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Comparing deliantra/server/common/object.C (file contents):
Revision 1.236 by root, Tue May 6 20:08:37 2008 UTC vs.
Revision 1.337 by root, Thu May 6 21:45:49 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
66static void 76static void
67write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
68{ 78{
69 CALL_BEGIN (2); 79 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 83 CALL_END;
74} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
82 92
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 112 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
104 114
105 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
106 { 116 {
133 143
134void 144void
135UUID::init () 145UUID::init ()
136{ 146{
137 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
138} 213}
139 214
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 216static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
179 * check weight 254 * check weight
180 */ 255 */
181bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
182{ 257{
183 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
184 if (ob1 == ob2 259 if (ob1 == ob2
185 || ob1->type != ob2->type 260 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 261 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 264 return 0;
190 265
191 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 269 return 0;
198 270
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 275 * flags lose any meaning.
204 */ 276 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
207 279
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
210 282
211 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 284 || ob1->name != ob2->name
213 || ob1->title != ob2->title 285 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 292 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 308 return 0;
236 309
237 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
241 .any ()) 313 .any ())
242 return 0; 314 return 0;
243 315
244 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
263 335
264 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
265 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
266 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
267 */ 339 */
268 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
269 return 0; 341 return 0;
270 342
271 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
272 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
273 * check? 345 * check?
274 */ 346 */
275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
276 return 0; 348 return 0;
277 349
278 switch (ob1->type) 350 switch (ob1->type)
279 { 351 {
280 case SCROLL: 352 case SCROLL:
326 { 398 {
327 // see if we are in a container of sorts 399 // see if we are in a container of sorts
328 if (env) 400 if (env)
329 { 401 {
330 // the player inventory itself is always visible 402 // the player inventory itself is always visible
331 if (env->type == PLAYER) 403 if (env->is_player ())
332 return env; 404 return env;
333 405
334 // else a player could have our env open 406 // else a player could have our env open
335 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
336 408
337 // the player itself is always on a map, so we will find him here 409 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 410 // even if our inv is in a player.
339 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 413 if (pl->container_ () == env)
342 return pl; 414 return pl;
343 } 415 }
344 else 416 else
345 { 417 {
346 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
350 return pl; 423 return pl;
351 } 424 }
352 } 425 }
353 426
354 return 0; 427 return 0;
355} 428}
356 429
357// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
358static sint32 431static uint32
359weight_adjust_for (object *op, sint32 weight) 432weight_adjust_for (object *op, uint32 weight)
360{ 433{
361 return op->type == CONTAINER 434 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? weight - weight * op->stats.Str / 100
363 : weight; 436 : weight;
364} 437}
365 438
366/* 439/*
367 * adjust_weight(object, weight) adds the specified weight to an object, 440 * subtracts, then adds, the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying. 441 * and also updates how much the environment(s) is/are carrying.
369 */ 442 */
370static void 443static void
371adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 sub, sint32 add)
372{ 445{
373 while (op) 446 while (op)
374 { 447 {
375 // adjust by actual difference to account for rounding errors 448 sint32 ocarrying = op->carrying;
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379 449
380 if (!weight) 450 op->carrying -= weight_adjust_for (op, sub);
381 return; 451 op->carrying += weight_adjust_for (op, add);
382
383 op->carrying += weight;
384 452
385 if (object *pl = op->visible_to ()) 453 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily 454 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op); 455 esrv_update_item (UPD_WEIGHT, pl, op);
388 456
457 sub = ocarrying;
458 add = op->carrying;
459
389 op = op->env; 460 op = op->env;
390 } 461 }
391} 462}
392 463
393/* 464/*
400{ 471{
401 sint32 sum = 0; 472 sint32 sum = 0;
402 473
403 for (object *op = inv; op; op = op->below) 474 for (object *op = inv; op; op = op->below)
404 { 475 {
405 if (op->inv)
406 op->update_weight (); 476 op->update_weight ();
407 477
408 sum += op->total_weight (); 478 sum += weight_adjust_for (this, op->total_weight ());
409 } 479 }
410
411 sum = weight_adjust_for (this, sum);
412 480
413 if (sum != carrying) 481 if (sum != carrying)
414 { 482 {
483 if (carrying != sum && carrying)//D
484 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
485 (long long)sum, (long long)carrying, debug_desc ());
486
415 carrying = sum; 487 carrying = sum;
416 488
417 if (object *pl = visible_to ()) 489 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily 490 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this); 491 esrv_update_item (UPD_WEIGHT, pl, this);
432 object_freezer freezer; 504 object_freezer freezer;
433 op->write (freezer); 505 op->write (freezer);
434 return freezer.as_string (); 506 return freezer.as_string ();
435} 507}
436 508
437/* 509char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 510object::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{ 511{
445 object *tmp, *closest; 512 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} 513}
459 514
460/* 515/*
461 * Returns the object which has the count-variable equal to the argument. 516 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow. 517 * VERRRY slow.
470 525
471 return 0; 526 return 0;
472} 527}
473 528
474/* 529/*
530 * Returns the object which has the uuid equal to the argument.
531 * MOAR VERRRY slow.
532 */
533
534object *
535find_object_uuid (UUID i)
536{
537 for_all_objects (op)
538 if (op->uuid == i)
539 return op;
540
541 return 0;
542}
543
544/*
475 * Returns the first object which has a name equal to the argument. 545 * Returns the first object which has a name equal to the argument.
476 * Used only by the patch command, but not all that useful. 546 * Used only by the patch command, but not all that useful.
477 * Enables features like "patch <name-of-other-player> food 999" 547 * Enables features like "patch <name-of-other-player> food 999"
478 */ 548 */
479object * 549object *
480find_object_name (const char *str) 550find_object_name (const char *str)
481{ 551{
482 shstr_cmp str_ (str); 552 shstr_cmp str_ (str);
483 object *op;
484 553
554 if (str_)
485 for_all_objects (op) 555 for_all_objects (op)
486 if (op->name == str_) 556 if (op->name == str_)
487 break; 557 return op;
488 558
489 return op; 559 return 0;
490} 560}
491 561
492/* 562/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 563 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 564 * skill and experience objects.
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 577 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return; 578 return;
509 } 579 }
510 580
511 this->owner = owner; 581 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} 582}
579 583
580/* Zero the key_values on op, decrementing the shared-string 584/* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links. 585 * refcounts and freeing the links.
582 */ 586 */
635 tail = new_link; 639 tail = new_link;
636 } 640 }
637 } 641 }
638 } 642 }
639 643
640 if (speed < 0) 644 dst->activate ();
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644} 645}
645 646
646void 647void
647object::instantiate () 648object::instantiate ()
648{ 649{
649 if (!uuid.seq) // HACK 650 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 651 uuid = UUID::gen ();
651 652
653 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
654 if (flag [FLAG_RANDOM_SPEED] && speed)
655 speed_left = - speed - rndm (); // TODO animation
656 else
652 speed_left = -0.1f; 657 speed_left = -1.;
658
653 /* copy the body_info to the body_used - this is only really 659 /* 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. 660 * 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 661 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created 662 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 663 * for it, they can be properly equipped.
665object * 671object *
666object::clone () 672object::clone ()
667{ 673{
668 object *neu = create (); 674 object *neu = create ();
669 copy_to (neu); 675 copy_to (neu);
676
677 // TODO: unclean state changes, should not be done in clone AND instantiate
678 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
679 neu->speed_left = - neu->speed - rndm (); // TODO animation
680
670 neu->map = map; // not copied by copy_to 681 neu->map = map; // not copied by copy_to
671 return neu; 682 return neu;
672} 683}
673 684
674/* 685/*
677 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
678 */ 689 */
679void 690void
680update_turn_face (object *op) 691update_turn_face (object *op)
681{ 692{
682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 693 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
683 return; 694 return;
684 695
685 SET_ANIMATION (op, op->direction); 696 SET_ANIMATION (op, op->direction);
686 update_object (op, UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
687} 698}
692 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
693 */ 704 */
694void 705void
695object::set_speed (float speed) 706object::set_speed (float speed)
696{ 707{
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; 708 this->speed = speed;
704 709
705 if (has_active_speed ()) 710 if (has_active_speed ())
706 activate (); 711 activate ();
707 else 712 else
757 762
758 if (!(m.flags_ & P_UPTODATE)) 763 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 764 /* nop */;
760 else if (action == UP_OBJ_INSERT) 765 else if (action == UP_OBJ_INSERT)
761 { 766 {
767#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 779 * have move_allow right now.
774 */ 780 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
782 m.invalidate ();
783#else
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 784 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
777 m.flags_ = 0; 785 m.invalidate ();
786#endif
778 } 787 }
779 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 790 * that is being removed.
782 */ 791 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 793 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
787 else 796 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 798
791 update_object (op->more, action); 800 update_object (op->more, action);
792} 801}
793 802
794object::object () 803object::object ()
795{ 804{
796 SET_FLAG (this, FLAG_REMOVED); 805 this->set_flag (FLAG_REMOVED);
797 806
798 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
799 face = blank_face; 808 face = blank_face;
809 material = MATERIAL_NULL;
800} 810}
801 811
802object::~object () 812object::~object ()
803{ 813{
804 unlink (); 814 unlink ();
805 815
806 free_key_values (this); 816 free_key_values (this);
807} 817}
808
809static int object_count;
810 818
811void object::link () 819void object::link ()
812{ 820{
813 assert (!index);//D 821 assert (!index);//D
814 uuid = UUID::gen (); 822 uuid = UUID::gen ();
815 count = ++object_count;
816 823
817 refcnt_inc (); 824 refcnt_inc ();
818 objects.insert (this); 825 objects.insert (this);
826
827 ++create_count;
828
819} 829}
820 830
821void object::unlink () 831void object::unlink ()
822{ 832{
823 if (!index) 833 if (!index)
824 return; 834 return;
835
836 ++destroy_count;
825 837
826 objects.erase (this); 838 objects.erase (this);
827 refcnt_dec (); 839 refcnt_dec ();
828} 840}
829 841
833 /* If already on active list, don't do anything */ 845 /* If already on active list, don't do anything */
834 if (active) 846 if (active)
835 return; 847 return;
836 848
837 if (has_active_speed ()) 849 if (has_active_speed ())
850 {
851 if (flag [FLAG_FREED])
852 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
853
838 actives.insert (this); 854 actives.insert (this);
855 }
839} 856}
840 857
841void 858void
842object::activate_recursive () 859object::activate_recursive ()
843{ 860{
904 * drop on that space. 921 * drop on that space.
905 */ 922 */
906 if (!drop_to_ground 923 if (!drop_to_ground
907 || !map 924 || !map
908 || map->in_memory != MAP_ACTIVE 925 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 926 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 927 || ms ().move_block == MOVE_ALL)
911 { 928 {
912 while (inv) 929 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 930 inv->destroy ();
916 }
917 } 931 }
918 else 932 else
919 { /* Put objects in inventory onto this space */ 933 { /* Put objects in inventory onto this space */
920 while (inv) 934 while (inv)
921 { 935 {
925 || op->flag [FLAG_NO_DROP] 939 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 940 || op->type == RUNE
927 || op->type == TRAP 941 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 942 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 943 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 944 op->destroy ();
931 else 945 else
932 map->insert (op, x, y); 946 map->insert (op, x, y);
933 } 947 }
934 } 948 }
935} 949}
936 950
951/*
952 * Remove and free all objects in the inventory of the given object.
953 * Unlike destroy_inv, this assumes the *this is destroyed as well
954 * well, so we can (and have to!) take shortcuts.
955 */
956void
957object::destroy_inv_fast ()
958{
959 while (object *op = inv)
960 {
961 // remove from object the fast way
962 op->flag [FLAG_REMOVED] = true;
963 op->env = 0;
964 if ((inv = inv->below))
965 inv->above = 0;
966
967 // then destroy
968 op->destroy ();
969 }
970}
971
972void
973object::freelist_free (int count)
974{
975 while (count-- && freelist)
976 {
977 freelist_item *next = freelist->next;
978 // count is being "destroyed"
979
980 sfree ((char *)freelist, sizeof (object));
981
982 freelist = next;
983 --free_count;
984 }
985}
986
987object *
937object *object::create () 988object::create ()
938{ 989{
939 object *op = new object; 990 object *op;
991
992 if (freelist)
993 {
994 freelist_item li = *freelist;
995 memset (freelist, 0, sizeof (object));
996
997 op = new (freelist) object;
998 op->count = li.count;
999
1000 freelist = li.next;
1001 --free_count;
1002 }
1003 else
1004 {
1005 void *ni = salloc0<char> (sizeof (object));
1006
1007 op = new(ni) object;
1008
1009 op->count = ++object_count;
1010 }
1011
940 op->link (); 1012 op->link ();
1013
941 return op; 1014 return op;
942} 1015}
943 1016
1017void
1018object::do_delete ()
1019{
1020 uint32_t count = this->count;
1021
1022 this->~object ();
1023
1024 freelist_item *li = (freelist_item *)this;
1025 li->next = freelist;
1026 li->count = count;
1027
1028 freelist = li;
1029 ++free_count;
1030}
1031
944static struct freed_map : maptile 1032static struct freed_map : maptile
945{ 1033{
946 freed_map () 1034 freed_map ()
1035 : maptile (3, 3)
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;
951 height = 3;
952 nodrop = 1; 1039 no_drop = 1;
1040 no_reset = 1;
953 1041
954 alloc ();
955 in_memory = MAP_ACTIVE; 1042 in_memory = MAP_ACTIVE;
956 } 1043 }
957 1044
958 ~freed_map () 1045 ~freed_map ()
959 { 1046 {
963 1050
964void 1051void
965object::do_destroy () 1052object::do_destroy ()
966{ 1053{
967 if (flag [FLAG_IS_LINKED]) 1054 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1055 remove_link ();
969 1056
970 if (flag [FLAG_FRIENDLY]) 1057 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1058 remove_friendly_object (this);
972 1059
973 remove (); 1060 remove ();
998 attacked_by = 0; 1085 attacked_by = 0;
999 current_weapon = 0; 1086 current_weapon = 0;
1000} 1087}
1001 1088
1002void 1089void
1003object::destroy (bool destroy_inventory) 1090object::destroy ()
1004{ 1091{
1005 if (destroyed ()) 1092 if (destroyed ())
1006 return; 1093 return;
1007 1094
1008 if (!is_head () && !head->destroyed ()) 1095 if (!is_head () && !head->destroyed ())
1009 { 1096 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1097 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1098 head->destroy ();
1012 return; 1099 return;
1013 } 1100 }
1014 1101
1015 destroy_inv (!destroy_inventory); 1102 destroy_inv_fast ();
1016 1103
1017 if (is_head ()) 1104 if (is_head ())
1018 if (sound_destroy) 1105 if (sound_destroy)
1019 play_sound (sound_destroy); 1106 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1107 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1118 * the previous environment.
1032 */ 1119 */
1033void 1120void
1034object::do_remove () 1121object::do_remove ()
1035{ 1122{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1123 if (flag [FLAG_REMOVED])
1040 return; 1124 return;
1041 1125
1042 INVOKE_OBJECT (REMOVE, this); 1126 INVOKE_OBJECT (REMOVE, this);
1043 1127
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1139 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ()) 1140 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1141 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1142 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1143
1060 adjust_weight (env, -total_weight ()); 1144 adjust_weight (env, total_weight (), 0);
1061 1145
1062 // make sure cmov optimisation is applicable 1146 object *pl = in_player ();
1063 *(above ? &above->below : &env->inv) = below;
1064 *(below ? &below->above : &above ) = above; // &above is just a dummy
1065
1066 above = 0;
1067 below = 0;
1068 env = 0;
1069 1147
1070 /* we set up values so that it could be inserted into 1148 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1149 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1150 * to the caller to decide what we want to do.
1073 */ 1151 */
1074 map = env->map; 1152 map = env->map;
1075 x = env->x; 1153 x = env->x;
1076 y = env->y; 1154 y = env->y;
1077 1155
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1156 // make sure cmov optimisation is applicable
1079 * made to players inventory. If set, avoiding the call 1157 *(above ? &above->below : &env->inv) = below;
1080 * to save cpu time. 1158 *(below ? &below->above : &above ) = above; // &above is just a dummy
1159
1160 above = 0;
1161 below = 0;
1162 env = 0;
1163
1164 if (pl && pl->is_player ())
1081 */ 1165 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1166 if (expect_false (pl->contr->combat_ob == this))
1083 otmp->update_stats (); 1167 {
1168 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1169 pl->contr->combat_ob = 0;
1170 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1171 }
1172
1173 if (expect_false (pl->contr->ranged_ob == this))
1174 {
1175 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1176 pl->contr->ranged_ob = 0;
1177 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1178 }
1179
1180 pl->contr->queue_stats_update ();
1181
1182 if (expect_false (glow_radius) && pl->is_on_map ())
1183 update_all_los (pl->map, pl->x, pl->y);
1184 }
1084 } 1185 }
1085 else if (map) 1186 else if (map)
1086 { 1187 {
1087 map->dirty = true; 1188 map->dirty = true;
1088 mapspace &ms = this->ms (); 1189 mapspace &ms = this->ms ();
1089 1190
1090 if (object *pl = ms.player ()) 1191 if (object *pl = ms.player ())
1091 { 1192 {
1092 if (type == PLAYER) // this == pl(!) 1193 if (is_player ())
1093 { 1194 {
1195 if (!flag [FLAG_WIZPASS])
1196 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1197
1094 // leaving a spot always closes any open container on the ground 1198 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1199 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1200 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1201 // that the CLOSE event is being sent.
1098 close_container (); 1202 close_container ();
1099 1203
1100 --map->players; 1204 --map->players;
1101 map->touch (); 1205 map->touch ();
1102 } 1206 }
1103 else if (pl->container == this) 1207 else if (pl->container_ () == this)
1104 { 1208 {
1105 // removing a container should close it 1209 // removing a container should close it
1106 close_container (); 1210 close_container ();
1107 } 1211 }
1108 1212 else
1109 esrv_del_item (pl->contr, count); 1213 esrv_del_item (pl->contr, count);
1110 } 1214 }
1111 1215
1112 /* link the object above us */ 1216 /* link the object above us */
1113 // re-link, make sure compiler can easily use cmove 1217 // re-link, make sure compiler can easily use cmove
1114 *(above ? &above->below : &ms.top) = below; 1218 *(above ? &above->below : &ms.top) = below;
1115 *(below ? &below->above : &ms.bot) = above; 1219 *(below ? &below->above : &ms.bot) = above;
1116 1220
1117 above = 0; 1221 above = 0;
1118 below = 0; 1222 below = 0;
1119 1223
1224 ms.invalidate ();
1225
1120 if (map->in_memory == MAP_SAVING) 1226 if (map->in_memory == MAP_SAVING)
1121 return; 1227 return;
1122 1228
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1229 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1230
1125 if (object *pl = ms.player ()) 1231 if (object *pl = ms.player ())
1126 { 1232 {
1127 if (pl->container == this) 1233 if (pl->container_ () == this)
1128 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1130 * appropriately. 1236 * appropriately.
1131 */ 1237 */
1132 pl->close_container (); 1238 pl->close_container ();
1136 //TODO: update floorbox to preserve ordering 1242 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns) 1243 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update (); 1244 pl->contr->ns->floorbox_update ();
1139 } 1245 }
1140 1246
1247 if (check_walk_off)
1141 for (tmp = ms.bot; tmp; tmp = tmp->above) 1248 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1142 { 1249 {
1250 above = tmp->above;
1251
1143 /* No point updating the players look faces if he is the object 1252 /* No point updating the players look faces if he is the object
1144 * being removed. 1253 * being removed.
1145 */ 1254 */
1146 1255
1147 /* See if object moving off should effect something */ 1256 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off) 1257 if ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1258 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1151 {
1152 move_apply (tmp, this, 0); 1259 move_apply (tmp, this, 0);
1153
1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 } 1260 }
1157 1261
1158 last = tmp; 1262 if (affects_los ())
1159 }
1160
1161 /* last == NULL if there are no objects on this space */
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1263 update_all_los (map, x, y);
1170 } 1264 }
1171} 1265}
1172 1266
1173/* 1267/*
1197 esrv_update_item (UPD_NROF, pl, top); 1291 esrv_update_item (UPD_NROF, pl, top);
1198 1292
1199 op->weight = 0; // cancel the addition above 1293 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1294 op->carrying = 0; // must be 0 already
1201 1295
1202 op->destroy (1); 1296 op->destroy ();
1203 1297
1204 return top; 1298 return top;
1205 } 1299 }
1206 1300
1207 return 0; 1301 return 0;
1215 1309
1216 object *prev = this; 1310 object *prev = this;
1217 1311
1218 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1312 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 { 1313 {
1220 object *op = arch_to_object (at); 1314 object *op = at->instance ();
1221 1315
1222 op->name = name; 1316 op->name = name;
1223 op->name_pl = name_pl; 1317 op->name_pl = name_pl;
1224 op->title = title; 1318 op->title = title;
1225 1319
1235 * job preparing multi-part monsters. 1329 * job preparing multi-part monsters.
1236 */ 1330 */
1237object * 1331object *
1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1332insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1239{ 1333{
1334 op->remove ();
1335
1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1336 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1241 { 1337 {
1242 tmp->x = x + tmp->arch->x; 1338 tmp->x = x + tmp->arch->x;
1243 tmp->y = y + tmp->arch->y; 1339 tmp->y = y + tmp->arch->y;
1244 } 1340 }
1261 * Passing 0 for flag gives proper default values, so flag really only needs 1357 * Passing 0 for flag gives proper default values, so flag really only needs
1262 * to be set if special handling is needed. 1358 * to be set if special handling is needed.
1263 * 1359 *
1264 * Return value: 1360 * Return value:
1265 * new object if 'op' was merged with other object 1361 * new object if 'op' was merged with other object
1266 * NULL if 'op' was destroyed 1362 * NULL if there was an error (destroyed, blocked etc.)
1267 * just 'op' otherwise 1363 * just 'op' otherwise
1268 */ 1364 */
1269object * 1365object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1366insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1367{
1272 assert (!op->flag [FLAG_FREED]);
1273
1274 op->remove (); 1368 op->remove ();
1369
1370 if (m == &freed_map)//D TODO: remove soon
1371 {//D
1372 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1373 }//D
1275 1374
1276 /* Ideally, the caller figures this out. However, it complicates a lot 1375 /* Ideally, the caller figures this out. However, it complicates a lot
1277 * of areas of callers (eg, anything that uses find_free_spot would now 1376 * of areas of callers (eg, anything that uses find_free_spot would now
1278 * need extra work 1377 * need extra work
1279 */ 1378 */
1379 maptile *newmap = m;
1280 if (!xy_normalise (m, op->x, op->y)) 1380 if (!xy_normalise (newmap, op->x, op->y))
1281 { 1381 {
1282 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1382 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1283 return 0; 1383 return 0;
1284 } 1384 }
1285 1385
1286 if (object *more = op->more) 1386 if (object *more = op->more)
1287 if (!insert_ob_in_map (more, m, originator, flag)) 1387 if (!insert_ob_in_map (more, m, originator, flag))
1288 return 0; 1388 return 0;
1289 1389
1290 CLEAR_FLAG (op, FLAG_REMOVED); 1390 op->flag [FLAG_REMOVED] = false;
1291 1391 op->env = 0;
1292 op->map = m; 1392 op->map = newmap;
1393
1293 mapspace &ms = op->ms (); 1394 mapspace &ms = op->ms ();
1294 1395
1295 /* this has to be done after we translate the coordinates. 1396 /* this has to be done after we translate the coordinates.
1296 */ 1397 */
1297 if (op->nrof && !(flag & INS_NO_MERGE)) 1398 if (op->nrof && !(flag & INS_NO_MERGE))
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1399 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (object::can_merge (op, tmp)) 1400 if (object::can_merge (op, tmp))
1300 { 1401 {
1301 // TODO: we atcually want to update tmp, not op, 1402 // TODO: we actually want to update tmp, not op,
1302 // but some caller surely breaks when we return tmp 1403 // but some caller surely breaks when we return tmp
1303 // from here :/ 1404 // from here :/
1304 op->nrof += tmp->nrof; 1405 op->nrof += tmp->nrof;
1305 tmp->destroy (1); 1406 tmp->destroy ();
1306 } 1407 }
1307 1408
1308 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1409 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1309 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1410 op->clr_flag (FLAG_INV_LOCKED);
1310 1411
1311 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1412 if (!op->flag [FLAG_ALIVE])
1312 CLEAR_FLAG (op, FLAG_NO_STEAL); 1413 op->clr_flag (FLAG_NO_STEAL);
1313 1414
1314 if (flag & INS_BELOW_ORIGINATOR) 1415 if (flag & INS_BELOW_ORIGINATOR)
1315 { 1416 {
1316 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1417 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1317 { 1418 {
1318 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1419 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1319 abort (); 1420 abort ();
1320 } 1421 }
1321 1422
1423 if (!originator->is_on_map ())
1424 {
1425 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1426 op->debug_desc (), originator->debug_desc ());
1427 abort ();
1428 }
1429
1322 op->above = originator; 1430 op->above = originator;
1323 op->below = originator->below; 1431 op->below = originator->below;
1324
1325 if (op->below)
1326 op->below->above = op;
1327 else
1328 ms.bot = op;
1329
1330 /* since *below* originator, no need to update top */
1331 originator->below = op; 1432 originator->below = op;
1433
1434 *(op->below ? &op->below->above : &ms.bot) = op;
1332 } 1435 }
1333 else 1436 else
1334 { 1437 {
1335 object *top, *floor = NULL; 1438 object *floor = 0;
1336 1439 object *top = ms.top;
1337 top = ms.bot;
1338 1440
1339 /* If there are other objects, then */ 1441 /* If there are other objects, then */
1340 if (top) 1442 if (top)
1341 { 1443 {
1342 object *last = 0;
1343
1344 /* 1444 /*
1345 * If there are multiple objects on this space, we do some trickier handling. 1445 * If there are multiple objects on this space, we do some trickier handling.
1346 * We've already dealt with merging if appropriate. 1446 * We've already dealt with merging if appropriate.
1347 * Generally, we want to put the new object on top. But if 1447 * Generally, we want to put the new object on top. But if
1348 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1448 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1351 * once we get to them. This reduces the need to traverse over all of 1451 * once we get to them. This reduces the need to traverse over all of
1352 * them when adding another one - this saves quite a bit of cpu time 1452 * them when adding another one - this saves quite a bit of cpu time
1353 * when lots of spells are cast in one area. Currently, it is presumed 1453 * when lots of spells are cast in one area. Currently, it is presumed
1354 * that flying non pickable objects are spell objects. 1454 * that flying non pickable objects are spell objects.
1355 */ 1455 */
1356 for (top = ms.bot; top; top = top->above) 1456 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 { 1457 {
1358 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1458 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1359 floor = top; 1459 floor = tmp;
1360 1460
1361 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1461 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1362 { 1462 {
1363 /* We insert above top, so we want this object below this */ 1463 /* We insert above top, so we want this object below this */
1364 top = top->below; 1464 top = tmp->below;
1365 break; 1465 break;
1366 } 1466 }
1367 1467
1368 last = top; 1468 top = tmp;
1369 } 1469 }
1370
1371 /* Don't want top to be NULL, so set it to the last valid object */
1372 top = last;
1373 1470
1374 /* We let update_position deal with figuring out what the space 1471 /* We let update_position deal with figuring out what the space
1375 * looks like instead of lots of conditions here. 1472 * looks like instead of lots of conditions here.
1376 * makes things faster, and effectively the same result. 1473 * makes things faster, and effectively the same result.
1377 */ 1474 */
1384 */ 1481 */
1385 if (!(flag & INS_ON_TOP) 1482 if (!(flag & INS_ON_TOP)
1386 && ms.flags () & P_BLOCKSVIEW 1483 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility)) 1484 && (op->face && !faces [op->face].visibility))
1388 { 1485 {
1486 object *last;
1487
1389 for (last = top; last != floor; last = last->below) 1488 for (last = top; last != floor; last = last->below)
1390 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1489 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1391 break; 1490 break;
1392 1491
1393 /* Check to see if we found the object that blocks view, 1492 /* Check to see if we found the object that blocks view,
1394 * and make sure we have a below pointer for it so that 1493 * and make sure we have a below pointer for it so that
1395 * we can get inserted below this one, which requires we 1494 * we can get inserted below this one, which requires we
1401 } /* If objects on this space */ 1500 } /* If objects on this space */
1402 1501
1403 if (flag & INS_ABOVE_FLOOR_ONLY) 1502 if (flag & INS_ABOVE_FLOOR_ONLY)
1404 top = floor; 1503 top = floor;
1405 1504
1406 /* Top is the object that our object (op) is going to get inserted above. 1505 // insert object above top, or bottom-most if top = 0
1407 */
1408
1409 /* First object on this space */
1410 if (!top) 1506 if (!top)
1411 { 1507 {
1508 op->below = 0;
1412 op->above = ms.bot; 1509 op->above = ms.bot;
1413
1414 if (op->above)
1415 op->above->below = op;
1416
1417 op->below = 0;
1418 ms.bot = op; 1510 ms.bot = op;
1511
1512 *(op->above ? &op->above->below : &ms.top) = op;
1419 } 1513 }
1420 else 1514 else
1421 { /* get inserted into the stack above top */ 1515 {
1422 op->above = top->above; 1516 op->above = top->above;
1423
1424 if (op->above)
1425 op->above->below = op; 1517 top->above = op;
1426 1518
1427 op->below = top; 1519 op->below = top;
1428 top->above = op; 1520 *(op->above ? &op->above->below : &ms.top) = op;
1429 } 1521 }
1522 }
1430 1523
1431 if (!op->above) 1524 if (op->is_player ())
1432 ms.top = op;
1433 } /* else not INS_BELOW_ORIGINATOR */
1434
1435 if (op->type == PLAYER)
1436 { 1525 {
1437 op->contr->do_los = 1; 1526 op->contr->do_los = 1;
1438 ++op->map->players; 1527 ++op->map->players;
1439 op->map->touch (); 1528 op->map->touch ();
1440 } 1529 }
1455 * be far away from this change and not affected in any way - 1544 * be far away from this change and not affected in any way -
1456 * this should get redone to only look for players within range, 1545 * this should get redone to only look for players within range,
1457 * or just updating the P_UPTODATE for spaces within this area 1546 * or just updating the P_UPTODATE for spaces within this area
1458 * of effect may be sufficient. 1547 * of effect may be sufficient.
1459 */ 1548 */
1460 if (op->map->darkness && (op->glow_radius != 0)) 1549 if (op->affects_los ())
1550 {
1551 op->ms ().invalidate ();
1461 update_all_los (op->map, op->x, op->y); 1552 update_all_los (op->map, op->x, op->y);
1553 }
1462 1554
1463 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1555 /* updates flags (blocked, alive, no magic, etc) for this map space */
1464 update_object (op, UP_OBJ_INSERT); 1556 update_object (op, UP_OBJ_INSERT);
1465 1557
1466 INVOKE_OBJECT (INSERT, op); 1558 INVOKE_OBJECT (INSERT, op);
1473 * blocked() and wall() work properly), and these flags are updated by 1565 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object(). 1566 * update_object().
1475 */ 1567 */
1476 1568
1477 /* if this is not the head or flag has been passed, don't check walk on status */ 1569 /* if this is not the head or flag has been passed, don't check walk on status */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1570 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1479 { 1571 {
1480 if (check_move_on (op, originator)) 1572 if (check_move_on (op, originator, flag))
1481 return 0; 1573 return 0;
1482 1574
1483 /* If we are a multi part object, lets work our way through the check 1575 /* If we are a multi part object, let's work our way through the check
1484 * walk on's. 1576 * walk on's.
1485 */ 1577 */
1486 for (object *tmp = op->more; tmp; tmp = tmp->more) 1578 for (object *tmp = op->more; tmp; tmp = tmp->more)
1487 if (check_move_on (tmp, originator)) 1579 if (check_move_on (tmp, originator, flag))
1488 return 0; 1580 return 0;
1489 } 1581 }
1490 1582
1491 return op; 1583 return op;
1492} 1584}
1494/* this function inserts an object in the map, but if it 1586/* this function inserts an object in the map, but if it
1495 * finds an object of its own type, it'll remove that one first. 1587 * finds an object of its own type, it'll remove that one first.
1496 * op is the object to insert it under: supplies x and the map. 1588 * op is the object to insert it under: supplies x and the map.
1497 */ 1589 */
1498void 1590void
1499replace_insert_ob_in_map (const char *arch_string, object *op) 1591replace_insert_ob_in_map (shstr_tmp archname, object *op)
1500{ 1592{
1501 /* first search for itself and remove any old instances */ 1593 /* first search for itself and remove any old instances */
1502 1594
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1595 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1596 if (tmp->arch->archname == archname) /* same archetype */
1505 tmp->destroy (1); 1597 tmp->destroy ();
1506 1598
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1599 object *tmp = archetype::find (archname)->instance ();
1508 1600
1509 tmp->x = op->x; 1601 tmp->x = op->x;
1510 tmp->y = op->y; 1602 tmp->y = op->y;
1511 1603
1512 insert_ob_in_map (tmp, op->map, op, 0); 1604 insert_ob_in_map (tmp, op->map, op, 0);
1517{ 1609{
1518 if (where->env) 1610 if (where->env)
1519 return where->env->insert (this); 1611 return where->env->insert (this);
1520 else 1612 else
1521 return where->map->insert (this, where->x, where->y, originator, flags); 1613 return where->map->insert (this, where->x, where->y, originator, flags);
1614}
1615
1616// check whether we can put this into the map, respect max_volume, max_items
1617bool
1618object::can_drop_at (maptile *m, int x, int y, object *originator)
1619{
1620 mapspace &ms = m->at (x, y);
1621
1622 int items = ms.items ();
1623
1624 if (!items // testing !items ensures we can drop at least one item
1625 || (items < m->max_items
1626 && ms.volume () < m->max_volume))
1627 return true;
1628
1629 if (originator && originator->is_player ())
1630 originator->contr->failmsgf (
1631 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1632 query_name ()
1633 );
1634
1635 return false;
1522} 1636}
1523 1637
1524/* 1638/*
1525 * decrease(object, number) decreases a specified number from 1639 * decrease(object, number) decreases a specified number from
1526 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1534 if (!nr) 1648 if (!nr)
1535 return true; 1649 return true;
1536 1650
1537 nr = min (nr, nrof); 1651 nr = min (nr, nrof);
1538 1652
1653 if (nrof > nr)
1654 {
1655 sint64 oweight = total_weight ();
1656
1539 nrof -= nr; 1657 nrof -= nr;
1540
1541 if (nrof)
1542 {
1543 adjust_weight (env, -weight * nr); // carrying == 0
1544 1658
1545 if (object *pl = visible_to ()) 1659 if (object *pl = visible_to ())
1546 esrv_update_item (UPD_NROF, pl, this); 1660 esrv_update_item (UPD_NROF, pl, this);
1547 1661
1662 adjust_weight (env, oweight, total_weight ());
1663
1548 return true; 1664 return true;
1549 } 1665 }
1550 else 1666 else
1551 { 1667 {
1552 destroy (1); 1668 destroy ();
1553 return false; 1669 return false;
1554 } 1670 }
1555} 1671}
1556 1672
1557/* 1673/*
1626 if (op->nrof) 1742 if (op->nrof)
1627 for (object *tmp = inv; tmp; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1628 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1629 { 1745 {
1630 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1631 (client needs the original object) */ 1747 (client prefers the original object) */
1748
1749 // carring must be 0 for mergable objects
1750 sint64 oweight = tmp->weight * tmp->nrof;
1751
1632 tmp->nrof += op->nrof; 1752 tmp->nrof += op->nrof;
1633 1753
1634 if (object *pl = tmp->visible_to ()) 1754 if (object *pl = tmp->visible_to ())
1635 esrv_update_item (UPD_NROF, pl, tmp); 1755 esrv_update_item (UPD_NROF, pl, tmp);
1636 1756
1637 adjust_weight (this, op->total_weight ()); 1757 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1638 1758
1639 op->destroy (1); 1759 op->destroy ();
1640 op = tmp; 1760 op = tmp;
1641 goto inserted; 1761 goto inserted;
1642 } 1762 }
1643 1763
1644 op->owner = 0; // it's his/hers now. period. 1764 op->owner = 0; // it's his/hers now. period.
1658 op->flag [FLAG_REMOVED] = 0; 1778 op->flag [FLAG_REMOVED] = 0;
1659 1779
1660 if (object *pl = op->visible_to ()) 1780 if (object *pl = op->visible_to ())
1661 esrv_send_item (pl, op); 1781 esrv_send_item (pl, op);
1662 1782
1663 adjust_weight (this, op->total_weight ()); 1783 adjust_weight (this, 0, op->total_weight ());
1664 1784
1665inserted: 1785inserted:
1666 /* reset the light list and los of the players on the map */ 1786 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness) 1787 if (op->glow_radius && is_on_map ())
1788 {
1789 update_stats ();
1668 update_all_los (map, x, y); 1790 update_all_los (map, x, y);
1669 1791 }
1792 else if (is_player ())
1670 // if this is a player's inventory, update stats 1793 // if this is a player's inventory, update stats
1671 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1794 contr->queue_stats_update ();
1672 update_stats ();
1673 1795
1674 INVOKE_OBJECT (INSERT, this); 1796 INVOKE_OBJECT (INSERT, this);
1675 1797
1676 return op; 1798 return op;
1677} 1799}
1695 * MSW 2001-07-08: Check all objects on space, not just those below 1817 * MSW 2001-07-08: Check all objects on space, not just those below
1696 * object being inserted. insert_ob_in_map may not put new objects 1818 * object being inserted. insert_ob_in_map may not put new objects
1697 * on top. 1819 * on top.
1698 */ 1820 */
1699int 1821int
1700check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator, int flags)
1701{ 1823{
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1702 object *tmp; 1827 object *tmp;
1703 maptile *m = op->map; 1828 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1829 int x = op->x, y = op->y;
1705 1830
1706 MoveType move_on, move_slow, move_block; 1831 mapspace &ms = m->at (x, y);
1707 1832
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1833 ms.update ();
1709 return 0;
1710 1834
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1835 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1836 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1837 MoveType move_block = ms.move_block;
1714 1838
1715 /* if nothing on this space will slow op down or be applied, 1839 /* if nothing on this space will slow op down or be applied,
1716 * no need to do checking below. have to make sure move_type 1840 * no need to do checking below. have to make sure move_type
1717 * is set, as lots of objects don't have it set - we treat that 1841 * is set, as lots of objects don't have it set - we treat that
1718 * as walking. 1842 * as walking.
1729 return 0; 1853 return 0;
1730 1854
1731 /* The objects have to be checked from top to bottom. 1855 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1856 * Hence, we first go to the top:
1733 */ 1857 */
1734 1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1859 {
1860 next = tmp->below;
1744 1861
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1862 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1863 continue; /* Can't apply yourself */
1749 1864
1750 /* Check to see if one of the movement types should be slowed down. 1865 /* Check to see if one of the movement types should be slowed down.
1751 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1752 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1753 * space doesn't slow down swimming (for example), if you can't actually 1868 * space doesn't slow down swimming (for example), if you can't actually
1754 * swim on that space, can't use it to avoid the penalty. 1869 * swim on that space, can't use it to avoid the penalty.
1755 */ 1870 */
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1871 if (!op->flag [FLAG_WIZPASS])
1757 { 1872 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 { 1875 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1877
1765 if (op->type == PLAYER) 1878 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1879 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1880 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1881 diff /= 4.0;
1769 1882
1770 op->speed_left -= diff; 1883 op->speed_left -= diff;
1771 } 1884 }
1772 } 1885 }
1773 1886
1774 /* Basically same logic as above, except now for actual apply. */ 1887 /* Basically same logic as above, except now for actual apply. */
1775 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1776 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1889 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1777 { 1890 {
1891 if ((flags & INS_NO_AUTO_EXIT)
1892 && (tmp->type == EXIT || tmp->type == TELEPORTER
1893 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1894 continue;
1895
1778 move_apply (tmp, op, originator); 1896 move_apply (tmp, op, originator);
1779 1897
1780 if (op->destroyed ()) 1898 if (op->destroyed ())
1781 return 1; 1899 return 1;
1782 1900
1894void 2012void
1895flag_inv (object *op, int flag) 2013flag_inv (object *op, int flag)
1896{ 2014{
1897 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2015 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 { 2016 {
1899 SET_FLAG (tmp, flag); 2017 tmp->set_flag (flag);
1900 flag_inv (tmp, flag); 2018 flag_inv (tmp, flag);
1901 } 2019 }
1902} 2020}
1903 2021
1904/* 2022/*
1907void 2025void
1908unflag_inv (object *op, int flag) 2026unflag_inv (object *op, int flag)
1909{ 2027{
1910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2028 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 { 2029 {
1912 CLEAR_FLAG (tmp, flag); 2030 tmp->clr_flag (flag);
1913 unflag_inv (tmp, flag); 2031 unflag_inv (tmp, flag);
1914 } 2032 }
1915} 2033}
1916 2034
1917/* 2035/*
1978 * head of the object should correspond for the entire object. 2096 * head of the object should correspond for the entire object.
1979 */ 2097 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2098 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 2099 continue;
1982 2100
1983 if (ob->blocked (m, pos.x, pos.y)) 2101 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 2102 continue;
1985 2103
1986 altern [index++] = i; 2104 altern [index++] = i;
1987 } 2105 }
1988 2106
2056 * there is capable of. 2174 * there is capable of.
2057 */ 2175 */
2058int 2176int
2059find_dir (maptile *m, int x, int y, object *exclude) 2177find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2178{
2061 int i, max = SIZEOFFREE, mflags; 2179 int max = SIZEOFFREE, mflags;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2180 MoveType move_type;
2068 2181
2069 if (exclude && exclude->head_ () != exclude) 2182 if (exclude && exclude->head_ () != exclude)
2070 { 2183 {
2071 exclude = exclude->head; 2184 exclude = exclude->head;
2072 move_type = exclude->move_type; 2185 move_type = exclude->move_type;
2075 { 2188 {
2076 /* If we don't have anything, presume it can use all movement types. */ 2189 /* If we don't have anything, presume it can use all movement types. */
2077 move_type = MOVE_ALL; 2190 move_type = MOVE_ALL;
2078 } 2191 }
2079 2192
2080 for (i = 1; i < max; i++) 2193 for (int i = 1; i < max; i++)
2081 { 2194 {
2082 mp = m; 2195 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2196 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2197
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2198 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2199 max = maxfree[i];
2090 else 2200 else
2091 { 2201 {
2092 mapspace &ms = mp->at (nx, ny); 2202 mapspace &ms = *pos;
2093 2203
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2204 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2205 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2206 else if (ms.flags () & P_IS_ALIVE)
2099 { 2207 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2208 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2209 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2210 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2211 return freedir [i];
2107 } 2212 }
2108 } 2213 }
2109 } 2214 }
2110 2215
2111 return 0; 2216 return 0;
2120{ 2225{
2121 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2226 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2122} 2227}
2123 2228
2124/* 2229/*
2125 * find_dir_2(delta-x,delta-y) will return a direction in which 2230 * find_dir_2(delta-x,delta-y) will return a direction value
2126 * an object which has subtracted the x and y coordinates of another 2231 * for running into direct [dx, dy].
2127 * object, needs to travel toward it. 2232 * (the opposite of crossfire's find_dir_2!)
2128 */ 2233 */
2129int 2234int
2130find_dir_2 (int x, int y) 2235find_dir_2 (int x, int y)
2131{ 2236{
2237#if 1 // new algorithm
2238 // this works by putting x, y into 16 sectors, which
2239 // are not equal sized, but are a better approximation
2240 // then the old algorithm, and then using a mapping
2241 // table to map it into a direction value.
2242 // basically, it maps these comparisons to each bit
2243 // bit #3: x < 0
2244 // bit #2: y < 0
2245 // bit #1: x > y
2246 // bit #0: x > 2y
2247
2248 static const uint8 dir[16] = {
2249 4, 5, 4, 3,
2250 2, 1, 2, 3,
2251 6, 5, 6, 7,
2252 8, 1, 8, 7,
2253 };
2254 int sector = 0;
2255
2256 // this is a bit ugly, but more likely to result in branchless code
2257 sector |= x < 0 ? 8 : 0;
2258 x = x < 0 ? -x : x; // abs
2259
2260 sector |= y < 0 ? 4 : 0;
2261 y = y < 0 ? -y : y; // abs
2262
2263 if (x > y)
2264 {
2265 sector |= 2;
2266
2267 if (x > y * 2)
2268 sector |= 1;
2269 }
2270 else
2271 {
2272 if (y > x * 2)
2273 sector |= 1;
2274 else if (!y)
2275 return 0; // x == 0 here
2276 }
2277
2278 return dir [sector];
2279#else // old algorithm
2132 int q; 2280 int q;
2133 2281
2134 if (y) 2282 if (y)
2135 q = x * 100 / y; 2283 q = 128 * x / y;
2136 else if (x) 2284 else if (x)
2137 q = -300 * x; 2285 q = -512 * x; // to make it > 309
2138 else 2286 else
2139 return 0; 2287 return 0;
2140 2288
2141 if (y > 0) 2289 if (y > 0)
2142 { 2290 {
2143 if (q < -242) 2291 if (q < -309) return 7;
2292 if (q < -52) return 6;
2293 if (q < 52) return 5;
2294 if (q < 309) return 4;
2295
2144 return 3; 2296 return 3;
2145 if (q < -41) 2297 }
2146 return 2; 2298 else
2147 if (q < 41) 2299 {
2148 return 1; 2300 if (q < -309) return 3;
2149 if (q < 242) 2301 if (q < -52) return 2;
2150 return 8; 2302 if (q < 52) return 1;
2303 if (q < 309) return 8;
2304
2151 return 7; 2305 return 7;
2152 } 2306 }
2153 2307#endif
2154 if (q < -242)
2155 return 7;
2156 if (q < -41)
2157 return 6;
2158 if (q < 41)
2159 return 5;
2160 if (q < 242)
2161 return 4;
2162
2163 return 3;
2164} 2308}
2165 2309
2166/* 2310/*
2167 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2311 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2168 * between two directions (which are expected to be absolute (see absdir()) 2312 * between two directions (which are expected to be absolute (see absdir())
2169 */ 2313 */
2170int 2314int
2171dirdiff (int dir1, int dir2) 2315dirdiff (int dir1, int dir2)
2172{ 2316{
2173 int d;
2174
2175 d = abs (dir1 - dir2); 2317 int d = abs (dir1 - dir2);
2176 if (d > 4)
2177 d = 8 - d;
2178 2318
2179 return d; 2319 return d > 4 ? 8 - d : d;
2180} 2320}
2181 2321
2182/* peterm: 2322/* peterm:
2183 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2323 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2184 * Basically, this is a table of directions, and what directions 2324 * Basically, this is a table of directions, and what directions
2186 * This basically means that if direction is 15, then it could either go 2326 * This basically means that if direction is 15, then it could either go
2187 * direction 4, 14, or 16 to get back to where we are. 2327 * direction 4, 14, or 16 to get back to where we are.
2188 * Moved from spell_util.c to object.c with the other related direction 2328 * Moved from spell_util.c to object.c with the other related direction
2189 * functions. 2329 * functions.
2190 */ 2330 */
2191int reduction_dir[SIZEOFFREE][3] = { 2331static const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2332 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2333 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2334 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2335 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2336 {0, 0, 0}, /* 4 */
2290 * Add a check so we can't pick up invisible objects (0.93.8) 2430 * Add a check so we can't pick up invisible objects (0.93.8)
2291 */ 2431 */
2292int 2432int
2293can_pick (const object *who, const object *item) 2433can_pick (const object *who, const object *item)
2294{ 2434{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*who->flag [FLAG_WIZ]|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2437 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298} 2438}
2299 2439
2300/* 2440/*
2301 * create clone from object to another 2441 * create clone from object to another
2302 */ 2442 */
2334 return tmp; 2474 return tmp;
2335 2475
2336 return 0; 2476 return 0;
2337} 2477}
2338 2478
2339const shstr & 2479shstr_tmp
2340object::kv_get (const shstr &key) const 2480object::kv_get (shstr_tmp key) const
2341{ 2481{
2342 for (key_value *kv = key_values; kv; kv = kv->next) 2482 for (key_value *kv = key_values; kv; kv = kv->next)
2343 if (kv->key == key) 2483 if (kv->key == key)
2344 return kv->value; 2484 return kv->value;
2345 2485
2346 return shstr_null; 2486 return shstr ();
2347} 2487}
2348 2488
2349void 2489void
2350object::kv_set (const shstr &key, const shstr &value) 2490object::kv_set (shstr_tmp key, shstr_tmp value)
2351{ 2491{
2352 for (key_value *kv = key_values; kv; kv = kv->next) 2492 for (key_value *kv = key_values; kv; kv = kv->next)
2353 if (kv->key == key) 2493 if (kv->key == key)
2354 { 2494 {
2355 kv->value = value; 2495 kv->value = value;
2364 2504
2365 key_values = kv; 2505 key_values = kv;
2366} 2506}
2367 2507
2368void 2508void
2369object::kv_del (const shstr &key) 2509object::kv_del (shstr_tmp key)
2370{ 2510{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2511 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key) 2512 if ((*kvp)->key == key)
2373 { 2513 {
2374 key_value *kv = *kvp; 2514 key_value *kv = *kvp;
2433{ 2573{
2434 char flagdesc[512]; 2574 char flagdesc[512];
2435 char info2[256 * 4]; 2575 char info2[256 * 4];
2436 char *p = info; 2576 char *p = info;
2437 2577
2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2578 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2439 count, 2579 count,
2440 uuid.c_str (), 2580 uuid.c_str (),
2441 &name, 2581 &name,
2442 title ? "\",title:\"" : "", 2582 title ? ",title:\"" : "",
2443 title ? (const char *)title : "", 2583 title ? (const char *)title : "",
2584 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type); 2585 flag_desc (flagdesc, 512), type);
2445 2586
2446 if (!flag[FLAG_REMOVED] && env) 2587 if (!flag[FLAG_REMOVED] && env)
2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2448 2589
2464struct region * 2605struct region *
2465object::region () const 2606object::region () const
2466{ 2607{
2467 return map ? map->region (x, y) 2608 return map ? map->region (x, y)
2468 : region::default_region (); 2609 : region::default_region ();
2469}
2470
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478} 2610}
2479 2611
2480void 2612void
2481object::open_container (object *new_container) 2613object::open_container (object *new_container)
2482{ 2614{
2504 container = 0; 2636 container = 0;
2505 2637
2506 // client needs item update to make it work, client bug requires this to be separate 2638 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2639 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2640
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2642 play_sound (sound_find ("chest_close"));
2511 } 2643 }
2512 2644
2513 if (new_container) 2645 if (new_container)
2514 { 2646 {
2518 // TODO: this does not seem to serve any purpose anymore? 2650 // TODO: this does not seem to serve any purpose anymore?
2519#if 0 2651#if 0
2520 // insert the "Close Container" object. 2652 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch) 2653 if (archetype *closer = new_container->other_arch)
2522 { 2654 {
2523 object *closer = arch_to_object (new_container->other_arch); 2655 object *closer = new_container->other_arch->instance ();
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2656 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2657 new_container->insert (closer);
2526 } 2658 }
2527#endif 2659#endif
2528 2660
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2662
2531 // make sure the container is available, client bug requires this to be separate 2663 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2664 esrv_send_item (this, new_container);
2533 2665
2534 new_container->flag [FLAG_APPLIED] = true; 2666 new_container->flag [FLAG_APPLIED] = true;
2542// else if (!old_container->env && contr && contr->ns) 2674// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2675// contr->ns->floorbox_reset ();
2544} 2676}
2545 2677
2546object * 2678object *
2547object::force_find (const shstr name) 2679object::force_find (shstr_tmp name)
2548{ 2680{
2549 /* cycle through his inventory to look for the MARK we want to 2681 /* cycle through his inventory to look for the MARK we want to
2550 * place 2682 * place
2551 */ 2683 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2684 for (object *tmp = inv; tmp; tmp = tmp->below)
2554 return splay (tmp); 2686 return splay (tmp);
2555 2687
2556 return 0; 2688 return 0;
2557} 2689}
2558 2690
2691//-GPL
2692
2559void 2693void
2694object::force_set_timer (int duration)
2695{
2696 this->duration = 1;
2697 this->speed_left = -1.f;
2698
2699 this->set_speed (duration ? 1.f / duration : 0.f);
2700}
2701
2702object *
2560object::force_add (const shstr name, int duration) 2703object::force_add (shstr_tmp name, int duration)
2561{ 2704{
2562 if (object *force = force_find (name)) 2705 if (object *force = force_find (name))
2563 force->destroy (); 2706 force->destroy ();
2564 2707
2565 object *force = get_archetype (FORCE_NAME); 2708 object *force = get_archetype (FORCE_NAME);
2566 2709
2567 force->slaying = name; 2710 force->slaying = name;
2568 force->stats.food = 1; 2711 force->force_set_timer (duration);
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2712 force->flag [FLAG_APPLIED] = true;
2574 2713
2575 insert (force); 2714 return insert (force);
2576} 2715}
2577 2716
2578void 2717void
2579object::play_sound (faceidx sound) 2718object::play_sound (faceidx sound) const
2580{ 2719{
2581 if (!sound) 2720 if (!sound)
2582 return; 2721 return;
2583 2722
2584 if (flag [FLAG_REMOVED]) 2723 if (is_on_map ())
2724 map->play_sound (sound, x, y);
2725 else if (object *pl = in_player ())
2726 pl->contr->play_sound (sound);
2727}
2728
2729void
2730object::say_msg (const char *msg) const
2731{
2732 if (is_on_map ())
2733 map->say_msg (msg, x, y);
2734 else if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736}
2737
2738void
2739object::make_noise ()
2740{
2741 // we do not model noise in the map, so instead put
2742 // a temporary light into the noise source
2743 // could use the map instead, but that's less reliable for our
2744 // goal, which is to make invisibility a bit harder to exploit
2745
2746 // currently only works sensibly for players
2747 if (!is_player ())
2585 return; 2748 return;
2586 2749
2587 if (env) 2750 // find old force, or create new one
2588 { 2751 object *force = force_find (shstr_noise_force);
2589 if (object *pl = in_player ()) 2752
2590 pl->contr->play_sound (sound); 2753 if (force)
2591 } 2754 force->speed_left = -1.f; // patch old speed up
2592 else 2755 else
2593 map->play_sound (sound, x, y); 2756 {
2594} 2757 force = archetype::get (shstr_noise_force);
2595 2758
2759 force->slaying = shstr_noise_force;
2760 force->stats.food = 1;
2761 force->speed_left = -1.f;
2762
2763 force->set_speed (1.f / 4.f);
2764 force->flag [FLAG_IS_USED_UP] = true;
2765 force->flag [FLAG_APPLIED] = true;
2766
2767 insert (force);
2768 }
2769}
2770
2771void object::change_move_type (MoveType mt)
2772{
2773 if (move_type == mt)
2774 return;
2775
2776 if (is_on_map ())
2777 {
2778 // we are on the map, so handle move_on/off effects
2779 remove ();
2780 move_type = mt;
2781 map->insert (this, x, y, this);
2782 }
2783 else
2784 move_type = mt;
2785}
2786
2787/* object should be a player.
2788 * we return the object the player has marked with the 'mark' command
2789 * below. If no match is found (or object has changed), we return
2790 * NULL. We leave it up to the calling function to print messages if
2791 * nothing is found.
2792 */
2793object *
2794object::mark () const
2795{
2796 if (contr && contr->mark && contr->mark->env == this)
2797 return contr->mark;
2798 else
2799 return 0;
2800}
2801

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