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Comparing deliantra/server/common/object.C (file contents):
Revision 1.232 by root, Tue May 6 18:09:42 2008 UTC vs.
Revision 1.334 by root, Fri Apr 23 09:22:46 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
66static void 76static void
67write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
68{ 78{
69 CALL_BEGIN (2); 79 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 83 CALL_END;
74} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
82 92
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 112 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
104 114
105 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
106 { 116 {
133 143
134void 144void
135UUID::init () 145UUID::init ()
136{ 146{
137 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
138} 213}
139 214
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 216static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
179 * check weight 254 * check weight
180 */ 255 */
181bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
182{ 257{
183 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
184 if (ob1 == ob2 259 if (ob1 == ob2
185 || ob1->type != ob2->type 260 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 261 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 264 return 0;
190 265
191 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 269 return 0;
198 270
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 275 * flags lose any meaning.
204 */ 276 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
207 279
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
210 282
211 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 284 || ob1->name != ob2->name
213 || ob1->title != ob2->title 285 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 292 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 308 return 0;
236 309
237 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
241 .any ()) 313 .any ())
242 return 0; 314 return 0;
243 315
244 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
263 335
264 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
265 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
266 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
267 */ 339 */
268 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
269 return 0; 341 return 0;
270 342
271 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
272 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
273 * check? 345 * check?
274 */ 346 */
275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
276 return 0; 348 return 0;
277 349
278 switch (ob1->type) 350 switch (ob1->type)
279 { 351 {
280 case SCROLL: 352 case SCROLL:
326 { 398 {
327 // see if we are in a container of sorts 399 // see if we are in a container of sorts
328 if (env) 400 if (env)
329 { 401 {
330 // the player inventory itself is always visible 402 // the player inventory itself is always visible
331 if (env->type == PLAYER) 403 if (env->is_player ())
332 return env; 404 return env;
333 405
334 // else a player could have our env open 406 // else a player could have our env open
335 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
336 408
337 // the player itself is always on a map, so we will find him here 409 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 410 // even if our inv is in a player.
339 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 413 if (pl->container_ () == env)
342 return pl; 414 return pl;
343 } 415 }
344 else 416 else
345 { 417 {
346 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
350 return pl; 423 return pl;
351 } 424 }
352 } 425 }
353 426
354 return 0; 427 return 0;
355} 428}
356 429
357// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
358static sint32 431static sint32
359weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
360{ 433{
361 return op->type == CONTAINER 434 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 436 : weight;
364} 437}
370static void 443static void
371adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
372{ 445{
373 while (op) 446 while (op)
374 { 447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
376 452
377 if (!weight) 453 if (!weight)
378 return; 454 return;
379 455
380 op->carrying += weight; 456 op->carrying += weight;
403 op->update_weight (); 479 op->update_weight ();
404 480
405 sum += op->total_weight (); 481 sum += op->total_weight ();
406 } 482 }
407 483
408 sum = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
409 485
410 if (sum != carrying) 486 if (sum != carrying)
411 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
412 carrying = sum; 492 carrying = sum;
413 493
414 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
415 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
416 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
429 object_freezer freezer; 509 object_freezer freezer;
430 op->write (freezer); 510 op->write (freezer);
431 return freezer.as_string (); 511 return freezer.as_string ();
432} 512}
433 513
434/* 514char *
435 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
436 * multi-object 1 which is closest to the second object.
437 * If it's not a multi-object, it is returned.
438 */
439object *
440get_nearest_part (object *op, const object *pl)
441{ 516{
442 object *tmp, *closest; 517 return dump_object (this);
443 int last_dist, i;
444
445 if (!op->more)
446 return op;
447
448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
451 if ((i = distance (tmp, pl)) < last_dist)
452 closest = tmp, last_dist = i;
453
454 return closest;
455} 518}
456 519
457/* 520/*
458 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow. 522 * VERRRY slow.
467 530
468 return 0; 531 return 0;
469} 532}
470 533
471/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
472 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
473 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
474 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
475 */ 553 */
476object * 554object *
477find_object_name (const char *str) 555find_object_name (const char *str)
478{ 556{
479 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
480 object *op;
481 558
559 if (str_)
482 for_all_objects (op) 560 for_all_objects (op)
483 if (op->name == str_) 561 if (op->name == str_)
484 break; 562 return op;
485 563
486 return op; 564 return 0;
487} 565}
488 566
489/* 567/*
490 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
491 * skill and experience objects. 569 * skill and experience objects.
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return; 583 return;
506 } 584 }
507 585
508 this->owner = owner; 586 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
575} 587}
576 588
577/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
578 * refcounts and freeing the links. 590 * refcounts and freeing the links.
579 */ 591 */
632 tail = new_link; 644 tail = new_link;
633 } 645 }
634 } 646 }
635 } 647 }
636 648
637 if (speed < 0) 649 dst->activate ();
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641} 650}
642 651
643void 652void
644object::instantiate () 653object::instantiate ()
645{ 654{
646 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
647 uuid = UUID::gen (); 656 uuid = UUID::gen ();
648 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
649 speed_left = -0.1f; 662 speed_left = -1.;
663
650 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
662object * 676object *
663object::clone () 677object::clone ()
664{ 678{
665 object *neu = create (); 679 object *neu = create ();
666 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
667 neu->map = map; // not copied by copy_to 686 neu->map = map; // not copied by copy_to
668 return neu; 687 return neu;
669} 688}
670 689
671/* 690/*
674 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
675 */ 694 */
676void 695void
677update_turn_face (object *op) 696update_turn_face (object *op)
678{ 697{
679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
680 return; 699 return;
681 700
682 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
683 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
684} 703}
689 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
690 */ 709 */
691void 710void
692object::set_speed (float speed) 711object::set_speed (float speed)
693{ 712{
694 if (flag [FLAG_FREED] && speed)
695 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697 speed = 0;
698 }
699
700 this->speed = speed; 713 this->speed = speed;
701 714
702 if (has_active_speed ()) 715 if (has_active_speed ())
703 activate (); 716 activate ();
704 else 717 else
754 767
755 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
756 /* nop */; 769 /* nop */;
757 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
758 { 771 {
772#if 0
759 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
769 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
770 * to have move_allow right now. 784 * have move_allow right now.
771 */ 785 */
772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
774 m.flags_ = 0; 790 m.invalidate ();
791#endif
775 } 792 }
776 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 795 * that is being removed.
779 */ 796 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 798 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
784 else 801 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 803
788 update_object (op->more, action); 805 update_object (op->more, action);
789} 806}
790 807
791object::object () 808object::object ()
792{ 809{
793 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
794 811
795 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
796 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
797} 815}
798 816
799object::~object () 817object::~object ()
800{ 818{
801 unlink (); 819 unlink ();
802 820
803 free_key_values (this); 821 free_key_values (this);
804} 822}
805
806static int object_count;
807 823
808void object::link () 824void object::link ()
809{ 825{
810 assert (!index);//D 826 assert (!index);//D
811 uuid = UUID::gen (); 827 uuid = UUID::gen ();
812 count = ++object_count;
813 828
814 refcnt_inc (); 829 refcnt_inc ();
815 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
816} 834}
817 835
818void object::unlink () 836void object::unlink ()
819{ 837{
820 if (!index) 838 if (!index)
821 return; 839 return;
840
841 ++destroy_count;
822 842
823 objects.erase (this); 843 objects.erase (this);
824 refcnt_dec (); 844 refcnt_dec ();
825} 845}
826 846
830 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
831 if (active) 851 if (active)
832 return; 852 return;
833 853
834 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
835 actives.insert (this); 859 actives.insert (this);
860 }
836} 861}
837 862
838void 863void
839object::activate_recursive () 864object::activate_recursive ()
840{ 865{
901 * drop on that space. 926 * drop on that space.
902 */ 927 */
903 if (!drop_to_ground 928 if (!drop_to_ground
904 || !map 929 || !map
905 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 931 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
908 { 933 {
909 while (inv) 934 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 935 inv->destroy ();
913 }
914 } 936 }
915 else 937 else
916 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
917 while (inv) 939 while (inv)
918 { 940 {
922 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 945 || op->type == RUNE
924 || op->type == TRAP 946 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 947 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 948 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 949 op->destroy ();
928 else 950 else
929 map->insert (op, x, y); 951 map->insert (op, x, y);
930 } 952 }
931 } 953 }
932} 954}
933 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
934object *object::create () 993object::create ()
935{ 994{
936 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
937 op->link (); 1017 op->link ();
1018
938 return op; 1019 return op;
939} 1020}
940 1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
941static struct freed_map : maptile 1037static struct freed_map : maptile
942{ 1038{
943 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
944 { 1041 {
945 path = "<freed objects map>"; 1042 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 nodrop = 1; 1044 no_drop = 1;
1045 no_reset = 1;
950 1046
951 alloc ();
952 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
953 } 1048 }
954 1049
955 ~freed_map () 1050 ~freed_map ()
956 { 1051 {
960 1055
961void 1056void
962object::do_destroy () 1057object::do_destroy ()
963{ 1058{
964 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this); 1060 remove_link ();
966 1061
967 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this); 1063 remove_friendly_object (this);
969 1064
970 remove (); 1065 remove ();
995 attacked_by = 0; 1090 attacked_by = 0;
996 current_weapon = 0; 1091 current_weapon = 0;
997} 1092}
998 1093
999void 1094void
1000object::destroy (bool destroy_inventory) 1095object::destroy ()
1001{ 1096{
1002 if (destroyed ()) 1097 if (destroyed ())
1003 return; 1098 return;
1004 1099
1005 if (!is_head () && !head->destroyed ()) 1100 if (!is_head () && !head->destroyed ())
1006 { 1101 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1103 head->destroy ();
1009 return; 1104 return;
1010 } 1105 }
1011 1106
1012 destroy_inv (!destroy_inventory); 1107 destroy_inv_fast ();
1013 1108
1014 if (is_head ()) 1109 if (is_head ())
1015 if (sound_destroy) 1110 if (sound_destroy)
1016 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1028 * the previous environment. 1123 * the previous environment.
1029 */ 1124 */
1030void 1125void
1031object::do_remove () 1126object::do_remove ()
1032{ 1127{
1033 object *tmp, *last = 0;
1034 object *otmp;
1035
1036 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1037 return; 1129 return;
1038 1130
1039 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1040 1132
1054 esrv_del_item (pl->contr, count); 1146 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 1148
1057 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1058 1150
1059 *(above ? &above->below : &env->inv) = below; 1151 object *pl = in_player ();
1060
1061 if (below)
1062 below->above = above;
1063 1152
1064 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1067 */ 1156 */
1068 map = env->map; 1157 map = env->map;
1069 x = env->x; 1158 x = env->x;
1070 y = env->y; 1159 y = env->y;
1160
1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1071 above = 0; 1165 above = 0;
1072 below = 0; 1166 below = 0;
1073 env = 0; 1167 env = 0;
1074 1168
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1076 * made to players inventory. If set, avoiding the call
1077 * to save cpu time.
1078 */ 1170 {
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1080 otmp->update_stats (); 1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1081 } 1190 }
1082 else if (map) 1191 else if (map)
1083 { 1192 {
1084 map->dirty = true; 1193 map->dirty = true;
1085 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1086 1195
1087 if (object *pl = ms.player ()) 1196 if (object *pl = ms.player ())
1088 { 1197 {
1089 if (type == PLAYER) // this == pl(!) 1198 if (is_player ())
1090 { 1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1091 // leaving a spot always closes any open container on the ground 1203 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1204 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1205 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1206 // that the CLOSE event is being sent.
1095 close_container (); 1207 close_container ();
1096 1208
1097 --map->players; 1209 --map->players;
1098 map->touch (); 1210 map->touch ();
1099 } 1211 }
1100 else if (pl->container == this) 1212 else if (pl->container_ () == this)
1101 { 1213 {
1102 // removing a container should close it 1214 // removing a container should close it
1103 close_container (); 1215 close_container ();
1104 } 1216 }
1105 1217 else
1106 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1107 } 1219 }
1108 1220
1109 /* link the object above us */ 1221 /* link the object above us */
1110 if (above) 1222 // re-link, make sure compiler can easily use cmove
1111 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1112 else 1224 *(below ? &below->above : &ms.bot) = above;
1113 ms.top = below; /* we were top, set new top */
1114
1115 /* Relink the object below us, if there is one */
1116 if (below)
1117 below->above = above;
1118 else
1119 {
1120 /* Nothing below, which means we need to relink map object for this space
1121 * use translated coordinates in case some oddness with map tiling is
1122 * evident
1123 */
1124 if (GET_MAP_OB (map, x, y) != this)
1125 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 ());
1126
1127 ms.bot = above; /* goes on above it. */
1128 }
1129 1225
1130 above = 0; 1226 above = 0;
1131 below = 0; 1227 below = 0;
1132 1228
1229 ms.invalidate ();
1230
1133 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1134 return; 1232 return;
1135 1233
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1235
1138 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1139 { 1237 {
1140 if (pl->container == this) 1238 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1143 * appropriately. 1241 * appropriately.
1144 */ 1242 */
1145 pl->close_container (); 1243 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1247 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1248 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1152 } 1250 }
1153 1251
1252 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1254 {
1255 above = tmp->above;
1256
1156 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1157 * being removed. 1258 * being removed.
1158 */ 1259 */
1159 1260
1160 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 } 1265 }
1170 1266
1171 last = tmp; 1267 if (affects_los ())
1172 }
1173
1174 /* last == NULL if there are no objects on this space */
1175 //TODO: this makes little sense, why only update the topmost object?
1176 if (!last)
1177 map->at (x, y).flags_ = 0;
1178 else
1179 update_object (last, UP_OBJ_REMOVE);
1180
1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1183 } 1269 }
1184} 1270}
1185 1271
1186/* 1272/*
1210 esrv_update_item (UPD_NROF, pl, top); 1296 esrv_update_item (UPD_NROF, pl, top);
1211 1297
1212 op->weight = 0; // cancel the addition above 1298 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already 1299 op->carrying = 0; // must be 0 already
1214 1300
1215 op->destroy (1); 1301 op->destroy ();
1216 1302
1217 return top; 1303 return top;
1218 } 1304 }
1219 1305
1220 return 0; 1306 return 0;
1228 1314
1229 object *prev = this; 1315 object *prev = this;
1230 1316
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 { 1318 {
1233 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1234 1320
1235 op->name = name; 1321 op->name = name;
1236 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1237 op->title = title; 1323 op->title = title;
1238 1324
1248 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1249 */ 1335 */
1250object * 1336object *
1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1252{ 1338{
1339 op->remove ();
1340
1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 { 1342 {
1255 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1256 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1257 } 1345 }
1274 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1275 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1276 * 1364 *
1277 * Return value: 1365 * Return value:
1278 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1279 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1280 * just 'op' otherwise 1368 * just 'op' otherwise
1281 */ 1369 */
1282object * 1370object *
1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1284{ 1372{
1285 assert (!op->flag [FLAG_FREED]);
1286
1287 op->remove (); 1373 op->remove ();
1374
1375 if (m == &freed_map)//D TODO: remove soon
1376 {//D
1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1378 }//D
1288 1379
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1382 * need extra work
1292 */ 1383 */
1384 maptile *newmap = m;
1293 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1294 { 1386 {
1295 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1296 return 0; 1388 return 0;
1297 } 1389 }
1298 1390
1299 if (object *more = op->more) 1391 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0; 1393 return 0;
1302 1394
1303 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1304 1396 op->env = 0;
1305 op->map = m; 1397 op->map = newmap;
1398
1306 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1307 1400
1308 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1309 */ 1402 */
1310 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1313 { 1406 {
1314 // TODO: we atcually want to update tmp, not op, 1407 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp 1408 // but some caller surely breaks when we return tmp
1316 // from here :/ 1409 // from here :/
1317 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1318 tmp->destroy (1); 1411 tmp->destroy ();
1319 } 1412 }
1320 1413
1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1323 1416
1324 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1325 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1326 1419
1327 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1328 { 1421 {
1329 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1330 { 1423 {
1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332 abort (); 1425 abort ();
1333 } 1426 }
1334 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1335 op->above = originator; 1435 op->above = originator;
1336 op->below = originator->below; 1436 op->below = originator->below;
1337
1338 if (op->below)
1339 op->below->above = op;
1340 else
1341 ms.bot = op;
1342
1343 /* since *below* originator, no need to update top */
1344 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1345 } 1440 }
1346 else 1441 else
1347 { 1442 {
1348 object *top, *floor = NULL; 1443 object *floor = 0;
1349 1444 object *top = ms.top;
1350 top = ms.bot;
1351 1445
1352 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1353 if (top) 1447 if (top)
1354 { 1448 {
1355 object *last = 0;
1356
1357 /* 1449 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1365 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1366 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1368 */ 1460 */
1369 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1462 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1372 floor = top; 1464 floor = tmp;
1373 1465
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1375 { 1467 {
1376 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1377 top = top->below; 1469 top = tmp->below;
1378 break; 1470 break;
1379 } 1471 }
1380 1472
1381 last = top; 1473 top = tmp;
1382 } 1474 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1475
1387 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1390 */ 1479 */
1397 */ 1486 */
1398 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1401 { 1490 {
1491 object *last;
1492
1402 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1404 break; 1495 break;
1405 1496
1406 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1407 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1408 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1414 } /* If objects on this space */ 1505 } /* If objects on this space */
1415 1506
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1508 top = floor;
1418 1509
1419 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1511 if (!top)
1424 { 1512 {
1513 op->below = 0;
1425 op->above = ms.bot; 1514 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1518 }
1433 else 1519 else
1434 { /* get inserted into the stack above top */ 1520 {
1435 op->above = top->above; 1521 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1522 top->above = op;
1439 1523
1440 op->below = top; 1524 op->below = top;
1441 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1526 }
1527 }
1443 1528
1444 if (!op->above) 1529 if (op->is_player ())
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447
1448 if (op->type == PLAYER)
1449 { 1530 {
1450 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1451 ++op->map->players; 1532 ++op->map->players;
1452 op->map->touch (); 1533 op->map->touch ();
1453 } 1534 }
1468 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1469 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1470 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1471 * of effect may be sufficient. 1552 * of effect may be sufficient.
1472 */ 1553 */
1473 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1474 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1475 1559
1476 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1477 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1478 1562
1479 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1486 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1487 * update_object(). 1571 * update_object().
1488 */ 1572 */
1489 1573
1490 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1492 { 1576 {
1493 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1494 return 0; 1578 return 0;
1495 1579
1496 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1497 * walk on's. 1581 * walk on's.
1498 */ 1582 */
1499 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1500 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1501 return 0; 1585 return 0;
1502 } 1586 }
1503 1587
1504 return op; 1588 return op;
1505} 1589}
1507/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1508 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1509 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1510 */ 1594 */
1511void 1595void
1512replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1513{ 1597{
1514 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1515 1599
1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1518 tmp->destroy (1); 1602 tmp->destroy ();
1519 1603
1520 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1521 1605
1522 tmp->x = op->x; 1606 tmp->x = op->x;
1523 tmp->y = op->y; 1607 tmp->y = op->y;
1524 1608
1525 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1530{ 1614{
1531 if (where->env) 1615 if (where->env)
1532 return where->env->insert (this); 1616 return where->env->insert (this);
1533 else 1617 else
1534 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1619}
1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1535} 1641}
1536 1642
1537/* 1643/*
1538 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1539 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1547 if (!nr) 1653 if (!nr)
1548 return true; 1654 return true;
1549 1655
1550 nr = min (nr, nrof); 1656 nr = min (nr, nrof);
1551 1657
1658 if (nrof > nr)
1659 {
1552 nrof -= nr; 1660 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0 1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557 1662
1558 if (object *pl = visible_to ()) 1663 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1664 esrv_update_item (UPD_NROF, pl, this);
1560 1665
1561 return true; 1666 return true;
1562 } 1667 }
1563 else 1668 else
1564 { 1669 {
1565 destroy (1); 1670 destroy ();
1566 return false; 1671 return false;
1567 } 1672 }
1568} 1673}
1569 1674
1570/* 1675/*
1647 if (object *pl = tmp->visible_to ()) 1752 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp); 1753 esrv_update_item (UPD_NROF, pl, tmp);
1649 1754
1650 adjust_weight (this, op->total_weight ()); 1755 adjust_weight (this, op->total_weight ());
1651 1756
1652 op->destroy (1); 1757 op->destroy ();
1653 op = tmp; 1758 op = tmp;
1654 goto inserted; 1759 goto inserted;
1655 } 1760 }
1656 1761
1657 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1675 1780
1676 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1677 1782
1678inserted: 1783inserted:
1679 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1681 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1682 1789 }
1790 else if (is_player ())
1683 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1792 contr->queue_stats_update ();
1685 update_stats ();
1686 1793
1687 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1688 1795
1689 return op; 1796 return op;
1690} 1797}
1708 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1709 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1710 * on top. 1817 * on top.
1711 */ 1818 */
1712int 1819int
1713check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1714{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1715 object *tmp; 1825 object *tmp;
1716 maptile *m = op->map; 1826 maptile *m = op->map;
1717 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1718 1828
1719 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1720 1830
1721 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1722 return 0;
1723 1832
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1727 1836
1728 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1729 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1730 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1731 * as walking. 1840 * as walking.
1742 return 0; 1851 return 0;
1743 1852
1744 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1746 */ 1855 */
1747 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 {
1750 /* Trim the search when we find the first other spell effect
1751 * this helps performance so that if a space has 50 spell objects,
1752 * we don't need to check all of them.
1753 */
1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 } 1857 {
1858 next = tmp->below;
1757 1859
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op) 1860 if (tmp == op)
1761 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1762 1862
1763 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1764 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1765 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1766 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1767 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1768 */ 1868 */
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1770 { 1870 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1873 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1875
1778 if (op->type == PLAYER) 1876 if (op->is_player ())
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1879 diff /= 4.0;
1782 1880
1783 op->speed_left -= diff; 1881 op->speed_left -= diff;
1784 } 1882 }
1785 } 1883 }
1786 1884
1787 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1790 { 1888 {
1889 if (tmp->type == EXIT && (flags & INS_NO_AUTO_EXIT)) //TODO: temporary, fix exits instead
1890 continue;
1891
1791 move_apply (tmp, op, originator); 1892 move_apply (tmp, op, originator);
1792 1893
1793 if (op->destroyed ()) 1894 if (op->destroyed ())
1794 return 1; 1895 return 1;
1795 1896
1907void 2008void
1908flag_inv (object *op, int flag) 2009flag_inv (object *op, int flag)
1909{ 2010{
1910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2011 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 { 2012 {
1912 SET_FLAG (tmp, flag); 2013 tmp->set_flag (flag);
1913 flag_inv (tmp, flag); 2014 flag_inv (tmp, flag);
1914 } 2015 }
1915} 2016}
1916 2017
1917/* 2018/*
1920void 2021void
1921unflag_inv (object *op, int flag) 2022unflag_inv (object *op, int flag)
1922{ 2023{
1923 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2024 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1924 { 2025 {
1925 CLEAR_FLAG (tmp, flag); 2026 tmp->clr_flag (flag);
1926 unflag_inv (tmp, flag); 2027 unflag_inv (tmp, flag);
1927 } 2028 }
1928} 2029}
1929 2030
1930/* 2031/*
1991 * head of the object should correspond for the entire object. 2092 * head of the object should correspond for the entire object.
1992 */ 2093 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2094 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue; 2095 continue;
1995 2096
1996 if (ob->blocked (m, pos.x, pos.y)) 2097 if (ob->blocked (pos.m, pos.x, pos.y))
1997 continue; 2098 continue;
1998 2099
1999 altern [index++] = i; 2100 altern [index++] = i;
2000 } 2101 }
2001 2102
2069 * there is capable of. 2170 * there is capable of.
2070 */ 2171 */
2071int 2172int
2072find_dir (maptile *m, int x, int y, object *exclude) 2173find_dir (maptile *m, int x, int y, object *exclude)
2073{ 2174{
2074 int i, max = SIZEOFFREE, mflags; 2175 int max = SIZEOFFREE, mflags;
2075
2076 sint16 nx, ny;
2077 object *tmp;
2078 maptile *mp;
2079
2080 MoveType blocked, move_type; 2176 MoveType move_type;
2081 2177
2082 if (exclude && exclude->head_ () != exclude) 2178 if (exclude && exclude->head_ () != exclude)
2083 { 2179 {
2084 exclude = exclude->head; 2180 exclude = exclude->head;
2085 move_type = exclude->move_type; 2181 move_type = exclude->move_type;
2088 { 2184 {
2089 /* If we don't have anything, presume it can use all movement types. */ 2185 /* If we don't have anything, presume it can use all movement types. */
2090 move_type = MOVE_ALL; 2186 move_type = MOVE_ALL;
2091 } 2187 }
2092 2188
2093 for (i = 1; i < max; i++) 2189 for (int i = 1; i < max; i++)
2094 { 2190 {
2095 mp = m; 2191 mapxy pos (m, x, y);
2096 nx = x + freearr_x[i]; 2192 pos.move (i);
2097 ny = y + freearr_y[i];
2098 2193
2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2194 if (!pos.normalise ())
2100
2101 if (mflags & P_OUT_OF_MAP)
2102 max = maxfree[i]; 2195 max = maxfree[i];
2103 else 2196 else
2104 { 2197 {
2105 mapspace &ms = mp->at (nx, ny); 2198 mapspace &ms = *pos;
2106 2199
2107 blocked = ms.move_block;
2108
2109 if ((move_type & blocked) == move_type) 2200 if ((move_type & ms.move_block) == move_type)
2110 max = maxfree[i]; 2201 max = maxfree [i];
2111 else if (mflags & P_IS_ALIVE) 2202 else if (ms.flags () & P_IS_ALIVE)
2112 { 2203 {
2113 for (tmp = ms.bot; tmp; tmp = tmp->above) 2204 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2205 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2206 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2116 break;
2117
2118 if (tmp)
2119 return freedir[i]; 2207 return freedir [i];
2120 } 2208 }
2121 } 2209 }
2122 } 2210 }
2123 2211
2124 return 0; 2212 return 0;
2133{ 2221{
2134 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2222 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2135} 2223}
2136 2224
2137/* 2225/*
2138 * find_dir_2(delta-x,delta-y) will return a direction in which 2226 * find_dir_2(delta-x,delta-y) will return a direction value
2139 * an object which has subtracted the x and y coordinates of another 2227 * for running into direct [dx, dy].
2140 * object, needs to travel toward it. 2228 * (the opposite of crossfire's find_dir_2!)
2141 */ 2229 */
2142int 2230int
2143find_dir_2 (int x, int y) 2231find_dir_2 (int x, int y)
2144{ 2232{
2233#if 1 // new algorithm
2234 // this works by putting x, y into 16 sectors, which
2235 // are not equal sized, but are a better approximation
2236 // then the old algorithm, and then using a mapping
2237 // table to map it into a direction value.
2238 // basically, it maps these comparisons to each bit
2239 // bit #3: x < 0
2240 // bit #2: y < 0
2241 // bit #1: x > y
2242 // bit #0: x > 2y
2243
2244 static const uint8 dir[16] = {
2245 4, 5, 4, 3,
2246 2, 1, 2, 3,
2247 6, 5, 6, 7,
2248 8, 1, 8, 7,
2249 };
2250 int sector = 0;
2251
2252 // this is a bit ugly, but more likely to result in branchless code
2253 sector |= x < 0 ? 8 : 0;
2254 x = x < 0 ? -x : x; // abs
2255
2256 sector |= y < 0 ? 4 : 0;
2257 y = y < 0 ? -y : y; // abs
2258
2259 if (x > y)
2260 {
2261 sector |= 2;
2262
2263 if (x > y * 2)
2264 sector |= 1;
2265 }
2266 else
2267 {
2268 if (y > x * 2)
2269 sector |= 1;
2270 else if (!y)
2271 return 0; // x == 0 here
2272 }
2273
2274 return dir [sector];
2275#else // old algorithm
2145 int q; 2276 int q;
2146 2277
2147 if (y) 2278 if (y)
2148 q = x * 100 / y; 2279 q = 128 * x / y;
2149 else if (x) 2280 else if (x)
2150 q = -300 * x; 2281 q = -512 * x; // to make it > 309
2151 else 2282 else
2152 return 0; 2283 return 0;
2153 2284
2154 if (y > 0) 2285 if (y > 0)
2155 { 2286 {
2156 if (q < -242) 2287 if (q < -309) return 7;
2288 if (q < -52) return 6;
2289 if (q < 52) return 5;
2290 if (q < 309) return 4;
2291
2157 return 3; 2292 return 3;
2158 if (q < -41) 2293 }
2159 return 2; 2294 else
2160 if (q < 41) 2295 {
2161 return 1; 2296 if (q < -309) return 3;
2162 if (q < 242) 2297 if (q < -52) return 2;
2163 return 8; 2298 if (q < 52) return 1;
2299 if (q < 309) return 8;
2300
2164 return 7; 2301 return 7;
2165 } 2302 }
2166 2303#endif
2167 if (q < -242)
2168 return 7;
2169 if (q < -41)
2170 return 6;
2171 if (q < 41)
2172 return 5;
2173 if (q < 242)
2174 return 4;
2175
2176 return 3;
2177} 2304}
2178 2305
2179/* 2306/*
2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2307 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2181 * between two directions (which are expected to be absolute (see absdir()) 2308 * between two directions (which are expected to be absolute (see absdir())
2182 */ 2309 */
2183int 2310int
2184dirdiff (int dir1, int dir2) 2311dirdiff (int dir1, int dir2)
2185{ 2312{
2186 int d;
2187
2188 d = abs (dir1 - dir2); 2313 int d = abs (dir1 - dir2);
2189 if (d > 4)
2190 d = 8 - d;
2191 2314
2192 return d; 2315 return d > 4 ? 8 - d : d;
2193} 2316}
2194 2317
2195/* peterm: 2318/* peterm:
2196 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2319 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2197 * Basically, this is a table of directions, and what directions 2320 * Basically, this is a table of directions, and what directions
2199 * This basically means that if direction is 15, then it could either go 2322 * This basically means that if direction is 15, then it could either go
2200 * direction 4, 14, or 16 to get back to where we are. 2323 * direction 4, 14, or 16 to get back to where we are.
2201 * Moved from spell_util.c to object.c with the other related direction 2324 * Moved from spell_util.c to object.c with the other related direction
2202 * functions. 2325 * functions.
2203 */ 2326 */
2204int reduction_dir[SIZEOFFREE][3] = { 2327static const int reduction_dir[SIZEOFFREE][3] = {
2205 {0, 0, 0}, /* 0 */ 2328 {0, 0, 0}, /* 0 */
2206 {0, 0, 0}, /* 1 */ 2329 {0, 0, 0}, /* 1 */
2207 {0, 0, 0}, /* 2 */ 2330 {0, 0, 0}, /* 2 */
2208 {0, 0, 0}, /* 3 */ 2331 {0, 0, 0}, /* 3 */
2209 {0, 0, 0}, /* 4 */ 2332 {0, 0, 0}, /* 4 */
2303 * Add a check so we can't pick up invisible objects (0.93.8) 2426 * Add a check so we can't pick up invisible objects (0.93.8)
2304 */ 2427 */
2305int 2428int
2306can_pick (const object *who, const object *item) 2429can_pick (const object *who, const object *item)
2307{ 2430{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2431 return /*who->flag [FLAG_WIZ]|| */
2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2432 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2433 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2311} 2434}
2312 2435
2313/* 2436/*
2314 * create clone from object to another 2437 * create clone from object to another
2315 */ 2438 */
2347 return tmp; 2470 return tmp;
2348 2471
2349 return 0; 2472 return 0;
2350} 2473}
2351 2474
2352const shstr & 2475shstr_tmp
2353object::kv_get (const shstr &key) const 2476object::kv_get (shstr_tmp key) const
2354{ 2477{
2355 for (key_value *kv = key_values; kv; kv = kv->next) 2478 for (key_value *kv = key_values; kv; kv = kv->next)
2356 if (kv->key == key) 2479 if (kv->key == key)
2357 return kv->value; 2480 return kv->value;
2358 2481
2359 return shstr_null; 2482 return shstr ();
2360} 2483}
2361 2484
2362void 2485void
2363object::kv_set (const shstr &key, const shstr &value) 2486object::kv_set (shstr_tmp key, shstr_tmp value)
2364{ 2487{
2365 for (key_value *kv = key_values; kv; kv = kv->next) 2488 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (kv->key == key) 2489 if (kv->key == key)
2367 { 2490 {
2368 kv->value = value; 2491 kv->value = value;
2377 2500
2378 key_values = kv; 2501 key_values = kv;
2379} 2502}
2380 2503
2381void 2504void
2382object::kv_del (const shstr &key) 2505object::kv_del (shstr_tmp key)
2383{ 2506{
2384 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2507 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385 if ((*kvp)->key == key) 2508 if ((*kvp)->key == key)
2386 { 2509 {
2387 key_value *kv = *kvp; 2510 key_value *kv = *kvp;
2446{ 2569{
2447 char flagdesc[512]; 2570 char flagdesc[512];
2448 char info2[256 * 4]; 2571 char info2[256 * 4];
2449 char *p = info; 2572 char *p = info;
2450 2573
2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2452 count, 2575 count,
2453 uuid.c_str (), 2576 uuid.c_str (),
2454 &name, 2577 &name,
2455 title ? "\",title:\"" : "", 2578 title ? ",title:\"" : "",
2456 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2580 title ? "\"" : "",
2457 flag_desc (flagdesc, 512), type); 2581 flag_desc (flagdesc, 512), type);
2458 2582
2459 if (!flag[FLAG_REMOVED] && env) 2583 if (!flag[FLAG_REMOVED] && env)
2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2461 2585
2477struct region * 2601struct region *
2478object::region () const 2602object::region () const
2479{ 2603{
2480 return map ? map->region (x, y) 2604 return map ? map->region (x, y)
2481 : region::default_region (); 2605 : region::default_region ();
2482}
2483
2484const materialtype_t *
2485object::dominant_material () const
2486{
2487 if (materialtype_t *mt = name_to_material (materialname))
2488 return mt;
2489
2490 return name_to_material (shstr_unknown);
2491} 2606}
2492 2607
2493void 2608void
2494object::open_container (object *new_container) 2609object::open_container (object *new_container)
2495{ 2610{
2517 container = 0; 2632 container = 0;
2518 2633
2519 // client needs item update to make it work, client bug requires this to be separate 2634 // client needs item update to make it work, client bug requires this to be separate
2520 esrv_update_item (UPD_FLAGS, this, old_container); 2635 esrv_update_item (UPD_FLAGS, this, old_container);
2521 2636
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2637 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2523 play_sound (sound_find ("chest_close")); 2638 play_sound (sound_find ("chest_close"));
2524 } 2639 }
2525 2640
2526 if (new_container) 2641 if (new_container)
2527 { 2642 {
2531 // TODO: this does not seem to serve any purpose anymore? 2646 // TODO: this does not seem to serve any purpose anymore?
2532#if 0 2647#if 0
2533 // insert the "Close Container" object. 2648 // insert the "Close Container" object.
2534 if (archetype *closer = new_container->other_arch) 2649 if (archetype *closer = new_container->other_arch)
2535 { 2650 {
2536 object *closer = arch_to_object (new_container->other_arch); 2651 object *closer = new_container->other_arch->instance ();
2537 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2538 new_container->insert (closer); 2653 new_container->insert (closer);
2539 } 2654 }
2540#endif 2655#endif
2541 2656
2542 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2543 2658
2544 // make sure the container is available, client bug requires this to be separate 2659 // make sure the container is available, client bug requires this to be separate
2545 esrv_send_item (this, new_container); 2660 esrv_send_item (this, new_container);
2546 2661
2547 new_container->flag [FLAG_APPLIED] = true; 2662 new_container->flag [FLAG_APPLIED] = true;
2555// else if (!old_container->env && contr && contr->ns) 2670// else if (!old_container->env && contr && contr->ns)
2556// contr->ns->floorbox_reset (); 2671// contr->ns->floorbox_reset ();
2557} 2672}
2558 2673
2559object * 2674object *
2560object::force_find (const shstr name) 2675object::force_find (shstr_tmp name)
2561{ 2676{
2562 /* cycle through his inventory to look for the MARK we want to 2677 /* cycle through his inventory to look for the MARK we want to
2563 * place 2678 * place
2564 */ 2679 */
2565 for (object *tmp = inv; tmp; tmp = tmp->below) 2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2567 return splay (tmp); 2682 return splay (tmp);
2568 2683
2569 return 0; 2684 return 0;
2570} 2685}
2571 2686
2687//-GPL
2688
2572void 2689void
2690object::force_set_timer (int duration)
2691{
2692 this->duration = 1;
2693 this->speed_left = -1.f;
2694
2695 this->set_speed (duration ? 1.f / duration : 0.f);
2696}
2697
2698object *
2573object::force_add (const shstr name, int duration) 2699object::force_add (shstr_tmp name, int duration)
2574{ 2700{
2575 if (object *force = force_find (name)) 2701 if (object *force = force_find (name))
2576 force->destroy (); 2702 force->destroy ();
2577 2703
2578 object *force = get_archetype (FORCE_NAME); 2704 object *force = get_archetype (FORCE_NAME);
2579 2705
2580 force->slaying = name; 2706 force->slaying = name;
2581 force->stats.food = 1; 2707 force->force_set_timer (duration);
2582 force->speed_left = -1.f;
2583
2584 force->set_speed (duration ? 1.f / duration : 0.f);
2585 force->flag [FLAG_IS_USED_UP] = true;
2586 force->flag [FLAG_APPLIED] = true; 2708 force->flag [FLAG_APPLIED] = true;
2587 2709
2588 insert (force); 2710 return insert (force);
2589} 2711}
2590 2712
2591void 2713void
2592object::play_sound (faceidx sound) 2714object::play_sound (faceidx sound) const
2593{ 2715{
2594 if (!sound) 2716 if (!sound)
2595 return; 2717 return;
2596 2718
2597 if (flag [FLAG_REMOVED]) 2719 if (is_on_map ())
2720 map->play_sound (sound, x, y);
2721 else if (object *pl = in_player ())
2722 pl->contr->play_sound (sound);
2723}
2724
2725void
2726object::say_msg (const char *msg) const
2727{
2728 if (is_on_map ())
2729 map->say_msg (msg, x, y);
2730 else if (object *pl = in_player ())
2731 pl->contr->play_sound (sound);
2732}
2733
2734void
2735object::make_noise ()
2736{
2737 // we do not model noise in the map, so instead put
2738 // a temporary light into the noise source
2739 // could use the map instead, but that's less reliable for our
2740 // goal, which is to make invisibility a bit harder to exploit
2741
2742 // currently only works sensibly for players
2743 if (!is_player ())
2598 return; 2744 return;
2599 2745
2600 if (env) 2746 // find old force, or create new one
2601 { 2747 object *force = force_find (shstr_noise_force);
2602 if (object *pl = in_player ()) 2748
2603 pl->contr->play_sound (sound); 2749 if (force)
2604 } 2750 force->speed_left = -1.f; // patch old speed up
2605 else 2751 else
2606 map->play_sound (sound, x, y); 2752 {
2607} 2753 force = archetype::get (shstr_noise_force);
2608 2754
2755 force->slaying = shstr_noise_force;
2756 force->stats.food = 1;
2757 force->speed_left = -1.f;
2758
2759 force->set_speed (1.f / 4.f);
2760 force->flag [FLAG_IS_USED_UP] = true;
2761 force->flag [FLAG_APPLIED] = true;
2762
2763 insert (force);
2764 }
2765}
2766
2767void object::change_move_type (MoveType mt)
2768{
2769 if (move_type == mt)
2770 return;
2771
2772 if (is_on_map ())
2773 {
2774 // we are on the map, so handle move_on/off effects
2775 remove ();
2776 move_type = mt;
2777 map->insert (this, x, y, this);
2778 }
2779 else
2780 move_type = mt;
2781}
2782
2783/* object should be a player.
2784 * we return the object the player has marked with the 'mark' command
2785 * below. If no match is found (or object has changed), we return
2786 * NULL. We leave it up to the calling function to print messages if
2787 * nothing is found.
2788 */
2789object *
2790object::mark () const
2791{
2792 if (contr && contr->mark && contr->mark->env == this)
2793 return contr->mark;
2794 else
2795 return 0;
2796}
2797

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