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Comparing deliantra/server/common/object.C (file contents):
Revision 1.223 by root, Wed Apr 30 08:29:31 2008 UTC vs.
Revision 1.368 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 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
149 */ 242 */
150 243
151 /* For each field in wants, */ 244 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
153 { 246 if (has->kv.get (kv->key) != kv->value)
154 key_value *has_field; 247 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 248
169 /* 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. */
170 return 1; 250 return true;
171} 251}
172 252
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 254static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 256{
177 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
179 */ 259 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
181} 262}
182 263
183/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 265 * they can be merged together.
185 * 266 *
192 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
193 * check weight 274 * check weight
194 */ 275 */
195bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
196{ 277{
197 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
198 if (ob1 == ob2 279 if (ob1 == ob2
199 || ob1->type != ob2->type 280 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 281 || ob1->value != ob2->value
202 || 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)
203 return 0; 285 return 0;
204 286
205 /* Do not merge objects if nrof would overflow. First part checks 287 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 288 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 290 return 0;
212 291
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 296 * flags lose any meaning.
218 */ 297 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
221 300
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
224 303
225 if (ob1->arch->name != ob2->arch->name 304 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 305 || ob1->name != ob2->name
227 || ob1->title != ob2->title 306 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 313 || ob1->value != ob2->value
235 || 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
236 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 329 return 0;
250 330
251 if ((ob1->flag ^ ob2->flag) 331 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 332 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 333 .reset (FLAG_REMOVED)
255 .any ()) 334 .any ())
256 return 0; 335 return 0;
257 336
258 /* This is really a spellbook check - we should in general 337 /* This is really a spellbook check - we should in general
273 /* 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
274 * if it is valid. 353 * if it is valid.
275 */ 354 */
276 } 355 }
277 356
278 /* 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,
279 * 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
280 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
281 */ 360 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 362 return 0;
284 363
285 /* 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
286 * 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
287 * check? 366 * check?
288 */ 367 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 369 return 0;
291 370
292 switch (ob1->type) 371 switch (ob1->type)
293 { 372 {
294 case SCROLL: 373 case SCROLL:
295 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
296 return 0; 375 return 0;
297 break; 376 break;
298 } 377 }
299 378
300 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
301 { 380 {
302 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
303 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
304 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
305 384
306 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
307 return 0; 386 return 0;
308 } 387 }
340 { 419 {
341 // see if we are in a container of sorts 420 // see if we are in a container of sorts
342 if (env) 421 if (env)
343 { 422 {
344 // the player inventory itself is always visible 423 // the player inventory itself is always visible
345 if (env->type == PLAYER) 424 if (env->is_player ())
346 return env; 425 return env;
347 426
348 // else a player could have our env open 427 // else a player could have our env open
349 object *envest = env->outer_env (); 428 object *envest = env->outer_env_or_self ();
350 429
351 // 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
352 // even if our inv is in a player. 431 // even if our inv is in a player.
353 if (envest->is_on_map ()) 432 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 433 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 434 if (pl->container_ () == env)
356 return pl; 435 return pl;
357 } 436 }
358 else 437 else
359 { 438 {
360 // maybe there is a player standing on the same mapspace 439 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 440 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 441 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container) 442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
364 return pl; 444 return pl;
365 } 445 }
366 } 446 }
367 447
368 return 0; 448 return 0;
369} 449}
370 450
371// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
372static sint32 452static weight_t
373weight_adjust (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
374{ 454{
375 return op->type == CONTAINER 455 if (op->type == CONTAINER)
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
377 : weight;
378}
379 457
458 return weight;
459}
460
380/* 461/*
381 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
383 */ 464 */
384static void 465static void
385adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
386{ 467{
387 while (op) 468 while (op)
388 { 469 {
389 weight = weight_adjust (op, weight); 470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
390 473
391 if (!weight) 474 sub = op->carrying;
392 return;
393
394 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
395 477
396 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
399 481
407 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
408 */ 490 */
409void 491void
410object::update_weight () 492object::update_weight ()
411{ 493{
412 sint32 sum = 0; 494 weight_t sum = 0;
413 495
414 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
415 { 497 {
416 if (op->inv)
417 op->update_weight (); 498 op->update_weight ();
418 499
419 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
420 } 501 }
421
422 sum = weight_adjust (this, sum);
423 502
424 if (sum != carrying) 503 if (sum != carrying)
425 { 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
426 carrying = sum; 509 carrying = sum;
427 510
428 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
443 object_freezer freezer; 526 object_freezer freezer;
444 op->write (freezer); 527 op->write (freezer);
445 return freezer.as_string (); 528 return freezer.as_string ();
446} 529}
447 530
448/* 531char *
449 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
450 * multi-object 1 which is closest to the second object.
451 * If it's not a multi-object, it is returned.
452 */
453object *
454get_nearest_part (object *op, const object *pl)
455{ 533{
456 object *tmp, *closest; 534 return dump_object (this);
457 int last_dist, i;
458
459 if (!op->more)
460 return op;
461
462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
465 if ((i = distance (tmp, pl)) < last_dist)
466 closest = tmp, last_dist = i;
467
468 return closest;
469} 535}
470 536
471/* 537/*
472 * 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.
473 * VERRRY slow. 539 * VERRRY slow.
481 547
482 return 0; 548 return 0;
483} 549}
484 550
485/* 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/*
486 * 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.
487 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
488 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
489 */ 570 */
490object * 571object *
491find_object_name (const char *str) 572find_object_name (const char *str)
492{ 573{
493 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
494 object *op;
495 575
576 if (str_)
496 for_all_objects (op) 577 for_all_objects (op)
497 if (op->name == str_) 578 if (op->name == str_)
498 break; 579 return op;
499 580
500 return op; 581 return 0;
501} 582}
502 583
503/* 584/*
504 * 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
505 * skill and experience objects. 586 * skill and experience objects.
518 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 ());
519 return; 600 return;
520 } 601 }
521 602
522 this->owner = owner; 603 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
589}
590
591/* Zero the key_values on op, decrementing the shared-string
592 * refcounts and freeing the links.
593 */
594static void
595free_key_values (object *op)
596{
597 for (key_value *i = op->key_values; i; )
598 {
599 key_value *next = i->next;
600 delete i;
601
602 i = next;
603 }
604
605 op->key_values = 0;
606}
607
608object &
609object::operator =(const object &src)
610{
611 bool is_freed = flag [FLAG_FREED];
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed;
618
619 /* Copy over key_values, if any. */
620 if (src.key_values)
621 {
622 key_value *tail = 0;
623 key_values = 0;
624
625 for (key_value *i = src.key_values; i; i = i->next)
626 {
627 key_value *new_link = new key_value;
628
629 new_link->next = 0;
630 new_link->key = i->key;
631 new_link->value = i->value;
632
633 /* Try and be clever here, too. */
634 if (!key_values)
635 {
636 key_values = new_link;
637 tail = new_link;
638 }
639 else
640 {
641 tail->next = new_link;
642 tail = new_link;
643 }
644 }
645 }
646} 604}
647 605
648/* 606/*
649 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
654 * will point at garbage. 612 * will point at garbage.
655 */ 613 */
656void 614void
657object::copy_to (object *dst) 615object::copy_to (object *dst)
658{ 616{
659 *dst = *this; 617 dst->remove ();
618 *(object_copy *)dst = *this;
660 619
661 if (speed < 0) 620 // maybe move to object_copy?
662 dst->speed_left -= rndm (); 621 dst->kv = kv;
663 622
664 dst->set_speed (dst->speed); 623 dst->flag [FLAG_REMOVED] = true;
624 dst->activate ();
665} 625}
666 626
667void 627void
668object::instantiate () 628object::instantiate ()
669{ 629{
670 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
671 uuid = UUID::gen (); 631 uuid = UUID::gen ();
672 632
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
673 speed_left = -0.1f; 637 speed_left = -1.;
638
674 /* 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
675 * 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.
676 * 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
677 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
679 */ 644 */
680 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
681 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
682 647
683 attachable::instantiate (); 648 attachable::instantiate ();
684} 649}
685 650
686object * 651object *
687object::clone () 652object::clone ()
688{ 653{
689 object *neu = create (); 654 object *neu = create ();
690 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
661 neu->map = map; // not copied by copy_to
691 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);
692} 674}
693 675
694/* 676/*
695 * 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
696 * 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
697 * 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.
698 */ 680 */
699void 681void
700update_turn_face (object *op) 682update_turn_face (object *op)
701{ 683{
702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
703 return; 685 return;
704 686
705 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
706 update_object (op, UP_OBJ_FACE);
707} 688}
708 689
709/* 690/*
710 * 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
711 * 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.
712 * 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.
713 */ 694 */
714void 695void
715object::set_speed (float speed) 696object::set_speed (float speed)
716{ 697{
717 if (flag [FLAG_FREED] && speed)
718 {
719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
720 speed = 0;
721 }
722
723 this->speed = speed; 698 this->speed = speed;
724 699
725 if (has_active_speed ()) 700 if (has_active_speed ())
726 activate (); 701 activate ();
727 else 702 else
728 deactivate (); 703 deactivate ();
729} 704}
730 705
731/* 706/*
732 * update_object() updates the the map. 707 * update_object() updates the map.
733 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
734 * 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
735 * invisible object, etc...) 710 * invisible object, etc...)
736 * 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
737 * 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
774 } 749 }
775 750
776 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
777 752
778 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
779 /* nop */; 754 m.update_up (); // nothing to do except copy up
780 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
781 { 756 {
757#if 0
782 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
784 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
785 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
786 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
787 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
788 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
789 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
790 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
791 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
792 /* 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
793 * to have move_allow right now. 769 * have move_allow right now.
794 */ 770 */
795 || ((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
796 || 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)
797 m.flags_ = 0; 775 m.invalidate ();
776#endif
798 } 777 }
799 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
800 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
801 * that is being removed. 780 * that is being removed.
802 */ 781 */
803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
804 m.flags_ = 0; 783 m.invalidate ();
805 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
806 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
807 else 786 else
808 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
809 788
810 if (op->more) 789 if (op->more)
811 update_object (op->more, action); 790 update_object (op->more, action);
812} 791}
813 792
814object::object () 793object::object ()
815{ 794{
816 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
817 796
818 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
819 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
820} 800}
821 801
822object::~object () 802object::~object ()
823{ 803{
824 unlink (); 804 unlink ();
825 805
826 free_key_values (this); 806 kv.clear ();
827} 807}
828
829static int object_count;
830 808
831void object::link () 809void object::link ()
832{ 810{
833 assert (!index);//D 811 assert (!index);//D
834 uuid = UUID::gen (); 812 uuid = UUID::gen ();
835 count = ++object_count;
836 813
837 refcnt_inc (); 814 refcnt_inc ();
838 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
839} 819}
840 820
841void object::unlink () 821void object::unlink ()
842{ 822{
843 if (!index) 823 if (!index)
844 return; 824 return;
825
826 ++destroy_count;
845 827
846 objects.erase (this); 828 objects.erase (this);
847 refcnt_dec (); 829 refcnt_dec ();
848} 830}
849 831
853 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
854 if (active) 836 if (active)
855 return; 837 return;
856 838
857 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
858 actives.insert (this); 844 actives.insert (this);
845 }
859} 846}
860 847
861void 848void
862object::activate_recursive () 849object::activate_recursive ()
863{ 850{
867 op->activate_recursive (); 854 op->activate_recursive ();
868} 855}
869 856
870/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
871 * objects. 858 * objects.
872 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
873 * 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
874 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
875 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
876 * 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.
877 */ 864 */
923 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
924 * drop on that space. 911 * drop on that space.
925 */ 912 */
926 if (!drop_to_ground 913 if (!drop_to_ground
927 || !map 914 || !map
928 || map->in_memory != MAP_ACTIVE 915 || !map->linkable ()
929 || map->nodrop 916 || map->no_drop
930 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
931 { 918 {
932 while (inv) 919 while (inv)
933 {
934 inv->destroy_inv (false);
935 inv->destroy (); 920 inv->destroy ();
936 }
937 } 921 }
938 else 922 else
939 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
940 while (inv) 924 while (inv)
941 { 925 {
945 || op->flag [FLAG_NO_DROP] 929 || op->flag [FLAG_NO_DROP]
946 || op->type == RUNE 930 || op->type == RUNE
947 || op->type == TRAP 931 || op->type == TRAP
948 || op->flag [FLAG_IS_A_TEMPLATE] 932 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH]) 933 || op->flag [FLAG_DESTROY_ON_DEATH])
950 op->destroy (true); 934 op->destroy ();
951 else 935 else
952 map->insert (op, x, y); 936 map->insert (op, x, y);
953 } 937 }
954 } 938 }
955} 939}
956 940
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 *
957object *object::create () 978object::create ()
958{ 979{
959 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
960 op->link (); 1002 op->link ();
1003
961 return op; 1004 return op;
962} 1005}
963 1006
964static struct freed_map : maptile 1007void
1008object::do_delete ()
965{ 1009{
966 freed_map () 1010 uint32_t count = this->count;
967 {
968 path = "<freed objects map>";
969 name = "/internal/freed_objects_map";
970 width = 3;
971 height = 3;
972 nodrop = 1;
973 1011
974 alloc (); 1012 this->~object ();
975 in_memory = MAP_ACTIVE; 1013
976 } 1014 freelist_item *li = (freelist_item *)this;
977} freed_map; // freed objects are moved here to avoid crashes 1015 li->next = freelist;
1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020}
978 1021
979void 1022void
980object::do_destroy () 1023object::do_destroy ()
981{ 1024{
982 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
983 remove_button_link (this); 1026 remove_link ();
984 1027
985 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
986 remove_friendly_object (this); 1029 remove_friendly_object (this);
987 1030
988 remove (); 1031 remove ();
1013 attacked_by = 0; 1056 attacked_by = 0;
1014 current_weapon = 0; 1057 current_weapon = 0;
1015} 1058}
1016 1059
1017void 1060void
1018object::destroy (bool destroy_inventory) 1061object::destroy ()
1019{ 1062{
1020 if (destroyed ()) 1063 if (destroyed ())
1021 return; 1064 return;
1022 1065
1023 if (!is_head () && !head->destroyed ()) 1066 if (!is_head () && !head->destroyed ())
1024 { 1067 {
1025 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1026 head->destroy (destroy_inventory); 1069 head->destroy ();
1027 return; 1070 return;
1028 } 1071 }
1029 1072
1030 destroy_inv (!destroy_inventory); 1073 destroy_inv_fast ();
1031 1074
1032 if (is_head ()) 1075 if (is_head ())
1033 if (sound_destroy) 1076 if (sound_destroy)
1034 play_sound (sound_destroy); 1077 play_sound (sound_destroy);
1035 else if (flag [FLAG_MONSTER]) 1078 else if (flag [FLAG_MONSTER])
1046 * the previous environment. 1089 * the previous environment.
1047 */ 1090 */
1048void 1091void
1049object::do_remove () 1092object::do_remove ()
1050{ 1093{
1051 object *tmp, *last = 0;
1052 object *otmp;
1053
1054 if (flag [FLAG_REMOVED]) 1094 if (flag [FLAG_REMOVED])
1055 return; 1095 return;
1056 1096
1057 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1058 1098
1059 flag [FLAG_REMOVED] = true; 1099 flag [FLAG_REMOVED] = true;
1060 1100
1061 if (more) 1101 if (more)
1062 more->remove (); 1102 more->remove ();
1063 1103
1064 /* 1104 /*
1065 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1066 * inventory. 1106 * inventory.
1067 */ 1107 */
1068 if (env) 1108 if (env)
1069 { 1109 {
1070 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
1071 if (object *pl = visible_to ()) 1111 if (object *pl = visible_to ())
1072 esrv_del_item (pl->contr, count); 1112 esrv_del_item (pl->contr, count);
1073 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
1074 1114
1075 adjust_weight (env, -total_weight ()); 1115 adjust_weight (env, total_weight (), 0);
1076 1116
1077 *(above ? &above->below : &env->inv) = below; 1117 object *pl = in_player ();
1078
1079 if (below)
1080 below->above = above;
1081 1118
1082 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1083 * 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
1084 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1085 */ 1122 */
1086 map = env->map; 1123 map = env->map;
1087 x = env->x; 1124 x = env->x;
1088 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
1089 above = 0; 1131 above = 0;
1090 below = 0; 1132 below = 0;
1091 env = 0; 1133 env = 0;
1092 1134
1093 /* NO_FIX_PLAYER is set when a great many changes are being 1135 if (pl && pl->is_player ())
1094 * made to players inventory. If set, avoiding the call
1095 * to save cpu time.
1096 */ 1136 {
1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1098 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 }
1099 } 1156 }
1100 else if (map) 1157 else if (map)
1101 { 1158 {
1102 map->dirty = true; 1159 map->dirty = true;
1103 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1104 1161
1105 if (object *pl = ms.player ()) 1162 if (object *pl = ms.player ())
1106 { 1163 {
1107 if (type == PLAYER) // this == pl(!) 1164 if (is_player ())
1108 { 1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1109 // leaving a spot always closes any open container on the ground 1169 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env) 1170 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures 1171 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent. 1172 // that the CLOSE event is being sent.
1113 close_container (); 1173 close_container ();
1114 1174
1115 --map->players; 1175 --map->players;
1116 map->touch (); 1176 map->touch ();
1117 } 1177 }
1118 else if (pl->container == this) 1178 else if (pl->container_ () == this)
1119 { 1179 {
1120 // removing a container should close it 1180 // removing a container should close it
1121 close_container (); 1181 close_container ();
1122 } 1182 }
1123 1183 else
1124 esrv_del_item (pl->contr, count); 1184 esrv_del_item (pl->contr, count);
1125 } 1185 }
1126 1186
1127 /* link the object above us */ 1187 /* link the object above us */
1128 if (above) 1188 // re-link, make sure compiler can easily use cmove
1129 above->below = below; 1189 *(above ? &above->below : &ms.top) = below;
1130 else 1190 *(below ? &below->above : &ms.bot) = above;
1131 ms.top = below; /* we were top, set new top */
1132
1133 /* Relink the object below us, if there is one */
1134 if (below)
1135 below->above = above;
1136 else
1137 {
1138 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is
1140 * evident
1141 */
1142 if (GET_MAP_OB (map, x, y) != this)
1143 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1144
1145 ms.bot = above; /* goes on above it. */
1146 }
1147 1191
1148 above = 0; 1192 above = 0;
1149 below = 0; 1193 below = 0;
1150 1194
1151 if (map->in_memory == MAP_SAVING) 1195 ms.invalidate ();
1152 return;
1153 1196
1154 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1155 1198
1156 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1157 { 1200 {
1158 if (pl->container == this) 1201 if (pl->container_ () == this)
1159 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1160 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1161 * appropriately. 1204 * appropriately.
1162 */ 1205 */
1163 pl->close_container (); 1206 pl->close_container ();
1164 1207
1165 //TODO: the floorbox prev/next might need updating 1208 //TODO: the floorbox prev/next might need updating
1166 esrv_del_item (pl->contr, count); 1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1212 pl->contr->ns->floorbox_update ();
1167 } 1213 }
1168 1214
1215 if (check_walk_off)
1169 for (tmp = ms.bot; tmp; tmp = tmp->above) 1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1170 { 1217 {
1218 above = tmp->above;
1219
1171 /* 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
1172 * being removed. 1221 * being removed.
1173 */ 1222 */
1174 1223
1175 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1176 if (check_walk_off
1177 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1178 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1179 {
1180 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1181
1182 if (destroyed ())
1183 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1184 } 1228 }
1185 1229
1186 last = tmp; 1230 if (affects_los ())
1187 }
1188
1189 /* last == NULL if there are no objects on this space */
1190 //TODO: this makes little sense, why only update the topmost object?
1191 if (!last)
1192 map->at (x, y).flags_ = 0;
1193 else
1194 update_object (last, UP_OBJ_REMOVE);
1195
1196 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1197 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1198 } 1232 }
1199} 1233}
1200 1234
1201/* 1235/*
1225 esrv_update_item (UPD_NROF, pl, top); 1259 esrv_update_item (UPD_NROF, pl, top);
1226 1260
1227 op->weight = 0; // cancel the addition above 1261 op->weight = 0; // cancel the addition above
1228 op->carrying = 0; // must be 0 already 1262 op->carrying = 0; // must be 0 already
1229 1263
1230 op->destroy (1); 1264 op->destroy ();
1231 1265
1232 return top; 1266 return top;
1233 } 1267 }
1234 1268
1235 return 0; 1269 return 0;
1243 1277
1244 object *prev = this; 1278 object *prev = this;
1245 1279
1246 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1247 { 1281 {
1248 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1249 1283
1250 op->name = name; 1284 op->name = name;
1251 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1252 op->title = title; 1286 op->title = title;
1253 1287
1263 * job preparing multi-part monsters. 1297 * job preparing multi-part monsters.
1264 */ 1298 */
1265object * 1299object *
1266insert_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)
1267{ 1301{
1302 op->remove ();
1303
1268 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1305 {
1270 tmp->x = x + tmp->arch->x; 1306 tmp->x = x + tmp->arch->x;
1271 tmp->y = y + tmp->arch->y; 1307 tmp->y = y + tmp->arch->y;
1272 } 1308 }
1289 * 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
1290 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1291 * 1327 *
1292 * Return value: 1328 * Return value:
1293 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1295 * just 'op' otherwise 1331 * just 'op' otherwise
1296 */ 1332 */
1297object * 1333object *
1298insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1299{ 1335{
1300 assert (!op->flag [FLAG_FREED]);
1301
1302 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
1303 1342
1304 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1305 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1306 * need extra work 1345 * need extra work
1307 */ 1346 */
1347 maptile *newmap = m;
1308 if (!xy_normalise (m, op->x, op->y)) 1348 if (!xy_normalise (newmap, op->x, op->y))
1309 { 1349 {
1310 op->destroy (1); 1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1311 return 0; 1351 return 0;
1312 } 1352 }
1313 1353
1314 if (object *more = op->more) 1354 if (object *more = op->more)
1315 if (!insert_ob_in_map (more, m, originator, flag)) 1355 if (!insert_ob_in_map (more, m, originator, flag))
1316 return 0; 1356 return 0;
1317 1357
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1358 op->flag [FLAG_REMOVED] = false;
1319 1359 op->env = 0;
1320 op->map = m; 1360 op->map = newmap;
1361
1321 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1322 1363
1323 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1324 */ 1365 */
1325 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1326 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1327 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1328 { 1369 {
1329 // TODO: we atcually want to update tmp, not op, 1370 // TODO: we actually want to update tmp, not op,
1330 // but some caller surely breaks when we return tmp 1371 // but some caller surely breaks when we return tmp
1331 // from here :/ 1372 // from here :/
1332 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1333 tmp->destroy (1); 1374 tmp->destroy ();
1334 } 1375 }
1335 1376
1336 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 */
1337 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1338 1379
1339 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1340 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1341 1382
1342 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1343 { 1384 {
1344 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)
1345 { 1386 {
1346 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");
1347 abort (); 1388 abort ();
1348 } 1389 }
1349 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
1350 op->above = originator; 1398 op->above = originator;
1351 op->below = originator->below; 1399 op->below = originator->below;
1352
1353 if (op->below)
1354 op->below->above = op;
1355 else
1356 ms.bot = op;
1357
1358 /* since *below* originator, no need to update top */
1359 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1360 } 1403 }
1361 else 1404 else
1362 { 1405 {
1363 object *top, *floor = NULL; 1406 object *floor = 0;
1364 1407 object *top = ms.top;
1365 top = ms.bot;
1366 1408
1367 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1368 if (top) 1410 if (top)
1369 { 1411 {
1370 object *last = 0;
1371
1372 /* 1412 /*
1373 * 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.
1374 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1375 * 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
1376 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1377 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1378 * 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
1379 * 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
1380 * 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
1381 * 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
1382 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1383 */ 1423 */
1384 for (top = ms.bot; top; top = top->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1385 { 1425 {
1386 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])
1387 floor = top; 1427 floor = tmp;
1388 1428
1389 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])
1390 { 1430 {
1391 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1392 top = top->below; 1432 top = tmp->below;
1393 break; 1433 break;
1394 } 1434 }
1395 1435
1396 last = top; 1436 top = tmp;
1397 } 1437 }
1398
1399 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last;
1401 1438
1402 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1403 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1405 */ 1442 */
1412 */ 1449 */
1413 if (!(flag & INS_ON_TOP) 1450 if (!(flag & INS_ON_TOP)
1414 && ms.flags () & P_BLOCKSVIEW 1451 && ms.flags () & P_BLOCKSVIEW
1415 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1416 { 1453 {
1454 object *last;
1455
1417 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1418 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1419 break; 1458 break;
1420 1459
1421 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1422 * 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
1423 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1429 } /* If objects on this space */ 1468 } /* If objects on this space */
1430 1469
1431 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1432 top = floor; 1471 top = floor;
1433 1472
1434 /* 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
1435 */
1436
1437 /* First object on this space */
1438 if (!top) 1474 if (!top)
1439 { 1475 {
1476 op->below = 0;
1440 op->above = ms.bot; 1477 op->above = ms.bot;
1441
1442 if (op->above)
1443 op->above->below = op;
1444
1445 op->below = 0;
1446 ms.bot = op; 1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1447 } 1481 }
1448 else 1482 else
1449 { /* get inserted into the stack above top */ 1483 {
1450 op->above = top->above; 1484 op->above = top->above;
1451
1452 if (op->above)
1453 op->above->below = op; 1485 top->above = op;
1454 1486
1455 op->below = top; 1487 op->below = top;
1456 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1457 } 1489 }
1490 }
1458 1491
1459 if (!op->above) 1492 if (op->is_player ())
1460 ms.top = op;
1461 } /* else not INS_BELOW_ORIGINATOR */
1462
1463 if (op->type == PLAYER)
1464 { 1493 {
1465 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1466 ++op->map->players; 1495 ++op->map->players;
1467 op->map->touch (); 1496 op->map->touch ();
1468 } 1497 }
1469 1498
1470 op->map->dirty = true; 1499 op->map->dirty = true;
1471 1500
1472 if (object *pl = ms.player ()) 1501 if (object *pl = ms.player ())
1473 //TODO: the floorbox prev/next might need updating 1502 //TODO: the floorbox prev/next might need updating
1474 esrv_send_item (pl, op); 1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1505 if (pl->contr->ns)
1506 pl->contr->ns->floorbox_update ();
1475 1507
1476 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1477 * visible to others on this map. But update_all_los is really 1509 * visible to others on this map. But update_all_los is really
1478 * an inefficient way to do this, as it means los for all players 1510 * an inefficient way to do this, as it means los for all players
1479 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1480 * 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 -
1481 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1482 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1483 * of effect may be sufficient. 1515 * of effect may be sufficient.
1484 */ 1516 */
1485 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1486 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1487 1522
1488 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1489 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1490 1525
1491 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1498 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1499 * update_object(). 1534 * update_object().
1500 */ 1535 */
1501 1536
1502 /* 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 */
1503 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1504 { 1539 {
1505 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1506 return 0; 1541 return 0;
1507 1542
1508 /* 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
1509 * walk on's. 1544 * walk on's.
1510 */ 1545 */
1511 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1512 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1513 return 0; 1548 return 0;
1514 } 1549 }
1515 1550
1516 return op; 1551 return op;
1517} 1552}
1518 1553
1519/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1520 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1521 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1522 */ 1557 */
1523void 1558void
1524replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1525{ 1560{
1526 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1527 1562
1528 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1529 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1530 tmp->destroy (1); 1565 tmp->destroy ();
1531 1566
1532 object *tmp = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1533 1568
1534 tmp->x = op->x; 1569 tmp->x = op->x;
1535 tmp->y = op->y; 1570 tmp->y = op->y;
1536 1571
1537 insert_ob_in_map (tmp, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1542{ 1577{
1543 if (where->env) 1578 if (where->env)
1544 return where->env->insert (this); 1579 return where->env->insert (this);
1545 else 1580 else
1546 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;
1547} 1604}
1548 1605
1549/* 1606/*
1550 * decrease(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1551 * 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
1559 if (!nr) 1616 if (!nr)
1560 return true; 1617 return true;
1561 1618
1562 nr = min (nr, nrof); 1619 nr = min (nr, nrof);
1563 1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1564 nrof -= nr; 1625 nrof -= nr;
1565
1566 if (nrof)
1567 {
1568 adjust_weight (env, -weight * nr); // carrying == 0
1569 1626
1570 if (object *pl = visible_to ()) 1627 if (object *pl = visible_to ())
1571 esrv_update_item (UPD_NROF, pl, this); 1628 esrv_update_item (UPD_NROF, pl, this);
1572 1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1573 return true; 1632 return true;
1574 } 1633 }
1575 else 1634 else
1576 { 1635 {
1577 destroy (1); 1636 destroy ();
1578 return false; 1637 return false;
1579 } 1638 }
1580} 1639}
1581 1640
1582/* 1641/*
1599 } 1658 }
1600 else 1659 else
1601 { 1660 {
1602 decrease (nr); 1661 decrease (nr);
1603 1662
1604 object *op = object_create_clone (this); 1663 object *op = deep_clone ();
1605 op->nrof = nr; 1664 op->nrof = nr;
1606 return op; 1665 return op;
1607 } 1666 }
1608} 1667}
1609 1668
1630/* 1689/*
1631 * env->insert (op) 1690 * env->insert (op)
1632 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1633 * inside the object environment. 1692 * inside the object environment.
1634 * 1693 *
1635 * 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
1636 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1637 */ 1696 */
1638object * 1697object *
1639object::insert (object *op) 1698object::insert (object *op)
1640{ 1699{
1651 if (op->nrof) 1710 if (op->nrof)
1652 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1653 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1654 { 1713 {
1655 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1656 (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
1657 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1658 1721
1659 if (object *pl = tmp->visible_to ()) 1722 if (object *pl = tmp->visible_to ())
1660 esrv_update_item (UPD_NROF, pl, tmp); 1723 esrv_update_item (UPD_NROF, pl, tmp);
1661 1724
1662 adjust_weight (this, op->total_weight ()); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1663 1726
1664 op->destroy (1); 1727 op->destroy ();
1665 op = tmp; 1728 op = tmp;
1666 goto inserted; 1729 goto inserted;
1667 } 1730 }
1668 1731
1669 op->owner = 0; // it's his/hers now. period. 1732 op->owner = 0; // it's his/hers now. period.
1683 op->flag [FLAG_REMOVED] = 0; 1746 op->flag [FLAG_REMOVED] = 0;
1684 1747
1685 if (object *pl = op->visible_to ()) 1748 if (object *pl = op->visible_to ())
1686 esrv_send_item (pl, op); 1749 esrv_send_item (pl, op);
1687 1750
1688 adjust_weight (this, op->total_weight ()); 1751 adjust_weight (this, 0, op->total_weight ());
1689 1752
1690inserted: 1753inserted:
1691 /* 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 */
1692 if (op->glow_radius && map && map->darkness) 1755 if (op->glow_radius && is_on_map ())
1756 {
1757 update_stats ();
1693 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1694 1759 }
1760 else if (is_player ())
1695 // if this is a player's inventory, update stats 1761 // if this is a player's inventory, update stats
1696 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1762 contr->queue_stats_update ();
1697 update_stats ();
1698 1763
1699 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1700 1765
1701 return op; 1766 return op;
1702} 1767}
1720 * 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
1721 * 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
1722 * on top. 1787 * on top.
1723 */ 1788 */
1724int 1789int
1725check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1726{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1727 object *tmp; 1795 object *tmp;
1728 maptile *m = op->map; 1796 maptile *m = op->map;
1729 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1730 1798
1731 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1732 1800
1733 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1734 return 0;
1735 1802
1736 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1737 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1738 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1739 1806
1740 /* 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,
1741 * 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
1742 * 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
1743 * as walking. 1810 * as walking.
1752 */ 1819 */
1753 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)
1754 return 0; 1821 return 0;
1755 1822
1756 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1757 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1758 */ 1825 */
1759 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1760 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1761 {
1762 /* Trim the search when we find the first other spell effect
1763 * this helps performance so that if a space has 50 spell objects,
1764 * we don't need to check all of them.
1765 */
1766 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1767 break;
1768 } 1827 {
1828 next = tmp->below;
1769 1829
1770 for (; tmp; tmp = tmp->below)
1771 {
1772 if (tmp == op) 1830 if (tmp == op)
1773 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1774 1832
1775 /* 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.
1776 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1777 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1778 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1779 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1780 */ 1838 */
1781 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1782 { 1840 {
1783 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1784 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1785 { 1843 {
1786
1787 float
1788 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1789 1845
1790 if (op->type == PLAYER) 1846 if (op->is_player ())
1791 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)) ||
1792 (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)))
1793 diff /= 4.0; 1849 diff /= 4.0;
1794 1850
1795 op->speed_left -= diff; 1851 op->speed_left -= diff;
1796 } 1852 }
1797 } 1853 }
1798 1854
1799 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1800 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1801 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1802 { 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
1803 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1804 1865
1805 if (op->destroyed ()) 1866 if (op->destroyed ())
1806 return 1; 1867 return 1;
1807 1868
1830 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1831 return NULL; 1892 return NULL;
1832 } 1893 }
1833 1894
1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1835 if (tmp->arch == at) 1896 if (tmp->arch->archname == at->archname)
1836 return tmp; 1897 return tmp;
1837 1898
1838 return NULL; 1899 return NULL;
1839} 1900}
1840 1901
1904 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1905 */ 1966 */
1906object * 1967object *
1907present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
1908{ 1969{
1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1911 return tmp; 1972 return tmp;
1912 1973
1913 return NULL; 1974 return NULL;
1914} 1975}
1915 1976
1919void 1980void
1920flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1921{ 1982{
1922 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 { 1984 {
1924 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1925 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1926 } 1987 }
1927} 1988}
1928 1989
1929/* 1990/*
1932void 1993void
1933unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1934{ 1995{
1935 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 { 1997 {
1937 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1938 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1939 } 2000 }
1940} 2001}
1941 2002
1942/* 2003/*
1952 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1953 * 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.
1954 * 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
1955 * 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
1956 * 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
1957 * 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
1958 * customized, changed states, etc. 2019 * customized, changed states, etc.
1959 */ 2020 */
1960int 2021int
1961find_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)
1962{ 2023{
1963 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
1964 int index = 0, flag; 2025 int index = 0;
1965 2026
1966 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
1967 { 2028 {
1968 mapxy pos (m, x, y); pos.move (i); 2029 mapxy pos (m, x, y); pos.move (i);
1969 2030
1985 continue; 2046 continue;
1986 } 2047 }
1987 2048
1988 /* 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.
1989 * 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.
1990 * 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 -
1991 * 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
1992 * 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
1993 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1994 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
1995 */ 2056 */
2003 * head of the object should correspond for the entire object. 2064 * head of the object should correspond for the entire object.
2004 */ 2065 */
2005 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2006 continue; 2067 continue;
2007 2068
2008 if (ob->blocked (m, pos.x, pos.y)) 2069 if (ob->blocked (pos.m, pos.x, pos.y))
2009 continue; 2070 continue;
2010 2071
2011 altern [index++] = i; 2072 altern [index++] = i;
2012 } 2073 }
2013 2074
2025 */ 2086 */
2026int 2087int
2027find_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)
2028{ 2089{
2029 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2030 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2031 return i; 2092 return i;
2032 2093
2033 return -1; 2094 return -1;
2034} 2095}
2035 2096
2046 2107
2047 while (--end) 2108 while (--end)
2048 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2049} 2110}
2050 2111
2051/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2054 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2055 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2056 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2081 * there is capable of. 2142 * there is capable of.
2082 */ 2143 */
2083int 2144int
2084find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2085{ 2146{
2086 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2087
2088 sint16 nx, ny;
2089 object *tmp;
2090 maptile *mp;
2091
2092 MoveType blocked, move_type; 2148 MoveType move_type;
2093 2149
2094 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2095 { 2151 {
2096 exclude = exclude->head; 2152 exclude = exclude->head;
2097 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2100 { 2156 {
2101 /* 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. */
2102 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2103 } 2159 }
2104 2160
2105 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2106 { 2162 {
2107 mp = m; 2163 mapxy pos (m, x, y);
2108 nx = x + freearr_x[i]; 2164 pos.move (i);
2109 ny = y + freearr_y[i];
2110 2165
2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2112
2113 if (mflags & P_OUT_OF_MAP)
2114 max = maxfree[i]; 2167 max = maxfree[i];
2115 else 2168 else
2116 { 2169 {
2117 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2118 2171
2119 blocked = ms.move_block;
2120
2121 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2122 max = maxfree[i]; 2173 max = maxfree [i];
2123 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2124 { 2175 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2127 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2128 break;
2129
2130 if (tmp)
2131 return freedir[i]; 2179 return freedir [i];
2132 } 2180 }
2133 } 2181 }
2134 } 2182 }
2135 2183
2136 return 0; 2184 return 0;
2145{ 2193{
2146 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);
2147} 2195}
2148 2196
2149/* 2197/*
2150 * 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
2151 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2152 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2153 */ 2201 */
2154int 2202int
2155find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2156{ 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
2157 int q; 2248 int q;
2158 2249
2159 if (y) 2250 if (y)
2160 q = x * 100 / y; 2251 q = 128 * x / y;
2161 else if (x) 2252 else if (x)
2162 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2163 else 2254 else
2164 return 0; 2255 return 0;
2165 2256
2166 if (y > 0) 2257 if (y > 0)
2167 { 2258 {
2168 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
2169 return 3; 2264 return 3;
2170 if (q < -41) 2265 }
2171 return 2; 2266 else
2172 if (q < 41) 2267 {
2173 return 1; 2268 if (q < -309) return 3;
2174 if (q < 242) 2269 if (q < -52) return 2;
2175 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2176 return 7; 2273 return 7;
2177 } 2274 }
2178 2275#endif
2179 if (q < -242)
2180 return 7;
2181 if (q < -41)
2182 return 6;
2183 if (q < 41)
2184 return 5;
2185 if (q < 242)
2186 return 4;
2187
2188 return 3;
2189} 2276}
2190 2277
2191/* 2278/*
2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2193 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2194 */ 2281 */
2195int 2282int
2196dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2197{ 2284{
2198 int d;
2199
2200 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2201 if (d > 4)
2202 d = 8 - d;
2203 2286
2204 return d; 2287 return d > 4 ? 8 - d : d;
2205} 2288}
2206 2289
2207/* peterm: 2290/* peterm:
2208 * 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.
2209 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2211 * 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
2212 * 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.
2213 * 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
2214 * functions. 2297 * functions.
2215 */ 2298 */
2216int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2217 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2218 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2219 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2220 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2221 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2278 int mflags; 2361 int mflags;
2279 2362
2280 if (dir < 0) 2363 if (dir < 0)
2281 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2282 2365
2283 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2284 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2285 2368
2286 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2287 2370
2288 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2289 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2315 * 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)
2316 */ 2399 */
2317int 2400int
2318can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2319{ 2402{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2321 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2322 !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));
2323} 2406}
2407
2408//-GPL
2324 2409
2325/* 2410/*
2326 * create clone from object to another 2411 * create clone from object to another
2327 */ 2412 */
2328object * 2413object *
2329object_create_clone (object *asrc) 2414object::deep_clone ()
2330{ 2415{
2331 object *dst = 0, *tmp, *src, *prev, *item; 2416 assert (("deep_clone called on non-head object", is_head ()));
2332 2417
2333 if (!asrc) 2418 object *dst = clone ();
2334 return 0;
2335 2419
2336 src = asrc->head_ (); 2420 object *prev = dst;
2337
2338 prev = 0;
2339 for (object *part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2340 { 2422 {
2341 tmp = part->clone (); 2423 object *tmp = part->clone ();
2342 tmp->x -= src->x;
2343 tmp->y -= src->y;
2344
2345 if (!part->head)
2346 {
2347 dst = tmp;
2348 tmp->head = 0;
2349 }
2350 else
2351 tmp->head = dst; 2424 tmp->head = dst;
2352
2353 tmp->more = 0;
2354
2355 if (prev)
2356 prev->more = tmp; 2425 prev->more = tmp;
2357
2358 prev = tmp; 2426 prev = tmp;
2359 } 2427 }
2360 2428
2361 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2363 2431
2364 return dst; 2432 return dst;
2365} 2433}
2366 2434
2367/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2376 return tmp; 2444 return tmp;
2377 2445
2378 return 0; 2446 return 0;
2379} 2447}
2380 2448
2381/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2382 * otherwise return NULL. 2450 * refcounts and freeing the links.
2383 * 2451 */
2384 * key must be a passed in shared string - otherwise, this won't 2452void
2385 * do the desired thing. 2453key_values::clear ()
2386 */
2387key_value *
2388get_ob_key_link (const object *ob, const char *key)
2389{ 2454{
2390 for (key_value *link = ob->key_values; link; link = link->next) 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{
2468 for (key_value *kv = first; kv; kv = kv->next)
2391 if (link->key == key) 2469 if (kv->key == key)
2392 return link;
2393
2394 return 0;
2395}
2396
2397/*
2398 * Returns the value of op has an extra_field for key, or NULL.
2399 *
2400 * The argument doesn't need to be a shared string.
2401 *
2402 * The returned string is shared.
2403 */
2404const char *
2405get_ob_key_value (const object *op, const char *const key)
2406{
2407 key_value *link;
2408 shstr_cmp canonical_key (key);
2409
2410 if (!canonical_key)
2411 {
2412 /* 1. There being a field named key on any object
2413 * implies there'd be a shared string to find.
2414 * 2. Since there isn't, no object has this field.
2415 * 3. Therefore, *this* object doesn't have this field.
2416 */
2417 return 0;
2418 }
2419
2420 /* This is copied from get_ob_key_link() above -
2421 * only 4 lines, and saves the function call overhead.
2422 */
2423 for (link = op->key_values; link; link = link->next)
2424 if (link->key == canonical_key)
2425 return link->value; 2470 return kv->value;
2426 2471
2427 return 0; 2472 return shstr ();
2428} 2473}
2429 2474
2430/* 2475void
2431 * Updates the canonical_key in op to value. 2476key_values::add (shstr_tmp key, shstr_tmp value)
2432 *
2433 * canonical_key is a shared string (value doesn't have to be).
2434 *
2435 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2436 * keys.
2437 *
2438 * Returns TRUE on success.
2439 */
2440int
2441set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2442{ 2477{
2443 key_value *field = NULL, *last = NULL; 2478 key_value *kv = new key_value;
2444 2479
2445 for (field = op->key_values; field != NULL; field = field->next) 2480 kv->next = first;
2446 { 2481 kv->key = key;
2447 if (field->key != canonical_key) 2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2448 { 2492 {
2449 last = field; 2493 kv->value = value;
2450 continue; 2494 return;
2451 } 2495 }
2452 2496
2453 if (value) 2497 add (key, value);
2454 field->value = value; 2498}
2455 else 2499
2500void
2501key_values::del (shstr_tmp key)
2502{
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2456 { 2505 {
2457 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2458 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2459 * it, we save the empty value so that when we load, 2508 delete kv;
2460 * we get this value back again. 2509 return;
2461 */
2462 if (get_ob_key_link (op->arch, canonical_key))
2463 field->value = 0;
2464 else
2465 {
2466 if (last)
2467 last->next = field->next;
2468 else
2469 op->key_values = field->next;
2470
2471 delete field;
2472 }
2473 } 2510 }
2474 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2475 } 2520 {
2476 /* IF we get here, key doesn't exist */ 2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2477 2526
2478 /* No field, we'll have to add it. */ 2527 first = prev;
2479
2480 if (!add_key)
2481 return FALSE;
2482
2483 /* There isn't any good reason to store a null
2484 * value in the key/value list. If the archetype has
2485 * this key, then we should also have it, so shouldn't
2486 * be here. If user wants to store empty strings,
2487 * should pass in ""
2488 */
2489 if (value == NULL)
2490 return TRUE;
2491
2492 field = new key_value;
2493
2494 field->key = canonical_key;
2495 field->value = value;
2496 /* Usual prepend-addition. */
2497 field->next = op->key_values;
2498 op->key_values = field;
2499
2500 return TRUE;
2501} 2528}
2502 2529
2503/* 2530key_values &
2504 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2505 *
2506 * If add_key is FALSE, this will only update existing keys,
2507 * and not add new ones.
2508 * In general, should be little reason FALSE is ever passed in for add_key
2509 *
2510 * Returns TRUE on success.
2511 */
2512int
2513set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2514{ 2532{
2515 shstr key_ (key); 2533 clear ();
2516 2534
2517 return set_ob_key_value_s (op, key_, value, add_key); 2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2518} 2541}
2519 2542
2520object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2521: iterator_base (container) 2544: iterator_base (container)
2522{ 2545{
2572{ 2595{
2573 char flagdesc[512]; 2596 char flagdesc[512];
2574 char info2[256 * 4]; 2597 char info2[256 * 4];
2575 char *p = info; 2598 char *p = info;
2576 2599
2577 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}",
2578 count, 2601 count,
2579 uuid.c_str (), 2602 uuid.c_str (),
2580 &name, 2603 &name,
2581 title ? "\",title:\"" : "", 2604 title ? ",title:\"" : "",
2582 title ? (const char *)title : "", 2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2583 flag_desc (flagdesc, 512), type); 2607 flag_desc (flagdesc, 512), type);
2584 2608
2585 if (!flag[FLAG_REMOVED] && env) 2609 if (!flag[FLAG_REMOVED] && env)
2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2587 2611
2605{ 2629{
2606 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2607 : region::default_region (); 2631 : region::default_region ();
2608} 2632}
2609 2633
2610const materialtype_t * 2634//+GPL
2611object::dominant_material () const
2612{
2613 if (materialtype_t *mt = name_to_material (materialname))
2614 return mt;
2615
2616 return name_to_material (shstr_unknown);
2617}
2618 2635
2619void 2636void
2620object::open_container (object *new_container) 2637object::open_container (object *new_container)
2621{ 2638{
2622 if (container == new_container) 2639 if (container == new_container)
2643 container = 0; 2660 container = 0;
2644 2661
2645 // 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
2646 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2647 2664
2648 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 ());
2649 play_sound (sound_find ("chest_close")); 2666 play_sound (sound_find ("chest_close"));
2650 } 2667 }
2651 2668
2652 if (new_container) 2669 if (new_container)
2653 { 2670 {
2657 // TODO: this does not seem to serve any purpose anymore? 2674 // TODO: this does not seem to serve any purpose anymore?
2658#if 0 2675#if 0
2659 // insert the "Close Container" object. 2676 // insert the "Close Container" object.
2660 if (archetype *closer = new_container->other_arch) 2677 if (archetype *closer = new_container->other_arch)
2661 { 2678 {
2662 object *closer = arch_to_object (new_container->other_arch); 2679 object *closer = new_container->other_arch->instance ();
2663 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2664 new_container->insert (closer); 2681 new_container->insert (closer);
2665 } 2682 }
2666#endif 2683#endif
2667 2684
2668 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 ());
2669 2686
2670 // 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
2671 esrv_send_item (this, new_container); 2688 esrv_send_item (this, new_container);
2672 2689
2673 new_container->flag [FLAG_APPLIED] = true; 2690 new_container->flag [FLAG_APPLIED] = true;
2680 } 2697 }
2681// else if (!old_container->env && contr && contr->ns) 2698// else if (!old_container->env && contr && contr->ns)
2682// contr->ns->floorbox_reset (); 2699// contr->ns->floorbox_reset ();
2683} 2700}
2684 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
2685object * 2734object *
2686object::force_find (const shstr name) 2735object::force_find (shstr_tmp name)
2687{ 2736{
2688 /* 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
2689 * place 2738 * place
2690 */ 2739 */
2691 for (object *tmp = inv; tmp; tmp = tmp->below) 2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2692 if (tmp->type == FORCE && tmp->slaying == name) 2741 if (tmp->type == FORCE && tmp->slaying == name)
2693 return splay (tmp); 2742 return splay (tmp);
2694 2743
2695 return 0; 2744 return 0;
2696} 2745}
2697 2746
2698void 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 *
2699object::force_add (const shstr name, int duration) 2757object::force_add (shstr_tmp name, int duration)
2700{ 2758{
2701 if (object *force = force_find (name)) 2759 if (object *force = force_find (name))
2702 force->destroy (); 2760 force->destroy ();
2703 2761
2704 object *force = get_archetype (FORCE_NAME); 2762 object *force = archetype::get (FORCE_NAME);
2705 2763
2706 force->slaying = name; 2764 force->slaying = name;
2707 force->stats.food = 1; 2765 force->force_set_timer (duration);
2708 force->speed_left = -1.f;
2709
2710 force->set_speed (duration ? 1.f / duration : 0.f);
2711 force->flag [FLAG_IS_USED_UP] = true;
2712 force->flag [FLAG_APPLIED] = true; 2766 force->flag [FLAG_APPLIED] = true;
2713 2767
2714 insert (force); 2768 return insert (force);
2715} 2769}
2716 2770
2717void 2771void
2718object::play_sound (faceidx sound) 2772object::play_sound (faceidx sound) const
2719{ 2773{
2720 if (!sound) 2774 if (!sound)
2721 return; 2775 return;
2722 2776
2723 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 ())
2724 return; 2802 return;
2725 2803
2726 if (env) 2804 // find old force, or create new one
2727 { 2805 object *force = force_find (shstr_noise_force);
2728 if (object *pl = in_player ()) 2806
2729 pl->contr->play_sound (sound); 2807 if (force)
2730 } 2808 force->speed_left = -1.f; // patch old speed up
2731 else 2809 else
2732 map->play_sound (sound, x, y); 2810 {
2733} 2811 force = archetype::get (shstr_noise_force);
2734 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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