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Comparing deliantra/server/common/object.C (file contents):
Revision 1.212 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.345 by root, Sun May 1 16:58:15 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->kv.first; 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:
295 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
296 return 0; 374 return 0;
297 break; 375 break;
298 } 376 }
299 377
300 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
301 { 379 {
302 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
303 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
304 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
305 383
306 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
307 return 0; 385 return 0;
308 } 386 }
330 408
331 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
332 return 1; 410 return 1;
333} 411}
334 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
335// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
336static sint32 451static uint32
337weight_adjust (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
338{ 453{
339 return op->type == CONTAINER 454 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
341 : weight; 456 : weight;
342} 457}
343 458
344/* 459/*
345 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
346 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
347 */ 462 */
348static void 463static void
349adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
350{ 465{
351 while (op) 466 while (op)
352 { 467 {
353 weight = weight_adjust (op, weight); 468 sint32 ocarrying = op->carrying;
354 469
355 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
356 return; 471 op->carrying += weight_adjust_for (op, add);
357
358 op->carrying += weight;
359 472
360 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
362 479
363 op = op->env; 480 op = op->env;
364 } 481 }
365} 482}
366 483
374{ 491{
375 sint32 sum = 0; 492 sint32 sum = 0;
376 493
377 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
378 { 495 {
379 if (op->inv)
380 op->update_weight (); 496 op->update_weight ();
381 497
382 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
383 } 499 }
384
385 sum = weight_adjust (this, sum);
386 500
387 if (sum != carrying) 501 if (sum != carrying)
388 { 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
389 carrying = sum; 507 carrying = sum;
390 508
391 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 512 }
394} 513}
395 514
396/* 515/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
405 object_freezer freezer; 524 object_freezer freezer;
406 op->write (freezer); 525 op->write (freezer);
407 return freezer.as_string (); 526 return freezer.as_string ();
408} 527}
409 528
410/* 529char *
411 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
412 * multi-object 1 which is closest to the second object.
413 * If it's not a multi-object, it is returned.
414 */
415object *
416get_nearest_part (object *op, const object *pl)
417{ 531{
418 object *tmp, *closest; 532 return dump_object (this);
419 int last_dist, i;
420
421 if (!op->more)
422 return op;
423
424 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
425 tmp;
426 tmp = tmp->more)
427 if ((i = distance (tmp, pl)) < last_dist)
428 closest = tmp, last_dist = i;
429
430 return closest;
431} 533}
432 534
433/* 535/*
434 * 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.
435 * VERRRY slow. 537 * VERRRY slow.
443 545
444 return 0; 546 return 0;
445} 547}
446 548
447/* 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/*
448 * 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.
449 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
450 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
451 */ 568 */
452object * 569object *
453find_object_name (const char *str) 570find_object_name (const char *str)
454{ 571{
455 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
456 object *op;
457 573
574 if (str_)
458 for_all_objects (op) 575 for_all_objects (op)
459 if (op->name == str_) 576 if (op->name == str_)
460 break; 577 return op;
461 578
462 return op; 579 return 0;
463} 580}
464 581
465/* 582/*
466 * 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
467 * skill and experience objects. 584 * skill and experience objects.
480 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
481 return; 598 return;
482 } 599 }
483 600
484 this->owner = owner; 601 this->owner = owner;
485}
486
487int
488object::slottype () const
489{
490 if (type == SKILL)
491 {
492 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
493 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
494 }
495 else
496 {
497 if (slot [body_combat].info) return slot_combat;
498 if (slot [body_range ].info) return slot_ranged;
499 }
500
501 return slot_none;
502}
503
504bool
505object::change_weapon (object *ob)
506{
507 if (current_weapon == ob)
508 return true;
509
510 if (chosen_skill)
511 chosen_skill->flag [FLAG_APPLIED] = false;
512
513 current_weapon = ob;
514 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
515
516 if (chosen_skill)
517 chosen_skill->flag [FLAG_APPLIED] = true;
518
519 update_stats ();
520
521 if (ob)
522 {
523 // now check wether any body locations became invalid, in which case
524 // we cannot apply the weapon at the moment.
525 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
526 if (slot[i].used < 0)
527 {
528 current_weapon = chosen_skill = 0;
529 update_stats ();
530
531 new_draw_info_format (NDI_UNIQUE, 0, this,
532 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. "
534 "[You need to unapply some items first.]", &ob->name);
535 return false;
536 }
537
538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
539 }
540 else
541 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
542
543 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
544 {
545 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
546 &name, ob->debug_desc ());
547 return false;
548 }
549
550 return true;
551}
552
553/* Zero the key_values on op, decrementing the shared-string
554 * refcounts and freeing the links.
555 */
556static void
557free_key_values (object *op)
558{
559 for (key_value *i = op->key_values; i; )
560 {
561 key_value *next = i->next;
562 delete i;
563
564 i = next;
565 }
566
567 op->key_values = 0;
568}
569
570object &
571object::operator =(const object &src)
572{
573 bool is_freed = flag [FLAG_FREED];
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed;
580
581 /* Copy over key_values, if any. */
582 if (src.key_values)
583 {
584 key_value *tail = 0;
585 key_values = 0;
586
587 for (key_value *i = src.key_values; i; i = i->next)
588 {
589 key_value *new_link = new key_value;
590
591 new_link->next = 0;
592 new_link->key = i->key;
593 new_link->value = i->value;
594
595 /* Try and be clever here, too. */
596 if (!key_values)
597 {
598 key_values = new_link;
599 tail = new_link;
600 }
601 else
602 {
603 tail->next = new_link;
604 tail = new_link;
605 }
606 }
607 }
608} 602}
609 603
610/* 604/*
611 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
616 * will point at garbage. 610 * will point at garbage.
617 */ 611 */
618void 612void
619object::copy_to (object *dst) 613object::copy_to (object *dst)
620{ 614{
621 *dst = *this; 615 dst->remove ();
616 *(object_copy *)dst = *this;
622 617
623 if (speed < 0) 618 // maybe move to object_copy?
624 dst->speed_left -= rndm (); 619 dst->kv = kv;
625 620
626 dst->set_speed (dst->speed); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
627} 623}
628 624
629void 625void
630object::instantiate () 626object::instantiate ()
631{ 627{
632 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
633 uuid = UUID::gen (); 629 uuid = UUID::gen ();
634 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
635 speed_left = -0.1f; 635 speed_left = -1.;
636
636 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
637 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
638 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
639 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
640 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
648object * 649object *
649object::clone () 650object::clone ()
650{ 651{
651 object *neu = create (); 652 object *neu = create ();
652 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
653 return neu; 660 return neu;
654} 661}
655 662
656/* 663/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
659 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
660 */ 667 */
661void 668void
662update_turn_face (object *op) 669update_turn_face (object *op)
663{ 670{
664 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
665 return; 672 return;
666 673
667 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
668 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
669} 676}
674 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
675 */ 682 */
676void 683void
677object::set_speed (float speed) 684object::set_speed (float speed)
678{ 685{
679 if (flag [FLAG_FREED] && speed)
680 {
681 LOG (llevError, "Object %s is freed but has speed.\n", &name);
682 speed = 0;
683 }
684
685 this->speed = speed; 686 this->speed = speed;
686 687
687 if (has_active_speed ()) 688 if (has_active_speed ())
688 activate (); 689 activate ();
689 else 690 else
708 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
709 */ 710 */
710void 711void
711update_object (object *op, int action) 712update_object (object *op, int action)
712{ 713{
713 if (op == NULL) 714 if (!op)
714 { 715 {
715 /* this should never happen */ 716 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 718 return;
718 } 719 }
719 720
720 if (op->env) 721 if (!op->is_on_map ())
721 { 722 {
722 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
723 * to do in this case. 724 * to do in this case.
724 */ 725 */
725 return; 726 return;
726 } 727 }
727
728 /* If the map is saving, don't do anything as everything is
729 * going to get freed anyways.
730 */
731 if (!op->map || op->map->in_memory == MAP_SAVING)
732 return;
733 728
734 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
736 { 731 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
745 740
746 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
747 /* nop */; 742 /* nop */;
748 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
749 { 744 {
745#if 0
750 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
757 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
758 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
759 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
760 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
761 * to have move_allow right now. 757 * have move_allow right now.
762 */ 758 */
763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
765 m.flags_ = 0; 763 m.invalidate ();
764#endif
766 } 765 }
767 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
768 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
769 * that is being removed. 768 * that is being removed.
770 */ 769 */
771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
772 m.flags_ = 0; 771 m.invalidate ();
773 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
774 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
775 else 774 else
776 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
777 776
779 update_object (op->more, action); 778 update_object (op->more, action);
780} 779}
781 780
782object::object () 781object::object ()
783{ 782{
784 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
785 784
786 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
787 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
788} 788}
789 789
790object::~object () 790object::~object ()
791{ 791{
792 unlink (); 792 unlink ();
793 793
794 free_key_values (this); 794 kv.clear ();
795} 795}
796
797static int object_count;
798 796
799void object::link () 797void object::link ()
800{ 798{
801 assert (!index);//D 799 assert (!index);//D
802 uuid = UUID::gen (); 800 uuid = UUID::gen ();
803 count = ++object_count;
804 801
805 refcnt_inc (); 802 refcnt_inc ();
806 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
807} 807}
808 808
809void object::unlink () 809void object::unlink ()
810{ 810{
811 if (!index) 811 if (!index)
812 return; 812 return;
813
814 ++destroy_count;
813 815
814 objects.erase (this); 816 objects.erase (this);
815 refcnt_dec (); 817 refcnt_dec ();
816} 818}
817 819
821 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
822 if (active) 824 if (active)
823 return; 825 return;
824 826
825 if (has_active_speed ()) 827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
826 actives.insert (this); 832 actives.insert (this);
833 }
827} 834}
828 835
829void 836void
830object::activate_recursive () 837object::activate_recursive ()
831{ 838{
880object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
881{ 888{
882 // need to check first, because the checks below might segfault 889 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 890 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 891 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 892 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 893 // cf will crash below with off-map x and y
887 if (!inv) 894 if (!inv)
888 return; 895 return;
889 896
890 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
892 * drop on that space. 899 * drop on that space.
893 */ 900 */
894 if (!drop_to_ground 901 if (!drop_to_ground
895 || !map 902 || !map
896 || map->in_memory != MAP_ACTIVE 903 || map->in_memory != MAP_ACTIVE
897 || map->nodrop 904 || map->no_drop
898 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
899 { 906 {
900 while (inv) 907 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy (); 908 inv->destroy ();
904 }
905 } 909 }
906 else 910 else
907 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
908 while (inv) 912 while (inv)
909 { 913 {
920 map->insert (op, x, y); 924 map->insert (op, x, y);
921 } 925 }
922 } 926 }
923} 927}
924 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
925object *object::create () 966object::create ()
926{ 967{
927 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
928 op->link (); 990 op->link ();
991
929 return op; 992 return op;
930} 993}
931 994
932void 995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 in_memory = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
933object::do_destroy () 1030object::do_destroy ()
934{ 1031{
935 if (object *pl = visible_to ())
936 esrv_del_item (pl->contr, count);
937
938 attachable::do_destroy ();
939
940 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
941 remove_button_link (this); 1033 remove_link ();
942 1034
943 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
944 remove_friendly_object (this); 1036 remove_friendly_object (this);
945 1037
946 if (!flag [FLAG_REMOVED])
947 remove (); 1038 remove ();
948 1039
949 destroy_inv (true); 1040 attachable::do_destroy ();
950 1041
951 deactivate (); 1042 deactivate ();
952 unlink (); 1043 unlink ();
953 1044
954 flag [FLAG_FREED] = 1; 1045 flag [FLAG_FREED] = 1;
955 1046
956 // hack to ensure that freed objects still have a valid map 1047 // hack to ensure that freed objects still have a valid map
957 {
958 static maptile *freed_map; // freed objects are moved here to avoid crashes
959
960 if (!freed_map)
961 {
962 freed_map = new maptile;
963
964 freed_map->path = "<freed objects map>";
965 freed_map->name = "/internal/freed_objects_map";
966 freed_map->width = 3;
967 freed_map->height = 3;
968 freed_map->nodrop = 1;
969
970 freed_map->alloc ();
971 freed_map->in_memory = MAP_ACTIVE;
972 }
973
974 map = freed_map; 1048 map = &freed_map;
975 x = 1; 1049 x = 1;
976 y = 1; 1050 y = 1;
977 }
978 1051
979 if (more) 1052 if (more)
980 { 1053 {
981 more->destroy (); 1054 more->destroy ();
982 more = 0; 1055 more = 0;
990 attacked_by = 0; 1063 attacked_by = 0;
991 current_weapon = 0; 1064 current_weapon = 0;
992} 1065}
993 1066
994void 1067void
995object::destroy (bool destroy_inventory) 1068object::destroy ()
996{ 1069{
997 if (destroyed ()) 1070 if (destroyed ())
998 return; 1071 return;
999 1072
1000 if (destroy_inventory) 1073 if (!is_head () && !head->destroyed ())
1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
1079
1001 destroy_inv (false); 1080 destroy_inv_fast ();
1002 1081
1003 if (is_head ()) 1082 if (is_head ())
1004 if (sound_destroy) 1083 if (sound_destroy)
1005 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1017 * the previous environment. 1096 * the previous environment.
1018 */ 1097 */
1019void 1098void
1020object::do_remove () 1099object::do_remove ()
1021{ 1100{
1022 object *tmp, *last = 0; 1101 if (flag [FLAG_REMOVED])
1023 object *otmp;
1024
1025 if (QUERY_FLAG (this, FLAG_REMOVED))
1026 return; 1102 return;
1027 1103
1028 SET_FLAG (this, FLAG_REMOVED);
1029 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1105
1106 flag [FLAG_REMOVED] = true;
1030 1107
1031 if (more) 1108 if (more)
1032 more->remove (); 1109 more->remove ();
1033 1110
1034 /* 1111 /*
1035 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1036 * inventory. 1113 * inventory.
1037 */ 1114 */
1038 if (env) 1115 if (env)
1039 { 1116 {
1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1118 if (object *pl = visible_to ())
1119 esrv_del_item (pl->contr, count);
1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1121
1040 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1041 1123
1042 *(above ? &above->below : &env->inv) = below; 1124 object *pl = in_player ();
1043
1044 if (below)
1045 below->above = above;
1046 1125
1047 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1050 */ 1129 */
1051 map = env->map; 1130 map = env->map;
1052 x = env->x; 1131 x = env->x;
1053 y = env->y; 1132 y = env->y;
1133
1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1054 above = 0; 1138 above = 0;
1055 below = 0; 1139 below = 0;
1056 env = 0; 1140 env = 0;
1057 1141
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1059 * made to players inventory. If set, avoiding the call
1060 * to save cpu time.
1061 */ 1143 {
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1144 if (expect_false (pl->contr->combat_ob == this))
1063 otmp->update_stats (); 1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1064 } 1163 }
1065 else if (map) 1164 else if (map)
1066 { 1165 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true; 1166 map->dirty = true;
1080 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1081 1168
1169 if (object *pl = ms.player ())
1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1193
1082 /* link the object above us */ 1194 /* link the object above us */
1083 if (above) 1195 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1196 *(above ? &above->below : &ms.top) = below;
1085 else 1197 *(below ? &below->above : &ms.bot) = above;
1086 ms.top = below; /* we were top, set new top */
1087
1088 /* Relink the object below us, if there is one */
1089 if (below)
1090 below->above = above;
1091 else
1092 {
1093 /* Nothing below, which means we need to relink map object for this space
1094 * use translated coordinates in case some oddness with map tiling is
1095 * evident
1096 */
1097 if (GET_MAP_OB (map, x, y) != this)
1098 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1099
1100 ms.bot = above; /* goes on above it. */
1101 }
1102 1198
1103 above = 0; 1199 above = 0;
1104 below = 0; 1200 below = 0;
1105 1201
1202 ms.invalidate ();
1203
1106 if (map->in_memory == MAP_SAVING) 1204 if (map->in_memory == MAP_SAVING)
1107 return; 1205 return;
1108 1206
1109 int check_walk_off = !flag [FLAG_NO_APPLY]; 1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1110 1208
1111 if (object *pl = ms.player ()) 1209 if (object *pl = ms.player ())
1112 { 1210 {
1113 if (pl->container == this) 1211 if (pl->container_ () == this)
1114 /* If a container that the player is currently using somehow gets 1212 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view 1213 * removed (most likely destroyed), update the player view
1116 * appropriately. 1214 * appropriately.
1117 */ 1215 */
1118 pl->close_container (); 1216 pl->close_container ();
1119 1217
1218 //TODO: the floorbox prev/next might need updating
1219 //esrv_del_item (pl->contr, count);
1220 //TODO: update floorbox to preserve ordering
1221 if (pl->contr->ns)
1120 pl->contr->ns->floorbox_update (); 1222 pl->contr->ns->floorbox_update ();
1121 } 1223 }
1122 1224
1225 if (check_walk_off)
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1124 { 1227 {
1228 above = tmp->above;
1229
1125 /* No point updating the players look faces if he is the object 1230 /* No point updating the players look faces if he is the object
1126 * being removed. 1231 * being removed.
1127 */ 1232 */
1128 1233
1129 /* See if object moving off should effect something */ 1234 /* See if object moving off should effect something */
1130 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1235 if ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1133 {
1134 move_apply (tmp, this, 0); 1237 move_apply (tmp, this, 0);
1135
1136 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1238 }
1139 1239
1140 last = tmp; 1240 if (affects_los ())
1141 }
1142
1143 /* last == NULL if there are no objects on this space */
1144 //TODO: this makes little sense, why only update the topmost object?
1145 if (!last)
1146 map->at (x, y).flags_ = 0;
1147 else
1148 update_object (last, UP_OBJ_REMOVE);
1149
1150 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1151 update_all_los (map, x, y); 1241 update_all_los (map, x, y);
1152 } 1242 }
1153} 1243}
1154 1244
1155/* 1245/*
1169 if (!top) 1259 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1260 for (top = op; top && top->above; top = top->above)
1171 ; 1261 ;
1172 1262
1173 for (; top; top = top->below) 1263 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1264 if (object::can_merge (op, top))
1179 { 1265 {
1180 top->nrof += op->nrof; 1266 top->nrof += op->nrof;
1181 1267
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1268 if (object *pl = top->visible_to ())
1183 op->weight = 0; /* Don't want any adjustements now */ 1269 esrv_update_item (UPD_NROF, pl, top);
1270
1271 op->weight = 0; // cancel the addition above
1272 op->carrying = 0; // must be 0 already
1273
1184 op->destroy (); 1274 op->destroy ();
1275
1185 return top; 1276 return top;
1186 } 1277 }
1187 }
1188 1278
1189 return 0; 1279 return 0;
1190} 1280}
1191 1281
1192void 1282void
1197 1287
1198 object *prev = this; 1288 object *prev = this;
1199 1289
1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1201 { 1291 {
1202 object *op = arch_to_object (at); 1292 object *op = at->instance ();
1203 1293
1204 op->name = name; 1294 op->name = name;
1205 op->name_pl = name_pl; 1295 op->name_pl = name_pl;
1206 op->title = title; 1296 op->title = title;
1207 1297
1217 * job preparing multi-part monsters. 1307 * job preparing multi-part monsters.
1218 */ 1308 */
1219object * 1309object *
1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1310insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221{ 1311{
1312 op->remove ();
1313
1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1314 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 { 1315 {
1224 tmp->x = x + tmp->arch->x; 1316 tmp->x = x + tmp->arch->x;
1225 tmp->y = y + tmp->arch->y; 1317 tmp->y = y + tmp->arch->y;
1226 } 1318 }
1243 * Passing 0 for flag gives proper default values, so flag really only needs 1335 * Passing 0 for flag gives proper default values, so flag really only needs
1244 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1245 * 1337 *
1246 * Return value: 1338 * Return value:
1247 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1249 * just 'op' otherwise 1341 * just 'op' otherwise
1250 */ 1342 */
1251object * 1343object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1345{
1254 assert (!op->flag [FLAG_FREED]);
1255
1256 object *top, *floor = NULL;
1257
1258 op->remove (); 1346 op->remove ();
1347
1348 if (m == &freed_map)//D TODO: remove soon
1349 {//D
1350 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1351 }//D
1259 1352
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1261 * of areas of callers (eg, anything that uses find_free_spot would now 1354 * of areas of callers (eg, anything that uses find_free_spot would now
1262 * need extra work 1355 * need extra work
1263 */ 1356 */
1357 maptile *newmap = m;
1264 if (!xy_normalise (m, op->x, op->y)) 1358 if (!xy_normalise (newmap, op->x, op->y))
1265 { 1359 {
1266 op->destroy (); 1360 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1361 return 0;
1268 } 1362 }
1269 1363
1270 if (object *more = op->more) 1364 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1365 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0; 1366 return 0;
1273 1367
1274 CLEAR_FLAG (op, FLAG_REMOVED); 1368 op->flag [FLAG_REMOVED] = false;
1275 1369 op->env = 0;
1276 op->map = m; 1370 op->map = newmap;
1371
1277 mapspace &ms = op->ms (); 1372 mapspace &ms = op->ms ();
1278 1373
1279 /* this has to be done after we translate the coordinates. 1374 /* this has to be done after we translate the coordinates.
1280 */ 1375 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1376 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1378 if (object::can_merge (op, tmp))
1284 { 1379 {
1380 // TODO: we actually want to update tmp, not op,
1381 // but some caller surely breaks when we return tmp
1382 // from here :/
1285 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1384 tmp->destroy ();
1287 } 1385 }
1288 1386
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1291 1389
1292 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1293 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1294 1392
1295 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1296 { 1394 {
1297 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1298 { 1396 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1398 abort ();
1301 } 1399 }
1302 1400
1401 if (!originator->is_on_map ())
1402 {
1403 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1404 op->debug_desc (), originator->debug_desc ());
1405 abort ();
1406 }
1407
1303 op->above = originator; 1408 op->above = originator;
1304 op->below = originator->below; 1409 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op; 1410 originator->below = op;
1411
1412 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1413 }
1314 else 1414 else
1315 { 1415 {
1316 top = ms.bot; 1416 object *floor = 0;
1417 object *top = ms.top;
1317 1418
1318 /* If there are other objects, then */ 1419 /* If there are other objects, then */
1319 if (top) 1420 if (top)
1320 { 1421 {
1321 object *last = 0;
1322
1323 /* 1422 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1423 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1424 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1425 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1330 * once we get to them. This reduces the need to traverse over all of 1429 * once we get to them. This reduces the need to traverse over all of
1331 * them when adding another one - this saves quite a bit of cpu time 1430 * them when adding another one - this saves quite a bit of cpu time
1332 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1334 */ 1433 */
1335 for (top = ms.bot; top; top = top->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1435 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1338 floor = top; 1437 floor = tmp;
1339 1438
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1341 { 1440 {
1342 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1343 top = top->below; 1442 top = tmp->below;
1344 break; 1443 break;
1345 } 1444 }
1346 1445
1347 last = top; 1446 top = tmp;
1348 } 1447 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1448
1353 /* We let update_position deal with figuring out what the space 1449 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1450 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1451 * makes things faster, and effectively the same result.
1356 */ 1452 */
1363 */ 1459 */
1364 if (!(flag & INS_ON_TOP) 1460 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1461 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1367 { 1463 {
1464 object *last;
1465
1368 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1370 break; 1468 break;
1371 1469
1372 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1373 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1374 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1380 } /* If objects on this space */ 1478 } /* If objects on this space */
1381 1479
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1480 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1481 top = floor;
1384 1482
1385 /* Top is the object that our object (op) is going to get inserted above. 1483 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1484 if (!top)
1390 { 1485 {
1486 op->below = 0;
1391 op->above = ms.bot; 1487 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1488 ms.bot = op;
1489
1490 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1491 }
1399 else 1492 else
1400 { /* get inserted into the stack above top */ 1493 {
1401 op->above = top->above; 1494 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1495 top->above = op;
1405 1496
1406 op->below = top; 1497 op->below = top;
1407 top->above = op; 1498 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1499 }
1500 }
1409 1501
1410 if (!op->above) 1502 if (op->is_player ())
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413
1414 if (op->type == PLAYER)
1415 { 1503 {
1416 op->contr->do_los = 1; 1504 op->contr->do_los = 1;
1417 ++op->map->players; 1505 ++op->map->players;
1418 op->map->touch (); 1506 op->map->touch ();
1419 } 1507 }
1420 1508
1421 op->map->dirty = true; 1509 op->map->dirty = true;
1422 1510
1423 if (object *pl = ms.player ()) 1511 if (object *pl = ms.player ())
1512 //TODO: the floorbox prev/next might need updating
1513 //esrv_send_item (pl, op);
1514 //TODO: update floorbox to preserve ordering
1515 if (pl->contr->ns)
1424 pl->contr->ns->floorbox_update (); 1516 pl->contr->ns->floorbox_update ();
1425 1517
1426 /* If this object glows, it may affect lighting conditions that are 1518 /* If this object glows, it may affect lighting conditions that are
1427 * visible to others on this map. But update_all_los is really 1519 * visible to others on this map. But update_all_los is really
1428 * an inefficient way to do this, as it means los for all players 1520 * an inefficient way to do this, as it means los for all players
1429 * on the map will get recalculated. The players could very well 1521 * on the map will get recalculated. The players could very well
1430 * be far away from this change and not affected in any way - 1522 * be far away from this change and not affected in any way -
1431 * this should get redone to only look for players within range, 1523 * this should get redone to only look for players within range,
1432 * or just updating the P_UPTODATE for spaces within this area 1524 * or just updating the P_UPTODATE for spaces within this area
1433 * of effect may be sufficient. 1525 * of effect may be sufficient.
1434 */ 1526 */
1435 if (op->map->darkness && (op->glow_radius != 0)) 1527 if (op->affects_los ())
1528 {
1529 op->ms ().invalidate ();
1436 update_all_los (op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1531 }
1437 1532
1438 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1533 /* updates flags (blocked, alive, no magic, etc) for this map space */
1439 update_object (op, UP_OBJ_INSERT); 1534 update_object (op, UP_OBJ_INSERT);
1440 1535
1441 INVOKE_OBJECT (INSERT, op); 1536 INVOKE_OBJECT (INSERT, op);
1448 * blocked() and wall() work properly), and these flags are updated by 1543 * blocked() and wall() work properly), and these flags are updated by
1449 * update_object(). 1544 * update_object().
1450 */ 1545 */
1451 1546
1452 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1454 { 1549 {
1455 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1456 return 0; 1551 return 0;
1457 1552
1458 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1459 * walk on's. 1554 * walk on's.
1460 */ 1555 */
1461 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1462 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1463 return 0; 1558 return 0;
1464 } 1559 }
1465 1560
1466 return op; 1561 return op;
1467} 1562}
1469/* this function inserts an object in the map, but if it 1564/* this function inserts an object in the map, but if it
1470 * finds an object of its own type, it'll remove that one first. 1565 * finds an object of its own type, it'll remove that one first.
1471 * op is the object to insert it under: supplies x and the map. 1566 * op is the object to insert it under: supplies x and the map.
1472 */ 1567 */
1473void 1568void
1474replace_insert_ob_in_map (const char *arch_string, object *op) 1569replace_insert_ob_in_map (shstr_tmp archname, object *op)
1475{ 1570{
1476 /* first search for itself and remove any old instances */ 1571 /* first search for itself and remove any old instances */
1477 1572
1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1480 tmp->destroy (1); 1575 tmp->destroy ();
1481 1576
1482 object *tmp = arch_to_object (archetype::find (arch_string)); 1577 object *tmp = archetype::find (archname)->instance ();
1483 1578
1484 tmp->x = op->x; 1579 tmp->x = op->x;
1485 tmp->y = op->y; 1580 tmp->y = op->y;
1486 1581
1487 insert_ob_in_map (tmp, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1494 return where->env->insert (this); 1589 return where->env->insert (this);
1495 else 1590 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1497} 1592}
1498 1593
1499// find player who can see this object 1594// check whether we can put this into the map, respect max_volume, max_items
1500object * 1595bool
1501object::visible_to () const 1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1502{ 1597{
1503 if (!flag [FLAG_REMOVED]) 1598 mapspace &ms = m->at (x, y);
1504 {
1505 // see if we are in a container of sorts
1506 if (env)
1507 {
1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1511 1599
1512 // else a player could have our env open 1600 int items = ms.items ();
1513 object *envest = env->outer_env ();
1514 1601
1515 // the player itself is always on a map, so we will find him here 1602 if (!items // testing !items ensures we can drop at least one item
1516 // even if our inv is in a player. 1603 || (items < m->max_items
1517 if (envest->is_on_map ()) 1604 && ms.volume () < m->max_volume))
1518 if (object *pl = envest->ms ().player ()) 1605 return true;
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530 1606
1607 if (originator && originator->is_player ())
1608 originator->contr->failmsgf (
1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1610 query_name ()
1611 );
1612
1531 return 0; 1613 return false;
1532} 1614}
1533 1615
1534/* 1616/*
1535 * decrease(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1618 * the amount of an object. If the amount reaches 0, the object
1544 if (!nr) 1626 if (!nr)
1545 return true; 1627 return true;
1546 1628
1547 nr = min (nr, nrof); 1629 nr = min (nr, nrof);
1548 1630
1631 if (nrof > nr)
1632 {
1633 sint64 oweight = total_weight ();
1634
1549 nrof -= nr; 1635 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0
1554 1636
1555 if (object *pl = visible_to ()) 1637 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1638 esrv_update_item (UPD_NROF, pl, this);
1557 1639
1640 adjust_weight (env, oweight, total_weight ());
1641
1558 return true; 1642 return true;
1559 } 1643 }
1560 else 1644 else
1561 { 1645 {
1562 destroy (1); 1646 destroy ();
1563 return false; 1647 return false;
1564 } 1648 }
1565} 1649}
1566 1650
1567/* 1651/*
1584 } 1668 }
1585 else 1669 else
1586 { 1670 {
1587 decrease (nr); 1671 decrease (nr);
1588 1672
1589 object *op = object_create_clone (this); 1673 object *op = deep_clone ();
1590 op->nrof = nr; 1674 op->nrof = nr;
1591 return op; 1675 return op;
1592 } 1676 }
1593} 1677}
1594 1678
1636 if (op->nrof) 1720 if (op->nrof)
1637 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1638 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1639 { 1723 {
1640 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1642 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1643 adjust_weight (this, op->total_weight ());
1644 1731
1732 if (object *pl = tmp->visible_to ())
1733 esrv_update_item (UPD_NROF, pl, tmp);
1734
1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1736
1645 op->destroy (1); 1737 op->destroy ();
1646 op = tmp; 1738 op = tmp;
1647 goto inserted; 1739 goto inserted;
1648 } 1740 }
1649 1741
1650 op->owner = 0; // it's his/hers now. period. 1742 op->owner = 0; // it's his/hers now. period.
1661 1753
1662 inv = op; 1754 inv = op;
1663 1755
1664 op->flag [FLAG_REMOVED] = 0; 1756 op->flag [FLAG_REMOVED] = 0;
1665 1757
1758 if (object *pl = op->visible_to ())
1759 esrv_send_item (pl, op);
1760
1666 adjust_weight (this, op->total_weight ()); 1761 adjust_weight (this, 0, op->total_weight ());
1667 1762
1668inserted: 1763inserted:
1669 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1765 if (op->glow_radius && is_on_map ())
1766 {
1767 update_stats ();
1671 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1672 1769 }
1673 if (object *otmp = in_player ()) 1770 else if (is_player ())
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1771 // if this is a player's inventory, update stats
1675 otmp->update_stats (); 1772 contr->queue_stats_update ();
1676 1773
1677 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1678 1775
1679 return op; 1776 return op;
1680} 1777}
1698 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1699 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1700 * on top. 1797 * on top.
1701 */ 1798 */
1702int 1799int
1703check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1704{ 1801{
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1705 object *tmp; 1805 object *tmp;
1706 maptile *m = op->map; 1806 maptile *m = op->map;
1707 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1708 1808
1709 MoveType move_on, move_slow, move_block; 1809 mapspace &ms = m->at (x, y);
1710 1810
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1811 ms.update ();
1712 return 0;
1713 1812
1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1813 MoveType move_on = ms.move_on;
1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1814 MoveType move_slow = ms.move_slow;
1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1815 MoveType move_block = ms.move_block;
1717 1816
1718 /* if nothing on this space will slow op down or be applied, 1817 /* if nothing on this space will slow op down or be applied,
1719 * no need to do checking below. have to make sure move_type 1818 * no need to do checking below. have to make sure move_type
1720 * is set, as lots of objects don't have it set - we treat that 1819 * is set, as lots of objects don't have it set - we treat that
1721 * as walking. 1820 * as walking.
1732 return 0; 1831 return 0;
1733 1832
1734 /* The objects have to be checked from top to bottom. 1833 /* The objects have to be checked from top to bottom.
1735 * Hence, we first go to the top: 1834 * Hence, we first go to the top:
1736 */ 1835 */
1737 1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1739 {
1740 /* Trim the search when we find the first other spell effect
1741 * this helps performance so that if a space has 50 spell objects,
1742 * we don't need to check all of them.
1743 */
1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 } 1837 {
1838 next = tmp->below;
1747 1839
1748 for (; tmp; tmp = tmp->below)
1749 {
1750 if (tmp == op) 1840 if (tmp == op)
1751 continue; /* Can't apply yourself */ 1841 continue; /* Can't apply yourself */
1752 1842
1753 /* Check to see if one of the movement types should be slowed down. 1843 /* Check to see if one of the movement types should be slowed down.
1754 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1755 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1756 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1757 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1758 */ 1848 */
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1760 { 1850 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 { 1853 {
1764
1765 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1855
1768 if (op->type == PLAYER) 1856 if (op->is_player ())
1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1857 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1858 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1771 diff /= 4.0; 1859 diff /= 4.0;
1772 1860
1773 op->speed_left -= diff; 1861 op->speed_left -= diff;
1774 } 1862 }
1775 } 1863 }
1776 1864
1777 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1778 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1779 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1780 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1781 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1782 1875
1783 if (op->destroyed ()) 1876 if (op->destroyed ())
1784 return 1; 1877 return 1;
1785 1878
1808 LOG (llevError, "Present_arch called outside map.\n"); 1901 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1902 return NULL;
1810 } 1903 }
1811 1904
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1905 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch == at) 1906 if (tmp->arch->archname == at->archname)
1814 return tmp; 1907 return tmp;
1815 1908
1816 return NULL; 1909 return NULL;
1817} 1910}
1818 1911
1882 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1883 */ 1976 */
1884object * 1977object *
1885present_arch_in_ob (const archetype *at, const object *op) 1978present_arch_in_ob (const archetype *at, const object *op)
1886{ 1979{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1981 if (tmp->arch->archname == at->archname)
1889 return tmp; 1982 return tmp;
1890 1983
1891 return NULL; 1984 return NULL;
1892} 1985}
1893 1986
1897void 1990void
1898flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1899{ 1992{
1900 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 1994 {
1902 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1903 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1904 } 1997 }
1905} 1998}
1906 1999
1907/* 2000/*
1910void 2003void
1911unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1912{ 2005{
1913 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 2007 {
1915 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1916 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1917 } 2010 }
1918} 2011}
1919 2012
1920/* 2013/*
1981 * head of the object should correspond for the entire object. 2074 * head of the object should correspond for the entire object.
1982 */ 2075 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2076 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 2077 continue;
1985 2078
1986 if (ob->blocked (m, pos.x, pos.y)) 2079 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 2080 continue;
1988 2081
1989 altern [index++] = i; 2082 altern [index++] = i;
1990 } 2083 }
1991 2084
2059 * there is capable of. 2152 * there is capable of.
2060 */ 2153 */
2061int 2154int
2062find_dir (maptile *m, int x, int y, object *exclude) 2155find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2156{
2064 int i, max = SIZEOFFREE, mflags; 2157 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2158 MoveType move_type;
2071 2159
2072 if (exclude && exclude->head_ () != exclude) 2160 if (exclude && exclude->head_ () != exclude)
2073 { 2161 {
2074 exclude = exclude->head; 2162 exclude = exclude->head;
2075 move_type = exclude->move_type; 2163 move_type = exclude->move_type;
2078 { 2166 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2167 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2168 move_type = MOVE_ALL;
2081 } 2169 }
2082 2170
2083 for (i = 1; i < max; i++) 2171 for (int i = 1; i < max; i++)
2084 { 2172 {
2085 mp = m; 2173 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2174 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2175
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2176 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2177 max = maxfree[i];
2093 else 2178 else
2094 { 2179 {
2095 mapspace &ms = mp->at (nx, ny); 2180 mapspace &ms = *pos;
2096 2181
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2182 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2183 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2184 else if (ms.flags () & P_IS_ALIVE)
2102 { 2185 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2186 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2187 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2188 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2189 return freedir [i];
2110 } 2190 }
2111 } 2191 }
2112 } 2192 }
2113 2193
2114 return 0; 2194 return 0;
2123{ 2203{
2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125} 2205}
2126 2206
2127/* 2207/*
2128 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2129 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2130 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2131 */ 2211 */
2132int 2212int
2133find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2134{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2135 int q; 2258 int q;
2136 2259
2137 if (y) 2260 if (y)
2138 q = x * 100 / y; 2261 q = 128 * x / y;
2139 else if (x) 2262 else if (x)
2140 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2141 else 2264 else
2142 return 0; 2265 return 0;
2143 2266
2144 if (y > 0) 2267 if (y > 0)
2145 { 2268 {
2146 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2147 return 3; 2274 return 3;
2148 if (q < -41) 2275 }
2149 return 2; 2276 else
2150 if (q < 41) 2277 {
2151 return 1; 2278 if (q < -309) return 3;
2152 if (q < 242) 2279 if (q < -52) return 2;
2153 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2154 return 7; 2283 return 7;
2155 } 2284 }
2156 2285#endif
2157 if (q < -242)
2158 return 7;
2159 if (q < -41)
2160 return 6;
2161 if (q < 41)
2162 return 5;
2163 if (q < 242)
2164 return 4;
2165
2166 return 3;
2167} 2286}
2168 2287
2169/* 2288/*
2170 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2171 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2172 */ 2291 */
2173int 2292int
2174dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2175{ 2294{
2176 int d;
2177
2178 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2179 if (d > 4)
2180 d = 8 - d;
2181 2296
2182 return d; 2297 return d > 4 ? 8 - d : d;
2183} 2298}
2184 2299
2185/* peterm: 2300/* peterm:
2186 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2187 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2189 * This basically means that if direction is 15, then it could either go 2304 * This basically means that if direction is 15, then it could either go
2190 * direction 4, 14, or 16 to get back to where we are. 2305 * direction 4, 14, or 16 to get back to where we are.
2191 * Moved from spell_util.c to object.c with the other related direction 2306 * Moved from spell_util.c to object.c with the other related direction
2192 * functions. 2307 * functions.
2193 */ 2308 */
2194int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2293 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2294 */ 2409 */
2295int 2410int
2296can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2297{ 2412{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2301} 2416}
2302 2417
2303/* 2418/*
2304 * create clone from object to another 2419 * create clone from object to another
2305 */ 2420 */
2306object * 2421object *
2307object_create_clone (object *asrc) 2422object::deep_clone ()
2308{ 2423{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2424 assert (("deep_clone called on non-head object", is_head ()));
2310 2425
2311 if (!asrc) 2426 object *dst = clone ();
2312 return 0;
2313 2427
2314 src = asrc->head_ (); 2428 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2429 for (object *part = this->more; part; part = part->more)
2318 { 2430 {
2319 tmp = part->clone (); 2431 object *tmp = part->clone ();
2320 tmp->x -= src->x;
2321 tmp->y -= src->y;
2322
2323 if (!part->head)
2324 {
2325 dst = tmp;
2326 tmp->head = 0;
2327 }
2328 else
2329 tmp->head = dst; 2432 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2433 prev->more = tmp;
2335
2336 prev = tmp; 2434 prev = tmp;
2337 } 2435 }
2338 2436
2339 for (item = src->inv; item; item = item->below) 2437 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2438 insert_ob_in_ob (item->deep_clone (), dst);
2341 2439
2342 return dst; 2440 return dst;
2343} 2441}
2344 2442
2345/* This returns the first object in who's inventory that 2443/* This returns the first object in who's inventory that
2354 return tmp; 2452 return tmp;
2355 2453
2356 return 0; 2454 return 0;
2357} 2455}
2358 2456
2359/* If ob has a field named key, return the link from the list, 2457/* Zero the key_values on op, decrementing the shared-string
2360 * otherwise return NULL. 2458 * refcounts and freeing the links.
2361 * 2459 */
2362 * key must be a passed in shared string - otherwise, this won't 2460void
2363 * do the desired thing. 2461key_values::clear ()
2364 */
2365key_value *
2366get_ob_key_link (const object *ob, const char *key)
2367{ 2462{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2473shstr_tmp
2474key_values::get (shstr_tmp key) const
2475{
2476 for (key_value *kv = first; kv; kv = kv->next)
2369 if (link->key == key) 2477 if (kv->key == key)
2370 return link;
2371
2372 return 0;
2373}
2374
2375/*
2376 * Returns the value of op has an extra_field for key, or NULL.
2377 *
2378 * The argument doesn't need to be a shared string.
2379 *
2380 * The returned string is shared.
2381 */
2382const char *
2383get_ob_key_value (const object *op, const char *const key)
2384{
2385 key_value *link;
2386 shstr_cmp canonical_key (key);
2387
2388 if (!canonical_key)
2389 {
2390 /* 1. There being a field named key on any object
2391 * implies there'd be a shared string to find.
2392 * 2. Since there isn't, no object has this field.
2393 * 3. Therefore, *this* object doesn't have this field.
2394 */
2395 return 0;
2396 }
2397
2398 /* This is copied from get_ob_key_link() above -
2399 * only 4 lines, and saves the function call overhead.
2400 */
2401 for (link = op->key_values; link; link = link->next)
2402 if (link->key == canonical_key)
2403 return link->value; 2478 return kv->value;
2404 2479
2405 return 0; 2480 return shstr ();
2406} 2481}
2407 2482
2408/* 2483void
2409 * Updates the canonical_key in op to value. 2484key_values::add (shstr_tmp key, shstr_tmp value)
2410 *
2411 * canonical_key is a shared string (value doesn't have to be).
2412 *
2413 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2414 * keys.
2415 *
2416 * Returns TRUE on success.
2417 */
2418int
2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2420{ 2485{
2421 key_value *field = NULL, *last = NULL; 2486 key_value *kv = new key_value;
2422 2487
2423 for (field = op->key_values; field != NULL; field = field->next) 2488 kv->next = first;
2424 { 2489 kv->key = key;
2425 if (field->key != canonical_key) 2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2496key_values::set (shstr_tmp key, shstr_tmp value)
2497{
2498 for (key_value *kv = first; kv; kv = kv->next)
2499 if (kv->key == key)
2426 { 2500 {
2427 last = field; 2501 kv->value = value;
2428 continue; 2502 return;
2429 } 2503 }
2430 2504
2431 if (value) 2505 add (key, value);
2432 field->value = value; 2506}
2433 else 2507
2508void
2509key_values::del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2434 { 2513 {
2435 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2516 delete kv;
2438 * we get this value back again. 2517 return;
2439 */
2440 if (get_ob_key_link (op->arch, canonical_key))
2441 field->value = 0;
2442 else
2443 {
2444 if (last)
2445 last->next = field->next;
2446 else
2447 op->key_values = field->next;
2448
2449 delete field;
2450 }
2451 } 2518 }
2452 return TRUE; 2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2453 } 2528 {
2454 /* IF we get here, key doesn't exist */ 2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2455 2534
2456 /* No field, we'll have to add it. */ 2535 first = prev;
2457
2458 if (!add_key)
2459 return FALSE;
2460
2461 /* There isn't any good reason to store a null
2462 * value in the key/value list. If the archetype has
2463 * this key, then we should also have it, so shouldn't
2464 * be here. If user wants to store empty strings,
2465 * should pass in ""
2466 */
2467 if (value == NULL)
2468 return TRUE;
2469
2470 field = new key_value;
2471
2472 field->key = canonical_key;
2473 field->value = value;
2474 /* Usual prepend-addition. */
2475 field->next = op->key_values;
2476 op->key_values = field;
2477
2478 return TRUE;
2479} 2536}
2480 2537
2481/* 2538key_values &
2482 * Updates the key in op to value. 2539key_values::operator =(const key_values &kv)
2483 *
2484 * If add_key is FALSE, this will only update existing keys,
2485 * and not add new ones.
2486 * In general, should be little reason FALSE is ever passed in for add_key
2487 *
2488 * Returns TRUE on success.
2489 */
2490int
2491set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2492{ 2540{
2493 shstr key_ (key); 2541 clear ();
2494 2542
2495 return set_ob_key_value_s (op, key_, value, add_key); 2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2496} 2547}
2497 2548
2498object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2550: iterator_base (container)
2500{ 2551{
2550{ 2601{
2551 char flagdesc[512]; 2602 char flagdesc[512];
2552 char info2[256 * 4]; 2603 char info2[256 * 4];
2553 char *p = info; 2604 char *p = info;
2554 2605
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2606 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2556 count, 2607 count,
2557 uuid.c_str (), 2608 uuid.c_str (),
2558 &name, 2609 &name,
2559 title ? "\",title:\"" : "", 2610 title ? ",title:\"" : "",
2560 title ? (const char *)title : "", 2611 title ? (const char *)title : "",
2612 title ? "\"" : "",
2561 flag_desc (flagdesc, 512), type); 2613 flag_desc (flagdesc, 512), type);
2562 2614
2563 if (!this->flag[FLAG_REMOVED] && env) 2615 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2617
2566 if (map) 2618 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2619 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2620
2583{ 2635{
2584 return map ? map->region (x, y) 2636 return map ? map->region (x, y)
2585 : region::default_region (); 2637 : region::default_region ();
2586} 2638}
2587 2639
2588const materialtype_t *
2589object::dominant_material () const
2590{
2591 if (materialtype_t *mt = name_to_material (materialname))
2592 return mt;
2593
2594 return name_to_material (shstr_unknown);
2595}
2596
2597void 2640void
2598object::open_container (object *new_container) 2641object::open_container (object *new_container)
2599{ 2642{
2600 if (container == new_container) 2643 if (container == new_container)
2601 return; 2644 return;
2602 2645
2603 if (object *old_container = container) 2646 object *old_container = container;
2647
2648 if (old_container)
2604 { 2649 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2650 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2651 return;
2607 2652
2608#if 0 2653#if 0
2610 if (object *closer = old_container->inv) 2655 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2656 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2657 closer->destroy ();
2613#endif 2658#endif
2614 2659
2660 // make sure the container is available
2661 esrv_send_item (this, old_container);
2662
2615 old_container->flag [FLAG_APPLIED] = 0; 2663 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2664 container = 0;
2617 2665
2666 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2667 esrv_update_item (UPD_FLAGS, this, old_container);
2668
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2620 play_sound (sound_find ("chest_close")); 2670 play_sound (sound_find ("chest_close"));
2621 } 2671 }
2622 2672
2623 if (new_container) 2673 if (new_container)
2624 { 2674 {
2628 // TODO: this does not seem to serve any purpose anymore? 2678 // TODO: this does not seem to serve any purpose anymore?
2629#if 0 2679#if 0
2630 // insert the "Close Container" object. 2680 // insert the "Close Container" object.
2631 if (archetype *closer = new_container->other_arch) 2681 if (archetype *closer = new_container->other_arch)
2632 { 2682 {
2633 object *closer = arch_to_object (new_container->other_arch); 2683 object *closer = new_container->other_arch->instance ();
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer); 2685 new_container->insert (closer);
2636 } 2686 }
2637#endif 2687#endif
2638 2688
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2689 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2640 2690
2691 // make sure the container is available, client bug requires this to be separate
2692 esrv_send_item (this, new_container);
2693
2641 new_container->flag [FLAG_APPLIED] = 1; 2694 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2695 container = new_container;
2643 2696
2697 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2698 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2699 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2700 play_sound (sound_find ("chest_open"));
2647 } 2701 }
2702// else if (!old_container->env && contr && contr->ns)
2703// contr->ns->floorbox_reset ();
2648} 2704}
2649 2705
2650object * 2706object *
2651object::force_find (const shstr name) 2707object::force_find (shstr_tmp name)
2652{ 2708{
2653 /* cycle through his inventory to look for the MARK we want to 2709 /* cycle through his inventory to look for the MARK we want to
2654 * place 2710 * place
2655 */ 2711 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below) 2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2658 return splay (tmp); 2714 return splay (tmp);
2659 2715
2660 return 0; 2716 return 0;
2661} 2717}
2662 2718
2719//-GPL
2720
2663void 2721void
2722object::force_set_timer (int duration)
2723{
2724 this->duration = 1;
2725 this->speed_left = -1.f;
2726
2727 this->set_speed (duration ? 1.f / duration : 0.f);
2728}
2729
2730object *
2664object::force_add (const shstr name, int duration) 2731object::force_add (shstr_tmp name, int duration)
2665{ 2732{
2666 if (object *force = force_find (name)) 2733 if (object *force = force_find (name))
2667 force->destroy (); 2734 force->destroy ();
2668 2735
2669 object *force = get_archetype (FORCE_NAME); 2736 object *force = archetype::get (FORCE_NAME);
2670 2737
2671 force->slaying = name; 2738 force->slaying = name;
2672 force->stats.food = 1; 2739 force->force_set_timer (duration);
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true; 2740 force->flag [FLAG_APPLIED] = true;
2678 2741
2679 insert (force); 2742 return insert (force);
2680} 2743}
2681 2744
2682void 2745void
2683object::play_sound (faceidx sound) 2746object::play_sound (faceidx sound) const
2684{ 2747{
2685 if (!sound) 2748 if (!sound)
2686 return; 2749 return;
2687 2750
2688 if (flag [FLAG_REMOVED]) 2751 if (is_on_map ())
2752 map->play_sound (sound, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::say_msg (const char *msg) const
2759{
2760 if (is_on_map ())
2761 map->say_msg (msg, x, y);
2762 else if (object *pl = in_player ())
2763 pl->contr->play_sound (sound);
2764}
2765
2766void
2767object::make_noise ()
2768{
2769 // we do not model noise in the map, so instead put
2770 // a temporary light into the noise source
2771 // could use the map instead, but that's less reliable for our
2772 // goal, which is to make invisibility a bit harder to exploit
2773
2774 // currently only works sensibly for players
2775 if (!is_player ())
2689 return; 2776 return;
2690 2777
2691 if (env) 2778 // find old force, or create new one
2692 { 2779 object *force = force_find (shstr_noise_force);
2693 if (object *pl = in_player ()) 2780
2694 pl->contr->play_sound (sound); 2781 if (force)
2695 } 2782 force->speed_left = -1.f; // patch old speed up
2696 else 2783 else
2697 map->play_sound (sound, x, y); 2784 {
2698} 2785 force = archetype::get (shstr_noise_force);
2699 2786
2787 force->slaying = shstr_noise_force;
2788 force->stats.food = 1;
2789 force->speed_left = -1.f;
2790
2791 force->set_speed (1.f / 4.f);
2792 force->flag [FLAG_IS_USED_UP] = true;
2793 force->flag [FLAG_APPLIED] = true;
2794
2795 insert (force);
2796 }
2797}
2798
2799void object::change_move_type (MoveType mt)
2800{
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2805 {
2806 // we are on the map, so handle move_on/off effects
2807 remove ();
2808 move_type = mt;
2809 map->insert (this, x, y, this);
2810 }
2811 else
2812 move_type = mt;
2813}
2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

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