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Comparing deliantra/server/common/object.C (file contents):
Revision 1.248 by root, Mon Jul 14 23:47:06 2008 UTC vs.
Revision 1.335 by root, Sun Apr 25 10:45:38 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->archname != ob2->arch->archname 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
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
222 || (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
223 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
225 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 308 return 0;
237 309
238 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
242 .any ()) 313 .any ())
243 return 0; 314 return 0;
244 315
245 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
264 335
265 /* 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,
266 * 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
267 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
268 */ 339 */
269 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
270 return 0; 341 return 0;
271 342
272 /* 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
273 * 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
274 * check? 345 * check?
275 */ 346 */
276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
277 return 0; 348 return 0;
278 349
279 switch (ob1->type) 350 switch (ob1->type)
280 { 351 {
281 case SCROLL: 352 case SCROLL:
327 { 398 {
328 // see if we are in a container of sorts 399 // see if we are in a container of sorts
329 if (env) 400 if (env)
330 { 401 {
331 // the player inventory itself is always visible 402 // the player inventory itself is always visible
332 if (env->type == PLAYER) 403 if (env->is_player ())
333 return env; 404 return env;
334 405
335 // else a player could have our env open 406 // else a player could have our env open
336 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
337 408
338 // 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
339 // even if our inv is in a player. 410 // even if our inv is in a player.
340 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 413 if (pl->container_ () == env)
343 return pl; 414 return pl;
344 } 415 }
345 else 416 else
346 { 417 {
347 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 422 || pl->container_ () == this)
352 return pl; 423 return pl;
353 } 424 }
354 } 425 }
355 426
356 return 0; 427 return 0;
374{ 445{
375 while (op) 446 while (op)
376 { 447 {
377 // adjust by actual difference to account for rounding errors 448 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying) 450 weight = weight_adjust_for (op, op->carrying + weight)
380 - weight_adjust_for (op, op->carrying - weight); 451 - weight_adjust_for (op, op->carrying);
381 452
382 if (!weight) 453 if (!weight)
383 return; 454 return;
384 455
385 op->carrying += weight; 456 op->carrying += weight;
412 483
413 sum = weight_adjust_for (this, sum); 484 sum = weight_adjust_for (this, sum);
414 485
415 if (sum != carrying) 486 if (sum != carrying)
416 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
417 carrying = sum; 492 carrying = sum;
418 493
419 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
434 object_freezer freezer; 509 object_freezer freezer;
435 op->write (freezer); 510 op->write (freezer);
436 return freezer.as_string (); 511 return freezer.as_string ();
437} 512}
438 513
439/* 514char *
440 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
441 * multi-object 1 which is closest to the second object.
442 * If it's not a multi-object, it is returned.
443 */
444object *
445get_nearest_part (object *op, const object *pl)
446{ 516{
447 object *tmp, *closest; 517 return dump_object (this);
448 int last_dist, i;
449
450 if (!op->more)
451 return op;
452
453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
456 if ((i = distance (tmp, pl)) < last_dist)
457 closest = tmp, last_dist = i;
458
459 return closest;
460} 518}
461 519
462/* 520/*
463 * 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.
464 * VERRRY slow. 522 * VERRRY slow.
466object * 524object *
467find_object (tag_t i) 525find_object (tag_t i)
468{ 526{
469 for_all_objects (op) 527 for_all_objects (op)
470 if (op->count == i) 528 if (op->count == i)
529 return op;
530
531 return 0;
532}
533
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)
471 return op; 544 return op;
472 545
473 return 0; 546 return 0;
474} 547}
475 548
509 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 ());
510 return; 583 return;
511 } 584 }
512 585
513 this->owner = owner; 586 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
580} 587}
581 588
582/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
583 * refcounts and freeing the links. 590 * refcounts and freeing the links.
584 */ 591 */
637 tail = new_link; 644 tail = new_link;
638 } 645 }
639 } 646 }
640 } 647 }
641 648
642 if (speed < 0) 649 dst->activate ();
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646} 650}
647 651
648void 652void
649object::instantiate () 653object::instantiate ()
650{ 654{
651 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 656 uuid = UUID::gen ();
653 657
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
654 speed_left = -0.1f; 662 speed_left = -1.;
663
655 /* 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
656 * 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.
657 * 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
658 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
667object * 676object *
668object::clone () 677object::clone ()
669{ 678{
670 object *neu = create (); 679 object *neu = create ();
671 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
672 neu->map = map; // not copied by copy_to 686 neu->map = map; // not copied by copy_to
673 return neu; 687 return neu;
674} 688}
675 689
676/* 690/*
679 * 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.
680 */ 694 */
681void 695void
682update_turn_face (object *op) 696update_turn_face (object *op)
683{ 697{
684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
685 return; 699 return;
686 700
687 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
689} 703}
694 * 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.
695 */ 709 */
696void 710void
697object::set_speed (float speed) 711object::set_speed (float speed)
698{ 712{
699 if (flag [FLAG_FREED] && speed)
700 {
701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
702 speed = 0;
703 }
704
705 this->speed = speed; 713 this->speed = speed;
706 714
707 if (has_active_speed ()) 715 if (has_active_speed ())
708 activate (); 716 activate ();
709 else 717 else
759 767
760 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 769 /* nop */;
762 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
763 { 771 {
772#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
774 /* 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
775 * to have move_allow right now. 784 * have move_allow right now.
776 */ 785 */
777 || ((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
778 || 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)
779 m.flags_ = 0; 790 m.invalidate ();
791#endif
780 } 792 }
781 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 795 * that is being removed.
784 */ 796 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 798 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
789 else 801 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 803
793 update_object (op->more, action); 805 update_object (op->more, action);
794} 806}
795 807
796object::object () 808object::object ()
797{ 809{
798 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
799 811
800 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
801 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
802} 815}
803 816
804object::~object () 817object::~object ()
805{ 818{
806 unlink (); 819 unlink ();
807 820
808 free_key_values (this); 821 free_key_values (this);
809} 822}
810
811static int object_count;
812 823
813void object::link () 824void object::link ()
814{ 825{
815 assert (!index);//D 826 assert (!index);//D
816 uuid = UUID::gen (); 827 uuid = UUID::gen ();
817 count = ++object_count;
818 828
819 refcnt_inc (); 829 refcnt_inc ();
820 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
821} 834}
822 835
823void object::unlink () 836void object::unlink ()
824{ 837{
825 if (!index) 838 if (!index)
826 return; 839 return;
840
841 ++destroy_count;
827 842
828 objects.erase (this); 843 objects.erase (this);
829 refcnt_dec (); 844 refcnt_dec ();
830} 845}
831 846
835 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
836 if (active) 851 if (active)
837 return; 852 return;
838 853
839 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
840 actives.insert (this); 859 actives.insert (this);
860 }
841} 861}
842 862
843void 863void
844object::activate_recursive () 864object::activate_recursive ()
845{ 865{
910 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 931 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
913 { 933 {
914 while (inv) 934 while (inv)
915 {
916 inv->destroy_inv (false);
917 inv->destroy (); 935 inv->destroy ();
918 }
919 } 936 }
920 else 937 else
921 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
922 while (inv) 939 while (inv)
923 { 940 {
927 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
928 || op->type == RUNE 945 || op->type == RUNE
929 || op->type == TRAP 946 || op->type == TRAP
930 || op->flag [FLAG_IS_A_TEMPLATE] 947 || op->flag [FLAG_IS_A_TEMPLATE]
931 || op->flag [FLAG_DESTROY_ON_DEATH]) 948 || op->flag [FLAG_DESTROY_ON_DEATH])
932 op->destroy (true); 949 op->destroy ();
933 else 950 else
934 map->insert (op, x, y); 951 map->insert (op, x, y);
935 } 952 }
936 } 953 }
937} 954}
938 955
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 *
939object *object::create () 993object::create ()
940{ 994{
941 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
942 op->link (); 1017 op->link ();
1018
943 return op; 1019 return op;
944} 1020}
945 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
946static struct freed_map : maptile 1037static struct freed_map : maptile
947{ 1038{
948 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
949 { 1041 {
950 path = "<freed objects map>"; 1042 path = "<freed objects map>";
951 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1; 1044 no_drop = 1;
955 no_reset = 1; 1045 no_reset = 1;
956 1046
957 alloc ();
958 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
959 } 1048 }
960 1049
961 ~freed_map () 1050 ~freed_map ()
962 { 1051 {
966 1055
967void 1056void
968object::do_destroy () 1057object::do_destroy ()
969{ 1058{
970 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this); 1060 remove_link ();
972 1061
973 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this); 1063 remove_friendly_object (this);
975 1064
976 remove (); 1065 remove ();
1001 attacked_by = 0; 1090 attacked_by = 0;
1002 current_weapon = 0; 1091 current_weapon = 0;
1003} 1092}
1004 1093
1005void 1094void
1006object::destroy (bool destroy_inventory) 1095object::destroy ()
1007{ 1096{
1008 if (destroyed ()) 1097 if (destroyed ())
1009 return; 1098 return;
1010 1099
1011 if (!is_head () && !head->destroyed ()) 1100 if (!is_head () && !head->destroyed ())
1012 { 1101 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (destroy_inventory); 1103 head->destroy ();
1015 return; 1104 return;
1016 } 1105 }
1017 1106
1018 destroy_inv (!destroy_inventory); 1107 destroy_inv_fast ();
1019 1108
1020 if (is_head ()) 1109 if (is_head ())
1021 if (sound_destroy) 1110 if (sound_destroy)
1022 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1034 * the previous environment. 1123 * the previous environment.
1035 */ 1124 */
1036void 1125void
1037object::do_remove () 1126object::do_remove ()
1038{ 1127{
1039 object *tmp, *last = 0;
1040 object *otmp;
1041
1042 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1043 return; 1129 return;
1044 1130
1045 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1046 1132
1059 if (object *pl = visible_to ()) 1145 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count); 1146 esrv_del_item (pl->contr, count);
1061 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
1062 1148
1063 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1150
1151 object *pl = in_player ();
1064 1152
1065 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1066 * 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
1067 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1068 */ 1156 */
1076 1164
1077 above = 0; 1165 above = 0;
1078 below = 0; 1166 below = 0;
1079 env = 0; 1167 env = 0;
1080 1168
1081 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1082 * made to players inventory. If set, avoiding the call
1083 * to save cpu time.
1084 */ 1170 {
1085 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1086 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 }
1087 } 1190 }
1088 else if (map) 1191 else if (map)
1089 { 1192 {
1090 map->dirty = true; 1193 map->dirty = true;
1091 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1092 1195
1093 if (object *pl = ms.player ()) 1196 if (object *pl = ms.player ())
1094 { 1197 {
1095 if (type == PLAYER) // this == pl(!) 1198 if (is_player ())
1096 { 1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1097 // leaving a spot always closes any open container on the ground 1203 // leaving a spot always closes any open container on the ground
1098 if (container && !container->env) 1204 if (container && !container->env)
1099 // this causes spurious floorbox updates, but it ensures 1205 // this causes spurious floorbox updates, but it ensures
1100 // that the CLOSE event is being sent. 1206 // that the CLOSE event is being sent.
1101 close_container (); 1207 close_container ();
1102 1208
1103 --map->players; 1209 --map->players;
1104 map->touch (); 1210 map->touch ();
1105 } 1211 }
1106 else if (pl->container == this) 1212 else if (pl->container_ () == this)
1107 { 1213 {
1108 // removing a container should close it 1214 // removing a container should close it
1109 close_container (); 1215 close_container ();
1110 } 1216 }
1111 1217 else
1112 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1113 } 1219 }
1114 1220
1115 /* link the object above us */ 1221 /* link the object above us */
1116 // re-link, make sure compiler can easily use cmove 1222 // re-link, make sure compiler can easily use cmove
1117 *(above ? &above->below : &ms.top) = below; 1223 *(above ? &above->below : &ms.top) = below;
1118 *(below ? &below->above : &ms.bot) = above; 1224 *(below ? &below->above : &ms.bot) = above;
1119 1225
1120 above = 0; 1226 above = 0;
1121 below = 0; 1227 below = 0;
1122 1228
1229 ms.invalidate ();
1230
1123 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1124 return; 1232 return;
1125 1233
1126 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1127 1235
1128 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1129 { 1237 {
1130 if (pl->container == this) 1238 if (pl->container_ () == this)
1131 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1133 * appropriately. 1241 * appropriately.
1134 */ 1242 */
1135 pl->close_container (); 1243 pl->close_container ();
1139 //TODO: update floorbox to preserve ordering 1247 //TODO: update floorbox to preserve ordering
1140 if (pl->contr->ns) 1248 if (pl->contr->ns)
1141 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1142 } 1250 }
1143 1251
1252 if (check_walk_off)
1144 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1145 { 1254 {
1255 above = tmp->above;
1256
1146 /* 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
1147 * being removed. 1258 * being removed.
1148 */ 1259 */
1149 1260
1150 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1151 if (check_walk_off
1152 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1153 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1154 {
1155 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1156
1157 if (destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1159 } 1265 }
1160 1266
1161 last = tmp; 1267 if (affects_los ())
1162 }
1163
1164 /* last == NULL if there are no objects on this space */
1165 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last)
1167 map->at (x, y).flags_ = 0;
1168 else
1169 update_object (last, UP_OBJ_REMOVE);
1170
1171 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1173 } 1269 }
1174} 1270}
1175 1271
1176/* 1272/*
1200 esrv_update_item (UPD_NROF, pl, top); 1296 esrv_update_item (UPD_NROF, pl, top);
1201 1297
1202 op->weight = 0; // cancel the addition above 1298 op->weight = 0; // cancel the addition above
1203 op->carrying = 0; // must be 0 already 1299 op->carrying = 0; // must be 0 already
1204 1300
1205 op->destroy (1); 1301 op->destroy ();
1206 1302
1207 return top; 1303 return top;
1208 } 1304 }
1209 1305
1210 return 0; 1306 return 0;
1218 1314
1219 object *prev = this; 1315 object *prev = this;
1220 1316
1221 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1222 { 1318 {
1223 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1224 1320
1225 op->name = name; 1321 op->name = name;
1226 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1227 op->title = title; 1323 op->title = title;
1228 1324
1266 * 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
1267 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1268 * 1364 *
1269 * Return value: 1365 * Return value:
1270 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1271 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1272 * just 'op' otherwise 1368 * just 'op' otherwise
1273 */ 1369 */
1274object * 1370object *
1275insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1276{ 1372{
1277 if (op->is_on_map ())
1278 {
1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1280 abort ();
1281 }
1282
1283 if (op->env)
1284 {
1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1286 op->remove (); 1373 op->remove ();
1287 }
1288 1374
1289 if (op->face && !face_info (op->face))//D TODO: remove soon 1375 if (m == &freed_map)//D TODO: remove soon
1290 {//D 1376 {//D
1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1292 op->face = 1;//D
1293 }//D 1378 }//D
1294 1379
1295 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1297 * need extra work 1382 * need extra work
1298 */ 1383 */
1384 maptile *newmap = m;
1299 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1300 { 1386 {
1301 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1302 return 0; 1388 return 0;
1303 } 1389 }
1304 1390
1305 if (object *more = op->more) 1391 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0; 1393 return 0;
1308 1394
1309 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1310 1396 op->env = 0;
1311 op->map = m; 1397 op->map = newmap;
1398
1312 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1313 1400
1314 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1315 */ 1402 */
1316 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1319 { 1406 {
1320 // TODO: we actually want to update tmp, not op, 1407 // TODO: we actually want to update tmp, not op,
1321 // but some caller surely breaks when we return tmp 1408 // but some caller surely breaks when we return tmp
1322 // from here :/ 1409 // from here :/
1323 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1324 tmp->destroy (1); 1411 tmp->destroy ();
1325 } 1412 }
1326 1413
1327 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 */
1328 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1329 1416
1330 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1331 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1332 1419
1333 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1334 { 1421 {
1335 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)
1336 { 1423 {
1337 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");
1338 abort (); 1425 abort ();
1339 } 1426 }
1340 1427
1341 if (!originator->is_on_map ()) 1428 if (!originator->is_on_map ())
1429 {
1342 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ()); 1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1344 1434
1345 op->above = originator; 1435 op->above = originator;
1346 op->below = originator->below; 1436 op->below = originator->below;
1347 originator->below = op; 1437 originator->below = op;
1348 1438
1368 * 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
1369 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1370 */ 1460 */
1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 { 1462 {
1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1374 floor = tmp; 1464 floor = tmp;
1375 1465
1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1377 { 1467 {
1378 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1379 top = tmp->below; 1469 top = tmp->below;
1380 break; 1470 break;
1381 } 1471 }
1399 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1400 { 1490 {
1401 object *last; 1491 object *last;
1402 1492
1403 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1405 break; 1495 break;
1406 1496
1407 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1408 * 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
1409 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1434 op->below = top; 1524 op->below = top;
1435 *(op->above ? &op->above->below : &ms.top) = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1526 }
1437 } 1527 }
1438 1528
1439 if (op->type == PLAYER) 1529 if (op->is_player ())
1440 { 1530 {
1441 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1442 ++op->map->players; 1532 ++op->map->players;
1443 op->map->touch (); 1533 op->map->touch ();
1444 } 1534 }
1459 * 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 -
1460 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1461 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1462 * of effect may be sufficient. 1552 * of effect may be sufficient.
1463 */ 1553 */
1464 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1465 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1466 1559
1467 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1468 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1469 1562
1470 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1477 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1478 * update_object(). 1571 * update_object().
1479 */ 1572 */
1480 1573
1481 /* 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 */
1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1483 { 1576 {
1484 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1485 return 0; 1578 return 0;
1486 1579
1487 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1488 * walk on's. 1581 * walk on's.
1489 */ 1582 */
1490 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1491 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator))
1492 return 0; 1585 return 0;
1498/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1499 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1500 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1501 */ 1594 */
1502void 1595void
1503replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1504{ 1597{
1505 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1506 1599
1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1508 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1509 tmp->destroy (1); 1602 tmp->destroy ();
1510 1603
1511 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1512 1605
1513 tmp->x = op->x; 1606 tmp->x = op->x;
1514 tmp->y = op->y; 1607 tmp->y = op->y;
1515 1608
1516 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1521{ 1614{
1522 if (where->env) 1615 if (where->env)
1523 return where->env->insert (this); 1616 return where->env->insert (this);
1524 else 1617 else
1525 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;
1526} 1641}
1527 1642
1528/* 1643/*
1529 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1530 * 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
1538 if (!nr) 1653 if (!nr)
1539 return true; 1654 return true;
1540 1655
1541 nr = min (nr, nrof); 1656 nr = min (nr, nrof);
1542 1657
1658 if (nrof > nr)
1659 {
1543 nrof -= nr; 1660 nrof -= nr;
1544
1545 if (nrof)
1546 {
1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0 1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1548 1662
1549 if (object *pl = visible_to ()) 1663 if (object *pl = visible_to ())
1550 esrv_update_item (UPD_NROF, pl, this); 1664 esrv_update_item (UPD_NROF, pl, this);
1551 1665
1552 return true; 1666 return true;
1553 } 1667 }
1554 else 1668 else
1555 { 1669 {
1556 destroy (1); 1670 destroy ();
1557 return false; 1671 return false;
1558 } 1672 }
1559} 1673}
1560 1674
1561/* 1675/*
1638 if (object *pl = tmp->visible_to ()) 1752 if (object *pl = tmp->visible_to ())
1639 esrv_update_item (UPD_NROF, pl, tmp); 1753 esrv_update_item (UPD_NROF, pl, tmp);
1640 1754
1641 adjust_weight (this, op->total_weight ()); 1755 adjust_weight (this, op->total_weight ());
1642 1756
1643 op->destroy (1); 1757 op->destroy ();
1644 op = tmp; 1758 op = tmp;
1645 goto inserted; 1759 goto inserted;
1646 } 1760 }
1647 1761
1648 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1666 1780
1667 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1668 1782
1669inserted: 1783inserted:
1670 /* 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 */
1671 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1672 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1673 1789 }
1790 else if (is_player ())
1674 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1675 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1792 contr->queue_stats_update ();
1676 update_stats ();
1677 1793
1678 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1679 1795
1680 return op; 1796 return op;
1681} 1797}
1701 * on top. 1817 * on top.
1702 */ 1818 */
1703int 1819int
1704check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1705{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1706 object *tmp; 1825 object *tmp;
1707 maptile *m = op->map; 1826 maptile *m = op->map;
1708 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1709 1828
1710 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1711 1830
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1713 return 0;
1714 1832
1715 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1716 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1717 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1718 1836
1719 /* 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,
1720 * 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
1721 * 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
1722 * as walking. 1840 * as walking.
1733 return 0; 1851 return 0;
1734 1852
1735 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1736 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1737 */ 1855 */
1738 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1739 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1740 {
1741 /* Trim the search when we find the first other spell effect
1742 * this helps performance so that if a space has 50 spell objects,
1743 * we don't need to check all of them.
1744 */
1745 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1746 break;
1747 } 1857 {
1858 next = tmp->below;
1748 1859
1749 for (; tmp; tmp = tmp->below)
1750 {
1751 if (tmp == op) 1860 if (tmp == op)
1752 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1753 1862
1754 /* 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.
1755 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1756 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1757 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1758 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1759 */ 1868 */
1760 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1761 { 1870 {
1762 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1763 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1764 { 1873 {
1765
1766 float
1767 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1768 1875
1769 if (op->type == PLAYER) 1876 if (op->is_player ())
1770 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)) ||
1771 (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)))
1772 diff /= 4.0; 1879 diff /= 4.0;
1773 1880
1774 op->speed_left -= diff; 1881 op->speed_left -= diff;
1775 } 1882 }
1776 } 1883 }
1898void 2005void
1899flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1900{ 2007{
1901 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1902 { 2009 {
1903 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1904 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1905 } 2012 }
1906} 2013}
1907 2014
1908/* 2015/*
1911void 2018void
1912unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1913{ 2020{
1914 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1915 { 2022 {
1916 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1917 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1918 } 2025 }
1919} 2026}
1920 2027
1921/* 2028/*
1982 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
1983 */ 2090 */
1984 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1985 continue; 2092 continue;
1986 2093
1987 if (ob->blocked (m, pos.x, pos.y)) 2094 if (ob->blocked (pos.m, pos.x, pos.y))
1988 continue; 2095 continue;
1989 2096
1990 altern [index++] = i; 2097 altern [index++] = i;
1991 } 2098 }
1992 2099
2060 * there is capable of. 2167 * there is capable of.
2061 */ 2168 */
2062int 2169int
2063find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2064{ 2171{
2065 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2066
2067 sint16 nx, ny;
2068 object *tmp;
2069 maptile *mp;
2070
2071 MoveType blocked, move_type; 2173 MoveType move_type;
2072 2174
2073 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2074 { 2176 {
2075 exclude = exclude->head; 2177 exclude = exclude->head;
2076 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2079 { 2181 {
2080 /* 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. */
2081 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2082 } 2184 }
2083 2185
2084 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2085 { 2187 {
2086 mp = m; 2188 mapxy pos (m, x, y);
2087 nx = x + freearr_x[i]; 2189 pos.move (i);
2088 ny = y + freearr_y[i];
2089 2190
2090 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2091
2092 if (mflags & P_OUT_OF_MAP)
2093 max = maxfree[i]; 2192 max = maxfree[i];
2094 else 2193 else
2095 { 2194 {
2096 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2097 2196
2098 blocked = ms.move_block;
2099
2100 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2101 max = maxfree[i]; 2198 max = maxfree [i];
2102 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2103 { 2200 {
2104 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2105 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2106 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2107 break;
2108
2109 if (tmp)
2110 return freedir[i]; 2204 return freedir [i];
2111 } 2205 }
2112 } 2206 }
2113 } 2207 }
2114 2208
2115 return 0; 2209 return 0;
2124{ 2218{
2125 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);
2126} 2220}
2127 2221
2128/* 2222/*
2129 * 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
2130 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2131 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2132 */ 2226 */
2133int 2227int
2134find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2135{ 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
2136 int q; 2273 int q;
2137 2274
2138 if (y) 2275 if (y)
2139 q = x * 100 / y; 2276 q = 128 * x / y;
2140 else if (x) 2277 else if (x)
2141 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2142 else 2279 else
2143 return 0; 2280 return 0;
2144 2281
2145 if (y > 0) 2282 if (y > 0)
2146 { 2283 {
2147 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
2148 return 3; 2289 return 3;
2149 if (q < -41) 2290 }
2150 return 2; 2291 else
2151 if (q < 41) 2292 {
2152 return 1; 2293 if (q < -309) return 3;
2153 if (q < 242) 2294 if (q < -52) return 2;
2154 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2155 return 7; 2298 return 7;
2156 } 2299 }
2157 2300#endif
2158 if (q < -242)
2159 return 7;
2160 if (q < -41)
2161 return 6;
2162 if (q < 41)
2163 return 5;
2164 if (q < 242)
2165 return 4;
2166
2167 return 3;
2168} 2301}
2169 2302
2170/* 2303/*
2171 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2172 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2173 */ 2306 */
2174int 2307int
2175dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2176{ 2309{
2177 int d;
2178
2179 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2180 if (d > 4)
2181 d = 8 - d;
2182 2311
2183 return d; 2312 return d > 4 ? 8 - d : d;
2184} 2313}
2185 2314
2186/* peterm: 2315/* peterm:
2187 * 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.
2188 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2190 * 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
2191 * 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.
2192 * 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
2193 * functions. 2322 * functions.
2194 */ 2323 */
2195int reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2196 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2197 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2198 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2199 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2200 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2294 * 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)
2295 */ 2424 */
2296int 2425int
2297can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2298{ 2427{
2299 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2300 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2301 !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));
2302} 2431}
2303 2432
2304/* 2433/*
2305 * create clone from object to another 2434 * create clone from object to another
2306 */ 2435 */
2338 return tmp; 2467 return tmp;
2339 2468
2340 return 0; 2469 return 0;
2341} 2470}
2342 2471
2343const shstr & 2472shstr_tmp
2344object::kv_get (const shstr &key) const 2473object::kv_get (shstr_tmp key) const
2345{ 2474{
2346 for (key_value *kv = key_values; kv; kv = kv->next) 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2347 if (kv->key == key) 2476 if (kv->key == key)
2348 return kv->value; 2477 return kv->value;
2349 2478
2350 return shstr_null; 2479 return shstr ();
2351} 2480}
2352 2481
2353void 2482void
2354object::kv_set (const shstr &key, const shstr &value) 2483object::kv_set (shstr_tmp key, shstr_tmp value)
2355{ 2484{
2356 for (key_value *kv = key_values; kv; kv = kv->next) 2485 for (key_value *kv = key_values; kv; kv = kv->next)
2357 if (kv->key == key) 2486 if (kv->key == key)
2358 { 2487 {
2359 kv->value = value; 2488 kv->value = value;
2368 2497
2369 key_values = kv; 2498 key_values = kv;
2370} 2499}
2371 2500
2372void 2501void
2373object::kv_del (const shstr &key) 2502object::kv_del (shstr_tmp key)
2374{ 2503{
2375 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2376 if ((*kvp)->key == key) 2505 if ((*kvp)->key == key)
2377 { 2506 {
2378 key_value *kv = *kvp; 2507 key_value *kv = *kvp;
2471{ 2600{
2472 return map ? map->region (x, y) 2601 return map ? map->region (x, y)
2473 : region::default_region (); 2602 : region::default_region ();
2474} 2603}
2475 2604
2476const materialtype_t *
2477object::dominant_material () const
2478{
2479 if (materialtype_t *mt = name_to_material (materialname))
2480 return mt;
2481
2482 return name_to_material (shstr_unknown);
2483}
2484
2485void 2605void
2486object::open_container (object *new_container) 2606object::open_container (object *new_container)
2487{ 2607{
2488 if (container == new_container) 2608 if (container == new_container)
2489 return; 2609 return;
2509 container = 0; 2629 container = 0;
2510 2630
2511 // 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
2512 esrv_update_item (UPD_FLAGS, this, old_container); 2632 esrv_update_item (UPD_FLAGS, this, old_container);
2513 2633
2514 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 ());
2515 play_sound (sound_find ("chest_close")); 2635 play_sound (sound_find ("chest_close"));
2516 } 2636 }
2517 2637
2518 if (new_container) 2638 if (new_container)
2519 { 2639 {
2523 // TODO: this does not seem to serve any purpose anymore? 2643 // TODO: this does not seem to serve any purpose anymore?
2524#if 0 2644#if 0
2525 // insert the "Close Container" object. 2645 // insert the "Close Container" object.
2526 if (archetype *closer = new_container->other_arch) 2646 if (archetype *closer = new_container->other_arch)
2527 { 2647 {
2528 object *closer = arch_to_object (new_container->other_arch); 2648 object *closer = new_container->other_arch->instance ();
2529 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2530 new_container->insert (closer); 2650 new_container->insert (closer);
2531 } 2651 }
2532#endif 2652#endif
2533 2653
2534 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 ());
2535 2655
2536 // 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
2537 esrv_send_item (this, new_container); 2657 esrv_send_item (this, new_container);
2538 2658
2539 new_container->flag [FLAG_APPLIED] = true; 2659 new_container->flag [FLAG_APPLIED] = true;
2547// else if (!old_container->env && contr && contr->ns) 2667// else if (!old_container->env && contr && contr->ns)
2548// contr->ns->floorbox_reset (); 2668// contr->ns->floorbox_reset ();
2549} 2669}
2550 2670
2551object * 2671object *
2552object::force_find (const shstr name) 2672object::force_find (shstr_tmp name)
2553{ 2673{
2554 /* 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
2555 * place 2675 * place
2556 */ 2676 */
2557 for (object *tmp = inv; tmp; tmp = tmp->below) 2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2559 return splay (tmp); 2679 return splay (tmp);
2560 2680
2561 return 0; 2681 return 0;
2562} 2682}
2563 2683
2684//-GPL
2685
2564void 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 *
2565object::force_add (const shstr name, int duration) 2696object::force_add (shstr_tmp name, int duration)
2566{ 2697{
2567 if (object *force = force_find (name)) 2698 if (object *force = force_find (name))
2568 force->destroy (); 2699 force->destroy ();
2569 2700
2570 object *force = get_archetype (FORCE_NAME); 2701 object *force = get_archetype (FORCE_NAME);
2571 2702
2572 force->slaying = name; 2703 force->slaying = name;
2573 force->stats.food = 1; 2704 force->force_set_timer (duration);
2574 force->speed_left = -1.f;
2575
2576 force->set_speed (duration ? 1.f / duration : 0.f);
2577 force->flag [FLAG_IS_USED_UP] = true;
2578 force->flag [FLAG_APPLIED] = true; 2705 force->flag [FLAG_APPLIED] = true;
2579 2706
2580 insert (force); 2707 return insert (force);
2581} 2708}
2582 2709
2583void 2710void
2584object::play_sound (faceidx sound) 2711object::play_sound (faceidx sound) const
2585{ 2712{
2586 if (!sound) 2713 if (!sound)
2587 return; 2714 return;
2588 2715
2589 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 ())
2590 return; 2741 return;
2591 2742
2592 if (env) 2743 // find old force, or create new one
2593 { 2744 object *force = force_find (shstr_noise_force);
2594 if (object *pl = in_player ()) 2745
2595 pl->contr->play_sound (sound); 2746 if (force)
2596 } 2747 force->speed_left = -1.f; // patch old speed up
2597 else 2748 else
2598 map->play_sound (sound, x, y); 2749 {
2599} 2750 force = archetype::get (shstr_noise_force);
2600 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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