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Comparing deliantra/server/common/object.C (file contents):
Revision 1.214 by root, Tue Apr 22 07:01:46 2008 UTC vs.
Revision 1.343 by root, Sat Apr 23 04:56:46 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
66static void 95static void
67write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
68{ 97{
69 CALL_BEGIN (2); 98 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 102 CALL_END;
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
82 111
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 131 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
104 133
105 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
106 { 135 {
133 162
134void 163void
135UUID::init () 164UUID::init ()
136{ 165{
137 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
138} 232}
139 233
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 235static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
143{ 237{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* 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 239 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
149 */ 241 */
150 242
151 /* For each field in wants, */ 243 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 245 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 246 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 }
168 247
169 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 249 return true;
171} 250}
172 251
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 253static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 255{
177 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
179 */ 258 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
181} 261}
182 262
183/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 264 * they can be merged together.
185 * 265 *
192 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
193 * check weight 273 * check weight
194 */ 274 */
195bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
196{ 276{
197 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
198 if (ob1 == ob2 278 if (ob1 == ob2
199 || ob1->type != ob2->type 279 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 280 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 284 return 0;
204 285
205 /* Do not merge objects if nrof would overflow. First part checks 286 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 287 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 288 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; 289 return 0;
212 290
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* 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 292 * 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 293 * 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 294 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 295 * flags lose any meaning.
218 */ 296 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
221 299
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
224 302
225 if (ob1->arch->name != ob2->arch->name 303 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 304 || ob1->name != ob2->name
227 || ob1->title != ob2->title 305 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 312 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 328 return 0;
250 329
251 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 331 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 332 .reset (FLAG_REMOVED)
255 .any ()) 333 .any ())
256 return 0; 334 return 0;
257 335
258 /* This is really a spellbook check - we should in general 336 /* This is really a spellbook check - we should in general
277 355
278 /* Don't merge objects that are applied. With the new 'body' code, 356 /* 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 357 * 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. 358 * some items equipped, and we don't want those to merge.
281 */ 359 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 361 return 0;
284 362
285 /* Note sure why the following is the case - either the object has to 363 /* 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 364 * be animated or have a very low speed. Is this an attempted monster
287 * check? 365 * check?
288 */ 366 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 368 return 0;
291 369
292 switch (ob1->type) 370 switch (ob1->type)
293 { 371 {
294 case SCROLL: 372 case SCROLL:
334 412
335// find player who can see this object 413// find player who can see this object
336object * 414object *
337object::visible_to () const 415object::visible_to () const
338{ 416{
339 if (!flag [FLAG_REMOVED]) 417 if (client_visible () && !flag [FLAG_REMOVED])
340 { 418 {
341 // see if we are in a container of sorts 419 // see if we are in a container of sorts
342 if (env) 420 if (env)
343 { 421 {
344 // the player inventory itself is always visible 422 // the player inventory itself is always visible
345 if (env->type == PLAYER) 423 if (env->is_player ())
346 return env; 424 return env;
347 425
348 // else a player could have our env open 426 // else a player could have our env open
349 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
350 428
351 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 430 // even if our inv is in a player.
353 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 433 if (pl->container_ () == env)
356 return pl; 434 return pl;
357 } 435 }
358 else 436 else
359 { 437 {
360 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
363 return pl; 443 return pl;
364 } 444 }
365 } 445 }
366 446
367 return 0; 447 return 0;
368} 448}
369 449
370// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
371static sint32 451static uint32
372weight_adjust (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
373{ 453{
374 return op->type == CONTAINER 454 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
376 : weight; 456 : weight;
377} 457}
378 458
379/* 459/*
380 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
382 */ 462 */
383static void 463static void
384adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
385{ 465{
386 while (op) 466 while (op)
387 { 467 {
388 weight = weight_adjust (op, weight); 468 sint32 ocarrying = op->carrying;
389 469
390 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
391 return; 471 op->carrying += weight_adjust_for (op, add);
392
393 op->carrying += weight;
394 472
395 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
396 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
397 479
398 op = op->env; 480 op = op->env;
399 } 481 }
400} 482}
401 483
409{ 491{
410 sint32 sum = 0; 492 sint32 sum = 0;
411 493
412 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
413 { 495 {
414 if (op->inv)
415 op->update_weight (); 496 op->update_weight ();
416 497
417 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
418 } 499 }
419
420 sum = weight_adjust (this, sum);
421 500
422 if (sum != carrying) 501 if (sum != carrying)
423 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
424 carrying = sum; 507 carrying = sum;
425 508
426 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
427 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
428 } 512 }
429} 513}
430 514
431/* 515/*
432 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
440 object_freezer freezer; 524 object_freezer freezer;
441 op->write (freezer); 525 op->write (freezer);
442 return freezer.as_string (); 526 return freezer.as_string ();
443} 527}
444 528
445/* 529char *
446 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
447 * multi-object 1 which is closest to the second object.
448 * If it's not a multi-object, it is returned.
449 */
450object *
451get_nearest_part (object *op, const object *pl)
452{ 531{
453 object *tmp, *closest; 532 return dump_object (this);
454 int last_dist, i;
455
456 if (!op->more)
457 return op;
458
459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
462 if ((i = distance (tmp, pl)) < last_dist)
463 closest = tmp, last_dist = i;
464
465 return closest;
466} 533}
467 534
468/* 535/*
469 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
470 * VERRRY slow. 537 * VERRRY slow.
478 545
479 return 0; 546 return 0;
480} 547}
481 548
482/* 549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
562}
563
564/*
483 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
484 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
485 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
486 */ 568 */
487object * 569object *
488find_object_name (const char *str) 570find_object_name (const char *str)
489{ 571{
490 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
491 object *op;
492 573
574 if (str_)
493 for_all_objects (op) 575 for_all_objects (op)
494 if (op->name == str_) 576 if (op->name == str_)
495 break; 577 return op;
496 578
497 return op; 579 return 0;
498} 580}
499 581
500/* 582/*
501 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
502 * skill and experience objects. 584 * skill and experience objects.
517 } 599 }
518 600
519 this->owner = owner; 601 this->owner = owner;
520} 602}
521 603
522int
523object::slottype () const
524{
525 if (type == SKILL)
526 {
527 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
528 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
529 }
530 else
531 {
532 if (slot [body_combat].info) return slot_combat;
533 if (slot [body_range ].info) return slot_ranged;
534 }
535
536 return slot_none;
537}
538
539bool
540object::change_weapon (object *ob)
541{
542 if (current_weapon == ob)
543 return true;
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = false;
547
548 current_weapon = ob;
549 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
550
551 if (chosen_skill)
552 chosen_skill->flag [FLAG_APPLIED] = true;
553
554 update_stats ();
555
556 if (ob)
557 {
558 // now check wether any body locations became invalid, in which case
559 // we cannot apply the weapon at the moment.
560 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
561 if (slot[i].used < 0)
562 {
563 current_weapon = chosen_skill = 0;
564 update_stats ();
565
566 new_draw_info_format (NDI_UNIQUE, 0, this,
567 "You try to balance all your items at once, "
568 "but the %s is just too much for your body. "
569 "[You need to unapply some items first.]", &ob->name);
570 return false;
571 }
572
573 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
574 }
575 else
576 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
577
578 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
579 {
580 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
581 &name, ob->debug_desc ());
582 return false;
583 }
584
585 return true;
586}
587
588/* Zero the key_values on op, decrementing the shared-string 604/* Zero the key_values on op, decrementing the shared-string
589 * refcounts and freeing the links. 605 * refcounts and freeing the links.
590 */ 606 */
591static void 607static void
592free_key_values (object *op) 608free_key_values (object *op)
600 } 616 }
601 617
602 op->key_values = 0; 618 op->key_values = 0;
603} 619}
604 620
605object & 621/*
606object::operator =(const object &src) 622 * copy_to first frees everything allocated by the dst object,
623 * and then copies the contents of itself into the second
624 * object, allocating what needs to be allocated. Basically, any
625 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
626 * if the first object is freed, the pointers in the new object
627 * will point at garbage.
628 */
629void
630object::copy_to (object *dst)
607{ 631{
608 bool is_freed = flag [FLAG_FREED]; 632 dst->remove ();
609 bool is_removed = flag [FLAG_REMOVED];
610
611 *(object_copy *)this = src; 633 *(object_copy *)dst = *this;
612
613 flag [FLAG_FREED] = is_freed;
614 flag [FLAG_REMOVED] = is_removed; 634 dst->flag [FLAG_REMOVED] = true;
615 635
616 /* Copy over key_values, if any. */ 636 /* Copy over key_values, if any. */
617 if (src.key_values) 637 if (key_values)
618 { 638 {
619 key_value *tail = 0; 639 key_value *tail = 0;
620 key_values = 0; 640 dst->key_values = 0;
621 641
622 for (key_value *i = src.key_values; i; i = i->next) 642 for (key_value *i = key_values; i; i = i->next)
623 { 643 {
624 key_value *new_link = new key_value; 644 key_value *new_link = new key_value;
625 645
626 new_link->next = 0; 646 new_link->next = 0;
627 new_link->key = i->key; 647 new_link->key = i->key;
628 new_link->value = i->value; 648 new_link->value = i->value;
629 649
630 /* Try and be clever here, too. */ 650 /* Try and be clever here, too. */
631 if (!key_values) 651 if (!dst->key_values)
632 { 652 {
633 key_values = new_link; 653 dst->key_values = new_link;
634 tail = new_link; 654 tail = new_link;
635 } 655 }
636 else 656 else
637 { 657 {
638 tail->next = new_link; 658 tail->next = new_link;
639 tail = new_link; 659 tail = new_link;
640 } 660 }
641 } 661 }
642 } 662 }
643}
644 663
645/* 664 dst->activate ();
646 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second
648 * object, allocating what needs to be allocated. Basically, any
649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
650 * if the first object is freed, the pointers in the new object
651 * will point at garbage.
652 */
653void
654object::copy_to (object *dst)
655{
656 *dst = *this;
657
658 if (speed < 0)
659 dst->speed_left -= rndm ();
660
661 dst->set_speed (dst->speed);
662} 665}
663 666
664void 667void
665object::instantiate () 668object::instantiate ()
666{ 669{
667 if (!uuid.seq) // HACK 670 if (!uuid.seq) // HACK
668 uuid = UUID::gen (); 671 uuid = UUID::gen ();
669 672
673 // TODO: unclean state changes, should not be done in copy_to AND instantiate
674 if (flag [FLAG_RANDOM_SPEED] && speed)
675 speed_left = - speed - rndm (); // TODO animation
676 else
670 speed_left = -0.1f; 677 speed_left = -1.;
678
671 /* copy the body_info to the body_used - this is only really 679 /* copy the body_info to the body_used - this is only really
672 * need for monsters, but doesn't hurt to do it for everything. 680 * need for monsters, but doesn't hurt to do it for everything.
673 * by doing so, when a monster is created, it has good starting 681 * by doing so, when a monster is created, it has good starting
674 * values for the body_used info, so when items are created 682 * values for the body_used info, so when items are created
675 * for it, they can be properly equipped. 683 * for it, they can be properly equipped.
683object * 691object *
684object::clone () 692object::clone ()
685{ 693{
686 object *neu = create (); 694 object *neu = create ();
687 copy_to (neu); 695 copy_to (neu);
696
697 // TODO: unclean state changes, should not be done in clone AND instantiate
698 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
699 neu->speed_left = - neu->speed - rndm (); // TODO animation
700
701 neu->map = map; // not copied by copy_to
688 return neu; 702 return neu;
689} 703}
690 704
691/* 705/*
692 * If an object with the IS_TURNABLE() flag needs to be turned due 706 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * be called to update the face variable, _and_ how it looks on the map. 708 * be called to update the face variable, _and_ how it looks on the map.
695 */ 709 */
696void 710void
697update_turn_face (object *op) 711update_turn_face (object *op)
698{ 712{
699 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 713 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
700 return; 714 return;
701 715
702 SET_ANIMATION (op, op->direction); 716 SET_ANIMATION (op, op->direction);
703 update_object (op, UP_OBJ_FACE); 717 update_object (op, UP_OBJ_FACE);
704} 718}
709 * This function needs to be called whenever the speed of an object changes. 723 * This function needs to be called whenever the speed of an object changes.
710 */ 724 */
711void 725void
712object::set_speed (float speed) 726object::set_speed (float speed)
713{ 727{
714 if (flag [FLAG_FREED] && speed)
715 {
716 LOG (llevError, "Object %s is freed but has speed.\n", &name);
717 speed = 0;
718 }
719
720 this->speed = speed; 728 this->speed = speed;
721 729
722 if (has_active_speed ()) 730 if (has_active_speed ())
723 activate (); 731 activate ();
724 else 732 else
743 * UP_OBJ_FACE: only the objects face has changed. 751 * UP_OBJ_FACE: only the objects face has changed.
744 */ 752 */
745void 753void
746update_object (object *op, int action) 754update_object (object *op, int action)
747{ 755{
748 if (op == NULL) 756 if (!op)
749 { 757 {
750 /* this should never happen */ 758 /* this should never happen */
751 LOG (llevDebug, "update_object() called for NULL object.\n"); 759 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
752 return; 760 return;
753 } 761 }
754 762
755 if (op->env) 763 if (!op->is_on_map ())
756 { 764 {
757 /* Animation is currently handled by client, so nothing 765 /* Animation is currently handled by client, so nothing
758 * to do in this case. 766 * to do in this case.
759 */ 767 */
760 return; 768 return;
761 } 769 }
762
763 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways.
765 */
766 if (!op->map || op->map->in_memory == MAP_SAVING)
767 return;
768 770
769 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
770 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
771 { 773 {
772 LOG (llevError, "update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
780 782
781 if (!(m.flags_ & P_UPTODATE)) 783 if (!(m.flags_ & P_UPTODATE))
782 /* nop */; 784 /* nop */;
783 else if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
784 { 786 {
787#if 0
785 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
786 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
787 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 790 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
788 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 791 || (op->is_player () && !(m.flags_ & P_PLAYER))
789 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
790 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 793 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
791 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 794 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
792 || (m.move_on | op->move_on ) != m.move_on 795 || (m.move_on | op->move_on ) != m.move_on
793 || (m.move_off | op->move_off ) != m.move_off 796 || (m.move_off | op->move_off ) != m.move_off
794 || (m.move_slow | op->move_slow) != m.move_slow 797 || (m.move_slow | op->move_slow) != m.move_slow
795 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
796 * to have move_allow right now. 799 * have move_allow right now.
797 */ 800 */
798 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
802 m.invalidate ();
803#else
799 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 804 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
800 m.flags_ = 0; 805 m.invalidate ();
806#endif
801 } 807 }
802 /* if the object is being removed, we can't make intelligent 808 /* if the object is being removed, we can't make intelligent
803 * decisions, because remove_ob can't really pass the object 809 * decisions, because remove_ob can't really pass the object
804 * that is being removed. 810 * that is being removed.
805 */ 811 */
806 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 812 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
807 m.flags_ = 0; 813 m.invalidate ();
808 else if (action == UP_OBJ_FACE) 814 else if (action == UP_OBJ_FACE)
809 /* Nothing to do for that case */ ; 815 /* Nothing to do for that case */ ;
810 else 816 else
811 LOG (llevError, "update_object called with invalid action: %d\n", action); 817 LOG (llevError, "update_object called with invalid action: %d\n", action);
812 818
814 update_object (op->more, action); 820 update_object (op->more, action);
815} 821}
816 822
817object::object () 823object::object ()
818{ 824{
819 SET_FLAG (this, FLAG_REMOVED); 825 this->set_flag (FLAG_REMOVED);
820 826
821 expmul = 1.0; 827 //expmul = 1.0; declared const for the time being
822 face = blank_face; 828 face = blank_face;
829 material = MATERIAL_NULL;
823} 830}
824 831
825object::~object () 832object::~object ()
826{ 833{
827 unlink (); 834 unlink ();
828 835
829 free_key_values (this); 836 free_key_values (this);
830} 837}
831
832static int object_count;
833 838
834void object::link () 839void object::link ()
835{ 840{
836 assert (!index);//D 841 assert (!index);//D
837 uuid = UUID::gen (); 842 uuid = UUID::gen ();
838 count = ++object_count;
839 843
840 refcnt_inc (); 844 refcnt_inc ();
841 objects.insert (this); 845 objects.insert (this);
846
847 ++create_count;
848
842} 849}
843 850
844void object::unlink () 851void object::unlink ()
845{ 852{
846 if (!index) 853 if (!index)
847 return; 854 return;
855
856 ++destroy_count;
848 857
849 objects.erase (this); 858 objects.erase (this);
850 refcnt_dec (); 859 refcnt_dec ();
851} 860}
852 861
856 /* If already on active list, don't do anything */ 865 /* If already on active list, don't do anything */
857 if (active) 866 if (active)
858 return; 867 return;
859 868
860 if (has_active_speed ()) 869 if (has_active_speed ())
870 {
871 if (flag [FLAG_FREED])
872 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
873
861 actives.insert (this); 874 actives.insert (this);
875 }
862} 876}
863 877
864void 878void
865object::activate_recursive () 879object::activate_recursive ()
866{ 880{
915object::destroy_inv (bool drop_to_ground) 929object::destroy_inv (bool drop_to_ground)
916{ 930{
917 // need to check first, because the checks below might segfault 931 // need to check first, because the checks below might segfault
918 // as we might be on an invalid mapspace and crossfire code 932 // as we might be on an invalid mapspace and crossfire code
919 // is too buggy to ensure that the inventory is empty. 933 // is too buggy to ensure that the inventory is empty.
920 // corollary: if you create arrows etc. with stuff in tis inventory, 934 // corollary: if you create arrows etc. with stuff in its inventory,
921 // cf will crash below with off-map x and y 935 // cf will crash below with off-map x and y
922 if (!inv) 936 if (!inv)
923 return; 937 return;
924 938
925 /* Only if the space blocks everything do we not process - 939 /* Only if the space blocks everything do we not process -
927 * drop on that space. 941 * drop on that space.
928 */ 942 */
929 if (!drop_to_ground 943 if (!drop_to_ground
930 || !map 944 || !map
931 || map->in_memory != MAP_ACTIVE 945 || map->in_memory != MAP_ACTIVE
932 || map->nodrop 946 || map->no_drop
933 || ms ().move_block == MOVE_ALL) 947 || ms ().move_block == MOVE_ALL)
934 { 948 {
935 while (inv) 949 while (inv)
936 {
937 inv->destroy_inv (drop_to_ground);
938 inv->destroy (); 950 inv->destroy ();
939 }
940 } 951 }
941 else 952 else
942 { /* Put objects in inventory onto this space */ 953 { /* Put objects in inventory onto this space */
943 while (inv) 954 while (inv)
944 { 955 {
955 map->insert (op, x, y); 966 map->insert (op, x, y);
956 } 967 }
957 } 968 }
958} 969}
959 970
971/*
972 * Remove and free all objects in the inventory of the given object.
973 * Unlike destroy_inv, this assumes the *this is destroyed as well
974 * well, so we can (and have to!) take shortcuts.
975 */
976void
977object::destroy_inv_fast ()
978{
979 while (object *op = inv)
980 {
981 // remove from object the fast way
982 op->flag [FLAG_REMOVED] = true;
983 op->env = 0;
984 if ((inv = inv->below))
985 inv->above = 0;
986
987 // then destroy
988 op->destroy ();
989 }
990}
991
992void
993object::freelist_free (int count)
994{
995 while (count-- && freelist)
996 {
997 freelist_item *next = freelist->next;
998 // count is being "destroyed"
999
1000 sfree ((char *)freelist, sizeof (object));
1001
1002 freelist = next;
1003 --free_count;
1004 }
1005}
1006
1007object *
960object *object::create () 1008object::create ()
961{ 1009{
962 object *op = new object; 1010 object *op;
1011
1012 if (freelist)
1013 {
1014 freelist_item li = *freelist;
1015 memset (freelist, 0, sizeof (object));
1016
1017 op = new (freelist) object;
1018 op->count = li.count;
1019
1020 freelist = li.next;
1021 --free_count;
1022 }
1023 else
1024 {
1025 void *ni = salloc0<char> (sizeof (object));
1026
1027 op = new(ni) object;
1028
1029 op->count = ++object_count;
1030 }
1031
963 op->link (); 1032 op->link ();
1033
964 return op; 1034 return op;
965} 1035}
966 1036
967void 1037void
1038object::do_delete ()
1039{
1040 uint32_t count = this->count;
1041
1042 this->~object ();
1043
1044 freelist_item *li = (freelist_item *)this;
1045 li->next = freelist;
1046 li->count = count;
1047
1048 freelist = li;
1049 ++free_count;
1050}
1051
1052static struct freed_map : maptile
1053{
1054 freed_map ()
1055 : maptile (3, 3)
1056 {
1057 path = "<freed objects map>";
1058 name = "/internal/freed_objects_map";
1059 no_drop = 1;
1060 no_reset = 1;
1061
1062 in_memory = MAP_ACTIVE;
1063 }
1064
1065 ~freed_map ()
1066 {
1067 destroy ();
1068 }
1069} freed_map; // freed objects are moved here to avoid crashes
1070
1071void
968object::do_destroy () 1072object::do_destroy ()
969{ 1073{
970 if (flag [FLAG_IS_LINKED]) 1074 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this); 1075 remove_link ();
972 1076
973 if (flag [FLAG_FRIENDLY]) 1077 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this); 1078 remove_friendly_object (this);
975 1079
976 remove (); 1080 remove ();
977 1081
978 attachable::do_destroy (); 1082 attachable::do_destroy ();
979 1083
980 destroy_inv (true);
981
982 deactivate (); 1084 deactivate ();
983 unlink (); 1085 unlink ();
984 1086
985 flag [FLAG_FREED] = 1; 1087 flag [FLAG_FREED] = 1;
986 1088
987 // hack to ensure that freed objects still have a valid map 1089 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 1090 map = &freed_map;
1006 x = 1; 1091 x = 1;
1007 y = 1; 1092 y = 1;
1008 }
1009 1093
1010 if (more) 1094 if (more)
1011 { 1095 {
1012 more->destroy (); 1096 more->destroy ();
1013 more = 0; 1097 more = 0;
1021 attacked_by = 0; 1105 attacked_by = 0;
1022 current_weapon = 0; 1106 current_weapon = 0;
1023} 1107}
1024 1108
1025void 1109void
1026object::destroy (bool destroy_inventory) 1110object::destroy ()
1027{ 1111{
1028 if (destroyed ()) 1112 if (destroyed ())
1029 return; 1113 return;
1030 1114
1031 if (destroy_inventory) 1115 if (!is_head () && !head->destroyed ())
1116 {
1117 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1118 head->destroy ();
1119 return;
1120 }
1121
1032 destroy_inv (false); 1122 destroy_inv_fast ();
1033 1123
1034 if (is_head ()) 1124 if (is_head ())
1035 if (sound_destroy) 1125 if (sound_destroy)
1036 play_sound (sound_destroy); 1126 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER]) 1127 else if (flag [FLAG_MONSTER])
1048 * the previous environment. 1138 * the previous environment.
1049 */ 1139 */
1050void 1140void
1051object::do_remove () 1141object::do_remove ()
1052{ 1142{
1053 object *tmp, *last = 0;
1054 object *otmp;
1055
1056 if (flag [FLAG_REMOVED]) 1143 if (flag [FLAG_REMOVED])
1057 return; 1144 return;
1058 1145
1059 INVOKE_OBJECT (REMOVE, this); 1146 INVOKE_OBJECT (REMOVE, this);
1060
1061 if (object *pl = visible_to ())
1062 esrv_del_item (pl->contr, count);
1063 1147
1064 flag [FLAG_REMOVED] = true; 1148 flag [FLAG_REMOVED] = true;
1065 1149
1066 if (more) 1150 if (more)
1067 more->remove (); 1151 more->remove ();
1070 * In this case, the object to be removed is in someones 1154 * In this case, the object to be removed is in someones
1071 * inventory. 1155 * inventory.
1072 */ 1156 */
1073 if (env) 1157 if (env)
1074 { 1158 {
1159 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1160 if (object *pl = visible_to ())
1161 esrv_del_item (pl->contr, count);
1162 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1163
1075 adjust_weight (env, -total_weight ()); 1164 adjust_weight (env, total_weight (), 0);
1076 1165
1077 *(above ? &above->below : &env->inv) = below; 1166 object *pl = in_player ();
1078
1079 if (below)
1080 below->above = above;
1081 1167
1082 /* we set up values so that it could be inserted into 1168 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up 1169 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do. 1170 * to the caller to decide what we want to do.
1085 */ 1171 */
1086 map = env->map; 1172 map = env->map;
1087 x = env->x; 1173 x = env->x;
1088 y = env->y; 1174 y = env->y;
1175
1176 // make sure cmov optimisation is applicable
1177 *(above ? &above->below : &env->inv) = below;
1178 *(below ? &below->above : &above ) = above; // &above is just a dummy
1179
1089 above = 0; 1180 above = 0;
1090 below = 0; 1181 below = 0;
1091 env = 0; 1182 env = 0;
1092 1183
1093 /* NO_FIX_PLAYER is set when a great many changes are being 1184 if (pl && pl->is_player ())
1094 * made to players inventory. If set, avoiding the call
1095 * to save cpu time.
1096 */ 1185 {
1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1186 if (expect_false (pl->contr->combat_ob == this))
1098 otmp->update_stats (); 1187 {
1188 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1189 pl->contr->combat_ob = 0;
1190 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1191 }
1192
1193 if (expect_false (pl->contr->ranged_ob == this))
1194 {
1195 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1196 pl->contr->ranged_ob = 0;
1197 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1198 }
1199
1200 pl->contr->queue_stats_update ();
1201
1202 if (expect_false (glow_radius) && pl->is_on_map ())
1203 update_all_los (pl->map, pl->x, pl->y);
1204 }
1099 } 1205 }
1100 else if (map) 1206 else if (map)
1101 { 1207 {
1102 if (type == PLAYER)
1103 {
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113
1114 map->dirty = true; 1208 map->dirty = true;
1115 mapspace &ms = this->ms (); 1209 mapspace &ms = this->ms ();
1116 1210
1211 if (object *pl = ms.player ())
1212 {
1213 if (is_player ())
1214 {
1215 if (!flag [FLAG_WIZPASS])
1216 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1217
1218 // leaving a spot always closes any open container on the ground
1219 if (container && !container->env)
1220 // this causes spurious floorbox updates, but it ensures
1221 // that the CLOSE event is being sent.
1222 close_container ();
1223
1224 --map->players;
1225 map->touch ();
1226 }
1227 else if (pl->container_ () == this)
1228 {
1229 // removing a container should close it
1230 close_container ();
1231 }
1232 else
1233 esrv_del_item (pl->contr, count);
1234 }
1235
1117 /* link the object above us */ 1236 /* link the object above us */
1118 if (above) 1237 // re-link, make sure compiler can easily use cmove
1119 above->below = below; 1238 *(above ? &above->below : &ms.top) = below;
1120 else 1239 *(below ? &below->above : &ms.bot) = above;
1121 ms.top = below; /* we were top, set new top */
1122
1123 /* Relink the object below us, if there is one */
1124 if (below)
1125 below->above = above;
1126 else
1127 {
1128 /* Nothing below, which means we need to relink map object for this space
1129 * use translated coordinates in case some oddness with map tiling is
1130 * evident
1131 */
1132 if (GET_MAP_OB (map, x, y) != this)
1133 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1134
1135 ms.bot = above; /* goes on above it. */
1136 }
1137 1240
1138 above = 0; 1241 above = 0;
1139 below = 0; 1242 below = 0;
1140 1243
1244 ms.invalidate ();
1245
1141 if (map->in_memory == MAP_SAVING) 1246 if (map->in_memory == MAP_SAVING)
1142 return; 1247 return;
1143 1248
1144 int check_walk_off = !flag [FLAG_NO_APPLY]; 1249 int check_walk_off = !flag [FLAG_NO_APPLY];
1145 1250
1146 if (object *pl = ms.player ()) 1251 if (object *pl = ms.player ())
1147 { 1252 {
1148 if (pl->container == this) 1253 if (pl->container_ () == this)
1149 /* If a container that the player is currently using somehow gets 1254 /* If a container that the player is currently using somehow gets
1150 * removed (most likely destroyed), update the player view 1255 * removed (most likely destroyed), update the player view
1151 * appropriately. 1256 * appropriately.
1152 */ 1257 */
1153 pl->close_container (); 1258 pl->close_container ();
1154 1259
1260 //TODO: the floorbox prev/next might need updating
1261 //esrv_del_item (pl->contr, count);
1262 //TODO: update floorbox to preserve ordering
1263 if (pl->contr->ns)
1155 pl->contr->ns->floorbox_update (); 1264 pl->contr->ns->floorbox_update ();
1156 } 1265 }
1157 1266
1267 if (check_walk_off)
1158 for (tmp = ms.bot; tmp; tmp = tmp->above) 1268 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1159 { 1269 {
1270 above = tmp->above;
1271
1160 /* No point updating the players look faces if he is the object 1272 /* No point updating the players look faces if he is the object
1161 * being removed. 1273 * being removed.
1162 */ 1274 */
1163 1275
1164 /* See if object moving off should effect something */ 1276 /* See if object moving off should effect something */
1165 if (check_walk_off
1166 && ((move_type & tmp->move_off) 1277 if ((move_type & tmp->move_off)
1167 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1278 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1168 {
1169 move_apply (tmp, this, 0); 1279 move_apply (tmp, this, 0);
1170
1171 if (destroyed ())
1172 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1173 } 1280 }
1174 1281
1175 last = tmp; 1282 if (affects_los ())
1176 }
1177
1178 /* last == NULL if there are no objects on this space */
1179 //TODO: this makes little sense, why only update the topmost object?
1180 if (!last)
1181 map->at (x, y).flags_ = 0;
1182 else
1183 update_object (last, UP_OBJ_REMOVE);
1184
1185 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1186 update_all_los (map, x, y); 1283 update_all_los (map, x, y);
1187 } 1284 }
1188} 1285}
1189 1286
1190/* 1287/*
1214 esrv_update_item (UPD_NROF, pl, top); 1311 esrv_update_item (UPD_NROF, pl, top);
1215 1312
1216 op->weight = 0; // cancel the addition above 1313 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already 1314 op->carrying = 0; // must be 0 already
1218 1315
1219 op->destroy (1); 1316 op->destroy ();
1220 1317
1221 return top; 1318 return top;
1222 } 1319 }
1223 1320
1224 return 0; 1321 return 0;
1232 1329
1233 object *prev = this; 1330 object *prev = this;
1234 1331
1235 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1332 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1236 { 1333 {
1237 object *op = arch_to_object (at); 1334 object *op = at->instance ();
1238 1335
1239 op->name = name; 1336 op->name = name;
1240 op->name_pl = name_pl; 1337 op->name_pl = name_pl;
1241 op->title = title; 1338 op->title = title;
1242 1339
1252 * job preparing multi-part monsters. 1349 * job preparing multi-part monsters.
1253 */ 1350 */
1254object * 1351object *
1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1352insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1256{ 1353{
1354 op->remove ();
1355
1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1356 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1258 { 1357 {
1259 tmp->x = x + tmp->arch->x; 1358 tmp->x = x + tmp->arch->x;
1260 tmp->y = y + tmp->arch->y; 1359 tmp->y = y + tmp->arch->y;
1261 } 1360 }
1278 * Passing 0 for flag gives proper default values, so flag really only needs 1377 * Passing 0 for flag gives proper default values, so flag really only needs
1279 * to be set if special handling is needed. 1378 * to be set if special handling is needed.
1280 * 1379 *
1281 * Return value: 1380 * Return value:
1282 * new object if 'op' was merged with other object 1381 * new object if 'op' was merged with other object
1283 * NULL if 'op' was destroyed 1382 * NULL if there was an error (destroyed, blocked etc.)
1284 * just 'op' otherwise 1383 * just 'op' otherwise
1285 */ 1384 */
1286object * 1385object *
1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1386insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288{ 1387{
1289 assert (!op->flag [FLAG_FREED]);
1290
1291 object *top, *floor = NULL;
1292
1293 op->remove (); 1388 op->remove ();
1389
1390 if (m == &freed_map)//D TODO: remove soon
1391 {//D
1392 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1393 }//D
1294 1394
1295 /* Ideally, the caller figures this out. However, it complicates a lot 1395 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * of areas of callers (eg, anything that uses find_free_spot would now 1396 * of areas of callers (eg, anything that uses find_free_spot would now
1297 * need extra work 1397 * need extra work
1298 */ 1398 */
1399 maptile *newmap = m;
1299 if (!xy_normalise (m, op->x, op->y)) 1400 if (!xy_normalise (newmap, op->x, op->y))
1300 { 1401 {
1301 op->destroy (); 1402 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1302 return 0; 1403 return 0;
1303 } 1404 }
1304 1405
1305 if (object *more = op->more) 1406 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag)) 1407 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0; 1408 return 0;
1308 1409
1309 CLEAR_FLAG (op, FLAG_REMOVED); 1410 op->flag [FLAG_REMOVED] = false;
1310 1411 op->env = 0;
1311 op->map = m; 1412 op->map = newmap;
1413
1312 mapspace &ms = op->ms (); 1414 mapspace &ms = op->ms ();
1313 1415
1314 /* this has to be done after we translate the coordinates. 1416 /* this has to be done after we translate the coordinates.
1315 */ 1417 */
1316 if (op->nrof && !(flag & INS_NO_MERGE)) 1418 if (op->nrof && !(flag & INS_NO_MERGE))
1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1419 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1318 if (object::can_merge (op, tmp)) 1420 if (object::can_merge (op, tmp))
1319 { 1421 {
1422 // TODO: we actually want to update tmp, not op,
1423 // but some caller surely breaks when we return tmp
1424 // from here :/
1320 op->nrof += tmp->nrof; 1425 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1426 tmp->destroy ();
1322 } 1427 }
1323 1428
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1429 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1430 op->clr_flag (FLAG_INV_LOCKED);
1326 1431
1327 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1432 if (!op->flag [FLAG_ALIVE])
1328 CLEAR_FLAG (op, FLAG_NO_STEAL); 1433 op->clr_flag (FLAG_NO_STEAL);
1329 1434
1330 if (flag & INS_BELOW_ORIGINATOR) 1435 if (flag & INS_BELOW_ORIGINATOR)
1331 { 1436 {
1332 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1333 { 1438 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1439 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1440 abort ();
1336 } 1441 }
1337 1442
1443 if (!originator->is_on_map ())
1444 {
1445 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1446 op->debug_desc (), originator->debug_desc ());
1447 abort ();
1448 }
1449
1338 op->above = originator; 1450 op->above = originator;
1339 op->below = originator->below; 1451 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1452 originator->below = op;
1453
1454 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1455 }
1349 else 1456 else
1350 { 1457 {
1351 top = ms.bot; 1458 object *floor = 0;
1459 object *top = ms.top;
1352 1460
1353 /* If there are other objects, then */ 1461 /* If there are other objects, then */
1354 if (top) 1462 if (top)
1355 { 1463 {
1356 object *last = 0;
1357
1358 /* 1464 /*
1359 * If there are multiple objects on this space, we do some trickier handling. 1465 * If there are multiple objects on this space, we do some trickier handling.
1360 * We've already dealt with merging if appropriate. 1466 * We've already dealt with merging if appropriate.
1361 * Generally, we want to put the new object on top. But if 1467 * Generally, we want to put the new object on top. But if
1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1468 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1365 * once we get to them. This reduces the need to traverse over all of 1471 * once we get to them. This reduces the need to traverse over all of
1366 * them when adding another one - this saves quite a bit of cpu time 1472 * them when adding another one - this saves quite a bit of cpu time
1367 * when lots of spells are cast in one area. Currently, it is presumed 1473 * when lots of spells are cast in one area. Currently, it is presumed
1368 * that flying non pickable objects are spell objects. 1474 * that flying non pickable objects are spell objects.
1369 */ 1475 */
1370 for (top = ms.bot; top; top = top->above) 1476 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1371 { 1477 {
1372 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1478 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1373 floor = top; 1479 floor = tmp;
1374 1480
1375 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1481 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1376 { 1482 {
1377 /* We insert above top, so we want this object below this */ 1483 /* We insert above top, so we want this object below this */
1378 top = top->below; 1484 top = tmp->below;
1379 break; 1485 break;
1380 } 1486 }
1381 1487
1382 last = top; 1488 top = tmp;
1383 } 1489 }
1384
1385 /* Don't want top to be NULL, so set it to the last valid object */
1386 top = last;
1387 1490
1388 /* We let update_position deal with figuring out what the space 1491 /* We let update_position deal with figuring out what the space
1389 * looks like instead of lots of conditions here. 1492 * looks like instead of lots of conditions here.
1390 * makes things faster, and effectively the same result. 1493 * makes things faster, and effectively the same result.
1391 */ 1494 */
1398 */ 1501 */
1399 if (!(flag & INS_ON_TOP) 1502 if (!(flag & INS_ON_TOP)
1400 && ms.flags () & P_BLOCKSVIEW 1503 && ms.flags () & P_BLOCKSVIEW
1401 && (op->face && !faces [op->face].visibility)) 1504 && (op->face && !faces [op->face].visibility))
1402 { 1505 {
1506 object *last;
1507
1403 for (last = top; last != floor; last = last->below) 1508 for (last = top; last != floor; last = last->below)
1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1509 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1405 break; 1510 break;
1406 1511
1407 /* Check to see if we found the object that blocks view, 1512 /* Check to see if we found the object that blocks view,
1408 * and make sure we have a below pointer for it so that 1513 * and make sure we have a below pointer for it so that
1409 * we can get inserted below this one, which requires we 1514 * we can get inserted below this one, which requires we
1415 } /* If objects on this space */ 1520 } /* If objects on this space */
1416 1521
1417 if (flag & INS_ABOVE_FLOOR_ONLY) 1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1418 top = floor; 1523 top = floor;
1419 1524
1420 /* Top is the object that our object (op) is going to get inserted above. 1525 // insert object above top, or bottom-most if top = 0
1421 */
1422
1423 /* First object on this space */
1424 if (!top) 1526 if (!top)
1425 { 1527 {
1528 op->below = 0;
1426 op->above = ms.bot; 1529 op->above = ms.bot;
1427
1428 if (op->above)
1429 op->above->below = op;
1430
1431 op->below = 0;
1432 ms.bot = op; 1530 ms.bot = op;
1531
1532 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1533 }
1434 else 1534 else
1435 { /* get inserted into the stack above top */ 1535 {
1436 op->above = top->above; 1536 op->above = top->above;
1437
1438 if (op->above)
1439 op->above->below = op; 1537 top->above = op;
1440 1538
1441 op->below = top; 1539 op->below = top;
1442 top->above = op; 1540 *(op->above ? &op->above->below : &ms.top) = op;
1443 } 1541 }
1542 }
1444 1543
1445 if (!op->above) 1544 if (op->is_player ())
1446 ms.top = op;
1447 } /* else not INS_BELOW_ORIGINATOR */
1448
1449 if (op->type == PLAYER)
1450 { 1545 {
1451 op->contr->do_los = 1; 1546 op->contr->do_los = 1;
1452 ++op->map->players; 1547 ++op->map->players;
1453 op->map->touch (); 1548 op->map->touch ();
1454 } 1549 }
1455 1550
1456 op->map->dirty = true; 1551 op->map->dirty = true;
1457 1552
1458 if (object *pl = ms.player ()) 1553 if (object *pl = ms.player ())
1554 //TODO: the floorbox prev/next might need updating
1555 //esrv_send_item (pl, op);
1556 //TODO: update floorbox to preserve ordering
1557 if (pl->contr->ns)
1459 pl->contr->ns->floorbox_update (); 1558 pl->contr->ns->floorbox_update ();
1460 1559
1461 /* If this object glows, it may affect lighting conditions that are 1560 /* If this object glows, it may affect lighting conditions that are
1462 * visible to others on this map. But update_all_los is really 1561 * visible to others on this map. But update_all_los is really
1463 * an inefficient way to do this, as it means los for all players 1562 * an inefficient way to do this, as it means los for all players
1464 * on the map will get recalculated. The players could very well 1563 * on the map will get recalculated. The players could very well
1465 * be far away from this change and not affected in any way - 1564 * be far away from this change and not affected in any way -
1466 * this should get redone to only look for players within range, 1565 * this should get redone to only look for players within range,
1467 * or just updating the P_UPTODATE for spaces within this area 1566 * or just updating the P_UPTODATE for spaces within this area
1468 * of effect may be sufficient. 1567 * of effect may be sufficient.
1469 */ 1568 */
1470 if (op->map->darkness && (op->glow_radius != 0)) 1569 if (op->affects_los ())
1570 {
1571 op->ms ().invalidate ();
1471 update_all_los (op->map, op->x, op->y); 1572 update_all_los (op->map, op->x, op->y);
1573 }
1472 1574
1473 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1575 /* updates flags (blocked, alive, no magic, etc) for this map space */
1474 update_object (op, UP_OBJ_INSERT); 1576 update_object (op, UP_OBJ_INSERT);
1475 1577
1476 INVOKE_OBJECT (INSERT, op); 1578 INVOKE_OBJECT (INSERT, op);
1483 * blocked() and wall() work properly), and these flags are updated by 1585 * blocked() and wall() work properly), and these flags are updated by
1484 * update_object(). 1586 * update_object().
1485 */ 1587 */
1486 1588
1487 /* if this is not the head or flag has been passed, don't check walk on status */ 1589 /* if this is not the head or flag has been passed, don't check walk on status */
1488 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1590 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1489 { 1591 {
1490 if (check_move_on (op, originator)) 1592 if (check_move_on (op, originator, flag))
1491 return 0; 1593 return 0;
1492 1594
1493 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, let's work our way through the check
1494 * walk on's. 1596 * walk on's.
1495 */ 1597 */
1496 for (object *tmp = op->more; tmp; tmp = tmp->more) 1598 for (object *tmp = op->more; tmp; tmp = tmp->more)
1497 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator, flag))
1498 return 0; 1600 return 0;
1499 } 1601 }
1500 1602
1501 return op; 1603 return op;
1502} 1604}
1504/* this function inserts an object in the map, but if it 1606/* this function inserts an object in the map, but if it
1505 * finds an object of its own type, it'll remove that one first. 1607 * finds an object of its own type, it'll remove that one first.
1506 * op is the object to insert it under: supplies x and the map. 1608 * op is the object to insert it under: supplies x and the map.
1507 */ 1609 */
1508void 1610void
1509replace_insert_ob_in_map (const char *arch_string, object *op) 1611replace_insert_ob_in_map (shstr_tmp archname, object *op)
1510{ 1612{
1511 /* first search for itself and remove any old instances */ 1613 /* first search for itself and remove any old instances */
1512 1614
1513 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1615 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1514 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1616 if (tmp->arch->archname == archname) /* same archetype */
1515 tmp->destroy (1); 1617 tmp->destroy ();
1516 1618
1517 object *tmp = arch_to_object (archetype::find (arch_string)); 1619 object *tmp = archetype::find (archname)->instance ();
1518 1620
1519 tmp->x = op->x; 1621 tmp->x = op->x;
1520 tmp->y = op->y; 1622 tmp->y = op->y;
1521 1623
1522 insert_ob_in_map (tmp, op->map, op, 0); 1624 insert_ob_in_map (tmp, op->map, op, 0);
1527{ 1629{
1528 if (where->env) 1630 if (where->env)
1529 return where->env->insert (this); 1631 return where->env->insert (this);
1530 else 1632 else
1531 return where->map->insert (this, where->x, where->y, originator, flags); 1633 return where->map->insert (this, where->x, where->y, originator, flags);
1634}
1635
1636// check whether we can put this into the map, respect max_volume, max_items
1637bool
1638object::can_drop_at (maptile *m, int x, int y, object *originator)
1639{
1640 mapspace &ms = m->at (x, y);
1641
1642 int items = ms.items ();
1643
1644 if (!items // testing !items ensures we can drop at least one item
1645 || (items < m->max_items
1646 && ms.volume () < m->max_volume))
1647 return true;
1648
1649 if (originator && originator->is_player ())
1650 originator->contr->failmsgf (
1651 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1652 query_name ()
1653 );
1654
1655 return false;
1532} 1656}
1533 1657
1534/* 1658/*
1535 * decrease(object, number) decreases a specified number from 1659 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1660 * the amount of an object. If the amount reaches 0, the object
1544 if (!nr) 1668 if (!nr)
1545 return true; 1669 return true;
1546 1670
1547 nr = min (nr, nrof); 1671 nr = min (nr, nrof);
1548 1672
1673 if (nrof > nr)
1674 {
1675 sint64 oweight = total_weight ();
1676
1549 nrof -= nr; 1677 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0
1554 1678
1555 if (object *pl = visible_to ()) 1679 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1680 esrv_update_item (UPD_NROF, pl, this);
1557 1681
1682 adjust_weight (env, oweight, total_weight ());
1683
1558 return true; 1684 return true;
1559 } 1685 }
1560 else 1686 else
1561 { 1687 {
1562 destroy (1); 1688 destroy ();
1563 return false; 1689 return false;
1564 } 1690 }
1565} 1691}
1566 1692
1567/* 1693/*
1584 } 1710 }
1585 else 1711 else
1586 { 1712 {
1587 decrease (nr); 1713 decrease (nr);
1588 1714
1589 object *op = object_create_clone (this); 1715 object *op = deep_clone ();
1590 op->nrof = nr; 1716 op->nrof = nr;
1591 return op; 1717 return op;
1592 } 1718 }
1593} 1719}
1594 1720
1636 if (op->nrof) 1762 if (op->nrof)
1637 for (object *tmp = inv; tmp; tmp = tmp->below) 1763 for (object *tmp = inv; tmp; tmp = tmp->below)
1638 if (object::can_merge (tmp, op)) 1764 if (object::can_merge (tmp, op))
1639 { 1765 {
1640 /* return the original object and remove inserted object 1766 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1767 (client prefers the original object) */
1768
1769 // carring must be 0 for mergable objects
1770 sint64 oweight = tmp->weight * tmp->nrof;
1771
1642 tmp->nrof += op->nrof; 1772 tmp->nrof += op->nrof;
1643 1773
1644 if (object *pl = tmp->visible_to ()) 1774 if (object *pl = tmp->visible_to ())
1645 esrv_update_item (UPD_NROF, pl, tmp); 1775 esrv_update_item (UPD_NROF, pl, tmp);
1646 1776
1647 adjust_weight (this, op->total_weight ()); 1777 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1648 1778
1649 op->destroy (1); 1779 op->destroy ();
1650 op = tmp; 1780 op = tmp;
1651 goto inserted; 1781 goto inserted;
1652 } 1782 }
1653 1783
1654 op->owner = 0; // it's his/hers now. period. 1784 op->owner = 0; // it's his/hers now. period.
1668 op->flag [FLAG_REMOVED] = 0; 1798 op->flag [FLAG_REMOVED] = 0;
1669 1799
1670 if (object *pl = op->visible_to ()) 1800 if (object *pl = op->visible_to ())
1671 esrv_send_item (pl, op); 1801 esrv_send_item (pl, op);
1672 1802
1673 adjust_weight (this, op->total_weight ()); 1803 adjust_weight (this, 0, op->total_weight ());
1674 1804
1675inserted: 1805inserted:
1676 /* reset the light list and los of the players on the map */ 1806 /* reset the light list and los of the players on the map */
1677 if (op->glow_radius && map && map->darkness) 1807 if (op->glow_radius && is_on_map ())
1808 {
1809 update_stats ();
1678 update_all_los (map, x, y); 1810 update_all_los (map, x, y);
1679 1811 }
1812 else if (is_player ())
1680 // if this is a player's inventory, update stats 1813 // if this is a player's inventory, update stats
1681 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1814 contr->queue_stats_update ();
1682 update_stats ();
1683 1815
1684 INVOKE_OBJECT (INSERT, this); 1816 INVOKE_OBJECT (INSERT, this);
1685 1817
1686 return op; 1818 return op;
1687} 1819}
1705 * MSW 2001-07-08: Check all objects on space, not just those below 1837 * MSW 2001-07-08: Check all objects on space, not just those below
1706 * object being inserted. insert_ob_in_map may not put new objects 1838 * object being inserted. insert_ob_in_map may not put new objects
1707 * on top. 1839 * on top.
1708 */ 1840 */
1709int 1841int
1710check_move_on (object *op, object *originator) 1842check_move_on (object *op, object *originator, int flags)
1711{ 1843{
1844 if (op->flag [FLAG_NO_APPLY])
1845 return 0;
1846
1712 object *tmp; 1847 object *tmp;
1713 maptile *m = op->map; 1848 maptile *m = op->map;
1714 int x = op->x, y = op->y; 1849 int x = op->x, y = op->y;
1715 1850
1716 MoveType move_on, move_slow, move_block; 1851 mapspace &ms = m->at (x, y);
1717 1852
1718 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1853 ms.update ();
1719 return 0;
1720 1854
1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1855 MoveType move_on = ms.move_on;
1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1856 MoveType move_slow = ms.move_slow;
1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1857 MoveType move_block = ms.move_block;
1724 1858
1725 /* if nothing on this space will slow op down or be applied, 1859 /* if nothing on this space will slow op down or be applied,
1726 * no need to do checking below. have to make sure move_type 1860 * no need to do checking below. have to make sure move_type
1727 * is set, as lots of objects don't have it set - we treat that 1861 * is set, as lots of objects don't have it set - we treat that
1728 * as walking. 1862 * as walking.
1739 return 0; 1873 return 0;
1740 1874
1741 /* The objects have to be checked from top to bottom. 1875 /* The objects have to be checked from top to bottom.
1742 * Hence, we first go to the top: 1876 * Hence, we first go to the top:
1743 */ 1877 */
1744 1878 for (object *next, *tmp = ms.top; tmp; tmp = next)
1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1746 {
1747 /* Trim the search when we find the first other spell effect
1748 * this helps performance so that if a space has 50 spell objects,
1749 * we don't need to check all of them.
1750 */
1751 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1752 break;
1753 } 1879 {
1880 next = tmp->below;
1754 1881
1755 for (; tmp; tmp = tmp->below)
1756 {
1757 if (tmp == op) 1882 if (tmp == op)
1758 continue; /* Can't apply yourself */ 1883 continue; /* Can't apply yourself */
1759 1884
1760 /* Check to see if one of the movement types should be slowed down. 1885 /* Check to see if one of the movement types should be slowed down.
1761 * Second check makes sure that the movement types not being slowed 1886 * Second check makes sure that the movement types not being slowed
1762 * (~slow_move) is not blocked on this space - just because the 1887 * (~slow_move) is not blocked on this space - just because the
1763 * space doesn't slow down swimming (for example), if you can't actually 1888 * space doesn't slow down swimming (for example), if you can't actually
1764 * swim on that space, can't use it to avoid the penalty. 1889 * swim on that space, can't use it to avoid the penalty.
1765 */ 1890 */
1766 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1891 if (!op->flag [FLAG_WIZPASS])
1767 { 1892 {
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1893 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1894 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 { 1895 {
1771
1772 float
1773 diff = tmp->move_slow_penalty * fabs (op->speed); 1896 float diff = tmp->move_slow_penalty * fabs (op->speed);
1774 1897
1775 if (op->type == PLAYER) 1898 if (op->is_player ())
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1899 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1900 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0; 1901 diff /= 4.0;
1779 1902
1780 op->speed_left -= diff; 1903 op->speed_left -= diff;
1781 } 1904 }
1782 } 1905 }
1783 1906
1784 /* Basically same logic as above, except now for actual apply. */ 1907 /* Basically same logic as above, except now for actual apply. */
1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1908 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1909 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1787 { 1910 {
1911 if ((flags & INS_NO_AUTO_EXIT)
1912 && (tmp->type == EXIT || tmp->type == TELEPORTER
1913 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1914 continue;
1915
1788 move_apply (tmp, op, originator); 1916 move_apply (tmp, op, originator);
1789 1917
1790 if (op->destroyed ()) 1918 if (op->destroyed ())
1791 return 1; 1919 return 1;
1792 1920
1815 LOG (llevError, "Present_arch called outside map.\n"); 1943 LOG (llevError, "Present_arch called outside map.\n");
1816 return NULL; 1944 return NULL;
1817 } 1945 }
1818 1946
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1947 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1820 if (tmp->arch == at) 1948 if (tmp->arch->archname == at->archname)
1821 return tmp; 1949 return tmp;
1822 1950
1823 return NULL; 1951 return NULL;
1824} 1952}
1825 1953
1889 * The first matching object is returned, or NULL if none. 2017 * The first matching object is returned, or NULL if none.
1890 */ 2018 */
1891object * 2019object *
1892present_arch_in_ob (const archetype *at, const object *op) 2020present_arch_in_ob (const archetype *at, const object *op)
1893{ 2021{
1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2022 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1895 if (tmp->arch == at) 2023 if (tmp->arch->archname == at->archname)
1896 return tmp; 2024 return tmp;
1897 2025
1898 return NULL; 2026 return NULL;
1899} 2027}
1900 2028
1904void 2032void
1905flag_inv (object *op, int flag) 2033flag_inv (object *op, int flag)
1906{ 2034{
1907 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2035 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 { 2036 {
1909 SET_FLAG (tmp, flag); 2037 tmp->set_flag (flag);
1910 flag_inv (tmp, flag); 2038 flag_inv (tmp, flag);
1911 } 2039 }
1912} 2040}
1913 2041
1914/* 2042/*
1917void 2045void
1918unflag_inv (object *op, int flag) 2046unflag_inv (object *op, int flag)
1919{ 2047{
1920 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2048 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 { 2049 {
1922 CLEAR_FLAG (tmp, flag); 2050 tmp->clr_flag (flag);
1923 unflag_inv (tmp, flag); 2051 unflag_inv (tmp, flag);
1924 } 2052 }
1925} 2053}
1926 2054
1927/* 2055/*
1988 * head of the object should correspond for the entire object. 2116 * head of the object should correspond for the entire object.
1989 */ 2117 */
1990 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2118 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1991 continue; 2119 continue;
1992 2120
1993 if (ob->blocked (m, pos.x, pos.y)) 2121 if (ob->blocked (pos.m, pos.x, pos.y))
1994 continue; 2122 continue;
1995 2123
1996 altern [index++] = i; 2124 altern [index++] = i;
1997 } 2125 }
1998 2126
2066 * there is capable of. 2194 * there is capable of.
2067 */ 2195 */
2068int 2196int
2069find_dir (maptile *m, int x, int y, object *exclude) 2197find_dir (maptile *m, int x, int y, object *exclude)
2070{ 2198{
2071 int i, max = SIZEOFFREE, mflags; 2199 int max = SIZEOFFREE, mflags;
2072
2073 sint16 nx, ny;
2074 object *tmp;
2075 maptile *mp;
2076
2077 MoveType blocked, move_type; 2200 MoveType move_type;
2078 2201
2079 if (exclude && exclude->head_ () != exclude) 2202 if (exclude && exclude->head_ () != exclude)
2080 { 2203 {
2081 exclude = exclude->head; 2204 exclude = exclude->head;
2082 move_type = exclude->move_type; 2205 move_type = exclude->move_type;
2085 { 2208 {
2086 /* If we don't have anything, presume it can use all movement types. */ 2209 /* If we don't have anything, presume it can use all movement types. */
2087 move_type = MOVE_ALL; 2210 move_type = MOVE_ALL;
2088 } 2211 }
2089 2212
2090 for (i = 1; i < max; i++) 2213 for (int i = 1; i < max; i++)
2091 { 2214 {
2092 mp = m; 2215 mapxy pos (m, x, y);
2093 nx = x + freearr_x[i]; 2216 pos.move (i);
2094 ny = y + freearr_y[i];
2095 2217
2096 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2218 if (!pos.normalise ())
2097
2098 if (mflags & P_OUT_OF_MAP)
2099 max = maxfree[i]; 2219 max = maxfree[i];
2100 else 2220 else
2101 { 2221 {
2102 mapspace &ms = mp->at (nx, ny); 2222 mapspace &ms = *pos;
2103 2223
2104 blocked = ms.move_block;
2105
2106 if ((move_type & blocked) == move_type) 2224 if ((move_type & ms.move_block) == move_type)
2107 max = maxfree[i]; 2225 max = maxfree [i];
2108 else if (mflags & P_IS_ALIVE) 2226 else if (ms.flags () & P_IS_ALIVE)
2109 { 2227 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2228 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2229 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2112 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2230 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break;
2114
2115 if (tmp)
2116 return freedir[i]; 2231 return freedir [i];
2117 } 2232 }
2118 } 2233 }
2119 } 2234 }
2120 2235
2121 return 0; 2236 return 0;
2130{ 2245{
2131 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2246 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2132} 2247}
2133 2248
2134/* 2249/*
2135 * find_dir_2(delta-x,delta-y) will return a direction in which 2250 * find_dir_2(delta-x,delta-y) will return a direction value
2136 * an object which has subtracted the x and y coordinates of another 2251 * for running into direct [dx, dy].
2137 * object, needs to travel toward it. 2252 * (the opposite of crossfire's find_dir_2!)
2138 */ 2253 */
2139int 2254int
2140find_dir_2 (int x, int y) 2255find_dir_2 (int x, int y)
2141{ 2256{
2257#if 1 // new algorithm
2258 // this works by putting x, y into 16 sectors, which
2259 // are not equal sized, but are a better approximation
2260 // then the old algorithm, and then using a mapping
2261 // table to map it into a direction value.
2262 // basically, it maps these comparisons to each bit
2263 // bit #3: x < 0
2264 // bit #2: y < 0
2265 // bit #1: x > y
2266 // bit #0: x > 2y
2267
2268 static const uint8 dir[16] = {
2269 4, 5, 4, 3,
2270 2, 1, 2, 3,
2271 6, 5, 6, 7,
2272 8, 1, 8, 7,
2273 };
2274 int sector = 0;
2275
2276 // this is a bit ugly, but more likely to result in branchless code
2277 sector |= x < 0 ? 8 : 0;
2278 x = x < 0 ? -x : x; // abs
2279
2280 sector |= y < 0 ? 4 : 0;
2281 y = y < 0 ? -y : y; // abs
2282
2283 if (x > y)
2284 {
2285 sector |= 2;
2286
2287 if (x > y * 2)
2288 sector |= 1;
2289 }
2290 else
2291 {
2292 if (y > x * 2)
2293 sector |= 1;
2294 else if (!y)
2295 return 0; // x == 0 here
2296 }
2297
2298 return dir [sector];
2299#else // old algorithm
2142 int q; 2300 int q;
2143 2301
2144 if (y) 2302 if (y)
2145 q = x * 100 / y; 2303 q = 128 * x / y;
2146 else if (x) 2304 else if (x)
2147 q = -300 * x; 2305 q = -512 * x; // to make it > 309
2148 else 2306 else
2149 return 0; 2307 return 0;
2150 2308
2151 if (y > 0) 2309 if (y > 0)
2152 { 2310 {
2153 if (q < -242) 2311 if (q < -309) return 7;
2312 if (q < -52) return 6;
2313 if (q < 52) return 5;
2314 if (q < 309) return 4;
2315
2154 return 3; 2316 return 3;
2155 if (q < -41) 2317 }
2156 return 2; 2318 else
2157 if (q < 41) 2319 {
2158 return 1; 2320 if (q < -309) return 3;
2159 if (q < 242) 2321 if (q < -52) return 2;
2160 return 8; 2322 if (q < 52) return 1;
2323 if (q < 309) return 8;
2324
2161 return 7; 2325 return 7;
2162 } 2326 }
2163 2327#endif
2164 if (q < -242)
2165 return 7;
2166 if (q < -41)
2167 return 6;
2168 if (q < 41)
2169 return 5;
2170 if (q < 242)
2171 return 4;
2172
2173 return 3;
2174} 2328}
2175 2329
2176/* 2330/*
2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2331 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2178 * between two directions (which are expected to be absolute (see absdir()) 2332 * between two directions (which are expected to be absolute (see absdir())
2179 */ 2333 */
2180int 2334int
2181dirdiff (int dir1, int dir2) 2335dirdiff (int dir1, int dir2)
2182{ 2336{
2183 int d;
2184
2185 d = abs (dir1 - dir2); 2337 int d = abs (dir1 - dir2);
2186 if (d > 4)
2187 d = 8 - d;
2188 2338
2189 return d; 2339 return d > 4 ? 8 - d : d;
2190} 2340}
2191 2341
2192/* peterm: 2342/* peterm:
2193 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2343 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2194 * Basically, this is a table of directions, and what directions 2344 * Basically, this is a table of directions, and what directions
2196 * This basically means that if direction is 15, then it could either go 2346 * This basically means that if direction is 15, then it could either go
2197 * direction 4, 14, or 16 to get back to where we are. 2347 * direction 4, 14, or 16 to get back to where we are.
2198 * Moved from spell_util.c to object.c with the other related direction 2348 * Moved from spell_util.c to object.c with the other related direction
2199 * functions. 2349 * functions.
2200 */ 2350 */
2201int reduction_dir[SIZEOFFREE][3] = { 2351static const int reduction_dir[SIZEOFFREE][3] = {
2202 {0, 0, 0}, /* 0 */ 2352 {0, 0, 0}, /* 0 */
2203 {0, 0, 0}, /* 1 */ 2353 {0, 0, 0}, /* 1 */
2204 {0, 0, 0}, /* 2 */ 2354 {0, 0, 0}, /* 2 */
2205 {0, 0, 0}, /* 3 */ 2355 {0, 0, 0}, /* 3 */
2206 {0, 0, 0}, /* 4 */ 2356 {0, 0, 0}, /* 4 */
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2450 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2451 */
2302int 2452int
2303can_pick (const object *who, const object *item) 2453can_pick (const object *who, const object *item)
2304{ 2454{
2305 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2455 return /*who->flag [FLAG_WIZ]|| */
2306 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2456 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2307 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2457 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2308} 2458}
2309 2459
2310/* 2460/*
2311 * create clone from object to another 2461 * create clone from object to another
2312 */ 2462 */
2313object * 2463object *
2314object_create_clone (object *asrc) 2464object::deep_clone ()
2315{ 2465{
2316 object *dst = 0, *tmp, *src, *prev, *item; 2466 assert (("deep_clone called on non-head object", is_head ()));
2317 2467
2318 if (!asrc) 2468 object *dst = clone ();
2319 return 0;
2320 2469
2321 src = asrc->head_ (); 2470 object *prev = dst;
2322
2323 prev = 0;
2324 for (object *part = src; part; part = part->more) 2471 for (object *part = this->more; part; part = part->more)
2325 { 2472 {
2326 tmp = part->clone (); 2473 object *tmp = part->clone ();
2327 tmp->x -= src->x;
2328 tmp->y -= src->y;
2329
2330 if (!part->head)
2331 {
2332 dst = tmp;
2333 tmp->head = 0;
2334 }
2335 else
2336 tmp->head = dst; 2474 tmp->head = dst;
2337
2338 tmp->more = 0;
2339
2340 if (prev)
2341 prev->more = tmp; 2475 prev->more = tmp;
2342
2343 prev = tmp; 2476 prev = tmp;
2344 } 2477 }
2345 2478
2346 for (item = src->inv; item; item = item->below) 2479 for (object *item = inv; item; item = item->below)
2347 insert_ob_in_ob (object_create_clone (item), dst); 2480 insert_ob_in_ob (item->deep_clone (), dst);
2348 2481
2349 return dst; 2482 return dst;
2350} 2483}
2351 2484
2352/* This returns the first object in who's inventory that 2485/* This returns the first object in who's inventory that
2361 return tmp; 2494 return tmp;
2362 2495
2363 return 0; 2496 return 0;
2364} 2497}
2365 2498
2366/* If ob has a field named key, return the link from the list, 2499shstr_tmp
2367 * otherwise return NULL. 2500object::kv_get (shstr_tmp key) const
2368 *
2369 * key must be a passed in shared string - otherwise, this won't
2370 * do the desired thing.
2371 */
2372key_value *
2373get_ob_key_link (const object *ob, const char *key)
2374{ 2501{
2375 for (key_value *link = ob->key_values; link; link = link->next) 2502 for (key_value *kv = key_values; kv; kv = kv->next)
2376 if (link->key == key) 2503 if (kv->key == key)
2377 return link;
2378
2379 return 0;
2380}
2381
2382/*
2383 * Returns the value of op has an extra_field for key, or NULL.
2384 *
2385 * The argument doesn't need to be a shared string.
2386 *
2387 * The returned string is shared.
2388 */
2389const char *
2390get_ob_key_value (const object *op, const char *const key)
2391{
2392 key_value *link;
2393 shstr_cmp canonical_key (key);
2394
2395 if (!canonical_key)
2396 {
2397 /* 1. There being a field named key on any object
2398 * implies there'd be a shared string to find.
2399 * 2. Since there isn't, no object has this field.
2400 * 3. Therefore, *this* object doesn't have this field.
2401 */
2402 return 0;
2403 }
2404
2405 /* This is copied from get_ob_key_link() above -
2406 * only 4 lines, and saves the function call overhead.
2407 */
2408 for (link = op->key_values; link; link = link->next)
2409 if (link->key == canonical_key)
2410 return link->value; 2504 return kv->value;
2411 2505
2412 return 0; 2506 return shstr ();
2413} 2507}
2414 2508
2415/* 2509void
2416 * Updates the canonical_key in op to value. 2510object::kv_set (shstr_tmp key, shstr_tmp value)
2417 *
2418 * canonical_key is a shared string (value doesn't have to be).
2419 *
2420 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2421 * keys.
2422 *
2423 * Returns TRUE on success.
2424 */
2425int
2426set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2427{ 2511{
2428 key_value *field = NULL, *last = NULL; 2512 for (key_value *kv = key_values; kv; kv = kv->next)
2429 2513 if (kv->key == key)
2430 for (field = op->key_values; field != NULL; field = field->next)
2431 {
2432 if (field->key != canonical_key)
2433 { 2514 {
2434 last = field; 2515 kv->value = value;
2435 continue; 2516 return;
2436 } 2517 }
2437 2518
2438 if (value) 2519 key_value *kv = new key_value;
2439 field->value = value; 2520
2440 else 2521 kv->next = key_values;
2522 kv->key = key;
2523 kv->value = value;
2524
2525 key_values = kv;
2526}
2527
2528void
2529object::kv_del (shstr_tmp key)
2530{
2531 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2532 if ((*kvp)->key == key)
2441 { 2533 {
2442 /* Basically, if the archetype has this key set, 2534 key_value *kv = *kvp;
2443 * we need to store the null value so when we save 2535 *kvp = (*kvp)->next;
2444 * it, we save the empty value so that when we load, 2536 delete kv;
2445 * we get this value back again. 2537 return;
2446 */
2447 if (get_ob_key_link (op->arch, canonical_key))
2448 field->value = 0;
2449 else
2450 {
2451 if (last)
2452 last->next = field->next;
2453 else
2454 op->key_values = field->next;
2455
2456 delete field;
2457 }
2458 } 2538 }
2459 return TRUE;
2460 }
2461 /* IF we get here, key doesn't exist */
2462
2463 /* No field, we'll have to add it. */
2464
2465 if (!add_key)
2466 return FALSE;
2467
2468 /* There isn't any good reason to store a null
2469 * value in the key/value list. If the archetype has
2470 * this key, then we should also have it, so shouldn't
2471 * be here. If user wants to store empty strings,
2472 * should pass in ""
2473 */
2474 if (value == NULL)
2475 return TRUE;
2476
2477 field = new key_value;
2478
2479 field->key = canonical_key;
2480 field->value = value;
2481 /* Usual prepend-addition. */
2482 field->next = op->key_values;
2483 op->key_values = field;
2484
2485 return TRUE;
2486}
2487
2488/*
2489 * Updates the key in op to value.
2490 *
2491 * If add_key is FALSE, this will only update existing keys,
2492 * and not add new ones.
2493 * In general, should be little reason FALSE is ever passed in for add_key
2494 *
2495 * Returns TRUE on success.
2496 */
2497int
2498set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2499{
2500 shstr key_ (key);
2501
2502 return set_ob_key_value_s (op, key_, value, add_key);
2503} 2539}
2504 2540
2505object::depth_iterator::depth_iterator (object *container) 2541object::depth_iterator::depth_iterator (object *container)
2506: iterator_base (container) 2542: iterator_base (container)
2507{ 2543{
2557{ 2593{
2558 char flagdesc[512]; 2594 char flagdesc[512];
2559 char info2[256 * 4]; 2595 char info2[256 * 4];
2560 char *p = info; 2596 char *p = info;
2561 2597
2562 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2563 count, 2599 count,
2564 uuid.c_str (), 2600 uuid.c_str (),
2565 &name, 2601 &name,
2566 title ? "\",title:\"" : "", 2602 title ? ",title:\"" : "",
2567 title ? (const char *)title : "", 2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2568 flag_desc (flagdesc, 512), type); 2605 flag_desc (flagdesc, 512), type);
2569 2606
2570 if (!this->flag[FLAG_REMOVED] && env) 2607 if (!flag[FLAG_REMOVED] && env)
2571 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2572 2609
2573 if (map) 2610 if (map)
2574 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2611 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2575 2612
2590{ 2627{
2591 return map ? map->region (x, y) 2628 return map ? map->region (x, y)
2592 : region::default_region (); 2629 : region::default_region ();
2593} 2630}
2594 2631
2595const materialtype_t *
2596object::dominant_material () const
2597{
2598 if (materialtype_t *mt = name_to_material (materialname))
2599 return mt;
2600
2601 return name_to_material (shstr_unknown);
2602}
2603
2604void 2632void
2605object::open_container (object *new_container) 2633object::open_container (object *new_container)
2606{ 2634{
2607 if (container == new_container) 2635 if (container == new_container)
2608 return; 2636 return;
2609 2637
2610 if (object *old_container = container) 2638 object *old_container = container;
2639
2640 if (old_container)
2611 { 2641 {
2612 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2642 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2613 return; 2643 return;
2614 2644
2615#if 0 2645#if 0
2617 if (object *closer = old_container->inv) 2647 if (object *closer = old_container->inv)
2618 if (closer->type == CLOSE_CON) 2648 if (closer->type == CLOSE_CON)
2619 closer->destroy (); 2649 closer->destroy ();
2620#endif 2650#endif
2621 2651
2652 // make sure the container is available
2653 esrv_send_item (this, old_container);
2654
2622 old_container->flag [FLAG_APPLIED] = 0; 2655 old_container->flag [FLAG_APPLIED] = false;
2623 container = 0; 2656 container = 0;
2624 2657
2658 // client needs item update to make it work, client bug requires this to be separate
2625 esrv_update_item (UPD_FLAGS, this, old_container); 2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660
2626 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2627 play_sound (sound_find ("chest_close")); 2662 play_sound (sound_find ("chest_close"));
2628 } 2663 }
2629 2664
2630 if (new_container) 2665 if (new_container)
2631 { 2666 {
2635 // TODO: this does not seem to serve any purpose anymore? 2670 // TODO: this does not seem to serve any purpose anymore?
2636#if 0 2671#if 0
2637 // insert the "Close Container" object. 2672 // insert the "Close Container" object.
2638 if (archetype *closer = new_container->other_arch) 2673 if (archetype *closer = new_container->other_arch)
2639 { 2674 {
2640 object *closer = arch_to_object (new_container->other_arch); 2675 object *closer = new_container->other_arch->instance ();
2641 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2676 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2642 new_container->insert (closer); 2677 new_container->insert (closer);
2643 } 2678 }
2644#endif 2679#endif
2645 2680
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2647 2682
2683 // make sure the container is available, client bug requires this to be separate
2684 esrv_send_item (this, new_container);
2685
2648 new_container->flag [FLAG_APPLIED] = 1; 2686 new_container->flag [FLAG_APPLIED] = true;
2649 container = new_container; 2687 container = new_container;
2650 2688
2689 // client needs flag change
2651 esrv_update_item (UPD_FLAGS, this, new_container); 2690 esrv_update_item (UPD_FLAGS, this, new_container);
2652 esrv_send_inventory (this, new_container); 2691 esrv_send_inventory (this, new_container);
2653 play_sound (sound_find ("chest_open")); 2692 play_sound (sound_find ("chest_open"));
2654 } 2693 }
2694// else if (!old_container->env && contr && contr->ns)
2695// contr->ns->floorbox_reset ();
2655} 2696}
2656 2697
2657object * 2698object *
2658object::force_find (const shstr name) 2699object::force_find (shstr_tmp name)
2659{ 2700{
2660 /* cycle through his inventory to look for the MARK we want to 2701 /* cycle through his inventory to look for the MARK we want to
2661 * place 2702 * place
2662 */ 2703 */
2663 for (object *tmp = inv; tmp; tmp = tmp->below) 2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2665 return splay (tmp); 2706 return splay (tmp);
2666 2707
2667 return 0; 2708 return 0;
2668} 2709}
2669 2710
2711//-GPL
2712
2670void 2713void
2714object::force_set_timer (int duration)
2715{
2716 this->duration = 1;
2717 this->speed_left = -1.f;
2718
2719 this->set_speed (duration ? 1.f / duration : 0.f);
2720}
2721
2722object *
2671object::force_add (const shstr name, int duration) 2723object::force_add (shstr_tmp name, int duration)
2672{ 2724{
2673 if (object *force = force_find (name)) 2725 if (object *force = force_find (name))
2674 force->destroy (); 2726 force->destroy ();
2675 2727
2676 object *force = get_archetype (FORCE_NAME); 2728 object *force = get_archetype (FORCE_NAME);
2677 2729
2678 force->slaying = name; 2730 force->slaying = name;
2679 force->stats.food = 1; 2731 force->force_set_timer (duration);
2680 force->speed_left = -1.f;
2681
2682 force->set_speed (duration ? 1.f / duration : 0.f);
2683 force->flag [FLAG_IS_USED_UP] = true;
2684 force->flag [FLAG_APPLIED] = true; 2732 force->flag [FLAG_APPLIED] = true;
2685 2733
2686 insert (force); 2734 return insert (force);
2687} 2735}
2688 2736
2689void 2737void
2690object::play_sound (faceidx sound) 2738object::play_sound (faceidx sound) const
2691{ 2739{
2692 if (!sound) 2740 if (!sound)
2693 return; 2741 return;
2694 2742
2695 if (flag [FLAG_REMOVED]) 2743 if (is_on_map ())
2744 map->play_sound (sound, x, y);
2745 else if (object *pl = in_player ())
2746 pl->contr->play_sound (sound);
2747}
2748
2749void
2750object::say_msg (const char *msg) const
2751{
2752 if (is_on_map ())
2753 map->say_msg (msg, x, y);
2754 else if (object *pl = in_player ())
2755 pl->contr->play_sound (sound);
2756}
2757
2758void
2759object::make_noise ()
2760{
2761 // we do not model noise in the map, so instead put
2762 // a temporary light into the noise source
2763 // could use the map instead, but that's less reliable for our
2764 // goal, which is to make invisibility a bit harder to exploit
2765
2766 // currently only works sensibly for players
2767 if (!is_player ())
2696 return; 2768 return;
2697 2769
2698 if (env) 2770 // find old force, or create new one
2699 { 2771 object *force = force_find (shstr_noise_force);
2700 if (object *pl = in_player ()) 2772
2701 pl->contr->play_sound (sound); 2773 if (force)
2702 } 2774 force->speed_left = -1.f; // patch old speed up
2703 else 2775 else
2704 map->play_sound (sound, x, y); 2776 {
2705} 2777 force = archetype::get (shstr_noise_force);
2706 2778
2779 force->slaying = shstr_noise_force;
2780 force->stats.food = 1;
2781 force->speed_left = -1.f;
2782
2783 force->set_speed (1.f / 4.f);
2784 force->flag [FLAG_IS_USED_UP] = true;
2785 force->flag [FLAG_APPLIED] = true;
2786
2787 insert (force);
2788 }
2789}
2790
2791void object::change_move_type (MoveType mt)
2792{
2793 if (move_type == mt)
2794 return;
2795
2796 if (is_on_map ())
2797 {
2798 // we are on the map, so handle move_on/off effects
2799 remove ();
2800 move_type = mt;
2801 map->insert (this, x, y, this);
2802 }
2803 else
2804 move_type = mt;
2805}
2806
2807/* object should be a player.
2808 * we return the object the player has marked with the 'mark' command
2809 * below. If no match is found (or object has changed), we return
2810 * NULL. We leave it up to the calling function to print messages if
2811 * nothing is found.
2812 */
2813object *
2814object::mark () const
2815{
2816 if (contr && contr->mark && contr->mark->env == this)
2817 return contr->mark;
2818 else
2819 return 0;
2820}
2821
2822// put marked object first in the inventory
2823// this is used by identify-like spells so players can influence
2824// the order a bit.
2825void
2826object::splay_marked ()
2827{
2828 if (object *marked = mark ())
2829 splay (marked);
2830}
2831

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