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Comparing deliantra/server/common/object.C (file contents):
Revision 1.223 by root, Wed Apr 30 08:29:31 2008 UTC vs.
Revision 1.363 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
273 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
274 * if it is valid. 352 * if it is valid.
275 */ 353 */
276 } 354 }
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 /* Not 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 }
340 { 418 {
341 // see if we are in a container of sorts 419 // see if we are in a container of sorts
342 if (env) 420 if (env)
343 { 421 {
344 // the player inventory itself is always visible 422 // the player inventory itself is always visible
345 if (env->type == PLAYER) 423 if (env->is_player ())
346 return env; 424 return env;
347 425
348 // else a player could have our env open 426 // else a player could have our env open
349 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
350 428
351 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 430 // even if our inv is in a player.
353 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 433 if (pl->container_ () == env)
356 return pl; 434 return pl;
357 } 435 }
358 else 436 else
359 { 437 {
360 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
364 return pl; 443 return pl;
365 } 444 }
366 } 445 }
367 446
368 return 0; 447 return 0;
369} 448}
370 449
371// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
372static sint32 451static weight_t
373weight_adjust (object *op, sint32 weight) 452weight_adjust_for (object *op, weight_t weight)
374{ 453{
375 return op->type == CONTAINER 454 if (op->type == CONTAINER)
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 weight -= weight * op->stats.Str / 100;
377 : weight;
378}
379 456
457 return weight;
458}
459
380/* 460/*
381 * adjust_weight(object, weight) adds the specified weight to an object, 461 * subtracts, then adds, the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying. 462 * and also updates how much the environment(s) is/are carrying.
383 */ 463 */
384static void 464static void
385adjust_weight (object *op, sint32 weight) 465adjust_weight (object *op, weight_t sub, weight_t add)
386{ 466{
387 while (op) 467 while (op)
388 { 468 {
389 weight = weight_adjust (op, weight); 469 weight_t carrying = (weight_t)op->carrying
470 - weight_adjust_for (op, sub)
471 + weight_adjust_for (op, add);
390 472
391 if (!weight) 473 sub = op->carrying;
392 return;
393
394 op->carrying += weight; 474 op->carrying = carrying;
475 add = op->carrying;
395 476
396 if (object *pl = op->visible_to ()) 477 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily 478 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op); 479 esrv_update_item (UPD_WEIGHT, pl, op);
399 480
407 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
408 */ 489 */
409void 490void
410object::update_weight () 491object::update_weight ()
411{ 492{
412 sint32 sum = 0; 493 weight_t sum = 0;
413 494
414 for (object *op = inv; op; op = op->below) 495 for (object *op = inv; op; op = op->below)
415 { 496 {
416 if (op->inv)
417 op->update_weight (); 497 op->update_weight ();
418 498
419 sum += op->total_weight (); 499 sum += weight_adjust_for (this, op->total_weight ());
420 } 500 }
421
422 sum = weight_adjust (this, sum);
423 501
424 if (sum != carrying) 502 if (sum != carrying)
425 { 503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
426 carrying = sum; 508 carrying = sum;
427 509
428 if (object *pl = visible_to ()) 510 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily 511 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this); 512 esrv_update_item (UPD_WEIGHT, pl, this);
443 object_freezer freezer; 525 object_freezer freezer;
444 op->write (freezer); 526 op->write (freezer);
445 return freezer.as_string (); 527 return freezer.as_string ();
446} 528}
447 529
448/* 530char *
449 * get_nearest_part(multi-object, object 2) returns the part of the 531object::as_string ()
450 * multi-object 1 which is closest to the second object.
451 * If it's not a multi-object, it is returned.
452 */
453object *
454get_nearest_part (object *op, const object *pl)
455{ 532{
456 object *tmp, *closest; 533 return dump_object (this);
457 int last_dist, i;
458
459 if (!op->more)
460 return op;
461
462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
465 if ((i = distance (tmp, pl)) < last_dist)
466 closest = tmp, last_dist = i;
467
468 return closest;
469} 534}
470 535
471/* 536/*
472 * Returns the object which has the count-variable equal to the argument. 537 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow. 538 * VERRRY slow.
481 546
482 return 0; 547 return 0;
483} 548}
484 549
485/* 550/*
551 * Returns the object which has the uuid equal to the argument.
552 * MOAR VERRRY slow.
553 */
554
555object *
556find_object_uuid (UUID i)
557{
558 for_all_objects (op)
559 if (op->uuid == i)
560 return op;
561
562 return 0;
563}
564
565/*
486 * Returns the first object which has a name equal to the argument. 566 * Returns the first object which has a name equal to the argument.
487 * Used only by the patch command, but not all that useful. 567 * Used only by the patch command, but not all that useful.
488 * Enables features like "patch <name-of-other-player> food 999" 568 * Enables features like "patch <name-of-other-player> food 999"
489 */ 569 */
490object * 570object *
491find_object_name (const char *str) 571find_object_name (const char *str)
492{ 572{
493 shstr_cmp str_ (str); 573 shstr_cmp str_ (str);
494 object *op;
495 574
575 if (str_)
496 for_all_objects (op) 576 for_all_objects (op)
497 if (op->name == str_) 577 if (op->name == str_)
498 break; 578 return op;
499 579
500 return op; 580 return 0;
501} 581}
502 582
503/* 583/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 584 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 585 * skill and experience objects.
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return; 599 return;
520 } 600 }
521 601
522 this->owner = owner; 602 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
589}
590
591/* Zero the key_values on op, decrementing the shared-string
592 * refcounts and freeing the links.
593 */
594static void
595free_key_values (object *op)
596{
597 for (key_value *i = op->key_values; i; )
598 {
599 key_value *next = i->next;
600 delete i;
601
602 i = next;
603 }
604
605 op->key_values = 0;
606}
607
608object &
609object::operator =(const object &src)
610{
611 bool is_freed = flag [FLAG_FREED];
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed;
618
619 /* Copy over key_values, if any. */
620 if (src.key_values)
621 {
622 key_value *tail = 0;
623 key_values = 0;
624
625 for (key_value *i = src.key_values; i; i = i->next)
626 {
627 key_value *new_link = new key_value;
628
629 new_link->next = 0;
630 new_link->key = i->key;
631 new_link->value = i->value;
632
633 /* Try and be clever here, too. */
634 if (!key_values)
635 {
636 key_values = new_link;
637 tail = new_link;
638 }
639 else
640 {
641 tail->next = new_link;
642 tail = new_link;
643 }
644 }
645 }
646} 603}
647 604
648/* 605/*
649 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
654 * will point at garbage. 611 * will point at garbage.
655 */ 612 */
656void 613void
657object::copy_to (object *dst) 614object::copy_to (object *dst)
658{ 615{
659 *dst = *this; 616 dst->remove ();
617 *(object_copy *)dst = *this;
660 618
661 if (speed < 0) 619 // maybe move to object_copy?
662 dst->speed_left -= rndm (); 620 dst->kv = kv;
663 621
664 dst->set_speed (dst->speed); 622 dst->flag [FLAG_REMOVED] = true;
623 dst->activate ();
665} 624}
666 625
667void 626void
668object::instantiate () 627object::instantiate ()
669{ 628{
670 if (!uuid.seq) // HACK 629 if (!uuid.seq) // HACK
671 uuid = UUID::gen (); 630 uuid = UUID::gen ();
672 631
632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
633 if (flag [FLAG_RANDOM_SPEED] && speed)
634 speed_left = - speed - rndm (); // TODO animation
635 else
673 speed_left = -0.1f; 636 speed_left = -1.;
637
674 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
679 */ 643 */
680 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = NUM_BODY_LOCATIONS; i--; )
681 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
682 646
686object * 650object *
687object::clone () 651object::clone ()
688{ 652{
689 object *neu = create (); 653 object *neu = create ();
690 copy_to (neu); 654 copy_to (neu);
655
656 // TODO: unclean state changes, should not be done in clone AND instantiate
657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
658 neu->speed_left = - neu->speed - rndm (); // TODO animation
659
660 neu->map = map; // not copied by copy_to
691 return neu; 661 return neu;
692} 662}
693 663
694/* 664/*
695 * If an object with the IS_TURNABLE() flag needs to be turned due 665 * If an object with the IS_TURNABLE() flag needs to be turned due
697 * be called to update the face variable, _and_ how it looks on the map. 667 * be called to update the face variable, _and_ how it looks on the map.
698 */ 668 */
699void 669void
700update_turn_face (object *op) 670update_turn_face (object *op)
701{ 671{
702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
703 return; 673 return;
704 674
705 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
706 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
707} 677}
712 * This function needs to be called whenever the speed of an object changes. 682 * This function needs to be called whenever the speed of an object changes.
713 */ 683 */
714void 684void
715object::set_speed (float speed) 685object::set_speed (float speed)
716{ 686{
717 if (flag [FLAG_FREED] && speed)
718 {
719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
720 speed = 0;
721 }
722
723 this->speed = speed; 687 this->speed = speed;
724 688
725 if (has_active_speed ()) 689 if (has_active_speed ())
726 activate (); 690 activate ();
727 else 691 else
774 } 738 }
775 739
776 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
777 741
778 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
779 /* nop */; 743 m.update_up (); // nothing to do except copy up
780 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
781 { 745 {
746#if 0
782 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
784 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
785 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
786 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
787 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
788 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
789 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
790 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
791 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
792 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
793 * to have move_allow right now. 758 * have move_allow right now.
794 */ 759 */
795 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
761 m.invalidate ();
762#else
796 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
797 m.flags_ = 0; 764 m.invalidate ();
765#endif
798 } 766 }
799 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
800 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
801 * that is being removed. 769 * that is being removed.
802 */ 770 */
803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
804 m.flags_ = 0; 772 m.invalidate ();
805 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
806 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
807 else 775 else
808 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
809 777
810 if (op->more) 778 if (op->more)
811 update_object (op->more, action); 779 update_object (op->more, action);
812} 780}
813 781
814object::object () 782object::object ()
815{ 783{
816 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
817 785
818 expmul = 1.0; 786 //expmul = 1.0; declared const for the time being
819 face = blank_face; 787 face = blank_face;
788 material = MATERIAL_NULL;
820} 789}
821 790
822object::~object () 791object::~object ()
823{ 792{
824 unlink (); 793 unlink ();
825 794
826 free_key_values (this); 795 kv.clear ();
827} 796}
828
829static int object_count;
830 797
831void object::link () 798void object::link ()
832{ 799{
833 assert (!index);//D 800 assert (!index);//D
834 uuid = UUID::gen (); 801 uuid = UUID::gen ();
835 count = ++object_count;
836 802
837 refcnt_inc (); 803 refcnt_inc ();
838 objects.insert (this); 804 objects.insert (this);
805
806 ++create_count;
807
839} 808}
840 809
841void object::unlink () 810void object::unlink ()
842{ 811{
843 if (!index) 812 if (!index)
844 return; 813 return;
814
815 ++destroy_count;
845 816
846 objects.erase (this); 817 objects.erase (this);
847 refcnt_dec (); 818 refcnt_dec ();
848} 819}
849 820
853 /* If already on active list, don't do anything */ 824 /* If already on active list, don't do anything */
854 if (active) 825 if (active)
855 return; 826 return;
856 827
857 if (has_active_speed ()) 828 if (has_active_speed ())
829 {
830 if (flag [FLAG_FREED])
831 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
832
858 actives.insert (this); 833 actives.insert (this);
834 }
859} 835}
860 836
861void 837void
862object::activate_recursive () 838object::activate_recursive ()
863{ 839{
867 op->activate_recursive (); 843 op->activate_recursive ();
868} 844}
869 845
870/* This function removes object 'op' from the list of active 846/* This function removes object 'op' from the list of active
871 * objects. 847 * objects.
872 * This should only be used for style maps or other such 848 * This should only be used for style maps or other such
873 * reference maps where you don't want an object that isn't 849 * reference maps where you don't want an object that isn't
874 * in play chewing up cpu time getting processed. 850 * in play chewing up cpu time getting processed.
875 * The reverse of this is to call update_ob_speed, which 851 * The reverse of this is to call update_ob_speed, which
876 * will do the right thing based on the speed of the object. 852 * will do the right thing based on the speed of the object.
877 */ 853 */
923 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
924 * drop on that space. 900 * drop on that space.
925 */ 901 */
926 if (!drop_to_ground 902 if (!drop_to_ground
927 || !map 903 || !map
928 || map->in_memory != MAP_ACTIVE 904 || !map->linkable ()
929 || map->nodrop 905 || map->no_drop
930 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
931 { 907 {
932 while (inv) 908 while (inv)
933 {
934 inv->destroy_inv (false);
935 inv->destroy (); 909 inv->destroy ();
936 }
937 } 910 }
938 else 911 else
939 { /* Put objects in inventory onto this space */ 912 { /* Put objects in inventory onto this space */
940 while (inv) 913 while (inv)
941 { 914 {
945 || op->flag [FLAG_NO_DROP] 918 || op->flag [FLAG_NO_DROP]
946 || op->type == RUNE 919 || op->type == RUNE
947 || op->type == TRAP 920 || op->type == TRAP
948 || op->flag [FLAG_IS_A_TEMPLATE] 921 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH]) 922 || op->flag [FLAG_DESTROY_ON_DEATH])
950 op->destroy (true); 923 op->destroy ();
951 else 924 else
952 map->insert (op, x, y); 925 map->insert (op, x, y);
953 } 926 }
954 } 927 }
955} 928}
956 929
930/*
931 * Remove and free all objects in the inventory of the given object.
932 * Unlike destroy_inv, this assumes the *this is destroyed as well
933 * well, so we can (and have to!) take shortcuts.
934 */
935void
936object::destroy_inv_fast ()
937{
938 while (object *op = inv)
939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
945
946 // then destroy
947 op->destroy ();
948 }
949}
950
951void
952object::freelist_free (int count)
953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964}
965
966object *
957object *object::create () 967object::create ()
958{ 968{
959 object *op = new object; 969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
960 op->link (); 991 op->link ();
992
961 return op; 993 return op;
962} 994}
963 995
964static struct freed_map : maptile 996void
997object::do_delete ()
965{ 998{
966 freed_map () 999 uint32_t count = this->count;
967 {
968 path = "<freed objects map>";
969 name = "/internal/freed_objects_map";
970 width = 3;
971 height = 3;
972 nodrop = 1;
973 1000
974 alloc (); 1001 this->~object ();
975 in_memory = MAP_ACTIVE; 1002
976 } 1003 freelist_item *li = (freelist_item *)this;
977} freed_map; // freed objects are moved here to avoid crashes 1004 li->next = freelist;
1005 li->count = count;
1006
1007 freelist = li;
1008 ++free_count;
1009}
978 1010
979void 1011void
980object::do_destroy () 1012object::do_destroy ()
981{ 1013{
982 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
983 remove_button_link (this); 1015 remove_link ();
984 1016
985 if (flag [FLAG_FRIENDLY]) 1017 if (flag [FLAG_FRIENDLY])
986 remove_friendly_object (this); 1018 remove_friendly_object (this);
987 1019
988 remove (); 1020 remove ();
1013 attacked_by = 0; 1045 attacked_by = 0;
1014 current_weapon = 0; 1046 current_weapon = 0;
1015} 1047}
1016 1048
1017void 1049void
1018object::destroy (bool destroy_inventory) 1050object::destroy ()
1019{ 1051{
1020 if (destroyed ()) 1052 if (destroyed ())
1021 return; 1053 return;
1022 1054
1023 if (!is_head () && !head->destroyed ()) 1055 if (!is_head () && !head->destroyed ())
1024 { 1056 {
1025 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1026 head->destroy (destroy_inventory); 1058 head->destroy ();
1027 return; 1059 return;
1028 } 1060 }
1029 1061
1030 destroy_inv (!destroy_inventory); 1062 destroy_inv_fast ();
1031 1063
1032 if (is_head ()) 1064 if (is_head ())
1033 if (sound_destroy) 1065 if (sound_destroy)
1034 play_sound (sound_destroy); 1066 play_sound (sound_destroy);
1035 else if (flag [FLAG_MONSTER]) 1067 else if (flag [FLAG_MONSTER])
1046 * the previous environment. 1078 * the previous environment.
1047 */ 1079 */
1048void 1080void
1049object::do_remove () 1081object::do_remove ()
1050{ 1082{
1051 object *tmp, *last = 0;
1052 object *otmp;
1053
1054 if (flag [FLAG_REMOVED]) 1083 if (flag [FLAG_REMOVED])
1055 return; 1084 return;
1056 1085
1057 INVOKE_OBJECT (REMOVE, this); 1086 INVOKE_OBJECT (REMOVE, this);
1058 1087
1059 flag [FLAG_REMOVED] = true; 1088 flag [FLAG_REMOVED] = true;
1060 1089
1061 if (more) 1090 if (more)
1062 more->remove (); 1091 more->remove ();
1063 1092
1064 /* 1093 /*
1065 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1066 * inventory. 1095 * inventory.
1067 */ 1096 */
1068 if (env) 1097 if (env)
1069 { 1098 {
1070 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1071 if (object *pl = visible_to ()) 1100 if (object *pl = visible_to ())
1072 esrv_del_item (pl->contr, count); 1101 esrv_del_item (pl->contr, count);
1073 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1074 1103
1075 adjust_weight (env, -total_weight ()); 1104 adjust_weight (env, total_weight (), 0);
1076 1105
1077 *(above ? &above->below : &env->inv) = below; 1106 object *pl = in_player ();
1078
1079 if (below)
1080 below->above = above;
1081 1107
1082 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do. 1110 * to the caller to decide what we want to do.
1085 */ 1111 */
1086 map = env->map; 1112 map = env->map;
1087 x = env->x; 1113 x = env->x;
1088 y = env->y; 1114 y = env->y;
1115
1116 // make sure cmov optimisation is applicable
1117 *(above ? &above->below : &env->inv) = below;
1118 *(below ? &below->above : &above ) = above; // &above is just a dummy
1119
1089 above = 0; 1120 above = 0;
1090 below = 0; 1121 below = 0;
1091 env = 0; 1122 env = 0;
1092 1123
1093 /* NO_FIX_PLAYER is set when a great many changes are being 1124 if (pl && pl->is_player ())
1094 * made to players inventory. If set, avoiding the call
1095 * to save cpu time.
1096 */ 1125 {
1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1126 if (expect_false (pl->contr->combat_ob == this))
1098 otmp->update_stats (); 1127 {
1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1140 pl->contr->queue_stats_update ();
1141
1142 if (expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1099 } 1145 }
1100 else if (map) 1146 else if (map)
1101 { 1147 {
1102 map->dirty = true; 1148 map->dirty = true;
1103 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1104 1150
1105 if (object *pl = ms.player ()) 1151 if (object *pl = ms.player ())
1106 { 1152 {
1107 if (type == PLAYER) // this == pl(!) 1153 if (is_player ())
1108 { 1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1109 // leaving a spot always closes any open container on the ground 1158 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env) 1159 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures 1160 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent. 1161 // that the CLOSE event is being sent.
1113 close_container (); 1162 close_container ();
1114 1163
1115 --map->players; 1164 --map->players;
1116 map->touch (); 1165 map->touch ();
1117 } 1166 }
1118 else if (pl->container == this) 1167 else if (pl->container_ () == this)
1119 { 1168 {
1120 // removing a container should close it 1169 // removing a container should close it
1121 close_container (); 1170 close_container ();
1122 } 1171 }
1123 1172 else
1124 esrv_del_item (pl->contr, count); 1173 esrv_del_item (pl->contr, count);
1125 } 1174 }
1126 1175
1127 /* link the object above us */ 1176 /* link the object above us */
1128 if (above) 1177 // re-link, make sure compiler can easily use cmove
1129 above->below = below; 1178 *(above ? &above->below : &ms.top) = below;
1130 else 1179 *(below ? &below->above : &ms.bot) = above;
1131 ms.top = below; /* we were top, set new top */
1132
1133 /* Relink the object below us, if there is one */
1134 if (below)
1135 below->above = above;
1136 else
1137 {
1138 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is
1140 * evident
1141 */
1142 if (GET_MAP_OB (map, x, y) != this)
1143 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 ());
1144
1145 ms.bot = above; /* goes on above it. */
1146 }
1147 1180
1148 above = 0; 1181 above = 0;
1149 below = 0; 1182 below = 0;
1150 1183
1151 if (map->in_memory == MAP_SAVING) 1184 ms.invalidate ();
1152 return;
1153 1185
1154 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1155 1187
1156 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1157 { 1189 {
1158 if (pl->container == this) 1190 if (pl->container_ () == this)
1159 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1160 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1161 * appropriately. 1193 * appropriately.
1162 */ 1194 */
1163 pl->close_container (); 1195 pl->close_container ();
1164 1196
1165 //TODO: the floorbox prev/next might need updating 1197 //TODO: the floorbox prev/next might need updating
1166 esrv_del_item (pl->contr, count); 1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1200 if (pl->contr->ns)
1201 pl->contr->ns->floorbox_update ();
1167 } 1202 }
1168 1203
1204 if (check_walk_off)
1169 for (tmp = ms.bot; tmp; tmp = tmp->above) 1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1170 { 1206 {
1207 above = tmp->above;
1208
1171 /* No point updating the players look faces if he is the object 1209 /* No point updating the players look faces if he is the object
1172 * being removed. 1210 * being removed.
1173 */ 1211 */
1174 1212
1175 /* See if object moving off should effect something */ 1213 /* See if object moving off should effect something */
1176 if (check_walk_off
1177 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1178 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1179 {
1180 move_apply (tmp, this, 0); 1216 move_apply (tmp, this, 0);
1181
1182 if (destroyed ())
1183 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1184 } 1217 }
1185 1218
1186 last = tmp; 1219 if (affects_los ())
1187 }
1188
1189 /* last == NULL if there are no objects on this space */
1190 //TODO: this makes little sense, why only update the topmost object?
1191 if (!last)
1192 map->at (x, y).flags_ = 0;
1193 else
1194 update_object (last, UP_OBJ_REMOVE);
1195
1196 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1197 update_all_los (map, x, y); 1220 update_all_los (map, x, y);
1198 } 1221 }
1199} 1222}
1200 1223
1201/* 1224/*
1225 esrv_update_item (UPD_NROF, pl, top); 1248 esrv_update_item (UPD_NROF, pl, top);
1226 1249
1227 op->weight = 0; // cancel the addition above 1250 op->weight = 0; // cancel the addition above
1228 op->carrying = 0; // must be 0 already 1251 op->carrying = 0; // must be 0 already
1229 1252
1230 op->destroy (1); 1253 op->destroy ();
1231 1254
1232 return top; 1255 return top;
1233 } 1256 }
1234 1257
1235 return 0; 1258 return 0;
1243 1266
1244 object *prev = this; 1267 object *prev = this;
1245 1268
1246 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1247 { 1270 {
1248 object *op = arch_to_object (at); 1271 object *op = at->instance ();
1249 1272
1250 op->name = name; 1273 op->name = name;
1251 op->name_pl = name_pl; 1274 op->name_pl = name_pl;
1252 op->title = title; 1275 op->title = title;
1253 1276
1263 * job preparing multi-part monsters. 1286 * job preparing multi-part monsters.
1264 */ 1287 */
1265object * 1288object *
1266insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1267{ 1290{
1291 op->remove ();
1292
1268 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1294 {
1270 tmp->x = x + tmp->arch->x; 1295 tmp->x = x + tmp->arch->x;
1271 tmp->y = y + tmp->arch->y; 1296 tmp->y = y + tmp->arch->y;
1272 } 1297 }
1289 * Passing 0 for flag gives proper default values, so flag really only needs 1314 * Passing 0 for flag gives proper default values, so flag really only needs
1290 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1291 * 1316 *
1292 * Return value: 1317 * Return value:
1293 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1295 * just 'op' otherwise 1320 * just 'op' otherwise
1296 */ 1321 */
1297object * 1322object *
1298insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1299{ 1324{
1300 assert (!op->flag [FLAG_FREED]);
1301
1302 op->remove (); 1325 op->remove ();
1326
1327 if (m == &freed_map)//D TODO: remove soon
1328 {//D
1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1330 }//D
1303 1331
1304 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1305 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1306 * need extra work 1334 * need extra work
1307 */ 1335 */
1336 maptile *newmap = m;
1308 if (!xy_normalise (m, op->x, op->y)) 1337 if (!xy_normalise (newmap, op->x, op->y))
1309 { 1338 {
1310 op->destroy (1); 1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1311 return 0; 1340 return 0;
1312 } 1341 }
1313 1342
1314 if (object *more = op->more) 1343 if (object *more = op->more)
1315 if (!insert_ob_in_map (more, m, originator, flag)) 1344 if (!insert_ob_in_map (more, m, originator, flag))
1316 return 0; 1345 return 0;
1317 1346
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1347 op->flag [FLAG_REMOVED] = false;
1319 1348 op->env = 0;
1320 op->map = m; 1349 op->map = newmap;
1350
1321 mapspace &ms = op->ms (); 1351 mapspace &ms = op->ms ();
1322 1352
1323 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1324 */ 1354 */
1325 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1326 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1327 if (object::can_merge (op, tmp)) 1357 if (object::can_merge (op, tmp))
1328 { 1358 {
1329 // TODO: we atcually want to update tmp, not op, 1359 // TODO: we actually want to update tmp, not op,
1330 // but some caller surely breaks when we return tmp 1360 // but some caller surely breaks when we return tmp
1331 // from here :/ 1361 // from here :/
1332 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1333 tmp->destroy (1); 1363 tmp->destroy ();
1334 } 1364 }
1335 1365
1336 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1337 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1338 1368
1339 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1340 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1341 1371
1342 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1343 { 1373 {
1344 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1345 { 1375 {
1346 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1347 abort (); 1377 abort ();
1348 } 1378 }
1349 1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1350 op->above = originator; 1387 op->above = originator;
1351 op->below = originator->below; 1388 op->below = originator->below;
1352
1353 if (op->below)
1354 op->below->above = op;
1355 else
1356 ms.bot = op;
1357
1358 /* since *below* originator, no need to update top */
1359 originator->below = op; 1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1360 } 1392 }
1361 else 1393 else
1362 { 1394 {
1363 object *top, *floor = NULL; 1395 object *floor = 0;
1364 1396 object *top = ms.top;
1365 top = ms.bot;
1366 1397
1367 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1368 if (top) 1399 if (top)
1369 { 1400 {
1370 object *last = 0;
1371
1372 /* 1401 /*
1373 * If there are multiple objects on this space, we do some trickier handling. 1402 * If there are multiple objects on this space, we do some trickier handling.
1374 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1375 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1376 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1377 * floor, we want to insert above that and no further. 1406 * floor, we want to insert above that and no further.
1378 * Also, if there are spell objects on this space, we stop processing 1407 * Also, if there are spell objects on this space, we stop processing
1379 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1380 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1381 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1382 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1383 */ 1412 */
1384 for (top = ms.bot; top; top = top->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1385 { 1414 {
1386 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1387 floor = top; 1416 floor = tmp;
1388 1417
1389 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1390 { 1419 {
1391 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1392 top = top->below; 1421 top = tmp->below;
1393 break; 1422 break;
1394 } 1423 }
1395 1424
1396 last = top; 1425 top = tmp;
1397 } 1426 }
1398
1399 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last;
1401 1427
1402 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1403 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1405 */ 1431 */
1412 */ 1438 */
1413 if (!(flag & INS_ON_TOP) 1439 if (!(flag & INS_ON_TOP)
1414 && ms.flags () & P_BLOCKSVIEW 1440 && ms.flags () & P_BLOCKSVIEW
1415 && (op->face && !faces [op->face].visibility)) 1441 && (op->face && !faces [op->face].visibility))
1416 { 1442 {
1443 object *last;
1444
1417 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1418 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1419 break; 1447 break;
1420 1448
1421 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1422 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1423 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1429 } /* If objects on this space */ 1457 } /* If objects on this space */
1430 1458
1431 if (flag & INS_ABOVE_FLOOR_ONLY) 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1432 top = floor; 1460 top = floor;
1433 1461
1434 /* Top is the object that our object (op) is going to get inserted above. 1462 // insert object above top, or bottom-most if top = 0
1435 */
1436
1437 /* First object on this space */
1438 if (!top) 1463 if (!top)
1439 { 1464 {
1465 op->below = 0;
1440 op->above = ms.bot; 1466 op->above = ms.bot;
1441
1442 if (op->above)
1443 op->above->below = op;
1444
1445 op->below = 0;
1446 ms.bot = op; 1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1447 } 1470 }
1448 else 1471 else
1449 { /* get inserted into the stack above top */ 1472 {
1450 op->above = top->above; 1473 op->above = top->above;
1451
1452 if (op->above)
1453 op->above->below = op; 1474 top->above = op;
1454 1475
1455 op->below = top; 1476 op->below = top;
1456 top->above = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1457 } 1478 }
1479 }
1458 1480
1459 if (!op->above) 1481 if (op->is_player ())
1460 ms.top = op;
1461 } /* else not INS_BELOW_ORIGINATOR */
1462
1463 if (op->type == PLAYER)
1464 { 1482 {
1465 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1466 ++op->map->players; 1484 ++op->map->players;
1467 op->map->touch (); 1485 op->map->touch ();
1468 } 1486 }
1469 1487
1470 op->map->dirty = true; 1488 op->map->dirty = true;
1471 1489
1472 if (object *pl = ms.player ()) 1490 if (object *pl = ms.player ())
1473 //TODO: the floorbox prev/next might need updating 1491 //TODO: the floorbox prev/next might need updating
1474 esrv_send_item (pl, op); 1492 //esrv_send_item (pl, op);
1493 //TODO: update floorbox to preserve ordering
1494 if (pl->contr->ns)
1495 pl->contr->ns->floorbox_update ();
1475 1496
1476 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1477 * visible to others on this map. But update_all_los is really 1498 * visible to others on this map. But update_all_los is really
1478 * an inefficient way to do this, as it means los for all players 1499 * an inefficient way to do this, as it means los for all players
1479 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1480 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1481 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1482 * or just updating the P_UPTODATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1483 * of effect may be sufficient. 1504 * of effect may be sufficient.
1484 */ 1505 */
1485 if (op->map->darkness && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1486 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1487 1511
1488 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1489 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1490 1514
1491 INVOKE_OBJECT (INSERT, op); 1515 INVOKE_OBJECT (INSERT, op);
1498 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1499 * update_object(). 1523 * update_object().
1500 */ 1524 */
1501 1525
1502 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1503 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1504 { 1528 {
1505 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1506 return 0; 1530 return 0;
1507 1531
1508 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1509 * walk on's. 1533 * walk on's.
1510 */ 1534 */
1511 for (object *tmp = op->more; tmp; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1512 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1513 return 0; 1537 return 0;
1514 } 1538 }
1515 1539
1516 return op; 1540 return op;
1517} 1541}
1518 1542
1519/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1520 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1521 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1522 */ 1546 */
1523void 1547void
1524replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1525{ 1549{
1526 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1527 1551
1528 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1529 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1530 tmp->destroy (1); 1554 tmp->destroy ();
1531 1555
1532 object *tmp = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = archetype::find (archname)->instance ();
1533 1557
1534 tmp->x = op->x; 1558 tmp->x = op->x;
1535 tmp->y = op->y; 1559 tmp->y = op->y;
1536 1560
1537 insert_ob_in_map (tmp, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1542{ 1566{
1543 if (where->env) 1567 if (where->env)
1544 return where->env->insert (this); 1568 return where->env->insert (this);
1545 else 1569 else
1546 return where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1571}
1572
1573// check whether we can put this into the map, respect max_volume, max_items
1574bool
1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1576{
1577 mapspace &ms = m->at (x, y);
1578
1579 int items = ms.items ();
1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1585
1586 if (originator)
1587 originator->failmsgf (
1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1589 query_name ()
1590 );
1591
1592 return false;
1547} 1593}
1548 1594
1549/* 1595/*
1550 * decrease(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1551 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1559 if (!nr) 1605 if (!nr)
1560 return true; 1606 return true;
1561 1607
1562 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1563 1609
1610 if (nrof > nr)
1611 {
1612 weight_t oweight = total_weight ();
1613
1564 nrof -= nr; 1614 nrof -= nr;
1565
1566 if (nrof)
1567 {
1568 adjust_weight (env, -weight * nr); // carrying == 0
1569 1615
1570 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1571 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1572 1618
1619 adjust_weight (env, oweight, total_weight ());
1620
1573 return true; 1621 return true;
1574 } 1622 }
1575 else 1623 else
1576 { 1624 {
1577 destroy (1); 1625 destroy ();
1578 return false; 1626 return false;
1579 } 1627 }
1580} 1628}
1581 1629
1582/* 1630/*
1599 } 1647 }
1600 else 1648 else
1601 { 1649 {
1602 decrease (nr); 1650 decrease (nr);
1603 1651
1604 object *op = object_create_clone (this); 1652 object *op = deep_clone ();
1605 op->nrof = nr; 1653 op->nrof = nr;
1606 return op; 1654 return op;
1607 } 1655 }
1608} 1656}
1609 1657
1630/* 1678/*
1631 * env->insert (op) 1679 * env->insert (op)
1632 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1633 * inside the object environment. 1681 * inside the object environment.
1634 * 1682 *
1635 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1637 */ 1685 */
1638object * 1686object *
1639object::insert (object *op) 1687object::insert (object *op)
1640{ 1688{
1651 if (op->nrof) 1699 if (op->nrof)
1652 for (object *tmp = inv; tmp; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1653 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1654 { 1702 {
1655 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1656 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1657 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1658 1710
1659 if (object *pl = tmp->visible_to ()) 1711 if (object *pl = tmp->visible_to ())
1660 esrv_update_item (UPD_NROF, pl, tmp); 1712 esrv_update_item (UPD_NROF, pl, tmp);
1661 1713
1662 adjust_weight (this, op->total_weight ()); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1663 1715
1664 op->destroy (1); 1716 op->destroy ();
1665 op = tmp; 1717 op = tmp;
1666 goto inserted; 1718 goto inserted;
1667 } 1719 }
1668 1720
1669 op->owner = 0; // it's his/hers now. period. 1721 op->owner = 0; // it's his/hers now. period.
1683 op->flag [FLAG_REMOVED] = 0; 1735 op->flag [FLAG_REMOVED] = 0;
1684 1736
1685 if (object *pl = op->visible_to ()) 1737 if (object *pl = op->visible_to ())
1686 esrv_send_item (pl, op); 1738 esrv_send_item (pl, op);
1687 1739
1688 adjust_weight (this, op->total_weight ()); 1740 adjust_weight (this, 0, op->total_weight ());
1689 1741
1690inserted: 1742inserted:
1691 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1692 if (op->glow_radius && map && map->darkness) 1744 if (op->glow_radius && is_on_map ())
1745 {
1746 update_stats ();
1693 update_all_los (map, x, y); 1747 update_all_los (map, x, y);
1694 1748 }
1749 else if (is_player ())
1695 // if this is a player's inventory, update stats 1750 // if this is a player's inventory, update stats
1696 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1751 contr->queue_stats_update ();
1697 update_stats ();
1698 1752
1699 INVOKE_OBJECT (INSERT, this); 1753 INVOKE_OBJECT (INSERT, this);
1700 1754
1701 return op; 1755 return op;
1702} 1756}
1720 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * MSW 2001-07-08: Check all objects on space, not just those below
1721 * object being inserted. insert_ob_in_map may not put new objects 1775 * object being inserted. insert_ob_in_map may not put new objects
1722 * on top. 1776 * on top.
1723 */ 1777 */
1724int 1778int
1725check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1726{ 1780{
1781 if (op->flag [FLAG_NO_APPLY])
1782 return 0;
1783
1727 object *tmp; 1784 object *tmp;
1728 maptile *m = op->map; 1785 maptile *m = op->map;
1729 int x = op->x, y = op->y; 1786 int x = op->x, y = op->y;
1730 1787
1731 MoveType move_on, move_slow, move_block; 1788 mapspace &ms = m->at (x, y);
1732 1789
1733 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1790 ms.update ();
1734 return 0;
1735 1791
1736 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1792 MoveType move_on = ms.move_on;
1737 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1793 MoveType move_slow = ms.move_slow;
1738 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1794 MoveType move_block = ms.move_block;
1739 1795
1740 /* if nothing on this space will slow op down or be applied, 1796 /* if nothing on this space will slow op down or be applied,
1741 * no need to do checking below. have to make sure move_type 1797 * no need to do checking below. have to make sure move_type
1742 * is set, as lots of objects don't have it set - we treat that 1798 * is set, as lots of objects don't have it set - we treat that
1743 * as walking. 1799 * as walking.
1752 */ 1808 */
1753 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1754 return 0; 1810 return 0;
1755 1811
1756 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1757 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1758 */ 1814 */
1759 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1760 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1761 {
1762 /* Trim the search when we find the first other spell effect
1763 * this helps performance so that if a space has 50 spell objects,
1764 * we don't need to check all of them.
1765 */
1766 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1767 break;
1768 } 1816 {
1817 next = tmp->below;
1769 1818
1770 for (; tmp; tmp = tmp->below)
1771 {
1772 if (tmp == op) 1819 if (tmp == op)
1773 continue; /* Can't apply yourself */ 1820 continue; /* Can't apply yourself */
1774 1821
1775 /* Check to see if one of the movement types should be slowed down. 1822 /* Check to see if one of the movement types should be slowed down.
1776 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1777 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1778 * space doesn't slow down swimming (for example), if you can't actually 1825 * space doesn't slow down swimming (for example), if you can't actually
1779 * swim on that space, can't use it to avoid the penalty. 1826 * swim on that space, can't use it to avoid the penalty.
1780 */ 1827 */
1781 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1782 { 1829 {
1783 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1784 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1785 { 1832 {
1786
1787 float
1788 diff = tmp->move_slow_penalty * fabs (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1789 1834
1790 if (op->type == PLAYER) 1835 if (op->is_player ())
1791 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1836 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1792 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1837 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1793 diff /= 4.0; 1838 diff /= 4.0;
1794 1839
1795 op->speed_left -= diff; 1840 op->speed_left -= diff;
1796 } 1841 }
1797 } 1842 }
1798 1843
1799 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1800 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1801 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1802 { 1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1803 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1804 1854
1805 if (op->destroyed ()) 1855 if (op->destroyed ())
1806 return 1; 1856 return 1;
1807 1857
1830 LOG (llevError, "Present_arch called outside map.\n"); 1880 LOG (llevError, "Present_arch called outside map.\n");
1831 return NULL; 1881 return NULL;
1832 } 1882 }
1833 1883
1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1884 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1835 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1836 return tmp; 1886 return tmp;
1837 1887
1838 return NULL; 1888 return NULL;
1839} 1889}
1840 1890
1904 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
1905 */ 1955 */
1906object * 1956object *
1907present_arch_in_ob (const archetype *at, const object *op) 1957present_arch_in_ob (const archetype *at, const object *op)
1908{ 1958{
1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 if (tmp->arch == at) 1960 if (tmp->arch->archname == at->archname)
1911 return tmp; 1961 return tmp;
1912 1962
1913 return NULL; 1963 return NULL;
1914} 1964}
1915 1965
1919void 1969void
1920flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
1921{ 1971{
1922 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 { 1973 {
1924 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
1925 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
1926 } 1976 }
1927} 1977}
1928 1978
1929/* 1979/*
1932void 1982void
1933unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
1934{ 1984{
1935 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 { 1986 {
1937 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
1938 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
1939 } 1989 }
1940} 1990}
1941 1991
1942/* 1992/*
1952 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
1953 * necessary, so the caller shouldn't need to do any special work. 2003 * necessary, so the caller shouldn't need to do any special work.
1954 * Note - updated to take an object instead of archetype - this is necessary 2004 * Note - updated to take an object instead of archetype - this is necessary
1955 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
1956 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
1957 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
1958 * customized, changed states, etc. 2008 * customized, changed states, etc.
1959 */ 2009 */
1960int 2010int
1961find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1962{ 2012{
1963 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
1964 int index = 0, flag; 2014 int index = 0;
1965 2015
1966 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
1967 { 2017 {
1968 mapxy pos (m, x, y); pos.move (i); 2018 mapxy pos (m, x, y); pos.move (i);
1969 2019
1985 continue; 2035 continue;
1986 } 2036 }
1987 2037
1988 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
1989 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
1990 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
1991 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
1992 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
1993 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
1994 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
1995 */ 2045 */
2003 * head of the object should correspond for the entire object. 2053 * head of the object should correspond for the entire object.
2004 */ 2054 */
2005 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2055 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2006 continue; 2056 continue;
2007 2057
2008 if (ob->blocked (m, pos.x, pos.y)) 2058 if (ob->blocked (pos.m, pos.x, pos.y))
2009 continue; 2059 continue;
2010 2060
2011 altern [index++] = i; 2061 altern [index++] = i;
2012 } 2062 }
2013 2063
2046 2096
2047 while (--end) 2097 while (--end)
2048 swap (arr [end], arr [rndm (end + 1)]); 2098 swap (arr [end], arr [rndm (end + 1)]);
2049} 2099}
2050 2100
2051/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2102 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2103 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2104 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2105 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2106 * the 3x3 area will be searched, just not in a predictable order.
2081 * there is capable of. 2131 * there is capable of.
2082 */ 2132 */
2083int 2133int
2084find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2085{ 2135{
2086 int i, max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2087
2088 sint16 nx, ny;
2089 object *tmp;
2090 maptile *mp;
2091
2092 MoveType blocked, move_type; 2137 MoveType move_type;
2093 2138
2094 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2095 { 2140 {
2096 exclude = exclude->head; 2141 exclude = exclude->head;
2097 move_type = exclude->move_type; 2142 move_type = exclude->move_type;
2100 { 2145 {
2101 /* If we don't have anything, presume it can use all movement types. */ 2146 /* If we don't have anything, presume it can use all movement types. */
2102 move_type = MOVE_ALL; 2147 move_type = MOVE_ALL;
2103 } 2148 }
2104 2149
2105 for (i = 1; i < max; i++) 2150 for (int i = 1; i < max; i++)
2106 { 2151 {
2107 mp = m; 2152 mapxy pos (m, x, y);
2108 nx = x + freearr_x[i]; 2153 pos.move (i);
2109 ny = y + freearr_y[i];
2110 2154
2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 if (!pos.normalise ())
2112
2113 if (mflags & P_OUT_OF_MAP)
2114 max = maxfree[i]; 2156 max = maxfree[i];
2115 else 2157 else
2116 { 2158 {
2117 mapspace &ms = mp->at (nx, ny); 2159 mapspace &ms = *pos;
2118 2160
2119 blocked = ms.move_block;
2120
2121 if ((move_type & blocked) == move_type) 2161 if ((move_type & ms.move_block) == move_type)
2122 max = maxfree[i]; 2162 max = maxfree [i];
2123 else if (mflags & P_IS_ALIVE) 2163 else if (ms.flags () & P_IS_ALIVE)
2124 { 2164 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above) 2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2127 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2128 break;
2129
2130 if (tmp)
2131 return freedir[i]; 2168 return freedir [i];
2132 } 2169 }
2133 } 2170 }
2134 } 2171 }
2135 2172
2136 return 0; 2173 return 0;
2145{ 2182{
2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147} 2184}
2148 2185
2149/* 2186/*
2150 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction value
2151 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2152 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2153 */ 2190 */
2154int 2191int
2155find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2156{ 2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2157 int q; 2237 int q;
2158 2238
2159 if (y) 2239 if (y)
2160 q = x * 100 / y; 2240 q = 128 * x / y;
2161 else if (x) 2241 else if (x)
2162 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2163 else 2243 else
2164 return 0; 2244 return 0;
2165 2245
2166 if (y > 0) 2246 if (y > 0)
2167 { 2247 {
2168 if (q < -242) 2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2169 return 3; 2253 return 3;
2170 if (q < -41) 2254 }
2171 return 2; 2255 else
2172 if (q < 41) 2256 {
2173 return 1; 2257 if (q < -309) return 3;
2174 if (q < 242) 2258 if (q < -52) return 2;
2175 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2176 return 7; 2262 return 7;
2177 } 2263 }
2178 2264#endif
2179 if (q < -242)
2180 return 7;
2181 if (q < -41)
2182 return 6;
2183 if (q < 41)
2184 return 5;
2185 if (q < 242)
2186 return 4;
2187
2188 return 3;
2189} 2265}
2190 2266
2191/* 2267/*
2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2193 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2194 */ 2270 */
2195int 2271int
2196dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2197{ 2273{
2198 int d;
2199
2200 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2201 if (d > 4)
2202 d = 8 - d;
2203 2275
2204 return d; 2276 return d > 4 ? 8 - d : d;
2205} 2277}
2206 2278
2207/* peterm: 2279/* peterm:
2208 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2209 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2211 * This basically means that if direction is 15, then it could either go 2283 * This basically means that if direction is 15, then it could either go
2212 * direction 4, 14, or 16 to get back to where we are. 2284 * direction 4, 14, or 16 to get back to where we are.
2213 * Moved from spell_util.c to object.c with the other related direction 2285 * Moved from spell_util.c to object.c with the other related direction
2214 * functions. 2286 * functions.
2215 */ 2287 */
2216int reduction_dir[SIZEOFFREE][3] = { 2288static const int reduction_dir[SIZEOFFREE][3] = {
2217 {0, 0, 0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2218 {0, 0, 0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2219 {0, 0, 0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2220 {0, 0, 0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2221 {0, 0, 0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2315 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2316 */ 2388 */
2317int 2389int
2318can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2319{ 2391{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2321 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2322 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2323} 2395}
2396
2397//-GPL
2324 2398
2325/* 2399/*
2326 * create clone from object to another 2400 * create clone from object to another
2327 */ 2401 */
2328object * 2402object *
2329object_create_clone (object *asrc) 2403object::deep_clone ()
2330{ 2404{
2331 object *dst = 0, *tmp, *src, *prev, *item; 2405 assert (("deep_clone called on non-head object", is_head ()));
2332 2406
2333 if (!asrc) 2407 object *dst = clone ();
2334 return 0;
2335 2408
2336 src = asrc->head_ (); 2409 object *prev = dst;
2337
2338 prev = 0;
2339 for (object *part = src; part; part = part->more) 2410 for (object *part = this->more; part; part = part->more)
2340 { 2411 {
2341 tmp = part->clone (); 2412 object *tmp = part->clone ();
2342 tmp->x -= src->x;
2343 tmp->y -= src->y;
2344
2345 if (!part->head)
2346 {
2347 dst = tmp;
2348 tmp->head = 0;
2349 }
2350 else
2351 tmp->head = dst; 2413 tmp->head = dst;
2352
2353 tmp->more = 0;
2354
2355 if (prev)
2356 prev->more = tmp; 2414 prev->more = tmp;
2357
2358 prev = tmp; 2415 prev = tmp;
2359 } 2416 }
2360 2417
2361 for (item = src->inv; item; item = item->below) 2418 for (object *item = inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2419 insert_ob_in_ob (item->deep_clone (), dst);
2363 2420
2364 return dst; 2421 return dst;
2365} 2422}
2366 2423
2367/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2376 return tmp; 2433 return tmp;
2377 2434
2378 return 0; 2435 return 0;
2379} 2436}
2380 2437
2381/* If ob has a field named key, return the link from the list, 2438/* Zero the key_values on op, decrementing the shared-string
2382 * otherwise return NULL. 2439 * refcounts and freeing the links.
2383 * 2440 */
2384 * key must be a passed in shared string - otherwise, this won't 2441void
2385 * do the desired thing. 2442key_values::clear ()
2386 */
2387key_value *
2388get_ob_key_link (const object *ob, const char *key)
2389{ 2443{
2390 for (key_value *link = ob->key_values; link; link = link->next) 2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2454shstr_tmp
2455key_values::get (shstr_tmp key) const
2456{
2457 for (key_value *kv = first; kv; kv = kv->next)
2391 if (link->key == key) 2458 if (kv->key == key)
2392 return link;
2393
2394 return 0;
2395}
2396
2397/*
2398 * Returns the value of op has an extra_field for key, or NULL.
2399 *
2400 * The argument doesn't need to be a shared string.
2401 *
2402 * The returned string is shared.
2403 */
2404const char *
2405get_ob_key_value (const object *op, const char *const key)
2406{
2407 key_value *link;
2408 shstr_cmp canonical_key (key);
2409
2410 if (!canonical_key)
2411 {
2412 /* 1. There being a field named key on any object
2413 * implies there'd be a shared string to find.
2414 * 2. Since there isn't, no object has this field.
2415 * 3. Therefore, *this* object doesn't have this field.
2416 */
2417 return 0;
2418 }
2419
2420 /* This is copied from get_ob_key_link() above -
2421 * only 4 lines, and saves the function call overhead.
2422 */
2423 for (link = op->key_values; link; link = link->next)
2424 if (link->key == canonical_key)
2425 return link->value; 2459 return kv->value;
2426 2460
2427 return 0; 2461 return shstr ();
2428} 2462}
2429 2463
2430/* 2464void
2431 * Updates the canonical_key in op to value. 2465key_values::add (shstr_tmp key, shstr_tmp value)
2432 *
2433 * canonical_key is a shared string (value doesn't have to be).
2434 *
2435 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2436 * keys.
2437 *
2438 * Returns TRUE on success.
2439 */
2440int
2441set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2442{ 2466{
2443 key_value *field = NULL, *last = NULL; 2467 key_value *kv = new key_value;
2444 2468
2445 for (field = op->key_values; field != NULL; field = field->next) 2469 kv->next = first;
2446 { 2470 kv->key = key;
2447 if (field->key != canonical_key) 2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2477key_values::set (shstr_tmp key, shstr_tmp value)
2478{
2479 for (key_value *kv = first; kv; kv = kv->next)
2480 if (kv->key == key)
2448 { 2481 {
2449 last = field; 2482 kv->value = value;
2450 continue; 2483 return;
2451 } 2484 }
2452 2485
2453 if (value) 2486 add (key, value);
2454 field->value = value; 2487}
2455 else 2488
2489void
2490key_values::del (shstr_tmp key)
2491{
2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2493 if ((*kvp)->key == key)
2456 { 2494 {
2457 /* Basically, if the archetype has this key set, 2495 key_value *kv = *kvp;
2458 * we need to store the null value so when we save 2496 *kvp = (*kvp)->next;
2459 * it, we save the empty value so that when we load, 2497 delete kv;
2460 * we get this value back again. 2498 return;
2461 */
2462 if (get_ob_key_link (op->arch, canonical_key))
2463 field->value = 0;
2464 else
2465 {
2466 if (last)
2467 last->next = field->next;
2468 else
2469 op->key_values = field->next;
2470
2471 delete field;
2472 }
2473 } 2499 }
2474 return TRUE; 2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2475 } 2509 {
2476 /* IF we get here, key doesn't exist */ 2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2477 2515
2478 /* No field, we'll have to add it. */ 2516 first = prev;
2479
2480 if (!add_key)
2481 return FALSE;
2482
2483 /* There isn't any good reason to store a null
2484 * value in the key/value list. If the archetype has
2485 * this key, then we should also have it, so shouldn't
2486 * be here. If user wants to store empty strings,
2487 * should pass in ""
2488 */
2489 if (value == NULL)
2490 return TRUE;
2491
2492 field = new key_value;
2493
2494 field->key = canonical_key;
2495 field->value = value;
2496 /* Usual prepend-addition. */
2497 field->next = op->key_values;
2498 op->key_values = field;
2499
2500 return TRUE;
2501} 2517}
2502 2518
2503/* 2519key_values &
2504 * Updates the key in op to value. 2520key_values::operator =(const key_values &kv)
2505 *
2506 * If add_key is FALSE, this will only update existing keys,
2507 * and not add new ones.
2508 * In general, should be little reason FALSE is ever passed in for add_key
2509 *
2510 * Returns TRUE on success.
2511 */
2512int
2513set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2514{ 2521{
2515 shstr key_ (key); 2522 clear ();
2516 2523
2517 return set_ob_key_value_s (op, key_, value, add_key); 2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2518} 2528}
2519 2529
2520object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2521: iterator_base (container) 2531: iterator_base (container)
2522{ 2532{
2572{ 2582{
2573 char flagdesc[512]; 2583 char flagdesc[512];
2574 char info2[256 * 4]; 2584 char info2[256 * 4];
2575 char *p = info; 2585 char *p = info;
2576 2586
2577 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2587 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2578 count, 2588 count,
2579 uuid.c_str (), 2589 uuid.c_str (),
2580 &name, 2590 &name,
2581 title ? "\",title:\"" : "", 2591 title ? ",title:\"" : "",
2582 title ? (const char *)title : "", 2592 title ? (const char *)title : "",
2593 title ? "\"" : "",
2583 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2584 2595
2585 if (!flag[FLAG_REMOVED] && env) 2596 if (!flag[FLAG_REMOVED] && env)
2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2587 2598
2605{ 2616{
2606 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2607 : region::default_region (); 2618 : region::default_region ();
2608} 2619}
2609 2620
2610const materialtype_t * 2621//+GPL
2611object::dominant_material () const
2612{
2613 if (materialtype_t *mt = name_to_material (materialname))
2614 return mt;
2615
2616 return name_to_material (shstr_unknown);
2617}
2618 2622
2619void 2623void
2620object::open_container (object *new_container) 2624object::open_container (object *new_container)
2621{ 2625{
2622 if (container == new_container) 2626 if (container == new_container)
2643 container = 0; 2647 container = 0;
2644 2648
2645 // client needs item update to make it work, client bug requires this to be separate 2649 // client needs item update to make it work, client bug requires this to be separate
2646 esrv_update_item (UPD_FLAGS, this, old_container); 2650 esrv_update_item (UPD_FLAGS, this, old_container);
2647 2651
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2649 play_sound (sound_find ("chest_close")); 2653 play_sound (sound_find ("chest_close"));
2650 } 2654 }
2651 2655
2652 if (new_container) 2656 if (new_container)
2653 { 2657 {
2657 // TODO: this does not seem to serve any purpose anymore? 2661 // TODO: this does not seem to serve any purpose anymore?
2658#if 0 2662#if 0
2659 // insert the "Close Container" object. 2663 // insert the "Close Container" object.
2660 if (archetype *closer = new_container->other_arch) 2664 if (archetype *closer = new_container->other_arch)
2661 { 2665 {
2662 object *closer = arch_to_object (new_container->other_arch); 2666 object *closer = new_container->other_arch->instance ();
2663 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2664 new_container->insert (closer); 2668 new_container->insert (closer);
2665 } 2669 }
2666#endif 2670#endif
2667 2671
2668 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2669 2673
2670 // make sure the container is available, client bug requires this to be separate 2674 // make sure the container is available, client bug requires this to be separate
2671 esrv_send_item (this, new_container); 2675 esrv_send_item (this, new_container);
2672 2676
2673 new_container->flag [FLAG_APPLIED] = true; 2677 new_container->flag [FLAG_APPLIED] = true;
2680 } 2684 }
2681// else if (!old_container->env && contr && contr->ns) 2685// else if (!old_container->env && contr && contr->ns)
2682// contr->ns->floorbox_reset (); 2686// contr->ns->floorbox_reset ();
2683} 2687}
2684 2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2685object * 2721object *
2686object::force_find (const shstr name) 2722object::force_find (shstr_tmp name)
2687{ 2723{
2688 /* cycle through his inventory to look for the MARK we want to 2724 /* cycle through his inventory to look for the MARK we want to
2689 * place 2725 * place
2690 */ 2726 */
2691 for (object *tmp = inv; tmp; tmp = tmp->below) 2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2692 if (tmp->type == FORCE && tmp->slaying == name) 2728 if (tmp->type == FORCE && tmp->slaying == name)
2693 return splay (tmp); 2729 return splay (tmp);
2694 2730
2695 return 0; 2731 return 0;
2696} 2732}
2697 2733
2698void 2734void
2735object::force_set_timer (int duration)
2736{
2737 this->duration = 1;
2738 this->speed_left = -1.f;
2739
2740 this->set_speed (duration ? 1.f / duration : 0.f);
2741}
2742
2743object *
2699object::force_add (const shstr name, int duration) 2744object::force_add (shstr_tmp name, int duration)
2700{ 2745{
2701 if (object *force = force_find (name)) 2746 if (object *force = force_find (name))
2702 force->destroy (); 2747 force->destroy ();
2703 2748
2704 object *force = get_archetype (FORCE_NAME); 2749 object *force = archetype::get (FORCE_NAME);
2705 2750
2706 force->slaying = name; 2751 force->slaying = name;
2707 force->stats.food = 1; 2752 force->force_set_timer (duration);
2708 force->speed_left = -1.f;
2709
2710 force->set_speed (duration ? 1.f / duration : 0.f);
2711 force->flag [FLAG_IS_USED_UP] = true;
2712 force->flag [FLAG_APPLIED] = true; 2753 force->flag [FLAG_APPLIED] = true;
2713 2754
2714 insert (force); 2755 return insert (force);
2715} 2756}
2716 2757
2717void 2758void
2718object::play_sound (faceidx sound) 2759object::play_sound (faceidx sound) const
2719{ 2760{
2720 if (!sound) 2761 if (!sound)
2721 return; 2762 return;
2722 2763
2723 if (flag [FLAG_REMOVED]) 2764 if (is_on_map ())
2765 map->play_sound (sound, x, y);
2766 else if (object *pl = in_player ())
2767 pl->contr->play_sound (sound);
2768}
2769
2770void
2771object::say_msg (const char *msg) const
2772{
2773 if (is_on_map ())
2774 map->say_msg (msg, x, y);
2775 else if (object *pl = in_player ())
2776 pl->contr->play_sound (sound);
2777}
2778
2779void
2780object::make_noise ()
2781{
2782 // we do not model noise in the map, so instead put
2783 // a temporary light into the noise source
2784 // could use the map instead, but that's less reliable for our
2785 // goal, which is to make invisibility a bit harder to exploit
2786
2787 // currently only works sensibly for players
2788 if (!is_player ())
2724 return; 2789 return;
2725 2790
2726 if (env) 2791 // find old force, or create new one
2727 { 2792 object *force = force_find (shstr_noise_force);
2728 if (object *pl = in_player ()) 2793
2729 pl->contr->play_sound (sound); 2794 if (force)
2730 } 2795 force->speed_left = -1.f; // patch old speed up
2731 else 2796 else
2732 map->play_sound (sound, x, y); 2797 {
2733} 2798 force = archetype::get (shstr_noise_force);
2734 2799
2800 force->slaying = shstr_noise_force;
2801 force->stats.food = 1;
2802 force->speed_left = -1.f;
2803
2804 force->set_speed (1.f / 4.f);
2805 force->flag [FLAG_IS_USED_UP] = true;
2806 force->flag [FLAG_APPLIED] = true;
2807
2808 insert (force);
2809 }
2810}
2811
2812void object::change_move_type (MoveType mt)
2813{
2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2818 {
2819 // we are on the map, so handle move_on/off effects
2820 remove ();
2821 move_type = mt;
2822 map->insert (this, x, y, this);
2823 }
2824 else
2825 move_type = mt;
2826}
2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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