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Comparing deliantra/server/common/object.C (file contents):
Revision 1.233 by root, Tue May 6 18:47:32 2008 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <stdio.h> 27#include <stdio.h>
26#include <sys/types.h> 28#include <sys/types.h>
27#include <sys/uio.h> 29#include <sys/uio.h>
28#include <object.h> 30#include <object.h>
29#include <sproto.h> 31#include <sproto.h>
30#include <loader.h>
31 32
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
41short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
42 0, 52 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 53 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, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46}; 56};
47short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
48 0, 58 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 59 -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, 60 -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 61 -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};
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}; 62};
59int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
60 0, 64 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 65 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, 66 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 67 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}; 68};
65 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
66static void 96static void
67write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
68{ 98{
69 CALL_BEGIN (2); 99 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 103 CALL_END;
74} 104}
75 105
76static void 106static void
77read_uuid (void) 107read_uuid ()
78{ 108{
79 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
80 110
81 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
82 112
96 126
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 128 _exit (1);
99 } 129 }
100 130
101 UUID::BUF buf; 131 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 132 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 133 fgets (buf, sizeof (buf), fp);
104 134
105 if (!UUID::cur.parse (buf)) 135 if (!UUID::cur.parse (buf))
106 { 136 {
119{ 149{
120 UUID uid; 150 UUID uid;
121 151
122 uid.seq = ++cur.seq; 152 uid.seq = ++cur.seq;
123 153
124 if (expect_false (cur.seq >= seq_next_save)) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
125 { 155 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); 156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false); 157 write_uuid (UUID_GAP, false);
128 } 158 }
129 159
133 163
134void 164void
135UUID::init () 165UUID::init ()
136{ 166{
137 read_uuid (); 167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
138} 233}
139 234
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 236static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
143{ 238{
144 /* n-squared behaviour (see kv_get), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
145 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
146 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
147 */ 242 */
148 243
149 /* For each field in wants, */ 244 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
152 return false; 247 return false;
153 248
154 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
155 return true; 250 return true;
156} 251}
178 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
179 * check weight 274 * check weight
180 */ 275 */
181bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
182{ 277{
183 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
184 if (ob1 == ob2 279 if (ob1 == ob2
185 || ob1->type != ob2->type 280 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 281 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 285 return 0;
190 286
191 /* Do not merge objects if nrof would overflow. First part checks 287 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 288 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 290 return 0;
198 291
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 296 * flags lose any meaning.
204 */ 297 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
207 300
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
210 303
211 if (ob1->arch->name != ob2->arch->name 304 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 305 || ob1->name != ob2->name
213 || ob1->title != ob2->title 306 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 313 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 329 return 0;
236 330
237 if ((ob1->flag ^ ob2->flag) 331 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 332 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 333 .reset (FLAG_REMOVED)
241 .any ()) 334 .any ())
242 return 0; 335 return 0;
243 336
244 /* This is really a spellbook check - we should in general 337 /* This is really a spellbook check - we should in general
259 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
260 * if it is valid. 353 * if it is valid.
261 */ 354 */
262 } 355 }
263 356
264 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
265 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
266 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
267 */ 360 */
268 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
269 return 0; 362 return 0;
270 363
271 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
272 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
273 * check? 366 * check?
274 */ 367 */
275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
276 return 0; 369 return 0;
277 370
278 switch (ob1->type) 371 switch (ob1->type)
279 { 372 {
280 case SCROLL: 373 case SCROLL:
281 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
282 return 0; 375 return 0;
283 break; 376 break;
284 } 377 }
285 378
286 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
287 { 380 {
288 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
289 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
290 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
291 384
292 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
293 return 0; 386 return 0;
294 } 387 }
326 { 419 {
327 // see if we are in a container of sorts 420 // see if we are in a container of sorts
328 if (env) 421 if (env)
329 { 422 {
330 // the player inventory itself is always visible 423 // the player inventory itself is always visible
331 if (env->type == PLAYER) 424 if (env->is_player ())
332 return env; 425 return env;
333 426
334 // else a player could have our env open 427 // else a player could have our env open
335 object *envest = env->outer_env (); 428 object *envest = env->outer_env_or_self ();
336 429
337 // the player itself is always on a map, so we will find him here 430 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 431 // even if our inv is in a player.
339 if (envest->is_on_map ()) 432 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 433 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 434 if (pl->container_ () == env)
342 return pl; 435 return pl;
343 } 436 }
344 else 437 else
345 { 438 {
346 // maybe there is a player standing on the same mapspace 439 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 440 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 441 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
350 return pl; 444 return pl;
351 } 445 }
352 } 446 }
353 447
354 return 0; 448 return 0;
355} 449}
356 450
357// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
358static sint32 452static weight_t
359weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
360{ 454{
361 return op->type == CONTAINER 455 if (op->type == CONTAINER)
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
363 : weight;
364}
365 457
458 return weight;
459}
460
366/* 461/*
367 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
369 */ 464 */
370static void 465static void
371adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
372{ 467{
373 while (op) 468 while (op)
374 { 469 {
375 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
377 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
378 - weight_adjust_for (op, op->carrying - weight);
379 473
380 if (!weight) 474 sub = op->carrying;
381 return;
382
383 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
384 477
385 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
388 481
396 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
397 */ 490 */
398void 491void
399object::update_weight () 492object::update_weight ()
400{ 493{
401 sint32 sum = 0; 494 weight_t sum = 0;
402 495
403 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
404 { 497 {
405 if (op->inv)
406 op->update_weight (); 498 op->update_weight ();
407 499
408 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
409 } 501 }
410
411 sum = weight_adjust (this, sum);
412 502
413 if (sum != carrying) 503 if (sum != carrying)
414 { 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
415 carrying = sum; 509 carrying = sum;
416 510
417 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
432 object_freezer freezer; 526 object_freezer freezer;
433 op->write (freezer); 527 op->write (freezer);
434 return freezer.as_string (); 528 return freezer.as_string ();
435} 529}
436 530
437/* 531char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
439 * multi-object 1 which is closest to the second object.
440 * If it's not a multi-object, it is returned.
441 */
442object *
443get_nearest_part (object *op, const object *pl)
444{ 533{
445 object *tmp, *closest; 534 return dump_object (this);
446 int last_dist, i;
447
448 if (!op->more)
449 return op;
450
451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
454 if ((i = distance (tmp, pl)) < last_dist)
455 closest = tmp, last_dist = i;
456
457 return closest;
458} 535}
459 536
460/* 537/*
461 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow. 539 * VERRRY slow.
470 547
471 return 0; 548 return 0;
472} 549}
473 550
474/* 551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
564}
565
566/*
475 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
476 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
477 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
478 */ 570 */
479object * 571object *
480find_object_name (const char *str) 572find_object_name (const char *str)
481{ 573{
482 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
483 object *op;
484 575
576 if (str_)
485 for_all_objects (op) 577 for_all_objects (op)
486 if (op->name == str_) 578 if (op->name == str_)
487 break; 579 return op;
488 580
489 return op; 581 return 0;
490} 582}
491 583
492/* 584/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 586 * skill and experience objects.
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return; 600 return;
509 } 601 }
510 602
511 this->owner = owner; 603 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578}
579
580/* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links.
582 */
583static void
584free_key_values (object *op)
585{
586 for (key_value *i = op->key_values; i; )
587 {
588 key_value *next = i->next;
589 delete i;
590
591 i = next;
592 }
593
594 op->key_values = 0;
595} 604}
596 605
597/* 606/*
598 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
605void 614void
606object::copy_to (object *dst) 615object::copy_to (object *dst)
607{ 616{
608 dst->remove (); 617 dst->remove ();
609 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
610 dst->flag [FLAG_REMOVED] = true; 623 dst->flag [FLAG_REMOVED] = true;
611 624 dst->activate ();
612 /* Copy over key_values, if any. */
613 if (key_values)
614 {
615 key_value *tail = 0;
616 dst->key_values = 0;
617
618 for (key_value *i = key_values; i; i = i->next)
619 {
620 key_value *new_link = new key_value;
621
622 new_link->next = 0;
623 new_link->key = i->key;
624 new_link->value = i->value;
625
626 /* Try and be clever here, too. */
627 if (!dst->key_values)
628 {
629 dst->key_values = new_link;
630 tail = new_link;
631 }
632 else
633 {
634 tail->next = new_link;
635 tail = new_link;
636 }
637 }
638 }
639
640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644} 625}
645 626
646void 627void
647object::instantiate () 628object::instantiate ()
648{ 629{
649 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 631 uuid = UUID::gen ();
651 632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
652 speed_left = -0.1f; 637 speed_left = -1.;
638
653 /* copy the body_info to the body_used - this is only really 639 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything. 640 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting 641 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
658 */ 644 */
659 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
660 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
661 647
662 attachable::instantiate (); 648 attachable::instantiate ();
663} 649}
664 650
665object * 651object *
666object::clone () 652object::clone ()
667{ 653{
668 object *neu = create (); 654 object *neu = create ();
669 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
670 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
671 return neu; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
672} 674}
673 675
674/* 676/*
675 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
676 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
677 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
678 */ 680 */
679void 681void
680update_turn_face (object *op) 682update_turn_face (object *op)
681{ 683{
682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
683 return; 685 return;
684 686
685 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
686 update_object (op, UP_OBJ_FACE);
687} 688}
688 689
689/* 690/*
690 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
691 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
692 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
693 */ 694 */
694void 695void
695object::set_speed (float speed) 696object::set_speed (float speed)
696{ 697{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 698 this->speed = speed;
704 699
705 if (has_active_speed ()) 700 if (has_active_speed ())
706 activate (); 701 activate ();
707 else 702 else
708 deactivate (); 703 deactivate ();
709} 704}
710 705
711/* 706/*
712 * update_object() updates the the map. 707 * update_object() updates the map.
713 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 710 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
754 } 749 }
755 750
756 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
757 752
758 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 754 m.update_up (); // nothing to do except copy up
760 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
761 { 756 {
757#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 769 * have move_allow right now.
774 */ 770 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
772 m.invalidate ();
773#else
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
777 m.flags_ = 0; 775 m.invalidate ();
776#endif
778 } 777 }
779 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 780 * that is being removed.
782 */ 781 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 783 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
787 else 786 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 788
790 if (op->more) 789 if (op->more)
791 update_object (op->more, action); 790 update_object (op->more, action);
792} 791}
793 792
794object::object () 793object::object ()
795{ 794{
796 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
797 796
798 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
799 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
800} 800}
801 801
802object::~object () 802object::~object ()
803{ 803{
804 unlink (); 804 unlink ();
805 805
806 free_key_values (this); 806 kv.clear ();
807} 807}
808
809static int object_count;
810 808
811void object::link () 809void object::link ()
812{ 810{
813 assert (!index);//D 811 assert (!index);//D
814 uuid = UUID::gen (); 812 uuid = UUID::gen ();
815 count = ++object_count;
816 813
817 refcnt_inc (); 814 refcnt_inc ();
818 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
819} 819}
820 820
821void object::unlink () 821void object::unlink ()
822{ 822{
823 if (!index) 823 if (!index)
824 return; 824 return;
825
826 ++destroy_count;
825 827
826 objects.erase (this); 828 objects.erase (this);
827 refcnt_dec (); 829 refcnt_dec ();
828} 830}
829 831
833 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
834 if (active) 836 if (active)
835 return; 837 return;
836 838
837 if (has_active_speed ()) 839 if (has_active_speed ())
840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
843
838 actives.insert (this); 844 actives.insert (this);
845 }
839} 846}
840 847
841void 848void
842object::activate_recursive () 849object::activate_recursive ()
843{ 850{
847 op->activate_recursive (); 854 op->activate_recursive ();
848} 855}
849 856
850/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
851 * objects. 858 * objects.
852 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
853 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
854 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
855 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
856 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
857 */ 864 */
903 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
904 * drop on that space. 911 * drop on that space.
905 */ 912 */
906 if (!drop_to_ground 913 if (!drop_to_ground
907 || !map 914 || !map
908 || map->in_memory != MAP_ACTIVE 915 || !map->linkable ()
909 || map->nodrop 916 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
911 { 918 {
912 while (inv) 919 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 920 inv->destroy ();
916 }
917 } 921 }
918 else 922 else
919 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
920 while (inv) 924 while (inv)
921 { 925 {
925 || op->flag [FLAG_NO_DROP] 929 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 930 || op->type == RUNE
927 || op->type == TRAP 931 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 932 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 933 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 934 op->destroy ();
931 else 935 else
932 map->insert (op, x, y); 936 map->insert (op, x, y);
933 } 937 }
934 } 938 }
935} 939}
936 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
937object *object::create () 978object::create ()
938{ 979{
939 object *op = new object; 980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
940 op->link (); 1002 op->link ();
1003
941 return op; 1004 return op;
942} 1005}
943 1006
944static struct freed_map : maptile 1007void
1008object::do_delete ()
945{ 1009{
946 freed_map () 1010 uint32_t count = this->count;
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 nodrop = 1;
953 1011
954 alloc (); 1012 this->~object ();
955 in_memory = MAP_ACTIVE;
956 }
957 1013
958 ~freed_map () 1014 freelist_item *li = (freelist_item *)this;
959 { 1015 li->next = freelist;
960 destroy (); 1016 li->count = count;
961 } 1017
962} freed_map; // freed objects are moved here to avoid crashes 1018 freelist = li;
1019 ++free_count;
1020}
963 1021
964void 1022void
965object::do_destroy () 1023object::do_destroy ()
966{ 1024{
967 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1026 remove_link ();
969 1027
970 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1029 remove_friendly_object (this);
972 1030
973 remove (); 1031 remove ();
998 attacked_by = 0; 1056 attacked_by = 0;
999 current_weapon = 0; 1057 current_weapon = 0;
1000} 1058}
1001 1059
1002void 1060void
1003object::destroy (bool destroy_inventory) 1061object::destroy ()
1004{ 1062{
1005 if (destroyed ()) 1063 if (destroyed ())
1006 return; 1064 return;
1007 1065
1008 if (!is_head () && !head->destroyed ()) 1066 if (!is_head () && !head->destroyed ())
1009 { 1067 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1069 head->destroy ();
1012 return; 1070 return;
1013 } 1071 }
1014 1072
1015 destroy_inv (!destroy_inventory); 1073 destroy_inv_fast ();
1016 1074
1017 if (is_head ()) 1075 if (is_head ())
1018 if (sound_destroy) 1076 if (sound_destroy)
1019 play_sound (sound_destroy); 1077 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1078 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1089 * the previous environment.
1032 */ 1090 */
1033void 1091void
1034object::do_remove () 1092object::do_remove ()
1035{ 1093{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1094 if (flag [FLAG_REMOVED])
1040 return; 1095 return;
1041 1096
1042 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1043 1098
1044 flag [FLAG_REMOVED] = true; 1099 flag [FLAG_REMOVED] = true;
1045 1100
1046 if (more) 1101 if (more)
1047 more->remove (); 1102 more->remove ();
1048 1103
1049 /* 1104 /*
1050 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1051 * inventory. 1106 * inventory.
1052 */ 1107 */
1053 if (env) 1108 if (env)
1054 { 1109 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ()) 1111 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1112 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1114
1060 adjust_weight (env, -total_weight ()); 1115 adjust_weight (env, total_weight (), 0);
1061 1116
1062 *(above ? &above->below : &env->inv) = below; 1117 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1118
1067 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1070 */ 1122 */
1071 map = env->map; 1123 map = env->map;
1072 x = env->x; 1124 x = env->x;
1073 y = env->y; 1125 y = env->y;
1126
1127 // make sure cmov optimisation is applicable
1128 *(above ? &above->below : &env->inv) = below;
1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
1130
1074 above = 0; 1131 above = 0;
1075 below = 0; 1132 below = 0;
1076 env = 0; 1133 env = 0;
1077 1134
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1135 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1136 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1083 otmp->update_stats (); 1138 {
1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1155 }
1084 } 1156 }
1085 else if (map) 1157 else if (map)
1086 { 1158 {
1087 map->dirty = true; 1159 map->dirty = true;
1088 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1089 1161
1090 if (object *pl = ms.player ()) 1162 if (object *pl = ms.player ())
1091 { 1163 {
1092 if (type == PLAYER) // this == pl(!) 1164 if (is_player ())
1093 { 1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1094 // leaving a spot always closes any open container on the ground 1169 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1170 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1171 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1172 // that the CLOSE event is being sent.
1098 close_container (); 1173 close_container ();
1099 1174
1100 --map->players; 1175 --map->players;
1101 map->touch (); 1176 map->touch ();
1102 } 1177 }
1103 else if (pl->container == this) 1178 else if (pl->container_ () == this)
1104 { 1179 {
1105 // removing a container should close it 1180 // removing a container should close it
1106 close_container (); 1181 close_container ();
1107 } 1182 }
1108 1183 else
1109 esrv_del_item (pl->contr, count); 1184 esrv_del_item (pl->contr, count);
1110 } 1185 }
1111 1186
1112 /* link the object above us */ 1187 /* link the object above us */
1113 if (above) 1188 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1189 *(above ? &above->below : &ms.top) = below;
1115 else 1190 *(below ? &below->above : &ms.bot) = above;
1116 ms.top = below; /* we were top, set new top */
1117
1118 /* Relink the object below us, if there is one */
1119 if (below)
1120 below->above = above;
1121 else
1122 {
1123 /* Nothing below, which means we need to relink map object for this space
1124 * use translated coordinates in case some oddness with map tiling is
1125 * evident
1126 */
1127 if (GET_MAP_OB (map, x, y) != this)
1128 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 ());
1129
1130 ms.bot = above; /* goes on above it. */
1131 }
1132 1191
1133 above = 0; 1192 above = 0;
1134 below = 0; 1193 below = 0;
1135 1194
1136 if (map->in_memory == MAP_SAVING) 1195 ms.invalidate ();
1137 return;
1138 1196
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1140 1198
1141 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1142 { 1200 {
1143 if (pl->container == this) 1201 if (pl->container_ () == this)
1144 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1146 * appropriately. 1204 * appropriately.
1147 */ 1205 */
1148 pl->close_container (); 1206 pl->close_container ();
1152 //TODO: update floorbox to preserve ordering 1210 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns) 1211 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1155 } 1213 }
1156 1214
1215 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1217 {
1218 above = tmp->above;
1219
1159 /* No point updating the players look faces if he is the object 1220 /* No point updating the players look faces if he is the object
1160 * being removed. 1221 * being removed.
1161 */ 1222 */
1162 1223
1163 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 } 1228 }
1173 1229
1174 last = tmp; 1230 if (affects_los ())
1175 }
1176
1177 /* last == NULL if there are no objects on this space */
1178 //TODO: this makes little sense, why only update the topmost object?
1179 if (!last)
1180 map->at (x, y).flags_ = 0;
1181 else
1182 update_object (last, UP_OBJ_REMOVE);
1183
1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1185 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1186 } 1232 }
1187} 1233}
1188 1234
1189/* 1235/*
1213 esrv_update_item (UPD_NROF, pl, top); 1259 esrv_update_item (UPD_NROF, pl, top);
1214 1260
1215 op->weight = 0; // cancel the addition above 1261 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1262 op->carrying = 0; // must be 0 already
1217 1263
1218 op->destroy (1); 1264 op->destroy ();
1219 1265
1220 return top; 1266 return top;
1221 } 1267 }
1222 1268
1223 return 0; 1269 return 0;
1231 1277
1232 object *prev = this; 1278 object *prev = this;
1233 1279
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 { 1281 {
1236 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1237 1283
1238 op->name = name; 1284 op->name = name;
1239 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1240 op->title = title; 1286 op->title = title;
1241 1287
1251 * job preparing multi-part monsters. 1297 * job preparing multi-part monsters.
1252 */ 1298 */
1253object * 1299object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1301{
1302 op->remove ();
1303
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1305 {
1258 tmp->x = x + tmp->arch->x; 1306 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1307 tmp->y = y + tmp->arch->y;
1260 } 1308 }
1277 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1278 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1279 * 1327 *
1280 * Return value: 1328 * Return value:
1281 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1282 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1283 * just 'op' otherwise 1331 * just 'op' otherwise
1284 */ 1332 */
1285object * 1333object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1335{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 op->remove (); 1336 op->remove ();
1337
1338 if (m == &freed_map)//D TODO: remove soon
1339 {//D
1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1341 }//D
1291 1342
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1345 * need extra work
1295 */ 1346 */
1347 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1348 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1349 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1351 return 0;
1300 } 1352 }
1301 1353
1302 if (object *more = op->more) 1354 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1355 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1356 return 0;
1305 1357
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1358 op->flag [FLAG_REMOVED] = false;
1307 1359 op->env = 0;
1308 op->map = m; 1360 op->map = newmap;
1361
1309 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1310 1363
1311 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1312 */ 1365 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1316 { 1369 {
1317 // TODO: we atcually want to update tmp, not op, 1370 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1371 // but some caller surely breaks when we return tmp
1319 // from here :/ 1372 // from here :/
1320 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1374 tmp->destroy ();
1322 } 1375 }
1323 1376
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1326 1379
1327 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1328 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1329 1382
1330 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1331 { 1384 {
1332 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1333 { 1386 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1388 abort ();
1336 } 1389 }
1337 1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1338 op->above = originator; 1398 op->above = originator;
1339 op->below = originator->below; 1399 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1403 }
1349 else 1404 else
1350 { 1405 {
1351 object *top, *floor = NULL; 1406 object *floor = 0;
1352 1407 object *top = ms.top;
1353 top = ms.bot;
1354 1408
1355 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1356 if (top) 1410 if (top)
1357 { 1411 {
1358 object *last = 0;
1359
1360 /* 1412 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1413 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1365 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1366 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1367 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1368 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1369 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1371 */ 1423 */
1372 for (top = ms.bot; top; top = top->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1425 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1375 floor = top; 1427 floor = tmp;
1376 1428
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1378 { 1430 {
1379 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1380 top = top->below; 1432 top = tmp->below;
1381 break; 1433 break;
1382 } 1434 }
1383 1435
1384 last = top; 1436 top = tmp;
1385 } 1437 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1438
1390 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1393 */ 1442 */
1400 */ 1449 */
1401 if (!(flag & INS_ON_TOP) 1450 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1451 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1404 { 1453 {
1454 object *last;
1455
1405 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1407 break; 1458 break;
1408 1459
1409 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1410 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1411 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1417 } /* If objects on this space */ 1468 } /* If objects on this space */
1418 1469
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1471 top = floor;
1421 1472
1422 /* Top is the object that our object (op) is going to get inserted above. 1473 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1474 if (!top)
1427 { 1475 {
1476 op->below = 0;
1428 op->above = ms.bot; 1477 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1481 }
1436 else 1482 else
1437 { /* get inserted into the stack above top */ 1483 {
1438 op->above = top->above; 1484 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1485 top->above = op;
1442 1486
1443 op->below = top; 1487 op->below = top;
1444 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1489 }
1490 }
1446 1491
1447 if (!op->above) 1492 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1493 {
1453 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1454 ++op->map->players; 1495 ++op->map->players;
1455 op->map->touch (); 1496 op->map->touch ();
1456 } 1497 }
1471 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1472 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1473 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1474 * of effect may be sufficient. 1515 * of effect may be sufficient.
1475 */ 1516 */
1476 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1477 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1478 1522
1479 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1480 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1481 1525
1482 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1489 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1490 * update_object(). 1534 * update_object().
1491 */ 1535 */
1492 1536
1493 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1494 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1495 { 1539 {
1496 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1497 return 0; 1541 return 0;
1498 1542
1499 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1500 * walk on's. 1544 * walk on's.
1501 */ 1545 */
1502 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1503 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1504 return 0; 1548 return 0;
1505 } 1549 }
1506 1550
1507 return op; 1551 return op;
1508} 1552}
1509 1553
1510/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1511 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1512 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1513 */ 1557 */
1514void 1558void
1515replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1516{ 1560{
1517 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1518 1562
1519 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1520 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1521 tmp->destroy (1); 1565 tmp->destroy ();
1522 1566
1523 object *tmp = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1524 1568
1525 tmp->x = op->x; 1569 tmp->x = op->x;
1526 tmp->y = op->y; 1570 tmp->y = op->y;
1527 1571
1528 insert_ob_in_map (tmp, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1533{ 1577{
1534 if (where->env) 1578 if (where->env)
1535 return where->env->insert (this); 1579 return where->env->insert (this);
1536 else 1580 else
1537 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1582}
1583
1584// check whether we can put this into the map, respect max_volume, max_items
1585bool
1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1589
1590 int items = ms.items ();
1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1538} 1604}
1539 1605
1540/* 1606/*
1541 * decrease(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1550 if (!nr) 1616 if (!nr)
1551 return true; 1617 return true;
1552 1618
1553 nr = min (nr, nrof); 1619 nr = min (nr, nrof);
1554 1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1555 nrof -= nr; 1625 nrof -= nr;
1556
1557 if (nrof)
1558 {
1559 adjust_weight (env, -weight * nr); // carrying == 0
1560 1626
1561 if (object *pl = visible_to ()) 1627 if (object *pl = visible_to ())
1562 esrv_update_item (UPD_NROF, pl, this); 1628 esrv_update_item (UPD_NROF, pl, this);
1563 1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1564 return true; 1632 return true;
1565 } 1633 }
1566 else 1634 else
1567 { 1635 {
1568 destroy (1); 1636 destroy ();
1569 return false; 1637 return false;
1570 } 1638 }
1571} 1639}
1572 1640
1573/* 1641/*
1621/* 1689/*
1622 * env->insert (op) 1690 * env->insert (op)
1623 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1624 * inside the object environment. 1692 * inside the object environment.
1625 * 1693 *
1626 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1628 */ 1696 */
1629object * 1697object *
1630object::insert (object *op) 1698object::insert (object *op)
1631{ 1699{
1642 if (op->nrof) 1710 if (op->nrof)
1643 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1644 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1645 { 1713 {
1646 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1648 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1649 1721
1650 if (object *pl = tmp->visible_to ()) 1722 if (object *pl = tmp->visible_to ())
1651 esrv_update_item (UPD_NROF, pl, tmp); 1723 esrv_update_item (UPD_NROF, pl, tmp);
1652 1724
1653 adjust_weight (this, op->total_weight ()); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1654 1726
1655 op->destroy (1); 1727 op->destroy ();
1656 op = tmp; 1728 op = tmp;
1657 goto inserted; 1729 goto inserted;
1658 } 1730 }
1659 1731
1660 op->owner = 0; // it's his/hers now. period. 1732 op->owner = 0; // it's his/hers now. period.
1674 op->flag [FLAG_REMOVED] = 0; 1746 op->flag [FLAG_REMOVED] = 0;
1675 1747
1676 if (object *pl = op->visible_to ()) 1748 if (object *pl = op->visible_to ())
1677 esrv_send_item (pl, op); 1749 esrv_send_item (pl, op);
1678 1750
1679 adjust_weight (this, op->total_weight ()); 1751 adjust_weight (this, 0, op->total_weight ());
1680 1752
1681inserted: 1753inserted:
1682 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1683 if (op->glow_radius && map && map->darkness) 1755 if (op->glow_radius && is_on_map ())
1756 {
1757 update_stats ();
1684 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1685 1759 }
1760 else if (is_player ())
1686 // if this is a player's inventory, update stats 1761 // if this is a player's inventory, update stats
1687 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1762 contr->queue_stats_update ();
1688 update_stats ();
1689 1763
1690 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1691 1765
1692 return op; 1766 return op;
1693} 1767}
1711 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1712 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1713 * on top. 1787 * on top.
1714 */ 1788 */
1715int 1789int
1716check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1717{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1718 object *tmp; 1795 object *tmp;
1719 maptile *m = op->map; 1796 maptile *m = op->map;
1720 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1721 1798
1722 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1723 1800
1724 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1725 return 0;
1726 1802
1727 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1728 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1729 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1730 1806
1731 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1732 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1733 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1734 * as walking. 1810 * as walking.
1743 */ 1819 */
1744 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1745 return 0; 1821 return 0;
1746 1822
1747 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1748 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1749 */ 1825 */
1750 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1751 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1752 {
1753 /* Trim the search when we find the first other spell effect
1754 * this helps performance so that if a space has 50 spell objects,
1755 * we don't need to check all of them.
1756 */
1757 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1758 break;
1759 } 1827 {
1828 next = tmp->below;
1760 1829
1761 for (; tmp; tmp = tmp->below)
1762 {
1763 if (tmp == op) 1830 if (tmp == op)
1764 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1765 1832
1766 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1767 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1768 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1769 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1770 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1771 */ 1838 */
1772 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1773 { 1840 {
1774 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1776 { 1843 {
1777
1778 float
1779 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1780 1845
1781 if (op->type == PLAYER) 1846 if (op->is_player ())
1782 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1783 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1784 diff /= 4.0; 1849 diff /= 4.0;
1785 1850
1786 op->speed_left -= diff; 1851 op->speed_left -= diff;
1787 } 1852 }
1788 } 1853 }
1789 1854
1790 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1791 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1792 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1793 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1794 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1795 1865
1796 if (op->destroyed ()) 1866 if (op->destroyed ())
1797 return 1; 1867 return 1;
1798 1868
1910void 1980void
1911flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1912{ 1982{
1913 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 1984 {
1915 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1916 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1917 } 1987 }
1918} 1988}
1919 1989
1920/* 1990/*
1923void 1993void
1924unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1925{ 1995{
1926 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 1997 {
1928 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1929 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1930 } 2000 }
1931} 2001}
1932 2002
1933/* 2003/*
1943 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1944 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1945 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1946 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1947 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1948 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1949 * customized, changed states, etc. 2019 * customized, changed states, etc.
1950 */ 2020 */
1951int 2021int
1952find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1953{ 2023{
1954 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
1955 int index = 0, flag; 2025 int index = 0;
1956 2026
1957 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
1958 { 2028 {
1959 mapxy pos (m, x, y); pos.move (i); 2029 mapxy pos (m, x, y); pos.move (i);
1960 2030
1976 continue; 2046 continue;
1977 } 2047 }
1978 2048
1979 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
1980 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
1981 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
1982 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
1983 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
1984 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1985 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
1986 */ 2056 */
1994 * head of the object should correspond for the entire object. 2064 * head of the object should correspond for the entire object.
1995 */ 2065 */
1996 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1997 continue; 2067 continue;
1998 2068
1999 if (ob->blocked (m, pos.x, pos.y)) 2069 if (ob->blocked (pos.m, pos.x, pos.y))
2000 continue; 2070 continue;
2001 2071
2002 altern [index++] = i; 2072 altern [index++] = i;
2003 } 2073 }
2004 2074
2016 */ 2086 */
2017int 2087int
2018find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2019{ 2089{
2020 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2021 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2022 return i; 2092 return i;
2023 2093
2024 return -1; 2094 return -1;
2025} 2095}
2026 2096
2037 2107
2038 while (--end) 2108 while (--end)
2039 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2040} 2110}
2041 2111
2042/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2045 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2046 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2047 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2072 * there is capable of. 2142 * there is capable of.
2073 */ 2143 */
2074int 2144int
2075find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2146{
2077 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2148 MoveType move_type;
2084 2149
2085 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2086 { 2151 {
2087 exclude = exclude->head; 2152 exclude = exclude->head;
2088 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2091 { 2156 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2094 } 2159 }
2095 2160
2096 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2097 { 2162 {
2098 mp = m; 2163 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2164 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2165
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2167 max = maxfree[i];
2106 else 2168 else
2107 { 2169 {
2108 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2109 2171
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2173 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2115 { 2175 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2179 return freedir [i];
2123 } 2180 }
2124 } 2181 }
2125 } 2182 }
2126 2183
2127 return 0; 2184 return 0;
2136{ 2193{
2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138} 2195}
2139 2196
2140/* 2197/*
2141 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2142 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2143 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2144 */ 2201 */
2145int 2202int
2146find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2147{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2148 int q; 2248 int q;
2149 2249
2150 if (y) 2250 if (y)
2151 q = x * 100 / y; 2251 q = 128 * x / y;
2152 else if (x) 2252 else if (x)
2153 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2154 else 2254 else
2155 return 0; 2255 return 0;
2156 2256
2157 if (y > 0) 2257 if (y > 0)
2158 { 2258 {
2159 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2160 return 3; 2264 return 3;
2161 if (q < -41) 2265 }
2162 return 2; 2266 else
2163 if (q < 41) 2267 {
2164 return 1; 2268 if (q < -309) return 3;
2165 if (q < 242) 2269 if (q < -52) return 2;
2166 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2167 return 7; 2273 return 7;
2168 } 2274 }
2169 2275#endif
2170 if (q < -242)
2171 return 7;
2172 if (q < -41)
2173 return 6;
2174 if (q < 41)
2175 return 5;
2176 if (q < 242)
2177 return 4;
2178
2179 return 3;
2180} 2276}
2181 2277
2182/* 2278/*
2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2184 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2185 */ 2281 */
2186int 2282int
2187dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2188{ 2284{
2189 int d;
2190
2191 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2192 if (d > 4)
2193 d = 8 - d;
2194 2286
2195 return d; 2287 return d > 4 ? 8 - d : d;
2196} 2288}
2197 2289
2198/* peterm: 2290/* peterm:
2199 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2200 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2202 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2297 * functions.
2206 */ 2298 */
2207int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2208 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2209 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2210 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2211 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2212 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2269 int mflags; 2361 int mflags;
2270 2362
2271 if (dir < 0) 2363 if (dir < 0)
2272 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2273 2365
2274 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2275 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2276 2368
2277 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2278 2370
2279 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2280 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2306 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2307 */ 2399 */
2308int 2400int
2309can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2310{ 2402{
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2314} 2406}
2407
2408//-GPL
2315 2409
2316/* 2410/*
2317 * create clone from object to another 2411 * create clone from object to another
2318 */ 2412 */
2319object * 2413object *
2350 return tmp; 2444 return tmp;
2351 2445
2352 return 0; 2446 return 0;
2353} 2447}
2354 2448
2355const shstr & 2449/* Zero the key_values on op, decrementing the shared-string
2356object::kv_get (const shstr &key) const 2450 * refcounts and freeing the links.
2451 */
2452void
2453key_values::clear ()
2357{ 2454{
2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2358 for (key_value *kv = key_values; kv; kv = kv->next) 2468 for (key_value *kv = first; kv; kv = kv->next)
2359 if (kv->key == key) 2469 if (kv->key == key)
2360 return kv->value; 2470 return kv->value;
2361 2471
2362 return shstr_null; 2472 return shstr ();
2363} 2473}
2364 2474
2365void 2475void
2366object::kv_set (const shstr &key, const shstr &value) 2476key_values::add (shstr_tmp key, shstr_tmp value)
2367{ 2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2490 for (key_value *kv = first; kv; kv = kv->next)
2369 if (kv->key == key) 2491 if (kv->key == key)
2370 { 2492 {
2371 kv->value = value; 2493 kv->value = value;
2372 return; 2494 return;
2373 } 2495 }
2374 2496
2375 key_value *kv = new key_value; 2497 add (key, value);
2376
2377 kv->next = key_values;
2378 kv->key = key;
2379 kv->value = value;
2380
2381 key_values = kv;
2382} 2498}
2383 2499
2384void 2500void
2385object::kv_del (const shstr &key) 2501key_values::del (shstr_tmp key)
2386{ 2502{
2387 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2388 if ((*kvp)->key == key) 2504 if ((*kvp)->key == key)
2389 { 2505 {
2390 key_value *kv = *kvp; 2506 key_value *kv = *kvp;
2391 *kvp = (*kvp)->next; 2507 *kvp = (*kvp)->next;
2392 delete kv; 2508 delete kv;
2393 return; 2509 return;
2394 } 2510 }
2395} 2511}
2396 2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2541}
2542
2397object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2398: iterator_base (container) 2544: iterator_base (container)
2399{ 2545{
2400 while (item->inv) 2546 while (item->inv)
2401 item = item->inv; 2547 item = item->inv;
2449{ 2595{
2450 char flagdesc[512]; 2596 char flagdesc[512];
2451 char info2[256 * 4]; 2597 char info2[256 * 4];
2452 char *p = info; 2598 char *p = info;
2453 2599
2454 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2600 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2455 count, 2601 count,
2456 uuid.c_str (), 2602 uuid.c_str (),
2457 &name, 2603 &name,
2458 title ? "\",title:\"" : "", 2604 title ? ",title:\"" : "",
2459 title ? (const char *)title : "", 2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2460 flag_desc (flagdesc, 512), type); 2607 flag_desc (flagdesc, 512), type);
2461 2608
2462 if (!flag[FLAG_REMOVED] && env) 2609 if (!flag[FLAG_REMOVED] && env)
2463 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2464 2611
2482{ 2629{
2483 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2484 : region::default_region (); 2631 : region::default_region ();
2485} 2632}
2486 2633
2487const materialtype_t * 2634//+GPL
2488object::dominant_material () const
2489{
2490 if (materialtype_t *mt = name_to_material (materialname))
2491 return mt;
2492
2493 return name_to_material (shstr_unknown);
2494}
2495 2635
2496void 2636void
2497object::open_container (object *new_container) 2637object::open_container (object *new_container)
2498{ 2638{
2499 if (container == new_container) 2639 if (container == new_container)
2520 container = 0; 2660 container = 0;
2521 2661
2522 // client needs item update to make it work, client bug requires this to be separate 2662 // client needs item update to make it work, client bug requires this to be separate
2523 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2524 2664
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2526 play_sound (sound_find ("chest_close")); 2666 play_sound (sound_find ("chest_close"));
2527 } 2667 }
2528 2668
2529 if (new_container) 2669 if (new_container)
2530 { 2670 {
2534 // TODO: this does not seem to serve any purpose anymore? 2674 // TODO: this does not seem to serve any purpose anymore?
2535#if 0 2675#if 0
2536 // insert the "Close Container" object. 2676 // insert the "Close Container" object.
2537 if (archetype *closer = new_container->other_arch) 2677 if (archetype *closer = new_container->other_arch)
2538 { 2678 {
2539 object *closer = arch_to_object (new_container->other_arch); 2679 object *closer = new_container->other_arch->instance ();
2540 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2541 new_container->insert (closer); 2681 new_container->insert (closer);
2542 } 2682 }
2543#endif 2683#endif
2544 2684
2545 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2546 2686
2547 // make sure the container is available, client bug requires this to be separate 2687 // make sure the container is available, client bug requires this to be separate
2548 esrv_send_item (this, new_container); 2688 esrv_send_item (this, new_container);
2549 2689
2550 new_container->flag [FLAG_APPLIED] = true; 2690 new_container->flag [FLAG_APPLIED] = true;
2557 } 2697 }
2558// else if (!old_container->env && contr && contr->ns) 2698// else if (!old_container->env && contr && contr->ns)
2559// contr->ns->floorbox_reset (); 2699// contr->ns->floorbox_reset ();
2560} 2700}
2561 2701
2702//-GPL
2703
2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2562object * 2734object *
2563object::force_find (const shstr name) 2735object::force_find (shstr_tmp name)
2564{ 2736{
2565 /* cycle through his inventory to look for the MARK we want to 2737 /* cycle through his inventory to look for the MARK we want to
2566 * place 2738 * place
2567 */ 2739 */
2568 for (object *tmp = inv; tmp; tmp = tmp->below) 2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2569 if (tmp->type == FORCE && tmp->slaying == name) 2741 if (tmp->type == FORCE && tmp->slaying == name)
2570 return splay (tmp); 2742 return splay (tmp);
2571 2743
2572 return 0; 2744 return 0;
2573} 2745}
2574 2746
2575void 2747void
2748object::force_set_timer (int duration)
2749{
2750 this->duration = 1;
2751 this->speed_left = -1.f;
2752
2753 this->set_speed (duration ? 1.f / duration : 0.f);
2754}
2755
2756object *
2576object::force_add (const shstr name, int duration) 2757object::force_add (shstr_tmp name, int duration)
2577{ 2758{
2578 if (object *force = force_find (name)) 2759 if (object *force = force_find (name))
2579 force->destroy (); 2760 force->destroy ();
2580 2761
2581 object *force = get_archetype (FORCE_NAME); 2762 object *force = archetype::get (FORCE_NAME);
2582 2763
2583 force->slaying = name; 2764 force->slaying = name;
2584 force->stats.food = 1; 2765 force->force_set_timer (duration);
2585 force->speed_left = -1.f;
2586
2587 force->set_speed (duration ? 1.f / duration : 0.f);
2588 force->flag [FLAG_IS_USED_UP] = true;
2589 force->flag [FLAG_APPLIED] = true; 2766 force->flag [FLAG_APPLIED] = true;
2590 2767
2591 insert (force); 2768 return insert (force);
2592} 2769}
2593 2770
2594void 2771void
2595object::play_sound (faceidx sound) 2772object::play_sound (faceidx sound) const
2596{ 2773{
2597 if (!sound) 2774 if (!sound)
2598 return; 2775 return;
2599 2776
2600 if (flag [FLAG_REMOVED]) 2777 if (is_on_map ())
2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781}
2782
2783void
2784object::say_msg (const char *msg) const
2785{
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::make_noise ()
2794{
2795 // we do not model noise in the map, so instead put
2796 // a temporary light into the noise source
2797 // could use the map instead, but that's less reliable for our
2798 // goal, which is to make invisibility a bit harder to exploit
2799
2800 // currently only works sensibly for players
2801 if (!is_player ())
2601 return; 2802 return;
2602 2803
2603 if (env) 2804 // find old force, or create new one
2604 { 2805 object *force = force_find (shstr_noise_force);
2605 if (object *pl = in_player ()) 2806
2606 pl->contr->play_sound (sound); 2807 if (force)
2607 } 2808 force->speed_left = -1.f; // patch old speed up
2608 else 2809 else
2609 map->play_sound (sound, x, y); 2810 {
2610} 2811 force = archetype::get (shstr_noise_force);
2611 2812
2813 force->slaying = shstr_noise_force;
2814 force->stats.food = 1;
2815 force->speed_left = -1.f;
2816
2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2822 }
2823}
2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2853 return 0;
2854}
2855
2856// put marked object first in the inventory
2857// this is used by identify-like spells so players can influence
2858// the order a bit.
2859void
2860object::splay_marked ()
2861{
2862 if (object *marked = mark ())
2863 splay (marked);
2864}
2865

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