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Comparing deliantra/server/common/object.C (file contents):
Revision 1.256 by root, Sun Aug 31 05:47:14 2008 UTC vs.
Revision 1.333 by root, Thu Apr 22 03:53:40 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, assume nrof 266 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */ 267 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof) 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
197 * 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
198 * 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
199 * 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
200 * flags lose any meaning. 275 * flags lose any meaning.
201 */ 276 */
202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
203 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
204 279
205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
207 282
208 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
209 || ob1->name != ob2->name 284 || ob1->name != ob2->name
210 || ob1->title != ob2->title 285 || ob1->title != ob2->title
211 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
214 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
215 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
216 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
217 || ob1->value != ob2->value 292 || ob1->value != ob2->value
218 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
219 || (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
220 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
221 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
222 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
223 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
224 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
225 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 308 return 0;
234 309
235 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
260 335
261 /* 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,
262 * 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
263 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
264 */ 339 */
265 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
266 return 0; 341 return 0;
267 342
268 /* 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
269 * 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
270 * check? 345 * check?
271 */ 346 */
272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
273 return 0; 348 return 0;
274 349
275 switch (ob1->type) 350 switch (ob1->type)
276 { 351 {
277 case SCROLL: 352 case SCROLL:
323 { 398 {
324 // see if we are in a container of sorts 399 // see if we are in a container of sorts
325 if (env) 400 if (env)
326 { 401 {
327 // the player inventory itself is always visible 402 // the player inventory itself is always visible
328 if (env->type == PLAYER) 403 if (env->is_player ())
329 return env; 404 return env;
330 405
331 // else a player could have our env open 406 // else a player could have our env open
332 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
333 408
334 // 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
335 // even if our inv is in a player. 410 // even if our inv is in a player.
336 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 413 if (pl->container_ () == env)
339 return pl; 414 return pl;
340 } 415 }
341 else 416 else
342 { 417 {
343 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 422 || pl->container_ () == this)
348 return pl; 423 return pl;
349 } 424 }
350 } 425 }
351 426
352 return 0; 427 return 0;
370{ 445{
371 while (op) 446 while (op)
372 { 447 {
373 // adjust by actual difference to account for rounding errors 448 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying) 450 weight = weight_adjust_for (op, op->carrying + weight)
376 - weight_adjust_for (op, op->carrying - weight); 451 - weight_adjust_for (op, op->carrying);
377 452
378 if (!weight) 453 if (!weight)
379 return; 454 return;
380 455
381 op->carrying += weight; 456 op->carrying += weight;
408 483
409 sum = weight_adjust_for (this, sum); 484 sum = weight_adjust_for (this, sum);
410 485
411 if (sum != carrying) 486 if (sum != carrying)
412 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
413 carrying = sum; 492 carrying = sum;
414 493
415 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
430 object_freezer freezer; 509 object_freezer freezer;
431 op->write (freezer); 510 op->write (freezer);
432 return freezer.as_string (); 511 return freezer.as_string ();
433} 512}
434 513
435/* 514char *
436 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
437 * multi-object 1 which is closest to the second object.
438 * If it's not a multi-object, it is returned.
439 */
440object *
441get_nearest_part (object *op, const object *pl)
442{ 516{
443 object *tmp, *closest; 517 return dump_object (this);
444 int last_dist, i;
445
446 if (!op->more)
447 return op;
448
449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
452 if ((i = distance (tmp, pl)) < last_dist)
453 closest = tmp, last_dist = i;
454
455 return closest;
456} 518}
457 519
458/* 520/*
459 * 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.
460 * VERRRY slow. 522 * VERRRY slow.
462object * 524object *
463find_object (tag_t i) 525find_object (tag_t i)
464{ 526{
465 for_all_objects (op) 527 for_all_objects (op)
466 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)
467 return op; 544 return op;
468 545
469 return 0; 546 return 0;
470} 547}
471 548
505 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 ());
506 return; 583 return;
507 } 584 }
508 585
509 this->owner = owner; 586 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
576} 587}
577 588
578/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
579 * refcounts and freeing the links. 590 * refcounts and freeing the links.
580 */ 591 */
633 tail = new_link; 644 tail = new_link;
634 } 645 }
635 } 646 }
636 } 647 }
637 648
638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate (); 649 dst->activate ();
642} 650}
643 651
644void 652void
645object::instantiate () 653object::instantiate ()
646{ 654{
647 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
648 uuid = UUID::gen (); 656 uuid = UUID::gen ();
649 657
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
650 speed_left = -0.1f; 662 speed_left = -1.;
663
651 /* 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
652 * 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.
653 * 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
654 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
663object * 676object *
664object::clone () 677object::clone ()
665{ 678{
666 object *neu = create (); 679 object *neu = create ();
667 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
668 neu->map = map; // not copied by copy_to 686 neu->map = map; // not copied by copy_to
669 return neu; 687 return neu;
670} 688}
671 689
672/* 690/*
675 * 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.
676 */ 694 */
677void 695void
678update_turn_face (object *op) 696update_turn_face (object *op)
679{ 697{
680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
681 return; 699 return;
682 700
683 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
684 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
685} 703}
690 * 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.
691 */ 709 */
692void 710void
693object::set_speed (float speed) 711object::set_speed (float speed)
694{ 712{
695 if (flag [FLAG_FREED] && speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698 speed = 0;
699 }
700
701 this->speed = speed; 713 this->speed = speed;
702 714
703 if (has_active_speed ()) 715 if (has_active_speed ())
704 activate (); 716 activate ();
705 else 717 else
755 767
756 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
757 /* nop */; 769 /* nop */;
758 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
759 { 771 {
772#if 0
760 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
770 /* 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
771 * have move_allow right now. 784 * have move_allow right now.
772 */ 785 */
773 || ((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
774 || 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)
775 m.flags_ = 0; 790 m.invalidate ();
791#endif
776 } 792 }
777 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 795 * that is being removed.
780 */ 796 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 798 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
785 else 801 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 803
789 update_object (op->more, action); 805 update_object (op->more, action);
790} 806}
791 807
792object::object () 808object::object ()
793{ 809{
794 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
795 811
796 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
797 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
798} 815}
799 816
800object::~object () 817object::~object ()
801{ 818{
802 unlink (); 819 unlink ();
803 820
804 free_key_values (this); 821 free_key_values (this);
805} 822}
806
807static int object_count;
808 823
809void object::link () 824void object::link ()
810{ 825{
811 assert (!index);//D 826 assert (!index);//D
812 uuid = UUID::gen (); 827 uuid = UUID::gen ();
813 count = ++object_count;
814 828
815 refcnt_inc (); 829 refcnt_inc ();
816 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
817} 834}
818 835
819void object::unlink () 836void object::unlink ()
820{ 837{
821 if (!index) 838 if (!index)
822 return; 839 return;
840
841 ++destroy_count;
823 842
824 objects.erase (this); 843 objects.erase (this);
825 refcnt_dec (); 844 refcnt_dec ();
826} 845}
827 846
830{ 849{
831 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
832 if (active) 851 if (active)
833 return; 852 return;
834 853
835 if (has_active_speed () && flag [FLAG_FREED ]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836
837 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
838 actives.insert (this); 859 actives.insert (this);
860 }
839} 861}
840 862
841void 863void
842object::activate_recursive () 864object::activate_recursive ()
843{ 865{
908 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
909 || map->no_drop 931 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
911 { 933 {
912 while (inv) 934 while (inv)
913 inv->destroy (true); 935 inv->destroy ();
914 } 936 }
915 else 937 else
916 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
917 while (inv) 939 while (inv)
918 { 940 {
922 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 945 || op->type == RUNE
924 || op->type == TRAP 946 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 947 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 948 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 949 op->destroy ();
928 else 950 else
929 map->insert (op, x, y); 951 map->insert (op, x, y);
930 } 952 }
931 } 953 }
932} 954}
933 955
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 *
934object *object::create () 993object::create ()
935{ 994{
936 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
937 op->link (); 1017 op->link ();
1018
938 return op; 1019 return op;
939} 1020}
940 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
941static struct freed_map : maptile 1037static struct freed_map : maptile
942{ 1038{
943 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
944 { 1041 {
945 path = "<freed objects map>"; 1042 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 no_drop = 1; 1044 no_drop = 1;
950 no_reset = 1; 1045 no_reset = 1;
951 1046
952 alloc ();
953 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
954 } 1048 }
955 1049
956 ~freed_map () 1050 ~freed_map ()
957 { 1051 {
961 1055
962void 1056void
963object::do_destroy () 1057object::do_destroy ()
964{ 1058{
965 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
966 remove_button_link (this); 1060 remove_link ();
967 1061
968 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
969 remove_friendly_object (this); 1063 remove_friendly_object (this);
970 1064
971 remove (); 1065 remove ();
996 attacked_by = 0; 1090 attacked_by = 0;
997 current_weapon = 0; 1091 current_weapon = 0;
998} 1092}
999 1093
1000void 1094void
1001object::destroy (bool destroy_inventory) 1095object::destroy ()
1002{ 1096{
1003 if (destroyed ()) 1097 if (destroyed ())
1004 return; 1098 return;
1005 1099
1006 if (!is_head () && !head->destroyed ()) 1100 if (!is_head () && !head->destroyed ())
1007 { 1101 {
1008 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1009 head->destroy (destroy_inventory); 1103 head->destroy ();
1010 return; 1104 return;
1011 } 1105 }
1012 1106
1013 destroy_inv (!destroy_inventory); 1107 destroy_inv_fast ();
1014 1108
1015 if (is_head ()) 1109 if (is_head ())
1016 if (sound_destroy) 1110 if (sound_destroy)
1017 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1018 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1029 * the previous environment. 1123 * the previous environment.
1030 */ 1124 */
1031void 1125void
1032object::do_remove () 1126object::do_remove ()
1033{ 1127{
1034 object *tmp, *last = 0;
1035 object *otmp;
1036
1037 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1038 return; 1129 return;
1039 1130
1040 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1041 1132
1054 if (object *pl = visible_to ()) 1145 if (object *pl = visible_to ())
1055 esrv_del_item (pl->contr, count); 1146 esrv_del_item (pl->contr, count);
1056 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
1057 1148
1058 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1150
1151 object *pl = in_player ();
1059 1152
1060 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1061 * 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
1062 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1063 */ 1156 */
1071 1164
1072 above = 0; 1165 above = 0;
1073 below = 0; 1166 below = 0;
1074 env = 0; 1167 env = 0;
1075 1168
1076 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1077 * made to players inventory. If set, avoiding the call
1078 * to save cpu time.
1079 */ 1170 {
1080 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1081 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 }
1082 } 1190 }
1083 else if (map) 1191 else if (map)
1084 { 1192 {
1085 map->dirty = true; 1193 map->dirty = true;
1086 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1087 1195
1088 if (object *pl = ms.player ()) 1196 if (object *pl = ms.player ())
1089 { 1197 {
1090 if (type == PLAYER) // this == pl(!) 1198 if (is_player ())
1091 { 1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1092 // leaving a spot always closes any open container on the ground 1203 // leaving a spot always closes any open container on the ground
1093 if (container && !container->env) 1204 if (container && !container->env)
1094 // this causes spurious floorbox updates, but it ensures 1205 // this causes spurious floorbox updates, but it ensures
1095 // that the CLOSE event is being sent. 1206 // that the CLOSE event is being sent.
1096 close_container (); 1207 close_container ();
1097 1208
1098 --map->players; 1209 --map->players;
1099 map->touch (); 1210 map->touch ();
1100 } 1211 }
1101 else if (pl->container == this) 1212 else if (pl->container_ () == this)
1102 { 1213 {
1103 // removing a container should close it 1214 // removing a container should close it
1104 close_container (); 1215 close_container ();
1105 } 1216 }
1106 1217 else
1107 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1108 } 1219 }
1109 1220
1110 /* link the object above us */ 1221 /* link the object above us */
1111 // re-link, make sure compiler can easily use cmove 1222 // re-link, make sure compiler can easily use cmove
1112 *(above ? &above->below : &ms.top) = below; 1223 *(above ? &above->below : &ms.top) = below;
1113 *(below ? &below->above : &ms.bot) = above; 1224 *(below ? &below->above : &ms.bot) = above;
1114 1225
1115 above = 0; 1226 above = 0;
1116 below = 0; 1227 below = 0;
1117 1228
1118 ms.flags_ = 0; 1229 ms.invalidate ();
1119 1230
1120 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1121 return; 1232 return;
1122 1233
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1235
1125 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1126 { 1237 {
1127 if (pl->container == this) 1238 if (pl->container_ () == this)
1128 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1130 * appropriately. 1241 * appropriately.
1131 */ 1242 */
1132 pl->close_container (); 1243 pl->close_container ();
1136 //TODO: update floorbox to preserve ordering 1247 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns) 1248 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1139 } 1250 }
1140 1251
1252 if (check_walk_off)
1141 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1142 { 1254 {
1255 above = tmp->above;
1256
1143 /* 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
1144 * being removed. 1258 * being removed.
1145 */ 1259 */
1146 1260
1147 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1151 {
1152 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1153
1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 } 1265 }
1157 1266
1158 last = tmp; 1267 if (affects_los ())
1159 }
1160
1161 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1162 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1163 } 1269 }
1164} 1270}
1165 1271
1166/* 1272/*
1190 esrv_update_item (UPD_NROF, pl, top); 1296 esrv_update_item (UPD_NROF, pl, top);
1191 1297
1192 op->weight = 0; // cancel the addition above 1298 op->weight = 0; // cancel the addition above
1193 op->carrying = 0; // must be 0 already 1299 op->carrying = 0; // must be 0 already
1194 1300
1195 op->destroy (1); 1301 op->destroy ();
1196 1302
1197 return top; 1303 return top;
1198 } 1304 }
1199 1305
1200 return 0; 1306 return 0;
1208 1314
1209 object *prev = this; 1315 object *prev = this;
1210 1316
1211 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1212 { 1318 {
1213 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1214 1320
1215 op->name = name; 1321 op->name = name;
1216 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1217 op->title = title; 1323 op->title = title;
1218 1324
1256 * 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
1257 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1258 * 1364 *
1259 * Return value: 1365 * Return value:
1260 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1261 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1262 * just 'op' otherwise 1368 * just 'op' otherwise
1263 */ 1369 */
1264object * 1370object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1372{
1267 if (op->is_on_map ())
1268 {
1269 LOG (llevError, "insert_ob_in_map called for object already on map");
1270 abort ();
1271 }
1272
1273 if (op->env)
1274 {
1275 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1276 op->remove (); 1373 op->remove ();
1277 }
1278 1374
1279 if (op->face && !face_info (op->face))//D TODO: remove soon 1375 if (m == &freed_map)//D TODO: remove soon
1280 {//D 1376 {//D
1281 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
1282 op->face = 1;//D
1283 }//D 1378 }//D
1284 1379
1285 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1286 * 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
1287 * need extra work 1382 * need extra work
1288 */ 1383 */
1384 maptile *newmap = m;
1289 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1290 { 1386 {
1291 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1292 return 0; 1388 return 0;
1293 } 1389 }
1294 1390
1295 if (object *more = op->more) 1391 if (object *more = op->more)
1296 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1297 return 0; 1393 return 0;
1298 1394
1299 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1300 1396 op->env = 0;
1301 op->map = m; 1397 op->map = newmap;
1398
1302 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1303 1400
1304 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1305 */ 1402 */
1306 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1309 { 1406 {
1310 // TODO: we actually want to update tmp, not op, 1407 // TODO: we actually want to update tmp, not op,
1311 // but some caller surely breaks when we return tmp 1408 // but some caller surely breaks when we return tmp
1312 // from here :/ 1409 // from here :/
1313 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1314 tmp->destroy (1); 1411 tmp->destroy ();
1315 } 1412 }
1316 1413
1317 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 */
1318 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1319 1416
1320 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1321 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1322 1419
1323 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1324 { 1421 {
1325 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)
1326 { 1423 {
1327 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");
1328 abort (); 1425 abort ();
1329 } 1426 }
1330 1427
1331 if (!originator->is_on_map ()) 1428 if (!originator->is_on_map ())
1429 {
1332 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",
1333 op->debug_desc (), originator->debug_desc ()); 1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1334 1434
1335 op->above = originator; 1435 op->above = originator;
1336 op->below = originator->below; 1436 op->below = originator->below;
1337 originator->below = op; 1437 originator->below = op;
1338 1438
1358 * 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
1359 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1360 */ 1460 */
1361 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1362 { 1462 {
1363 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])
1364 floor = tmp; 1464 floor = tmp;
1365 1465
1366 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])
1367 { 1467 {
1368 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1369 top = tmp->below; 1469 top = tmp->below;
1370 break; 1470 break;
1371 } 1471 }
1389 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1390 { 1490 {
1391 object *last; 1491 object *last;
1392 1492
1393 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1394 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1395 break; 1495 break;
1396 1496
1397 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1398 * 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
1399 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1424 op->below = top; 1524 op->below = top;
1425 *(op->above ? &op->above->below : &ms.top) = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1526 }
1427 } 1527 }
1428 1528
1429 if (op->type == PLAYER) 1529 if (op->is_player ())
1430 { 1530 {
1431 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1432 ++op->map->players; 1532 ++op->map->players;
1433 op->map->touch (); 1533 op->map->touch ();
1434 } 1534 }
1449 * 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 -
1450 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1451 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1452 * of effect may be sufficient. 1552 * of effect may be sufficient.
1453 */ 1553 */
1454 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1456 1559
1457 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1458 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1459 1562
1460 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1467 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1468 * update_object(). 1571 * update_object().
1469 */ 1572 */
1470 1573
1471 /* 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 */
1472 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1473 { 1576 {
1474 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1475 return 0; 1578 return 0;
1476 1579
1477 /* 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
1488/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1489 * 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.
1490 * 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.
1491 */ 1594 */
1492void 1595void
1493replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1494{ 1597{
1495 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1496 1599
1497 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1498 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1499 tmp->destroy (1); 1602 tmp->destroy ();
1500 1603
1501 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1502 1605
1503 tmp->x = op->x; 1606 tmp->x = op->x;
1504 tmp->y = op->y; 1607 tmp->y = op->y;
1505 1608
1506 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1511{ 1614{
1512 if (where->env) 1615 if (where->env)
1513 return where->env->insert (this); 1616 return where->env->insert (this);
1514 else 1617 else
1515 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;
1516} 1641}
1517 1642
1518/* 1643/*
1519 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1520 * 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
1627 if (object *pl = tmp->visible_to ()) 1752 if (object *pl = tmp->visible_to ())
1628 esrv_update_item (UPD_NROF, pl, tmp); 1753 esrv_update_item (UPD_NROF, pl, tmp);
1629 1754
1630 adjust_weight (this, op->total_weight ()); 1755 adjust_weight (this, op->total_weight ());
1631 1756
1632 op->destroy (1); 1757 op->destroy ();
1633 op = tmp; 1758 op = tmp;
1634 goto inserted; 1759 goto inserted;
1635 } 1760 }
1636 1761
1637 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1655 1780
1656 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1657 1782
1658inserted: 1783inserted:
1659 /* 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 */
1660 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1661 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1662 1789 }
1790 else if (is_player ())
1663 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1664 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1792 contr->queue_stats_update ();
1665 update_stats ();
1666 1793
1667 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1668 1795
1669 return op; 1796 return op;
1670} 1797}
1690 * on top. 1817 * on top.
1691 */ 1818 */
1692int 1819int
1693check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1694{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1695 object *tmp; 1825 object *tmp;
1696 maptile *m = op->map; 1826 maptile *m = op->map;
1697 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1698 1828
1699 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1700 1830
1701 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1702 return 0;
1703 1832
1704 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1705 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1706 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1707 1836
1708 /* 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,
1709 * 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
1710 * 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
1711 * as walking. 1840 * as walking.
1722 return 0; 1851 return 0;
1723 1852
1724 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1725 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1726 */ 1855 */
1727 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1728 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1729 {
1730 /* Trim the search when we find the first other spell effect
1731 * this helps performance so that if a space has 50 spell objects,
1732 * we don't need to check all of them.
1733 */
1734 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1735 break;
1736 } 1857 {
1858 next = tmp->below;
1737 1859
1738 for (; tmp; tmp = tmp->below)
1739 {
1740 if (tmp == op) 1860 if (tmp == op)
1741 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1742 1862
1743 /* 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.
1744 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1745 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1746 * 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
1747 * 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.
1748 */ 1868 */
1749 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1750 { 1870 {
1751 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1752 ((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))
1753 { 1873 {
1754
1755 float
1756 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1757 1875
1758 if (op->type == PLAYER) 1876 if (op->is_player ())
1759 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)) ||
1760 (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)))
1761 diff /= 4.0; 1879 diff /= 4.0;
1762 1880
1763 op->speed_left -= diff; 1881 op->speed_left -= diff;
1764 } 1882 }
1765 } 1883 }
1887void 2005void
1888flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1889{ 2007{
1890 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1891 { 2009 {
1892 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1893 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1894 } 2012 }
1895} 2013}
1896 2014
1897/* 2015/*
1900void 2018void
1901unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1902{ 2020{
1903 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 { 2022 {
1905 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1906 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1907 } 2025 }
1908} 2026}
1909 2027
1910/* 2028/*
1971 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
1972 */ 2090 */
1973 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1974 continue; 2092 continue;
1975 2093
1976 if (ob->blocked (m, pos.x, pos.y)) 2094 if (ob->blocked (pos.m, pos.x, pos.y))
1977 continue; 2095 continue;
1978 2096
1979 altern [index++] = i; 2097 altern [index++] = i;
1980 } 2098 }
1981 2099
2049 * there is capable of. 2167 * there is capable of.
2050 */ 2168 */
2051int 2169int
2052find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2053{ 2171{
2054 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2055
2056 sint16 nx, ny;
2057 object *tmp;
2058 maptile *mp;
2059
2060 MoveType blocked, move_type; 2173 MoveType move_type;
2061 2174
2062 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2063 { 2176 {
2064 exclude = exclude->head; 2177 exclude = exclude->head;
2065 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2068 { 2181 {
2069 /* 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. */
2070 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2071 } 2184 }
2072 2185
2073 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2074 { 2187 {
2075 mp = m; 2188 mapxy pos (m, x, y);
2076 nx = x + freearr_x[i]; 2189 pos.move (i);
2077 ny = y + freearr_y[i];
2078 2190
2079 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2080
2081 if (mflags & P_OUT_OF_MAP)
2082 max = maxfree[i]; 2192 max = maxfree[i];
2083 else 2193 else
2084 { 2194 {
2085 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2086 2196
2087 blocked = ms.move_block;
2088
2089 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2090 max = maxfree[i]; 2198 max = maxfree [i];
2091 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2092 { 2200 {
2093 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2094 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2095 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2096 break;
2097
2098 if (tmp)
2099 return freedir[i]; 2204 return freedir [i];
2100 } 2205 }
2101 } 2206 }
2102 } 2207 }
2103 2208
2104 return 0; 2209 return 0;
2113{ 2218{
2114 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);
2115} 2220}
2116 2221
2117/* 2222/*
2118 * 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
2119 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2120 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2121 */ 2226 */
2122int 2227int
2123find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2124{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2125 int q; 2273 int q;
2126 2274
2127 if (y) 2275 if (y)
2128 q = x * 100 / y; 2276 q = 128 * x / y;
2129 else if (x) 2277 else if (x)
2130 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2131 else 2279 else
2132 return 0; 2280 return 0;
2133 2281
2134 if (y > 0) 2282 if (y > 0)
2135 { 2283 {
2136 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2137 return 3; 2289 return 3;
2138 if (q < -41) 2290 }
2139 return 2; 2291 else
2140 if (q < 41) 2292 {
2141 return 1; 2293 if (q < -309) return 3;
2142 if (q < 242) 2294 if (q < -52) return 2;
2143 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2144 return 7; 2298 return 7;
2145 } 2299 }
2146 2300#endif
2147 if (q < -242)
2148 return 7;
2149 if (q < -41)
2150 return 6;
2151 if (q < 41)
2152 return 5;
2153 if (q < 242)
2154 return 4;
2155
2156 return 3;
2157} 2301}
2158 2302
2159/* 2303/*
2160 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2161 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2162 */ 2306 */
2163int 2307int
2164dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2165{ 2309{
2166 int d;
2167
2168 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2169 if (d > 4)
2170 d = 8 - d;
2171 2311
2172 return d; 2312 return d > 4 ? 8 - d : d;
2173} 2313}
2174 2314
2175/* peterm: 2315/* peterm:
2176 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2177 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2179 * This basically means that if direction is 15, then it could either go 2319 * This basically means that if direction is 15, then it could either go
2180 * direction 4, 14, or 16 to get back to where we are. 2320 * direction 4, 14, or 16 to get back to where we are.
2181 * Moved from spell_util.c to object.c with the other related direction 2321 * Moved from spell_util.c to object.c with the other related direction
2182 * functions. 2322 * functions.
2183 */ 2323 */
2184int reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2185 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2186 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2187 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2188 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2189 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2283 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2284 */ 2424 */
2285int 2425int
2286can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2287{ 2427{
2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2291} 2431}
2292 2432
2293/* 2433/*
2294 * create clone from object to another 2434 * create clone from object to another
2295 */ 2435 */
2327 return tmp; 2467 return tmp;
2328 2468
2329 return 0; 2469 return 0;
2330} 2470}
2331 2471
2332const shstr & 2472shstr_tmp
2333object::kv_get (const shstr &key) const 2473object::kv_get (shstr_tmp key) const
2334{ 2474{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2476 if (kv->key == key)
2337 return kv->value; 2477 return kv->value;
2338 2478
2339 return shstr_null; 2479 return shstr ();
2340} 2480}
2341 2481
2342void 2482void
2343object::kv_set (const shstr &key, const shstr &value) 2483object::kv_set (shstr_tmp key, shstr_tmp value)
2344{ 2484{
2345 for (key_value *kv = key_values; kv; kv = kv->next) 2485 for (key_value *kv = key_values; kv; kv = kv->next)
2346 if (kv->key == key) 2486 if (kv->key == key)
2347 { 2487 {
2348 kv->value = value; 2488 kv->value = value;
2357 2497
2358 key_values = kv; 2498 key_values = kv;
2359} 2499}
2360 2500
2361void 2501void
2362object::kv_del (const shstr &key) 2502object::kv_del (shstr_tmp key)
2363{ 2503{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key) 2505 if ((*kvp)->key == key)
2366 { 2506 {
2367 key_value *kv = *kvp; 2507 key_value *kv = *kvp;
2460{ 2600{
2461 return map ? map->region (x, y) 2601 return map ? map->region (x, y)
2462 : region::default_region (); 2602 : region::default_region ();
2463} 2603}
2464 2604
2465const materialtype_t *
2466object::dominant_material () const
2467{
2468 if (materialtype_t *mt = name_to_material (materialname))
2469 return mt;
2470
2471 return name_to_material (shstr_unknown);
2472}
2473
2474void 2605void
2475object::open_container (object *new_container) 2606object::open_container (object *new_container)
2476{ 2607{
2477 if (container == new_container) 2608 if (container == new_container)
2478 return; 2609 return;
2498 container = 0; 2629 container = 0;
2499 2630
2500 // client needs item update to make it work, client bug requires this to be separate 2631 // client needs item update to make it work, client bug requires this to be separate
2501 esrv_update_item (UPD_FLAGS, this, old_container); 2632 esrv_update_item (UPD_FLAGS, this, old_container);
2502 2633
2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2634 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2504 play_sound (sound_find ("chest_close")); 2635 play_sound (sound_find ("chest_close"));
2505 } 2636 }
2506 2637
2507 if (new_container) 2638 if (new_container)
2508 { 2639 {
2512 // TODO: this does not seem to serve any purpose anymore? 2643 // TODO: this does not seem to serve any purpose anymore?
2513#if 0 2644#if 0
2514 // insert the "Close Container" object. 2645 // insert the "Close Container" object.
2515 if (archetype *closer = new_container->other_arch) 2646 if (archetype *closer = new_container->other_arch)
2516 { 2647 {
2517 object *closer = arch_to_object (new_container->other_arch); 2648 object *closer = new_container->other_arch->instance ();
2518 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2519 new_container->insert (closer); 2650 new_container->insert (closer);
2520 } 2651 }
2521#endif 2652#endif
2522 2653
2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2524 2655
2525 // make sure the container is available, client bug requires this to be separate 2656 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container); 2657 esrv_send_item (this, new_container);
2527 2658
2528 new_container->flag [FLAG_APPLIED] = true; 2659 new_container->flag [FLAG_APPLIED] = true;
2536// else if (!old_container->env && contr && contr->ns) 2667// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset (); 2668// contr->ns->floorbox_reset ();
2538} 2669}
2539 2670
2540object * 2671object *
2541object::force_find (const shstr name) 2672object::force_find (shstr_tmp name)
2542{ 2673{
2543 /* cycle through his inventory to look for the MARK we want to 2674 /* cycle through his inventory to look for the MARK we want to
2544 * place 2675 * place
2545 */ 2676 */
2546 for (object *tmp = inv; tmp; tmp = tmp->below) 2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2548 return splay (tmp); 2679 return splay (tmp);
2549 2680
2550 return 0; 2681 return 0;
2551} 2682}
2552 2683
2684//-GPL
2685
2553void 2686void
2687object::force_set_timer (int duration)
2688{
2689 this->duration = 1;
2690 this->speed_left = -1.f;
2691
2692 this->set_speed (duration ? 1.f / duration : 0.f);
2693}
2694
2695object *
2554object::force_add (const shstr name, int duration) 2696object::force_add (shstr_tmp name, int duration)
2555{ 2697{
2556 if (object *force = force_find (name)) 2698 if (object *force = force_find (name))
2557 force->destroy (); 2699 force->destroy ();
2558 2700
2559 object *force = get_archetype (FORCE_NAME); 2701 object *force = get_archetype (FORCE_NAME);
2560 2702
2561 force->slaying = name; 2703 force->slaying = name;
2562 force->stats.food = 1; 2704 force->force_set_timer (duration);
2563 force->speed_left = -1.f;
2564
2565 force->set_speed (duration ? 1.f / duration : 0.f);
2566 force->flag [FLAG_IS_USED_UP] = true;
2567 force->flag [FLAG_APPLIED] = true; 2705 force->flag [FLAG_APPLIED] = true;
2568 2706
2569 insert (force); 2707 return insert (force);
2570} 2708}
2571 2709
2572void 2710void
2573object::play_sound (faceidx sound) 2711object::play_sound (faceidx sound) const
2574{ 2712{
2575 if (!sound) 2713 if (!sound)
2576 return; 2714 return;
2577 2715
2578 if (flag [FLAG_REMOVED]) 2716 if (is_on_map ())
2717 map->play_sound (sound, x, y);
2718 else if (object *pl = in_player ())
2719 pl->contr->play_sound (sound);
2720}
2721
2722void
2723object::say_msg (const char *msg) const
2724{
2725 if (is_on_map ())
2726 map->say_msg (msg, x, y);
2727 else if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729}
2730
2731void
2732object::make_noise ()
2733{
2734 // we do not model noise in the map, so instead put
2735 // a temporary light into the noise source
2736 // could use the map instead, but that's less reliable for our
2737 // goal, which is to make invisibility a bit harder to exploit
2738
2739 // currently only works sensibly for players
2740 if (!is_player ())
2579 return; 2741 return;
2580 2742
2581 if (env) 2743 // find old force, or create new one
2582 { 2744 object *force = force_find (shstr_noise_force);
2583 if (object *pl = in_player ()) 2745
2584 pl->contr->play_sound (sound); 2746 if (force)
2585 } 2747 force->speed_left = -1.f; // patch old speed up
2586 else 2748 else
2587 map->play_sound (sound, x, y); 2749 {
2588} 2750 force = archetype::get (shstr_noise_force);
2589 2751
2752 force->slaying = shstr_noise_force;
2753 force->stats.food = 1;
2754 force->speed_left = -1.f;
2755
2756 force->set_speed (1.f / 4.f);
2757 force->flag [FLAG_IS_USED_UP] = true;
2758 force->flag [FLAG_APPLIED] = true;
2759
2760 insert (force);
2761 }
2762}
2763
2764void object::change_move_type (MoveType mt)
2765{
2766 if (move_type == mt)
2767 return;
2768
2769 if (is_on_map ())
2770 {
2771 // we are on the map, so handle move_on/off effects
2772 remove ();
2773 move_type = mt;
2774 map->insert (this, x, y, this);
2775 }
2776 else
2777 move_type = mt;
2778}
2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2785 */
2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2792 return 0;
2793}
2794

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