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Comparing deliantra/server/common/object.C (file contents):
Revision 1.233 by root, Tue May 6 18:47:32 2008 UTC vs.
Revision 1.331 by root, Sun Apr 18 14:04:50 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;
406 op->update_weight (); 479 op->update_weight ();
407 480
408 sum += op->total_weight (); 481 sum += op->total_weight ();
409 } 482 }
410 483
411 sum = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
412 485
413 if (sum != carrying) 486 if (sum != carrying)
414 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
415 carrying = sum; 492 carrying = sum;
416 493
417 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
432 object_freezer freezer; 509 object_freezer freezer;
433 op->write (freezer); 510 op->write (freezer);
434 return freezer.as_string (); 511 return freezer.as_string ();
435} 512}
436 513
437/* 514char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
439 * multi-object 1 which is closest to the second object.
440 * If it's not a multi-object, it is returned.
441 */
442object *
443get_nearest_part (object *op, const object *pl)
444{ 516{
445 object *tmp, *closest; 517 return dump_object (this);
446 int last_dist, i;
447
448 if (!op->more)
449 return op;
450
451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
454 if ((i = distance (tmp, pl)) < last_dist)
455 closest = tmp, last_dist = i;
456
457 return closest;
458} 518}
459 519
460/* 520/*
461 * 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.
462 * VERRRY slow. 522 * VERRRY slow.
470 530
471 return 0; 531 return 0;
472} 532}
473 533
474/* 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/*
475 * 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.
476 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
477 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
478 */ 553 */
479object * 554object *
480find_object_name (const char *str) 555find_object_name (const char *str)
481{ 556{
482 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
483 object *op;
484 558
559 if (str_)
485 for_all_objects (op) 560 for_all_objects (op)
486 if (op->name == str_) 561 if (op->name == str_)
487 break; 562 return op;
488 563
489 return op; 564 return 0;
490} 565}
491 566
492/* 567/*
493 * 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
494 * skill and experience objects. 569 * skill and experience objects.
507 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 ());
508 return; 583 return;
509 } 584 }
510 585
511 this->owner = owner; 586 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578} 587}
579 588
580/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links. 590 * refcounts and freeing the links.
582 */ 591 */
635 tail = new_link; 644 tail = new_link;
636 } 645 }
637 } 646 }
638 } 647 }
639 648
640 if (speed < 0) 649 dst->activate ();
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644} 650}
645 651
646void 652void
647object::instantiate () 653object::instantiate ()
648{ 654{
649 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 656 uuid = UUID::gen ();
651 657
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
652 speed_left = -0.1f; 662 speed_left = -1.;
663
653 /* 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
654 * 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.
655 * 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
656 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
665object * 676object *
666object::clone () 677object::clone ()
667{ 678{
668 object *neu = create (); 679 object *neu = create ();
669 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
670 neu->map = map; // not copied by copy_to 686 neu->map = map; // not copied by copy_to
671 return neu; 687 return neu;
672} 688}
673 689
674/* 690/*
677 * 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.
678 */ 694 */
679void 695void
680update_turn_face (object *op) 696update_turn_face (object *op)
681{ 697{
682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
683 return; 699 return;
684 700
685 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
686 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
687} 703}
692 * 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.
693 */ 709 */
694void 710void
695object::set_speed (float speed) 711object::set_speed (float speed)
696{ 712{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 713 this->speed = speed;
704 714
705 if (has_active_speed ()) 715 if (has_active_speed ())
706 activate (); 716 activate ();
707 else 717 else
757 767
758 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 769 /* nop */;
760 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
761 { 771 {
772#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
772 /* 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
773 * to have move_allow right now. 784 * have move_allow right now.
774 */ 785 */
775 || ((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
776 || 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)
777 m.flags_ = 0; 790 m.invalidate ();
791#endif
778 } 792 }
779 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 795 * that is being removed.
782 */ 796 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 798 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
787 else 801 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 803
791 update_object (op->more, action); 805 update_object (op->more, action);
792} 806}
793 807
794object::object () 808object::object ()
795{ 809{
796 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
797 811
798 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
799 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
800} 815}
801 816
802object::~object () 817object::~object ()
803{ 818{
804 unlink (); 819 unlink ();
805 820
806 free_key_values (this); 821 free_key_values (this);
807} 822}
808
809static int object_count;
810 823
811void object::link () 824void object::link ()
812{ 825{
813 assert (!index);//D 826 assert (!index);//D
814 uuid = UUID::gen (); 827 uuid = UUID::gen ();
815 count = ++object_count;
816 828
817 refcnt_inc (); 829 refcnt_inc ();
818 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
819} 834}
820 835
821void object::unlink () 836void object::unlink ()
822{ 837{
823 if (!index) 838 if (!index)
824 return; 839 return;
840
841 ++destroy_count;
825 842
826 objects.erase (this); 843 objects.erase (this);
827 refcnt_dec (); 844 refcnt_dec ();
828} 845}
829 846
833 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
834 if (active) 851 if (active)
835 return; 852 return;
836 853
837 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
838 actives.insert (this); 859 actives.insert (this);
860 }
839} 861}
840 862
841void 863void
842object::activate_recursive () 864object::activate_recursive ()
843{ 865{
904 * drop on that space. 926 * drop on that space.
905 */ 927 */
906 if (!drop_to_ground 928 if (!drop_to_ground
907 || !map 929 || !map
908 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 931 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
911 { 933 {
912 while (inv) 934 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 935 inv->destroy ();
916 }
917 } 936 }
918 else 937 else
919 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
920 while (inv) 939 while (inv)
921 { 940 {
925 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 945 || op->type == RUNE
927 || op->type == TRAP 946 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 947 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 948 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 949 op->destroy ();
931 else 950 else
932 map->insert (op, x, y); 951 map->insert (op, x, y);
933 } 952 }
934 } 953 }
935} 954}
936 955
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 *
937object *object::create () 993object::create ()
938{ 994{
939 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
940 op->link (); 1017 op->link ();
1018
941 return op; 1019 return op;
942} 1020}
943 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
944static struct freed_map : maptile 1037static struct freed_map : maptile
945{ 1038{
946 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
947 { 1041 {
948 path = "<freed objects map>"; 1042 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 nodrop = 1; 1044 no_drop = 1;
1045 no_reset = 1;
953 1046
954 alloc ();
955 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
956 } 1048 }
957 1049
958 ~freed_map () 1050 ~freed_map ()
959 { 1051 {
963 1055
964void 1056void
965object::do_destroy () 1057object::do_destroy ()
966{ 1058{
967 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1060 remove_link ();
969 1061
970 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1063 remove_friendly_object (this);
972 1064
973 remove (); 1065 remove ();
998 attacked_by = 0; 1090 attacked_by = 0;
999 current_weapon = 0; 1091 current_weapon = 0;
1000} 1092}
1001 1093
1002void 1094void
1003object::destroy (bool destroy_inventory) 1095object::destroy ()
1004{ 1096{
1005 if (destroyed ()) 1097 if (destroyed ())
1006 return; 1098 return;
1007 1099
1008 if (!is_head () && !head->destroyed ()) 1100 if (!is_head () && !head->destroyed ())
1009 { 1101 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1103 head->destroy ();
1012 return; 1104 return;
1013 } 1105 }
1014 1106
1015 destroy_inv (!destroy_inventory); 1107 destroy_inv_fast ();
1016 1108
1017 if (is_head ()) 1109 if (is_head ())
1018 if (sound_destroy) 1110 if (sound_destroy)
1019 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1123 * the previous environment.
1032 */ 1124 */
1033void 1125void
1034object::do_remove () 1126object::do_remove ()
1035{ 1127{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1040 return; 1129 return;
1041 1130
1042 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1043 1132
1057 esrv_del_item (pl->contr, count); 1146 esrv_del_item (pl->contr, count);
1058 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
1059 1148
1060 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1061 1150
1062 *(above ? &above->below : &env->inv) = below; 1151 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1152
1067 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1068 * 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
1069 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1070 */ 1156 */
1071 map = env->map; 1157 map = env->map;
1072 x = env->x; 1158 x = env->x;
1073 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
1074 above = 0; 1165 above = 0;
1075 below = 0; 1166 below = 0;
1076 env = 0; 1167 env = 0;
1077 1168
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1170 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1083 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 }
1084 } 1190 }
1085 else if (map) 1191 else if (map)
1086 { 1192 {
1087 map->dirty = true; 1193 map->dirty = true;
1088 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1089 1195
1090 if (object *pl = ms.player ()) 1196 if (object *pl = ms.player ())
1091 { 1197 {
1092 if (type == PLAYER) // this == pl(!) 1198 if (is_player ())
1093 { 1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1094 // leaving a spot always closes any open container on the ground 1203 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1204 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1205 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1206 // that the CLOSE event is being sent.
1098 close_container (); 1207 close_container ();
1099 1208
1100 --map->players; 1209 --map->players;
1101 map->touch (); 1210 map->touch ();
1102 } 1211 }
1103 else if (pl->container == this) 1212 else if (pl->container_ () == this)
1104 { 1213 {
1105 // removing a container should close it 1214 // removing a container should close it
1106 close_container (); 1215 close_container ();
1107 } 1216 }
1108 1217 else
1109 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1110 } 1219 }
1111 1220
1112 /* link the object above us */ 1221 /* link the object above us */
1113 if (above) 1222 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1115 else 1224 *(below ? &below->above : &ms.bot) = above;
1116 ms.top = below; /* we were top, set new top */
1117
1118 /* Relink the object below us, if there is one */
1119 if (below)
1120 below->above = above;
1121 else
1122 {
1123 /* Nothing below, which means we need to relink map object for this space
1124 * use translated coordinates in case some oddness with map tiling is
1125 * evident
1126 */
1127 if (GET_MAP_OB (map, x, y) != this)
1128 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1129
1130 ms.bot = above; /* goes on above it. */
1131 }
1132 1225
1133 above = 0; 1226 above = 0;
1134 below = 0; 1227 below = 0;
1135 1228
1229 ms.invalidate ();
1230
1136 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1137 return; 1232 return;
1138 1233
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1140 1235
1141 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1142 { 1237 {
1143 if (pl->container == this) 1238 if (pl->container_ () == this)
1144 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1146 * appropriately. 1241 * appropriately.
1147 */ 1242 */
1148 pl->close_container (); 1243 pl->close_container ();
1152 //TODO: update floorbox to preserve ordering 1247 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns) 1248 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1155 } 1250 }
1156 1251
1252 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1254 {
1255 above = tmp->above;
1256
1159 /* 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
1160 * being removed. 1258 * being removed.
1161 */ 1259 */
1162 1260
1163 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 } 1265 }
1173 1266
1174 last = tmp; 1267 if (affects_los ())
1175 }
1176
1177 /* last == NULL if there are no objects on this space */
1178 //TODO: this makes little sense, why only update the topmost object?
1179 if (!last)
1180 map->at (x, y).flags_ = 0;
1181 else
1182 update_object (last, UP_OBJ_REMOVE);
1183
1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1185 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1186 } 1269 }
1187} 1270}
1188 1271
1189/* 1272/*
1213 esrv_update_item (UPD_NROF, pl, top); 1296 esrv_update_item (UPD_NROF, pl, top);
1214 1297
1215 op->weight = 0; // cancel the addition above 1298 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1299 op->carrying = 0; // must be 0 already
1217 1300
1218 op->destroy (1); 1301 op->destroy ();
1219 1302
1220 return top; 1303 return top;
1221 } 1304 }
1222 1305
1223 return 0; 1306 return 0;
1231 1314
1232 object *prev = this; 1315 object *prev = this;
1233 1316
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 { 1318 {
1236 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1237 1320
1238 op->name = name; 1321 op->name = name;
1239 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1240 op->title = title; 1323 op->title = title;
1241 1324
1251 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1252 */ 1335 */
1253object * 1336object *
1254insert_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)
1255{ 1338{
1339 op->remove ();
1340
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1342 {
1258 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1260 } 1345 }
1277 * 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
1278 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1279 * 1364 *
1280 * Return value: 1365 * Return value:
1281 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1282 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1283 * just 'op' otherwise 1368 * just 'op' otherwise
1284 */ 1369 */
1285object * 1370object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1372{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 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
1291 1379
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1382 * need extra work
1295 */ 1383 */
1384 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1386 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1388 return 0;
1300 } 1389 }
1301 1390
1302 if (object *more = op->more) 1391 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1393 return 0;
1305 1394
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1307 1396 op->env = 0;
1308 op->map = m; 1397 op->map = newmap;
1398
1309 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1310 1400
1311 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1312 */ 1402 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1316 { 1406 {
1317 // TODO: we atcually want to update tmp, not op, 1407 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1408 // but some caller surely breaks when we return tmp
1319 // from here :/ 1409 // from here :/
1320 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1411 tmp->destroy ();
1322 } 1412 }
1323 1413
1324 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 */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1326 1416
1327 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1328 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1329 1419
1330 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1331 { 1421 {
1332 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)
1333 { 1423 {
1334 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");
1335 abort (); 1425 abort ();
1336 } 1426 }
1337 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
1338 op->above = originator; 1435 op->above = originator;
1339 op->below = originator->below; 1436 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1440 }
1349 else 1441 else
1350 { 1442 {
1351 object *top, *floor = NULL; 1443 object *floor = 0;
1352 1444 object *top = ms.top;
1353 top = ms.bot;
1354 1445
1355 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1356 if (top) 1447 if (top)
1357 { 1448 {
1358 object *last = 0;
1359
1360 /* 1449 /*
1361 * 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.
1362 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1363 * 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
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * 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
1368 * 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
1369 * 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
1370 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1371 */ 1460 */
1372 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1462 {
1374 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])
1375 floor = top; 1464 floor = tmp;
1376 1465
1377 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])
1378 { 1467 {
1379 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1380 top = top->below; 1469 top = tmp->below;
1381 break; 1470 break;
1382 } 1471 }
1383 1472
1384 last = top; 1473 top = tmp;
1385 } 1474 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1475
1390 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1393 */ 1479 */
1400 */ 1486 */
1401 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1404 { 1490 {
1491 object *last;
1492
1405 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1407 break; 1495 break;
1408 1496
1409 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1410 * 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
1411 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1417 } /* If objects on this space */ 1505 } /* If objects on this space */
1418 1506
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1508 top = floor;
1421 1509
1422 /* 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
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1511 if (!top)
1427 { 1512 {
1513 op->below = 0;
1428 op->above = ms.bot; 1514 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1518 }
1436 else 1519 else
1437 { /* get inserted into the stack above top */ 1520 {
1438 op->above = top->above; 1521 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1522 top->above = op;
1442 1523
1443 op->below = top; 1524 op->below = top;
1444 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1526 }
1527 }
1446 1528
1447 if (!op->above) 1529 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1530 {
1453 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1454 ++op->map->players; 1532 ++op->map->players;
1455 op->map->touch (); 1533 op->map->touch ();
1456 } 1534 }
1471 * 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 -
1472 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1473 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1474 * of effect may be sufficient. 1552 * of effect may be sufficient.
1475 */ 1553 */
1476 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1477 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1478 1559
1479 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1480 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1481 1562
1482 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1489 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1490 * update_object(). 1571 * update_object().
1491 */ 1572 */
1492 1573
1493 /* 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 */
1494 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1495 { 1576 {
1496 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1497 return 0; 1578 return 0;
1498 1579
1499 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1510/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1511 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1512 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1513 */ 1594 */
1514void 1595void
1515replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1516{ 1597{
1517 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1518 1599
1519 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1520 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1521 tmp->destroy (1); 1602 tmp->destroy ();
1522 1603
1523 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1524 1605
1525 tmp->x = op->x; 1606 tmp->x = op->x;
1526 tmp->y = op->y; 1607 tmp->y = op->y;
1527 1608
1528 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1533{ 1614{
1534 if (where->env) 1615 if (where->env)
1535 return where->env->insert (this); 1616 return where->env->insert (this);
1536 else 1617 else
1537 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;
1538} 1641}
1539 1642
1540/* 1643/*
1541 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1542 * 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
1550 if (!nr) 1653 if (!nr)
1551 return true; 1654 return true;
1552 1655
1553 nr = min (nr, nrof); 1656 nr = min (nr, nrof);
1554 1657
1658 if (nrof > nr)
1659 {
1555 nrof -= nr; 1660 nrof -= nr;
1556
1557 if (nrof)
1558 {
1559 adjust_weight (env, -weight * nr); // carrying == 0 1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1560 1662
1561 if (object *pl = visible_to ()) 1663 if (object *pl = visible_to ())
1562 esrv_update_item (UPD_NROF, pl, this); 1664 esrv_update_item (UPD_NROF, pl, this);
1563 1665
1564 return true; 1666 return true;
1565 } 1667 }
1566 else 1668 else
1567 { 1669 {
1568 destroy (1); 1670 destroy ();
1569 return false; 1671 return false;
1570 } 1672 }
1571} 1673}
1572 1674
1573/* 1675/*
1650 if (object *pl = tmp->visible_to ()) 1752 if (object *pl = tmp->visible_to ())
1651 esrv_update_item (UPD_NROF, pl, tmp); 1753 esrv_update_item (UPD_NROF, pl, tmp);
1652 1754
1653 adjust_weight (this, op->total_weight ()); 1755 adjust_weight (this, op->total_weight ());
1654 1756
1655 op->destroy (1); 1757 op->destroy ();
1656 op = tmp; 1758 op = tmp;
1657 goto inserted; 1759 goto inserted;
1658 } 1760 }
1659 1761
1660 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1678 1780
1679 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1680 1782
1681inserted: 1783inserted:
1682 /* 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 */
1683 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1684 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1685 1789 }
1790 else if (is_player ())
1686 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1687 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1792 contr->queue_stats_update ();
1688 update_stats ();
1689 1793
1690 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1691 1795
1692 return op; 1796 return op;
1693} 1797}
1713 * on top. 1817 * on top.
1714 */ 1818 */
1715int 1819int
1716check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1717{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1718 object *tmp; 1825 object *tmp;
1719 maptile *m = op->map; 1826 maptile *m = op->map;
1720 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1721 1828
1722 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1723 1830
1724 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1725 return 0;
1726 1832
1727 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1728 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1729 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1730 1836
1731 /* 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,
1732 * 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
1733 * 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
1734 * as walking. 1840 * as walking.
1745 return 0; 1851 return 0;
1746 1852
1747 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1748 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1749 */ 1855 */
1750 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1751 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1752 {
1753 /* Trim the search when we find the first other spell effect
1754 * this helps performance so that if a space has 50 spell objects,
1755 * we don't need to check all of them.
1756 */
1757 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1758 break;
1759 } 1857 {
1858 next = tmp->below;
1760 1859
1761 for (; tmp; tmp = tmp->below)
1762 {
1763 if (tmp == op) 1860 if (tmp == op)
1764 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1765 1862
1766 /* 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.
1767 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1768 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1769 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1770 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1771 */ 1868 */
1772 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1773 { 1870 {
1774 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1776 { 1873 {
1777
1778 float
1779 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1780 1875
1781 if (op->type == PLAYER) 1876 if (op->is_player ())
1782 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)) ||
1783 (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)))
1784 diff /= 4.0; 1879 diff /= 4.0;
1785 1880
1786 op->speed_left -= diff; 1881 op->speed_left -= diff;
1787 } 1882 }
1788 } 1883 }
1910void 2005void
1911flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1912{ 2007{
1913 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 2009 {
1915 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1916 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1917 } 2012 }
1918} 2013}
1919 2014
1920/* 2015/*
1923void 2018void
1924unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1925{ 2020{
1926 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 2022 {
1928 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1929 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1930 } 2025 }
1931} 2026}
1932 2027
1933/* 2028/*
1994 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
1995 */ 2090 */
1996 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1997 continue; 2092 continue;
1998 2093
1999 if (ob->blocked (m, pos.x, pos.y)) 2094 if (ob->blocked (pos.m, pos.x, pos.y))
2000 continue; 2095 continue;
2001 2096
2002 altern [index++] = i; 2097 altern [index++] = i;
2003 } 2098 }
2004 2099
2072 * there is capable of. 2167 * there is capable of.
2073 */ 2168 */
2074int 2169int
2075find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2171{
2077 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2173 MoveType move_type;
2084 2174
2085 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2086 { 2176 {
2087 exclude = exclude->head; 2177 exclude = exclude->head;
2088 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2091 { 2181 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2094 } 2184 }
2095 2185
2096 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2097 { 2187 {
2098 mp = m; 2188 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2189 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2190
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2192 max = maxfree[i];
2106 else 2193 else
2107 { 2194 {
2108 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2109 2196
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2198 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2115 { 2200 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2204 return freedir [i];
2123 } 2205 }
2124 } 2206 }
2125 } 2207 }
2126 2208
2127 return 0; 2209 return 0;
2136{ 2218{
2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138} 2220}
2139 2221
2140/* 2222/*
2141 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2142 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2143 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2144 */ 2226 */
2145int 2227int
2146find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2147{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2148 int q; 2273 int q;
2149 2274
2150 if (y) 2275 if (y)
2151 q = x * 100 / y; 2276 q = 128 * x / y;
2152 else if (x) 2277 else if (x)
2153 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2154 else 2279 else
2155 return 0; 2280 return 0;
2156 2281
2157 if (y > 0) 2282 if (y > 0)
2158 { 2283 {
2159 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2160 return 3; 2289 return 3;
2161 if (q < -41) 2290 }
2162 return 2; 2291 else
2163 if (q < 41) 2292 {
2164 return 1; 2293 if (q < -309) return 3;
2165 if (q < 242) 2294 if (q < -52) return 2;
2166 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2167 return 7; 2298 return 7;
2168 } 2299 }
2169 2300#endif
2170 if (q < -242)
2171 return 7;
2172 if (q < -41)
2173 return 6;
2174 if (q < 41)
2175 return 5;
2176 if (q < 242)
2177 return 4;
2178
2179 return 3;
2180} 2301}
2181 2302
2182/* 2303/*
2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2184 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2185 */ 2306 */
2186int 2307int
2187dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2188{ 2309{
2189 int d;
2190
2191 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2192 if (d > 4)
2193 d = 8 - d;
2194 2311
2195 return d; 2312 return d > 4 ? 8 - d : d;
2196} 2313}
2197 2314
2198/* peterm: 2315/* peterm:
2199 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2200 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2202 * This basically means that if direction is 15, then it could either go 2319 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2320 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2321 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2322 * functions.
2206 */ 2323 */
2207int reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2208 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2209 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2210 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2211 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2212 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2306 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2307 */ 2424 */
2308int 2425int
2309can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2310{ 2427{
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2314} 2431}
2315 2432
2316/* 2433/*
2317 * create clone from object to another 2434 * create clone from object to another
2318 */ 2435 */
2350 return tmp; 2467 return tmp;
2351 2468
2352 return 0; 2469 return 0;
2353} 2470}
2354 2471
2355const shstr & 2472shstr_tmp
2356object::kv_get (const shstr &key) const 2473object::kv_get (shstr_tmp key) const
2357{ 2474{
2358 for (key_value *kv = key_values; kv; kv = kv->next) 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2359 if (kv->key == key) 2476 if (kv->key == key)
2360 return kv->value; 2477 return kv->value;
2361 2478
2362 return shstr_null; 2479 return shstr ();
2363} 2480}
2364 2481
2365void 2482void
2366object::kv_set (const shstr &key, const shstr &value) 2483object::kv_set (shstr_tmp key, shstr_tmp value)
2367{ 2484{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2485 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2486 if (kv->key == key)
2370 { 2487 {
2371 kv->value = value; 2488 kv->value = value;
2380 2497
2381 key_values = kv; 2498 key_values = kv;
2382} 2499}
2383 2500
2384void 2501void
2385object::kv_del (const shstr &key) 2502object::kv_del (shstr_tmp key)
2386{ 2503{
2387 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2388 if ((*kvp)->key == key) 2505 if ((*kvp)->key == key)
2389 { 2506 {
2390 key_value *kv = *kvp; 2507 key_value *kv = *kvp;
2449{ 2566{
2450 char flagdesc[512]; 2567 char flagdesc[512];
2451 char info2[256 * 4]; 2568 char info2[256 * 4];
2452 char *p = info; 2569 char *p = info;
2453 2570
2454 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2455 count, 2572 count,
2456 uuid.c_str (), 2573 uuid.c_str (),
2457 &name, 2574 &name,
2458 title ? "\",title:\"" : "", 2575 title ? ",title:\"" : "",
2459 title ? (const char *)title : "", 2576 title ? (const char *)title : "",
2577 title ? "\"" : "",
2460 flag_desc (flagdesc, 512), type); 2578 flag_desc (flagdesc, 512), type);
2461 2579
2462 if (!flag[FLAG_REMOVED] && env) 2580 if (!flag[FLAG_REMOVED] && env)
2463 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2464 2582
2480struct region * 2598struct region *
2481object::region () const 2599object::region () const
2482{ 2600{
2483 return map ? map->region (x, y) 2601 return map ? map->region (x, y)
2484 : region::default_region (); 2602 : region::default_region ();
2485}
2486
2487const materialtype_t *
2488object::dominant_material () const
2489{
2490 if (materialtype_t *mt = name_to_material (materialname))
2491 return mt;
2492
2493 return name_to_material (shstr_unknown);
2494} 2603}
2495 2604
2496void 2605void
2497object::open_container (object *new_container) 2606object::open_container (object *new_container)
2498{ 2607{
2520 container = 0; 2629 container = 0;
2521 2630
2522 // client needs item update to make it work, client bug requires this to be separate 2631 // client needs item update to make it work, client bug requires this to be separate
2523 esrv_update_item (UPD_FLAGS, this, old_container); 2632 esrv_update_item (UPD_FLAGS, this, old_container);
2524 2633
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2634 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2526 play_sound (sound_find ("chest_close")); 2635 play_sound (sound_find ("chest_close"));
2527 } 2636 }
2528 2637
2529 if (new_container) 2638 if (new_container)
2530 { 2639 {
2534 // TODO: this does not seem to serve any purpose anymore? 2643 // TODO: this does not seem to serve any purpose anymore?
2535#if 0 2644#if 0
2536 // insert the "Close Container" object. 2645 // insert the "Close Container" object.
2537 if (archetype *closer = new_container->other_arch) 2646 if (archetype *closer = new_container->other_arch)
2538 { 2647 {
2539 object *closer = arch_to_object (new_container->other_arch); 2648 object *closer = new_container->other_arch->instance ();
2540 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2541 new_container->insert (closer); 2650 new_container->insert (closer);
2542 } 2651 }
2543#endif 2652#endif
2544 2653
2545 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2546 2655
2547 // make sure the container is available, client bug requires this to be separate 2656 // make sure the container is available, client bug requires this to be separate
2548 esrv_send_item (this, new_container); 2657 esrv_send_item (this, new_container);
2549 2658
2550 new_container->flag [FLAG_APPLIED] = true; 2659 new_container->flag [FLAG_APPLIED] = true;
2558// else if (!old_container->env && contr && contr->ns) 2667// else if (!old_container->env && contr && contr->ns)
2559// contr->ns->floorbox_reset (); 2668// contr->ns->floorbox_reset ();
2560} 2669}
2561 2670
2562object * 2671object *
2563object::force_find (const shstr name) 2672object::force_find (shstr_tmp name)
2564{ 2673{
2565 /* cycle through his inventory to look for the MARK we want to 2674 /* cycle through his inventory to look for the MARK we want to
2566 * place 2675 * place
2567 */ 2676 */
2568 for (object *tmp = inv; tmp; tmp = tmp->below) 2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2570 return splay (tmp); 2679 return splay (tmp);
2571 2680
2572 return 0; 2681 return 0;
2573} 2682}
2574 2683
2684//-GPL
2685
2575void 2686void
2687object::force_set_timer (int duration)
2688{
2689 this->duration = 1;
2690 this->speed_left = -1.f;
2691
2692 this->set_speed (duration ? 1.f / duration : 0.f);
2693}
2694
2695object *
2576object::force_add (const shstr name, int duration) 2696object::force_add (shstr_tmp name, int duration)
2577{ 2697{
2578 if (object *force = force_find (name)) 2698 if (object *force = force_find (name))
2579 force->destroy (); 2699 force->destroy ();
2580 2700
2581 object *force = get_archetype (FORCE_NAME); 2701 object *force = get_archetype (FORCE_NAME);
2582 2702
2583 force->slaying = name; 2703 force->slaying = name;
2584 force->stats.food = 1; 2704 force->force_set_timer (duration);
2585 force->speed_left = -1.f;
2586
2587 force->set_speed (duration ? 1.f / duration : 0.f);
2588 force->flag [FLAG_IS_USED_UP] = true;
2589 force->flag [FLAG_APPLIED] = true; 2705 force->flag [FLAG_APPLIED] = true;
2590 2706
2591 insert (force); 2707 return insert (force);
2592} 2708}
2593 2709
2594void 2710void
2595object::play_sound (faceidx sound) 2711object::play_sound (faceidx sound) const
2596{ 2712{
2597 if (!sound) 2713 if (!sound)
2598 return; 2714 return;
2599 2715
2600 if (flag [FLAG_REMOVED]) 2716 if (is_on_map ())
2717 map->play_sound (sound, x, y);
2718 else if (object *pl = in_player ())
2719 pl->contr->play_sound (sound);
2720}
2721
2722void
2723object::say_msg (const char *msg) const
2724{
2725 if (is_on_map ())
2726 map->say_msg (msg, x, y);
2727 else if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729}
2730
2731void
2732object::make_noise ()
2733{
2734 // we do not model noise in the map, so instead put
2735 // a temporary light into the noise source
2736 // could use the map instead, but that's less reliable for our
2737 // goal, which is to make invisibility a bit harder to exploit
2738
2739 // currently only works sensibly for players
2740 if (!is_player ())
2601 return; 2741 return;
2602 2742
2603 if (env) 2743 // find old force, or create new one
2604 { 2744 object *force = force_find (shstr_noise_force);
2605 if (object *pl = in_player ()) 2745
2606 pl->contr->play_sound (sound); 2746 if (force)
2607 } 2747 force->speed_left = -1.f; // patch old speed up
2608 else 2748 else
2609 map->play_sound (sound, x, y); 2749 {
2610} 2750 force = archetype::get (shstr_noise_force);
2611 2751
2752 force->slaying = shstr_noise_force;
2753 force->stats.food = 1;
2754 force->speed_left = -1.f;
2755
2756 force->set_speed (1.f / 4.f);
2757 force->flag [FLAG_IS_USED_UP] = true;
2758 force->flag [FLAG_APPLIED] = true;
2759
2760 insert (force);
2761 }
2762}
2763
2764void object::change_move_type (MoveType mt)
2765{
2766 if (move_type == mt)
2767 return;
2768
2769 if (is_on_map ())
2770 {
2771 // we are on the map, so handle move_on/off effects
2772 remove ();
2773 move_type = mt;
2774 map->insert (this, x, y, this);
2775 }
2776 else
2777 move_type = mt;
2778}
2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2785 */
2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2792 return 0;
2793}
2794

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