ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.252 by root, Mon Aug 11 23:23:41 2008 UTC vs.
Revision 1.330 by root, Sun Apr 18 14:01:33 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;
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 weight 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))
776 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
773 /* 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
774 * have move_allow right now. 784 * have move_allow right now.
775 */ 785 */
776 || ((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
777 || 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)
778 m.flags_ = 0; 790 m.invalidate ();
791#endif
779 } 792 }
780 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
781 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
782 * that is being removed. 795 * that is being removed.
783 */ 796 */
784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
785 m.flags_ = 0; 798 m.invalidate ();
786 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
787 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
788 else 801 else
789 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
790 803
792 update_object (op->more, action); 805 update_object (op->more, action);
793} 806}
794 807
795object::object () 808object::object ()
796{ 809{
797 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
798 811
799 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
800 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
801} 815}
802 816
803object::~object () 817object::~object ()
804{ 818{
805 unlink (); 819 unlink ();
806 820
807 free_key_values (this); 821 free_key_values (this);
808} 822}
809
810static int object_count;
811 823
812void object::link () 824void object::link ()
813{ 825{
814 assert (!index);//D 826 assert (!index);//D
815 uuid = UUID::gen (); 827 uuid = UUID::gen ();
816 count = ++object_count;
817 828
818 refcnt_inc (); 829 refcnt_inc ();
819 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
820} 834}
821 835
822void object::unlink () 836void object::unlink ()
823{ 837{
824 if (!index) 838 if (!index)
825 return; 839 return;
840
841 ++destroy_count;
826 842
827 objects.erase (this); 843 objects.erase (this);
828 refcnt_dec (); 844 refcnt_dec ();
829} 845}
830 846
834 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
835 if (active) 851 if (active)
836 return; 852 return;
837 853
838 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
839 actives.insert (this); 859 actives.insert (this);
860 }
840} 861}
841 862
842void 863void
843object::activate_recursive () 864object::activate_recursive ()
844{ 865{
909 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
910 || map->no_drop 931 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
912 { 933 {
913 while (inv) 934 while (inv)
914 inv->destroy (true); 935 inv->destroy ();
915 } 936 }
916 else 937 else
917 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
918 while (inv) 939 while (inv)
919 { 940 {
923 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE 945 || op->type == RUNE
925 || op->type == TRAP 946 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE] 947 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH]) 948 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true); 949 op->destroy ();
929 else 950 else
930 map->insert (op, x, y); 951 map->insert (op, x, y);
931 } 952 }
932 } 953 }
933} 954}
934 955
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 *
935object *object::create () 993object::create ()
936{ 994{
937 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
938 op->link (); 1017 op->link ();
1018
939 return op; 1019 return op;
940} 1020}
941 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
942static struct freed_map : maptile 1037static struct freed_map : maptile
943{ 1038{
944 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
945 { 1041 {
946 path = "<freed objects map>"; 1042 path = "<freed objects map>";
947 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1; 1044 no_drop = 1;
951 no_reset = 1; 1045 no_reset = 1;
952 1046
953 alloc ();
954 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
955 } 1048 }
956 1049
957 ~freed_map () 1050 ~freed_map ()
958 { 1051 {
962 1055
963void 1056void
964object::do_destroy () 1057object::do_destroy ()
965{ 1058{
966 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 1060 remove_link ();
968 1061
969 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 1063 remove_friendly_object (this);
971 1064
972 remove (); 1065 remove ();
997 attacked_by = 0; 1090 attacked_by = 0;
998 current_weapon = 0; 1091 current_weapon = 0;
999} 1092}
1000 1093
1001void 1094void
1002object::destroy (bool destroy_inventory) 1095object::destroy ()
1003{ 1096{
1004 if (destroyed ()) 1097 if (destroyed ())
1005 return; 1098 return;
1006 1099
1007 if (!is_head () && !head->destroyed ()) 1100 if (!is_head () && !head->destroyed ())
1008 { 1101 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory); 1103 head->destroy ();
1011 return; 1104 return;
1012 } 1105 }
1013 1106
1014 destroy_inv (!destroy_inventory); 1107 destroy_inv_fast ();
1015 1108
1016 if (is_head ()) 1109 if (is_head ())
1017 if (sound_destroy) 1110 if (sound_destroy)
1018 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1030 * the previous environment. 1123 * the previous environment.
1031 */ 1124 */
1032void 1125void
1033object::do_remove () 1126object::do_remove ()
1034{ 1127{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1039 return; 1129 return;
1040 1130
1041 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1042 1132
1055 if (object *pl = visible_to ()) 1145 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1146 esrv_del_item (pl->contr, count);
1057 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
1058 1148
1059 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1150
1151 object *pl = in_player ();
1060 1152
1061 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1062 * 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
1063 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1064 */ 1156 */
1072 1164
1073 above = 0; 1165 above = 0;
1074 below = 0; 1166 below = 0;
1075 env = 0; 1167 env = 0;
1076 1168
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1078 * made to players inventory. If set, avoiding the call
1079 * to save cpu time.
1080 */ 1170 {
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1082 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 }
1083 } 1190 }
1084 else if (map) 1191 else if (map)
1085 { 1192 {
1086 map->dirty = true; 1193 map->dirty = true;
1087 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1088 1195
1089 if (object *pl = ms.player ()) 1196 if (object *pl = ms.player ())
1090 { 1197 {
1091 if (type == PLAYER) // this == pl(!) 1198 if (is_player ())
1092 { 1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1093 // leaving a spot always closes any open container on the ground 1203 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1204 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1205 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1206 // that the CLOSE event is being sent.
1097 close_container (); 1207 close_container ();
1098 1208
1099 --map->players; 1209 --map->players;
1100 map->touch (); 1210 map->touch ();
1101 } 1211 }
1102 else if (pl->container == this) 1212 else if (pl->container_ () == this)
1103 { 1213 {
1104 // removing a container should close it 1214 // removing a container should close it
1105 close_container (); 1215 close_container ();
1106 } 1216 }
1107 1217 else
1108 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1109 } 1219 }
1110 1220
1111 /* link the object above us */ 1221 /* link the object above us */
1112 // re-link, make sure compiler can easily use cmove 1222 // re-link, make sure compiler can easily use cmove
1113 *(above ? &above->below : &ms.top) = below; 1223 *(above ? &above->below : &ms.top) = below;
1114 *(below ? &below->above : &ms.bot) = above; 1224 *(below ? &below->above : &ms.bot) = above;
1115 1225
1116 above = 0; 1226 above = 0;
1117 below = 0; 1227 below = 0;
1118 1228
1229 ms.invalidate ();
1230
1119 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1120 return; 1232 return;
1121 1233
1122 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1235
1124 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1125 { 1237 {
1126 if (pl->container == this) 1238 if (pl->container_ () == this)
1127 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1128 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1129 * appropriately. 1241 * appropriately.
1130 */ 1242 */
1131 pl->close_container (); 1243 pl->close_container ();
1135 //TODO: update floorbox to preserve ordering 1247 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns) 1248 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1138 } 1250 }
1139 1251
1252 if (check_walk_off)
1140 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1141 { 1254 {
1255 above = tmp->above;
1256
1142 /* 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
1143 * being removed. 1258 * being removed.
1144 */ 1259 */
1145 1260
1146 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1147 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1150 {
1151 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1152
1153 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 } 1265 }
1156 1266
1157 last = tmp; 1267 if (affects_los ())
1158 }
1159
1160 /* last == NULL if there are no objects on this space */
1161 //TODO: this makes little sense, why only update the topmost object?
1162 if (!last)
1163 map->at (x, y).flags_ = 0;
1164 else
1165 update_object (last, UP_OBJ_REMOVE);
1166
1167 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1168 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1169 } 1269 }
1170} 1270}
1171 1271
1172/* 1272/*
1196 esrv_update_item (UPD_NROF, pl, top); 1296 esrv_update_item (UPD_NROF, pl, top);
1197 1297
1198 op->weight = 0; // cancel the addition above 1298 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already 1299 op->carrying = 0; // must be 0 already
1200 1300
1201 op->destroy (1); 1301 op->destroy ();
1202 1302
1203 return top; 1303 return top;
1204 } 1304 }
1205 1305
1206 return 0; 1306 return 0;
1214 1314
1215 object *prev = this; 1315 object *prev = this;
1216 1316
1217 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1218 { 1318 {
1219 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1220 1320
1221 op->name = name; 1321 op->name = name;
1222 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1223 op->title = title; 1323 op->title = title;
1224 1324
1262 * 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
1263 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1264 * 1364 *
1265 * Return value: 1365 * Return value:
1266 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1268 * just 'op' otherwise 1368 * just 'op' otherwise
1269 */ 1369 */
1270object * 1370object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1372{
1273 if (op->is_on_map ())
1274 {
1275 LOG (llevError, "insert_ob_in_map called for object already on map");
1276 abort ();
1277 }
1278
1279 if (op->env)
1280 {
1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1282 op->remove (); 1373 op->remove ();
1283 }
1284 1374
1285 if (op->face && !face_info (op->face))//D TODO: remove soon 1375 if (m == &freed_map)//D TODO: remove soon
1286 {//D 1376 {//D
1287 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
1288 op->face = 1;//D
1289 }//D 1378 }//D
1290 1379
1291 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1292 * 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
1293 * need extra work 1382 * need extra work
1294 */ 1383 */
1384 maptile *newmap = m;
1295 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1296 { 1386 {
1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1298 return 0; 1388 return 0;
1299 } 1389 }
1300 1390
1301 if (object *more = op->more) 1391 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0; 1393 return 0;
1304 1394
1305 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1306 1396 op->env = 0;
1307 op->map = m; 1397 op->map = newmap;
1398
1308 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1309 1400
1310 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1311 */ 1402 */
1312 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1315 { 1406 {
1316 // TODO: we actually want to update tmp, not op, 1407 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp 1408 // but some caller surely breaks when we return tmp
1318 // from here :/ 1409 // from here :/
1319 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1320 tmp->destroy (1); 1411 tmp->destroy ();
1321 } 1412 }
1322 1413
1323 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 */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1325 1416
1326 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1327 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1328 1419
1329 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1330 { 1421 {
1331 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)
1332 { 1423 {
1333 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");
1334 abort (); 1425 abort ();
1335 } 1426 }
1336 1427
1337 if (!originator->is_on_map ()) 1428 if (!originator->is_on_map ())
1429 {
1338 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",
1339 op->debug_desc (), originator->debug_desc ()); 1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1340 1434
1341 op->above = originator; 1435 op->above = originator;
1342 op->below = originator->below; 1436 op->below = originator->below;
1343 originator->below = op; 1437 originator->below = op;
1344 1438
1364 * 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
1365 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1366 */ 1460 */
1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1368 { 1462 {
1369 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])
1370 floor = tmp; 1464 floor = tmp;
1371 1465
1372 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])
1373 { 1467 {
1374 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1375 top = tmp->below; 1469 top = tmp->below;
1376 break; 1470 break;
1377 } 1471 }
1395 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1396 { 1490 {
1397 object *last; 1491 object *last;
1398 1492
1399 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1400 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1401 break; 1495 break;
1402 1496
1403 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1404 * 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
1405 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1430 op->below = top; 1524 op->below = top;
1431 *(op->above ? &op->above->below : &ms.top) = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1526 }
1433 } 1527 }
1434 1528
1435 if (op->type == PLAYER) 1529 if (op->is_player ())
1436 { 1530 {
1437 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1438 ++op->map->players; 1532 ++op->map->players;
1439 op->map->touch (); 1533 op->map->touch ();
1440 } 1534 }
1455 * 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 -
1456 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1457 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1458 * of effect may be sufficient. 1552 * of effect may be sufficient.
1459 */ 1553 */
1460 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1461 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1462 1559
1463 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1464 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1465 1562
1466 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1473 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object(). 1571 * update_object().
1475 */ 1572 */
1476 1573
1477 /* 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 */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1479 { 1576 {
1480 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1481 return 0; 1578 return 0;
1482 1579
1483 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1494/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1495 * 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.
1496 * 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.
1497 */ 1594 */
1498void 1595void
1499replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1500{ 1597{
1501 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1502 1599
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1505 tmp->destroy (1); 1602 tmp->destroy ();
1506 1603
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1508 1605
1509 tmp->x = op->x; 1606 tmp->x = op->x;
1510 tmp->y = op->y; 1607 tmp->y = op->y;
1511 1608
1512 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1517{ 1614{
1518 if (where->env) 1615 if (where->env)
1519 return where->env->insert (this); 1616 return where->env->insert (this);
1520 else 1617 else
1521 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;
1522} 1641}
1523 1642
1524/* 1643/*
1525 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1526 * 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
1633 if (object *pl = tmp->visible_to ()) 1752 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp); 1753 esrv_update_item (UPD_NROF, pl, tmp);
1635 1754
1636 adjust_weight (this, op->total_weight ()); 1755 adjust_weight (this, op->total_weight ());
1637 1756
1638 op->destroy (1); 1757 op->destroy ();
1639 op = tmp; 1758 op = tmp;
1640 goto inserted; 1759 goto inserted;
1641 } 1760 }
1642 1761
1643 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1661 1780
1662 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1663 1782
1664inserted: 1783inserted:
1665 /* 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 */
1666 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1667 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1668 1789 }
1790 else if (is_player ())
1669 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1792 contr->queue_stats_update ();
1671 update_stats ();
1672 1793
1673 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1674 1795
1675 return op; 1796 return op;
1676} 1797}
1696 * on top. 1817 * on top.
1697 */ 1818 */
1698int 1819int
1699check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1700{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1701 object *tmp; 1825 object *tmp;
1702 maptile *m = op->map; 1826 maptile *m = op->map;
1703 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1704 1828
1705 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1706 1830
1707 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1708 return 0;
1709 1832
1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1713 1836
1714 /* 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,
1715 * 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
1716 * 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
1717 * as walking. 1840 * as walking.
1728 return 0; 1851 return 0;
1729 1852
1730 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1731 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1732 */ 1855 */
1733 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1735 {
1736 /* Trim the search when we find the first other spell effect
1737 * this helps performance so that if a space has 50 spell objects,
1738 * we don't need to check all of them.
1739 */
1740 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1741 break;
1742 } 1857 {
1858 next = tmp->below;
1743 1859
1744 for (; tmp; tmp = tmp->below)
1745 {
1746 if (tmp == op) 1860 if (tmp == op)
1747 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1748 1862
1749 /* 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.
1750 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1751 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1752 * 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
1753 * 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.
1754 */ 1868 */
1755 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1756 { 1870 {
1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1758 ((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))
1759 { 1873 {
1760
1761 float
1762 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763 1875
1764 if (op->type == PLAYER) 1876 if (op->is_player ())
1765 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)) ||
1766 (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)))
1767 diff /= 4.0; 1879 diff /= 4.0;
1768 1880
1769 op->speed_left -= diff; 1881 op->speed_left -= diff;
1770 } 1882 }
1771 } 1883 }
1893void 2005void
1894flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1895{ 2007{
1896 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 { 2009 {
1898 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1899 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1900 } 2012 }
1901} 2013}
1902 2014
1903/* 2015/*
1906void 2018void
1907unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1908{ 2020{
1909 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 2022 {
1911 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1912 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1913 } 2025 }
1914} 2026}
1915 2027
1916/* 2028/*
1977 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
1978 */ 2090 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue; 2092 continue;
1981 2093
1982 if (ob->blocked (m, pos.x, pos.y)) 2094 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue; 2095 continue;
1984 2096
1985 altern [index++] = i; 2097 altern [index++] = i;
1986 } 2098 }
1987 2099
2055 * there is capable of. 2167 * there is capable of.
2056 */ 2168 */
2057int 2169int
2058find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2059{ 2171{
2060 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2061
2062 sint16 nx, ny;
2063 object *tmp;
2064 maptile *mp;
2065
2066 MoveType blocked, move_type; 2173 MoveType move_type;
2067 2174
2068 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2069 { 2176 {
2070 exclude = exclude->head; 2177 exclude = exclude->head;
2071 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2074 { 2181 {
2075 /* 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. */
2076 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2077 } 2184 }
2078 2185
2079 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2080 { 2187 {
2081 mp = m; 2188 mapxy pos (m, x, y);
2082 nx = x + freearr_x[i]; 2189 pos.move (i);
2083 ny = y + freearr_y[i];
2084 2190
2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2086
2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i]; 2192 max = maxfree[i];
2089 else 2193 else
2090 { 2194 {
2091 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2092 2196
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2096 max = maxfree[i]; 2198 max = maxfree [i];
2097 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2098 { 2200 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break;
2103
2104 if (tmp)
2105 return freedir[i]; 2204 return freedir [i];
2106 } 2205 }
2107 } 2206 }
2108 } 2207 }
2109 2208
2110 return 0; 2209 return 0;
2119{ 2218{
2120 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);
2121} 2220}
2122 2221
2123/* 2222/*
2124 * 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
2125 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2126 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2127 */ 2226 */
2128int 2227int
2129find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2130{ 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
2236 static const uint8 dir[16] = {
2237 4, 5, 4, 3,
2238 2, 1, 2, 3,
2239 6, 5, 6, 7,
2240 8, 1, 8, 7,
2241 };
2242 int sector = 0;
2243
2244 // this is a bit ugly, but more likely to result in branchless code
2245 sector |= x < 0 ? 8 : 0;
2246 x = x < 0 ? -x : x; // abs
2247
2248 sector |= y < 0 ? 4 : 0;
2249 y = y < 0 ? -y : y; // abs
2250
2251 if (x > y)
2252 {
2253 sector |= 2;
2254
2255 if (x > y * 2)
2256 sector |= 1;
2257 }
2258 else
2259 {
2260 if (y > x * 2)
2261 sector |= 1;
2262 else if (!y)
2263 return 0; // x == 0 here
2264 }
2265
2266 return dir [sector];
2267#else // old algorithm
2131 int q; 2268 int q;
2132 2269
2133 if (y) 2270 if (y)
2134 q = x * 100 / y; 2271 q = 128 * x / y;
2135 else if (x) 2272 else if (x)
2136 q = -300 * x; 2273 q = -512 * x; // to make it > 309
2137 else 2274 else
2138 return 0; 2275 return 0;
2139 2276
2140 if (y > 0) 2277 if (y > 0)
2141 { 2278 {
2142 if (q < -242) 2279 if (q < -309) return 7;
2280 if (q < -52) return 6;
2281 if (q < 52) return 5;
2282 if (q < 309) return 4;
2283
2143 return 3; 2284 return 3;
2144 if (q < -41) 2285 }
2145 return 2; 2286 else
2146 if (q < 41) 2287 {
2147 return 1; 2288 if (q < -309) return 3;
2148 if (q < 242) 2289 if (q < -52) return 2;
2149 return 8; 2290 if (q < 52) return 1;
2291 if (q < 309) return 8;
2292
2150 return 7; 2293 return 7;
2151 } 2294 }
2152 2295#endif
2153 if (q < -242)
2154 return 7;
2155 if (q < -41)
2156 return 6;
2157 if (q < 41)
2158 return 5;
2159 if (q < 242)
2160 return 4;
2161
2162 return 3;
2163} 2296}
2164 2297
2165/* 2298/*
2166 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2299 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2167 * between two directions (which are expected to be absolute (see absdir()) 2300 * between two directions (which are expected to be absolute (see absdir())
2168 */ 2301 */
2169int 2302int
2170dirdiff (int dir1, int dir2) 2303dirdiff (int dir1, int dir2)
2171{ 2304{
2172 int d;
2173
2174 d = abs (dir1 - dir2); 2305 int d = abs (dir1 - dir2);
2175 if (d > 4)
2176 d = 8 - d;
2177 2306
2178 return d; 2307 return d > 4 ? 8 - d : d;
2179} 2308}
2180 2309
2181/* peterm: 2310/* peterm:
2182 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2311 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2183 * Basically, this is a table of directions, and what directions 2312 * Basically, this is a table of directions, and what directions
2185 * This basically means that if direction is 15, then it could either go 2314 * This basically means that if direction is 15, then it could either go
2186 * direction 4, 14, or 16 to get back to where we are. 2315 * direction 4, 14, or 16 to get back to where we are.
2187 * Moved from spell_util.c to object.c with the other related direction 2316 * Moved from spell_util.c to object.c with the other related direction
2188 * functions. 2317 * functions.
2189 */ 2318 */
2190int reduction_dir[SIZEOFFREE][3] = { 2319static const int reduction_dir[SIZEOFFREE][3] = {
2191 {0, 0, 0}, /* 0 */ 2320 {0, 0, 0}, /* 0 */
2192 {0, 0, 0}, /* 1 */ 2321 {0, 0, 0}, /* 1 */
2193 {0, 0, 0}, /* 2 */ 2322 {0, 0, 0}, /* 2 */
2194 {0, 0, 0}, /* 3 */ 2323 {0, 0, 0}, /* 3 */
2195 {0, 0, 0}, /* 4 */ 2324 {0, 0, 0}, /* 4 */
2289 * Add a check so we can't pick up invisible objects (0.93.8) 2418 * Add a check so we can't pick up invisible objects (0.93.8)
2290 */ 2419 */
2291int 2420int
2292can_pick (const object *who, const object *item) 2421can_pick (const object *who, const object *item)
2293{ 2422{
2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2423 return /*who->flag [FLAG_WIZ]|| */
2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2424 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2425 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2297} 2426}
2298 2427
2299/* 2428/*
2300 * create clone from object to another 2429 * create clone from object to another
2301 */ 2430 */
2333 return tmp; 2462 return tmp;
2334 2463
2335 return 0; 2464 return 0;
2336} 2465}
2337 2466
2338const shstr & 2467shstr_tmp
2339object::kv_get (const shstr &key) const 2468object::kv_get (shstr_tmp key) const
2340{ 2469{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2470 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key) 2471 if (kv->key == key)
2343 return kv->value; 2472 return kv->value;
2344 2473
2345 return shstr_null; 2474 return shstr ();
2346} 2475}
2347 2476
2348void 2477void
2349object::kv_set (const shstr &key, const shstr &value) 2478object::kv_set (shstr_tmp key, shstr_tmp value)
2350{ 2479{
2351 for (key_value *kv = key_values; kv; kv = kv->next) 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key) 2481 if (kv->key == key)
2353 { 2482 {
2354 kv->value = value; 2483 kv->value = value;
2363 2492
2364 key_values = kv; 2493 key_values = kv;
2365} 2494}
2366 2495
2367void 2496void
2368object::kv_del (const shstr &key) 2497object::kv_del (shstr_tmp key)
2369{ 2498{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2499 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key) 2500 if ((*kvp)->key == key)
2372 { 2501 {
2373 key_value *kv = *kvp; 2502 key_value *kv = *kvp;
2466{ 2595{
2467 return map ? map->region (x, y) 2596 return map ? map->region (x, y)
2468 : region::default_region (); 2597 : region::default_region ();
2469} 2598}
2470 2599
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479
2480void 2600void
2481object::open_container (object *new_container) 2601object::open_container (object *new_container)
2482{ 2602{
2483 if (container == new_container) 2603 if (container == new_container)
2484 return; 2604 return;
2504 container = 0; 2624 container = 0;
2505 2625
2506 // client needs item update to make it work, client bug requires this to be separate 2626 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2627 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2628
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2629 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2630 play_sound (sound_find ("chest_close"));
2511 } 2631 }
2512 2632
2513 if (new_container) 2633 if (new_container)
2514 { 2634 {
2518 // TODO: this does not seem to serve any purpose anymore? 2638 // TODO: this does not seem to serve any purpose anymore?
2519#if 0 2639#if 0
2520 // insert the "Close Container" object. 2640 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch) 2641 if (archetype *closer = new_container->other_arch)
2522 { 2642 {
2523 object *closer = arch_to_object (new_container->other_arch); 2643 object *closer = new_container->other_arch->instance ();
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2644 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2645 new_container->insert (closer);
2526 } 2646 }
2527#endif 2647#endif
2528 2648
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2649 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2650
2531 // make sure the container is available, client bug requires this to be separate 2651 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2652 esrv_send_item (this, new_container);
2533 2653
2534 new_container->flag [FLAG_APPLIED] = true; 2654 new_container->flag [FLAG_APPLIED] = true;
2542// else if (!old_container->env && contr && contr->ns) 2662// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2663// contr->ns->floorbox_reset ();
2544} 2664}
2545 2665
2546object * 2666object *
2547object::force_find (const shstr name) 2667object::force_find (shstr_tmp name)
2548{ 2668{
2549 /* cycle through his inventory to look for the MARK we want to 2669 /* cycle through his inventory to look for the MARK we want to
2550 * place 2670 * place
2551 */ 2671 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2672 for (object *tmp = inv; tmp; tmp = tmp->below)
2554 return splay (tmp); 2674 return splay (tmp);
2555 2675
2556 return 0; 2676 return 0;
2557} 2677}
2558 2678
2679//-GPL
2680
2559void 2681void
2682object::force_set_timer (int duration)
2683{
2684 this->duration = 1;
2685 this->speed_left = -1.f;
2686
2687 this->set_speed (duration ? 1.f / duration : 0.f);
2688}
2689
2690object *
2560object::force_add (const shstr name, int duration) 2691object::force_add (shstr_tmp name, int duration)
2561{ 2692{
2562 if (object *force = force_find (name)) 2693 if (object *force = force_find (name))
2563 force->destroy (); 2694 force->destroy ();
2564 2695
2565 object *force = get_archetype (FORCE_NAME); 2696 object *force = get_archetype (FORCE_NAME);
2566 2697
2567 force->slaying = name; 2698 force->slaying = name;
2568 force->stats.food = 1; 2699 force->force_set_timer (duration);
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2700 force->flag [FLAG_APPLIED] = true;
2574 2701
2575 insert (force); 2702 return insert (force);
2576} 2703}
2577 2704
2578void 2705void
2579object::play_sound (faceidx sound) 2706object::play_sound (faceidx sound) const
2580{ 2707{
2581 if (!sound) 2708 if (!sound)
2582 return; 2709 return;
2583 2710
2584 if (flag [FLAG_REMOVED]) 2711 if (is_on_map ())
2712 map->play_sound (sound, x, y);
2713 else if (object *pl = in_player ())
2714 pl->contr->play_sound (sound);
2715}
2716
2717void
2718object::say_msg (const char *msg) const
2719{
2720 if (is_on_map ())
2721 map->say_msg (msg, x, y);
2722 else if (object *pl = in_player ())
2723 pl->contr->play_sound (sound);
2724}
2725
2726void
2727object::make_noise ()
2728{
2729 // we do not model noise in the map, so instead put
2730 // a temporary light into the noise source
2731 // could use the map instead, but that's less reliable for our
2732 // goal, which is to make invisibility a bit harder to exploit
2733
2734 // currently only works sensibly for players
2735 if (!is_player ())
2585 return; 2736 return;
2586 2737
2587 if (env) 2738 // find old force, or create new one
2588 { 2739 object *force = force_find (shstr_noise_force);
2589 if (object *pl = in_player ()) 2740
2590 pl->contr->play_sound (sound); 2741 if (force)
2591 } 2742 force->speed_left = -1.f; // patch old speed up
2592 else 2743 else
2593 map->play_sound (sound, x, y); 2744 {
2594} 2745 force = archetype::get (shstr_noise_force);
2595 2746
2747 force->slaying = shstr_noise_force;
2748 force->stats.food = 1;
2749 force->speed_left = -1.f;
2750
2751 force->set_speed (1.f / 4.f);
2752 force->flag [FLAG_IS_USED_UP] = true;
2753 force->flag [FLAG_APPLIED] = true;
2754
2755 insert (force);
2756 }
2757}
2758
2759void object::change_move_type (MoveType mt)
2760{
2761 if (move_type == mt)
2762 return;
2763
2764 if (is_on_map ())
2765 {
2766 // we are on the map, so handle move_on/off effects
2767 remove ();
2768 move_type = mt;
2769 map->insert (this, x, y, this);
2770 }
2771 else
2772 move_type = mt;
2773}
2774
2775/* object should be a player.
2776 * we return the object the player has marked with the 'mark' command
2777 * below. If no match is found (or object has changed), we return
2778 * NULL. We leave it up to the calling function to print messages if
2779 * nothing is found.
2780 */
2781object *
2782object::mark () const
2783{
2784 if (contr && contr->mark && contr->mark->env == this)
2785 return contr->mark;
2786 else
2787 return 0;
2788}
2789

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines