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Comparing deliantra/server/common/object.C (file contents):
Revision 1.235 by root, Tue May 6 20:00:12 2008 UTC vs.
Revision 1.325 by root, Wed Apr 14 21:36:31 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;
432 object_freezer freezer; 505 object_freezer freezer;
433 op->write (freezer); 506 op->write (freezer);
434 return freezer.as_string (); 507 return freezer.as_string ();
435} 508}
436 509
437/* 510char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 511object::as_string ()
439 * multi-object 1 which is closest to the second object.
440 * If it's not a multi-object, it is returned.
441 */
442object *
443get_nearest_part (object *op, const object *pl)
444{ 512{
445 object *tmp, *closest; 513 return dump_object (this);
446 int last_dist, i;
447
448 if (!op->more)
449 return op;
450
451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
454 if ((i = distance (tmp, pl)) < last_dist)
455 closest = tmp, last_dist = i;
456
457 return closest;
458} 514}
459 515
460/* 516/*
461 * 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.
462 * VERRRY slow. 518 * VERRRY slow.
470 526
471 return 0; 527 return 0;
472} 528}
473 529
474/* 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/*
475 * 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.
476 * Used only by the patch command, but not all that useful. 547 * Used only by the patch command, but not all that useful.
477 * Enables features like "patch <name-of-other-player> food 999" 548 * Enables features like "patch <name-of-other-player> food 999"
478 */ 549 */
479object * 550object *
480find_object_name (const char *str) 551find_object_name (const char *str)
481{ 552{
482 shstr_cmp str_ (str); 553 shstr_cmp str_ (str);
483 object *op;
484 554
555 if (str_)
485 for_all_objects (op) 556 for_all_objects (op)
486 if (op->name == str_) 557 if (op->name == str_)
487 break; 558 return op;
488 559
489 return op; 560 return 0;
490} 561}
491 562
492/* 563/*
493 * 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
494 * skill and experience objects. 565 * skill and experience objects.
507 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 ());
508 return; 579 return;
509 } 580 }
510 581
511 this->owner = owner; 582 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578} 583}
579 584
580/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links. 586 * refcounts and freeing the links.
582 */ 587 */
635 tail = new_link; 640 tail = new_link;
636 } 641 }
637 } 642 }
638 } 643 }
639 644
640 if (speed < 0) 645 dst->activate ();
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644} 646}
645 647
646void 648void
647object::instantiate () 649object::instantiate ()
648{ 650{
649 if (!uuid.seq) // HACK 651 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 652 uuid = UUID::gen ();
651 653
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
652 speed_left = -0.1f; 658 speed_left = -1.;
659
653 /* 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
654 * 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.
655 * 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
656 * values for the body_used info, so when items are created 663 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 664 * for it, they can be properly equipped.
665object * 672object *
666object::clone () 673object::clone ()
667{ 674{
668 object *neu = create (); 675 object *neu = create ();
669 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
670 neu->map = map; // not copied by copy_to 682 neu->map = map; // not copied by copy_to
671 return neu; 683 return neu;
672} 684}
673 685
674/* 686/*
677 * 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.
678 */ 690 */
679void 691void
680update_turn_face (object *op) 692update_turn_face (object *op)
681{ 693{
682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
683 return; 695 return;
684 696
685 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
686 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
687} 699}
692 * 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.
693 */ 705 */
694void 706void
695object::set_speed (float speed) 707object::set_speed (float speed)
696{ 708{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 709 this->speed = speed;
704 710
705 if (has_active_speed ()) 711 if (has_active_speed ())
706 activate (); 712 activate ();
707 else 713 else
757 763
758 if (!(m.flags_ & P_UPTODATE)) 764 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 765 /* nop */;
760 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
761 { 767 {
768#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
772 /* 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
773 * to have move_allow right now. 780 * have move_allow right now.
774 */ 781 */
775 || ((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
776 || 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)
777 m.flags_ = 0; 786 m.invalidate ();
787#endif
778 } 788 }
779 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 791 * that is being removed.
782 */ 792 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 794 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
787 else 797 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 799
791 update_object (op->more, action); 801 update_object (op->more, action);
792} 802}
793 803
794object::object () 804object::object ()
795{ 805{
796 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
797 807
798 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
799 face = blank_face; 809 face = blank_face;
810 material = MATERIAL_NULL;
800} 811}
801 812
802object::~object () 813object::~object ()
803{ 814{
804 unlink (); 815 unlink ();
805 816
806 free_key_values (this); 817 free_key_values (this);
807} 818}
808
809static int object_count;
810 819
811void object::link () 820void object::link ()
812{ 821{
813 assert (!index);//D 822 assert (!index);//D
814 uuid = UUID::gen (); 823 uuid = UUID::gen ();
815 count = ++object_count;
816 824
817 refcnt_inc (); 825 refcnt_inc ();
818 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
819} 830}
820 831
821void object::unlink () 832void object::unlink ()
822{ 833{
823 if (!index) 834 if (!index)
824 return; 835 return;
836
837 ++destroy_count;
825 838
826 objects.erase (this); 839 objects.erase (this);
827 refcnt_dec (); 840 refcnt_dec ();
828} 841}
829 842
833 /* If already on active list, don't do anything */ 846 /* If already on active list, don't do anything */
834 if (active) 847 if (active)
835 return; 848 return;
836 849
837 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
838 actives.insert (this); 855 actives.insert (this);
856 }
839} 857}
840 858
841void 859void
842object::activate_recursive () 860object::activate_recursive ()
843{ 861{
904 * drop on that space. 922 * drop on that space.
905 */ 923 */
906 if (!drop_to_ground 924 if (!drop_to_ground
907 || !map 925 || !map
908 || map->in_memory != MAP_ACTIVE 926 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 927 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 928 || ms ().move_block == MOVE_ALL)
911 { 929 {
912 while (inv) 930 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 931 inv->destroy ();
916 }
917 } 932 }
918 else 933 else
919 { /* Put objects in inventory onto this space */ 934 { /* Put objects in inventory onto this space */
920 while (inv) 935 while (inv)
921 { 936 {
925 || op->flag [FLAG_NO_DROP] 940 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 941 || op->type == RUNE
927 || op->type == TRAP 942 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 943 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 944 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 945 op->destroy ();
931 else 946 else
932 map->insert (op, x, y); 947 map->insert (op, x, y);
933 } 948 }
934 } 949 }
935} 950}
936 951
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 *
937object *object::create () 989object::create ()
938{ 990{
939 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
940 op->link (); 1013 op->link ();
1014
941 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;
942} 1031}
943 1032
944static struct freed_map : maptile 1033static struct freed_map : maptile
945{ 1034{
946 freed_map () 1035 freed_map ()
947 { 1036 {
948 path = "<freed objects map>"; 1037 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 1038 name = "/internal/freed_objects_map";
950 width = 3; 1039 width = 3;
951 height = 3; 1040 height = 3;
952 nodrop = 1; 1041 no_drop = 1;
1042 no_reset = 1;
953 1043
954 alloc (); 1044 alloc ();
955 in_memory = MAP_ACTIVE; 1045 in_memory = MAP_ACTIVE;
956 } 1046 }
957 1047
963 1053
964void 1054void
965object::do_destroy () 1055object::do_destroy ()
966{ 1056{
967 if (flag [FLAG_IS_LINKED]) 1057 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1058 remove_link ();
969 1059
970 if (flag [FLAG_FRIENDLY]) 1060 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1061 remove_friendly_object (this);
972 1062
973 remove (); 1063 remove ();
998 attacked_by = 0; 1088 attacked_by = 0;
999 current_weapon = 0; 1089 current_weapon = 0;
1000} 1090}
1001 1091
1002void 1092void
1003object::destroy (bool destroy_inventory) 1093object::destroy ()
1004{ 1094{
1005 if (destroyed ()) 1095 if (destroyed ())
1006 return; 1096 return;
1007 1097
1008 if (!is_head () && !head->destroyed ()) 1098 if (!is_head () && !head->destroyed ())
1009 { 1099 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1101 head->destroy ();
1012 return; 1102 return;
1013 } 1103 }
1014 1104
1015 destroy_inv (!destroy_inventory); 1105 destroy_inv_fast ();
1016 1106
1017 if (is_head ()) 1107 if (is_head ())
1018 if (sound_destroy) 1108 if (sound_destroy)
1019 play_sound (sound_destroy); 1109 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1110 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1121 * the previous environment.
1032 */ 1122 */
1033void 1123void
1034object::do_remove () 1124object::do_remove ()
1035{ 1125{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1126 if (flag [FLAG_REMOVED])
1040 return; 1127 return;
1041 1128
1042 INVOKE_OBJECT (REMOVE, this); 1129 INVOKE_OBJECT (REMOVE, this);
1043 1130
1057 esrv_del_item (pl->contr, count); 1144 esrv_del_item (pl->contr, count);
1058 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
1059 1146
1060 adjust_weight (env, -total_weight ()); 1147 adjust_weight (env, -total_weight ());
1061 1148
1062 *(above ? &above->below : &env->inv) = below; 1149 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1150
1067 /* we set up values so that it could be inserted into 1151 /* we set up values so that it could be inserted into
1068 * 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
1069 * to the caller to decide what we want to do. 1153 * to the caller to decide what we want to do.
1070 */ 1154 */
1071 map = env->map; 1155 map = env->map;
1072 x = env->x; 1156 x = env->x;
1073 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
1074 above = 0; 1163 above = 0;
1075 below = 0; 1164 below = 0;
1076 env = 0; 1165 env = 0;
1077 1166
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1167 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1168 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1169 if (expect_false (pl->contr->combat_ob == this))
1083 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 }
1084 } 1188 }
1085 else if (map) 1189 else if (map)
1086 { 1190 {
1087 map->dirty = true; 1191 map->dirty = true;
1088 mapspace &ms = this->ms (); 1192 mapspace &ms = this->ms ();
1089 1193
1090 if (object *pl = ms.player ()) 1194 if (object *pl = ms.player ())
1091 { 1195 {
1092 if (type == PLAYER) // this == pl(!) 1196 if (is_player ())
1093 { 1197 {
1198 if (!flag [FLAG_WIZPASS])
1199 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1200
1094 // leaving a spot always closes any open container on the ground 1201 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1202 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1203 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1204 // that the CLOSE event is being sent.
1098 close_container (); 1205 close_container ();
1099 1206
1100 --map->players; 1207 --map->players;
1101 map->touch (); 1208 map->touch ();
1102 } 1209 }
1103 else if (pl->container == this) 1210 else if (pl->container_ () == this)
1104 { 1211 {
1105 // removing a container should close it 1212 // removing a container should close it
1106 close_container (); 1213 close_container ();
1107 } 1214 }
1108 1215 else
1109 esrv_del_item (pl->contr, count); 1216 esrv_del_item (pl->contr, count);
1110 } 1217 }
1111 1218
1112 /* link the object above us */ 1219 /* link the object above us */
1113 if (above) 1220 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1221 *(above ? &above->below : &ms.top) = below;
1115 else 1222 *(below ? &below->above : &ms.bot) = above;
1116 ms.top = below; /* we were top, set new top */
1117
1118 /* Relink the object below us, if there is one */
1119 if (below)
1120 below->above = above;
1121 else
1122 ms.bot = above;
1123 1223
1124 above = 0; 1224 above = 0;
1125 below = 0; 1225 below = 0;
1126 1226
1227 ms.invalidate ();
1228
1127 if (map->in_memory == MAP_SAVING) 1229 if (map->in_memory == MAP_SAVING)
1128 return; 1230 return;
1129 1231
1130 int check_walk_off = !flag [FLAG_NO_APPLY]; 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1233
1132 if (object *pl = ms.player ()) 1234 if (object *pl = ms.player ())
1133 { 1235 {
1134 if (pl->container == this) 1236 if (pl->container_ () == this)
1135 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1136 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1137 * appropriately. 1239 * appropriately.
1138 */ 1240 */
1139 pl->close_container (); 1241 pl->close_container ();
1143 //TODO: update floorbox to preserve ordering 1245 //TODO: update floorbox to preserve ordering
1144 if (pl->contr->ns) 1246 if (pl->contr->ns)
1145 pl->contr->ns->floorbox_update (); 1247 pl->contr->ns->floorbox_update ();
1146 } 1248 }
1147 1249
1250 if (check_walk_off)
1148 for (tmp = ms.bot; tmp; tmp = tmp->above) 1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1149 { 1252 {
1253 above = tmp->above;
1254
1150 /* 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
1151 * being removed. 1256 * being removed.
1152 */ 1257 */
1153 1258
1154 /* See if object moving off should effect something */ 1259 /* See if object moving off should effect something */
1155 if (check_walk_off
1156 && ((move_type & tmp->move_off) 1260 if ((move_type & tmp->move_off)
1157 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1158 {
1159 move_apply (tmp, this, 0); 1262 move_apply (tmp, this, 0);
1160
1161 if (destroyed ())
1162 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1163 } 1263 }
1164 1264
1165 last = tmp; 1265 if (affects_los ())
1166 }
1167
1168 /* last == NULL if there are no objects on this space */
1169 //TODO: this makes little sense, why only update the topmost object?
1170 if (!last)
1171 map->at (x, y).flags_ = 0;
1172 else
1173 update_object (last, UP_OBJ_REMOVE);
1174
1175 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1176 update_all_los (map, x, y); 1266 update_all_los (map, x, y);
1177 } 1267 }
1178} 1268}
1179 1269
1180/* 1270/*
1204 esrv_update_item (UPD_NROF, pl, top); 1294 esrv_update_item (UPD_NROF, pl, top);
1205 1295
1206 op->weight = 0; // cancel the addition above 1296 op->weight = 0; // cancel the addition above
1207 op->carrying = 0; // must be 0 already 1297 op->carrying = 0; // must be 0 already
1208 1298
1209 op->destroy (1); 1299 op->destroy ();
1210 1300
1211 return top; 1301 return top;
1212 } 1302 }
1213 1303
1214 return 0; 1304 return 0;
1222 1312
1223 object *prev = this; 1313 object *prev = this;
1224 1314
1225 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1226 { 1316 {
1227 object *op = arch_to_object (at); 1317 object *op = at->instance ();
1228 1318
1229 op->name = name; 1319 op->name = name;
1230 op->name_pl = name_pl; 1320 op->name_pl = name_pl;
1231 op->title = title; 1321 op->title = title;
1232 1322
1242 * job preparing multi-part monsters. 1332 * job preparing multi-part monsters.
1243 */ 1333 */
1244object * 1334object *
1245insert_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)
1246{ 1336{
1337 op->remove ();
1338
1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1339 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1248 { 1340 {
1249 tmp->x = x + tmp->arch->x; 1341 tmp->x = x + tmp->arch->x;
1250 tmp->y = y + tmp->arch->y; 1342 tmp->y = y + tmp->arch->y;
1251 } 1343 }
1268 * 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
1269 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1270 * 1362 *
1271 * Return value: 1363 * Return value:
1272 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1273 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1274 * just 'op' otherwise 1366 * just 'op' otherwise
1275 */ 1367 */
1276object * 1368object *
1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278{ 1370{
1279 assert (!op->flag [FLAG_FREED]);
1280
1281 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
1282 1377
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1378 /* 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 1379 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1380 * need extra work
1286 */ 1381 */
1382 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1383 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1384 {
1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1385 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1386 return 0;
1291 } 1387 }
1292 1388
1293 if (object *more = op->more) 1389 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1390 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1391 return 0;
1296 1392
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1393 op->flag [FLAG_REMOVED] = false;
1298 1394 op->env = 0;
1299 op->map = m; 1395 op->map = newmap;
1396
1300 mapspace &ms = op->ms (); 1397 mapspace &ms = op->ms ();
1301 1398
1302 /* this has to be done after we translate the coordinates. 1399 /* this has to be done after we translate the coordinates.
1303 */ 1400 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1401 if (op->nrof && !(flag & INS_NO_MERGE))
1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 if (object::can_merge (op, tmp)) 1403 if (object::can_merge (op, tmp))
1307 { 1404 {
1308 // TODO: we atcually want to update tmp, not op, 1405 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp 1406 // but some caller surely breaks when we return tmp
1310 // from here :/ 1407 // from here :/
1311 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1312 tmp->destroy (1); 1409 tmp->destroy ();
1313 } 1410 }
1314 1411
1315 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 */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1317 1414
1318 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1319 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1320 1417
1321 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1322 { 1419 {
1323 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)
1324 { 1421 {
1325 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");
1326 abort (); 1423 abort ();
1327 } 1424 }
1328 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
1329 op->above = originator; 1433 op->above = originator;
1330 op->below = originator->below; 1434 op->below = originator->below;
1331
1332 if (op->below)
1333 op->below->above = op;
1334 else
1335 ms.bot = op;
1336
1337 /* since *below* originator, no need to update top */
1338 originator->below = op; 1435 originator->below = op;
1436
1437 *(op->below ? &op->below->above : &ms.bot) = op;
1339 } 1438 }
1340 else 1439 else
1341 { 1440 {
1342 object *top, *floor = NULL; 1441 object *floor = 0;
1343 1442 object *top = ms.top;
1344 top = ms.bot;
1345 1443
1346 /* If there are other objects, then */ 1444 /* If there are other objects, then */
1347 if (top) 1445 if (top)
1348 { 1446 {
1349 object *last = 0;
1350
1351 /* 1447 /*
1352 * 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.
1353 * We've already dealt with merging if appropriate. 1449 * We've already dealt with merging if appropriate.
1354 * 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
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1358 * 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
1359 * 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
1360 * 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
1361 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1362 */ 1458 */
1363 for (top = ms.bot; top; top = top->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 { 1460 {
1365 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])
1366 floor = top; 1462 floor = tmp;
1367 1463
1368 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])
1369 { 1465 {
1370 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1371 top = top->below; 1467 top = tmp->below;
1372 break; 1468 break;
1373 } 1469 }
1374 1470
1375 last = top; 1471 top = tmp;
1376 } 1472 }
1377
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380 1473
1381 /* We let update_position deal with figuring out what the space 1474 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here. 1475 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result. 1476 * makes things faster, and effectively the same result.
1384 */ 1477 */
1391 */ 1484 */
1392 if (!(flag & INS_ON_TOP) 1485 if (!(flag & INS_ON_TOP)
1393 && ms.flags () & P_BLOCKSVIEW 1486 && ms.flags () & P_BLOCKSVIEW
1394 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1395 { 1488 {
1489 object *last;
1490
1396 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1398 break; 1493 break;
1399 1494
1400 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1401 * 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
1402 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1408 } /* If objects on this space */ 1503 } /* If objects on this space */
1409 1504
1410 if (flag & INS_ABOVE_FLOOR_ONLY) 1505 if (flag & INS_ABOVE_FLOOR_ONLY)
1411 top = floor; 1506 top = floor;
1412 1507
1413 /* 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
1414 */
1415
1416 /* First object on this space */
1417 if (!top) 1509 if (!top)
1418 { 1510 {
1511 op->below = 0;
1419 op->above = ms.bot; 1512 op->above = ms.bot;
1420
1421 if (op->above)
1422 op->above->below = op;
1423
1424 op->below = 0;
1425 ms.bot = op; 1513 ms.bot = op;
1514
1515 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1516 }
1427 else 1517 else
1428 { /* get inserted into the stack above top */ 1518 {
1429 op->above = top->above; 1519 op->above = top->above;
1430
1431 if (op->above)
1432 op->above->below = op; 1520 top->above = op;
1433 1521
1434 op->below = top; 1522 op->below = top;
1435 top->above = op; 1523 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1524 }
1525 }
1437 1526
1438 if (!op->above) 1527 if (op->is_player ())
1439 ms.top = op;
1440 } /* else not INS_BELOW_ORIGINATOR */
1441
1442 if (op->type == PLAYER)
1443 { 1528 {
1444 op->contr->do_los = 1; 1529 op->contr->do_los = 1;
1445 ++op->map->players; 1530 ++op->map->players;
1446 op->map->touch (); 1531 op->map->touch ();
1447 } 1532 }
1462 * 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 -
1463 * this should get redone to only look for players within range, 1548 * this should get redone to only look for players within range,
1464 * or just updating the P_UPTODATE for spaces within this area 1549 * or just updating the P_UPTODATE for spaces within this area
1465 * of effect may be sufficient. 1550 * of effect may be sufficient.
1466 */ 1551 */
1467 if (op->map->darkness && (op->glow_radius != 0)) 1552 if (op->affects_los ())
1553 {
1554 op->ms ().invalidate ();
1468 update_all_los (op->map, op->x, op->y); 1555 update_all_los (op->map, op->x, op->y);
1556 }
1469 1557
1470 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1558 /* updates flags (blocked, alive, no magic, etc) for this map space */
1471 update_object (op, UP_OBJ_INSERT); 1559 update_object (op, UP_OBJ_INSERT);
1472 1560
1473 INVOKE_OBJECT (INSERT, op); 1561 INVOKE_OBJECT (INSERT, op);
1480 * blocked() and wall() work properly), and these flags are updated by 1568 * blocked() and wall() work properly), and these flags are updated by
1481 * update_object(). 1569 * update_object().
1482 */ 1570 */
1483 1571
1484 /* 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 */
1485 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1486 { 1574 {
1487 if (check_move_on (op, originator)) 1575 if (check_move_on (op, originator))
1488 return 0; 1576 return 0;
1489 1577
1490 /* 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
1501/* this function inserts an object in the map, but if it 1589/* this function inserts an object in the map, but if it
1502 * 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.
1503 * 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.
1504 */ 1592 */
1505void 1593void
1506replace_insert_ob_in_map (const char *arch_string, object *op) 1594replace_insert_ob_in_map (shstr_tmp archname, object *op)
1507{ 1595{
1508 /* first search for itself and remove any old instances */ 1596 /* first search for itself and remove any old instances */
1509 1597
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1512 tmp->destroy (1); 1600 tmp->destroy ();
1513 1601
1514 object *tmp = arch_to_object (archetype::find (arch_string)); 1602 object *tmp = archetype::find (archname)->instance ();
1515 1603
1516 tmp->x = op->x; 1604 tmp->x = op->x;
1517 tmp->y = op->y; 1605 tmp->y = op->y;
1518 1606
1519 insert_ob_in_map (tmp, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1524{ 1612{
1525 if (where->env) 1613 if (where->env)
1526 return where->env->insert (this); 1614 return where->env->insert (this);
1527 else 1615 else
1528 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;
1529} 1639}
1530 1640
1531/* 1641/*
1532 * decrease(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1533 * 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
1541 if (!nr) 1651 if (!nr)
1542 return true; 1652 return true;
1543 1653
1544 nr = min (nr, nrof); 1654 nr = min (nr, nrof);
1545 1655
1656 if (nrof > nr)
1657 {
1546 nrof -= nr; 1658 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0 1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551 1660
1552 if (object *pl = visible_to ()) 1661 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this); 1662 esrv_update_item (UPD_NROF, pl, this);
1554 1663
1555 return true; 1664 return true;
1556 } 1665 }
1557 else 1666 else
1558 { 1667 {
1559 destroy (1); 1668 destroy ();
1560 return false; 1669 return false;
1561 } 1670 }
1562} 1671}
1563 1672
1564/* 1673/*
1641 if (object *pl = tmp->visible_to ()) 1750 if (object *pl = tmp->visible_to ())
1642 esrv_update_item (UPD_NROF, pl, tmp); 1751 esrv_update_item (UPD_NROF, pl, tmp);
1643 1752
1644 adjust_weight (this, op->total_weight ()); 1753 adjust_weight (this, op->total_weight ());
1645 1754
1646 op->destroy (1); 1755 op->destroy ();
1647 op = tmp; 1756 op = tmp;
1648 goto inserted; 1757 goto inserted;
1649 } 1758 }
1650 1759
1651 op->owner = 0; // it's his/hers now. period. 1760 op->owner = 0; // it's his/hers now. period.
1669 1778
1670 adjust_weight (this, op->total_weight ()); 1779 adjust_weight (this, op->total_weight ());
1671 1780
1672inserted: 1781inserted:
1673 /* 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 */
1674 if (op->glow_radius && map && map->darkness) 1783 if (op->glow_radius && is_on_map ())
1784 {
1785 update_stats ();
1675 update_all_los (map, x, y); 1786 update_all_los (map, x, y);
1676 1787 }
1788 else if (is_player ())
1677 // if this is a player's inventory, update stats 1789 // if this is a player's inventory, update stats
1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1790 contr->queue_stats_update ();
1679 update_stats ();
1680 1791
1681 INVOKE_OBJECT (INSERT, this); 1792 INVOKE_OBJECT (INSERT, this);
1682 1793
1683 return op; 1794 return op;
1684} 1795}
1704 * on top. 1815 * on top.
1705 */ 1816 */
1706int 1817int
1707check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1708{ 1819{
1820 if (op->flag [FLAG_NO_APPLY])
1821 return 0;
1822
1709 object *tmp; 1823 object *tmp;
1710 maptile *m = op->map; 1824 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1712 1826
1713 MoveType move_on, move_slow, move_block; 1827 mapspace &ms = m->at (x, y);
1714 1828
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1829 ms.update ();
1716 return 0;
1717 1830
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1831 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1832 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1833 MoveType move_block = ms.move_block;
1721 1834
1722 /* 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,
1723 * 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
1724 * 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
1725 * as walking. 1838 * as walking.
1736 return 0; 1849 return 0;
1737 1850
1738 /* The objects have to be checked from top to bottom. 1851 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1852 * Hence, we first go to the top:
1740 */ 1853 */
1741 1854 for (object *next, *tmp = ms.top; tmp; tmp = next)
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 } 1855 {
1856 next = tmp->below;
1751 1857
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1858 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1859 continue; /* Can't apply yourself */
1756 1860
1757 /* 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.
1758 * Second check makes sure that the movement types not being slowed 1862 * Second check makes sure that the movement types not being slowed
1759 * (~slow_move) is not blocked on this space - just because the 1863 * (~slow_move) is not blocked on this space - just because the
1760 * 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
1761 * 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.
1762 */ 1866 */
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1764 { 1868 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((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))
1767 { 1871 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1873
1772 if (op->type == PLAYER) 1874 if (op->is_player ())
1773 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)) ||
1774 (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)))
1775 diff /= 4.0; 1877 diff /= 4.0;
1776 1878
1777 op->speed_left -= diff; 1879 op->speed_left -= diff;
1778 } 1880 }
1779 } 1881 }
1901void 2003void
1902flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1903{ 2005{
1904 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 { 2007 {
1906 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1907 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1908 } 2010 }
1909} 2011}
1910 2012
1911/* 2013/*
1914void 2016void
1915unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1916{ 2018{
1917 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 { 2020 {
1919 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1920 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1921 } 2023 }
1922} 2024}
1923 2025
1924/* 2026/*
1985 * head of the object should correspond for the entire object. 2087 * head of the object should correspond for the entire object.
1986 */ 2088 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2089 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 2090 continue;
1989 2091
1990 if (ob->blocked (m, pos.x, pos.y)) 2092 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 2093 continue;
1992 2094
1993 altern [index++] = i; 2095 altern [index++] = i;
1994 } 2096 }
1995 2097
2063 * there is capable of. 2165 * there is capable of.
2064 */ 2166 */
2065int 2167int
2066find_dir (maptile *m, int x, int y, object *exclude) 2168find_dir (maptile *m, int x, int y, object *exclude)
2067{ 2169{
2068 int i, max = SIZEOFFREE, mflags; 2170 int max = SIZEOFFREE, mflags;
2069
2070 sint16 nx, ny;
2071 object *tmp;
2072 maptile *mp;
2073
2074 MoveType blocked, move_type; 2171 MoveType move_type;
2075 2172
2076 if (exclude && exclude->head_ () != exclude) 2173 if (exclude && exclude->head_ () != exclude)
2077 { 2174 {
2078 exclude = exclude->head; 2175 exclude = exclude->head;
2079 move_type = exclude->move_type; 2176 move_type = exclude->move_type;
2082 { 2179 {
2083 /* 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. */
2084 move_type = MOVE_ALL; 2181 move_type = MOVE_ALL;
2085 } 2182 }
2086 2183
2087 for (i = 1; i < max; i++) 2184 for (int i = 1; i < max; i++)
2088 { 2185 {
2089 mp = m; 2186 mapxy pos (m, x, y);
2090 nx = x + freearr_x[i]; 2187 pos.move (i);
2091 ny = y + freearr_y[i];
2092 2188
2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2189 if (!pos.normalise ())
2094
2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i]; 2190 max = maxfree[i];
2097 else 2191 else
2098 { 2192 {
2099 mapspace &ms = mp->at (nx, ny); 2193 mapspace &ms = *pos;
2100 2194
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type) 2195 if ((move_type & ms.move_block) == move_type)
2104 max = maxfree[i]; 2196 max = maxfree [i];
2105 else if (mflags & P_IS_ALIVE) 2197 else if (ms.flags () & P_IS_ALIVE)
2106 { 2198 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2199 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2200 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2201 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break;
2111
2112 if (tmp)
2113 return freedir[i]; 2202 return freedir [i];
2114 } 2203 }
2115 } 2204 }
2116 } 2205 }
2117 2206
2118 return 0; 2207 return 0;
2193 * 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
2194 * 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.
2195 * 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
2196 * functions. 2285 * functions.
2197 */ 2286 */
2198int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2199 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2200 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2201 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2202 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2203 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2297 * 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)
2298 */ 2387 */
2299int 2388int
2300can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2301{ 2390{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2304 !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));
2305} 2394}
2306 2395
2307/* 2396/*
2308 * create clone from object to another 2397 * create clone from object to another
2309 */ 2398 */
2341 return tmp; 2430 return tmp;
2342 2431
2343 return 0; 2432 return 0;
2344} 2433}
2345 2434
2346const shstr & 2435shstr_tmp
2347object::kv_get (const shstr &key) const 2436object::kv_get (shstr_tmp key) const
2348{ 2437{
2349 for (key_value *kv = key_values; kv; kv = kv->next) 2438 for (key_value *kv = key_values; kv; kv = kv->next)
2350 if (kv->key == key) 2439 if (kv->key == key)
2351 return kv->value; 2440 return kv->value;
2352 2441
2353 return shstr_null; 2442 return shstr ();
2354} 2443}
2355 2444
2356void 2445void
2357object::kv_set (const shstr &key, const shstr &value) 2446object::kv_set (shstr_tmp key, shstr_tmp value)
2358{ 2447{
2359 for (key_value *kv = key_values; kv; kv = kv->next) 2448 for (key_value *kv = key_values; kv; kv = kv->next)
2360 if (kv->key == key) 2449 if (kv->key == key)
2361 { 2450 {
2362 kv->value = value; 2451 kv->value = value;
2371 2460
2372 key_values = kv; 2461 key_values = kv;
2373} 2462}
2374 2463
2375void 2464void
2376object::kv_del (const shstr &key) 2465object::kv_del (shstr_tmp key)
2377{ 2466{
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key) 2468 if ((*kvp)->key == key)
2380 { 2469 {
2381 key_value *kv = *kvp; 2470 key_value *kv = *kvp;
2440{ 2529{
2441 char flagdesc[512]; 2530 char flagdesc[512];
2442 char info2[256 * 4]; 2531 char info2[256 * 4];
2443 char *p = info; 2532 char *p = info;
2444 2533
2445 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}",
2446 count, 2535 count,
2447 uuid.c_str (), 2536 uuid.c_str (),
2448 &name, 2537 &name,
2449 title ? "\",title:\"" : "", 2538 title ? ",title:\"" : "",
2450 title ? (const char *)title : "", 2539 title ? (const char *)title : "",
2540 title ? "\"" : "",
2451 flag_desc (flagdesc, 512), type); 2541 flag_desc (flagdesc, 512), type);
2452 2542
2453 if (!flag[FLAG_REMOVED] && env) 2543 if (!flag[FLAG_REMOVED] && env)
2454 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2544 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2455 2545
2471struct region * 2561struct region *
2472object::region () const 2562object::region () const
2473{ 2563{
2474 return map ? map->region (x, y) 2564 return map ? map->region (x, y)
2475 : region::default_region (); 2565 : region::default_region ();
2476}
2477
2478const materialtype_t *
2479object::dominant_material () const
2480{
2481 if (materialtype_t *mt = name_to_material (materialname))
2482 return mt;
2483
2484 return name_to_material (shstr_unknown);
2485} 2566}
2486 2567
2487void 2568void
2488object::open_container (object *new_container) 2569object::open_container (object *new_container)
2489{ 2570{
2511 container = 0; 2592 container = 0;
2512 2593
2513 // 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
2514 esrv_update_item (UPD_FLAGS, this, old_container); 2595 esrv_update_item (UPD_FLAGS, this, old_container);
2515 2596
2516 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 ());
2517 play_sound (sound_find ("chest_close")); 2598 play_sound (sound_find ("chest_close"));
2518 } 2599 }
2519 2600
2520 if (new_container) 2601 if (new_container)
2521 { 2602 {
2525 // TODO: this does not seem to serve any purpose anymore? 2606 // TODO: this does not seem to serve any purpose anymore?
2526#if 0 2607#if 0
2527 // insert the "Close Container" object. 2608 // insert the "Close Container" object.
2528 if (archetype *closer = new_container->other_arch) 2609 if (archetype *closer = new_container->other_arch)
2529 { 2610 {
2530 object *closer = arch_to_object (new_container->other_arch); 2611 object *closer = new_container->other_arch->instance ();
2531 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2532 new_container->insert (closer); 2613 new_container->insert (closer);
2533 } 2614 }
2534#endif 2615#endif
2535 2616
2536 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 ());
2537 2618
2538 // 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
2539 esrv_send_item (this, new_container); 2620 esrv_send_item (this, new_container);
2540 2621
2541 new_container->flag [FLAG_APPLIED] = true; 2622 new_container->flag [FLAG_APPLIED] = true;
2549// else if (!old_container->env && contr && contr->ns) 2630// else if (!old_container->env && contr && contr->ns)
2550// contr->ns->floorbox_reset (); 2631// contr->ns->floorbox_reset ();
2551} 2632}
2552 2633
2553object * 2634object *
2554object::force_find (const shstr name) 2635object::force_find (shstr_tmp name)
2555{ 2636{
2556 /* 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
2557 * place 2638 * place
2558 */ 2639 */
2559 for (object *tmp = inv; tmp; tmp = tmp->below) 2640 for (object *tmp = inv; tmp; tmp = tmp->below)
2561 return splay (tmp); 2642 return splay (tmp);
2562 2643
2563 return 0; 2644 return 0;
2564} 2645}
2565 2646
2647//-GPL
2648
2566void 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 *
2567object::force_add (const shstr name, int duration) 2659object::force_add (shstr_tmp name, int duration)
2568{ 2660{
2569 if (object *force = force_find (name)) 2661 if (object *force = force_find (name))
2570 force->destroy (); 2662 force->destroy ();
2571 2663
2572 object *force = get_archetype (FORCE_NAME); 2664 object *force = get_archetype (FORCE_NAME);
2573 2665
2574 force->slaying = name; 2666 force->slaying = name;
2575 force->stats.food = 1; 2667 force->force_set_timer (duration);
2576 force->speed_left = -1.f;
2577
2578 force->set_speed (duration ? 1.f / duration : 0.f);
2579 force->flag [FLAG_IS_USED_UP] = true;
2580 force->flag [FLAG_APPLIED] = true; 2668 force->flag [FLAG_APPLIED] = true;
2581 2669
2582 insert (force); 2670 return insert (force);
2583} 2671}
2584 2672
2585void 2673void
2586object::play_sound (faceidx sound) 2674object::play_sound (faceidx sound) const
2587{ 2675{
2588 if (!sound) 2676 if (!sound)
2589 return; 2677 return;
2590 2678
2591 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 ())
2592 return; 2704 return;
2593 2705
2594 if (env) 2706 // find old force, or create new one
2595 { 2707 object *force = force_find (shstr_noise_force);
2596 if (object *pl = in_player ()) 2708
2597 pl->contr->play_sound (sound); 2709 if (force)
2598 } 2710 force->speed_left = -1.f; // patch old speed up
2599 else 2711 else
2600 map->play_sound (sound, x, y); 2712 {
2601} 2713 force = archetype::get (shstr_noise_force);
2602 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
2743/* object should be a player.
2744 * we return the object the player has marked with the 'mark' command
2745 * below. If no match is found (or object has changed), we return
2746 * NULL. We leave it up to the calling function to print messages if
2747 * nothing is found.
2748 */
2749object *
2750object::mark () const
2751{
2752 if (contr && contr->mark && contr->mark->env == this)
2753 return contr->mark;
2754 else
2755 return 0;
2756}
2757

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