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Comparing deliantra/server/common/object.C (file contents):
Revision 1.253 by root, Sun Aug 17 22:46:26 2008 UTC vs.
Revision 1.348 by root, Sat May 7 20:03:27 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
66static void 95static void
67write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
68{ 97{
69 CALL_BEGIN (2); 98 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 102 CALL_END;
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
82 111
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 131 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
104 133
105 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
106 { 135 {
133 162
134void 163void
135UUID::init () 164UUID::init ()
136{ 165{
137 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
138} 232}
139 233
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 235static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
143{ 237{
144 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
145 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
146 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
147 */ 241 */
148 242
149 /* For each field in wants, */ 243 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
152 return false; 246 return false;
153 247
154 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
155 return true; 249 return true;
156} 250}
178 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
179 * check weight 273 * check weight
180 */ 274 */
181bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
182{ 276{
183 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
184 if (ob1 == ob2 278 if (ob1 == ob2
185 || ob1->type != ob2->type 279 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 280 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 284 return 0;
190 285
191 /* Do not merge objects if nrof would overflow. First part checks 286 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 287 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 288 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; 289 return 0;
198 290
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* 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 292 * 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 293 * 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 294 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 295 * flags lose any meaning.
204 */ 296 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
207 299
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
210 302
211 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 304 || ob1->name != ob2->name
213 || ob1->title != ob2->title 305 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
217 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 312 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
223 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
225 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 328 return 0;
237 329
238 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 331 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 332 .reset (FLAG_REMOVED)
242 .any ()) 333 .any ())
243 return 0; 334 return 0;
244 335
245 /* This is really a spellbook check - we should in general 336 /* This is really a spellbook check - we should in general
264 355
265 /* Don't merge objects that are applied. With the new 'body' code, 356 /* 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 357 * 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. 358 * some items equipped, and we don't want those to merge.
268 */ 359 */
269 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
270 return 0; 361 return 0;
271 362
272 /* Note sure why the following is the case - either the object has to 363 /* 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 364 * be animated or have a very low speed. Is this an attempted monster
274 * check? 365 * check?
275 */ 366 */
276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
277 return 0; 368 return 0;
278 369
279 switch (ob1->type) 370 switch (ob1->type)
280 { 371 {
281 case SCROLL: 372 case SCROLL:
282 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
283 return 0; 374 return 0;
284 break; 375 break;
285 } 376 }
286 377
287 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
288 { 379 {
289 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
290 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
291 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
292 383
293 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
294 return 0; 385 return 0;
295 } 386 }
327 { 418 {
328 // see if we are in a container of sorts 419 // see if we are in a container of sorts
329 if (env) 420 if (env)
330 { 421 {
331 // the player inventory itself is always visible 422 // the player inventory itself is always visible
332 if (env->type == PLAYER) 423 if (env->is_player ())
333 return env; 424 return env;
334 425
335 // else a player could have our env open 426 // else a player could have our env open
336 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
337 428
338 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player. 430 // even if our inv is in a player.
340 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 433 if (pl->container_ () == env)
343 return pl; 434 return pl;
344 } 435 }
345 else 436 else
346 { 437 {
347 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 442 || pl->container_ () == this)
352 return pl; 443 return pl;
353 } 444 }
354 } 445 }
355 446
356 return 0; 447 return 0;
357} 448}
358 449
359// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
360static sint32 451static uint32
361weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
362{ 453{
363 return op->type == CONTAINER 454 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
365 : weight; 456 : weight;
366} 457}
367 458
368/* 459/*
369 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
371 */ 462 */
372static void 463static void
373adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
374{ 465{
375 while (op) 466 while (op)
376 { 467 {
377 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381 469
382 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
383 return; 471 op->carrying += weight_adjust_for (op, add);
384
385 op->carrying += weight;
386 472
387 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
390 476
477 sub = ocarrying;
478 add = op->carrying;
479
391 op = op->env; 480 op = op->env;
392 } 481 }
393} 482}
394 483
395/* 484/*
402{ 491{
403 sint32 sum = 0; 492 sint32 sum = 0;
404 493
405 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
406 { 495 {
407 if (op->inv)
408 op->update_weight (); 496 op->update_weight ();
409 497
410 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
411 } 499 }
412
413 sum = weight_adjust_for (this, sum);
414 500
415 if (sum != carrying) 501 if (sum != carrying)
416 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
417 carrying = sum; 507 carrying = sum;
418 508
419 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
434 object_freezer freezer; 524 object_freezer freezer;
435 op->write (freezer); 525 op->write (freezer);
436 return freezer.as_string (); 526 return freezer.as_string ();
437} 527}
438 528
439/* 529char *
440 * get_nearest_part(multi-object, object 2) returns the part of the 530object::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{ 531{
447 object *tmp, *closest; 532 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} 533}
461 534
462/* 535/*
463 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow. 537 * VERRRY slow.
466object * 539object *
467find_object (tag_t i) 540find_object (tag_t i)
468{ 541{
469 for_all_objects (op) 542 for_all_objects (op)
470 if (op->count == i) 543 if (op->count == i)
544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
471 return op; 559 return op;
472 560
473 return 0; 561 return 0;
474} 562}
475 563
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510 return; 598 return;
511 } 599 }
512 600
513 this->owner = owner; 601 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}
581
582/* Zero the key_values on op, decrementing the shared-string
583 * refcounts and freeing the links.
584 */
585static void
586free_key_values (object *op)
587{
588 for (key_value *i = op->key_values; i; )
589 {
590 key_value *next = i->next;
591 delete i;
592
593 i = next;
594 }
595
596 op->key_values = 0;
597} 602}
598 603
599/* 604/*
600 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
601 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
607void 612void
608object::copy_to (object *dst) 613object::copy_to (object *dst)
609{ 614{
610 dst->remove (); 615 dst->remove ();
611 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
612 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
613 622 dst->activate ();
614 /* Copy over key_values, if any. */
615 if (key_values)
616 {
617 key_value *tail = 0;
618 dst->key_values = 0;
619
620 for (key_value *i = key_values; i; i = i->next)
621 {
622 key_value *new_link = new key_value;
623
624 new_link->next = 0;
625 new_link->key = i->key;
626 new_link->value = i->value;
627
628 /* Try and be clever here, too. */
629 if (!dst->key_values)
630 {
631 dst->key_values = new_link;
632 tail = new_link;
633 }
634 else
635 {
636 tail->next = new_link;
637 tail = new_link;
638 }
639 }
640 }
641
642 if (speed < 0)
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646} 623}
647 624
648void 625void
649object::instantiate () 626object::instantiate ()
650{ 627{
651 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 629 uuid = UUID::gen ();
653 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
654 speed_left = -0.1f; 635 speed_left = -1.;
636
655 /* copy the body_info to the body_used - this is only really 637 /* 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. 638 * 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 639 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
667object * 649object *
668object::clone () 650object::clone ()
669{ 651{
670 object *neu = create (); 652 object *neu = create ();
671 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
672 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
673 return neu; 660 return neu;
674} 661}
675 662
676/* 663/*
679 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
680 */ 667 */
681void 668void
682update_turn_face (object *op) 669update_turn_face (object *op)
683{ 670{
684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
685 return; 672 return;
686 673
687 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
689} 676}
694 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
695 */ 682 */
696void 683void
697object::set_speed (float speed) 684object::set_speed (float speed)
698{ 685{
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; 686 this->speed = speed;
706 687
707 if (has_active_speed ()) 688 if (has_active_speed ())
708 activate (); 689 activate ();
709 else 690 else
756 } 737 }
757 738
758 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
759 740
760 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 742 m.update_up (); // nothing to do except copy up
762 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
763 { 744 {
745#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
774 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
775 * have move_allow right now. 757 * have move_allow right now.
776 */ 758 */
777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
779 m.flags_ = 0; 763 m.invalidate ();
764#endif
780 } 765 }
781 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 768 * that is being removed.
784 */ 769 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 771 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
789 else 774 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 776
792 if (op->more) 777 if (op->more)
793 update_object (op->more, action); 778 update_object (op->more, action);
794} 779}
795 780
796object::object () 781object::object ()
797{ 782{
798 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
799 784
800 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
801 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
802} 788}
803 789
804object::~object () 790object::~object ()
805{ 791{
806 unlink (); 792 unlink ();
807 793
808 free_key_values (this); 794 kv.clear ();
809} 795}
810
811static int object_count;
812 796
813void object::link () 797void object::link ()
814{ 798{
815 assert (!index);//D 799 assert (!index);//D
816 uuid = UUID::gen (); 800 uuid = UUID::gen ();
817 count = ++object_count;
818 801
819 refcnt_inc (); 802 refcnt_inc ();
820 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
821} 807}
822 808
823void object::unlink () 809void object::unlink ()
824{ 810{
825 if (!index) 811 if (!index)
826 return; 812 return;
813
814 ++destroy_count;
827 815
828 objects.erase (this); 816 objects.erase (this);
829 refcnt_dec (); 817 refcnt_dec ();
830} 818}
831 819
835 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
836 if (active) 824 if (active)
837 return; 825 return;
838 826
839 if (has_active_speed ()) 827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
840 actives.insert (this); 832 actives.insert (this);
833 }
841} 834}
842 835
843void 836void
844object::activate_recursive () 837object::activate_recursive ()
845{ 838{
905 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
906 * drop on that space. 899 * drop on that space.
907 */ 900 */
908 if (!drop_to_ground 901 if (!drop_to_ground
909 || !map 902 || !map
910 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
911 || map->no_drop 904 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
913 { 906 {
914 while (inv) 907 while (inv)
915 inv->destroy (true); 908 inv->destroy ();
916 } 909 }
917 else 910 else
918 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
919 while (inv) 912 while (inv)
920 { 913 {
924 || op->flag [FLAG_NO_DROP] 917 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE 918 || op->type == RUNE
926 || op->type == TRAP 919 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE] 920 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH]) 921 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true); 922 op->destroy ();
930 else 923 else
931 map->insert (op, x, y); 924 map->insert (op, x, y);
932 } 925 }
933 } 926 }
934} 927}
935 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
936object *object::create () 966object::create ()
937{ 967{
938 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
939 op->link (); 990 op->link ();
991
940 return op; 992 return op;
941} 993}
942 994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
943static struct freed_map : maptile 1010static struct freed_map : maptile
944{ 1011{
945 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
946 { 1014 {
947 path = "<freed objects map>"; 1015 path = "<freed objects map>";
948 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1; 1017 no_drop = 1;
952 no_reset = 1; 1018 no_reset = 1;
953 1019
954 alloc ();
955 in_memory = MAP_ACTIVE; 1020 state = MAP_ACTIVE;
956 } 1021 }
957 1022
958 ~freed_map () 1023 ~freed_map ()
959 { 1024 {
960 destroy (); 1025 destroy ();
963 1028
964void 1029void
965object::do_destroy () 1030object::do_destroy ()
966{ 1031{
967 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1033 remove_link ();
969 1034
970 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1036 remove_friendly_object (this);
972 1037
973 remove (); 1038 remove ();
998 attacked_by = 0; 1063 attacked_by = 0;
999 current_weapon = 0; 1064 current_weapon = 0;
1000} 1065}
1001 1066
1002void 1067void
1003object::destroy (bool destroy_inventory) 1068object::destroy ()
1004{ 1069{
1005 if (destroyed ()) 1070 if (destroyed ())
1006 return; 1071 return;
1007 1072
1008 if (!is_head () && !head->destroyed ()) 1073 if (!is_head () && !head->destroyed ())
1009 { 1074 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1076 head->destroy ();
1012 return; 1077 return;
1013 } 1078 }
1014 1079
1015 destroy_inv (!destroy_inventory); 1080 destroy_inv_fast ();
1016 1081
1017 if (is_head ()) 1082 if (is_head ())
1018 if (sound_destroy) 1083 if (sound_destroy)
1019 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1096 * the previous environment.
1032 */ 1097 */
1033void 1098void
1034object::do_remove () 1099object::do_remove ()
1035{ 1100{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1101 if (flag [FLAG_REMOVED])
1040 return; 1102 return;
1041 1103
1042 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1043 1105
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1121
1060 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1123
1124 object *pl = in_player ();
1061 1125
1062 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1065 */ 1129 */
1073 1137
1074 above = 0; 1138 above = 0;
1075 below = 0; 1139 below = 0;
1076 env = 0; 1140 env = 0;
1077 1141
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1143 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1144 if (expect_false (pl->contr->combat_ob == this))
1083 otmp->update_stats (); 1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1084 } 1163 }
1085 else if (map) 1164 else if (map)
1086 { 1165 {
1087 map->dirty = true; 1166 map->dirty = true;
1088 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1089 1168
1090 if (object *pl = ms.player ()) 1169 if (object *pl = ms.player ())
1091 { 1170 {
1092 if (type == PLAYER) // this == pl(!) 1171 if (is_player ())
1093 { 1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1094 // leaving a spot always closes any open container on the ground 1176 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1177 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1178 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1179 // that the CLOSE event is being sent.
1098 close_container (); 1180 close_container ();
1099 1181
1100 --map->players; 1182 --map->players;
1101 map->touch (); 1183 map->touch ();
1102 } 1184 }
1103 else if (pl->container == this) 1185 else if (pl->container_ () == this)
1104 { 1186 {
1105 // removing a container should close it 1187 // removing a container should close it
1106 close_container (); 1188 close_container ();
1107 } 1189 }
1108 1190 else
1109 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1110 } 1192 }
1111 1193
1112 /* link the object above us */ 1194 /* link the object above us */
1113 // re-link, make sure compiler can easily use cmove 1195 // re-link, make sure compiler can easily use cmove
1114 *(above ? &above->below : &ms.top) = below; 1196 *(above ? &above->below : &ms.top) = below;
1115 *(below ? &below->above : &ms.bot) = above; 1197 *(below ? &below->above : &ms.bot) = above;
1116 1198
1117 above = 0; 1199 above = 0;
1118 below = 0; 1200 below = 0;
1119 1201
1120 ms.flags_ = 0; 1202 ms.invalidate ();
1121
1122 if (map->in_memory == MAP_SAVING)
1123 return;
1124 1203
1125 int check_walk_off = !flag [FLAG_NO_APPLY]; 1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1205
1127 if (object *pl = ms.player ()) 1206 if (object *pl = ms.player ())
1128 { 1207 {
1129 if (pl->container == this) 1208 if (pl->container_ () == this)
1130 /* If a container that the player is currently using somehow gets 1209 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view 1210 * removed (most likely destroyed), update the player view
1132 * appropriately. 1211 * appropriately.
1133 */ 1212 */
1134 pl->close_container (); 1213 pl->close_container ();
1138 //TODO: update floorbox to preserve ordering 1217 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns) 1218 if (pl->contr->ns)
1140 pl->contr->ns->floorbox_update (); 1219 pl->contr->ns->floorbox_update ();
1141 } 1220 }
1142 1221
1222 if (check_walk_off)
1143 for (tmp = ms.bot; tmp; tmp = tmp->above) 1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1144 { 1224 {
1225 above = tmp->above;
1226
1145 /* No point updating the players look faces if he is the object 1227 /* No point updating the players look faces if he is the object
1146 * being removed. 1228 * being removed.
1147 */ 1229 */
1148 1230
1149 /* See if object moving off should effect something */ 1231 /* See if object moving off should effect something */
1150 if (check_walk_off
1151 && ((move_type & tmp->move_off) 1232 if ((move_type & tmp->move_off)
1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1153 {
1154 move_apply (tmp, this, 0); 1234 move_apply (tmp, this, 0);
1155
1156 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 } 1235 }
1159 1236
1160 last = tmp; 1237 if (affects_los ())
1161 }
1162
1163 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1164 update_all_los (map, x, y); 1238 update_all_los (map, x, y);
1165 } 1239 }
1166} 1240}
1167 1241
1168/* 1242/*
1192 esrv_update_item (UPD_NROF, pl, top); 1266 esrv_update_item (UPD_NROF, pl, top);
1193 1267
1194 op->weight = 0; // cancel the addition above 1268 op->weight = 0; // cancel the addition above
1195 op->carrying = 0; // must be 0 already 1269 op->carrying = 0; // must be 0 already
1196 1270
1197 op->destroy (1); 1271 op->destroy ();
1198 1272
1199 return top; 1273 return top;
1200 } 1274 }
1201 1275
1202 return 0; 1276 return 0;
1210 1284
1211 object *prev = this; 1285 object *prev = this;
1212 1286
1213 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1214 { 1288 {
1215 object *op = arch_to_object (at); 1289 object *op = at->instance ();
1216 1290
1217 op->name = name; 1291 op->name = name;
1218 op->name_pl = name_pl; 1292 op->name_pl = name_pl;
1219 op->title = title; 1293 op->title = title;
1220 1294
1258 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1259 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1260 * 1334 *
1261 * Return value: 1335 * Return value:
1262 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1263 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1264 * just 'op' otherwise 1338 * just 'op' otherwise
1265 */ 1339 */
1266object * 1340object *
1267insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1268{ 1342{
1269 if (op->is_on_map ())
1270 {
1271 LOG (llevError, "insert_ob_in_map called for object already on map");
1272 abort ();
1273 }
1274
1275 if (op->env)
1276 {
1277 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1278 op->remove (); 1343 op->remove ();
1279 }
1280 1344
1281 if (op->face && !face_info (op->face))//D TODO: remove soon 1345 if (m == &freed_map)//D TODO: remove soon
1282 {//D 1346 {//D
1283 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1284 op->face = 1;//D
1285 }//D 1348 }//D
1286 1349
1287 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1288 * of areas of callers (eg, anything that uses find_free_spot would now 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1289 * need extra work 1352 * need extra work
1290 */ 1353 */
1354 maptile *newmap = m;
1291 if (!xy_normalise (m, op->x, op->y)) 1355 if (!xy_normalise (newmap, op->x, op->y))
1292 { 1356 {
1293 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1294 return 0; 1358 return 0;
1295 } 1359 }
1296 1360
1297 if (object *more = op->more) 1361 if (object *more = op->more)
1298 if (!insert_ob_in_map (more, m, originator, flag)) 1362 if (!insert_ob_in_map (more, m, originator, flag))
1299 return 0; 1363 return 0;
1300 1364
1301 CLEAR_FLAG (op, FLAG_REMOVED); 1365 op->flag [FLAG_REMOVED] = false;
1302 1366 op->env = 0;
1303 op->map = m; 1367 op->map = newmap;
1368
1304 mapspace &ms = op->ms (); 1369 mapspace &ms = op->ms ();
1305 1370
1306 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1307 */ 1372 */
1308 if (op->nrof && !(flag & INS_NO_MERGE)) 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1311 { 1376 {
1312 // TODO: we actually want to update tmp, not op, 1377 // TODO: we actually want to update tmp, not op,
1313 // but some caller surely breaks when we return tmp 1378 // but some caller surely breaks when we return tmp
1314 // from here :/ 1379 // from here :/
1315 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1316 tmp->destroy (1); 1381 tmp->destroy ();
1317 } 1382 }
1318 1383
1319 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1320 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1321 1386
1322 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1323 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1324 1389
1325 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1326 { 1391 {
1327 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1328 { 1393 {
1329 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1394 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1330 abort (); 1395 abort ();
1331 } 1396 }
1332 1397
1333 if (!originator->is_on_map ()) 1398 if (!originator->is_on_map ())
1399 {
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1400 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ()); 1401 op->debug_desc (), originator->debug_desc ());
1402 abort ();
1403 }
1336 1404
1337 op->above = originator; 1405 op->above = originator;
1338 op->below = originator->below; 1406 op->below = originator->below;
1339 originator->below = op; 1407 originator->below = op;
1340 1408
1360 * when lots of spells are cast in one area. Currently, it is presumed 1428 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1362 */ 1430 */
1363 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 { 1432 {
1365 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1366 floor = tmp; 1434 floor = tmp;
1367 1435
1368 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1369 { 1437 {
1370 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1371 top = tmp->below; 1439 top = tmp->below;
1372 break; 1440 break;
1373 } 1441 }
1391 && (op->face && !faces [op->face].visibility)) 1459 && (op->face && !faces [op->face].visibility))
1392 { 1460 {
1393 object *last; 1461 object *last;
1394 1462
1395 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1396 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1397 break; 1465 break;
1398 1466
1399 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1400 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1401 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1426 op->below = top; 1494 op->below = top;
1427 *(op->above ? &op->above->below : &ms.top) = op; 1495 *(op->above ? &op->above->below : &ms.top) = op;
1428 } 1496 }
1429 } 1497 }
1430 1498
1431 if (op->type == PLAYER) 1499 if (op->is_player ())
1432 { 1500 {
1433 op->contr->do_los = 1; 1501 op->contr->do_los = 1;
1434 ++op->map->players; 1502 ++op->map->players;
1435 op->map->touch (); 1503 op->map->touch ();
1436 } 1504 }
1451 * be far away from this change and not affected in any way - 1519 * be far away from this change and not affected in any way -
1452 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1453 * or just updating the P_UPTODATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1454 * of effect may be sufficient. 1522 * of effect may be sufficient.
1455 */ 1523 */
1456 if (op->map->darkness && (op->glow_radius != 0)) 1524 if (op->affects_los ())
1525 {
1526 op->ms ().invalidate ();
1457 update_all_los (op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1528 }
1458 1529
1459 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1530 /* updates flags (blocked, alive, no magic, etc) for this map space */
1460 update_object (op, UP_OBJ_INSERT); 1531 update_object (op, UP_OBJ_INSERT);
1461 1532
1462 INVOKE_OBJECT (INSERT, op); 1533 INVOKE_OBJECT (INSERT, op);
1469 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1470 * update_object(). 1541 * update_object().
1471 */ 1542 */
1472 1543
1473 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* if this is not the head or flag has been passed, don't check walk on status */
1474 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1475 { 1546 {
1476 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1477 return 0; 1548 return 0;
1478 1549
1479 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1480 * walk on's. 1551 * walk on's.
1481 */ 1552 */
1482 for (object *tmp = op->more; tmp; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1483 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1484 return 0; 1555 return 0;
1485 } 1556 }
1486 1557
1487 return op; 1558 return op;
1488} 1559}
1490/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1491 * finds an object of its own type, it'll remove that one first. 1562 * finds an object of its own type, it'll remove that one first.
1492 * op is the object to insert it under: supplies x and the map. 1563 * op is the object to insert it under: supplies x and the map.
1493 */ 1564 */
1494void 1565void
1495replace_insert_ob_in_map (const char *arch_string, object *op) 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1496{ 1567{
1497 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1498 1569
1499 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1500 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1501 tmp->destroy (1); 1572 tmp->destroy ();
1502 1573
1503 object *tmp = arch_to_object (archetype::find (arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1504 1575
1505 tmp->x = op->x; 1576 tmp->x = op->x;
1506 tmp->y = op->y; 1577 tmp->y = op->y;
1507 1578
1508 insert_ob_in_map (tmp, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1513{ 1584{
1514 if (where->env) 1585 if (where->env)
1515 return where->env->insert (this); 1586 return where->env->insert (this);
1516 else 1587 else
1517 return where->map->insert (this, where->x, where->y, originator, flags); 1588 return where->map->insert (this, where->x, where->y, originator, flags);
1589}
1590
1591// check whether we can put this into the map, respect max_volume, max_items
1592bool
1593object::can_drop_at (maptile *m, int x, int y, object *originator)
1594{
1595 mapspace &ms = m->at (x, y);
1596
1597 int items = ms.items ();
1598
1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1602 return true;
1603
1604 if (originator && originator->is_player ())
1605 originator->contr->failmsgf (
1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1607 query_name ()
1608 );
1609
1610 return false;
1518} 1611}
1519 1612
1520/* 1613/*
1521 * decrease(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1522 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1532 1625
1533 nr = min (nr, nrof); 1626 nr = min (nr, nrof);
1534 1627
1535 if (nrof > nr) 1628 if (nrof > nr)
1536 { 1629 {
1630 sint64 oweight = total_weight ();
1631
1537 nrof -= nr; 1632 nrof -= nr;
1538 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1539 1633
1540 if (object *pl = visible_to ()) 1634 if (object *pl = visible_to ())
1541 esrv_update_item (UPD_NROF, pl, this); 1635 esrv_update_item (UPD_NROF, pl, this);
1636
1637 adjust_weight (env, oweight, total_weight ());
1542 1638
1543 return true; 1639 return true;
1544 } 1640 }
1545 else 1641 else
1546 { 1642 {
1621 if (op->nrof) 1717 if (op->nrof)
1622 for (object *tmp = inv; tmp; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1623 if (object::can_merge (tmp, op)) 1719 if (object::can_merge (tmp, op))
1624 { 1720 {
1625 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1627 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1628 1728
1629 if (object *pl = tmp->visible_to ()) 1729 if (object *pl = tmp->visible_to ())
1630 esrv_update_item (UPD_NROF, pl, tmp); 1730 esrv_update_item (UPD_NROF, pl, tmp);
1631 1731
1632 adjust_weight (this, op->total_weight ()); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1633 1733
1634 op->destroy (1); 1734 op->destroy ();
1635 op = tmp; 1735 op = tmp;
1636 goto inserted; 1736 goto inserted;
1637 } 1737 }
1638 1738
1639 op->owner = 0; // it's his/hers now. period. 1739 op->owner = 0; // it's his/hers now. period.
1653 op->flag [FLAG_REMOVED] = 0; 1753 op->flag [FLAG_REMOVED] = 0;
1654 1754
1655 if (object *pl = op->visible_to ()) 1755 if (object *pl = op->visible_to ())
1656 esrv_send_item (pl, op); 1756 esrv_send_item (pl, op);
1657 1757
1658 adjust_weight (this, op->total_weight ()); 1758 adjust_weight (this, 0, op->total_weight ());
1659 1759
1660inserted: 1760inserted:
1661 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1662 if (op->glow_radius && map && map->darkness) 1762 if (op->glow_radius && is_on_map ())
1763 {
1764 update_stats ();
1663 update_all_los (map, x, y); 1765 update_all_los (map, x, y);
1664 1766 }
1767 else if (is_player ())
1665 // if this is a player's inventory, update stats 1768 // if this is a player's inventory, update stats
1666 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1769 contr->queue_stats_update ();
1667 update_stats ();
1668 1770
1669 INVOKE_OBJECT (INSERT, this); 1771 INVOKE_OBJECT (INSERT, this);
1670 1772
1671 return op; 1773 return op;
1672} 1774}
1690 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * MSW 2001-07-08: Check all objects on space, not just those below
1691 * object being inserted. insert_ob_in_map may not put new objects 1793 * object being inserted. insert_ob_in_map may not put new objects
1692 * on top. 1794 * on top.
1693 */ 1795 */
1694int 1796int
1695check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1696{ 1798{
1799 if (op->flag [FLAG_NO_APPLY])
1800 return 0;
1801
1697 object *tmp; 1802 object *tmp;
1698 maptile *m = op->map; 1803 maptile *m = op->map;
1699 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1700 1805
1701 MoveType move_on, move_slow, move_block; 1806 mapspace &ms = m->at (x, y);
1702 1807
1703 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1808 ms.update ();
1704 return 0;
1705 1809
1706 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1810 MoveType move_on = ms.move_on;
1707 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1811 MoveType move_slow = ms.move_slow;
1708 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1812 MoveType move_block = ms.move_block;
1709 1813
1710 /* if nothing on this space will slow op down or be applied, 1814 /* if nothing on this space will slow op down or be applied,
1711 * no need to do checking below. have to make sure move_type 1815 * no need to do checking below. have to make sure move_type
1712 * is set, as lots of objects don't have it set - we treat that 1816 * is set, as lots of objects don't have it set - we treat that
1713 * as walking. 1817 * as walking.
1724 return 0; 1828 return 0;
1725 1829
1726 /* The objects have to be checked from top to bottom. 1830 /* The objects have to be checked from top to bottom.
1727 * Hence, we first go to the top: 1831 * Hence, we first go to the top:
1728 */ 1832 */
1729 1833 for (object *next, *tmp = ms.top; tmp; tmp = next)
1730 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1731 {
1732 /* Trim the search when we find the first other spell effect
1733 * this helps performance so that if a space has 50 spell objects,
1734 * we don't need to check all of them.
1735 */
1736 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1737 break;
1738 } 1834 {
1835 next = tmp->below;
1739 1836
1740 for (; tmp; tmp = tmp->below)
1741 {
1742 if (tmp == op) 1837 if (tmp == op)
1743 continue; /* Can't apply yourself */ 1838 continue; /* Can't apply yourself */
1744 1839
1745 /* Check to see if one of the movement types should be slowed down. 1840 /* Check to see if one of the movement types should be slowed down.
1746 * Second check makes sure that the movement types not being slowed 1841 * Second check makes sure that the movement types not being slowed
1747 * (~slow_move) is not blocked on this space - just because the 1842 * (~slow_move) is not blocked on this space - just because the
1748 * space doesn't slow down swimming (for example), if you can't actually 1843 * space doesn't slow down swimming (for example), if you can't actually
1749 * swim on that space, can't use it to avoid the penalty. 1844 * swim on that space, can't use it to avoid the penalty.
1750 */ 1845 */
1751 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1752 { 1847 {
1753 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1754 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1755 { 1850 {
1756
1757 float
1758 diff = tmp->move_slow_penalty * fabs (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1759 1852
1760 if (op->type == PLAYER) 1853 if (op->is_player ())
1761 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1854 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1762 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1855 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1763 diff /= 4.0; 1856 diff /= 4.0;
1764 1857
1765 op->speed_left -= diff; 1858 op->speed_left -= diff;
1766 } 1859 }
1767 } 1860 }
1768 1861
1769 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1770 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1771 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1772 { 1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
1773 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1774 1872
1775 if (op->destroyed ()) 1873 if (op->destroyed ())
1776 return 1; 1874 return 1;
1777 1875
1889void 1987void
1890flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
1891{ 1989{
1892 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 { 1991 {
1894 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
1895 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
1896 } 1994 }
1897} 1995}
1898 1996
1899/* 1997/*
1902void 2000void
1903unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
1904{ 2002{
1905 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1906 { 2004 {
1907 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
1908 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
1909 } 2007 }
1910} 2008}
1911 2009
1912/* 2010/*
1973 * head of the object should correspond for the entire object. 2071 * head of the object should correspond for the entire object.
1974 */ 2072 */
1975 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2073 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1976 continue; 2074 continue;
1977 2075
1978 if (ob->blocked (m, pos.x, pos.y)) 2076 if (ob->blocked (pos.m, pos.x, pos.y))
1979 continue; 2077 continue;
1980 2078
1981 altern [index++] = i; 2079 altern [index++] = i;
1982 } 2080 }
1983 2081
2051 * there is capable of. 2149 * there is capable of.
2052 */ 2150 */
2053int 2151int
2054find_dir (maptile *m, int x, int y, object *exclude) 2152find_dir (maptile *m, int x, int y, object *exclude)
2055{ 2153{
2056 int i, max = SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2057
2058 sint16 nx, ny;
2059 object *tmp;
2060 maptile *mp;
2061
2062 MoveType blocked, move_type; 2155 MoveType move_type;
2063 2156
2064 if (exclude && exclude->head_ () != exclude) 2157 if (exclude && exclude->head_ () != exclude)
2065 { 2158 {
2066 exclude = exclude->head; 2159 exclude = exclude->head;
2067 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2070 { 2163 {
2071 /* If we don't have anything, presume it can use all movement types. */ 2164 /* If we don't have anything, presume it can use all movement types. */
2072 move_type = MOVE_ALL; 2165 move_type = MOVE_ALL;
2073 } 2166 }
2074 2167
2075 for (i = 1; i < max; i++) 2168 for (int i = 1; i < max; i++)
2076 { 2169 {
2077 mp = m; 2170 mapxy pos (m, x, y);
2078 nx = x + freearr_x[i]; 2171 pos.move (i);
2079 ny = y + freearr_y[i];
2080 2172
2081 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2173 if (!pos.normalise ())
2082
2083 if (mflags & P_OUT_OF_MAP)
2084 max = maxfree[i]; 2174 max = maxfree[i];
2085 else 2175 else
2086 { 2176 {
2087 mapspace &ms = mp->at (nx, ny); 2177 mapspace &ms = *pos;
2088 2178
2089 blocked = ms.move_block;
2090
2091 if ((move_type & blocked) == move_type) 2179 if ((move_type & ms.move_block) == move_type)
2092 max = maxfree[i]; 2180 max = maxfree [i];
2093 else if (mflags & P_IS_ALIVE) 2181 else if (ms.flags () & P_IS_ALIVE)
2094 { 2182 {
2095 for (tmp = ms.bot; tmp; tmp = tmp->above) 2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2096 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2098 break;
2099
2100 if (tmp)
2101 return freedir[i]; 2186 return freedir [i];
2102 } 2187 }
2103 } 2188 }
2104 } 2189 }
2105 2190
2106 return 0; 2191 return 0;
2115{ 2200{
2116 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2117} 2202}
2118 2203
2119/* 2204/*
2120 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * find_dir_2(delta-x,delta-y) will return a direction value
2121 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2122 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2123 */ 2208 */
2124int 2209int
2125find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2126{ 2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2127 int q; 2255 int q;
2128 2256
2129 if (y) 2257 if (y)
2130 q = x * 100 / y; 2258 q = 128 * x / y;
2131 else if (x) 2259 else if (x)
2132 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2133 else 2261 else
2134 return 0; 2262 return 0;
2135 2263
2136 if (y > 0) 2264 if (y > 0)
2137 { 2265 {
2138 if (q < -242) 2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2139 return 3; 2271 return 3;
2140 if (q < -41) 2272 }
2141 return 2; 2273 else
2142 if (q < 41) 2274 {
2143 return 1; 2275 if (q < -309) return 3;
2144 if (q < 242) 2276 if (q < -52) return 2;
2145 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2146 return 7; 2280 return 7;
2147 } 2281 }
2148 2282#endif
2149 if (q < -242)
2150 return 7;
2151 if (q < -41)
2152 return 6;
2153 if (q < 41)
2154 return 5;
2155 if (q < 242)
2156 return 4;
2157
2158 return 3;
2159} 2283}
2160 2284
2161/* 2285/*
2162 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2163 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2164 */ 2288 */
2165int 2289int
2166dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2167{ 2291{
2168 int d;
2169
2170 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2171 if (d > 4)
2172 d = 8 - d;
2173 2293
2174 return d; 2294 return d > 4 ? 8 - d : d;
2175} 2295}
2176 2296
2177/* peterm: 2297/* peterm:
2178 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2179 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2181 * This basically means that if direction is 15, then it could either go 2301 * This basically means that if direction is 15, then it could either go
2182 * direction 4, 14, or 16 to get back to where we are. 2302 * direction 4, 14, or 16 to get back to where we are.
2183 * Moved from spell_util.c to object.c with the other related direction 2303 * Moved from spell_util.c to object.c with the other related direction
2184 * functions. 2304 * functions.
2185 */ 2305 */
2186int reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2187 {0, 0, 0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2188 {0, 0, 0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2189 {0, 0, 0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2190 {0, 0, 0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2191 {0, 0, 0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2285 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2286 */ 2406 */
2287int 2407int
2288can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2289{ 2409{
2290 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2291 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2292 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2293} 2413}
2294 2414
2295/* 2415/*
2296 * create clone from object to another 2416 * create clone from object to another
2297 */ 2417 */
2329 return tmp; 2449 return tmp;
2330 2450
2331 return 0; 2451 return 0;
2332} 2452}
2333 2453
2334const shstr & 2454/* Zero the key_values on op, decrementing the shared-string
2335object::kv_get (const shstr &key) const 2455 * refcounts and freeing the links.
2456 */
2457void
2458key_values::clear ()
2336{ 2459{
2460 for (key_value *kvp = first; kvp; )
2461 {
2462 key_value *next = kvp->next;
2463 delete kvp;
2464 kvp = next;
2465 }
2466
2467 first = 0;
2468}
2469
2470shstr_tmp
2471key_values::get (shstr_tmp key) const
2472{
2337 for (key_value *kv = key_values; kv; kv = kv->next) 2473 for (key_value *kv = first; kv; kv = kv->next)
2338 if (kv->key == key) 2474 if (kv->key == key)
2339 return kv->value; 2475 return kv->value;
2340 2476
2341 return shstr_null; 2477 return shstr ();
2342} 2478}
2343 2479
2344void 2480void
2345object::kv_set (const shstr &key, const shstr &value) 2481key_values::add (shstr_tmp key, shstr_tmp value)
2346{ 2482{
2483 key_value *kv = new key_value;
2484
2485 kv->next = first;
2486 kv->key = key;
2487 kv->value = value;
2488
2489 first = kv;
2490}
2491
2492void
2493key_values::set (shstr_tmp key, shstr_tmp value)
2494{
2347 for (key_value *kv = key_values; kv; kv = kv->next) 2495 for (key_value *kv = first; kv; kv = kv->next)
2348 if (kv->key == key) 2496 if (kv->key == key)
2349 { 2497 {
2350 kv->value = value; 2498 kv->value = value;
2351 return; 2499 return;
2352 } 2500 }
2353 2501
2354 key_value *kv = new key_value; 2502 add (key, value);
2355
2356 kv->next = key_values;
2357 kv->key = key;
2358 kv->value = value;
2359
2360 key_values = kv;
2361} 2503}
2362 2504
2363void 2505void
2364object::kv_del (const shstr &key) 2506key_values::del (shstr_tmp key)
2365{ 2507{
2366 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2508 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2367 if ((*kvp)->key == key) 2509 if ((*kvp)->key == key)
2368 { 2510 {
2369 key_value *kv = *kvp; 2511 key_value *kv = *kvp;
2370 *kvp = (*kvp)->next; 2512 *kvp = (*kvp)->next;
2371 delete kv; 2513 delete kv;
2372 return; 2514 return;
2373 } 2515 }
2516}
2517
2518void
2519key_values::reverse ()
2520{
2521 key_value *prev = 0;
2522 key_value *head = first;
2523
2524 while (head)
2525 {
2526 key_value *node = head;
2527 head = head->next;
2528 node->next = prev;
2529 prev = node;
2530 }
2531
2532 first = prev;
2533}
2534
2535key_values &
2536key_values::operator =(const key_values &kv)
2537{
2538 clear ();
2539
2540 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2541 add (kvp->key, kvp->value);
2542
2543 reverse ();
2374} 2544}
2375 2545
2376object::depth_iterator::depth_iterator (object *container) 2546object::depth_iterator::depth_iterator (object *container)
2377: iterator_base (container) 2547: iterator_base (container)
2378{ 2548{
2462{ 2632{
2463 return map ? map->region (x, y) 2633 return map ? map->region (x, y)
2464 : region::default_region (); 2634 : region::default_region ();
2465} 2635}
2466 2636
2467const materialtype_t *
2468object::dominant_material () const
2469{
2470 if (materialtype_t *mt = name_to_material (materialname))
2471 return mt;
2472
2473 return name_to_material (shstr_unknown);
2474}
2475
2476void 2637void
2477object::open_container (object *new_container) 2638object::open_container (object *new_container)
2478{ 2639{
2479 if (container == new_container) 2640 if (container == new_container)
2480 return; 2641 return;
2500 container = 0; 2661 container = 0;
2501 2662
2502 // client needs item update to make it work, client bug requires this to be separate 2663 // client needs item update to make it work, client bug requires this to be separate
2503 esrv_update_item (UPD_FLAGS, this, old_container); 2664 esrv_update_item (UPD_FLAGS, this, old_container);
2504 2665
2505 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2506 play_sound (sound_find ("chest_close")); 2667 play_sound (sound_find ("chest_close"));
2507 } 2668 }
2508 2669
2509 if (new_container) 2670 if (new_container)
2510 { 2671 {
2514 // TODO: this does not seem to serve any purpose anymore? 2675 // TODO: this does not seem to serve any purpose anymore?
2515#if 0 2676#if 0
2516 // insert the "Close Container" object. 2677 // insert the "Close Container" object.
2517 if (archetype *closer = new_container->other_arch) 2678 if (archetype *closer = new_container->other_arch)
2518 { 2679 {
2519 object *closer = arch_to_object (new_container->other_arch); 2680 object *closer = new_container->other_arch->instance ();
2520 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2681 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2521 new_container->insert (closer); 2682 new_container->insert (closer);
2522 } 2683 }
2523#endif 2684#endif
2524 2685
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2686 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2526 2687
2527 // make sure the container is available, client bug requires this to be separate 2688 // make sure the container is available, client bug requires this to be separate
2528 esrv_send_item (this, new_container); 2689 esrv_send_item (this, new_container);
2529 2690
2530 new_container->flag [FLAG_APPLIED] = true; 2691 new_container->flag [FLAG_APPLIED] = true;
2538// else if (!old_container->env && contr && contr->ns) 2699// else if (!old_container->env && contr && contr->ns)
2539// contr->ns->floorbox_reset (); 2700// contr->ns->floorbox_reset ();
2540} 2701}
2541 2702
2542object * 2703object *
2543object::force_find (const shstr name) 2704object::force_find (shstr_tmp name)
2544{ 2705{
2545 /* cycle through his inventory to look for the MARK we want to 2706 /* cycle through his inventory to look for the MARK we want to
2546 * place 2707 * place
2547 */ 2708 */
2548 for (object *tmp = inv; tmp; tmp = tmp->below) 2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2550 return splay (tmp); 2711 return splay (tmp);
2551 2712
2552 return 0; 2713 return 0;
2553} 2714}
2554 2715
2716//-GPL
2717
2555void 2718void
2719object::force_set_timer (int duration)
2720{
2721 this->duration = 1;
2722 this->speed_left = -1.f;
2723
2724 this->set_speed (duration ? 1.f / duration : 0.f);
2725}
2726
2727object *
2556object::force_add (const shstr name, int duration) 2728object::force_add (shstr_tmp name, int duration)
2557{ 2729{
2558 if (object *force = force_find (name)) 2730 if (object *force = force_find (name))
2559 force->destroy (); 2731 force->destroy ();
2560 2732
2561 object *force = get_archetype (FORCE_NAME); 2733 object *force = archetype::get (FORCE_NAME);
2562 2734
2563 force->slaying = name; 2735 force->slaying = name;
2564 force->stats.food = 1; 2736 force->force_set_timer (duration);
2565 force->speed_left = -1.f;
2566
2567 force->set_speed (duration ? 1.f / duration : 0.f);
2568 force->flag [FLAG_IS_USED_UP] = true;
2569 force->flag [FLAG_APPLIED] = true; 2737 force->flag [FLAG_APPLIED] = true;
2570 2738
2571 insert (force); 2739 return insert (force);
2572} 2740}
2573 2741
2574void 2742void
2575object::play_sound (faceidx sound) 2743object::play_sound (faceidx sound) const
2576{ 2744{
2577 if (!sound) 2745 if (!sound)
2578 return; 2746 return;
2579 2747
2580 if (flag [FLAG_REMOVED]) 2748 if (is_on_map ())
2749 map->play_sound (sound, x, y);
2750 else if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752}
2753
2754void
2755object::say_msg (const char *msg) const
2756{
2757 if (is_on_map ())
2758 map->say_msg (msg, x, y);
2759 else if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761}
2762
2763void
2764object::make_noise ()
2765{
2766 // we do not model noise in the map, so instead put
2767 // a temporary light into the noise source
2768 // could use the map instead, but that's less reliable for our
2769 // goal, which is to make invisibility a bit harder to exploit
2770
2771 // currently only works sensibly for players
2772 if (!is_player ())
2581 return; 2773 return;
2582 2774
2583 if (env) 2775 // find old force, or create new one
2584 { 2776 object *force = force_find (shstr_noise_force);
2585 if (object *pl = in_player ()) 2777
2586 pl->contr->play_sound (sound); 2778 if (force)
2587 } 2779 force->speed_left = -1.f; // patch old speed up
2588 else 2780 else
2589 map->play_sound (sound, x, y); 2781 {
2590} 2782 force = archetype::get (shstr_noise_force);
2591 2783
2784 force->slaying = shstr_noise_force;
2785 force->stats.food = 1;
2786 force->speed_left = -1.f;
2787
2788 force->set_speed (1.f / 4.f);
2789 force->flag [FLAG_IS_USED_UP] = true;
2790 force->flag [FLAG_APPLIED] = true;
2791
2792 insert (force);
2793 }
2794}
2795
2796void object::change_move_type (MoveType mt)
2797{
2798 if (move_type == mt)
2799 return;
2800
2801 if (is_on_map ())
2802 {
2803 // we are on the map, so handle move_on/off effects
2804 remove ();
2805 move_type = mt;
2806 map->insert (this, x, y, this);
2807 }
2808 else
2809 move_type = mt;
2810}
2811
2812/* object should be a player.
2813 * we return the object the player has marked with the 'mark' command
2814 * below. If no match is found (or object has changed), we return
2815 * NULL. We leave it up to the calling function to print messages if
2816 * nothing is found.
2817 */
2818object *
2819object::mark () const
2820{
2821 if (contr && contr->mark && contr->mark->env == this)
2822 return contr->mark;
2823 else
2824 return 0;
2825}
2826
2827// put marked object first in the inventory
2828// this is used by identify-like spells so players can influence
2829// the order a bit.
2830void
2831object::splay_marked ()
2832{
2833 if (object *marked = mark ())
2834 splay (marked);
2835}
2836

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