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Comparing deliantra/server/common/object.C (file contents):
Revision 1.243 by root, Sat May 17 00:17:02 2008 UTC vs.
Revision 1.337 by root, Thu May 6 21:45:49 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 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
193 return 0;
194
195 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
196 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
197 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * nrof values.
199 */
200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 269 return 0;
202 270
203 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
204 * 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
205 * 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
206 * 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
207 * flags lose any meaning. 275 * flags lose any meaning.
208 */ 276 */
209 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
210 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
211 279
212 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
213 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
214 282
215 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
216 || ob1->name != ob2->name 284 || ob1->name != ob2->name
217 || ob1->title != ob2->title 285 || ob1->title != ob2->title
218 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
221 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
222 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
223 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
224 || ob1->value != ob2->value 292 || ob1->value != ob2->value
225 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
226 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
227 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
228 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
229 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
230 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
231 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
232 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
233 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
234 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
235 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
236 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
237 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
238 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
240 return 0; 308 return 0;
241 309
242 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
246 .any ()) 313 .any ())
247 return 0; 314 return 0;
248 315
249 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
268 335
269 /* 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,
270 * 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
271 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
272 */ 339 */
273 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
274 return 0; 341 return 0;
275 342
276 /* 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
277 * 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
278 * check? 345 * check?
279 */ 346 */
280 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
281 return 0; 348 return 0;
282 349
283 switch (ob1->type) 350 switch (ob1->type)
284 { 351 {
285 case SCROLL: 352 case SCROLL:
331 { 398 {
332 // see if we are in a container of sorts 399 // see if we are in a container of sorts
333 if (env) 400 if (env)
334 { 401 {
335 // the player inventory itself is always visible 402 // the player inventory itself is always visible
336 if (env->type == PLAYER) 403 if (env->is_player ())
337 return env; 404 return env;
338 405
339 // else a player could have our env open 406 // else a player could have our env open
340 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
341 408
342 // 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
343 // even if our inv is in a player. 410 // even if our inv is in a player.
344 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
346 if (pl->container == env) 413 if (pl->container_ () == env)
347 return pl; 414 return pl;
348 } 415 }
349 else 416 else
350 { 417 {
351 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
354 if (!pl->container || this == pl->container) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
355 return pl; 423 return pl;
356 } 424 }
357 } 425 }
358 426
359 return 0; 427 return 0;
360} 428}
361 429
362// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
363static sint32 431static uint32
364weight_adjust_for (object *op, sint32 weight) 432weight_adjust_for (object *op, uint32 weight)
365{ 433{
366 return op->type == CONTAINER 434 return op->type == CONTAINER
367 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? weight - weight * op->stats.Str / 100
368 : weight; 436 : weight;
369} 437}
370 438
371/* 439/*
372 * adjust_weight(object, weight) adds the specified weight to an object, 440 * subtracts, then adds, the specified weight to an object,
373 * and also updates how much the environment(s) is/are carrying. 441 * and also updates how much the environment(s) is/are carrying.
374 */ 442 */
375static void 443static void
376adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 sub, sint32 add)
377{ 445{
378 while (op) 446 while (op)
379 { 447 {
380 // adjust by actual difference to account for rounding errors 448 sint32 ocarrying = op->carrying;
381 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
382 weight = weight_adjust_for (op, op->carrying)
383 - weight_adjust_for (op, op->carrying - weight);
384 449
385 if (!weight) 450 op->carrying -= weight_adjust_for (op, sub);
386 return; 451 op->carrying += weight_adjust_for (op, add);
387
388 op->carrying += weight;
389 452
390 if (object *pl = op->visible_to ()) 453 if (object *pl = op->visible_to ())
391 if (pl != op) // player is handled lazily 454 if (pl != op) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, op); 455 esrv_update_item (UPD_WEIGHT, pl, op);
393 456
457 sub = ocarrying;
458 add = op->carrying;
459
394 op = op->env; 460 op = op->env;
395 } 461 }
396} 462}
397 463
398/* 464/*
405{ 471{
406 sint32 sum = 0; 472 sint32 sum = 0;
407 473
408 for (object *op = inv; op; op = op->below) 474 for (object *op = inv; op; op = op->below)
409 { 475 {
410 if (op->inv)
411 op->update_weight (); 476 op->update_weight ();
412 477
413 sum += op->total_weight (); 478 sum += weight_adjust_for (this, op->total_weight ());
414 } 479 }
415
416 sum = weight_adjust_for (this, sum);
417 480
418 if (sum != carrying) 481 if (sum != carrying)
419 { 482 {
483 if (carrying != sum && carrying)//D
484 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
485 (long long)sum, (long long)carrying, debug_desc ());
486
420 carrying = sum; 487 carrying = sum;
421 488
422 if (object *pl = visible_to ()) 489 if (object *pl = visible_to ())
423 if (pl != this) // player is handled lazily 490 if (pl != this) // player is handled lazily
424 esrv_update_item (UPD_WEIGHT, pl, this); 491 esrv_update_item (UPD_WEIGHT, pl, this);
437 object_freezer freezer; 504 object_freezer freezer;
438 op->write (freezer); 505 op->write (freezer);
439 return freezer.as_string (); 506 return freezer.as_string ();
440} 507}
441 508
442/* 509char *
443 * get_nearest_part(multi-object, object 2) returns the part of the 510object::as_string ()
444 * multi-object 1 which is closest to the second object.
445 * If it's not a multi-object, it is returned.
446 */
447object *
448get_nearest_part (object *op, const object *pl)
449{ 511{
450 object *tmp, *closest; 512 return dump_object (this);
451 int last_dist, i;
452
453 if (!op->more)
454 return op;
455
456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
459 if ((i = distance (tmp, pl)) < last_dist)
460 closest = tmp, last_dist = i;
461
462 return closest;
463} 513}
464 514
465/* 515/*
466 * Returns the object which has the count-variable equal to the argument. 516 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow. 517 * VERRRY slow.
469object * 519object *
470find_object (tag_t i) 520find_object (tag_t i)
471{ 521{
472 for_all_objects (op) 522 for_all_objects (op)
473 if (op->count == i) 523 if (op->count == i)
524 return op;
525
526 return 0;
527}
528
529/*
530 * Returns the object which has the uuid equal to the argument.
531 * MOAR VERRRY slow.
532 */
533
534object *
535find_object_uuid (UUID i)
536{
537 for_all_objects (op)
538 if (op->uuid == i)
474 return op; 539 return op;
475 540
476 return 0; 541 return 0;
477} 542}
478 543
512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 577 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
513 return; 578 return;
514 } 579 }
515 580
516 this->owner = owner; 581 this->owner = owner;
517}
518
519int
520object::slottype () const
521{
522 if (type == SKILL)
523 {
524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534}
535
536bool
537object::change_weapon (object *ob)
538{
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
559 {
560 current_weapon = chosen_skill = 0;
561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first.]", &ob->name);
567 return false;
568 }
569
570 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 }
572 else
573 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
574
575 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
576 {
577 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
578 &name, ob->debug_desc ());
579 return false;
580 }
581
582 return true;
583} 582}
584 583
585/* Zero the key_values on op, decrementing the shared-string 584/* Zero the key_values on op, decrementing the shared-string
586 * refcounts and freeing the links. 585 * refcounts and freeing the links.
587 */ 586 */
640 tail = new_link; 639 tail = new_link;
641 } 640 }
642 } 641 }
643 } 642 }
644 643
645 if (speed < 0) 644 dst->activate ();
646 dst->speed_left -= rndm ();
647
648 dst->set_speed (dst->speed);
649} 645}
650 646
651void 647void
652object::instantiate () 648object::instantiate ()
653{ 649{
654 if (!uuid.seq) // HACK 650 if (!uuid.seq) // HACK
655 uuid = UUID::gen (); 651 uuid = UUID::gen ();
656 652
653 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
654 if (flag [FLAG_RANDOM_SPEED] && speed)
655 speed_left = - speed - rndm (); // TODO animation
656 else
657 speed_left = -0.1f; 657 speed_left = -1.;
658
658 /* copy the body_info to the body_used - this is only really 659 /* copy the body_info to the body_used - this is only really
659 * need for monsters, but doesn't hurt to do it for everything. 660 * need for monsters, but doesn't hurt to do it for everything.
660 * by doing so, when a monster is created, it has good starting 661 * by doing so, when a monster is created, it has good starting
661 * values for the body_used info, so when items are created 662 * values for the body_used info, so when items are created
662 * for it, they can be properly equipped. 663 * for it, they can be properly equipped.
670object * 671object *
671object::clone () 672object::clone ()
672{ 673{
673 object *neu = create (); 674 object *neu = create ();
674 copy_to (neu); 675 copy_to (neu);
676
677 // TODO: unclean state changes, should not be done in clone AND instantiate
678 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
679 neu->speed_left = - neu->speed - rndm (); // TODO animation
680
675 neu->map = map; // not copied by copy_to 681 neu->map = map; // not copied by copy_to
676 return neu; 682 return neu;
677} 683}
678 684
679/* 685/*
682 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
683 */ 689 */
684void 690void
685update_turn_face (object *op) 691update_turn_face (object *op)
686{ 692{
687 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 693 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
688 return; 694 return;
689 695
690 SET_ANIMATION (op, op->direction); 696 SET_ANIMATION (op, op->direction);
691 update_object (op, UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
692} 698}
697 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
698 */ 704 */
699void 705void
700object::set_speed (float speed) 706object::set_speed (float speed)
701{ 707{
702 if (flag [FLAG_FREED] && speed)
703 {
704 LOG (llevError, "Object %s is freed but has speed.\n", &name);
705 speed = 0;
706 }
707
708 this->speed = speed; 708 this->speed = speed;
709 709
710 if (has_active_speed ()) 710 if (has_active_speed ())
711 activate (); 711 activate ();
712 else 712 else
762 762
763 if (!(m.flags_ & P_UPTODATE)) 763 if (!(m.flags_ & P_UPTODATE))
764 /* nop */; 764 /* nop */;
765 else if (action == UP_OBJ_INSERT) 765 else if (action == UP_OBJ_INSERT)
766 { 766 {
767#if 0
767 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
768 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
774 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
775 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
776 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
777 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
778 * to have move_allow right now. 779 * have move_allow right now.
779 */ 780 */
780 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
782 m.invalidate ();
783#else
781 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 784 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
782 m.flags_ = 0; 785 m.invalidate ();
786#endif
783 } 787 }
784 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
785 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
786 * that is being removed. 790 * that is being removed.
787 */ 791 */
788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
789 m.flags_ = 0; 793 m.invalidate ();
790 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
791 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
792 else 796 else
793 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
794 798
796 update_object (op->more, action); 800 update_object (op->more, action);
797} 801}
798 802
799object::object () 803object::object ()
800{ 804{
801 SET_FLAG (this, FLAG_REMOVED); 805 this->set_flag (FLAG_REMOVED);
802 806
803 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
804 face = blank_face; 808 face = blank_face;
809 material = MATERIAL_NULL;
805} 810}
806 811
807object::~object () 812object::~object ()
808{ 813{
809 unlink (); 814 unlink ();
810 815
811 free_key_values (this); 816 free_key_values (this);
812} 817}
813
814static int object_count;
815 818
816void object::link () 819void object::link ()
817{ 820{
818 assert (!index);//D 821 assert (!index);//D
819 uuid = UUID::gen (); 822 uuid = UUID::gen ();
820 count = ++object_count;
821 823
822 refcnt_inc (); 824 refcnt_inc ();
823 objects.insert (this); 825 objects.insert (this);
826
827 ++create_count;
828
824} 829}
825 830
826void object::unlink () 831void object::unlink ()
827{ 832{
828 if (!index) 833 if (!index)
829 return; 834 return;
835
836 ++destroy_count;
830 837
831 objects.erase (this); 838 objects.erase (this);
832 refcnt_dec (); 839 refcnt_dec ();
833} 840}
834 841
838 /* If already on active list, don't do anything */ 845 /* If already on active list, don't do anything */
839 if (active) 846 if (active)
840 return; 847 return;
841 848
842 if (has_active_speed ()) 849 if (has_active_speed ())
850 {
851 if (flag [FLAG_FREED])
852 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
853
843 actives.insert (this); 854 actives.insert (this);
855 }
844} 856}
845 857
846void 858void
847object::activate_recursive () 859object::activate_recursive ()
848{ 860{
913 || map->in_memory != MAP_ACTIVE 925 || map->in_memory != MAP_ACTIVE
914 || map->no_drop 926 || map->no_drop
915 || ms ().move_block == MOVE_ALL) 927 || ms ().move_block == MOVE_ALL)
916 { 928 {
917 while (inv) 929 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy (); 930 inv->destroy ();
921 }
922 } 931 }
923 else 932 else
924 { /* Put objects in inventory onto this space */ 933 { /* Put objects in inventory onto this space */
925 while (inv) 934 while (inv)
926 { 935 {
930 || op->flag [FLAG_NO_DROP] 939 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE 940 || op->type == RUNE
932 || op->type == TRAP 941 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE] 942 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH]) 943 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true); 944 op->destroy ();
936 else 945 else
937 map->insert (op, x, y); 946 map->insert (op, x, y);
938 } 947 }
939 } 948 }
940} 949}
941 950
951/*
952 * Remove and free all objects in the inventory of the given object.
953 * Unlike destroy_inv, this assumes the *this is destroyed as well
954 * well, so we can (and have to!) take shortcuts.
955 */
956void
957object::destroy_inv_fast ()
958{
959 while (object *op = inv)
960 {
961 // remove from object the fast way
962 op->flag [FLAG_REMOVED] = true;
963 op->env = 0;
964 if ((inv = inv->below))
965 inv->above = 0;
966
967 // then destroy
968 op->destroy ();
969 }
970}
971
972void
973object::freelist_free (int count)
974{
975 while (count-- && freelist)
976 {
977 freelist_item *next = freelist->next;
978 // count is being "destroyed"
979
980 sfree ((char *)freelist, sizeof (object));
981
982 freelist = next;
983 --free_count;
984 }
985}
986
987object *
942object *object::create () 988object::create ()
943{ 989{
944 object *op = new object; 990 object *op;
991
992 if (freelist)
993 {
994 freelist_item li = *freelist;
995 memset (freelist, 0, sizeof (object));
996
997 op = new (freelist) object;
998 op->count = li.count;
999
1000 freelist = li.next;
1001 --free_count;
1002 }
1003 else
1004 {
1005 void *ni = salloc0<char> (sizeof (object));
1006
1007 op = new(ni) object;
1008
1009 op->count = ++object_count;
1010 }
1011
945 op->link (); 1012 op->link ();
1013
946 return op; 1014 return op;
947} 1015}
948 1016
1017void
1018object::do_delete ()
1019{
1020 uint32_t count = this->count;
1021
1022 this->~object ();
1023
1024 freelist_item *li = (freelist_item *)this;
1025 li->next = freelist;
1026 li->count = count;
1027
1028 freelist = li;
1029 ++free_count;
1030}
1031
949static struct freed_map : maptile 1032static struct freed_map : maptile
950{ 1033{
951 freed_map () 1034 freed_map ()
1035 : maptile (3, 3)
952 { 1036 {
953 path = "<freed objects map>"; 1037 path = "<freed objects map>";
954 name = "/internal/freed_objects_map"; 1038 name = "/internal/freed_objects_map";
955 width = 3;
956 height = 3;
957 no_drop = 1; 1039 no_drop = 1;
958 no_reset = 1; 1040 no_reset = 1;
959 1041
960 alloc ();
961 in_memory = MAP_ACTIVE; 1042 in_memory = MAP_ACTIVE;
962 } 1043 }
963 1044
964 ~freed_map () 1045 ~freed_map ()
965 { 1046 {
969 1050
970void 1051void
971object::do_destroy () 1052object::do_destroy ()
972{ 1053{
973 if (flag [FLAG_IS_LINKED]) 1054 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 1055 remove_link ();
975 1056
976 if (flag [FLAG_FRIENDLY]) 1057 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 1058 remove_friendly_object (this);
978 1059
979 remove (); 1060 remove ();
1004 attacked_by = 0; 1085 attacked_by = 0;
1005 current_weapon = 0; 1086 current_weapon = 0;
1006} 1087}
1007 1088
1008void 1089void
1009object::destroy (bool destroy_inventory) 1090object::destroy ()
1010{ 1091{
1011 if (destroyed ()) 1092 if (destroyed ())
1012 return; 1093 return;
1013 1094
1014 if (!is_head () && !head->destroyed ()) 1095 if (!is_head () && !head->destroyed ())
1015 { 1096 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1097 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1098 head->destroy ();
1018 return; 1099 return;
1019 } 1100 }
1020 1101
1021 destroy_inv (!destroy_inventory); 1102 destroy_inv_fast ();
1022 1103
1023 if (is_head ()) 1104 if (is_head ())
1024 if (sound_destroy) 1105 if (sound_destroy)
1025 play_sound (sound_destroy); 1106 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1107 else if (flag [FLAG_MONSTER])
1037 * the previous environment. 1118 * the previous environment.
1038 */ 1119 */
1039void 1120void
1040object::do_remove () 1121object::do_remove ()
1041{ 1122{
1042 object *tmp, *last = 0;
1043 object *otmp;
1044
1045 if (flag [FLAG_REMOVED]) 1123 if (flag [FLAG_REMOVED])
1046 return; 1124 return;
1047 1125
1048 INVOKE_OBJECT (REMOVE, this); 1126 INVOKE_OBJECT (REMOVE, this);
1049 1127
1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1139 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 if (object *pl = visible_to ()) 1140 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count); 1141 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1142 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065 1143
1066 adjust_weight (env, -total_weight ()); 1144 adjust_weight (env, total_weight (), 0);
1145
1146 object *pl = in_player ();
1067 1147
1068 /* we set up values so that it could be inserted into 1148 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up 1149 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do. 1150 * to the caller to decide what we want to do.
1071 */ 1151 */
1079 1159
1080 above = 0; 1160 above = 0;
1081 below = 0; 1161 below = 0;
1082 env = 0; 1162 env = 0;
1083 1163
1084 /* NO_FIX_PLAYER is set when a great many changes are being 1164 if (pl && pl->is_player ())
1085 * made to players inventory. If set, avoiding the call
1086 * to save cpu time.
1087 */ 1165 {
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1166 if (expect_false (pl->contr->combat_ob == this))
1089 otmp->update_stats (); 1167 {
1168 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1169 pl->contr->combat_ob = 0;
1170 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1171 }
1172
1173 if (expect_false (pl->contr->ranged_ob == this))
1174 {
1175 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1176 pl->contr->ranged_ob = 0;
1177 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1178 }
1179
1180 pl->contr->queue_stats_update ();
1181
1182 if (expect_false (glow_radius) && pl->is_on_map ())
1183 update_all_los (pl->map, pl->x, pl->y);
1184 }
1090 } 1185 }
1091 else if (map) 1186 else if (map)
1092 { 1187 {
1093 map->dirty = true; 1188 map->dirty = true;
1094 mapspace &ms = this->ms (); 1189 mapspace &ms = this->ms ();
1095 1190
1096 if (object *pl = ms.player ()) 1191 if (object *pl = ms.player ())
1097 { 1192 {
1098 if (type == PLAYER) // this == pl(!) 1193 if (is_player ())
1099 { 1194 {
1195 if (!flag [FLAG_WIZPASS])
1196 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1197
1100 // leaving a spot always closes any open container on the ground 1198 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env) 1199 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures 1200 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent. 1201 // that the CLOSE event is being sent.
1104 close_container (); 1202 close_container ();
1105 1203
1106 --map->players; 1204 --map->players;
1107 map->touch (); 1205 map->touch ();
1108 } 1206 }
1109 else if (pl->container == this) 1207 else if (pl->container_ () == this)
1110 { 1208 {
1111 // removing a container should close it 1209 // removing a container should close it
1112 close_container (); 1210 close_container ();
1113 } 1211 }
1114 1212 else
1115 esrv_del_item (pl->contr, count); 1213 esrv_del_item (pl->contr, count);
1116 } 1214 }
1117 1215
1118 /* link the object above us */ 1216 /* link the object above us */
1119 // re-link, make sure compiler can easily use cmove 1217 // re-link, make sure compiler can easily use cmove
1120 *(above ? &above->below : &ms.top) = below; 1218 *(above ? &above->below : &ms.top) = below;
1121 *(below ? &below->above : &ms.bot) = above; 1219 *(below ? &below->above : &ms.bot) = above;
1122 1220
1123 above = 0; 1221 above = 0;
1124 below = 0; 1222 below = 0;
1125 1223
1224 ms.invalidate ();
1225
1126 if (map->in_memory == MAP_SAVING) 1226 if (map->in_memory == MAP_SAVING)
1127 return; 1227 return;
1128 1228
1129 int check_walk_off = !flag [FLAG_NO_APPLY]; 1229 int check_walk_off = !flag [FLAG_NO_APPLY];
1130 1230
1131 if (object *pl = ms.player ()) 1231 if (object *pl = ms.player ())
1132 { 1232 {
1133 if (pl->container == this) 1233 if (pl->container_ () == this)
1134 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1135 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1136 * appropriately. 1236 * appropriately.
1137 */ 1237 */
1138 pl->close_container (); 1238 pl->close_container ();
1142 //TODO: update floorbox to preserve ordering 1242 //TODO: update floorbox to preserve ordering
1143 if (pl->contr->ns) 1243 if (pl->contr->ns)
1144 pl->contr->ns->floorbox_update (); 1244 pl->contr->ns->floorbox_update ();
1145 } 1245 }
1146 1246
1247 if (check_walk_off)
1147 for (tmp = ms.bot; tmp; tmp = tmp->above) 1248 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1148 { 1249 {
1250 above = tmp->above;
1251
1149 /* No point updating the players look faces if he is the object 1252 /* No point updating the players look faces if he is the object
1150 * being removed. 1253 * being removed.
1151 */ 1254 */
1152 1255
1153 /* See if object moving off should effect something */ 1256 /* See if object moving off should effect something */
1154 if (check_walk_off
1155 && ((move_type & tmp->move_off) 1257 if ((move_type & tmp->move_off)
1156 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1258 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1157 {
1158 move_apply (tmp, this, 0); 1259 move_apply (tmp, this, 0);
1159
1160 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1260 }
1163 1261
1164 last = tmp; 1262 if (affects_los ())
1165 }
1166
1167 /* last == NULL if there are no objects on this space */
1168 //TODO: this makes little sense, why only update the topmost object?
1169 if (!last)
1170 map->at (x, y).flags_ = 0;
1171 else
1172 update_object (last, UP_OBJ_REMOVE);
1173
1174 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1175 update_all_los (map, x, y); 1263 update_all_los (map, x, y);
1176 } 1264 }
1177} 1265}
1178 1266
1179/* 1267/*
1203 esrv_update_item (UPD_NROF, pl, top); 1291 esrv_update_item (UPD_NROF, pl, top);
1204 1292
1205 op->weight = 0; // cancel the addition above 1293 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already 1294 op->carrying = 0; // must be 0 already
1207 1295
1208 op->destroy (1); 1296 op->destroy ();
1209 1297
1210 return top; 1298 return top;
1211 } 1299 }
1212 1300
1213 return 0; 1301 return 0;
1221 1309
1222 object *prev = this; 1310 object *prev = this;
1223 1311
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1312 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 { 1313 {
1226 object *op = arch_to_object (at); 1314 object *op = at->instance ();
1227 1315
1228 op->name = name; 1316 op->name = name;
1229 op->name_pl = name_pl; 1317 op->name_pl = name_pl;
1230 op->title = title; 1318 op->title = title;
1231 1319
1241 * job preparing multi-part monsters. 1329 * job preparing multi-part monsters.
1242 */ 1330 */
1243object * 1331object *
1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1332insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{ 1333{
1334 op->remove ();
1335
1246 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1336 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1247 { 1337 {
1248 tmp->x = x + tmp->arch->x; 1338 tmp->x = x + tmp->arch->x;
1249 tmp->y = y + tmp->arch->y; 1339 tmp->y = y + tmp->arch->y;
1250 } 1340 }
1267 * Passing 0 for flag gives proper default values, so flag really only needs 1357 * Passing 0 for flag gives proper default values, so flag really only needs
1268 * to be set if special handling is needed. 1358 * to be set if special handling is needed.
1269 * 1359 *
1270 * Return value: 1360 * Return value:
1271 * new object if 'op' was merged with other object 1361 * new object if 'op' was merged with other object
1272 * NULL if 'op' was destroyed 1362 * NULL if there was an error (destroyed, blocked etc.)
1273 * just 'op' otherwise 1363 * just 'op' otherwise
1274 */ 1364 */
1275object * 1365object *
1276insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1366insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1277{ 1367{
1278 op->remove (); 1368 op->remove ();
1369
1370 if (m == &freed_map)//D TODO: remove soon
1371 {//D
1372 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1373 }//D
1279 1374
1280 /* Ideally, the caller figures this out. However, it complicates a lot 1375 /* Ideally, the caller figures this out. However, it complicates a lot
1281 * of areas of callers (eg, anything that uses find_free_spot would now 1376 * of areas of callers (eg, anything that uses find_free_spot would now
1282 * need extra work 1377 * need extra work
1283 */ 1378 */
1379 maptile *newmap = m;
1284 if (!xy_normalise (m, op->x, op->y)) 1380 if (!xy_normalise (newmap, op->x, op->y))
1285 { 1381 {
1286 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1382 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1287 return 0; 1383 return 0;
1288 } 1384 }
1289 1385
1290 if (object *more = op->more) 1386 if (object *more = op->more)
1291 if (!insert_ob_in_map (more, m, originator, flag)) 1387 if (!insert_ob_in_map (more, m, originator, flag))
1292 return 0; 1388 return 0;
1293 1389
1294 CLEAR_FLAG (op, FLAG_REMOVED); 1390 op->flag [FLAG_REMOVED] = false;
1295 1391 op->env = 0;
1296 op->map = m; 1392 op->map = newmap;
1393
1297 mapspace &ms = op->ms (); 1394 mapspace &ms = op->ms ();
1298 1395
1299 /* this has to be done after we translate the coordinates. 1396 /* this has to be done after we translate the coordinates.
1300 */ 1397 */
1301 if (op->nrof && !(flag & INS_NO_MERGE)) 1398 if (op->nrof && !(flag & INS_NO_MERGE))
1304 { 1401 {
1305 // TODO: we actually want to update tmp, not op, 1402 // TODO: we actually want to update tmp, not op,
1306 // but some caller surely breaks when we return tmp 1403 // but some caller surely breaks when we return tmp
1307 // from here :/ 1404 // from here :/
1308 op->nrof += tmp->nrof; 1405 op->nrof += tmp->nrof;
1309 tmp->destroy (1); 1406 tmp->destroy ();
1310 } 1407 }
1311 1408
1312 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1409 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1410 op->clr_flag (FLAG_INV_LOCKED);
1314 1411
1315 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1412 if (!op->flag [FLAG_ALIVE])
1316 CLEAR_FLAG (op, FLAG_NO_STEAL); 1413 op->clr_flag (FLAG_NO_STEAL);
1317 1414
1318 if (flag & INS_BELOW_ORIGINATOR) 1415 if (flag & INS_BELOW_ORIGINATOR)
1319 { 1416 {
1320 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1417 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1321 { 1418 {
1322 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1419 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1323 abort (); 1420 abort ();
1324 } 1421 }
1325 1422
1326 if (!originator->is_on_map ()) 1423 if (!originator->is_on_map ())
1424 {
1327 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1425 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1328 op->debug_desc (), originator->debug_desc ()); 1426 op->debug_desc (), originator->debug_desc ());
1427 abort ();
1428 }
1329 1429
1330 op->above = originator; 1430 op->above = originator;
1331 op->below = originator->below; 1431 op->below = originator->below;
1332 originator->below = op; 1432 originator->below = op;
1333 1433
1353 * when lots of spells are cast in one area. Currently, it is presumed 1453 * when lots of spells are cast in one area. Currently, it is presumed
1354 * that flying non pickable objects are spell objects. 1454 * that flying non pickable objects are spell objects.
1355 */ 1455 */
1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1456 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 { 1457 {
1358 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1458 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1359 floor = tmp; 1459 floor = tmp;
1360 1460
1361 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1461 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1362 { 1462 {
1363 /* We insert above top, so we want this object below this */ 1463 /* We insert above top, so we want this object below this */
1364 top = tmp->below; 1464 top = tmp->below;
1365 break; 1465 break;
1366 } 1466 }
1384 && (op->face && !faces [op->face].visibility)) 1484 && (op->face && !faces [op->face].visibility))
1385 { 1485 {
1386 object *last; 1486 object *last;
1387 1487
1388 for (last = top; last != floor; last = last->below) 1488 for (last = top; last != floor; last = last->below)
1389 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1489 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1390 break; 1490 break;
1391 1491
1392 /* Check to see if we found the object that blocks view, 1492 /* Check to see if we found the object that blocks view,
1393 * and make sure we have a below pointer for it so that 1493 * and make sure we have a below pointer for it so that
1394 * we can get inserted below this one, which requires we 1494 * we can get inserted below this one, which requires we
1419 op->below = top; 1519 op->below = top;
1420 *(op->above ? &op->above->below : &ms.top) = op; 1520 *(op->above ? &op->above->below : &ms.top) = op;
1421 } 1521 }
1422 } 1522 }
1423 1523
1424 if (op->type == PLAYER) 1524 if (op->is_player ())
1425 { 1525 {
1426 op->contr->do_los = 1; 1526 op->contr->do_los = 1;
1427 ++op->map->players; 1527 ++op->map->players;
1428 op->map->touch (); 1528 op->map->touch ();
1429 } 1529 }
1444 * be far away from this change and not affected in any way - 1544 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range, 1545 * this should get redone to only look for players within range,
1446 * or just updating the P_UPTODATE for spaces within this area 1546 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient. 1547 * of effect may be sufficient.
1448 */ 1548 */
1449 if (op->map->darkness && (op->glow_radius != 0)) 1549 if (op->affects_los ())
1550 {
1551 op->ms ().invalidate ();
1450 update_all_los (op->map, op->x, op->y); 1552 update_all_los (op->map, op->x, op->y);
1553 }
1451 1554
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1555 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object (op, UP_OBJ_INSERT); 1556 update_object (op, UP_OBJ_INSERT);
1454 1557
1455 INVOKE_OBJECT (INSERT, op); 1558 INVOKE_OBJECT (INSERT, op);
1462 * blocked() and wall() work properly), and these flags are updated by 1565 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1566 * update_object().
1464 */ 1567 */
1465 1568
1466 /* if this is not the head or flag has been passed, don't check walk on status */ 1569 /* if this is not the head or flag has been passed, don't check walk on status */
1467 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1570 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1468 { 1571 {
1469 if (check_move_on (op, originator)) 1572 if (check_move_on (op, originator, flag))
1470 return 0; 1573 return 0;
1471 1574
1472 /* If we are a multi part object, lets work our way through the check 1575 /* If we are a multi part object, let's work our way through the check
1473 * walk on's. 1576 * walk on's.
1474 */ 1577 */
1475 for (object *tmp = op->more; tmp; tmp = tmp->more) 1578 for (object *tmp = op->more; tmp; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1579 if (check_move_on (tmp, originator, flag))
1477 return 0; 1580 return 0;
1478 } 1581 }
1479 1582
1480 return op; 1583 return op;
1481} 1584}
1483/* this function inserts an object in the map, but if it 1586/* this function inserts an object in the map, but if it
1484 * finds an object of its own type, it'll remove that one first. 1587 * finds an object of its own type, it'll remove that one first.
1485 * op is the object to insert it under: supplies x and the map. 1588 * op is the object to insert it under: supplies x and the map.
1486 */ 1589 */
1487void 1590void
1488replace_insert_ob_in_map (const char *arch_string, object *op) 1591replace_insert_ob_in_map (shstr_tmp archname, object *op)
1489{ 1592{
1490 /* first search for itself and remove any old instances */ 1593 /* first search for itself and remove any old instances */
1491 1594
1492 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1595 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1596 if (tmp->arch->archname == archname) /* same archetype */
1494 tmp->destroy (1); 1597 tmp->destroy ();
1495 1598
1496 object *tmp = arch_to_object (archetype::find (arch_string)); 1599 object *tmp = archetype::find (archname)->instance ();
1497 1600
1498 tmp->x = op->x; 1601 tmp->x = op->x;
1499 tmp->y = op->y; 1602 tmp->y = op->y;
1500 1603
1501 insert_ob_in_map (tmp, op->map, op, 0); 1604 insert_ob_in_map (tmp, op->map, op, 0);
1506{ 1609{
1507 if (where->env) 1610 if (where->env)
1508 return where->env->insert (this); 1611 return where->env->insert (this);
1509 else 1612 else
1510 return where->map->insert (this, where->x, where->y, originator, flags); 1613 return where->map->insert (this, where->x, where->y, originator, flags);
1614}
1615
1616// check whether we can put this into the map, respect max_volume, max_items
1617bool
1618object::can_drop_at (maptile *m, int x, int y, object *originator)
1619{
1620 mapspace &ms = m->at (x, y);
1621
1622 int items = ms.items ();
1623
1624 if (!items // testing !items ensures we can drop at least one item
1625 || (items < m->max_items
1626 && ms.volume () < m->max_volume))
1627 return true;
1628
1629 if (originator && originator->is_player ())
1630 originator->contr->failmsgf (
1631 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1632 query_name ()
1633 );
1634
1635 return false;
1511} 1636}
1512 1637
1513/* 1638/*
1514 * decrease(object, number) decreases a specified number from 1639 * decrease(object, number) decreases a specified number from
1515 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1523 if (!nr) 1648 if (!nr)
1524 return true; 1649 return true;
1525 1650
1526 nr = min (nr, nrof); 1651 nr = min (nr, nrof);
1527 1652
1653 if (nrof > nr)
1654 {
1655 sint64 oweight = total_weight ();
1656
1528 nrof -= nr; 1657 nrof -= nr;
1529
1530 if (nrof)
1531 {
1532 adjust_weight (env, -weight * nr); // carrying == 0
1533 1658
1534 if (object *pl = visible_to ()) 1659 if (object *pl = visible_to ())
1535 esrv_update_item (UPD_NROF, pl, this); 1660 esrv_update_item (UPD_NROF, pl, this);
1536 1661
1662 adjust_weight (env, oweight, total_weight ());
1663
1537 return true; 1664 return true;
1538 } 1665 }
1539 else 1666 else
1540 { 1667 {
1541 destroy (1); 1668 destroy ();
1542 return false; 1669 return false;
1543 } 1670 }
1544} 1671}
1545 1672
1546/* 1673/*
1615 if (op->nrof) 1742 if (op->nrof)
1616 for (object *tmp = inv; tmp; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1617 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1618 { 1745 {
1619 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1620 (client needs the original object) */ 1747 (client prefers the original object) */
1748
1749 // carring must be 0 for mergable objects
1750 sint64 oweight = tmp->weight * tmp->nrof;
1751
1621 tmp->nrof += op->nrof; 1752 tmp->nrof += op->nrof;
1622 1753
1623 if (object *pl = tmp->visible_to ()) 1754 if (object *pl = tmp->visible_to ())
1624 esrv_update_item (UPD_NROF, pl, tmp); 1755 esrv_update_item (UPD_NROF, pl, tmp);
1625 1756
1626 adjust_weight (this, op->total_weight ()); 1757 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1627 1758
1628 op->destroy (1); 1759 op->destroy ();
1629 op = tmp; 1760 op = tmp;
1630 goto inserted; 1761 goto inserted;
1631 } 1762 }
1632 1763
1633 op->owner = 0; // it's his/hers now. period. 1764 op->owner = 0; // it's his/hers now. period.
1647 op->flag [FLAG_REMOVED] = 0; 1778 op->flag [FLAG_REMOVED] = 0;
1648 1779
1649 if (object *pl = op->visible_to ()) 1780 if (object *pl = op->visible_to ())
1650 esrv_send_item (pl, op); 1781 esrv_send_item (pl, op);
1651 1782
1652 adjust_weight (this, op->total_weight ()); 1783 adjust_weight (this, 0, op->total_weight ());
1653 1784
1654inserted: 1785inserted:
1655 /* reset the light list and los of the players on the map */ 1786 /* reset the light list and los of the players on the map */
1656 if (op->glow_radius && map && map->darkness) 1787 if (op->glow_radius && is_on_map ())
1788 {
1789 update_stats ();
1657 update_all_los (map, x, y); 1790 update_all_los (map, x, y);
1658 1791 }
1792 else if (is_player ())
1659 // if this is a player's inventory, update stats 1793 // if this is a player's inventory, update stats
1660 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1794 contr->queue_stats_update ();
1661 update_stats ();
1662 1795
1663 INVOKE_OBJECT (INSERT, this); 1796 INVOKE_OBJECT (INSERT, this);
1664 1797
1665 return op; 1798 return op;
1666} 1799}
1684 * MSW 2001-07-08: Check all objects on space, not just those below 1817 * MSW 2001-07-08: Check all objects on space, not just those below
1685 * object being inserted. insert_ob_in_map may not put new objects 1818 * object being inserted. insert_ob_in_map may not put new objects
1686 * on top. 1819 * on top.
1687 */ 1820 */
1688int 1821int
1689check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator, int flags)
1690{ 1823{
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1691 object *tmp; 1827 object *tmp;
1692 maptile *m = op->map; 1828 maptile *m = op->map;
1693 int x = op->x, y = op->y; 1829 int x = op->x, y = op->y;
1694 1830
1695 MoveType move_on, move_slow, move_block; 1831 mapspace &ms = m->at (x, y);
1696 1832
1697 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1833 ms.update ();
1698 return 0;
1699 1834
1700 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1835 MoveType move_on = ms.move_on;
1701 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1836 MoveType move_slow = ms.move_slow;
1702 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1837 MoveType move_block = ms.move_block;
1703 1838
1704 /* if nothing on this space will slow op down or be applied, 1839 /* if nothing on this space will slow op down or be applied,
1705 * no need to do checking below. have to make sure move_type 1840 * no need to do checking below. have to make sure move_type
1706 * is set, as lots of objects don't have it set - we treat that 1841 * is set, as lots of objects don't have it set - we treat that
1707 * as walking. 1842 * as walking.
1718 return 0; 1853 return 0;
1719 1854
1720 /* The objects have to be checked from top to bottom. 1855 /* The objects have to be checked from top to bottom.
1721 * Hence, we first go to the top: 1856 * Hence, we first go to the top:
1722 */ 1857 */
1723 1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1724 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1725 {
1726 /* Trim the search when we find the first other spell effect
1727 * this helps performance so that if a space has 50 spell objects,
1728 * we don't need to check all of them.
1729 */
1730 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1731 break;
1732 } 1859 {
1860 next = tmp->below;
1733 1861
1734 for (; tmp; tmp = tmp->below)
1735 {
1736 if (tmp == op) 1862 if (tmp == op)
1737 continue; /* Can't apply yourself */ 1863 continue; /* Can't apply yourself */
1738 1864
1739 /* Check to see if one of the movement types should be slowed down. 1865 /* Check to see if one of the movement types should be slowed down.
1740 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1741 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1742 * space doesn't slow down swimming (for example), if you can't actually 1868 * space doesn't slow down swimming (for example), if you can't actually
1743 * swim on that space, can't use it to avoid the penalty. 1869 * swim on that space, can't use it to avoid the penalty.
1744 */ 1870 */
1745 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1871 if (!op->flag [FLAG_WIZPASS])
1746 { 1872 {
1747 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1748 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1749 { 1875 {
1750
1751 float
1752 diff = tmp->move_slow_penalty * fabs (op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1753 1877
1754 if (op->type == PLAYER) 1878 if (op->is_player ())
1755 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1879 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1756 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1880 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1757 diff /= 4.0; 1881 diff /= 4.0;
1758 1882
1759 op->speed_left -= diff; 1883 op->speed_left -= diff;
1760 } 1884 }
1761 } 1885 }
1762 1886
1763 /* Basically same logic as above, except now for actual apply. */ 1887 /* Basically same logic as above, except now for actual apply. */
1764 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1765 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1889 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1766 { 1890 {
1891 if ((flags & INS_NO_AUTO_EXIT)
1892 && (tmp->type == EXIT || tmp->type == TELEPORTER
1893 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1894 continue;
1895
1767 move_apply (tmp, op, originator); 1896 move_apply (tmp, op, originator);
1768 1897
1769 if (op->destroyed ()) 1898 if (op->destroyed ())
1770 return 1; 1899 return 1;
1771 1900
1883void 2012void
1884flag_inv (object *op, int flag) 2013flag_inv (object *op, int flag)
1885{ 2014{
1886 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2015 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 { 2016 {
1888 SET_FLAG (tmp, flag); 2017 tmp->set_flag (flag);
1889 flag_inv (tmp, flag); 2018 flag_inv (tmp, flag);
1890 } 2019 }
1891} 2020}
1892 2021
1893/* 2022/*
1896void 2025void
1897unflag_inv (object *op, int flag) 2026unflag_inv (object *op, int flag)
1898{ 2027{
1899 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2028 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1900 { 2029 {
1901 CLEAR_FLAG (tmp, flag); 2030 tmp->clr_flag (flag);
1902 unflag_inv (tmp, flag); 2031 unflag_inv (tmp, flag);
1903 } 2032 }
1904} 2033}
1905 2034
1906/* 2035/*
1967 * head of the object should correspond for the entire object. 2096 * head of the object should correspond for the entire object.
1968 */ 2097 */
1969 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2098 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1970 continue; 2099 continue;
1971 2100
1972 if (ob->blocked (m, pos.x, pos.y)) 2101 if (ob->blocked (pos.m, pos.x, pos.y))
1973 continue; 2102 continue;
1974 2103
1975 altern [index++] = i; 2104 altern [index++] = i;
1976 } 2105 }
1977 2106
2045 * there is capable of. 2174 * there is capable of.
2046 */ 2175 */
2047int 2176int
2048find_dir (maptile *m, int x, int y, object *exclude) 2177find_dir (maptile *m, int x, int y, object *exclude)
2049{ 2178{
2050 int i, max = SIZEOFFREE, mflags; 2179 int max = SIZEOFFREE, mflags;
2051
2052 sint16 nx, ny;
2053 object *tmp;
2054 maptile *mp;
2055
2056 MoveType blocked, move_type; 2180 MoveType move_type;
2057 2181
2058 if (exclude && exclude->head_ () != exclude) 2182 if (exclude && exclude->head_ () != exclude)
2059 { 2183 {
2060 exclude = exclude->head; 2184 exclude = exclude->head;
2061 move_type = exclude->move_type; 2185 move_type = exclude->move_type;
2064 { 2188 {
2065 /* If we don't have anything, presume it can use all movement types. */ 2189 /* If we don't have anything, presume it can use all movement types. */
2066 move_type = MOVE_ALL; 2190 move_type = MOVE_ALL;
2067 } 2191 }
2068 2192
2069 for (i = 1; i < max; i++) 2193 for (int i = 1; i < max; i++)
2070 { 2194 {
2071 mp = m; 2195 mapxy pos (m, x, y);
2072 nx = x + freearr_x[i]; 2196 pos.move (i);
2073 ny = y + freearr_y[i];
2074 2197
2075 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2198 if (!pos.normalise ())
2076
2077 if (mflags & P_OUT_OF_MAP)
2078 max = maxfree[i]; 2199 max = maxfree[i];
2079 else 2200 else
2080 { 2201 {
2081 mapspace &ms = mp->at (nx, ny); 2202 mapspace &ms = *pos;
2082 2203
2083 blocked = ms.move_block;
2084
2085 if ((move_type & blocked) == move_type) 2204 if ((move_type & ms.move_block) == move_type)
2086 max = maxfree[i]; 2205 max = maxfree [i];
2087 else if (mflags & P_IS_ALIVE) 2206 else if (ms.flags () & P_IS_ALIVE)
2088 { 2207 {
2089 for (tmp = ms.bot; tmp; tmp = tmp->above) 2208 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2090 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2209 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2210 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2092 break;
2093
2094 if (tmp)
2095 return freedir[i]; 2211 return freedir [i];
2096 } 2212 }
2097 } 2213 }
2098 } 2214 }
2099 2215
2100 return 0; 2216 return 0;
2109{ 2225{
2110 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2226 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2111} 2227}
2112 2228
2113/* 2229/*
2114 * find_dir_2(delta-x,delta-y) will return a direction in which 2230 * find_dir_2(delta-x,delta-y) will return a direction value
2115 * an object which has subtracted the x and y coordinates of another 2231 * for running into direct [dx, dy].
2116 * object, needs to travel toward it. 2232 * (the opposite of crossfire's find_dir_2!)
2117 */ 2233 */
2118int 2234int
2119find_dir_2 (int x, int y) 2235find_dir_2 (int x, int y)
2120{ 2236{
2237#if 1 // new algorithm
2238 // this works by putting x, y into 16 sectors, which
2239 // are not equal sized, but are a better approximation
2240 // then the old algorithm, and then using a mapping
2241 // table to map it into a direction value.
2242 // basically, it maps these comparisons to each bit
2243 // bit #3: x < 0
2244 // bit #2: y < 0
2245 // bit #1: x > y
2246 // bit #0: x > 2y
2247
2248 static const uint8 dir[16] = {
2249 4, 5, 4, 3,
2250 2, 1, 2, 3,
2251 6, 5, 6, 7,
2252 8, 1, 8, 7,
2253 };
2254 int sector = 0;
2255
2256 // this is a bit ugly, but more likely to result in branchless code
2257 sector |= x < 0 ? 8 : 0;
2258 x = x < 0 ? -x : x; // abs
2259
2260 sector |= y < 0 ? 4 : 0;
2261 y = y < 0 ? -y : y; // abs
2262
2263 if (x > y)
2264 {
2265 sector |= 2;
2266
2267 if (x > y * 2)
2268 sector |= 1;
2269 }
2270 else
2271 {
2272 if (y > x * 2)
2273 sector |= 1;
2274 else if (!y)
2275 return 0; // x == 0 here
2276 }
2277
2278 return dir [sector];
2279#else // old algorithm
2121 int q; 2280 int q;
2122 2281
2123 if (y) 2282 if (y)
2124 q = x * 100 / y; 2283 q = 128 * x / y;
2125 else if (x) 2284 else if (x)
2126 q = -300 * x; 2285 q = -512 * x; // to make it > 309
2127 else 2286 else
2128 return 0; 2287 return 0;
2129 2288
2130 if (y > 0) 2289 if (y > 0)
2131 { 2290 {
2132 if (q < -242) 2291 if (q < -309) return 7;
2292 if (q < -52) return 6;
2293 if (q < 52) return 5;
2294 if (q < 309) return 4;
2295
2133 return 3; 2296 return 3;
2134 if (q < -41) 2297 }
2135 return 2; 2298 else
2136 if (q < 41) 2299 {
2137 return 1; 2300 if (q < -309) return 3;
2138 if (q < 242) 2301 if (q < -52) return 2;
2139 return 8; 2302 if (q < 52) return 1;
2303 if (q < 309) return 8;
2304
2140 return 7; 2305 return 7;
2141 } 2306 }
2142 2307#endif
2143 if (q < -242)
2144 return 7;
2145 if (q < -41)
2146 return 6;
2147 if (q < 41)
2148 return 5;
2149 if (q < 242)
2150 return 4;
2151
2152 return 3;
2153} 2308}
2154 2309
2155/* 2310/*
2156 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2311 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2157 * between two directions (which are expected to be absolute (see absdir()) 2312 * between two directions (which are expected to be absolute (see absdir())
2158 */ 2313 */
2159int 2314int
2160dirdiff (int dir1, int dir2) 2315dirdiff (int dir1, int dir2)
2161{ 2316{
2162 int d;
2163
2164 d = abs (dir1 - dir2); 2317 int d = abs (dir1 - dir2);
2165 if (d > 4)
2166 d = 8 - d;
2167 2318
2168 return d; 2319 return d > 4 ? 8 - d : d;
2169} 2320}
2170 2321
2171/* peterm: 2322/* peterm:
2172 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2323 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2173 * Basically, this is a table of directions, and what directions 2324 * Basically, this is a table of directions, and what directions
2175 * This basically means that if direction is 15, then it could either go 2326 * This basically means that if direction is 15, then it could either go
2176 * direction 4, 14, or 16 to get back to where we are. 2327 * direction 4, 14, or 16 to get back to where we are.
2177 * Moved from spell_util.c to object.c with the other related direction 2328 * Moved from spell_util.c to object.c with the other related direction
2178 * functions. 2329 * functions.
2179 */ 2330 */
2180int reduction_dir[SIZEOFFREE][3] = { 2331static const int reduction_dir[SIZEOFFREE][3] = {
2181 {0, 0, 0}, /* 0 */ 2332 {0, 0, 0}, /* 0 */
2182 {0, 0, 0}, /* 1 */ 2333 {0, 0, 0}, /* 1 */
2183 {0, 0, 0}, /* 2 */ 2334 {0, 0, 0}, /* 2 */
2184 {0, 0, 0}, /* 3 */ 2335 {0, 0, 0}, /* 3 */
2185 {0, 0, 0}, /* 4 */ 2336 {0, 0, 0}, /* 4 */
2279 * Add a check so we can't pick up invisible objects (0.93.8) 2430 * Add a check so we can't pick up invisible objects (0.93.8)
2280 */ 2431 */
2281int 2432int
2282can_pick (const object *who, const object *item) 2433can_pick (const object *who, const object *item)
2283{ 2434{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*who->flag [FLAG_WIZ]|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2286 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2437 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2287} 2438}
2288 2439
2289/* 2440/*
2290 * create clone from object to another 2441 * create clone from object to another
2291 */ 2442 */
2323 return tmp; 2474 return tmp;
2324 2475
2325 return 0; 2476 return 0;
2326} 2477}
2327 2478
2328const shstr & 2479shstr_tmp
2329object::kv_get (const shstr &key) const 2480object::kv_get (shstr_tmp key) const
2330{ 2481{
2331 for (key_value *kv = key_values; kv; kv = kv->next) 2482 for (key_value *kv = key_values; kv; kv = kv->next)
2332 if (kv->key == key) 2483 if (kv->key == key)
2333 return kv->value; 2484 return kv->value;
2334 2485
2335 return shstr_null; 2486 return shstr ();
2336} 2487}
2337 2488
2338void 2489void
2339object::kv_set (const shstr &key, const shstr &value) 2490object::kv_set (shstr_tmp key, shstr_tmp value)
2340{ 2491{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2492 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key) 2493 if (kv->key == key)
2343 { 2494 {
2344 kv->value = value; 2495 kv->value = value;
2353 2504
2354 key_values = kv; 2505 key_values = kv;
2355} 2506}
2356 2507
2357void 2508void
2358object::kv_del (const shstr &key) 2509object::kv_del (shstr_tmp key)
2359{ 2510{
2360 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2511 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2361 if ((*kvp)->key == key) 2512 if ((*kvp)->key == key)
2362 { 2513 {
2363 key_value *kv = *kvp; 2514 key_value *kv = *kvp;
2456{ 2607{
2457 return map ? map->region (x, y) 2608 return map ? map->region (x, y)
2458 : region::default_region (); 2609 : region::default_region ();
2459} 2610}
2460 2611
2461const materialtype_t *
2462object::dominant_material () const
2463{
2464 if (materialtype_t *mt = name_to_material (materialname))
2465 return mt;
2466
2467 return name_to_material (shstr_unknown);
2468}
2469
2470void 2612void
2471object::open_container (object *new_container) 2613object::open_container (object *new_container)
2472{ 2614{
2473 if (container == new_container) 2615 if (container == new_container)
2474 return; 2616 return;
2494 container = 0; 2636 container = 0;
2495 2637
2496 // client needs item update to make it work, client bug requires this to be separate 2638 // client needs item update to make it work, client bug requires this to be separate
2497 esrv_update_item (UPD_FLAGS, this, old_container); 2639 esrv_update_item (UPD_FLAGS, this, old_container);
2498 2640
2499 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2500 play_sound (sound_find ("chest_close")); 2642 play_sound (sound_find ("chest_close"));
2501 } 2643 }
2502 2644
2503 if (new_container) 2645 if (new_container)
2504 { 2646 {
2508 // TODO: this does not seem to serve any purpose anymore? 2650 // TODO: this does not seem to serve any purpose anymore?
2509#if 0 2651#if 0
2510 // insert the "Close Container" object. 2652 // insert the "Close Container" object.
2511 if (archetype *closer = new_container->other_arch) 2653 if (archetype *closer = new_container->other_arch)
2512 { 2654 {
2513 object *closer = arch_to_object (new_container->other_arch); 2655 object *closer = new_container->other_arch->instance ();
2514 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2656 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2515 new_container->insert (closer); 2657 new_container->insert (closer);
2516 } 2658 }
2517#endif 2659#endif
2518 2660
2519 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2520 2662
2521 // make sure the container is available, client bug requires this to be separate 2663 // make sure the container is available, client bug requires this to be separate
2522 esrv_send_item (this, new_container); 2664 esrv_send_item (this, new_container);
2523 2665
2524 new_container->flag [FLAG_APPLIED] = true; 2666 new_container->flag [FLAG_APPLIED] = true;
2532// else if (!old_container->env && contr && contr->ns) 2674// else if (!old_container->env && contr && contr->ns)
2533// contr->ns->floorbox_reset (); 2675// contr->ns->floorbox_reset ();
2534} 2676}
2535 2677
2536object * 2678object *
2537object::force_find (const shstr name) 2679object::force_find (shstr_tmp name)
2538{ 2680{
2539 /* cycle through his inventory to look for the MARK we want to 2681 /* cycle through his inventory to look for the MARK we want to
2540 * place 2682 * place
2541 */ 2683 */
2542 for (object *tmp = inv; tmp; tmp = tmp->below) 2684 for (object *tmp = inv; tmp; tmp = tmp->below)
2544 return splay (tmp); 2686 return splay (tmp);
2545 2687
2546 return 0; 2688 return 0;
2547} 2689}
2548 2690
2691//-GPL
2692
2549void 2693void
2694object::force_set_timer (int duration)
2695{
2696 this->duration = 1;
2697 this->speed_left = -1.f;
2698
2699 this->set_speed (duration ? 1.f / duration : 0.f);
2700}
2701
2702object *
2550object::force_add (const shstr name, int duration) 2703object::force_add (shstr_tmp name, int duration)
2551{ 2704{
2552 if (object *force = force_find (name)) 2705 if (object *force = force_find (name))
2553 force->destroy (); 2706 force->destroy ();
2554 2707
2555 object *force = get_archetype (FORCE_NAME); 2708 object *force = get_archetype (FORCE_NAME);
2556 2709
2557 force->slaying = name; 2710 force->slaying = name;
2558 force->stats.food = 1; 2711 force->force_set_timer (duration);
2559 force->speed_left = -1.f;
2560
2561 force->set_speed (duration ? 1.f / duration : 0.f);
2562 force->flag [FLAG_IS_USED_UP] = true;
2563 force->flag [FLAG_APPLIED] = true; 2712 force->flag [FLAG_APPLIED] = true;
2564 2713
2565 insert (force); 2714 return insert (force);
2566} 2715}
2567 2716
2568void 2717void
2569object::play_sound (faceidx sound) 2718object::play_sound (faceidx sound) const
2570{ 2719{
2571 if (!sound) 2720 if (!sound)
2572 return; 2721 return;
2573 2722
2574 if (flag [FLAG_REMOVED]) 2723 if (is_on_map ())
2724 map->play_sound (sound, x, y);
2725 else if (object *pl = in_player ())
2726 pl->contr->play_sound (sound);
2727}
2728
2729void
2730object::say_msg (const char *msg) const
2731{
2732 if (is_on_map ())
2733 map->say_msg (msg, x, y);
2734 else if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736}
2737
2738void
2739object::make_noise ()
2740{
2741 // we do not model noise in the map, so instead put
2742 // a temporary light into the noise source
2743 // could use the map instead, but that's less reliable for our
2744 // goal, which is to make invisibility a bit harder to exploit
2745
2746 // currently only works sensibly for players
2747 if (!is_player ())
2575 return; 2748 return;
2576 2749
2577 if (env) 2750 // find old force, or create new one
2578 { 2751 object *force = force_find (shstr_noise_force);
2579 if (object *pl = in_player ()) 2752
2580 pl->contr->play_sound (sound); 2753 if (force)
2581 } 2754 force->speed_left = -1.f; // patch old speed up
2582 else 2755 else
2583 map->play_sound (sound, x, y); 2756 {
2584} 2757 force = archetype::get (shstr_noise_force);
2585 2758
2759 force->slaying = shstr_noise_force;
2760 force->stats.food = 1;
2761 force->speed_left = -1.f;
2762
2763 force->set_speed (1.f / 4.f);
2764 force->flag [FLAG_IS_USED_UP] = true;
2765 force->flag [FLAG_APPLIED] = true;
2766
2767 insert (force);
2768 }
2769}
2770
2771void object::change_move_type (MoveType mt)
2772{
2773 if (move_type == mt)
2774 return;
2775
2776 if (is_on_map ())
2777 {
2778 // we are on the map, so handle move_on/off effects
2779 remove ();
2780 move_type = mt;
2781 map->insert (this, x, y, this);
2782 }
2783 else
2784 move_type = mt;
2785}
2786
2787/* object should be a player.
2788 * we return the object the player has marked with the 'mark' command
2789 * below. If no match is found (or object has changed), we return
2790 * NULL. We leave it up to the calling function to print messages if
2791 * nothing is found.
2792 */
2793object *
2794object::mark () const
2795{
2796 if (contr && contr->mark && contr->mark->env == this)
2797 return contr->mark;
2798 else
2799 return 0;
2800}
2801

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