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Comparing deliantra/server/common/object.C (file contents):
Revision 1.249 by root, Tue Jul 15 20:41:58 2008 UTC vs.
Revision 1.340 by root, Fri Jul 2 19:54:41 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
66static void 95static void
67write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
68{ 97{
69 CALL_BEGIN (2); 98 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 102 CALL_END;
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
82 111
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 131 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
104 133
105 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
106 { 135 {
133 162
134void 163void
135UUID::init () 164UUID::init ()
136{ 165{
137 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
138} 232}
139 233
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 235static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
179 * check weight 273 * check weight
180 */ 274 */
181bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
182{ 276{
183 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
184 if (ob1 == ob2 278 if (ob1 == ob2
185 || ob1->type != ob2->type 279 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 280 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 283 return 0;
190 284
191 /* Do not merge objects if nrof would overflow. First part checks 285 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 286 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 287 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; 288 return 0;
198 289
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 290 /* 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 291 * 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 292 * 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 293 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 294 * flags lose any meaning.
204 */ 295 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 296 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 297 ob1->set_flag (FLAG_BEEN_APPLIED);
207 298
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 299 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 300 ob2->set_flag (FLAG_BEEN_APPLIED);
210 301
211 if (ob1->arch->archname != ob2->arch->archname 302 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 303 || ob1->name != ob2->name
213 || ob1->title != ob2->title 304 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 305 || ob1->msg != ob2->msg
217 || ob1->magic != ob2->magic 308 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 309 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 310 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 311 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 312 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 313 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
223 || ob1->client_type != ob2->client_type 314 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname 315 || ob1->material != ob2->material
225 || ob1->lore != ob2->lore 316 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype 317 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type 318 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block 319 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow 320 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on 321 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off 322 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow 323 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty 324 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 325 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 326 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 327 return 0;
237 328
238 if ((ob1->flag ^ ob2->flag) 329 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 330 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 331 .reset (FLAG_REMOVED)
242 .any ()) 332 .any ())
243 return 0; 333 return 0;
244 334
245 /* This is really a spellbook check - we should in general 335 /* This is really a spellbook check - we should in general
264 354
265 /* Don't merge objects that are applied. With the new 'body' code, 355 /* Don't merge objects that are applied. With the new 'body' code,
266 * it is possible for most any character to have more than one of 356 * it is possible for most any character to have more than one of
267 * some items equipped, and we don't want those to merge. 357 * some items equipped, and we don't want those to merge.
268 */ 358 */
269 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 359 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
270 return 0; 360 return 0;
271 361
272 /* Note sure why the following is the case - either the object has to 362 /* Note sure why the following is the case - either the object has to
273 * be animated or have a very low speed. Is this an attempted monster 363 * be animated or have a very low speed. Is this an attempted monster
274 * check? 364 * check?
275 */ 365 */
276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 366 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
277 return 0; 367 return 0;
278 368
279 switch (ob1->type) 369 switch (ob1->type)
280 { 370 {
281 case SCROLL: 371 case SCROLL:
327 { 417 {
328 // see if we are in a container of sorts 418 // see if we are in a container of sorts
329 if (env) 419 if (env)
330 { 420 {
331 // the player inventory itself is always visible 421 // the player inventory itself is always visible
332 if (env->type == PLAYER) 422 if (env->is_player ())
333 return env; 423 return env;
334 424
335 // else a player could have our env open 425 // else a player could have our env open
336 object *envest = env->outer_env (); 426 object *envest = env->outer_env_or_self ();
337 427
338 // the player itself is always on a map, so we will find him here 428 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player. 429 // even if our inv is in a player.
340 if (envest->is_on_map ()) 430 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 431 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 432 if (pl->container_ () == env)
343 return pl; 433 return pl;
344 } 434 }
345 else 435 else
346 { 436 {
347 // maybe there is a player standing on the same mapspace 437 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 438 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 439 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 440 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 441 || pl->container_ () == this)
352 return pl; 442 return pl;
353 } 443 }
354 } 444 }
355 445
356 return 0; 446 return 0;
357} 447}
358 448
359// adjust weight per container type ("of holding") 449// adjust weight per container type ("of holding")
360static sint32 450static uint32
361weight_adjust_for (object *op, sint32 weight) 451weight_adjust_for (object *op, uint32 weight)
362{ 452{
363 return op->type == CONTAINER 453 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 454 ? weight - weight * op->stats.Str / 100
365 : weight; 455 : weight;
366} 456}
367 457
368/* 458/*
369 * adjust_weight(object, weight) adds the specified weight to an object, 459 * subtracts, then adds, the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying. 460 * and also updates how much the environment(s) is/are carrying.
371 */ 461 */
372static void 462static void
373adjust_weight (object *op, sint32 weight) 463adjust_weight (object *op, sint32 sub, sint32 add)
374{ 464{
375 while (op) 465 while (op)
376 { 466 {
377 // adjust by actual difference to account for rounding errors 467 sint32 ocarrying = op->carrying;
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381 468
382 if (!weight) 469 op->carrying -= weight_adjust_for (op, sub);
383 return; 470 op->carrying += weight_adjust_for (op, add);
384
385 op->carrying += weight;
386 471
387 if (object *pl = op->visible_to ()) 472 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily 473 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op); 474 esrv_update_item (UPD_WEIGHT, pl, op);
390 475
476 sub = ocarrying;
477 add = op->carrying;
478
391 op = op->env; 479 op = op->env;
392 } 480 }
393} 481}
394 482
395/* 483/*
402{ 490{
403 sint32 sum = 0; 491 sint32 sum = 0;
404 492
405 for (object *op = inv; op; op = op->below) 493 for (object *op = inv; op; op = op->below)
406 { 494 {
407 if (op->inv)
408 op->update_weight (); 495 op->update_weight ();
409 496
410 sum += op->total_weight (); 497 sum += weight_adjust_for (this, op->total_weight ());
411 } 498 }
412
413 sum = weight_adjust_for (this, sum);
414 499
415 if (sum != carrying) 500 if (sum != carrying)
416 { 501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
417 carrying = sum; 506 carrying = sum;
418 507
419 if (object *pl = visible_to ()) 508 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily 509 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this); 510 esrv_update_item (UPD_WEIGHT, pl, this);
434 object_freezer freezer; 523 object_freezer freezer;
435 op->write (freezer); 524 op->write (freezer);
436 return freezer.as_string (); 525 return freezer.as_string ();
437} 526}
438 527
439/* 528char *
440 * get_nearest_part(multi-object, object 2) returns the part of the 529object::as_string ()
441 * multi-object 1 which is closest to the second object.
442 * If it's not a multi-object, it is returned.
443 */
444object *
445get_nearest_part (object *op, const object *pl)
446{ 530{
447 object *tmp, *closest; 531 return dump_object (this);
448 int last_dist, i;
449
450 if (!op->more)
451 return op;
452
453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
456 if ((i = distance (tmp, pl)) < last_dist)
457 closest = tmp, last_dist = i;
458
459 return closest;
460} 532}
461 533
462/* 534/*
463 * Returns the object which has the count-variable equal to the argument. 535 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow. 536 * VERRRY slow.
466object * 538object *
467find_object (tag_t i) 539find_object (tag_t i)
468{ 540{
469 for_all_objects (op) 541 for_all_objects (op)
470 if (op->count == i) 542 if (op->count == i)
543 return op;
544
545 return 0;
546}
547
548/*
549 * Returns the object which has the uuid equal to the argument.
550 * MOAR VERRRY slow.
551 */
552
553object *
554find_object_uuid (UUID i)
555{
556 for_all_objects (op)
557 if (op->uuid == i)
471 return op; 558 return op;
472 559
473 return 0; 560 return 0;
474} 561}
475 562
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 596 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510 return; 597 return;
511 } 598 }
512 599
513 this->owner = owner; 600 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
580} 601}
581 602
582/* Zero the key_values on op, decrementing the shared-string 603/* Zero the key_values on op, decrementing the shared-string
583 * refcounts and freeing the links. 604 * refcounts and freeing the links.
584 */ 605 */
637 tail = new_link; 658 tail = new_link;
638 } 659 }
639 } 660 }
640 } 661 }
641 662
642 if (speed < 0) 663 dst->activate ();
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646} 664}
647 665
648void 666void
649object::instantiate () 667object::instantiate ()
650{ 668{
651 if (!uuid.seq) // HACK 669 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 670 uuid = UUID::gen ();
653 671
672 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
673 if (flag [FLAG_RANDOM_SPEED] && speed)
674 speed_left = - speed - rndm (); // TODO animation
675 else
654 speed_left = -0.1f; 676 speed_left = -1.;
677
655 /* copy the body_info to the body_used - this is only really 678 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything. 679 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting 680 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created 681 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped. 682 * for it, they can be properly equipped.
667object * 690object *
668object::clone () 691object::clone ()
669{ 692{
670 object *neu = create (); 693 object *neu = create ();
671 copy_to (neu); 694 copy_to (neu);
695
696 // TODO: unclean state changes, should not be done in clone AND instantiate
697 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
698 neu->speed_left = - neu->speed - rndm (); // TODO animation
699
672 neu->map = map; // not copied by copy_to 700 neu->map = map; // not copied by copy_to
673 return neu; 701 return neu;
674} 702}
675 703
676/* 704/*
679 * be called to update the face variable, _and_ how it looks on the map. 707 * be called to update the face variable, _and_ how it looks on the map.
680 */ 708 */
681void 709void
682update_turn_face (object *op) 710update_turn_face (object *op)
683{ 711{
684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
685 return; 713 return;
686 714
687 SET_ANIMATION (op, op->direction); 715 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 716 update_object (op, UP_OBJ_FACE);
689} 717}
694 * This function needs to be called whenever the speed of an object changes. 722 * This function needs to be called whenever the speed of an object changes.
695 */ 723 */
696void 724void
697object::set_speed (float speed) 725object::set_speed (float speed)
698{ 726{
699 if (flag [FLAG_FREED] && speed)
700 {
701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
702 speed = 0;
703 }
704
705 this->speed = speed; 727 this->speed = speed;
706 728
707 if (has_active_speed ()) 729 if (has_active_speed ())
708 activate (); 730 activate ();
709 else 731 else
759 781
760 if (!(m.flags_ & P_UPTODATE)) 782 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 783 /* nop */;
762 else if (action == UP_OBJ_INSERT) 784 else if (action == UP_OBJ_INSERT)
763 { 785 {
786#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 787 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 790 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 794 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 795 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 796 || (m.move_slow | op->move_slow) != m.move_slow
774 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
775 * to have move_allow right now. 798 * have move_allow right now.
776 */ 799 */
777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
801 m.invalidate ();
802#else
778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 803 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
779 m.flags_ = 0; 804 m.invalidate ();
805#endif
780 } 806 }
781 /* if the object is being removed, we can't make intelligent 807 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 808 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 809 * that is being removed.
784 */ 810 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 811 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 812 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 813 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 814 /* Nothing to do for that case */ ;
789 else 815 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 816 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 817
793 update_object (op->more, action); 819 update_object (op->more, action);
794} 820}
795 821
796object::object () 822object::object ()
797{ 823{
798 SET_FLAG (this, FLAG_REMOVED); 824 this->set_flag (FLAG_REMOVED);
799 825
800 expmul = 1.0; 826 //expmul = 1.0; declared const for the time being
801 face = blank_face; 827 face = blank_face;
828 material = MATERIAL_NULL;
802} 829}
803 830
804object::~object () 831object::~object ()
805{ 832{
806 unlink (); 833 unlink ();
807 834
808 free_key_values (this); 835 free_key_values (this);
809} 836}
810
811static int object_count;
812 837
813void object::link () 838void object::link ()
814{ 839{
815 assert (!index);//D 840 assert (!index);//D
816 uuid = UUID::gen (); 841 uuid = UUID::gen ();
817 count = ++object_count;
818 842
819 refcnt_inc (); 843 refcnt_inc ();
820 objects.insert (this); 844 objects.insert (this);
845
846 ++create_count;
847
821} 848}
822 849
823void object::unlink () 850void object::unlink ()
824{ 851{
825 if (!index) 852 if (!index)
826 return; 853 return;
854
855 ++destroy_count;
827 856
828 objects.erase (this); 857 objects.erase (this);
829 refcnt_dec (); 858 refcnt_dec ();
830} 859}
831 860
835 /* If already on active list, don't do anything */ 864 /* If already on active list, don't do anything */
836 if (active) 865 if (active)
837 return; 866 return;
838 867
839 if (has_active_speed ()) 868 if (has_active_speed ())
869 {
870 if (flag [FLAG_FREED])
871 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
872
840 actives.insert (this); 873 actives.insert (this);
874 }
841} 875}
842 876
843void 877void
844object::activate_recursive () 878object::activate_recursive ()
845{ 879{
910 || map->in_memory != MAP_ACTIVE 944 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 945 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 946 || ms ().move_block == MOVE_ALL)
913 { 947 {
914 while (inv) 948 while (inv)
915 {
916 inv->destroy_inv (false);
917 inv->destroy (); 949 inv->destroy ();
918 }
919 } 950 }
920 else 951 else
921 { /* Put objects in inventory onto this space */ 952 { /* Put objects in inventory onto this space */
922 while (inv) 953 while (inv)
923 { 954 {
927 || op->flag [FLAG_NO_DROP] 958 || op->flag [FLAG_NO_DROP]
928 || op->type == RUNE 959 || op->type == RUNE
929 || op->type == TRAP 960 || op->type == TRAP
930 || op->flag [FLAG_IS_A_TEMPLATE] 961 || op->flag [FLAG_IS_A_TEMPLATE]
931 || op->flag [FLAG_DESTROY_ON_DEATH]) 962 || op->flag [FLAG_DESTROY_ON_DEATH])
932 op->destroy (true); 963 op->destroy ();
933 else 964 else
934 map->insert (op, x, y); 965 map->insert (op, x, y);
935 } 966 }
936 } 967 }
937} 968}
938 969
970/*
971 * Remove and free all objects in the inventory of the given object.
972 * Unlike destroy_inv, this assumes the *this is destroyed as well
973 * well, so we can (and have to!) take shortcuts.
974 */
975void
976object::destroy_inv_fast ()
977{
978 while (object *op = inv)
979 {
980 // remove from object the fast way
981 op->flag [FLAG_REMOVED] = true;
982 op->env = 0;
983 if ((inv = inv->below))
984 inv->above = 0;
985
986 // then destroy
987 op->destroy ();
988 }
989}
990
991void
992object::freelist_free (int count)
993{
994 while (count-- && freelist)
995 {
996 freelist_item *next = freelist->next;
997 // count is being "destroyed"
998
999 sfree ((char *)freelist, sizeof (object));
1000
1001 freelist = next;
1002 --free_count;
1003 }
1004}
1005
1006object *
939object *object::create () 1007object::create ()
940{ 1008{
941 object *op = new object; 1009 object *op;
1010
1011 if (freelist)
1012 {
1013 freelist_item li = *freelist;
1014 memset (freelist, 0, sizeof (object));
1015
1016 op = new (freelist) object;
1017 op->count = li.count;
1018
1019 freelist = li.next;
1020 --free_count;
1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1025
1026 op = new(ni) object;
1027
1028 op->count = ++object_count;
1029 }
1030
942 op->link (); 1031 op->link ();
1032
943 return op; 1033 return op;
944} 1034}
945 1035
1036void
1037object::do_delete ()
1038{
1039 uint32_t count = this->count;
1040
1041 this->~object ();
1042
1043 freelist_item *li = (freelist_item *)this;
1044 li->next = freelist;
1045 li->count = count;
1046
1047 freelist = li;
1048 ++free_count;
1049}
1050
946static struct freed_map : maptile 1051static struct freed_map : maptile
947{ 1052{
948 freed_map () 1053 freed_map ()
1054 : maptile (3, 3)
949 { 1055 {
950 path = "<freed objects map>"; 1056 path = "<freed objects map>";
951 name = "/internal/freed_objects_map"; 1057 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1; 1058 no_drop = 1;
955 no_reset = 1; 1059 no_reset = 1;
956 1060
957 alloc ();
958 in_memory = MAP_ACTIVE; 1061 in_memory = MAP_ACTIVE;
959 } 1062 }
960 1063
961 ~freed_map () 1064 ~freed_map ()
962 { 1065 {
966 1069
967void 1070void
968object::do_destroy () 1071object::do_destroy ()
969{ 1072{
970 if (flag [FLAG_IS_LINKED]) 1073 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this); 1074 remove_link ();
972 1075
973 if (flag [FLAG_FRIENDLY]) 1076 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this); 1077 remove_friendly_object (this);
975 1078
976 remove (); 1079 remove ();
1001 attacked_by = 0; 1104 attacked_by = 0;
1002 current_weapon = 0; 1105 current_weapon = 0;
1003} 1106}
1004 1107
1005void 1108void
1006object::destroy (bool destroy_inventory) 1109object::destroy ()
1007{ 1110{
1008 if (destroyed ()) 1111 if (destroyed ())
1009 return; 1112 return;
1010 1113
1011 if (!is_head () && !head->destroyed ()) 1114 if (!is_head () && !head->destroyed ())
1012 { 1115 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (destroy_inventory); 1117 head->destroy ();
1015 return; 1118 return;
1016 } 1119 }
1017 1120
1018 destroy_inv (!destroy_inventory); 1121 destroy_inv_fast ();
1019 1122
1020 if (is_head ()) 1123 if (is_head ())
1021 if (sound_destroy) 1124 if (sound_destroy)
1022 play_sound (sound_destroy); 1125 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER]) 1126 else if (flag [FLAG_MONSTER])
1034 * the previous environment. 1137 * the previous environment.
1035 */ 1138 */
1036void 1139void
1037object::do_remove () 1140object::do_remove ()
1038{ 1141{
1039 object *tmp, *last = 0;
1040 object *otmp;
1041
1042 if (flag [FLAG_REMOVED]) 1142 if (flag [FLAG_REMOVED])
1043 return; 1143 return;
1044 1144
1045 INVOKE_OBJECT (REMOVE, this); 1145 INVOKE_OBJECT (REMOVE, this);
1046 1146
1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1158 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1059 if (object *pl = visible_to ()) 1159 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count); 1160 esrv_del_item (pl->contr, count);
1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1161 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062 1162
1063 adjust_weight (env, -total_weight ()); 1163 adjust_weight (env, total_weight (), 0);
1164
1165 object *pl = in_player ();
1064 1166
1065 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up 1168 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do. 1169 * to the caller to decide what we want to do.
1068 */ 1170 */
1076 1178
1077 above = 0; 1179 above = 0;
1078 below = 0; 1180 below = 0;
1079 env = 0; 1181 env = 0;
1080 1182
1081 /* NO_FIX_PLAYER is set when a great many changes are being 1183 if (pl && pl->is_player ())
1082 * made to players inventory. If set, avoiding the call
1083 * to save cpu time.
1084 */ 1184 {
1085 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1185 if (expect_false (pl->contr->combat_ob == this))
1086 otmp->update_stats (); 1186 {
1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1188 pl->contr->combat_ob = 0;
1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1190 }
1191
1192 if (expect_false (pl->contr->ranged_ob == this))
1193 {
1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1195 pl->contr->ranged_ob = 0;
1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1197 }
1198
1199 pl->contr->queue_stats_update ();
1200
1201 if (expect_false (glow_radius) && pl->is_on_map ())
1202 update_all_los (pl->map, pl->x, pl->y);
1203 }
1087 } 1204 }
1088 else if (map) 1205 else if (map)
1089 { 1206 {
1090 map->dirty = true; 1207 map->dirty = true;
1091 mapspace &ms = this->ms (); 1208 mapspace &ms = this->ms ();
1092 1209
1093 if (object *pl = ms.player ()) 1210 if (object *pl = ms.player ())
1094 { 1211 {
1095 if (type == PLAYER) // this == pl(!) 1212 if (is_player ())
1096 { 1213 {
1214 if (!flag [FLAG_WIZPASS])
1215 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1216
1097 // leaving a spot always closes any open container on the ground 1217 // leaving a spot always closes any open container on the ground
1098 if (container && !container->env) 1218 if (container && !container->env)
1099 // this causes spurious floorbox updates, but it ensures 1219 // this causes spurious floorbox updates, but it ensures
1100 // that the CLOSE event is being sent. 1220 // that the CLOSE event is being sent.
1101 close_container (); 1221 close_container ();
1102 1222
1103 --map->players; 1223 --map->players;
1104 map->touch (); 1224 map->touch ();
1105 } 1225 }
1106 else if (pl->container == this) 1226 else if (pl->container_ () == this)
1107 { 1227 {
1108 // removing a container should close it 1228 // removing a container should close it
1109 close_container (); 1229 close_container ();
1110 } 1230 }
1111 1231 else
1112 esrv_del_item (pl->contr, count); 1232 esrv_del_item (pl->contr, count);
1113 } 1233 }
1114 1234
1115 /* link the object above us */ 1235 /* link the object above us */
1116 // re-link, make sure compiler can easily use cmove 1236 // re-link, make sure compiler can easily use cmove
1117 *(above ? &above->below : &ms.top) = below; 1237 *(above ? &above->below : &ms.top) = below;
1118 *(below ? &below->above : &ms.bot) = above; 1238 *(below ? &below->above : &ms.bot) = above;
1119 1239
1120 above = 0; 1240 above = 0;
1121 below = 0; 1241 below = 0;
1122 1242
1243 ms.invalidate ();
1244
1123 if (map->in_memory == MAP_SAVING) 1245 if (map->in_memory == MAP_SAVING)
1124 return; 1246 return;
1125 1247
1126 int check_walk_off = !flag [FLAG_NO_APPLY]; 1248 int check_walk_off = !flag [FLAG_NO_APPLY];
1127 1249
1128 if (object *pl = ms.player ()) 1250 if (object *pl = ms.player ())
1129 { 1251 {
1130 if (pl->container == this) 1252 if (pl->container_ () == this)
1131 /* If a container that the player is currently using somehow gets 1253 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view 1254 * removed (most likely destroyed), update the player view
1133 * appropriately. 1255 * appropriately.
1134 */ 1256 */
1135 pl->close_container (); 1257 pl->close_container ();
1139 //TODO: update floorbox to preserve ordering 1261 //TODO: update floorbox to preserve ordering
1140 if (pl->contr->ns) 1262 if (pl->contr->ns)
1141 pl->contr->ns->floorbox_update (); 1263 pl->contr->ns->floorbox_update ();
1142 } 1264 }
1143 1265
1266 if (check_walk_off)
1144 for (tmp = ms.bot; tmp; tmp = tmp->above) 1267 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1145 { 1268 {
1269 above = tmp->above;
1270
1146 /* No point updating the players look faces if he is the object 1271 /* No point updating the players look faces if he is the object
1147 * being removed. 1272 * being removed.
1148 */ 1273 */
1149 1274
1150 /* See if object moving off should effect something */ 1275 /* See if object moving off should effect something */
1151 if (check_walk_off
1152 && ((move_type & tmp->move_off) 1276 if ((move_type & tmp->move_off)
1153 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1277 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1154 {
1155 move_apply (tmp, this, 0); 1278 move_apply (tmp, this, 0);
1156
1157 if (destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1159 } 1279 }
1160 1280
1161 last = tmp; 1281 if (affects_los ())
1162 }
1163
1164 /* last == NULL if there are no objects on this space */
1165 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last)
1167 map->at (x, y).flags_ = 0;
1168 else
1169 update_object (last, UP_OBJ_REMOVE);
1170
1171 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1282 update_all_los (map, x, y);
1173 } 1283 }
1174} 1284}
1175 1285
1176/* 1286/*
1200 esrv_update_item (UPD_NROF, pl, top); 1310 esrv_update_item (UPD_NROF, pl, top);
1201 1311
1202 op->weight = 0; // cancel the addition above 1312 op->weight = 0; // cancel the addition above
1203 op->carrying = 0; // must be 0 already 1313 op->carrying = 0; // must be 0 already
1204 1314
1205 op->destroy (1); 1315 op->destroy ();
1206 1316
1207 return top; 1317 return top;
1208 } 1318 }
1209 1319
1210 return 0; 1320 return 0;
1218 1328
1219 object *prev = this; 1329 object *prev = this;
1220 1330
1221 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1331 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1222 { 1332 {
1223 object *op = arch_to_object (at); 1333 object *op = at->instance ();
1224 1334
1225 op->name = name; 1335 op->name = name;
1226 op->name_pl = name_pl; 1336 op->name_pl = name_pl;
1227 op->title = title; 1337 op->title = title;
1228 1338
1266 * Passing 0 for flag gives proper default values, so flag really only needs 1376 * Passing 0 for flag gives proper default values, so flag really only needs
1267 * to be set if special handling is needed. 1377 * to be set if special handling is needed.
1268 * 1378 *
1269 * Return value: 1379 * Return value:
1270 * new object if 'op' was merged with other object 1380 * new object if 'op' was merged with other object
1271 * NULL if 'op' was destroyed 1381 * NULL if there was an error (destroyed, blocked etc.)
1272 * just 'op' otherwise 1382 * just 'op' otherwise
1273 */ 1383 */
1274object * 1384object *
1275insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1385insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1276{ 1386{
1277 if (op->is_on_map ())
1278 {
1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1280 abort ();
1281 }
1282
1283 if (op->env)
1284 {
1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1286 op->remove (); 1387 op->remove ();
1287 }
1288 1388
1289 if (op->face && !face_info (op->face))//D TODO: remove soon 1389 if (m == &freed_map)//D TODO: remove soon
1290 {//D 1390 {//D
1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1391 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1292 op->face = 1;//D
1293 }//D 1392 }//D
1294 1393
1295 /* Ideally, the caller figures this out. However, it complicates a lot 1394 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * of areas of callers (eg, anything that uses find_free_spot would now 1395 * of areas of callers (eg, anything that uses find_free_spot would now
1297 * need extra work 1396 * need extra work
1298 */ 1397 */
1398 maptile *newmap = m;
1299 if (!xy_normalise (m, op->x, op->y)) 1399 if (!xy_normalise (newmap, op->x, op->y))
1300 { 1400 {
1301 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1401 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1302 return 0; 1402 return 0;
1303 } 1403 }
1304 1404
1305 if (object *more = op->more) 1405 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag)) 1406 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0; 1407 return 0;
1308 1408
1309 CLEAR_FLAG (op, FLAG_REMOVED); 1409 op->flag [FLAG_REMOVED] = false;
1310 1410 op->env = 0;
1311 op->map = m; 1411 op->map = newmap;
1412
1312 mapspace &ms = op->ms (); 1413 mapspace &ms = op->ms ();
1313 1414
1314 /* this has to be done after we translate the coordinates. 1415 /* this has to be done after we translate the coordinates.
1315 */ 1416 */
1316 if (op->nrof && !(flag & INS_NO_MERGE)) 1417 if (op->nrof && !(flag & INS_NO_MERGE))
1319 { 1420 {
1320 // TODO: we actually want to update tmp, not op, 1421 // TODO: we actually want to update tmp, not op,
1321 // but some caller surely breaks when we return tmp 1422 // but some caller surely breaks when we return tmp
1322 // from here :/ 1423 // from here :/
1323 op->nrof += tmp->nrof; 1424 op->nrof += tmp->nrof;
1324 tmp->destroy (1); 1425 tmp->destroy ();
1325 } 1426 }
1326 1427
1327 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1428 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1328 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1429 op->clr_flag (FLAG_INV_LOCKED);
1329 1430
1330 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1431 if (!op->flag [FLAG_ALIVE])
1331 CLEAR_FLAG (op, FLAG_NO_STEAL); 1432 op->clr_flag (FLAG_NO_STEAL);
1332 1433
1333 if (flag & INS_BELOW_ORIGINATOR) 1434 if (flag & INS_BELOW_ORIGINATOR)
1334 { 1435 {
1335 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1336 { 1437 {
1337 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort (); 1439 abort ();
1339 } 1440 }
1340 1441
1341 if (!originator->is_on_map ()) 1442 if (!originator->is_on_map ())
1443 {
1342 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1444 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ()); 1445 op->debug_desc (), originator->debug_desc ());
1446 abort ();
1447 }
1344 1448
1345 op->above = originator; 1449 op->above = originator;
1346 op->below = originator->below; 1450 op->below = originator->below;
1347 originator->below = op; 1451 originator->below = op;
1348 1452
1368 * when lots of spells are cast in one area. Currently, it is presumed 1472 * when lots of spells are cast in one area. Currently, it is presumed
1369 * that flying non pickable objects are spell objects. 1473 * that flying non pickable objects are spell objects.
1370 */ 1474 */
1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 { 1476 {
1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1477 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1374 floor = tmp; 1478 floor = tmp;
1375 1479
1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1480 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1377 { 1481 {
1378 /* We insert above top, so we want this object below this */ 1482 /* We insert above top, so we want this object below this */
1379 top = tmp->below; 1483 top = tmp->below;
1380 break; 1484 break;
1381 } 1485 }
1399 && (op->face && !faces [op->face].visibility)) 1503 && (op->face && !faces [op->face].visibility))
1400 { 1504 {
1401 object *last; 1505 object *last;
1402 1506
1403 for (last = top; last != floor; last = last->below) 1507 for (last = top; last != floor; last = last->below)
1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1405 break; 1509 break;
1406 1510
1407 /* Check to see if we found the object that blocks view, 1511 /* Check to see if we found the object that blocks view,
1408 * and make sure we have a below pointer for it so that 1512 * and make sure we have a below pointer for it so that
1409 * we can get inserted below this one, which requires we 1513 * we can get inserted below this one, which requires we
1434 op->below = top; 1538 op->below = top;
1435 *(op->above ? &op->above->below : &ms.top) = op; 1539 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1540 }
1437 } 1541 }
1438 1542
1439 if (op->type == PLAYER) 1543 if (op->is_player ())
1440 { 1544 {
1441 op->contr->do_los = 1; 1545 op->contr->do_los = 1;
1442 ++op->map->players; 1546 ++op->map->players;
1443 op->map->touch (); 1547 op->map->touch ();
1444 } 1548 }
1459 * be far away from this change and not affected in any way - 1563 * be far away from this change and not affected in any way -
1460 * this should get redone to only look for players within range, 1564 * this should get redone to only look for players within range,
1461 * or just updating the P_UPTODATE for spaces within this area 1565 * or just updating the P_UPTODATE for spaces within this area
1462 * of effect may be sufficient. 1566 * of effect may be sufficient.
1463 */ 1567 */
1464 if (op->map->darkness && (op->glow_radius != 0)) 1568 if (op->affects_los ())
1569 {
1570 op->ms ().invalidate ();
1465 update_all_los (op->map, op->x, op->y); 1571 update_all_los (op->map, op->x, op->y);
1572 }
1466 1573
1467 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1574 /* updates flags (blocked, alive, no magic, etc) for this map space */
1468 update_object (op, UP_OBJ_INSERT); 1575 update_object (op, UP_OBJ_INSERT);
1469 1576
1470 INVOKE_OBJECT (INSERT, op); 1577 INVOKE_OBJECT (INSERT, op);
1477 * blocked() and wall() work properly), and these flags are updated by 1584 * blocked() and wall() work properly), and these flags are updated by
1478 * update_object(). 1585 * update_object().
1479 */ 1586 */
1480 1587
1481 /* if this is not the head or flag has been passed, don't check walk on status */ 1588 /* if this is not the head or flag has been passed, don't check walk on status */
1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1483 { 1590 {
1484 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1485 return 0; 1592 return 0;
1486 1593
1487 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1488 * walk on's. 1595 * walk on's.
1489 */ 1596 */
1490 for (object *tmp = op->more; tmp; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1491 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1492 return 0; 1599 return 0;
1493 } 1600 }
1494 1601
1495 return op; 1602 return op;
1496} 1603}
1498/* this function inserts an object in the map, but if it 1605/* this function inserts an object in the map, but if it
1499 * finds an object of its own type, it'll remove that one first. 1606 * finds an object of its own type, it'll remove that one first.
1500 * op is the object to insert it under: supplies x and the map. 1607 * op is the object to insert it under: supplies x and the map.
1501 */ 1608 */
1502void 1609void
1503replace_insert_ob_in_map (const char *arch_string, object *op) 1610replace_insert_ob_in_map (shstr_tmp archname, object *op)
1504{ 1611{
1505 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1506 1613
1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1614 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1508 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1615 if (tmp->arch->archname == archname) /* same archetype */
1509 tmp->destroy (1); 1616 tmp->destroy ();
1510 1617
1511 object *tmp = arch_to_object (archetype::find (arch_string)); 1618 object *tmp = archetype::find (archname)->instance ();
1512 1619
1513 tmp->x = op->x; 1620 tmp->x = op->x;
1514 tmp->y = op->y; 1621 tmp->y = op->y;
1515 1622
1516 insert_ob_in_map (tmp, op->map, op, 0); 1623 insert_ob_in_map (tmp, op->map, op, 0);
1521{ 1628{
1522 if (where->env) 1629 if (where->env)
1523 return where->env->insert (this); 1630 return where->env->insert (this);
1524 else 1631 else
1525 return where->map->insert (this, where->x, where->y, originator, flags); 1632 return where->map->insert (this, where->x, where->y, originator, flags);
1633}
1634
1635// check whether we can put this into the map, respect max_volume, max_items
1636bool
1637object::can_drop_at (maptile *m, int x, int y, object *originator)
1638{
1639 mapspace &ms = m->at (x, y);
1640
1641 int items = ms.items ();
1642
1643 if (!items // testing !items ensures we can drop at least one item
1644 || (items < m->max_items
1645 && ms.volume () < m->max_volume))
1646 return true;
1647
1648 if (originator && originator->is_player ())
1649 originator->contr->failmsgf (
1650 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1651 query_name ()
1652 );
1653
1654 return false;
1526} 1655}
1527 1656
1528/* 1657/*
1529 * decrease(object, number) decreases a specified number from 1658 * decrease(object, number) decreases a specified number from
1530 * the amount of an object. If the amount reaches 0, the object 1659 * the amount of an object. If the amount reaches 0, the object
1538 if (!nr) 1667 if (!nr)
1539 return true; 1668 return true;
1540 1669
1541 nr = min (nr, nrof); 1670 nr = min (nr, nrof);
1542 1671
1672 if (nrof > nr)
1673 {
1674 sint64 oweight = total_weight ();
1675
1543 nrof -= nr; 1676 nrof -= nr;
1544
1545 if (nrof)
1546 {
1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1548 1677
1549 if (object *pl = visible_to ()) 1678 if (object *pl = visible_to ())
1550 esrv_update_item (UPD_NROF, pl, this); 1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1551 1682
1552 return true; 1683 return true;
1553 } 1684 }
1554 else 1685 else
1555 { 1686 {
1630 if (op->nrof) 1761 if (op->nrof)
1631 for (object *tmp = inv; tmp; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1632 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1633 { 1764 {
1634 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1635 (client needs the original object) */ 1766 (client prefers the original object) */
1767
1768 // carring must be 0 for mergable objects
1769 sint64 oweight = tmp->weight * tmp->nrof;
1770
1636 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1637 1772
1638 if (object *pl = tmp->visible_to ()) 1773 if (object *pl = tmp->visible_to ())
1639 esrv_update_item (UPD_NROF, pl, tmp); 1774 esrv_update_item (UPD_NROF, pl, tmp);
1640 1775
1641 adjust_weight (this, op->total_weight ()); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1642 1777
1643 op->destroy (1); 1778 op->destroy ();
1644 op = tmp; 1779 op = tmp;
1645 goto inserted; 1780 goto inserted;
1646 } 1781 }
1647 1782
1648 op->owner = 0; // it's his/hers now. period. 1783 op->owner = 0; // it's his/hers now. period.
1662 op->flag [FLAG_REMOVED] = 0; 1797 op->flag [FLAG_REMOVED] = 0;
1663 1798
1664 if (object *pl = op->visible_to ()) 1799 if (object *pl = op->visible_to ())
1665 esrv_send_item (pl, op); 1800 esrv_send_item (pl, op);
1666 1801
1667 adjust_weight (this, op->total_weight ()); 1802 adjust_weight (this, 0, op->total_weight ());
1668 1803
1669inserted: 1804inserted:
1670 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1671 if (op->glow_radius && map && map->darkness) 1806 if (op->glow_radius && is_on_map ())
1807 {
1808 update_stats ();
1672 update_all_los (map, x, y); 1809 update_all_los (map, x, y);
1673 1810 }
1811 else if (is_player ())
1674 // if this is a player's inventory, update stats 1812 // if this is a player's inventory, update stats
1675 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1813 contr->queue_stats_update ();
1676 update_stats ();
1677 1814
1678 INVOKE_OBJECT (INSERT, this); 1815 INVOKE_OBJECT (INSERT, this);
1679 1816
1680 return op; 1817 return op;
1681} 1818}
1699 * MSW 2001-07-08: Check all objects on space, not just those below 1836 * MSW 2001-07-08: Check all objects on space, not just those below
1700 * object being inserted. insert_ob_in_map may not put new objects 1837 * object being inserted. insert_ob_in_map may not put new objects
1701 * on top. 1838 * on top.
1702 */ 1839 */
1703int 1840int
1704check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1705{ 1842{
1843 if (op->flag [FLAG_NO_APPLY])
1844 return 0;
1845
1706 object *tmp; 1846 object *tmp;
1707 maptile *m = op->map; 1847 maptile *m = op->map;
1708 int x = op->x, y = op->y; 1848 int x = op->x, y = op->y;
1709 1849
1710 MoveType move_on, move_slow, move_block; 1850 mapspace &ms = m->at (x, y);
1711 1851
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1852 ms.update ();
1713 return 0;
1714 1853
1715 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1854 MoveType move_on = ms.move_on;
1716 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1855 MoveType move_slow = ms.move_slow;
1717 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1856 MoveType move_block = ms.move_block;
1718 1857
1719 /* if nothing on this space will slow op down or be applied, 1858 /* if nothing on this space will slow op down or be applied,
1720 * no need to do checking below. have to make sure move_type 1859 * no need to do checking below. have to make sure move_type
1721 * is set, as lots of objects don't have it set - we treat that 1860 * is set, as lots of objects don't have it set - we treat that
1722 * as walking. 1861 * as walking.
1733 return 0; 1872 return 0;
1734 1873
1735 /* The objects have to be checked from top to bottom. 1874 /* The objects have to be checked from top to bottom.
1736 * Hence, we first go to the top: 1875 * Hence, we first go to the top:
1737 */ 1876 */
1738 1877 for (object *next, *tmp = ms.top; tmp; tmp = next)
1739 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1740 {
1741 /* Trim the search when we find the first other spell effect
1742 * this helps performance so that if a space has 50 spell objects,
1743 * we don't need to check all of them.
1744 */
1745 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1746 break;
1747 } 1878 {
1879 next = tmp->below;
1748 1880
1749 for (; tmp; tmp = tmp->below)
1750 {
1751 if (tmp == op) 1881 if (tmp == op)
1752 continue; /* Can't apply yourself */ 1882 continue; /* Can't apply yourself */
1753 1883
1754 /* Check to see if one of the movement types should be slowed down. 1884 /* Check to see if one of the movement types should be slowed down.
1755 * Second check makes sure that the movement types not being slowed 1885 * Second check makes sure that the movement types not being slowed
1756 * (~slow_move) is not blocked on this space - just because the 1886 * (~slow_move) is not blocked on this space - just because the
1757 * space doesn't slow down swimming (for example), if you can't actually 1887 * space doesn't slow down swimming (for example), if you can't actually
1758 * swim on that space, can't use it to avoid the penalty. 1888 * swim on that space, can't use it to avoid the penalty.
1759 */ 1889 */
1760 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1890 if (!op->flag [FLAG_WIZPASS])
1761 { 1891 {
1762 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1892 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1763 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1893 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1764 { 1894 {
1765
1766 float
1767 diff = tmp->move_slow_penalty * fabs (op->speed); 1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
1768 1896
1769 if (op->type == PLAYER) 1897 if (op->is_player ())
1770 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1898 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1771 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1899 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1772 diff /= 4.0; 1900 diff /= 4.0;
1773 1901
1774 op->speed_left -= diff; 1902 op->speed_left -= diff;
1775 } 1903 }
1776 } 1904 }
1777 1905
1778 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1779 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1780 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1908 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1781 { 1909 {
1910 if ((flags & INS_NO_AUTO_EXIT)
1911 && (tmp->type == EXIT || tmp->type == TELEPORTER
1912 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1913 continue;
1914
1782 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1783 1916
1784 if (op->destroyed ()) 1917 if (op->destroyed ())
1785 return 1; 1918 return 1;
1786 1919
1898void 2031void
1899flag_inv (object *op, int flag) 2032flag_inv (object *op, int flag)
1900{ 2033{
1901 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1902 { 2035 {
1903 SET_FLAG (tmp, flag); 2036 tmp->set_flag (flag);
1904 flag_inv (tmp, flag); 2037 flag_inv (tmp, flag);
1905 } 2038 }
1906} 2039}
1907 2040
1908/* 2041/*
1911void 2044void
1912unflag_inv (object *op, int flag) 2045unflag_inv (object *op, int flag)
1913{ 2046{
1914 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1915 { 2048 {
1916 CLEAR_FLAG (tmp, flag); 2049 tmp->clr_flag (flag);
1917 unflag_inv (tmp, flag); 2050 unflag_inv (tmp, flag);
1918 } 2051 }
1919} 2052}
1920 2053
1921/* 2054/*
1982 * head of the object should correspond for the entire object. 2115 * head of the object should correspond for the entire object.
1983 */ 2116 */
1984 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2117 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1985 continue; 2118 continue;
1986 2119
1987 if (ob->blocked (m, pos.x, pos.y)) 2120 if (ob->blocked (pos.m, pos.x, pos.y))
1988 continue; 2121 continue;
1989 2122
1990 altern [index++] = i; 2123 altern [index++] = i;
1991 } 2124 }
1992 2125
2060 * there is capable of. 2193 * there is capable of.
2061 */ 2194 */
2062int 2195int
2063find_dir (maptile *m, int x, int y, object *exclude) 2196find_dir (maptile *m, int x, int y, object *exclude)
2064{ 2197{
2065 int i, max = SIZEOFFREE, mflags; 2198 int max = SIZEOFFREE, mflags;
2066
2067 sint16 nx, ny;
2068 object *tmp;
2069 maptile *mp;
2070
2071 MoveType blocked, move_type; 2199 MoveType move_type;
2072 2200
2073 if (exclude && exclude->head_ () != exclude) 2201 if (exclude && exclude->head_ () != exclude)
2074 { 2202 {
2075 exclude = exclude->head; 2203 exclude = exclude->head;
2076 move_type = exclude->move_type; 2204 move_type = exclude->move_type;
2079 { 2207 {
2080 /* If we don't have anything, presume it can use all movement types. */ 2208 /* If we don't have anything, presume it can use all movement types. */
2081 move_type = MOVE_ALL; 2209 move_type = MOVE_ALL;
2082 } 2210 }
2083 2211
2084 for (i = 1; i < max; i++) 2212 for (int i = 1; i < max; i++)
2085 { 2213 {
2086 mp = m; 2214 mapxy pos (m, x, y);
2087 nx = x + freearr_x[i]; 2215 pos.move (i);
2088 ny = y + freearr_y[i];
2089 2216
2090 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2217 if (!pos.normalise ())
2091
2092 if (mflags & P_OUT_OF_MAP)
2093 max = maxfree[i]; 2218 max = maxfree[i];
2094 else 2219 else
2095 { 2220 {
2096 mapspace &ms = mp->at (nx, ny); 2221 mapspace &ms = *pos;
2097 2222
2098 blocked = ms.move_block;
2099
2100 if ((move_type & blocked) == move_type) 2223 if ((move_type & ms.move_block) == move_type)
2101 max = maxfree[i]; 2224 max = maxfree [i];
2102 else if (mflags & P_IS_ALIVE) 2225 else if (ms.flags () & P_IS_ALIVE)
2103 { 2226 {
2104 for (tmp = ms.bot; tmp; tmp = tmp->above) 2227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2105 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2228 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2106 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2229 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2107 break;
2108
2109 if (tmp)
2110 return freedir[i]; 2230 return freedir [i];
2111 } 2231 }
2112 } 2232 }
2113 } 2233 }
2114 2234
2115 return 0; 2235 return 0;
2124{ 2244{
2125 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2126} 2246}
2127 2247
2128/* 2248/*
2129 * find_dir_2(delta-x,delta-y) will return a direction in which 2249 * find_dir_2(delta-x,delta-y) will return a direction value
2130 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2131 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2132 */ 2252 */
2133int 2253int
2134find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2135{ 2255{
2256#if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298#else // old algorithm
2136 int q; 2299 int q;
2137 2300
2138 if (y) 2301 if (y)
2139 q = x * 100 / y; 2302 q = 128 * x / y;
2140 else if (x) 2303 else if (x)
2141 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2142 else 2305 else
2143 return 0; 2306 return 0;
2144 2307
2145 if (y > 0) 2308 if (y > 0)
2146 { 2309 {
2147 if (q < -242) 2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2148 return 3; 2315 return 3;
2149 if (q < -41) 2316 }
2150 return 2; 2317 else
2151 if (q < 41) 2318 {
2152 return 1; 2319 if (q < -309) return 3;
2153 if (q < 242) 2320 if (q < -52) return 2;
2154 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2155 return 7; 2324 return 7;
2156 } 2325 }
2157 2326#endif
2158 if (q < -242)
2159 return 7;
2160 if (q < -41)
2161 return 6;
2162 if (q < 41)
2163 return 5;
2164 if (q < 242)
2165 return 4;
2166
2167 return 3;
2168} 2327}
2169 2328
2170/* 2329/*
2171 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2172 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2173 */ 2332 */
2174int 2333int
2175dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2176{ 2335{
2177 int d;
2178
2179 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2180 if (d > 4)
2181 d = 8 - d;
2182 2337
2183 return d; 2338 return d > 4 ? 8 - d : d;
2184} 2339}
2185 2340
2186/* peterm: 2341/* peterm:
2187 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2188 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2190 * This basically means that if direction is 15, then it could either go 2345 * This basically means that if direction is 15, then it could either go
2191 * direction 4, 14, or 16 to get back to where we are. 2346 * direction 4, 14, or 16 to get back to where we are.
2192 * Moved from spell_util.c to object.c with the other related direction 2347 * Moved from spell_util.c to object.c with the other related direction
2193 * functions. 2348 * functions.
2194 */ 2349 */
2195int reduction_dir[SIZEOFFREE][3] = { 2350static const int reduction_dir[SIZEOFFREE][3] = {
2196 {0, 0, 0}, /* 0 */ 2351 {0, 0, 0}, /* 0 */
2197 {0, 0, 0}, /* 1 */ 2352 {0, 0, 0}, /* 1 */
2198 {0, 0, 0}, /* 2 */ 2353 {0, 0, 0}, /* 2 */
2199 {0, 0, 0}, /* 3 */ 2354 {0, 0, 0}, /* 3 */
2200 {0, 0, 0}, /* 4 */ 2355 {0, 0, 0}, /* 4 */
2294 * Add a check so we can't pick up invisible objects (0.93.8) 2449 * Add a check so we can't pick up invisible objects (0.93.8)
2295 */ 2450 */
2296int 2451int
2297can_pick (const object *who, const object *item) 2452can_pick (const object *who, const object *item)
2298{ 2453{
2299 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2454 return /*who->flag [FLAG_WIZ]|| */
2300 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2301 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2456 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2302} 2457}
2303 2458
2304/* 2459/*
2305 * create clone from object to another 2460 * create clone from object to another
2306 */ 2461 */
2338 return tmp; 2493 return tmp;
2339 2494
2340 return 0; 2495 return 0;
2341} 2496}
2342 2497
2343const shstr & 2498shstr_tmp
2344object::kv_get (const shstr &key) const 2499object::kv_get (shstr_tmp key) const
2345{ 2500{
2346 for (key_value *kv = key_values; kv; kv = kv->next) 2501 for (key_value *kv = key_values; kv; kv = kv->next)
2347 if (kv->key == key) 2502 if (kv->key == key)
2348 return kv->value; 2503 return kv->value;
2349 2504
2350 return shstr_null; 2505 return shstr ();
2351} 2506}
2352 2507
2353void 2508void
2354object::kv_set (const shstr &key, const shstr &value) 2509object::kv_set (shstr_tmp key, shstr_tmp value)
2355{ 2510{
2356 for (key_value *kv = key_values; kv; kv = kv->next) 2511 for (key_value *kv = key_values; kv; kv = kv->next)
2357 if (kv->key == key) 2512 if (kv->key == key)
2358 { 2513 {
2359 kv->value = value; 2514 kv->value = value;
2368 2523
2369 key_values = kv; 2524 key_values = kv;
2370} 2525}
2371 2526
2372void 2527void
2373object::kv_del (const shstr &key) 2528object::kv_del (shstr_tmp key)
2374{ 2529{
2375 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2530 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2376 if ((*kvp)->key == key) 2531 if ((*kvp)->key == key)
2377 { 2532 {
2378 key_value *kv = *kvp; 2533 key_value *kv = *kvp;
2471{ 2626{
2472 return map ? map->region (x, y) 2627 return map ? map->region (x, y)
2473 : region::default_region (); 2628 : region::default_region ();
2474} 2629}
2475 2630
2476const materialtype_t *
2477object::dominant_material () const
2478{
2479 if (materialtype_t *mt = name_to_material (materialname))
2480 return mt;
2481
2482 return name_to_material (shstr_unknown);
2483}
2484
2485void 2631void
2486object::open_container (object *new_container) 2632object::open_container (object *new_container)
2487{ 2633{
2488 if (container == new_container) 2634 if (container == new_container)
2489 return; 2635 return;
2509 container = 0; 2655 container = 0;
2510 2656
2511 // client needs item update to make it work, client bug requires this to be separate 2657 // client needs item update to make it work, client bug requires this to be separate
2512 esrv_update_item (UPD_FLAGS, this, old_container); 2658 esrv_update_item (UPD_FLAGS, this, old_container);
2513 2659
2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2515 play_sound (sound_find ("chest_close")); 2661 play_sound (sound_find ("chest_close"));
2516 } 2662 }
2517 2663
2518 if (new_container) 2664 if (new_container)
2519 { 2665 {
2523 // TODO: this does not seem to serve any purpose anymore? 2669 // TODO: this does not seem to serve any purpose anymore?
2524#if 0 2670#if 0
2525 // insert the "Close Container" object. 2671 // insert the "Close Container" object.
2526 if (archetype *closer = new_container->other_arch) 2672 if (archetype *closer = new_container->other_arch)
2527 { 2673 {
2528 object *closer = arch_to_object (new_container->other_arch); 2674 object *closer = new_container->other_arch->instance ();
2529 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2530 new_container->insert (closer); 2676 new_container->insert (closer);
2531 } 2677 }
2532#endif 2678#endif
2533 2679
2534 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2535 2681
2536 // make sure the container is available, client bug requires this to be separate 2682 // make sure the container is available, client bug requires this to be separate
2537 esrv_send_item (this, new_container); 2683 esrv_send_item (this, new_container);
2538 2684
2539 new_container->flag [FLAG_APPLIED] = true; 2685 new_container->flag [FLAG_APPLIED] = true;
2547// else if (!old_container->env && contr && contr->ns) 2693// else if (!old_container->env && contr && contr->ns)
2548// contr->ns->floorbox_reset (); 2694// contr->ns->floorbox_reset ();
2549} 2695}
2550 2696
2551object * 2697object *
2552object::force_find (const shstr name) 2698object::force_find (shstr_tmp name)
2553{ 2699{
2554 /* cycle through his inventory to look for the MARK we want to 2700 /* cycle through his inventory to look for the MARK we want to
2555 * place 2701 * place
2556 */ 2702 */
2557 for (object *tmp = inv; tmp; tmp = tmp->below) 2703 for (object *tmp = inv; tmp; tmp = tmp->below)
2559 return splay (tmp); 2705 return splay (tmp);
2560 2706
2561 return 0; 2707 return 0;
2562} 2708}
2563 2709
2710//-GPL
2711
2564void 2712void
2713object::force_set_timer (int duration)
2714{
2715 this->duration = 1;
2716 this->speed_left = -1.f;
2717
2718 this->set_speed (duration ? 1.f / duration : 0.f);
2719}
2720
2721object *
2565object::force_add (const shstr name, int duration) 2722object::force_add (shstr_tmp name, int duration)
2566{ 2723{
2567 if (object *force = force_find (name)) 2724 if (object *force = force_find (name))
2568 force->destroy (); 2725 force->destroy ();
2569 2726
2570 object *force = get_archetype (FORCE_NAME); 2727 object *force = get_archetype (FORCE_NAME);
2571 2728
2572 force->slaying = name; 2729 force->slaying = name;
2573 force->stats.food = 1; 2730 force->force_set_timer (duration);
2574 force->speed_left = -1.f;
2575
2576 force->set_speed (duration ? 1.f / duration : 0.f);
2577 force->flag [FLAG_IS_USED_UP] = true;
2578 force->flag [FLAG_APPLIED] = true; 2731 force->flag [FLAG_APPLIED] = true;
2579 2732
2580 insert (force); 2733 return insert (force);
2581} 2734}
2582 2735
2583void 2736void
2584object::play_sound (faceidx sound) 2737object::play_sound (faceidx sound) const
2585{ 2738{
2586 if (!sound) 2739 if (!sound)
2587 return; 2740 return;
2588 2741
2589 if (flag [FLAG_REMOVED]) 2742 if (is_on_map ())
2743 map->play_sound (sound, x, y);
2744 else if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746}
2747
2748void
2749object::say_msg (const char *msg) const
2750{
2751 if (is_on_map ())
2752 map->say_msg (msg, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::make_noise ()
2759{
2760 // we do not model noise in the map, so instead put
2761 // a temporary light into the noise source
2762 // could use the map instead, but that's less reliable for our
2763 // goal, which is to make invisibility a bit harder to exploit
2764
2765 // currently only works sensibly for players
2766 if (!is_player ())
2590 return; 2767 return;
2591 2768
2592 if (env) 2769 // find old force, or create new one
2593 { 2770 object *force = force_find (shstr_noise_force);
2594 if (object *pl = in_player ()) 2771
2595 pl->contr->play_sound (sound); 2772 if (force)
2596 } 2773 force->speed_left = -1.f; // patch old speed up
2597 else 2774 else
2598 map->play_sound (sound, x, y); 2775 {
2599} 2776 force = archetype::get (shstr_noise_force);
2600 2777
2778 force->slaying = shstr_noise_force;
2779 force->stats.food = 1;
2780 force->speed_left = -1.f;
2781
2782 force->set_speed (1.f / 4.f);
2783 force->flag [FLAG_IS_USED_UP] = true;
2784 force->flag [FLAG_APPLIED] = true;
2785
2786 insert (force);
2787 }
2788}
2789
2790void object::change_move_type (MoveType mt)
2791{
2792 if (move_type == mt)
2793 return;
2794
2795 if (is_on_map ())
2796 {
2797 // we are on the map, so handle move_on/off effects
2798 remove ();
2799 move_type = mt;
2800 map->insert (this, x, y, this);
2801 }
2802 else
2803 move_type = mt;
2804}
2805
2806/* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2811 */
2812object *
2813object::mark () const
2814{
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2818 return 0;
2819}
2820
2821// put marked object first in the inventory
2822// this is used by identify-like spells so players can influence
2823// the order a bit.
2824void
2825object::splay_marked ()
2826{
2827 if (object *marked = mark ())
2828 splay (marked);
2829}
2830

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