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Comparing deliantra/server/common/object.C (file contents):
Revision 1.230 by root, Sun May 4 08:25:32 2008 UTC vs.
Revision 1.324 by root, Mon Apr 12 05:22:37 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
66static void 76static void
67write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
68{ 78{
69 CALL_BEGIN (2); 79 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 83 CALL_END;
74} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
82 92
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 112 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
104 114
105 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
106 { 116 {
133 143
134void 144void
135UUID::init () 145UUID::init ()
136{ 146{
137 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
138} 213}
139 214
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 216static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
179 * check weight 254 * check weight
180 */ 255 */
181bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
182{ 257{
183 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
184 if (ob1 == ob2 259 if (ob1 == ob2
185 || ob1->type != ob2->type 260 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 261 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 264 return 0;
190 265
191 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 269 return 0;
198 270
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 275 * flags lose any meaning.
204 */ 276 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
207 279
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
210 282
211 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 284 || ob1->name != ob2->name
213 || ob1->title != ob2->title 285 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 292 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 308 return 0;
236 309
237 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
241 .any ()) 313 .any ())
242 return 0; 314 return 0;
243 315
244 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
263 335
264 /* 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,
265 * 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
266 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
267 */ 339 */
268 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
269 return 0; 341 return 0;
270 342
271 /* 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
272 * 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
273 * check? 345 * check?
274 */ 346 */
275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
276 return 0; 348 return 0;
277 349
278 switch (ob1->type) 350 switch (ob1->type)
279 { 351 {
280 case SCROLL: 352 case SCROLL:
326 { 398 {
327 // see if we are in a container of sorts 399 // see if we are in a container of sorts
328 if (env) 400 if (env)
329 { 401 {
330 // the player inventory itself is always visible 402 // the player inventory itself is always visible
331 if (env->type == PLAYER) 403 if (env->is_player ())
332 return env; 404 return env;
333 405
334 // else a player could have our env open 406 // else a player could have our env open
335 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
336 408
337 // 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
338 // even if our inv is in a player. 410 // even if our inv is in a player.
339 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 413 if (pl->container_ () == env)
342 return pl; 414 return pl;
343 } 415 }
344 else 416 else
345 { 417 {
346 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
350 return pl; 423 return pl;
351 } 424 }
352 } 425 }
353 426
354 return 0; 427 return 0;
355} 428}
356 429
357// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
358static sint32 431static sint32
359weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
360{ 433{
361 return op->type == CONTAINER 434 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 436 : weight;
364} 437}
370static void 443static void
371adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
372{ 445{
373 while (op) 446 while (op)
374 { 447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
376 452
377 if (!weight) 453 if (!weight)
378 return; 454 return;
379 455
380 op->carrying += weight; 456 op->carrying += weight;
403 op->update_weight (); 479 op->update_weight ();
404 480
405 sum += op->total_weight (); 481 sum += op->total_weight ();
406 } 482 }
407 483
408 sum = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
409 485
410 if (sum != carrying) 486 if (sum != carrying)
411 { 487 {
412 carrying = sum; 488 carrying = sum;
413 489
429 object_freezer freezer; 505 object_freezer freezer;
430 op->write (freezer); 506 op->write (freezer);
431 return freezer.as_string (); 507 return freezer.as_string ();
432} 508}
433 509
434/* 510char *
435 * get_nearest_part(multi-object, object 2) returns the part of the 511object::as_string ()
436 * multi-object 1 which is closest to the second object.
437 * If it's not a multi-object, it is returned.
438 */
439object *
440get_nearest_part (object *op, const object *pl)
441{ 512{
442 object *tmp, *closest; 513 return dump_object (this);
443 int last_dist, i;
444
445 if (!op->more)
446 return op;
447
448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
451 if ((i = distance (tmp, pl)) < last_dist)
452 closest = tmp, last_dist = i;
453
454 return closest;
455} 514}
456 515
457/* 516/*
458 * Returns the object which has the count-variable equal to the argument. 517 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow. 518 * VERRRY slow.
467 526
468 return 0; 527 return 0;
469} 528}
470 529
471/* 530/*
531 * Returns the object which has the uuid equal to the argument.
532 * MOAR VERRRY slow.
533 */
534
535object *
536find_object_uuid (UUID i)
537{
538 for_all_objects (op)
539 if (op->uuid == i)
540 return op;
541
542 return 0;
543}
544
545/*
472 * Returns the first object which has a name equal to the argument. 546 * Returns the first object which has a name equal to the argument.
473 * Used only by the patch command, but not all that useful. 547 * Used only by the patch command, but not all that useful.
474 * Enables features like "patch <name-of-other-player> food 999" 548 * Enables features like "patch <name-of-other-player> food 999"
475 */ 549 */
476object * 550object *
477find_object_name (const char *str) 551find_object_name (const char *str)
478{ 552{
479 shstr_cmp str_ (str); 553 shstr_cmp str_ (str);
480 object *op;
481 554
555 if (str_)
482 for_all_objects (op) 556 for_all_objects (op)
483 if (op->name == str_) 557 if (op->name == str_)
484 break; 558 return op;
485 559
486 return op; 560 return 0;
487} 561}
488 562
489/* 563/*
490 * Sets the owner and sets the skill and exp pointers to owner's current 564 * Sets the owner and sets the skill and exp pointers to owner's current
491 * skill and experience objects. 565 * skill and experience objects.
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 578 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return; 579 return;
506 } 580 }
507 581
508 this->owner = owner; 582 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
575} 583}
576 584
577/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
578 * refcounts and freeing the links. 586 * refcounts and freeing the links.
579 */ 587 */
632 tail = new_link; 640 tail = new_link;
633 } 641 }
634 } 642 }
635 } 643 }
636 644
637 if (speed < 0) 645 dst->activate ();
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641} 646}
642 647
643void 648void
644object::instantiate () 649object::instantiate ()
645{ 650{
646 if (!uuid.seq) // HACK 651 if (!uuid.seq) // HACK
647 uuid = UUID::gen (); 652 uuid = UUID::gen ();
648 653
654 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
655 if (flag [FLAG_RANDOM_SPEED] && speed)
656 speed_left = - speed - rndm (); // TODO animation
657 else
649 speed_left = -0.1f; 658 speed_left = -1.;
659
650 /* copy the body_info to the body_used - this is only really 660 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything. 661 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting 662 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created 663 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped. 664 * for it, they can be properly equipped.
662object * 672object *
663object::clone () 673object::clone ()
664{ 674{
665 object *neu = create (); 675 object *neu = create ();
666 copy_to (neu); 676 copy_to (neu);
677
678 // TODO: unclean state changes, should not be done in clone AND instantiate
679 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
680 neu->speed_left = - neu->speed - rndm (); // TODO animation
681
667 neu->map = map; // not copied by copy_to 682 neu->map = map; // not copied by copy_to
668 return neu; 683 return neu;
669} 684}
670 685
671/* 686/*
674 * be called to update the face variable, _and_ how it looks on the map. 689 * be called to update the face variable, _and_ how it looks on the map.
675 */ 690 */
676void 691void
677update_turn_face (object *op) 692update_turn_face (object *op)
678{ 693{
679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
680 return; 695 return;
681 696
682 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
683 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
684} 699}
689 * This function needs to be called whenever the speed of an object changes. 704 * This function needs to be called whenever the speed of an object changes.
690 */ 705 */
691void 706void
692object::set_speed (float speed) 707object::set_speed (float speed)
693{ 708{
694 if (flag [FLAG_FREED] && speed)
695 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697 speed = 0;
698 }
699
700 this->speed = speed; 709 this->speed = speed;
701 710
702 if (has_active_speed ()) 711 if (has_active_speed ())
703 activate (); 712 activate ();
704 else 713 else
754 763
755 if (!(m.flags_ & P_UPTODATE)) 764 if (!(m.flags_ & P_UPTODATE))
756 /* nop */; 765 /* nop */;
757 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
758 { 767 {
768#if 0
759 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
769 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
770 * to have move_allow right now. 780 * have move_allow right now.
771 */ 781 */
772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 m.invalidate ();
784#else
773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
774 m.flags_ = 0; 786 m.invalidate ();
787#endif
775 } 788 }
776 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 791 * that is being removed.
779 */ 792 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 794 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
784 else 797 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 799
788 update_object (op->more, action); 801 update_object (op->more, action);
789} 802}
790 803
791object::object () 804object::object ()
792{ 805{
793 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
794 807
795 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
796 face = blank_face; 809 face = blank_face;
810 material = MATERIAL_NULL;
797} 811}
798 812
799object::~object () 813object::~object ()
800{ 814{
801 unlink (); 815 unlink ();
802 816
803 free_key_values (this); 817 free_key_values (this);
804} 818}
805
806static int object_count;
807 819
808void object::link () 820void object::link ()
809{ 821{
810 assert (!index);//D 822 assert (!index);//D
811 uuid = UUID::gen (); 823 uuid = UUID::gen ();
812 count = ++object_count;
813 824
814 refcnt_inc (); 825 refcnt_inc ();
815 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
816} 830}
817 831
818void object::unlink () 832void object::unlink ()
819{ 833{
820 if (!index) 834 if (!index)
821 return; 835 return;
836
837 ++destroy_count;
822 838
823 objects.erase (this); 839 objects.erase (this);
824 refcnt_dec (); 840 refcnt_dec ();
825} 841}
826 842
830 /* If already on active list, don't do anything */ 846 /* If already on active list, don't do anything */
831 if (active) 847 if (active)
832 return; 848 return;
833 849
834 if (has_active_speed ()) 850 if (has_active_speed ())
851 {
852 if (flag [FLAG_FREED])
853 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
854
835 actives.insert (this); 855 actives.insert (this);
856 }
836} 857}
837 858
838void 859void
839object::activate_recursive () 860object::activate_recursive ()
840{ 861{
901 * drop on that space. 922 * drop on that space.
902 */ 923 */
903 if (!drop_to_ground 924 if (!drop_to_ground
904 || !map 925 || !map
905 || map->in_memory != MAP_ACTIVE 926 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 927 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 928 || ms ().move_block == MOVE_ALL)
908 { 929 {
909 while (inv) 930 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 931 inv->destroy ();
913 }
914 } 932 }
915 else 933 else
916 { /* Put objects in inventory onto this space */ 934 { /* Put objects in inventory onto this space */
917 while (inv) 935 while (inv)
918 { 936 {
922 || op->flag [FLAG_NO_DROP] 940 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 941 || op->type == RUNE
924 || op->type == TRAP 942 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 943 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 944 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 945 op->destroy ();
928 else 946 else
929 map->insert (op, x, y); 947 map->insert (op, x, y);
930 } 948 }
931 } 949 }
932} 950}
933 951
952/*
953 * Remove and free all objects in the inventory of the given object.
954 * Unlike destroy_inv, this assumes the *this is destroyed as well
955 * well, so we can (and have to!) take shortcuts.
956 */
957void
958object::destroy_inv_fast ()
959{
960 while (object *op = inv)
961 {
962 // remove from object the fast way
963 op->flag [FLAG_REMOVED] = true;
964 op->env = 0;
965 if ((inv = inv->below))
966 inv->above = 0;
967
968 // then destroy
969 op->destroy ();
970 }
971}
972
973void
974object::freelist_free (int count)
975{
976 while (count-- && freelist)
977 {
978 freelist_item *next = freelist->next;
979 // count is being "destroyed"
980
981 sfree ((char *)freelist, sizeof (object));
982
983 freelist = next;
984 --free_count;
985 }
986}
987
988object *
934object *object::create () 989object::create ()
935{ 990{
936 object *op = new object; 991 object *op;
992
993 if (freelist)
994 {
995 freelist_item li = *freelist;
996 memset (freelist, 0, sizeof (object));
997
998 op = new (freelist) object;
999 op->count = li.count;
1000
1001 freelist = li.next;
1002 --free_count;
1003 }
1004 else
1005 {
1006 void *ni = salloc0<char> (sizeof (object));
1007
1008 op = new(ni) object;
1009
1010 op->count = ++object_count;
1011 }
1012
937 op->link (); 1013 op->link ();
1014
938 return op; 1015 return op;
1016}
1017
1018void
1019object::do_delete ()
1020{
1021 uint32_t count = this->count;
1022
1023 this->~object ();
1024
1025 freelist_item *li = (freelist_item *)this;
1026 li->next = freelist;
1027 li->count = count;
1028
1029 freelist = li;
1030 ++free_count;
939} 1031}
940 1032
941static struct freed_map : maptile 1033static struct freed_map : maptile
942{ 1034{
943 freed_map () 1035 freed_map ()
944 { 1036 {
945 path = "<freed objects map>"; 1037 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 1038 name = "/internal/freed_objects_map";
947 width = 3; 1039 width = 3;
948 height = 3; 1040 height = 3;
949 nodrop = 1; 1041 no_drop = 1;
1042 no_reset = 1;
950 1043
951 alloc (); 1044 alloc ();
952 in_memory = MAP_ACTIVE; 1045 in_memory = MAP_ACTIVE;
953 } 1046 }
954 1047
960 1053
961void 1054void
962object::do_destroy () 1055object::do_destroy ()
963{ 1056{
964 if (flag [FLAG_IS_LINKED]) 1057 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this); 1058 remove_link ();
966 1059
967 if (flag [FLAG_FRIENDLY]) 1060 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this); 1061 remove_friendly_object (this);
969 1062
970 remove (); 1063 remove ();
995 attacked_by = 0; 1088 attacked_by = 0;
996 current_weapon = 0; 1089 current_weapon = 0;
997} 1090}
998 1091
999void 1092void
1000object::destroy (bool destroy_inventory) 1093object::destroy ()
1001{ 1094{
1002 if (destroyed ()) 1095 if (destroyed ())
1003 return; 1096 return;
1004 1097
1005 if (!is_head () && !head->destroyed ()) 1098 if (!is_head () && !head->destroyed ())
1006 { 1099 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1101 head->destroy ();
1009 return; 1102 return;
1010 } 1103 }
1011 1104
1012 destroy_inv (!destroy_inventory); 1105 destroy_inv_fast ();
1013 1106
1014 if (is_head ()) 1107 if (is_head ())
1015 if (sound_destroy) 1108 if (sound_destroy)
1016 play_sound (sound_destroy); 1109 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1110 else if (flag [FLAG_MONSTER])
1028 * the previous environment. 1121 * the previous environment.
1029 */ 1122 */
1030void 1123void
1031object::do_remove () 1124object::do_remove ()
1032{ 1125{
1033 object *tmp, *last = 0;
1034 object *otmp;
1035
1036 if (flag [FLAG_REMOVED]) 1126 if (flag [FLAG_REMOVED])
1037 return; 1127 return;
1038 1128
1039 INVOKE_OBJECT (REMOVE, this); 1129 INVOKE_OBJECT (REMOVE, this);
1040 1130
1054 esrv_del_item (pl->contr, count); 1144 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 1146
1057 adjust_weight (env, -total_weight ()); 1147 adjust_weight (env, -total_weight ());
1058 1148
1059 *(above ? &above->below : &env->inv) = below; 1149 object *pl = in_player ();
1060
1061 if (below)
1062 below->above = above;
1063 1150
1064 /* we set up values so that it could be inserted into 1151 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1152 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1153 * to the caller to decide what we want to do.
1067 */ 1154 */
1068 map = env->map; 1155 map = env->map;
1069 x = env->x; 1156 x = env->x;
1070 y = env->y; 1157 y = env->y;
1158
1159 // make sure cmov optimisation is applicable
1160 *(above ? &above->below : &env->inv) = below;
1161 *(below ? &below->above : &above ) = above; // &above is just a dummy
1162
1071 above = 0; 1163 above = 0;
1072 below = 0; 1164 below = 0;
1073 env = 0; 1165 env = 0;
1074 1166
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1167 if (pl && pl->is_player ())
1076 * made to players inventory. If set, avoiding the call
1077 * to save cpu time.
1078 */ 1168 {
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1169 if (expect_false (pl->contr->combat_ob == this))
1080 otmp->update_stats (); 1170 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1172 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 }
1175
1176 if (expect_false (pl->contr->ranged_ob == this))
1177 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1179 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 }
1182
1183 pl->contr->queue_stats_update ();
1184
1185 if (expect_false (glow_radius) && pl->is_on_map ())
1186 update_all_los (pl->map, pl->x, pl->y);
1187 }
1081 } 1188 }
1082 else if (map) 1189 else if (map)
1083 { 1190 {
1084 map->dirty = true; 1191 map->dirty = true;
1085 mapspace &ms = this->ms (); 1192 mapspace &ms = this->ms ();
1086 1193
1087 if (object *pl = ms.player ()) 1194 if (object *pl = ms.player ())
1088 { 1195 {
1089 if (type == PLAYER) // this == pl(!) 1196 if (is_player ())
1090 { 1197 {
1198 if (!flag [FLAG_WIZPASS])
1199 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1200
1091 // leaving a spot always closes any open container on the ground 1201 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1202 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1203 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1204 // that the CLOSE event is being sent.
1095 close_container (); 1205 close_container ();
1096 1206
1097 --map->players; 1207 --map->players;
1098 map->touch (); 1208 map->touch ();
1099 } 1209 }
1100 else if (pl->container == this) 1210 else if (pl->container_ () == this)
1101 { 1211 {
1102 // removing a container should close it 1212 // removing a container should close it
1103 close_container (); 1213 close_container ();
1104 } 1214 }
1105 1215 else
1106 esrv_del_item (pl->contr, count); 1216 esrv_del_item (pl->contr, count);
1107 } 1217 }
1108 1218
1109 /* link the object above us */ 1219 /* link the object above us */
1110 if (above) 1220 // re-link, make sure compiler can easily use cmove
1111 above->below = below; 1221 *(above ? &above->below : &ms.top) = below;
1112 else 1222 *(below ? &below->above : &ms.bot) = above;
1113 ms.top = below; /* we were top, set new top */
1114
1115 /* Relink the object below us, if there is one */
1116 if (below)
1117 below->above = above;
1118 else
1119 {
1120 /* Nothing below, which means we need to relink map object for this space
1121 * use translated coordinates in case some oddness with map tiling is
1122 * evident
1123 */
1124 if (GET_MAP_OB (map, x, y) != this)
1125 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1126
1127 ms.bot = above; /* goes on above it. */
1128 }
1129 1223
1130 above = 0; 1224 above = 0;
1131 below = 0; 1225 below = 0;
1132 1226
1227 ms.invalidate ();
1228
1133 if (map->in_memory == MAP_SAVING) 1229 if (map->in_memory == MAP_SAVING)
1134 return; 1230 return;
1135 1231
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1233
1138 if (object *pl = ms.player ()) 1234 if (object *pl = ms.player ())
1139 { 1235 {
1140 if (pl->container == this) 1236 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1143 * appropriately. 1239 * appropriately.
1144 */ 1240 */
1145 pl->close_container (); 1241 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1245 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1246 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1247 pl->contr->ns->floorbox_update ();
1152 } 1248 }
1153 1249
1250 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1252 {
1253 above = tmp->above;
1254
1156 /* No point updating the players look faces if he is the object 1255 /* No point updating the players look faces if he is the object
1157 * being removed. 1256 * being removed.
1158 */ 1257 */
1159 1258
1160 /* See if object moving off should effect something */ 1259 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1260 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1262 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 } 1263 }
1170 1264
1171 last = tmp; 1265 if (affects_los ())
1172 }
1173
1174 /* last == NULL if there are no objects on this space */
1175 //TODO: this makes little sense, why only update the topmost object?
1176 if (!last)
1177 map->at (x, y).flags_ = 0;
1178 else
1179 update_object (last, UP_OBJ_REMOVE);
1180
1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1266 update_all_los (map, x, y);
1183 } 1267 }
1184} 1268}
1185 1269
1186/* 1270/*
1210 esrv_update_item (UPD_NROF, pl, top); 1294 esrv_update_item (UPD_NROF, pl, top);
1211 1295
1212 op->weight = 0; // cancel the addition above 1296 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already 1297 op->carrying = 0; // must be 0 already
1214 1298
1215 op->destroy (1); 1299 op->destroy ();
1216 1300
1217 return top; 1301 return top;
1218 } 1302 }
1219 1303
1220 return 0; 1304 return 0;
1228 1312
1229 object *prev = this; 1313 object *prev = this;
1230 1314
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 { 1316 {
1233 object *op = arch_to_object (at); 1317 object *op = at->instance ();
1234 1318
1235 op->name = name; 1319 op->name = name;
1236 op->name_pl = name_pl; 1320 op->name_pl = name_pl;
1237 op->title = title; 1321 op->title = title;
1238 1322
1248 * job preparing multi-part monsters. 1332 * job preparing multi-part monsters.
1249 */ 1333 */
1250object * 1334object *
1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1335insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1252{ 1336{
1337 op->remove ();
1338
1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1339 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 { 1340 {
1255 tmp->x = x + tmp->arch->x; 1341 tmp->x = x + tmp->arch->x;
1256 tmp->y = y + tmp->arch->y; 1342 tmp->y = y + tmp->arch->y;
1257 } 1343 }
1274 * Passing 0 for flag gives proper default values, so flag really only needs 1360 * Passing 0 for flag gives proper default values, so flag really only needs
1275 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1276 * 1362 *
1277 * Return value: 1363 * Return value:
1278 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1279 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1280 * just 'op' otherwise 1366 * just 'op' otherwise
1281 */ 1367 */
1282object * 1368object *
1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1284{ 1370{
1285 assert (!op->flag [FLAG_FREED]);
1286
1287 op->remove (); 1371 op->remove ();
1372
1373 if (m == &freed_map)//D TODO: remove soon
1374 {//D
1375 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1376 }//D
1288 1377
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1378 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1379 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1380 * need extra work
1292 */ 1381 */
1382 maptile *newmap = m;
1293 if (!xy_normalise (m, op->x, op->y)) 1383 if (!xy_normalise (newmap, op->x, op->y))
1294 { 1384 {
1295 op->destroy (1); 1385 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1296 return 0; 1386 return 0;
1297 } 1387 }
1298 1388
1299 if (object *more = op->more) 1389 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag)) 1390 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0; 1391 return 0;
1302 1392
1303 CLEAR_FLAG (op, FLAG_REMOVED); 1393 op->flag [FLAG_REMOVED] = false;
1304 1394 op->env = 0;
1305 op->map = m; 1395 op->map = newmap;
1396
1306 mapspace &ms = op->ms (); 1397 mapspace &ms = op->ms ();
1307 1398
1308 /* this has to be done after we translate the coordinates. 1399 /* this has to be done after we translate the coordinates.
1309 */ 1400 */
1310 if (op->nrof && !(flag & INS_NO_MERGE)) 1401 if (op->nrof && !(flag & INS_NO_MERGE))
1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 if (object::can_merge (op, tmp)) 1403 if (object::can_merge (op, tmp))
1313 { 1404 {
1314 // TODO: we atcually want to update tmp, not op, 1405 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp 1406 // but some caller surely breaks when we return tmp
1316 // from here :/ 1407 // from here :/
1317 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1318 tmp->destroy (1); 1409 tmp->destroy ();
1319 } 1410 }
1320 1411
1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1412 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1323 1414
1324 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1325 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1326 1417
1327 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1328 { 1419 {
1329 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1420 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1330 { 1421 {
1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1422 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332 abort (); 1423 abort ();
1333 } 1424 }
1334 1425
1426 if (!originator->is_on_map ())
1427 {
1428 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1429 op->debug_desc (), originator->debug_desc ());
1430 abort ();
1431 }
1432
1335 op->above = originator; 1433 op->above = originator;
1336 op->below = originator->below; 1434 op->below = originator->below;
1337
1338 if (op->below)
1339 op->below->above = op;
1340 else
1341 ms.bot = op;
1342
1343 /* since *below* originator, no need to update top */
1344 originator->below = op; 1435 originator->below = op;
1436
1437 *(op->below ? &op->below->above : &ms.bot) = op;
1345 } 1438 }
1346 else 1439 else
1347 { 1440 {
1348 object *top, *floor = NULL; 1441 object *floor = 0;
1349 1442 object *top = ms.top;
1350 top = ms.bot;
1351 1443
1352 /* If there are other objects, then */ 1444 /* If there are other objects, then */
1353 if (top) 1445 if (top)
1354 { 1446 {
1355 object *last = 0;
1356
1357 /* 1447 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1448 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1449 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1450 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * once we get to them. This reduces the need to traverse over all of 1454 * once we get to them. This reduces the need to traverse over all of
1365 * them when adding another one - this saves quite a bit of cpu time 1455 * them when adding another one - this saves quite a bit of cpu time
1366 * when lots of spells are cast in one area. Currently, it is presumed 1456 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1368 */ 1458 */
1369 for (top = ms.bot; top; top = top->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1460 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1461 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1372 floor = top; 1462 floor = tmp;
1373 1463
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1464 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1375 { 1465 {
1376 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1377 top = top->below; 1467 top = tmp->below;
1378 break; 1468 break;
1379 } 1469 }
1380 1470
1381 last = top; 1471 top = tmp;
1382 } 1472 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1473
1387 /* We let update_position deal with figuring out what the space 1474 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1475 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1476 * makes things faster, and effectively the same result.
1390 */ 1477 */
1397 */ 1484 */
1398 if (!(flag & INS_ON_TOP) 1485 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1486 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1401 { 1488 {
1489 object *last;
1490
1402 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1404 break; 1493 break;
1405 1494
1406 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1407 * and make sure we have a below pointer for it so that 1496 * and make sure we have a below pointer for it so that
1408 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1414 } /* If objects on this space */ 1503 } /* If objects on this space */
1415 1504
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1505 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1506 top = floor;
1418 1507
1419 /* Top is the object that our object (op) is going to get inserted above. 1508 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1509 if (!top)
1424 { 1510 {
1511 op->below = 0;
1425 op->above = ms.bot; 1512 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1513 ms.bot = op;
1514
1515 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1516 }
1433 else 1517 else
1434 { /* get inserted into the stack above top */ 1518 {
1435 op->above = top->above; 1519 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1520 top->above = op;
1439 1521
1440 op->below = top; 1522 op->below = top;
1441 top->above = op; 1523 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1524 }
1525 }
1443 1526
1444 if (!op->above) 1527 if (op->is_player ())
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447
1448 if (op->type == PLAYER)
1449 { 1528 {
1450 op->contr->do_los = 1; 1529 op->contr->do_los = 1;
1451 ++op->map->players; 1530 ++op->map->players;
1452 op->map->touch (); 1531 op->map->touch ();
1453 } 1532 }
1468 * be far away from this change and not affected in any way - 1547 * be far away from this change and not affected in any way -
1469 * this should get redone to only look for players within range, 1548 * this should get redone to only look for players within range,
1470 * or just updating the P_UPTODATE for spaces within this area 1549 * or just updating the P_UPTODATE for spaces within this area
1471 * of effect may be sufficient. 1550 * of effect may be sufficient.
1472 */ 1551 */
1473 if (op->map->darkness && (op->glow_radius != 0)) 1552 if (op->affects_los ())
1553 {
1554 op->ms ().invalidate ();
1474 update_all_los (op->map, op->x, op->y); 1555 update_all_los (op->map, op->x, op->y);
1556 }
1475 1557
1476 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1558 /* updates flags (blocked, alive, no magic, etc) for this map space */
1477 update_object (op, UP_OBJ_INSERT); 1559 update_object (op, UP_OBJ_INSERT);
1478 1560
1479 INVOKE_OBJECT (INSERT, op); 1561 INVOKE_OBJECT (INSERT, op);
1486 * blocked() and wall() work properly), and these flags are updated by 1568 * blocked() and wall() work properly), and these flags are updated by
1487 * update_object(). 1569 * update_object().
1488 */ 1570 */
1489 1571
1490 /* if this is not the head or flag has been passed, don't check walk on status */ 1572 /* if this is not the head or flag has been passed, don't check walk on status */
1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1492 { 1574 {
1493 if (check_move_on (op, originator)) 1575 if (check_move_on (op, originator))
1494 return 0; 1576 return 0;
1495 1577
1496 /* If we are a multi part object, lets work our way through the check 1578 /* If we are a multi part object, lets work our way through the check
1507/* this function inserts an object in the map, but if it 1589/* this function inserts an object in the map, but if it
1508 * finds an object of its own type, it'll remove that one first. 1590 * finds an object of its own type, it'll remove that one first.
1509 * op is the object to insert it under: supplies x and the map. 1591 * op is the object to insert it under: supplies x and the map.
1510 */ 1592 */
1511void 1593void
1512replace_insert_ob_in_map (const char *arch_string, object *op) 1594replace_insert_ob_in_map (shstr_tmp archname, object *op)
1513{ 1595{
1514 /* first search for itself and remove any old instances */ 1596 /* first search for itself and remove any old instances */
1515 1597
1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1518 tmp->destroy (1); 1600 tmp->destroy ();
1519 1601
1520 object *tmp = arch_to_object (archetype::find (arch_string)); 1602 object *tmp = archetype::find (archname)->instance ();
1521 1603
1522 tmp->x = op->x; 1604 tmp->x = op->x;
1523 tmp->y = op->y; 1605 tmp->y = op->y;
1524 1606
1525 insert_ob_in_map (tmp, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1530{ 1612{
1531 if (where->env) 1613 if (where->env)
1532 return where->env->insert (this); 1614 return where->env->insert (this);
1533 else 1615 else
1534 return where->map->insert (this, where->x, where->y, originator, flags); 1616 return where->map->insert (this, where->x, where->y, originator, flags);
1617}
1618
1619// check whether we can put this into the map, respect max_volume, max_items
1620bool
1621object::can_drop_at (maptile *m, int x, int y, object *originator)
1622{
1623 mapspace &ms = m->at (x, y);
1624
1625 int items = ms.items ();
1626
1627 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items
1629 && ms.volume () < m->max_volume))
1630 return true;
1631
1632 if (originator && originator->is_player ())
1633 originator->contr->failmsgf (
1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1635 query_name ()
1636 );
1637
1638 return false;
1535} 1639}
1536 1640
1537/* 1641/*
1538 * decrease(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1539 * the amount of an object. If the amount reaches 0, the object 1643 * the amount of an object. If the amount reaches 0, the object
1547 if (!nr) 1651 if (!nr)
1548 return true; 1652 return true;
1549 1653
1550 nr = min (nr, nrof); 1654 nr = min (nr, nrof);
1551 1655
1656 if (nrof > nr)
1657 {
1552 nrof -= nr; 1658 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0 1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557 1660
1558 if (object *pl = visible_to ()) 1661 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1662 esrv_update_item (UPD_NROF, pl, this);
1560 1663
1561 return true; 1664 return true;
1562 } 1665 }
1563 else 1666 else
1564 { 1667 {
1565 destroy (1); 1668 destroy ();
1566 return false; 1669 return false;
1567 } 1670 }
1568} 1671}
1569 1672
1570/* 1673/*
1647 if (object *pl = tmp->visible_to ()) 1750 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp); 1751 esrv_update_item (UPD_NROF, pl, tmp);
1649 1752
1650 adjust_weight (this, op->total_weight ()); 1753 adjust_weight (this, op->total_weight ());
1651 1754
1652 op->destroy (1); 1755 op->destroy ();
1653 op = tmp; 1756 op = tmp;
1654 goto inserted; 1757 goto inserted;
1655 } 1758 }
1656 1759
1657 op->owner = 0; // it's his/hers now. period. 1760 op->owner = 0; // it's his/hers now. period.
1675 1778
1676 adjust_weight (this, op->total_weight ()); 1779 adjust_weight (this, op->total_weight ());
1677 1780
1678inserted: 1781inserted:
1679 /* reset the light list and los of the players on the map */ 1782 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && map && map->darkness) 1783 if (op->glow_radius && is_on_map ())
1784 {
1785 update_stats ();
1681 update_all_los (map, x, y); 1786 update_all_los (map, x, y);
1682 1787 }
1788 else if (is_player ())
1683 // if this is a player's inventory, update stats 1789 // if this is a player's inventory, update stats
1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1790 contr->queue_stats_update ();
1685 update_stats ();
1686 1791
1687 INVOKE_OBJECT (INSERT, this); 1792 INVOKE_OBJECT (INSERT, this);
1688 1793
1689 return op; 1794 return op;
1690} 1795}
1710 * on top. 1815 * on top.
1711 */ 1816 */
1712int 1817int
1713check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1714{ 1819{
1820 if (op->flag [FLAG_NO_APPLY])
1821 return 0;
1822
1715 object *tmp; 1823 object *tmp;
1716 maptile *m = op->map; 1824 maptile *m = op->map;
1717 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1718 1826
1719 MoveType move_on, move_slow, move_block; 1827 mapspace &ms = m->at (x, y);
1720 1828
1721 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1829 ms.update ();
1722 return 0;
1723 1830
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1831 MoveType move_on = ms.move_on;
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1832 MoveType move_slow = ms.move_slow;
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1833 MoveType move_block = ms.move_block;
1727 1834
1728 /* if nothing on this space will slow op down or be applied, 1835 /* if nothing on this space will slow op down or be applied,
1729 * no need to do checking below. have to make sure move_type 1836 * no need to do checking below. have to make sure move_type
1730 * is set, as lots of objects don't have it set - we treat that 1837 * is set, as lots of objects don't have it set - we treat that
1731 * as walking. 1838 * as walking.
1742 return 0; 1849 return 0;
1743 1850
1744 /* The objects have to be checked from top to bottom. 1851 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top: 1852 * Hence, we first go to the top:
1746 */ 1853 */
1747 1854 for (object *next, *tmp = ms.top; tmp; tmp = next)
1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 {
1750 /* Trim the search when we find the first other spell effect
1751 * this helps performance so that if a space has 50 spell objects,
1752 * we don't need to check all of them.
1753 */
1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 } 1855 {
1856 next = tmp->below;
1757 1857
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op) 1858 if (tmp == op)
1761 continue; /* Can't apply yourself */ 1859 continue; /* Can't apply yourself */
1762 1860
1763 /* Check to see if one of the movement types should be slowed down. 1861 /* Check to see if one of the movement types should be slowed down.
1764 * Second check makes sure that the movement types not being slowed 1862 * Second check makes sure that the movement types not being slowed
1765 * (~slow_move) is not blocked on this space - just because the 1863 * (~slow_move) is not blocked on this space - just because the
1766 * space doesn't slow down swimming (for example), if you can't actually 1864 * space doesn't slow down swimming (for example), if you can't actually
1767 * swim on that space, can't use it to avoid the penalty. 1865 * swim on that space, can't use it to avoid the penalty.
1768 */ 1866 */
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1770 { 1868 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1870 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1871 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1873
1778 if (op->type == PLAYER) 1874 if (op->is_player ())
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1875 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1876 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1877 diff /= 4.0;
1782 1878
1783 op->speed_left -= diff; 1879 op->speed_left -= diff;
1784 } 1880 }
1785 } 1881 }
1818 LOG (llevError, "Present_arch called outside map.\n"); 1914 LOG (llevError, "Present_arch called outside map.\n");
1819 return NULL; 1915 return NULL;
1820 } 1916 }
1821 1917
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1918 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch == at) 1919 if (tmp->arch->archname == at->archname)
1824 return tmp; 1920 return tmp;
1825 1921
1826 return NULL; 1922 return NULL;
1827} 1923}
1828 1924
1892 * The first matching object is returned, or NULL if none. 1988 * The first matching object is returned, or NULL if none.
1893 */ 1989 */
1894object * 1990object *
1895present_arch_in_ob (const archetype *at, const object *op) 1991present_arch_in_ob (const archetype *at, const object *op)
1896{ 1992{
1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 if (tmp->arch == at) 1994 if (tmp->arch->archname == at->archname)
1899 return tmp; 1995 return tmp;
1900 1996
1901 return NULL; 1997 return NULL;
1902} 1998}
1903 1999
1907void 2003void
1908flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1909{ 2005{
1910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 { 2007 {
1912 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1913 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1914 } 2010 }
1915} 2011}
1916 2012
1917/* 2013/*
1920void 2016void
1921unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1922{ 2018{
1923 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1924 { 2020 {
1925 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1926 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1927 } 2023 }
1928} 2024}
1929 2025
1930/* 2026/*
1991 * head of the object should correspond for the entire object. 2087 * head of the object should correspond for the entire object.
1992 */ 2088 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2089 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue; 2090 continue;
1995 2091
1996 if (ob->blocked (m, pos.x, pos.y)) 2092 if (ob->blocked (pos.m, pos.x, pos.y))
1997 continue; 2093 continue;
1998 2094
1999 altern [index++] = i; 2095 altern [index++] = i;
2000 } 2096 }
2001 2097
2069 * there is capable of. 2165 * there is capable of.
2070 */ 2166 */
2071int 2167int
2072find_dir (maptile *m, int x, int y, object *exclude) 2168find_dir (maptile *m, int x, int y, object *exclude)
2073{ 2169{
2074 int i, max = SIZEOFFREE, mflags; 2170 int max = SIZEOFFREE, mflags;
2075
2076 sint16 nx, ny;
2077 object *tmp;
2078 maptile *mp;
2079
2080 MoveType blocked, move_type; 2171 MoveType move_type;
2081 2172
2082 if (exclude && exclude->head_ () != exclude) 2173 if (exclude && exclude->head_ () != exclude)
2083 { 2174 {
2084 exclude = exclude->head; 2175 exclude = exclude->head;
2085 move_type = exclude->move_type; 2176 move_type = exclude->move_type;
2088 { 2179 {
2089 /* If we don't have anything, presume it can use all movement types. */ 2180 /* If we don't have anything, presume it can use all movement types. */
2090 move_type = MOVE_ALL; 2181 move_type = MOVE_ALL;
2091 } 2182 }
2092 2183
2093 for (i = 1; i < max; i++) 2184 for (int i = 1; i < max; i++)
2094 { 2185 {
2095 mp = m; 2186 mapxy pos (m, x, y);
2096 nx = x + freearr_x[i]; 2187 pos.move (i);
2097 ny = y + freearr_y[i];
2098 2188
2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2189 if (!pos.normalise ())
2100
2101 if (mflags & P_OUT_OF_MAP)
2102 max = maxfree[i]; 2190 max = maxfree[i];
2103 else 2191 else
2104 { 2192 {
2105 mapspace &ms = mp->at (nx, ny); 2193 mapspace &ms = *pos;
2106 2194
2107 blocked = ms.move_block;
2108
2109 if ((move_type & blocked) == move_type) 2195 if ((move_type & ms.move_block) == move_type)
2110 max = maxfree[i]; 2196 max = maxfree [i];
2111 else if (mflags & P_IS_ALIVE) 2197 else if (ms.flags () & P_IS_ALIVE)
2112 { 2198 {
2113 for (tmp = ms.bot; tmp; tmp = tmp->above) 2199 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2200 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2201 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2116 break;
2117
2118 if (tmp)
2119 return freedir[i]; 2202 return freedir [i];
2120 } 2203 }
2121 } 2204 }
2122 } 2205 }
2123 2206
2124 return 0; 2207 return 0;
2199 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2200 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2201 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2202 * functions. 2285 * functions.
2203 */ 2286 */
2204int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2205 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2206 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2207 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2208 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2209 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2303 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2304 */ 2387 */
2305int 2388int
2306can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2307{ 2390{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2311} 2394}
2312 2395
2313/* 2396/*
2314 * create clone from object to another 2397 * create clone from object to another
2315 */ 2398 */
2347 return tmp; 2430 return tmp;
2348 2431
2349 return 0; 2432 return 0;
2350} 2433}
2351 2434
2352const shstr & 2435shstr_tmp
2353object::kv_get (const shstr &key) const 2436object::kv_get (shstr_tmp key) const
2354{ 2437{
2355 for (key_value *kv = key_values; kv; kv = kv->next) 2438 for (key_value *kv = key_values; kv; kv = kv->next)
2356 if (kv->key == key) 2439 if (kv->key == key)
2357 return kv->value; 2440 return kv->value;
2358 2441
2359 return shstr_null; 2442 return shstr ();
2360} 2443}
2361 2444
2362void 2445void
2363object::kv_set (const shstr &key, const shstr &value) 2446object::kv_set (shstr_tmp key, shstr_tmp value)
2364{ 2447{
2365 for (key_value *kv = key_values; kv; kv = kv->next) 2448 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (kv->key == key) 2449 if (kv->key == key)
2367 { 2450 {
2368 kv->value = value; 2451 kv->value = value;
2377 2460
2378 key_values = kv; 2461 key_values = kv;
2379} 2462}
2380 2463
2381void 2464void
2382object::kv_del (const shstr &key) 2465object::kv_del (shstr_tmp key)
2383{ 2466{
2384 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385 if ((*kvp)->key == key) 2468 if ((*kvp)->key == key)
2386 { 2469 {
2387 key_value *kv = *kvp; 2470 key_value *kv = *kvp;
2446{ 2529{
2447 char flagdesc[512]; 2530 char flagdesc[512];
2448 char info2[256 * 4]; 2531 char info2[256 * 4];
2449 char *p = info; 2532 char *p = info;
2450 2533
2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2534 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2452 count, 2535 count,
2453 uuid.c_str (), 2536 uuid.c_str (),
2454 &name, 2537 &name,
2455 title ? "\",title:\"" : "", 2538 title ? ",title:\"" : "",
2456 title ? (const char *)title : "", 2539 title ? (const char *)title : "",
2540 title ? "\"" : "",
2457 flag_desc (flagdesc, 512), type); 2541 flag_desc (flagdesc, 512), type);
2458 2542
2459 if (!flag[FLAG_REMOVED] && env) 2543 if (!flag[FLAG_REMOVED] && env)
2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2544 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2461 2545
2477struct region * 2561struct region *
2478object::region () const 2562object::region () const
2479{ 2563{
2480 return map ? map->region (x, y) 2564 return map ? map->region (x, y)
2481 : region::default_region (); 2565 : region::default_region ();
2482}
2483
2484const materialtype_t *
2485object::dominant_material () const
2486{
2487 if (materialtype_t *mt = name_to_material (materialname))
2488 return mt;
2489
2490 return name_to_material (shstr_unknown);
2491} 2566}
2492 2567
2493void 2568void
2494object::open_container (object *new_container) 2569object::open_container (object *new_container)
2495{ 2570{
2517 container = 0; 2592 container = 0;
2518 2593
2519 // client needs item update to make it work, client bug requires this to be separate 2594 // client needs item update to make it work, client bug requires this to be separate
2520 esrv_update_item (UPD_FLAGS, this, old_container); 2595 esrv_update_item (UPD_FLAGS, this, old_container);
2521 2596
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2597 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2523 play_sound (sound_find ("chest_close")); 2598 play_sound (sound_find ("chest_close"));
2524 } 2599 }
2525 2600
2526 if (new_container) 2601 if (new_container)
2527 { 2602 {
2531 // TODO: this does not seem to serve any purpose anymore? 2606 // TODO: this does not seem to serve any purpose anymore?
2532#if 0 2607#if 0
2533 // insert the "Close Container" object. 2608 // insert the "Close Container" object.
2534 if (archetype *closer = new_container->other_arch) 2609 if (archetype *closer = new_container->other_arch)
2535 { 2610 {
2536 object *closer = arch_to_object (new_container->other_arch); 2611 object *closer = new_container->other_arch->instance ();
2537 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2538 new_container->insert (closer); 2613 new_container->insert (closer);
2539 } 2614 }
2540#endif 2615#endif
2541 2616
2542 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2617 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2543 2618
2544 // make sure the container is available, client bug requires this to be separate 2619 // make sure the container is available, client bug requires this to be separate
2545 esrv_send_item (this, new_container); 2620 esrv_send_item (this, new_container);
2546 2621
2547 new_container->flag [FLAG_APPLIED] = true; 2622 new_container->flag [FLAG_APPLIED] = true;
2555// else if (!old_container->env && contr && contr->ns) 2630// else if (!old_container->env && contr && contr->ns)
2556// contr->ns->floorbox_reset (); 2631// contr->ns->floorbox_reset ();
2557} 2632}
2558 2633
2559object * 2634object *
2560object::force_find (const shstr name) 2635object::force_find (shstr_tmp name)
2561{ 2636{
2562 /* cycle through his inventory to look for the MARK we want to 2637 /* cycle through his inventory to look for the MARK we want to
2563 * place 2638 * place
2564 */ 2639 */
2565 for (object *tmp = inv; tmp; tmp = tmp->below) 2640 for (object *tmp = inv; tmp; tmp = tmp->below)
2567 return splay (tmp); 2642 return splay (tmp);
2568 2643
2569 return 0; 2644 return 0;
2570} 2645}
2571 2646
2647//-GPL
2648
2572void 2649void
2650object::force_set_timer (int duration)
2651{
2652 this->duration = 1;
2653 this->speed_left = -1.f;
2654
2655 this->set_speed (duration ? 1.f / duration : 0.f);
2656}
2657
2658object *
2573object::force_add (const shstr name, int duration) 2659object::force_add (shstr_tmp name, int duration)
2574{ 2660{
2575 if (object *force = force_find (name)) 2661 if (object *force = force_find (name))
2576 force->destroy (); 2662 force->destroy ();
2577 2663
2578 object *force = get_archetype (FORCE_NAME); 2664 object *force = get_archetype (FORCE_NAME);
2579 2665
2580 force->slaying = name; 2666 force->slaying = name;
2581 force->stats.food = 1; 2667 force->force_set_timer (duration);
2582 force->speed_left = -1.f;
2583
2584 force->set_speed (duration ? 1.f / duration : 0.f);
2585 force->flag [FLAG_IS_USED_UP] = true;
2586 force->flag [FLAG_APPLIED] = true; 2668 force->flag [FLAG_APPLIED] = true;
2587 2669
2588 insert (force); 2670 return insert (force);
2589} 2671}
2590 2672
2591void 2673void
2592object::play_sound (faceidx sound) 2674object::play_sound (faceidx sound) const
2593{ 2675{
2594 if (!sound) 2676 if (!sound)
2595 return; 2677 return;
2596 2678
2597 if (flag [FLAG_REMOVED]) 2679 if (is_on_map ())
2680 map->play_sound (sound, x, y);
2681 else if (object *pl = in_player ())
2682 pl->contr->play_sound (sound);
2683}
2684
2685void
2686object::say_msg (const char *msg) const
2687{
2688 if (is_on_map ())
2689 map->say_msg (msg, x, y);
2690 else if (object *pl = in_player ())
2691 pl->contr->play_sound (sound);
2692}
2693
2694void
2695object::make_noise ()
2696{
2697 // we do not model noise in the map, so instead put
2698 // a temporary light into the noise source
2699 // could use the map instead, but that's less reliable for our
2700 // goal, which is to make invisibility a bit harder to exploit
2701
2702 // currently only works sensibly for players
2703 if (!is_player ())
2598 return; 2704 return;
2599 2705
2600 if (env) 2706 // find old force, or create new one
2601 { 2707 object *force = force_find (shstr_noise_force);
2602 if (object *pl = in_player ()) 2708
2603 pl->contr->play_sound (sound); 2709 if (force)
2604 } 2710 force->speed_left = -1.f; // patch old speed up
2605 else 2711 else
2606 map->play_sound (sound, x, y); 2712 {
2607} 2713 force = archetype::get (shstr_noise_force);
2608 2714
2715 force->slaying = shstr_noise_force;
2716 force->stats.food = 1;
2717 force->speed_left = -1.f;
2718
2719 force->set_speed (1.f / 4.f);
2720 force->flag [FLAG_IS_USED_UP] = true;
2721 force->flag [FLAG_APPLIED] = true;
2722
2723 insert (force);
2724 }
2725}
2726
2727void object::change_move_type (MoveType mt)
2728{
2729 if (move_type == mt)
2730 return;
2731
2732 if (is_on_map ())
2733 {
2734 // we are on the map, so handle move_on/off effects
2735 remove ();
2736 move_type = mt;
2737 map->insert (this, x, y, this);
2738 }
2739 else
2740 move_type = mt;
2741}
2742

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