // insert the "Close Container" object. 2650 // insert the "Close Container" object.
2640 if (archetype *closer = new_container->other_arch) 2651 if (archetype *closer = new_container->other_arch)
2641 { 2652 {
2642 object *closer = arch_to_object (new_container->other_arch); 2653 object *closer = new_container->other_arch->instance ();
2643 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2654 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2644 new_container->insert (closer); 2655 new_container->insert (closer);
2645 } 2656 }
2646#endif 2657#endif
2647 2658
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2659 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2649 2660
2661 // make sure the container is available, client bug requires this to be separate
2662 esrv_send_item (this, new_container);
2663
2650 new_container->flag [FLAG_APPLIED] = 1; 2664 new_container->flag [FLAG_APPLIED] = true;
2651 container = new_container; 2665 container = new_container;
2652 2666
2667 // client needs flag change
2653 esrv_update_item (UPD_FLAGS, this, new_container); 2668 esrv_update_item (UPD_FLAGS, this, new_container);
2654 esrv_send_inventory (this, new_container); 2669 esrv_send_inventory (this, new_container);
2655 play_sound (sound_find ("chest_open")); 2670 play_sound (sound_find ("chest_open"));
2656 } 2671 }
2672// else if (!old_container->env && contr && contr->ns)
2673// contr->ns->floorbox_reset ();
2657} 2674}
2658 2675
2659object * 2676object *
2660object::force_find (const shstr name) 2677object::force_find (shstr_tmp name)
2661{ 2678{
2662 /* cycle through his inventory to look for the MARK we want to 2679 /* cycle through his inventory to look for the MARK we want to
2663 * place 2680 * place
2664 */ 2681 */
2665 for (object *tmp = inv; tmp; tmp = tmp->below) 2682 for (object *tmp = inv; tmp; tmp = tmp->below)
2667 return splay (tmp); 2684 return splay (tmp);
2668 2685
2669 return 0; 2686 return 0;
2670} 2687}
2671 2688
2689//-GPL
2690
2672void 2691void
2692object::force_set_timer (int duration)
2693{
2694 this->duration = 1;
2695 this->speed_left = -1.f;
2696
2697 this->set_speed (duration ? 1.f / duration : 0.f);
2698}
2699
2700object *
2673object::force_add (const shstr name, int duration) 2701object::force_add (shstr_tmp name, int duration)
2674{ 2702{
2675 if (object *force = force_find (name)) 2703 if (object *force = force_find (name))
2676 force->destroy (); 2704 force->destroy ();
2677 2705
2678 object *force = get_archetype (FORCE_NAME); 2706 object *force = get_archetype (FORCE_NAME);
2679 2707
2680 force->slaying = name; 2708 force->slaying = name;
2681 force->stats.food = 1; 2709 force->force_set_timer (duration);
2682 force->speed_left = -1.f;
2683
2684 force->set_speed (duration ? 1.f / duration : 0.f);
2685 force->flag [FLAG_IS_USED_UP] = true;
2686 force->flag [FLAG_APPLIED] = true; 2710 force->flag [FLAG_APPLIED] = true;
2687 2711
2688 insert (force); 2712 return insert (force);
2689} 2713}
2690 2714
2691void 2715void
2692object::play_sound (faceidx sound) 2716object::play_sound (faceidx sound) const
2693{ 2717{
2694 if (!sound) 2718 if (!sound)
2695 return; 2719 return;
2696 2720
2697 if (flag [FLAG_REMOVED]) 2721 if (is_on_map ())
2722 map->play_sound (sound, x, y);
2723 else if (object *pl = in_player ())
2724 pl->contr->play_sound (sound);
2725}
2726
2727void
2728object::say_msg (const char *msg) const
2729{
2730 if (is_on_map ())
2731 map->say_msg (msg, x, y);
2732 else if (object *pl = in_player ())
2733 pl->contr->play_sound (sound);
2734}
2735
2736void
2737object::make_noise ()
2738{
2739 // we do not model noise in the map, so instead put
2740 // a temporary light into the noise source
2741 // could use the map instead, but that's less reliable for our
2742 // goal, which is to make invisibility a bit harder to exploit
2743
2744 // currently only works sensibly for players
2745 if (!is_player ())
2698 return; 2746 return;
2699 2747
2700 if (env) 2748 // find old force, or create new one
2701 { 2749 object *force = force_find (shstr_noise_force);
2702 if (object *pl = in_player ()) 2750
2703 pl->contr->play_sound (sound); 2751 if (force)
2704 } 2752 force->speed_left = -1.f; // patch old speed up
2705 else 2753 else
2706 map->play_sound (sound, x, y); 2754 {
2707} 2755 force = archetype::get (shstr_noise_force);
2708 2756
2757 force->slaying = shstr_noise_force;
2758 force->stats.food = 1;
2759 force->speed_left = -1.f;
2760
2761 force->set_speed (1.f / 4.f);
2762 force->flag [FLAG_IS_USED_UP] = true;
2763 force->flag [FLAG_APPLIED] = true;
2764
2765 insert (force);
2766 }
2767}
2768
2769void object::change_move_type (MoveType mt)
2770{
2771 if (move_type == mt)
2772 return;
2773
2774 if (is_on_map ())
2775 {
2776 // we are on the map, so handle move_on/off effects
2777 remove ();
2778 move_type = mt;
2779 map->insert (this, x, y, this);
2780 }
2781 else
2782 move_type = mt;
2783}
2784
2785/* object should be a player.
2786 * we return the object the player has marked with the 'mark' command
2787 * below. If no match is found (or object has changed), we return
2788 * NULL. We leave it up to the calling function to print messages if
2789 * nothing is found.
2790 */
2791object *
2792object::mark () const
2793{
2794 if (contr && contr->mark && contr->mark->env == this)
2795 return contr->mark;
2796 else
2797 return 0;
2798}
2799

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