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Comparing deliantra/server/common/object.C (file contents):
Revision 1.268 by root, Fri Dec 26 13:33:22 2008 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <stdio.h> 27#include <stdio.h>
26#include <sys/types.h> 28#include <sys/types.h>
27#include <sys/uio.h> 29#include <sys/uio.h>
28#include <object.h> 30#include <object.h>
29#include <sproto.h> 31#include <sproto.h>
30#include <loader.h>
31 32
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
41short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
42 0, 52 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 53 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, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46}; 56};
47short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
48 0, 58 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 59 -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, 60 -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 61 -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};
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}; 62};
59int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
60 0, 64 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 65 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, 66 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 67 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}; 68};
65 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
66static void 96static void
67write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
68{ 98{
69 CALL_BEGIN (2); 99 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 103 CALL_END;
74} 104}
75 105
76static void 106static void
77read_uuid (void) 107read_uuid ()
78{ 108{
79 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
80 110
81 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
82 112
96 126
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 128 _exit (1);
99 } 129 }
100 130
101 UUID::BUF buf; 131 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 132 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 133 fgets (buf, sizeof (buf), fp);
104 134
105 if (!UUID::cur.parse (buf)) 135 if (!UUID::cur.parse (buf))
106 { 136 {
119{ 149{
120 UUID uid; 150 UUID uid;
121 151
122 uid.seq = ++cur.seq; 152 uid.seq = ++cur.seq;
123 153
124 if (expect_false (cur.seq >= seq_next_save)) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
125 { 155 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); 156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false); 157 write_uuid (UUID_GAP, false);
128 } 158 }
129 159
133 163
134void 164void
135UUID::init () 165UUID::init ()
136{ 166{
137 read_uuid (); 167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
138} 233}
139 234
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 236static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
143{ 238{
144 /* n-squared behaviour (see kv_get), but I'm hoping both 239 /* 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 240 * objects with lists are rare, and lists stay short. If not, use a
146 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
147 */ 242 */
148 243
149 /* For each field in wants, */ 244 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
152 return false; 247 return false;
153 248
154 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
155 return true; 250 return true;
156} 251}
178 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
179 * check weight 274 * check weight
180 */ 275 */
181bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
182{ 277{
183 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
184 if (ob1 == ob2 279 if (ob1 == ob2
185 || ob1->type != ob2->type 280 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 281 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 285 return 0;
190 286
191 /* Do not merge objects if nrof would overflow, assume nrof 287 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */ 288 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof) 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
197 * This is to the comparison of the flags below will be OK. We 293 * 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 294 * 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 295 * are not equal - just if it has been identified, the been_applied
200 * flags lose any meaning. 296 * flags lose any meaning.
201 */ 297 */
202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
203 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
204 300
205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
207 303
208 if (ob1->arch->archname != ob2->arch->archname 304 if (ob1->arch->archname != ob2->arch->archname
209 || ob1->name != ob2->name 305 || ob1->name != ob2->name
210 || ob1->title != ob2->title 306 || ob1->title != ob2->title
211 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
214 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
215 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
216 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
217 || ob1->value != ob2->value 313 || ob1->value != ob2->value
218 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
220 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
221 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
222 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
223 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
224 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
225 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 329 return 0;
234 330
235 if ((ob1->flag ^ ob2->flag) 331 if ((ob1->flag ^ ob2->flag)
256 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
257 * if it is valid. 353 * if it is valid.
258 */ 354 */
259 } 355 }
260 356
261 /* Don't merge objects that are applied. With the new 'body' code, 357 /* 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 358 * 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. 359 * some items equipped, and we don't want those to merge.
264 */ 360 */
265 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
266 return 0; 362 return 0;
267 363
268 /* Note sure why the following is the case - either the object has to 364 /* Not 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 365 * be animated or have a very low speed. Is this an attempted monster
270 * check? 366 * check?
271 */ 367 */
272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
273 return 0; 369 return 0;
274 370
275 switch (ob1->type) 371 switch (ob1->type)
276 { 372 {
277 case SCROLL: 373 case SCROLL:
278 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
279 return 0; 375 return 0;
280 break; 376 break;
281 } 377 }
282 378
283 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
284 { 380 {
285 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
286 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
287 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
288 384
289 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
290 return 0; 386 return 0;
291 } 387 }
323 { 419 {
324 // see if we are in a container of sorts 420 // see if we are in a container of sorts
325 if (env) 421 if (env)
326 { 422 {
327 // the player inventory itself is always visible 423 // the player inventory itself is always visible
328 if (env->type == PLAYER) 424 if (env->is_player ())
329 return env; 425 return env;
330 426
331 // else a player could have our env open 427 // else a player could have our env open
332 object *envest = env->outer_env (); 428 object *envest = env->outer_env_or_self ();
333 429
334 // the player itself is always on a map, so we will find him here 430 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player. 431 // even if our inv is in a player.
336 if (envest->is_on_map ()) 432 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 433 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 434 if (pl->container_ () == env)
339 return pl; 435 return pl;
340 } 436 }
341 else 437 else
342 { 438 {
343 // maybe there is a player standing on the same mapspace 439 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 440 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 441 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 443 || pl->container_ () == this)
348 return pl; 444 return pl;
349 } 445 }
350 } 446 }
351 447
352 return 0; 448 return 0;
353} 449}
354 450
355// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
356static sint32 452static weight_t
357weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
358{ 454{
359 return op->type == CONTAINER 455 if (op->type == CONTAINER)
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
361 : weight;
362}
363 457
458 return weight;
459}
460
364/* 461/*
365 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
367 */ 464 */
368static void 465static void
369adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
370{ 467{
371 while (op) 468 while (op)
372 { 469 {
373 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
375 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
376 - weight_adjust_for (op, op->carrying - weight);
377 473
378 if (!weight) 474 sub = op->carrying;
379 return;
380
381 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
382 477
383 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
386 481
394 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
395 */ 490 */
396void 491void
397object::update_weight () 492object::update_weight ()
398{ 493{
399 sint32 sum = 0; 494 weight_t sum = 0;
400 495
401 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
402 { 497 {
403 if (op->inv)
404 op->update_weight (); 498 op->update_weight ();
405 499
406 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
407 } 501 }
408
409 sum = weight_adjust_for (this, sum);
410 502
411 if (sum != carrying) 503 if (sum != carrying)
412 { 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
413 carrying = sum; 509 carrying = sum;
414 510
415 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
430 object_freezer freezer; 526 object_freezer freezer;
431 op->write (freezer); 527 op->write (freezer);
432 return freezer.as_string (); 528 return freezer.as_string ();
433} 529}
434 530
435/* 531char *
436 * get_nearest_part(multi-object, object 2) returns the part of the 532object::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{ 533{
443 object *tmp, *closest; 534 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} 535}
457 536
458/* 537/*
459 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow. 539 * VERRRY slow.
462object * 541object *
463find_object (tag_t i) 542find_object (tag_t i)
464{ 543{
465 for_all_objects (op) 544 for_all_objects (op)
466 if (op->count == i) 545 if (op->count == i)
546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
467 return op; 561 return op;
468 562
469 return 0; 563 return 0;
470} 564}
471 565
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return; 600 return;
507 } 601 }
508 602
509 this->owner = owner; 603 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}
577
578/* Zero the key_values on op, decrementing the shared-string
579 * refcounts and freeing the links.
580 */
581static void
582free_key_values (object *op)
583{
584 for (key_value *i = op->key_values; i; )
585 {
586 key_value *next = i->next;
587 delete i;
588
589 i = next;
590 }
591
592 op->key_values = 0;
593} 604}
594 605
595/* 606/*
596 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
603void 614void
604object::copy_to (object *dst) 615object::copy_to (object *dst)
605{ 616{
606 dst->remove (); 617 dst->remove ();
607 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
608 dst->flag [FLAG_REMOVED] = true; 623 dst->flag [FLAG_REMOVED] = true;
609
610 /* Copy over key_values, if any. */
611 if (key_values)
612 {
613 key_value *tail = 0;
614 dst->key_values = 0;
615
616 for (key_value *i = key_values; i; i = i->next)
617 {
618 key_value *new_link = new key_value;
619
620 new_link->next = 0;
621 new_link->key = i->key;
622 new_link->value = i->value;
623
624 /* Try and be clever here, too. */
625 if (!dst->key_values)
626 {
627 dst->key_values = new_link;
628 tail = new_link;
629 }
630 else
631 {
632 tail->next = new_link;
633 tail = new_link;
634 }
635 }
636 }
637
638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate (); 624 dst->activate ();
642} 625}
643 626
644void 627void
645object::instantiate () 628object::instantiate ()
646{ 629{
647 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
648 uuid = UUID::gen (); 631 uuid = UUID::gen ();
649 632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
650 speed_left = -0.1f; 637 speed_left = -1.;
638
651 /* copy the body_info to the body_used - this is only really 639 /* 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. 640 * 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 641 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
656 */ 644 */
657 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
658 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
659 647
660 attachable::instantiate (); 648 attachable::instantiate ();
661} 649}
662 650
663object * 651object *
664object::clone () 652object::clone ()
665{ 653{
666 object *neu = create (); 654 object *neu = create ();
667 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
668 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
669 return neu; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
670} 674}
671 675
672/* 676/*
673 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
674 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
675 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
676 */ 680 */
677void 681void
678update_turn_face (object *op) 682update_turn_face (object *op)
679{ 683{
680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
681 return; 685 return;
682 686
683 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
684 update_object (op, UP_OBJ_FACE);
685} 688}
686 689
687/* 690/*
688 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
689 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
690 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
691 */ 694 */
692void 695void
693object::set_speed (float speed) 696object::set_speed (float speed)
694{ 697{
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; 698 this->speed = speed;
702 699
703 if (has_active_speed ()) 700 if (has_active_speed ())
704 activate (); 701 activate ();
705 else 702 else
706 deactivate (); 703 deactivate ();
707} 704}
708 705
709/* 706/*
710 * update_object() updates the the map. 707 * update_object() updates the map.
711 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
712 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
713 * invisible object, etc...) 710 * invisible object, etc...)
714 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
715 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
752 } 749 }
753 750
754 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
755 752
756 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
757 /* nop */; 754 m.update_up (); // nothing to do except copy up
758 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
759 { 756 {
757#if 0
760 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
770 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 769 * have move_allow right now.
772 */ 770 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
775 m.invalidate (); 772 m.invalidate ();
773#else
774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.invalidate ();
776#endif
776 } 777 }
777 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 780 * that is being removed.
780 */ 781 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.invalidate (); 783 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
785 else 786 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 788
788 if (op->more) 789 if (op->more)
789 update_object (op->more, action); 790 update_object (op->more, action);
790} 791}
791 792
792object::object () 793object::object ()
793{ 794{
794 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
795 796
796 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
797 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
798} 800}
799 801
800object::~object () 802object::~object ()
801{ 803{
802 unlink (); 804 unlink ();
803 805
804 free_key_values (this); 806 kv.clear ();
805} 807}
806
807static int object_count;
808 808
809void object::link () 809void object::link ()
810{ 810{
811 assert (!index);//D 811 assert (!index);//D
812 uuid = UUID::gen (); 812 uuid = UUID::gen ();
813 count = ++object_count;
814 813
815 refcnt_inc (); 814 refcnt_inc ();
816 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
817} 819}
818 820
819void object::unlink () 821void object::unlink ()
820{ 822{
821 if (!index) 823 if (!index)
822 return; 824 return;
825
826 ++destroy_count;
823 827
824 objects.erase (this); 828 objects.erase (this);
825 refcnt_dec (); 829 refcnt_dec ();
826} 830}
827 831
830{ 834{
831 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
832 if (active) 836 if (active)
833 return; 837 return;
834 838
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ()) 839 if (has_active_speed ())
840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
843
839 actives.insert (this); 844 actives.insert (this);
845 }
840} 846}
841 847
842void 848void
843object::activate_recursive () 849object::activate_recursive ()
844{ 850{
848 op->activate_recursive (); 854 op->activate_recursive ();
849} 855}
850 856
851/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
852 * objects. 858 * objects.
853 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
858 */ 864 */
904 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
905 * drop on that space. 911 * drop on that space.
906 */ 912 */
907 if (!drop_to_ground 913 if (!drop_to_ground
908 || !map 914 || !map
909 || map->in_memory != MAP_ACTIVE 915 || !map->linkable ()
910 || map->no_drop 916 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
912 { 918 {
913 while (inv) 919 while (inv)
914 inv->destroy (); 920 inv->destroy ();
930 map->insert (op, x, y); 936 map->insert (op, x, y);
931 } 937 }
932 } 938 }
933} 939}
934 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
935object *object::create () 978object::create ()
936{ 979{
937 object *op = new object; 980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
938 op->link (); 1002 op->link ();
1003
939 return op; 1004 return op;
940} 1005}
941 1006
942static struct freed_map : maptile 1007void
1008object::do_delete ()
943{ 1009{
944 freed_map () 1010 uint32_t count = this->count;
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952 1011
953 alloc (); 1012 this->~object ();
954 in_memory = MAP_ACTIVE;
955 }
956 1013
957 ~freed_map () 1014 freelist_item *li = (freelist_item *)this;
958 { 1015 li->next = freelist;
959 destroy (); 1016 li->count = count;
960 } 1017
961} freed_map; // freed objects are moved here to avoid crashes 1018 freelist = li;
1019 ++free_count;
1020}
962 1021
963void 1022void
964object::do_destroy () 1023object::do_destroy ()
965{ 1024{
966 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 1026 remove_link ();
968 1027
969 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 1029 remove_friendly_object (this);
971 1030
972 remove (); 1031 remove ();
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (); 1069 head->destroy ();
1011 return; 1070 return;
1012 } 1071 }
1013 1072
1014 destroy_inv (false); 1073 destroy_inv_fast ();
1015 1074
1016 if (is_head ()) 1075 if (is_head ())
1017 if (sound_destroy) 1076 if (sound_destroy)
1018 play_sound (sound_destroy); 1077 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1078 else if (flag [FLAG_MONSTER])
1030 * the previous environment. 1089 * the previous environment.
1031 */ 1090 */
1032void 1091void
1033object::do_remove () 1092object::do_remove ()
1034{ 1093{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1094 if (flag [FLAG_REMOVED])
1039 return; 1095 return;
1040 1096
1041 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1042 1098
1043 flag [FLAG_REMOVED] = true; 1099 flag [FLAG_REMOVED] = true;
1044 1100
1045 if (more) 1101 if (more)
1046 more->remove (); 1102 more->remove ();
1047 1103
1048 /* 1104 /*
1049 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1050 * inventory. 1106 * inventory.
1051 */ 1107 */
1052 if (env) 1108 if (env)
1053 { 1109 {
1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1055 if (object *pl = visible_to ()) 1111 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1112 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1114
1059 adjust_weight (env, -total_weight ()); 1115 adjust_weight (env, total_weight (), 0);
1060 1116
1061 object *pl = in_player (); 1117 object *pl = in_player ();
1062 1118
1063 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1074 1130
1075 above = 0; 1131 above = 0;
1076 below = 0; 1132 below = 0;
1077 env = 0; 1133 env = 0;
1078 1134
1079 /* NO_FIX_PLAYER is set when a great many changes are being 1135 if (pl && pl->is_player ())
1080 * made to players inventory. If set, avoiding the call
1081 * to save cpu time.
1082 */ 1136 {
1083 if (pl) 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 { 1138 {
1086 pl->update_stats (); 1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1087 1143
1088 if (glow_radius && pl->is_on_map () && pl->map->darklevel () > 0) 1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1089 update_all_los (pl->map, pl->x, pl->y); 1154 update_all_los (pl->map, pl->x, pl->y);
1090 } 1155 }
1091 } 1156 }
1092 else if (map) 1157 else if (map)
1093 { 1158 {
1094 map->dirty = true; 1159 map->dirty = true;
1095 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1096 1161
1097 if (object *pl = ms.player ()) 1162 if (object *pl = ms.player ())
1098 { 1163 {
1099 if (type == PLAYER) // this == pl(!) 1164 if (is_player ())
1100 { 1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1101 // leaving a spot always closes any open container on the ground 1169 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env) 1170 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures 1171 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent. 1172 // that the CLOSE event is being sent.
1105 close_container (); 1173 close_container ();
1106 1174
1107 --map->players; 1175 --map->players;
1108 map->touch (); 1176 map->touch ();
1109 } 1177 }
1110 else if (pl->container == this) 1178 else if (pl->container_ () == this)
1111 { 1179 {
1112 // removing a container should close it 1180 // removing a container should close it
1113 close_container (); 1181 close_container ();
1114 } 1182 }
1115 1183 else
1116 esrv_del_item (pl->contr, count); 1184 esrv_del_item (pl->contr, count);
1117 } 1185 }
1118 1186
1119 /* link the object above us */ 1187 /* link the object above us */
1120 // re-link, make sure compiler can easily use cmove 1188 // re-link, make sure compiler can easily use cmove
1121 *(above ? &above->below : &ms.top) = below; 1189 *(above ? &above->below : &ms.top) = below;
1124 above = 0; 1192 above = 0;
1125 below = 0; 1193 below = 0;
1126 1194
1127 ms.invalidate (); 1195 ms.invalidate ();
1128 1196
1129 if (map->in_memory == MAP_SAVING)
1130 return;
1131
1132 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1133 1198
1134 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1135 { 1200 {
1136 if (pl->container == this) 1201 if (pl->container_ () == this)
1137 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1138 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1139 * appropriately. 1204 * appropriately.
1140 */ 1205 */
1141 pl->close_container (); 1206 pl->close_container ();
1145 //TODO: update floorbox to preserve ordering 1210 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns) 1211 if (pl->contr->ns)
1147 pl->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1148 } 1213 }
1149 1214
1215 if (check_walk_off)
1150 for (tmp = ms.bot; tmp; tmp = tmp->above) 1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1151 { 1217 {
1218 above = tmp->above;
1219
1152 /* No point updating the players look faces if he is the object 1220 /* No point updating the players look faces if he is the object
1153 * being removed. 1221 * being removed.
1154 */ 1222 */
1155 1223
1156 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1157 if (check_walk_off
1158 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1159 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1160 {
1161 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1162
1163 if (destroyed ())
1164 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1165 } 1228 }
1166 1229
1167 last = tmp; 1230 if (affects_los ())
1168 }
1169
1170 if (affect_los () && map->darklevel () > 0)
1171 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1172 } 1232 }
1173} 1233}
1174 1234
1175/* 1235/*
1217 1277
1218 object *prev = this; 1278 object *prev = this;
1219 1279
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 { 1281 {
1222 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1223 1283
1224 op->name = name; 1284 op->name = name;
1225 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1226 op->title = title; 1286 op->title = title;
1227 1287
1265 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1266 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1267 * 1327 *
1268 * Return value: 1328 * Return value:
1269 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1270 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1271 * just 'op' otherwise 1331 * just 'op' otherwise
1272 */ 1332 */
1273object * 1333object *
1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1275{ 1335{
1276 op->remove (); 1336 op->remove ();
1277 1337
1278 if (m == &freed_map)//D TODO: remove soon 1338 if (m == &freed_map)//D TODO: remove soon
1279 {//D 1339 {//D
1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1281 }//D 1341 }//D
1282 1342
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1345 * need extra work
1286 */ 1346 */
1347 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1348 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1349 {
1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1351 return 0;
1291 } 1352 }
1292 1353
1293 if (object *more = op->more) 1354 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1355 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1356 return 0;
1296 1357
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1358 op->flag [FLAG_REMOVED] = false;
1298 1359 op->env = 0;
1299 op->map = m; 1360 op->map = newmap;
1361
1300 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1301 1363
1302 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1303 */ 1365 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1310 // from here :/ 1372 // from here :/
1311 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1312 tmp->destroy (); 1374 tmp->destroy ();
1313 } 1375 }
1314 1376
1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1317 1379
1318 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1319 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1320 1382
1321 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1322 { 1384 {
1323 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1324 { 1386 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1388 abort ();
1327 } 1389 }
1328 1390
1329 if (!originator->is_on_map ()) 1391 if (!originator->is_on_map ())
1392 {
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ()); 1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1332 1397
1333 op->above = originator; 1398 op->above = originator;
1334 op->below = originator->below; 1399 op->below = originator->below;
1335 originator->below = op; 1400 originator->below = op;
1336 1401
1349 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1350 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1353 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1354 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1355 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1356 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1358 */ 1423 */
1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1360 { 1425 {
1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1362 floor = tmp; 1427 floor = tmp;
1363 1428
1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1365 { 1430 {
1366 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1367 top = tmp->below; 1432 top = tmp->below;
1368 break; 1433 break;
1369 } 1434 }
1387 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1388 { 1453 {
1389 object *last; 1454 object *last;
1390 1455
1391 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1393 break; 1458 break;
1394 1459
1395 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1396 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1397 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1422 op->below = top; 1487 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1489 }
1425 } 1490 }
1426 1491
1427 if (op->type == PLAYER) 1492 if (op->is_player ())
1428 { 1493 {
1429 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1430 ++op->map->players; 1495 ++op->map->players;
1431 op->map->touch (); 1496 op->map->touch ();
1432 } 1497 }
1447 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1448 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1515 * of effect may be sufficient.
1451 */ 1516 */
1452 if (op->affects_los () && op->map->darklevel () > 0) 1517 if (op->affects_los ())
1453 { 1518 {
1454 op->ms ().invalidate (); 1519 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1456 } 1521 }
1457 1522
1468 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1469 * update_object(). 1534 * update_object().
1470 */ 1535 */
1471 1536
1472 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1474 { 1539 {
1475 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1476 return 0; 1541 return 0;
1477 1542
1478 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1479 * walk on's. 1544 * walk on's.
1480 */ 1545 */
1481 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1482 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1483 return 0; 1548 return 0;
1484 } 1549 }
1485 1550
1486 return op; 1551 return op;
1487} 1552}
1488 1553
1489/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1490 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1491 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1492 */ 1557 */
1493void 1558void
1494replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1495{ 1560{
1496 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1497 1562
1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1500 tmp->destroy (); 1565 tmp->destroy ();
1501 1566
1502 object *tmp = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1503 1568
1504 tmp->x = op->x; 1569 tmp->x = op->x;
1505 tmp->y = op->y; 1570 tmp->y = op->y;
1506 1571
1507 insert_ob_in_map (tmp, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1512{ 1577{
1513 if (where->env) 1578 if (where->env)
1514 return where->env->insert (this); 1579 return where->env->insert (this);
1515 else 1580 else
1516 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1582}
1583
1584// check whether we can put this into the map, respect max_volume, max_items
1585bool
1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1589
1590 int items = ms.items ();
1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1517} 1604}
1518 1605
1519/* 1606/*
1520 * decrease(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1521 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1531 1618
1532 nr = min (nr, nrof); 1619 nr = min (nr, nrof);
1533 1620
1534 if (nrof > nr) 1621 if (nrof > nr)
1535 { 1622 {
1623 weight_t oweight = total_weight ();
1624
1536 nrof -= nr; 1625 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1626
1539 if (object *pl = visible_to ()) 1627 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this); 1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1541 1631
1542 return true; 1632 return true;
1543 } 1633 }
1544 else 1634 else
1545 { 1635 {
1599/* 1689/*
1600 * env->insert (op) 1690 * env->insert (op)
1601 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1602 * inside the object environment. 1692 * inside the object environment.
1603 * 1693 *
1604 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1605 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1606 */ 1696 */
1607object * 1697object *
1608object::insert (object *op) 1698object::insert (object *op)
1609{ 1699{
1620 if (op->nrof) 1710 if (op->nrof)
1621 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1622 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1623 { 1713 {
1624 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1625 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1626 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1627 1721
1628 if (object *pl = tmp->visible_to ()) 1722 if (object *pl = tmp->visible_to ())
1629 esrv_update_item (UPD_NROF, pl, tmp); 1723 esrv_update_item (UPD_NROF, pl, tmp);
1630 1724
1631 adjust_weight (this, op->total_weight ()); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1632 1726
1633 op->destroy (); 1727 op->destroy ();
1634 op = tmp; 1728 op = tmp;
1635 goto inserted; 1729 goto inserted;
1636 } 1730 }
1652 op->flag [FLAG_REMOVED] = 0; 1746 op->flag [FLAG_REMOVED] = 0;
1653 1747
1654 if (object *pl = op->visible_to ()) 1748 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op); 1749 esrv_send_item (pl, op);
1656 1750
1657 adjust_weight (this, op->total_weight ()); 1751 adjust_weight (this, 0, op->total_weight ());
1658 1752
1659inserted: 1753inserted:
1660 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1661 if (op->glow_radius && is_on_map () && map->darklevel () > 0) 1755 if (op->glow_radius && is_on_map ())
1662 { 1756 {
1663 update_stats (); 1757 update_stats ();
1664 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1665 } 1759 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1760 else if (is_player ())
1667 // if this is a player's inventory, update stats 1761 // if this is a player's inventory, update stats
1668 update_stats (); 1762 contr->queue_stats_update ();
1669 1763
1670 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1671 1765
1672 return op; 1766 return op;
1673} 1767}
1691 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1692 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1693 * on top. 1787 * on top.
1694 */ 1788 */
1695int 1789int
1696check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1697{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1698 object *tmp; 1795 object *tmp;
1699 maptile *m = op->map; 1796 maptile *m = op->map;
1700 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1701 1798
1702 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1703 1800
1704 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1705 return 0;
1706 1802
1707 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1708 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1709 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1710 1806
1711 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1712 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1713 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1714 * as walking. 1810 * as walking.
1723 */ 1819 */
1724 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1725 return 0; 1821 return 0;
1726 1822
1727 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1728 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1729 */ 1825 */
1730 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1731 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1732 {
1733 /* Trim the search when we find the first other spell effect
1734 * this helps performance so that if a space has 50 spell objects,
1735 * we don't need to check all of them.
1736 */
1737 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1738 break;
1739 } 1827 {
1828 next = tmp->below;
1740 1829
1741 for (; tmp; tmp = tmp->below)
1742 {
1743 if (tmp == op) 1830 if (tmp == op)
1744 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1745 1832
1746 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1747 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1748 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1749 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1750 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1751 */ 1838 */
1752 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1753 { 1840 {
1754 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1755 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1756 { 1843 {
1757
1758 float
1759 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1760 1845
1761 if (op->type == PLAYER) 1846 if (op->is_player ())
1762 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1763 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1764 diff /= 4.0; 1849 diff /= 4.0;
1765 1850
1766 op->speed_left -= diff; 1851 op->speed_left -= diff;
1767 } 1852 }
1768 } 1853 }
1769 1854
1770 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1771 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1773 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1774 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1775 1865
1776 if (op->destroyed ()) 1866 if (op->destroyed ())
1777 return 1; 1867 return 1;
1778 1868
1890void 1980void
1891flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1892{ 1982{
1893 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894 { 1984 {
1895 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1896 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1897 } 1987 }
1898} 1988}
1899 1989
1900/* 1990/*
1903void 1993void
1904unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1905{ 1995{
1906 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 { 1997 {
1908 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1909 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1910 } 2000 }
1911} 2001}
1912 2002
1913/* 2003/*
1923 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1924 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1925 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1926 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1927 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1928 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1929 * customized, changed states, etc. 2019 * customized, changed states, etc.
1930 */ 2020 */
1931int 2021int
1932find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1933{ 2023{
1934 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
1935 int index = 0, flag; 2025 int index = 0;
1936 2026
1937 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
1938 { 2028 {
1939 mapxy pos (m, x, y); pos.move (i); 2029 mapxy pos (m, x, y); pos.move (i);
1940 2030
1956 continue; 2046 continue;
1957 } 2047 }
1958 2048
1959 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
1960 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
1961 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
1962 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
1963 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
1964 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1965 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
1966 */ 2056 */
1996 */ 2086 */
1997int 2087int
1998find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
1999{ 2089{
2000 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2001 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2002 return i; 2092 return i;
2003 2093
2004 return -1; 2094 return -1;
2005} 2095}
2006 2096
2017 2107
2018 while (--end) 2108 while (--end)
2019 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2020} 2110}
2021 2111
2022/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2023 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2024 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2025 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2026 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2027 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2052 * there is capable of. 2142 * there is capable of.
2053 */ 2143 */
2054int 2144int
2055find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2056{ 2146{
2057 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2058
2059 sint16 nx, ny;
2060 object *tmp;
2061 maptile *mp;
2062
2063 MoveType blocked, move_type; 2148 MoveType move_type;
2064 2149
2065 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2066 { 2151 {
2067 exclude = exclude->head; 2152 exclude = exclude->head;
2068 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2071 { 2156 {
2072 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2073 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2074 } 2159 }
2075 2160
2076 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2077 { 2162 {
2078 mp = m; 2163 mapxy pos (m, x, y);
2079 nx = x + freearr_x[i]; 2164 pos.move (i);
2080 ny = y + freearr_y[i];
2081 2165
2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2083
2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i]; 2167 max = maxfree[i];
2086 else 2168 else
2087 { 2169 {
2088 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2089 2171
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2093 max = maxfree[i]; 2173 max = maxfree [i];
2094 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2095 { 2175 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 break;
2100
2101 if (tmp)
2102 return freedir[i]; 2179 return freedir [i];
2103 } 2180 }
2104 } 2181 }
2105 } 2182 }
2106 2183
2107 return 0; 2184 return 0;
2116{ 2193{
2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2118} 2195}
2119 2196
2120/* 2197/*
2121 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2122 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2123 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2124 */ 2201 */
2125int 2202int
2126find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2127{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2128 int q; 2248 int q;
2129 2249
2130 if (y) 2250 if (y)
2131 q = x * 100 / y; 2251 q = 128 * x / y;
2132 else if (x) 2252 else if (x)
2133 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2134 else 2254 else
2135 return 0; 2255 return 0;
2136 2256
2137 if (y > 0) 2257 if (y > 0)
2138 { 2258 {
2139 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2140 return 3; 2264 return 3;
2141 if (q < -41) 2265 }
2142 return 2; 2266 else
2143 if (q < 41) 2267 {
2144 return 1; 2268 if (q < -309) return 3;
2145 if (q < 242) 2269 if (q < -52) return 2;
2146 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2147 return 7; 2273 return 7;
2148 } 2274 }
2149 2275#endif
2150 if (q < -242)
2151 return 7;
2152 if (q < -41)
2153 return 6;
2154 if (q < 41)
2155 return 5;
2156 if (q < 242)
2157 return 4;
2158
2159 return 3;
2160} 2276}
2161 2277
2162/* 2278/*
2163 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2164 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2165 */ 2281 */
2166int 2282int
2167dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2168{ 2284{
2169 int d;
2170
2171 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2172 if (d > 4)
2173 d = 8 - d;
2174 2286
2175 return d; 2287 return d > 4 ? 8 - d : d;
2176} 2288}
2177 2289
2178/* peterm: 2290/* peterm:
2179 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2180 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2182 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2183 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2184 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2185 * functions. 2297 * functions.
2186 */ 2298 */
2187int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2188 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2189 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2190 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2191 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2192 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2249 int mflags; 2361 int mflags;
2250 2362
2251 if (dir < 0) 2363 if (dir < 0)
2252 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2253 2365
2254 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2255 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2256 2368
2257 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2258 2370
2259 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2260 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2286 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2287 */ 2399 */
2288int 2400int
2289can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2290{ 2402{
2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2293 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2294} 2406}
2407
2408//-GPL
2295 2409
2296/* 2410/*
2297 * create clone from object to another 2411 * create clone from object to another
2298 */ 2412 */
2299object * 2413object *
2330 return tmp; 2444 return tmp;
2331 2445
2332 return 0; 2446 return 0;
2333} 2447}
2334 2448
2335const shstr & 2449/* Zero the key_values on op, decrementing the shared-string
2336object::kv_get (const shstr &key) const 2450 * refcounts and freeing the links.
2451 */
2452void
2453key_values::clear ()
2337{ 2454{
2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2338 for (key_value *kv = key_values; kv; kv = kv->next) 2468 for (key_value *kv = first; kv; kv = kv->next)
2339 if (kv->key == key) 2469 if (kv->key == key)
2340 return kv->value; 2470 return kv->value;
2341 2471
2342 return shstr_null; 2472 return shstr ();
2343} 2473}
2344 2474
2345void 2475void
2346object::kv_set (const shstr &key, const shstr &value) 2476key_values::add (shstr_tmp key, shstr_tmp value)
2347{ 2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2348 for (key_value *kv = key_values; kv; kv = kv->next) 2490 for (key_value *kv = first; kv; kv = kv->next)
2349 if (kv->key == key) 2491 if (kv->key == key)
2350 { 2492 {
2351 kv->value = value; 2493 kv->value = value;
2352 return; 2494 return;
2353 } 2495 }
2354 2496
2355 key_value *kv = new key_value; 2497 add (key, value);
2356
2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362} 2498}
2363 2499
2364void 2500void
2365object::kv_del (const shstr &key) 2501key_values::del (shstr_tmp key)
2366{ 2502{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key) 2504 if ((*kvp)->key == key)
2369 { 2505 {
2370 key_value *kv = *kvp; 2506 key_value *kv = *kvp;
2371 *kvp = (*kvp)->next; 2507 *kvp = (*kvp)->next;
2372 delete kv; 2508 delete kv;
2373 return; 2509 return;
2374 } 2510 }
2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2375} 2541}
2376 2542
2377object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2378: iterator_base (container) 2544: iterator_base (container)
2379{ 2545{
2463{ 2629{
2464 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2465 : region::default_region (); 2631 : region::default_region ();
2466} 2632}
2467 2633
2468const materialtype_t * 2634//+GPL
2469object::dominant_material () const
2470{
2471 if (materialtype_t *mt = name_to_material (materialname))
2472 return mt;
2473
2474 return name_to_material (shstr_unknown);
2475}
2476 2635
2477void 2636void
2478object::open_container (object *new_container) 2637object::open_container (object *new_container)
2479{ 2638{
2480 if (container == new_container) 2639 if (container == new_container)
2501 container = 0; 2660 container = 0;
2502 2661
2503 // client needs item update to make it work, client bug requires this to be separate 2662 // client needs item update to make it work, client bug requires this to be separate
2504 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2505 2664
2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2507 play_sound (sound_find ("chest_close")); 2666 play_sound (sound_find ("chest_close"));
2508 } 2667 }
2509 2668
2510 if (new_container) 2669 if (new_container)
2511 { 2670 {
2515 // TODO: this does not seem to serve any purpose anymore? 2674 // TODO: this does not seem to serve any purpose anymore?
2516#if 0 2675#if 0
2517 // insert the "Close Container" object. 2676 // insert the "Close Container" object.
2518 if (archetype *closer = new_container->other_arch) 2677 if (archetype *closer = new_container->other_arch)
2519 { 2678 {
2520 object *closer = arch_to_object (new_container->other_arch); 2679 object *closer = new_container->other_arch->instance ();
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer); 2681 new_container->insert (closer);
2523 } 2682 }
2524#endif 2683#endif
2525 2684
2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2527 2686
2528 // make sure the container is available, client bug requires this to be separate 2687 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container); 2688 esrv_send_item (this, new_container);
2530 2689
2531 new_container->flag [FLAG_APPLIED] = true; 2690 new_container->flag [FLAG_APPLIED] = true;
2538 } 2697 }
2539// else if (!old_container->env && contr && contr->ns) 2698// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset (); 2699// contr->ns->floorbox_reset ();
2541} 2700}
2542 2701
2702//-GPL
2703
2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2543object * 2734object *
2544object::force_find (const shstr name) 2735object::force_find (shstr_tmp name)
2545{ 2736{
2546 /* cycle through his inventory to look for the MARK we want to 2737 /* cycle through his inventory to look for the MARK we want to
2547 * place 2738 * place
2548 */ 2739 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below) 2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2550 if (tmp->type == FORCE && tmp->slaying == name) 2741 if (tmp->type == FORCE && tmp->slaying == name)
2551 return splay (tmp); 2742 return splay (tmp);
2552 2743
2553 return 0; 2744 return 0;
2554} 2745}
2555 2746
2747void
2748object::force_set_timer (int duration)
2749{
2750 this->duration = 1;
2751 this->speed_left = -1.f;
2752
2753 this->set_speed (duration ? 1.f / duration : 0.f);
2754}
2755
2556object * 2756object *
2557object::force_add (const shstr name, int duration) 2757object::force_add (shstr_tmp name, int duration)
2558{ 2758{
2559 if (object *force = force_find (name)) 2759 if (object *force = force_find (name))
2560 force->destroy (); 2760 force->destroy ();
2561 2761
2562 object *force = get_archetype (FORCE_NAME); 2762 object *force = archetype::get (FORCE_NAME);
2563 2763
2564 force->slaying = name; 2764 force->slaying = name;
2565 force->stats.food = 1; 2765 force->force_set_timer (duration);
2566 force->speed_left = -1.f;
2567
2568 force->set_speed (duration ? 1.f / duration : 0.f);
2569 force->flag [FLAG_IS_USED_UP] = true;
2570 force->flag [FLAG_APPLIED] = true; 2766 force->flag [FLAG_APPLIED] = true;
2571 2767
2572 return insert (force); 2768 return insert (force);
2573} 2769}
2574 2770
2575void 2771void
2576object::play_sound (faceidx sound) 2772object::play_sound (faceidx sound) const
2577{ 2773{
2578 if (!sound) 2774 if (!sound)
2579 return; 2775 return;
2580 2776
2581 if (flag [FLAG_REMOVED]) 2777 if (is_on_map ())
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y); 2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781}
2782
2783void
2784object::say_msg (const char *msg) const
2785{
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2591} 2790}
2592 2791
2593void 2792void
2594object::make_noise () 2793object::make_noise ()
2595{ 2794{
2604 2803
2605 // find old force, or create new one 2804 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force); 2805 object *force = force_find (shstr_noise_force);
2607 2806
2608 if (force) 2807 if (force)
2609 force->speed = 1.f / 4; // patch old speed up 2808 force->speed_left = -1.f; // patch old speed up
2610 else 2809 else
2611 force_add (shstr_noise_force, 4); 2810 {
2612} 2811 force = archetype::get (shstr_noise_force);
2613 2812
2813 force->slaying = shstr_noise_force;
2814 force->stats.food = 1;
2815 force->speed_left = -1.f;
2816
2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2822 }
2823}
2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2853 return 0;
2854}
2855
2856// put marked object first in the inventory
2857// this is used by identify-like spells so players can influence
2858// the order a bit.
2859void
2860object::splay_marked ()
2861{
2862 if (object *marked = mark ())
2863 splay (marked);
2864}
2865

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