ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.299 by root, Sun Nov 8 20:55:39 2009 UTC vs.
Revision 1.329 by root, Sun Apr 18 12:50:07 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 (©) 2005,2006,2007,2008,2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
26#include <stdio.h> 26#include <stdio.h>
27#include <sys/types.h> 27#include <sys/types.h>
28#include <sys/uio.h> 28#include <sys/uio.h>
29#include <object.h> 29#include <object.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
39 38
40objectvec objects; 39objectvec objects;
41activevec 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;
42 47
43//+GPL 48//+GPL
44 49
45short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
46 0, 51 0,
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 83 CALL_END;
79} 84}
80 85
81static void 86static void
82read_uuid (void) 87read_uuid ()
83{ 88{
84 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
85 90
86 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
87 92
101 106
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1); 108 _exit (1);
104 } 109 }
105 110
106 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
107 buf[0] = 0; 112 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
109 114
110 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
111 { 116 {
138 143
139void 144void
140UUID::init () 145UUID::init ()
141{ 146{
142 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;
143} 213}
144 214
145/* 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. */
146static bool 216static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
183 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
184 * check weight 254 * check weight
185 */ 255 */
186bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
187{ 257{
188 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
189 if (ob1 == ob2 259 if (ob1 == ob2
190 || ob1->type != ob2->type 260 || ob1->type != ob2->type
191 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
192 || ob1->value != ob2->value 261 || ob1->value != ob2->value
193 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
194 return 0; 264 return 0;
195 265
196 /* Do not merge objects if nrof would overflow, assume nrof 266 /* Do not merge objects if nrof would overflow, assume nrof
197 * is always 0 .. 2**31-1 */ 267 * is always 0 .. 2**31-1 */
198 if (ob1->nrof > 0x7fffffff - ob2->nrof) 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
202 * 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
203 * 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
204 * 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
205 * flags lose any meaning. 275 * flags lose any meaning.
206 */ 276 */
207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
208 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
209 279
210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
211 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
212 282
213 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
214 || ob1->name != ob2->name 284 || ob1->name != ob2->name
215 || ob1->title != ob2->title 285 || ob1->title != ob2->title
216 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
219 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
220 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
221 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
222 || ob1->value != ob2->value 292 || ob1->value != ob2->value
223 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
225 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
226 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
227 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
228 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
229 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
230 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
231 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
265 335
266 /* 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,
267 * 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
268 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
269 */ 339 */
270 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
271 return 0; 341 return 0;
272 342
273 /* 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
274 * 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
275 * check? 345 * check?
276 */ 346 */
277 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
278 return 0; 348 return 0;
279 349
280 switch (ob1->type) 350 switch (ob1->type)
281 { 351 {
282 case SCROLL: 352 case SCROLL:
413 483
414 sum = weight_adjust_for (this, sum); 484 sum = weight_adjust_for (this, sum);
415 485
416 if (sum != carrying) 486 if (sum != carrying)
417 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
418 carrying = sum; 492 carrying = sum;
419 493
420 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
450object * 524object *
451find_object (tag_t i) 525find_object (tag_t i)
452{ 526{
453 for_all_objects (op) 527 for_all_objects (op)
454 if (op->count == i) 528 if (op->count == i)
529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
455 return op; 544 return op;
456 545
457 return 0; 546 return 0;
458} 547}
459 548
493 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
494 return; 583 return;
495 } 584 }
496 585
497 this->owner = owner; 586 this->owner = owner;
498}
499
500int
501object::slottype () const
502{
503 if (type == SKILL)
504 {
505 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
506 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
507 }
508 else
509 {
510 if (slot [body_combat].info) return slot_combat;
511 if (slot [body_range ].info) return slot_ranged;
512 }
513
514 return slot_none;
515}
516
517bool
518object::change_weapon (object *ob)
519{
520 if (current_weapon == ob)
521 return true;
522
523 if (chosen_skill)
524 chosen_skill->flag [FLAG_APPLIED] = false;
525
526 current_weapon = ob;
527 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
528
529 if (chosen_skill)
530 chosen_skill->flag [FLAG_APPLIED] = true;
531
532 update_stats ();
533
534 if (ob)
535 {
536 // now check wether any body locations became invalid, in which case
537 // we cannot apply the weapon at the moment.
538 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
539 if (slot[i].used < 0)
540 {
541 current_weapon = chosen_skill = 0;
542 update_stats ();
543
544 new_draw_info_format (NDI_UNIQUE, 0, this,
545 "You try to balance all your items at once, "
546 "but the %s is just too much for your body. "
547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
549 return false;
550 }
551
552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
553 }
554 else
555 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
556
557 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
558 {
559 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
560 &name, ob->debug_desc ());
561 return false;
562 }
563
564 return true;
565} 587}
566 588
567/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
568 * refcounts and freeing the links. 590 * refcounts and freeing the links.
569 */ 591 */
622 tail = new_link; 644 tail = new_link;
623 } 645 }
624 } 646 }
625 } 647 }
626 648
627 if (speed < 0)
628 dst->speed_left -= rndm ();
629
630 dst->activate (); 649 dst->activate ();
631} 650}
632 651
633void 652void
634object::instantiate () 653object::instantiate ()
635{ 654{
636 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
637 uuid = UUID::gen (); 656 uuid = UUID::gen ();
638 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
639 speed_left = -0.1f; 662 speed_left = -1.;
663
640 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
641 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
642 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
643 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
644 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
652object * 676object *
653object::clone () 677object::clone ()
654{ 678{
655 object *neu = create (); 679 object *neu = create ();
656 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
657 neu->map = map; // not copied by copy_to 686 neu->map = map; // not copied by copy_to
658 return neu; 687 return neu;
659} 688}
660 689
661/* 690/*
664 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
665 */ 694 */
666void 695void
667update_turn_face (object *op) 696update_turn_face (object *op)
668{ 697{
669 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
670 return; 699 return;
671 700
672 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
673 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
674} 703}
740 /* nop */; 769 /* nop */;
741 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
742 { 771 {
743#if 0 772#if 0
744 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
747 || (op->is_player () && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
751 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
752 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
753 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
754 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
755 * have move_allow right now. 784 * have move_allow right now.
776 update_object (op->more, action); 805 update_object (op->more, action);
777} 806}
778 807
779object::object () 808object::object ()
780{ 809{
781 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
782 811
783 //expmul = 1.0; declared const for the time being 812 //expmul = 1.0; declared const for the time being
784 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
785} 815}
786 816
787object::~object () 817object::~object ()
788{ 818{
789 unlink (); 819 unlink ();
790 820
791 free_key_values (this); 821 free_key_values (this);
792} 822}
793
794static int object_count;
795 823
796void object::link () 824void object::link ()
797{ 825{
798 assert (!index);//D 826 assert (!index);//D
799 uuid = UUID::gen (); 827 uuid = UUID::gen ();
800 count = ++object_count;
801 828
802 refcnt_inc (); 829 refcnt_inc ();
803 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
804} 834}
805 835
806void object::unlink () 836void object::unlink ()
807{ 837{
808 if (!index) 838 if (!index)
809 return; 839 return;
840
841 ++destroy_count;
810 842
811 objects.erase (this); 843 objects.erase (this);
812 refcnt_dec (); 844 refcnt_dec ();
813} 845}
814 846
919 map->insert (op, x, y); 951 map->insert (op, x, y);
920 } 952 }
921 } 953 }
922} 954}
923 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
924object *object::create () 993object::create ()
925{ 994{
926 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
927 op->link (); 1017 op->link ();
1018
928 return op; 1019 return op;
929} 1020}
930 1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
931static struct freed_map : maptile 1037static struct freed_map : maptile
932{ 1038{
933 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
934 { 1041 {
935 path = "<freed objects map>"; 1042 path = "<freed objects map>";
936 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
937 width = 3;
938 height = 3;
939 no_drop = 1; 1044 no_drop = 1;
940 no_reset = 1; 1045 no_reset = 1;
941 1046
942 alloc ();
943 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
944 } 1048 }
945 1049
946 ~freed_map () 1050 ~freed_map ()
947 { 1051 {
998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 head->destroy (); 1103 head->destroy ();
1000 return; 1104 return;
1001 } 1105 }
1002 1106
1003 destroy_inv (false); 1107 destroy_inv_fast ();
1004 1108
1005 if (is_head ()) 1109 if (is_head ())
1006 if (sound_destroy) 1110 if (sound_destroy)
1007 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1008 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1060 1164
1061 above = 0; 1165 above = 0;
1062 below = 0; 1166 below = 0;
1063 env = 0; 1167 env = 0;
1064 1168
1065 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1066 * made to players inventory. If set, avoiding the call
1067 * to save cpu time.
1068 */ 1170 {
1069 if (pl) 1171 if (expect_false (pl->contr->combat_ob == this))
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 { 1172 {
1072 pl->update_stats (); 1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1073 1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1074 if (glow_radius && pl->is_on_map ()) 1187 if (expect_false (glow_radius) && pl->is_on_map ())
1075 update_all_los (pl->map, pl->x, pl->y); 1188 update_all_los (pl->map, pl->x, pl->y);
1076 } 1189 }
1077 } 1190 }
1078 else if (map) 1191 else if (map)
1079 { 1192 {
1080 map->dirty = true; 1193 map->dirty = true;
1081 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1099 else if (pl->container_ () == this) 1212 else if (pl->container_ () == this)
1100 { 1213 {
1101 // removing a container should close it 1214 // removing a container should close it
1102 close_container (); 1215 close_container ();
1103 } 1216 }
1104 1217 else
1105 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1106 } 1219 }
1107 1220
1108 /* link the object above us */ 1221 /* link the object above us */
1109 // re-link, make sure compiler can easily use cmove 1222 // re-link, make sure compiler can easily use cmove
1110 *(above ? &above->below : &ms.top) = below; 1223 *(above ? &above->below : &ms.top) = below;
1201 1314
1202 object *prev = this; 1315 object *prev = this;
1203 1316
1204 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1205 { 1318 {
1206 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1207 1320
1208 op->name = name; 1321 op->name = name;
1209 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1210 op->title = title; 1323 op->title = title;
1211 1324
1249 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1250 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1251 * 1364 *
1252 * Return value: 1365 * Return value:
1253 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1254 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1255 * just 'op' otherwise 1368 * just 'op' otherwise
1256 */ 1369 */
1257object * 1370object *
1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1259{ 1372{
1296 // from here :/ 1409 // from here :/
1297 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1411 tmp->destroy ();
1299 } 1412 }
1300 1413
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1303 1416
1304 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1305 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1306 1419
1307 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1308 { 1421 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 { 1423 {
1345 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1346 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1347 */ 1460 */
1348 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1349 { 1462 {
1350 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1351 floor = tmp; 1464 floor = tmp;
1352 1465
1353 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1354 { 1467 {
1355 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1356 top = tmp->below; 1469 top = tmp->below;
1357 break; 1470 break;
1358 } 1471 }
1376 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1377 { 1490 {
1378 object *last; 1491 object *last;
1379 1492
1380 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1381 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1382 break; 1495 break;
1383 1496
1384 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1385 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1386 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1486 1599
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (tmp->arch->archname == archname) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1602 tmp->destroy ();
1490 1603
1491 object *tmp = arch_to_object (archetype::find (archname)); 1604 object *tmp = archetype::find (archname)->instance ();
1492 1605
1493 tmp->x = op->x; 1606 tmp->x = op->x;
1494 tmp->y = op->y; 1607 tmp->y = op->y;
1495 1608
1496 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1503 return where->env->insert (this); 1616 return where->env->insert (this);
1504 else 1617 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1506} 1619}
1507 1620
1508// check whether we can put this into the map, respect max_nrof, max_volume, max_items 1621// check whether we can put this into the map, respect max_volume, max_items
1509bool 1622bool
1510object::can_drop_at (maptile *m, int x, int y, object *originator) 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1511{ 1624{
1512 mapspace &ms = m->at (x, y); 1625 mapspace &ms = m->at (x, y);
1513 1626
1514 int items = ms.items (); 1627 int items = ms.items ();
1515 1628
1516 if (!items // testing !items ensures we can drop at least one item 1629 if (!items // testing !items ensures we can drop at least one item
1517 || (items < m->max_items 1630 || (items < m->max_items
1518 && ms.volume () < m->max_volume 1631 && ms.volume () < m->max_volume))
1519 && nrof <= m->max_nrof))
1520 return true; 1632 return true;
1521 1633
1522 if (originator && originator->is_player ()) 1634 if (originator && originator->is_player ())
1523 originator->contr->failmsg (format ( 1635 originator->contr->failmsgf (
1524 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1525 query_name () 1637 query_name ()
1526 )); 1638 );
1527 1639
1528 return false; 1640 return false;
1529} 1641}
1530 1642
1531/* 1643/*
1673 if (op->glow_radius && is_on_map ()) 1785 if (op->glow_radius && is_on_map ())
1674 { 1786 {
1675 update_stats (); 1787 update_stats ();
1676 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1677 } 1789 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1790 else if (is_player ())
1679 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1680 update_stats (); 1792 contr->queue_stats_update ();
1681 1793
1682 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1683 1795
1684 return op; 1796 return op;
1685} 1797}
1705 * on top. 1817 * on top.
1706 */ 1818 */
1707int 1819int
1708check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1709{ 1821{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1822 if (op->flag [FLAG_NO_APPLY])
1711 return 0; 1823 return 0;
1712 1824
1713 object *tmp; 1825 object *tmp;
1714 maptile *m = op->map; 1826 maptile *m = op->map;
1715 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1752 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1753 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1754 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1755 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1756 */ 1868 */
1757 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1758 { 1870 {
1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761 { 1873 {
1762 float diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1893void 2005void
1894flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1895{ 2007{
1896 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 { 2009 {
1898 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1899 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1900 } 2012 }
1901} 2013}
1902 2014
1903/* 2015/*
1906void 2018void
1907unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1908{ 2020{
1909 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 2022 {
1911 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1912 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1913 } 2025 }
1914} 2026}
1915 2027
1916/* 2028/*
2106{ 2218{
2107 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2108} 2220}
2109 2221
2110/* 2222/*
2111 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2112 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2113 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2114 */ 2226 */
2115int 2227int
2116find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2117{ 2229{
2118 int q; 2230 int q;
2119 2231
2120 if (y) 2232 if (y)
2121 q = x * 100 / y; 2233 q = 128 * x / y;
2122 else if (x) 2234 else if (x)
2123 q = -300 * x; 2235 q = -512 * x; // to make it > 309
2124 else 2236 else
2125 return 0; 2237 return 0;
2126 2238
2127 if (y > 0) 2239 if (y > 0)
2128 { 2240 {
2129 if (q < -242) 2241 if (q < -309) return 7;
2242 if (q < -52) return 6;
2243 if (q < 52) return 5;
2244 if (q < 309) return 4;
2245
2130 return 3; 2246 return 3;
2131 if (q < -41) 2247 }
2132 return 2; 2248 else
2133 if (q < 41) 2249 {
2134 return 1; 2250 if (q < -309) return 3;
2135 if (q < 242) 2251 if (q < -52) return 2;
2136 return 8; 2252 if (q < 52) return 1;
2253 if (q < 309) return 8;
2254
2137 return 7; 2255 return 7;
2138 } 2256 }
2139
2140 if (q < -242)
2141 return 7;
2142 if (q < -41)
2143 return 6;
2144 if (q < 41)
2145 return 5;
2146 if (q < 242)
2147 return 4;
2148
2149 return 3;
2150} 2257}
2151 2258
2152/* 2259/*
2153 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2154 * between two directions (which are expected to be absolute (see absdir()) 2261 * between two directions (which are expected to be absolute (see absdir())
2155 */ 2262 */
2156int 2263int
2157dirdiff (int dir1, int dir2) 2264dirdiff (int dir1, int dir2)
2158{ 2265{
2159 int d;
2160
2161 d = abs (dir1 - dir2); 2266 int d = abs (dir1 - dir2);
2162 if (d > 4)
2163 d = 8 - d;
2164 2267
2165 return d; 2268 return d > 4 ? 8 - d : d;
2166} 2269}
2167 2270
2168/* peterm: 2271/* peterm:
2169 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2272 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2170 * Basically, this is a table of directions, and what directions 2273 * Basically, this is a table of directions, and what directions
2276 * Add a check so we can't pick up invisible objects (0.93.8) 2379 * Add a check so we can't pick up invisible objects (0.93.8)
2277 */ 2380 */
2278int 2381int
2279can_pick (const object *who, const object *item) 2382can_pick (const object *who, const object *item)
2280{ 2383{
2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2384 return /*who->flag [FLAG_WIZ]|| */
2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2385 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2386 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2284} 2387}
2285 2388
2286/* 2389/*
2287 * create clone from object to another 2390 * create clone from object to another
2288 */ 2391 */
2453{ 2556{
2454 return map ? map->region (x, y) 2557 return map ? map->region (x, y)
2455 : region::default_region (); 2558 : region::default_region ();
2456} 2559}
2457 2560
2458const materialtype_t *
2459object::dominant_material () const
2460{
2461 if (materialtype_t *mt = name_to_material (materialname))
2462 return mt;
2463
2464 return name_to_material (shstr_unknown);
2465}
2466
2467void 2561void
2468object::open_container (object *new_container) 2562object::open_container (object *new_container)
2469{ 2563{
2470 if (container == new_container) 2564 if (container == new_container)
2471 return; 2565 return;
2505 // TODO: this does not seem to serve any purpose anymore? 2599 // TODO: this does not seem to serve any purpose anymore?
2506#if 0 2600#if 0
2507 // insert the "Close Container" object. 2601 // insert the "Close Container" object.
2508 if (archetype *closer = new_container->other_arch) 2602 if (archetype *closer = new_container->other_arch)
2509 { 2603 {
2510 object *closer = arch_to_object (new_container->other_arch); 2604 object *closer = new_container->other_arch->instance ();
2511 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2605 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2512 new_container->insert (closer); 2606 new_container->insert (closer);
2513 } 2607 }
2514#endif 2608#endif
2515 2609
2621 2715
2622 insert (force); 2716 insert (force);
2623 } 2717 }
2624} 2718}
2625 2719
2720void object::change_move_type (MoveType mt)
2721{
2722 if (move_type == mt)
2723 return;
2724
2725 if (is_on_map ())
2726 {
2727 // we are on the map, so handle move_on/off effects
2728 remove ();
2729 move_type = mt;
2730 map->insert (this, x, y, this);
2731 }
2732 else
2733 move_type = mt;
2734}
2735
2736/* object should be a player.
2737 * we return the object the player has marked with the 'mark' command
2738 * below. If no match is found (or object has changed), we return
2739 * NULL. We leave it up to the calling function to print messages if
2740 * nothing is found.
2741 */
2742object *
2743object::mark () const
2744{
2745 if (contr && contr->mark && contr->mark->env == this)
2746 return contr->mark;
2747 else
2748 return 0;
2749}
2750

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines