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 1.247 by root, Mon Jul 14 18:36:43 2008 UTC vs.
Revision 1.345 by root, Sun May 1 16:58:15 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
66static void 95static void
67write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
68{ 97{
69 CALL_BEGIN (2); 98 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 102 CALL_END;
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
82 111
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 131 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
104 133
105 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
106 { 135 {
133 162
134void 163void
135UUID::init () 164UUID::init ()
136{ 165{
137 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
138} 232}
139 233
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 235static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
143{ 237{
144 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
145 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
146 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
147 */ 241 */
148 242
149 /* For each field in wants, */ 243 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
152 return false; 246 return false;
153 247
154 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
155 return true; 249 return true;
156} 250}
178 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
179 * check weight 273 * check weight
180 */ 274 */
181bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
182{ 276{
183 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
184 if (ob1 == ob2 278 if (ob1 == ob2
185 || ob1->type != ob2->type 279 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 280 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 284 return 0;
190 285
191 /* Do not merge objects if nrof would overflow. First part checks 286 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 287 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 288 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; 289 return 0;
198 290
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* 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 292 * 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 293 * 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 294 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 295 * flags lose any meaning.
204 */ 296 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
207 299
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
210 302
211 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 304 || ob1->name != ob2->name
213 || ob1->title != ob2->title 305 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
217 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 312 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
223 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
225 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 328 return 0;
237 329
238 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 331 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 332 .reset (FLAG_REMOVED)
242 .any ()) 333 .any ())
243 return 0; 334 return 0;
244 335
245 /* This is really a spellbook check - we should in general 336 /* This is really a spellbook check - we should in general
264 355
265 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
266 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
267 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
268 */ 359 */
269 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
270 return 0; 361 return 0;
271 362
272 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
273 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
274 * check? 365 * check?
275 */ 366 */
276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
277 return 0; 368 return 0;
278 369
279 switch (ob1->type) 370 switch (ob1->type)
280 { 371 {
281 case SCROLL: 372 case SCROLL:
282 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
283 return 0; 374 return 0;
284 break; 375 break;
285 } 376 }
286 377
287 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
288 { 379 {
289 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
290 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
291 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
292 383
293 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
294 return 0; 385 return 0;
295 } 386 }
327 { 418 {
328 // see if we are in a container of sorts 419 // see if we are in a container of sorts
329 if (env) 420 if (env)
330 { 421 {
331 // the player inventory itself is always visible 422 // the player inventory itself is always visible
332 if (env->type == PLAYER) 423 if (env->is_player ())
333 return env; 424 return env;
334 425
335 // else a player could have our env open 426 // else a player could have our env open
336 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
337 428
338 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player. 430 // even if our inv is in a player.
340 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 433 if (pl->container_ () == env)
343 return pl; 434 return pl;
344 } 435 }
345 else 436 else
346 { 437 {
347 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
350 if (!pl->container || this == pl->container) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
351 return pl; 443 return pl;
352 } 444 }
353 } 445 }
354 446
355 return 0; 447 return 0;
356} 448}
357 449
358// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
359static sint32 451static uint32
360weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
361{ 453{
362 return op->type == CONTAINER 454 return op->type == CONTAINER
363 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
364 : weight; 456 : weight;
365} 457}
366 458
367/* 459/*
368 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
369 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
370 */ 462 */
371static void 463static void
372adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
373{ 465{
374 while (op) 466 while (op)
375 { 467 {
376 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
377 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
378 weight = weight_adjust_for (op, op->carrying)
379 - weight_adjust_for (op, op->carrying - weight);
380 469
381 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
382 return; 471 op->carrying += weight_adjust_for (op, add);
383
384 op->carrying += weight;
385 472
386 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
387 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
388 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
389 476
477 sub = ocarrying;
478 add = op->carrying;
479
390 op = op->env; 480 op = op->env;
391 } 481 }
392} 482}
393 483
394/* 484/*
401{ 491{
402 sint32 sum = 0; 492 sint32 sum = 0;
403 493
404 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
405 { 495 {
406 if (op->inv)
407 op->update_weight (); 496 op->update_weight ();
408 497
409 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
410 } 499 }
411
412 sum = weight_adjust_for (this, sum);
413 500
414 if (sum != carrying) 501 if (sum != carrying)
415 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
416 carrying = sum; 507 carrying = sum;
417 508
418 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
419 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
420 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
433 object_freezer freezer; 524 object_freezer freezer;
434 op->write (freezer); 525 op->write (freezer);
435 return freezer.as_string (); 526 return freezer.as_string ();
436} 527}
437 528
438/* 529char *
439 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
440 * multi-object 1 which is closest to the second object.
441 * If it's not a multi-object, it is returned.
442 */
443object *
444get_nearest_part (object *op, const object *pl)
445{ 531{
446 object *tmp, *closest; 532 return dump_object (this);
447 int last_dist, i;
448
449 if (!op->more)
450 return op;
451
452 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
453 tmp;
454 tmp = tmp->more)
455 if ((i = distance (tmp, pl)) < last_dist)
456 closest = tmp, last_dist = i;
457
458 return closest;
459} 533}
460 534
461/* 535/*
462 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
463 * VERRRY slow. 537 * VERRRY slow.
465object * 539object *
466find_object (tag_t i) 540find_object (tag_t i)
467{ 541{
468 for_all_objects (op) 542 for_all_objects (op)
469 if (op->count == i) 543 if (op->count == i)
544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
470 return op; 559 return op;
471 560
472 return 0; 561 return 0;
473} 562}
474 563
508 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
509 return; 598 return;
510 } 599 }
511 600
512 this->owner = owner; 601 this->owner = owner;
513}
514
515int
516object::slottype () const
517{
518 if (type == SKILL)
519 {
520 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
521 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
522 }
523 else
524 {
525 if (slot [body_combat].info) return slot_combat;
526 if (slot [body_range ].info) return slot_ranged;
527 }
528
529 return slot_none;
530}
531
532bool
533object::change_weapon (object *ob)
534{
535 if (current_weapon == ob)
536 return true;
537
538 if (chosen_skill)
539 chosen_skill->flag [FLAG_APPLIED] = false;
540
541 current_weapon = ob;
542 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
543
544 if (chosen_skill)
545 chosen_skill->flag [FLAG_APPLIED] = true;
546
547 update_stats ();
548
549 if (ob)
550 {
551 // now check wether any body locations became invalid, in which case
552 // we cannot apply the weapon at the moment.
553 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
554 if (slot[i].used < 0)
555 {
556 current_weapon = chosen_skill = 0;
557 update_stats ();
558
559 new_draw_info_format (NDI_UNIQUE, 0, this,
560 "You try to balance all your items at once, "
561 "but the %s is just too much for your body. "
562 "[You need to unapply some items first.]", &ob->name);
563 return false;
564 }
565
566 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
567 }
568 else
569 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
570
571 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
572 {
573 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
574 &name, ob->debug_desc ());
575 return false;
576 }
577
578 return true;
579}
580
581/* Zero the key_values on op, decrementing the shared-string
582 * refcounts and freeing the links.
583 */
584static void
585free_key_values (object *op)
586{
587 for (key_value *i = op->key_values; i; )
588 {
589 key_value *next = i->next;
590 delete i;
591
592 i = next;
593 }
594
595 op->key_values = 0;
596} 602}
597 603
598/* 604/*
599 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
606void 612void
607object::copy_to (object *dst) 613object::copy_to (object *dst)
608{ 614{
609 dst->remove (); 615 dst->remove ();
610 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
611 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
612 622 dst->activate ();
613 /* Copy over key_values, if any. */
614 if (key_values)
615 {
616 key_value *tail = 0;
617 dst->key_values = 0;
618
619 for (key_value *i = key_values; i; i = i->next)
620 {
621 key_value *new_link = new key_value;
622
623 new_link->next = 0;
624 new_link->key = i->key;
625 new_link->value = i->value;
626
627 /* Try and be clever here, too. */
628 if (!dst->key_values)
629 {
630 dst->key_values = new_link;
631 tail = new_link;
632 }
633 else
634 {
635 tail->next = new_link;
636 tail = new_link;
637 }
638 }
639 }
640
641 if (speed < 0)
642 dst->speed_left -= rndm ();
643
644 dst->set_speed (dst->speed);
645} 623}
646 624
647void 625void
648object::instantiate () 626object::instantiate ()
649{ 627{
650 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
651 uuid = UUID::gen (); 629 uuid = UUID::gen ();
652 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
653 speed_left = -0.1f; 635 speed_left = -1.;
636
654 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
655 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
656 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
657 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
658 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
666object * 649object *
667object::clone () 650object::clone ()
668{ 651{
669 object *neu = create (); 652 object *neu = create ();
670 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
671 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
672 return neu; 660 return neu;
673} 661}
674 662
675/* 663/*
678 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
679 */ 667 */
680void 668void
681update_turn_face (object *op) 669update_turn_face (object *op)
682{ 670{
683 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
684 return; 672 return;
685 673
686 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
687 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
688} 676}
693 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
694 */ 682 */
695void 683void
696object::set_speed (float speed) 684object::set_speed (float speed)
697{ 685{
698 if (flag [FLAG_FREED] && speed)
699 {
700 LOG (llevError, "Object %s is freed but has speed.\n", &name);
701 speed = 0;
702 }
703
704 this->speed = speed; 686 this->speed = speed;
705 687
706 if (has_active_speed ()) 688 if (has_active_speed ())
707 activate (); 689 activate ();
708 else 690 else
758 740
759 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
760 /* nop */; 742 /* nop */;
761 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
762 { 744 {
745#if 0
763 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
766 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
773 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
774 * to have move_allow right now. 757 * have move_allow right now.
775 */ 758 */
776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
778 m.flags_ = 0; 763 m.invalidate ();
764#endif
779 } 765 }
780 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
781 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
782 * that is being removed. 768 * that is being removed.
783 */ 769 */
784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
785 m.flags_ = 0; 771 m.invalidate ();
786 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
787 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
788 else 774 else
789 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
790 776
792 update_object (op->more, action); 778 update_object (op->more, action);
793} 779}
794 780
795object::object () 781object::object ()
796{ 782{
797 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
798 784
799 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
800 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
801} 788}
802 789
803object::~object () 790object::~object ()
804{ 791{
805 unlink (); 792 unlink ();
806 793
807 free_key_values (this); 794 kv.clear ();
808} 795}
809
810static int object_count;
811 796
812void object::link () 797void object::link ()
813{ 798{
814 assert (!index);//D 799 assert (!index);//D
815 uuid = UUID::gen (); 800 uuid = UUID::gen ();
816 count = ++object_count;
817 801
818 refcnt_inc (); 802 refcnt_inc ();
819 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
820} 807}
821 808
822void object::unlink () 809void object::unlink ()
823{ 810{
824 if (!index) 811 if (!index)
825 return; 812 return;
813
814 ++destroy_count;
826 815
827 objects.erase (this); 816 objects.erase (this);
828 refcnt_dec (); 817 refcnt_dec ();
829} 818}
830 819
834 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
835 if (active) 824 if (active)
836 return; 825 return;
837 826
838 if (has_active_speed ()) 827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
839 actives.insert (this); 832 actives.insert (this);
833 }
840} 834}
841 835
842void 836void
843object::activate_recursive () 837object::activate_recursive ()
844{ 838{
909 || map->in_memory != MAP_ACTIVE 903 || map->in_memory != MAP_ACTIVE
910 || map->no_drop 904 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
912 { 906 {
913 while (inv) 907 while (inv)
914 {
915 inv->destroy_inv (false);
916 inv->destroy (); 908 inv->destroy ();
917 }
918 } 909 }
919 else 910 else
920 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
921 while (inv) 912 while (inv)
922 { 913 {
926 || op->flag [FLAG_NO_DROP] 917 || op->flag [FLAG_NO_DROP]
927 || op->type == RUNE 918 || op->type == RUNE
928 || op->type == TRAP 919 || op->type == TRAP
929 || op->flag [FLAG_IS_A_TEMPLATE] 920 || op->flag [FLAG_IS_A_TEMPLATE]
930 || op->flag [FLAG_DESTROY_ON_DEATH]) 921 || op->flag [FLAG_DESTROY_ON_DEATH])
931 op->destroy (true); 922 op->destroy ();
932 else 923 else
933 map->insert (op, x, y); 924 map->insert (op, x, y);
934 } 925 }
935 } 926 }
936} 927}
937 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
938object *object::create () 966object::create ()
939{ 967{
940 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
941 op->link (); 990 op->link ();
991
942 return op; 992 return op;
943} 993}
944 994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
945static struct freed_map : maptile 1010static struct freed_map : maptile
946{ 1011{
947 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
948 { 1014 {
949 path = "<freed objects map>"; 1015 path = "<freed objects map>";
950 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1; 1017 no_drop = 1;
954 no_reset = 1; 1018 no_reset = 1;
955 1019
956 alloc ();
957 in_memory = MAP_ACTIVE; 1020 in_memory = MAP_ACTIVE;
958 } 1021 }
959 1022
960 ~freed_map () 1023 ~freed_map ()
961 { 1024 {
965 1028
966void 1029void
967object::do_destroy () 1030object::do_destroy ()
968{ 1031{
969 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
970 remove_button_link (this); 1033 remove_link ();
971 1034
972 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
973 remove_friendly_object (this); 1036 remove_friendly_object (this);
974 1037
975 remove (); 1038 remove ();
1000 attacked_by = 0; 1063 attacked_by = 0;
1001 current_weapon = 0; 1064 current_weapon = 0;
1002} 1065}
1003 1066
1004void 1067void
1005object::destroy (bool destroy_inventory) 1068object::destroy ()
1006{ 1069{
1007 if (destroyed ()) 1070 if (destroyed ())
1008 return; 1071 return;
1009 1072
1010 if (!is_head () && !head->destroyed ()) 1073 if (!is_head () && !head->destroyed ())
1011 { 1074 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy (destroy_inventory); 1076 head->destroy ();
1014 return; 1077 return;
1015 } 1078 }
1016 1079
1017 destroy_inv (!destroy_inventory); 1080 destroy_inv_fast ();
1018 1081
1019 if (is_head ()) 1082 if (is_head ())
1020 if (sound_destroy) 1083 if (sound_destroy)
1021 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1033 * the previous environment. 1096 * the previous environment.
1034 */ 1097 */
1035void 1098void
1036object::do_remove () 1099object::do_remove ()
1037{ 1100{
1038 object *tmp, *last = 0;
1039 object *otmp;
1040
1041 if (flag [FLAG_REMOVED]) 1101 if (flag [FLAG_REMOVED])
1042 return; 1102 return;
1043 1103
1044 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1045 1105
1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1059 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061 1121
1062 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1123
1124 object *pl = in_player ();
1063 1125
1064 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1067 */ 1129 */
1075 1137
1076 above = 0; 1138 above = 0;
1077 below = 0; 1139 below = 0;
1078 env = 0; 1140 env = 0;
1079 1141
1080 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1081 * made to players inventory. If set, avoiding the call
1082 * to save cpu time.
1083 */ 1143 {
1084 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1144 if (expect_false (pl->contr->combat_ob == this))
1085 otmp->update_stats (); 1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1086 } 1163 }
1087 else if (map) 1164 else if (map)
1088 { 1165 {
1089 map->dirty = true; 1166 map->dirty = true;
1090 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1091 1168
1092 if (object *pl = ms.player ()) 1169 if (object *pl = ms.player ())
1093 { 1170 {
1094 if (type == PLAYER) // this == pl(!) 1171 if (is_player ())
1095 { 1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1096 // leaving a spot always closes any open container on the ground 1176 // leaving a spot always closes any open container on the ground
1097 if (container && !container->env) 1177 if (container && !container->env)
1098 // this causes spurious floorbox updates, but it ensures 1178 // this causes spurious floorbox updates, but it ensures
1099 // that the CLOSE event is being sent. 1179 // that the CLOSE event is being sent.
1100 close_container (); 1180 close_container ();
1101 1181
1102 --map->players; 1182 --map->players;
1103 map->touch (); 1183 map->touch ();
1104 } 1184 }
1105 else if (pl->container == this) 1185 else if (pl->container_ () == this)
1106 { 1186 {
1107 // removing a container should close it 1187 // removing a container should close it
1108 close_container (); 1188 close_container ();
1109 } 1189 }
1110 1190 else
1111 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1112 } 1192 }
1113 1193
1114 /* link the object above us */ 1194 /* link the object above us */
1115 // re-link, make sure compiler can easily use cmove 1195 // re-link, make sure compiler can easily use cmove
1116 *(above ? &above->below : &ms.top) = below; 1196 *(above ? &above->below : &ms.top) = below;
1117 *(below ? &below->above : &ms.bot) = above; 1197 *(below ? &below->above : &ms.bot) = above;
1118 1198
1119 above = 0; 1199 above = 0;
1120 below = 0; 1200 below = 0;
1121 1201
1202 ms.invalidate ();
1203
1122 if (map->in_memory == MAP_SAVING) 1204 if (map->in_memory == MAP_SAVING)
1123 return; 1205 return;
1124 1206
1125 int check_walk_off = !flag [FLAG_NO_APPLY]; 1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1208
1127 if (object *pl = ms.player ()) 1209 if (object *pl = ms.player ())
1128 { 1210 {
1129 if (pl->container == this) 1211 if (pl->container_ () == this)
1130 /* If a container that the player is currently using somehow gets 1212 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view 1213 * removed (most likely destroyed), update the player view
1132 * appropriately. 1214 * appropriately.
1133 */ 1215 */
1134 pl->close_container (); 1216 pl->close_container ();
1138 //TODO: update floorbox to preserve ordering 1220 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns) 1221 if (pl->contr->ns)
1140 pl->contr->ns->floorbox_update (); 1222 pl->contr->ns->floorbox_update ();
1141 } 1223 }
1142 1224
1225 if (check_walk_off)
1143 for (tmp = ms.bot; tmp; tmp = tmp->above) 1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1144 { 1227 {
1228 above = tmp->above;
1229
1145 /* No point updating the players look faces if he is the object 1230 /* No point updating the players look faces if he is the object
1146 * being removed. 1231 * being removed.
1147 */ 1232 */
1148 1233
1149 /* See if object moving off should effect something */ 1234 /* See if object moving off should effect something */
1150 if (check_walk_off
1151 && ((move_type & tmp->move_off) 1235 if ((move_type & tmp->move_off)
1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1153 {
1154 move_apply (tmp, this, 0); 1237 move_apply (tmp, this, 0);
1155
1156 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 } 1238 }
1159 1239
1160 last = tmp; 1240 if (affects_los ())
1161 }
1162
1163 /* last == NULL if there are no objects on this space */
1164 //TODO: this makes little sense, why only update the topmost object?
1165 if (!last)
1166 map->at (x, y).flags_ = 0;
1167 else
1168 update_object (last, UP_OBJ_REMOVE);
1169
1170 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1171 update_all_los (map, x, y); 1241 update_all_los (map, x, y);
1172 } 1242 }
1173} 1243}
1174 1244
1175/* 1245/*
1199 esrv_update_item (UPD_NROF, pl, top); 1269 esrv_update_item (UPD_NROF, pl, top);
1200 1270
1201 op->weight = 0; // cancel the addition above 1271 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already 1272 op->carrying = 0; // must be 0 already
1203 1273
1204 op->destroy (1); 1274 op->destroy ();
1205 1275
1206 return top; 1276 return top;
1207 } 1277 }
1208 1278
1209 return 0; 1279 return 0;
1217 1287
1218 object *prev = this; 1288 object *prev = this;
1219 1289
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 { 1291 {
1222 object *op = arch_to_object (at); 1292 object *op = at->instance ();
1223 1293
1224 op->name = name; 1294 op->name = name;
1225 op->name_pl = name_pl; 1295 op->name_pl = name_pl;
1226 op->title = title; 1296 op->title = title;
1227 1297
1265 * Passing 0 for flag gives proper default values, so flag really only needs 1335 * Passing 0 for flag gives proper default values, so flag really only needs
1266 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1267 * 1337 *
1268 * Return value: 1338 * Return value:
1269 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1270 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1271 * just 'op' otherwise 1341 * just 'op' otherwise
1272 */ 1342 */
1273object * 1343object *
1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1275{ 1345{
1276 if (op->is_on_map ())
1277 {
1278 LOG (llevError, "insert_ob_in_map called for object already on map");
1279 abort ();
1280 }
1281
1282 if (op->env)
1283 {
1284 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1285 op->remove (); 1346 op->remove ();
1286 }
1287 1347
1288 if (op->face && !face_info (op->face))//D TODO: remove soon 1348 if (m == &freed_map)//D TODO: remove soon
1289 {//D 1349 {//D
1290 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1350 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1291 op->face = 1;//D
1292 }//D 1351 }//D
1293 1352
1294 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1295 * of areas of callers (eg, anything that uses find_free_spot would now 1354 * of areas of callers (eg, anything that uses find_free_spot would now
1296 * need extra work 1355 * need extra work
1297 */ 1356 */
1357 maptile *newmap = m;
1298 if (!xy_normalise (m, op->x, op->y)) 1358 if (!xy_normalise (newmap, op->x, op->y))
1299 { 1359 {
1300 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1360 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1301 return 0; 1361 return 0;
1302 } 1362 }
1303 1363
1304 if (object *more = op->more) 1364 if (object *more = op->more)
1305 if (!insert_ob_in_map (more, m, originator, flag)) 1365 if (!insert_ob_in_map (more, m, originator, flag))
1306 return 0; 1366 return 0;
1307 1367
1308 CLEAR_FLAG (op, FLAG_REMOVED); 1368 op->flag [FLAG_REMOVED] = false;
1309 1369 op->env = 0;
1310 op->map = m; 1370 op->map = newmap;
1371
1311 mapspace &ms = op->ms (); 1372 mapspace &ms = op->ms ();
1312 1373
1313 /* this has to be done after we translate the coordinates. 1374 /* this has to be done after we translate the coordinates.
1314 */ 1375 */
1315 if (op->nrof && !(flag & INS_NO_MERGE)) 1376 if (op->nrof && !(flag & INS_NO_MERGE))
1318 { 1379 {
1319 // TODO: we actually want to update tmp, not op, 1380 // TODO: we actually want to update tmp, not op,
1320 // but some caller surely breaks when we return tmp 1381 // but some caller surely breaks when we return tmp
1321 // from here :/ 1382 // from here :/
1322 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1323 tmp->destroy (1); 1384 tmp->destroy ();
1324 } 1385 }
1325 1386
1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1328 1389
1329 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1330 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1331 1392
1332 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1333 { 1394 {
1334 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1335 { 1396 {
1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1337 abort (); 1398 abort ();
1338 } 1399 }
1339 1400
1340 if (!originator->is_on_map ()) 1401 if (!originator->is_on_map ())
1402 {
1341 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1403 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ()); 1404 op->debug_desc (), originator->debug_desc ());
1405 abort ();
1406 }
1343 1407
1344 op->above = originator; 1408 op->above = originator;
1345 op->below = originator->below; 1409 op->below = originator->below;
1346 originator->below = op; 1410 originator->below = op;
1347 1411
1367 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1368 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1369 */ 1433 */
1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1371 { 1435 {
1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1373 floor = tmp; 1437 floor = tmp;
1374 1438
1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1376 { 1440 {
1377 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1378 top = tmp->below; 1442 top = tmp->below;
1379 break; 1443 break;
1380 } 1444 }
1398 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1399 { 1463 {
1400 object *last; 1464 object *last;
1401 1465
1402 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1404 break; 1468 break;
1405 1469
1406 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1407 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1408 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1433 op->below = top; 1497 op->below = top;
1434 *(op->above ? &op->above->below : &ms.top) = op; 1498 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1499 }
1436 } 1500 }
1437 1501
1438 if (op->type == PLAYER) 1502 if (op->is_player ())
1439 { 1503 {
1440 op->contr->do_los = 1; 1504 op->contr->do_los = 1;
1441 ++op->map->players; 1505 ++op->map->players;
1442 op->map->touch (); 1506 op->map->touch ();
1443 } 1507 }
1458 * be far away from this change and not affected in any way - 1522 * be far away from this change and not affected in any way -
1459 * this should get redone to only look for players within range, 1523 * this should get redone to only look for players within range,
1460 * or just updating the P_UPTODATE for spaces within this area 1524 * or just updating the P_UPTODATE for spaces within this area
1461 * of effect may be sufficient. 1525 * of effect may be sufficient.
1462 */ 1526 */
1463 if (op->map->darkness && (op->glow_radius != 0)) 1527 if (op->affects_los ())
1528 {
1529 op->ms ().invalidate ();
1464 update_all_los (op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1531 }
1465 1532
1466 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1533 /* updates flags (blocked, alive, no magic, etc) for this map space */
1467 update_object (op, UP_OBJ_INSERT); 1534 update_object (op, UP_OBJ_INSERT);
1468 1535
1469 INVOKE_OBJECT (INSERT, op); 1536 INVOKE_OBJECT (INSERT, op);
1476 * blocked() and wall() work properly), and these flags are updated by 1543 * blocked() and wall() work properly), and these flags are updated by
1477 * update_object(). 1544 * update_object().
1478 */ 1545 */
1479 1546
1480 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1481 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1482 { 1549 {
1483 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1484 return 0; 1551 return 0;
1485 1552
1486 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1487 * walk on's. 1554 * walk on's.
1488 */ 1555 */
1489 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1490 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1491 return 0; 1558 return 0;
1492 } 1559 }
1493 1560
1494 return op; 1561 return op;
1495} 1562}
1497/* this function inserts an object in the map, but if it 1564/* this function inserts an object in the map, but if it
1498 * finds an object of its own type, it'll remove that one first. 1565 * finds an object of its own type, it'll remove that one first.
1499 * op is the object to insert it under: supplies x and the map. 1566 * op is the object to insert it under: supplies x and the map.
1500 */ 1567 */
1501void 1568void
1502replace_insert_ob_in_map (const char *arch_string, object *op) 1569replace_insert_ob_in_map (shstr_tmp archname, object *op)
1503{ 1570{
1504 /* first search for itself and remove any old instances */ 1571 /* first search for itself and remove any old instances */
1505 1572
1506 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1507 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1508 tmp->destroy (1); 1575 tmp->destroy ();
1509 1576
1510 object *tmp = arch_to_object (archetype::find (arch_string)); 1577 object *tmp = archetype::find (archname)->instance ();
1511 1578
1512 tmp->x = op->x; 1579 tmp->x = op->x;
1513 tmp->y = op->y; 1580 tmp->y = op->y;
1514 1581
1515 insert_ob_in_map (tmp, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1520{ 1587{
1521 if (where->env) 1588 if (where->env)
1522 return where->env->insert (this); 1589 return where->env->insert (this);
1523 else 1590 else
1524 return where->map->insert (this, where->x, where->y, originator, flags); 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1592}
1593
1594// check whether we can put this into the map, respect max_volume, max_items
1595bool
1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1597{
1598 mapspace &ms = m->at (x, y);
1599
1600 int items = ms.items ();
1601
1602 if (!items // testing !items ensures we can drop at least one item
1603 || (items < m->max_items
1604 && ms.volume () < m->max_volume))
1605 return true;
1606
1607 if (originator && originator->is_player ())
1608 originator->contr->failmsgf (
1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1610 query_name ()
1611 );
1612
1613 return false;
1525} 1614}
1526 1615
1527/* 1616/*
1528 * decrease(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1529 * the amount of an object. If the amount reaches 0, the object 1618 * the amount of an object. If the amount reaches 0, the object
1537 if (!nr) 1626 if (!nr)
1538 return true; 1627 return true;
1539 1628
1540 nr = min (nr, nrof); 1629 nr = min (nr, nrof);
1541 1630
1631 if (nrof > nr)
1632 {
1633 sint64 oweight = total_weight ();
1634
1542 nrof -= nr; 1635 nrof -= nr;
1543
1544 if (nrof)
1545 {
1546 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1547 1636
1548 if (object *pl = visible_to ()) 1637 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this); 1638 esrv_update_item (UPD_NROF, pl, this);
1550 1639
1640 adjust_weight (env, oweight, total_weight ());
1641
1551 return true; 1642 return true;
1552 } 1643 }
1553 else 1644 else
1554 { 1645 {
1555 destroy (1); 1646 destroy ();
1556 return false; 1647 return false;
1557 } 1648 }
1558} 1649}
1559 1650
1560/* 1651/*
1629 if (op->nrof) 1720 if (op->nrof)
1630 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1631 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1632 { 1723 {
1633 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1634 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1635 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1636 1731
1637 if (object *pl = tmp->visible_to ()) 1732 if (object *pl = tmp->visible_to ())
1638 esrv_update_item (UPD_NROF, pl, tmp); 1733 esrv_update_item (UPD_NROF, pl, tmp);
1639 1734
1640 adjust_weight (this, op->total_weight ()); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1641 1736
1642 op->destroy (1); 1737 op->destroy ();
1643 op = tmp; 1738 op = tmp;
1644 goto inserted; 1739 goto inserted;
1645 } 1740 }
1646 1741
1647 op->owner = 0; // it's his/hers now. period. 1742 op->owner = 0; // it's his/hers now. period.
1661 op->flag [FLAG_REMOVED] = 0; 1756 op->flag [FLAG_REMOVED] = 0;
1662 1757
1663 if (object *pl = op->visible_to ()) 1758 if (object *pl = op->visible_to ())
1664 esrv_send_item (pl, op); 1759 esrv_send_item (pl, op);
1665 1760
1666 adjust_weight (this, op->total_weight ()); 1761 adjust_weight (this, 0, op->total_weight ());
1667 1762
1668inserted: 1763inserted:
1669 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1765 if (op->glow_radius && is_on_map ())
1766 {
1767 update_stats ();
1671 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1672 1769 }
1770 else if (is_player ())
1673 // if this is a player's inventory, update stats 1771 // if this is a player's inventory, update stats
1674 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1772 contr->queue_stats_update ();
1675 update_stats ();
1676 1773
1677 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1678 1775
1679 return op; 1776 return op;
1680} 1777}
1698 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1699 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1700 * on top. 1797 * on top.
1701 */ 1798 */
1702int 1799int
1703check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1704{ 1801{
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1705 object *tmp; 1805 object *tmp;
1706 maptile *m = op->map; 1806 maptile *m = op->map;
1707 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1708 1808
1709 MoveType move_on, move_slow, move_block; 1809 mapspace &ms = m->at (x, y);
1710 1810
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1811 ms.update ();
1712 return 0;
1713 1812
1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1813 MoveType move_on = ms.move_on;
1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1814 MoveType move_slow = ms.move_slow;
1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1815 MoveType move_block = ms.move_block;
1717 1816
1718 /* if nothing on this space will slow op down or be applied, 1817 /* if nothing on this space will slow op down or be applied,
1719 * no need to do checking below. have to make sure move_type 1818 * no need to do checking below. have to make sure move_type
1720 * is set, as lots of objects don't have it set - we treat that 1819 * is set, as lots of objects don't have it set - we treat that
1721 * as walking. 1820 * as walking.
1732 return 0; 1831 return 0;
1733 1832
1734 /* The objects have to be checked from top to bottom. 1833 /* The objects have to be checked from top to bottom.
1735 * Hence, we first go to the top: 1834 * Hence, we first go to the top:
1736 */ 1835 */
1737 1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1739 {
1740 /* Trim the search when we find the first other spell effect
1741 * this helps performance so that if a space has 50 spell objects,
1742 * we don't need to check all of them.
1743 */
1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 } 1837 {
1838 next = tmp->below;
1747 1839
1748 for (; tmp; tmp = tmp->below)
1749 {
1750 if (tmp == op) 1840 if (tmp == op)
1751 continue; /* Can't apply yourself */ 1841 continue; /* Can't apply yourself */
1752 1842
1753 /* Check to see if one of the movement types should be slowed down. 1843 /* Check to see if one of the movement types should be slowed down.
1754 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1755 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1756 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1757 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1758 */ 1848 */
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1760 { 1850 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 { 1853 {
1764
1765 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1855
1768 if (op->type == PLAYER) 1856 if (op->is_player ())
1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1857 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1858 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1771 diff /= 4.0; 1859 diff /= 4.0;
1772 1860
1773 op->speed_left -= diff; 1861 op->speed_left -= diff;
1774 } 1862 }
1775 } 1863 }
1776 1864
1777 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1778 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1779 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1780 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1781 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1782 1875
1783 if (op->destroyed ()) 1876 if (op->destroyed ())
1784 return 1; 1877 return 1;
1785 1878
1897void 1990void
1898flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1899{ 1992{
1900 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 1994 {
1902 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1903 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1904 } 1997 }
1905} 1998}
1906 1999
1907/* 2000/*
1910void 2003void
1911unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1912{ 2005{
1913 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 2007 {
1915 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1916 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1917 } 2010 }
1918} 2011}
1919 2012
1920/* 2013/*
1981 * head of the object should correspond for the entire object. 2074 * head of the object should correspond for the entire object.
1982 */ 2075 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2076 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 2077 continue;
1985 2078
1986 if (ob->blocked (m, pos.x, pos.y)) 2079 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 2080 continue;
1988 2081
1989 altern [index++] = i; 2082 altern [index++] = i;
1990 } 2083 }
1991 2084
2059 * there is capable of. 2152 * there is capable of.
2060 */ 2153 */
2061int 2154int
2062find_dir (maptile *m, int x, int y, object *exclude) 2155find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2156{
2064 int i, max = SIZEOFFREE, mflags; 2157 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2158 MoveType move_type;
2071 2159
2072 if (exclude && exclude->head_ () != exclude) 2160 if (exclude && exclude->head_ () != exclude)
2073 { 2161 {
2074 exclude = exclude->head; 2162 exclude = exclude->head;
2075 move_type = exclude->move_type; 2163 move_type = exclude->move_type;
2078 { 2166 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2167 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2168 move_type = MOVE_ALL;
2081 } 2169 }
2082 2170
2083 for (i = 1; i < max; i++) 2171 for (int i = 1; i < max; i++)
2084 { 2172 {
2085 mp = m; 2173 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2174 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2175
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2176 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2177 max = maxfree[i];
2093 else 2178 else
2094 { 2179 {
2095 mapspace &ms = mp->at (nx, ny); 2180 mapspace &ms = *pos;
2096 2181
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2182 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2183 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2184 else if (ms.flags () & P_IS_ALIVE)
2102 { 2185 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2186 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2187 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2188 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2189 return freedir [i];
2110 } 2190 }
2111 } 2191 }
2112 } 2192 }
2113 2193
2114 return 0; 2194 return 0;
2123{ 2203{
2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125} 2205}
2126 2206
2127/* 2207/*
2128 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2129 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2130 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2131 */ 2211 */
2132int 2212int
2133find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2134{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2135 int q; 2258 int q;
2136 2259
2137 if (y) 2260 if (y)
2138 q = x * 100 / y; 2261 q = 128 * x / y;
2139 else if (x) 2262 else if (x)
2140 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2141 else 2264 else
2142 return 0; 2265 return 0;
2143 2266
2144 if (y > 0) 2267 if (y > 0)
2145 { 2268 {
2146 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2147 return 3; 2274 return 3;
2148 if (q < -41) 2275 }
2149 return 2; 2276 else
2150 if (q < 41) 2277 {
2151 return 1; 2278 if (q < -309) return 3;
2152 if (q < 242) 2279 if (q < -52) return 2;
2153 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2154 return 7; 2283 return 7;
2155 } 2284 }
2156 2285#endif
2157 if (q < -242)
2158 return 7;
2159 if (q < -41)
2160 return 6;
2161 if (q < 41)
2162 return 5;
2163 if (q < 242)
2164 return 4;
2165
2166 return 3;
2167} 2286}
2168 2287
2169/* 2288/*
2170 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2171 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2172 */ 2291 */
2173int 2292int
2174dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2175{ 2294{
2176 int d;
2177
2178 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2179 if (d > 4)
2180 d = 8 - d;
2181 2296
2182 return d; 2297 return d > 4 ? 8 - d : d;
2183} 2298}
2184 2299
2185/* peterm: 2300/* peterm:
2186 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2187 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2189 * This basically means that if direction is 15, then it could either go 2304 * This basically means that if direction is 15, then it could either go
2190 * direction 4, 14, or 16 to get back to where we are. 2305 * direction 4, 14, or 16 to get back to where we are.
2191 * Moved from spell_util.c to object.c with the other related direction 2306 * Moved from spell_util.c to object.c with the other related direction
2192 * functions. 2307 * functions.
2193 */ 2308 */
2194int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2293 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2294 */ 2409 */
2295int 2410int
2296can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2297{ 2412{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2301} 2416}
2302 2417
2303/* 2418/*
2304 * create clone from object to another 2419 * create clone from object to another
2305 */ 2420 */
2337 return tmp; 2452 return tmp;
2338 2453
2339 return 0; 2454 return 0;
2340} 2455}
2341 2456
2342const shstr & 2457/* Zero the key_values on op, decrementing the shared-string
2343object::kv_get (const shstr &key) const 2458 * refcounts and freeing the links.
2459 */
2460void
2461key_values::clear ()
2344{ 2462{
2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2473shstr_tmp
2474key_values::get (shstr_tmp key) const
2475{
2345 for (key_value *kv = key_values; kv; kv = kv->next) 2476 for (key_value *kv = first; kv; kv = kv->next)
2346 if (kv->key == key) 2477 if (kv->key == key)
2347 return kv->value; 2478 return kv->value;
2348 2479
2349 return shstr_null; 2480 return shstr ();
2350} 2481}
2351 2482
2352void 2483void
2353object::kv_set (const shstr &key, const shstr &value) 2484key_values::add (shstr_tmp key, shstr_tmp value)
2354{ 2485{
2486 key_value *kv = new key_value;
2487
2488 kv->next = first;
2489 kv->key = key;
2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2496key_values::set (shstr_tmp key, shstr_tmp value)
2497{
2355 for (key_value *kv = key_values; kv; kv = kv->next) 2498 for (key_value *kv = first; kv; kv = kv->next)
2356 if (kv->key == key) 2499 if (kv->key == key)
2357 { 2500 {
2358 kv->value = value; 2501 kv->value = value;
2359 return; 2502 return;
2360 } 2503 }
2361 2504
2362 key_value *kv = new key_value; 2505 add (key, value);
2363
2364 kv->next = key_values;
2365 kv->key = key;
2366 kv->value = value;
2367
2368 key_values = kv;
2369} 2506}
2370 2507
2371void 2508void
2372object::kv_del (const shstr &key) 2509key_values::del (shstr_tmp key)
2373{ 2510{
2374 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2375 if ((*kvp)->key == key) 2512 if ((*kvp)->key == key)
2376 { 2513 {
2377 key_value *kv = *kvp; 2514 key_value *kv = *kvp;
2378 *kvp = (*kvp)->next; 2515 *kvp = (*kvp)->next;
2379 delete kv; 2516 delete kv;
2380 return; 2517 return;
2381 } 2518 }
2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2528 {
2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2534
2535 first = prev;
2536}
2537
2538key_values &
2539key_values::operator =(const key_values &kv)
2540{
2541 clear ();
2542
2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2382} 2547}
2383 2548
2384object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2385: iterator_base (container) 2550: iterator_base (container)
2386{ 2551{
2470{ 2635{
2471 return map ? map->region (x, y) 2636 return map ? map->region (x, y)
2472 : region::default_region (); 2637 : region::default_region ();
2473} 2638}
2474 2639
2475const materialtype_t *
2476object::dominant_material () const
2477{
2478 if (materialtype_t *mt = name_to_material (materialname))
2479 return mt;
2480
2481 return name_to_material (shstr_unknown);
2482}
2483
2484void 2640void
2485object::open_container (object *new_container) 2641object::open_container (object *new_container)
2486{ 2642{
2487 if (container == new_container) 2643 if (container == new_container)
2488 return; 2644 return;
2508 container = 0; 2664 container = 0;
2509 2665
2510 // client needs item update to make it work, client bug requires this to be separate 2666 // client needs item update to make it work, client bug requires this to be separate
2511 esrv_update_item (UPD_FLAGS, this, old_container); 2667 esrv_update_item (UPD_FLAGS, this, old_container);
2512 2668
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2514 play_sound (sound_find ("chest_close")); 2670 play_sound (sound_find ("chest_close"));
2515 } 2671 }
2516 2672
2517 if (new_container) 2673 if (new_container)
2518 { 2674 {
2522 // TODO: this does not seem to serve any purpose anymore? 2678 // TODO: this does not seem to serve any purpose anymore?
2523#if 0 2679#if 0
2524 // insert the "Close Container" object. 2680 // insert the "Close Container" object.
2525 if (archetype *closer = new_container->other_arch) 2681 if (archetype *closer = new_container->other_arch)
2526 { 2682 {
2527 object *closer = arch_to_object (new_container->other_arch); 2683 object *closer = new_container->other_arch->instance ();
2528 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2529 new_container->insert (closer); 2685 new_container->insert (closer);
2530 } 2686 }
2531#endif 2687#endif
2532 2688
2533 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2689 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2534 2690
2535 // make sure the container is available, client bug requires this to be separate 2691 // make sure the container is available, client bug requires this to be separate
2536 esrv_send_item (this, new_container); 2692 esrv_send_item (this, new_container);
2537 2693
2538 new_container->flag [FLAG_APPLIED] = true; 2694 new_container->flag [FLAG_APPLIED] = true;
2546// else if (!old_container->env && contr && contr->ns) 2702// else if (!old_container->env && contr && contr->ns)
2547// contr->ns->floorbox_reset (); 2703// contr->ns->floorbox_reset ();
2548} 2704}
2549 2705
2550object * 2706object *
2551object::force_find (const shstr name) 2707object::force_find (shstr_tmp name)
2552{ 2708{
2553 /* cycle through his inventory to look for the MARK we want to 2709 /* cycle through his inventory to look for the MARK we want to
2554 * place 2710 * place
2555 */ 2711 */
2556 for (object *tmp = inv; tmp; tmp = tmp->below) 2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2558 return splay (tmp); 2714 return splay (tmp);
2559 2715
2560 return 0; 2716 return 0;
2561} 2717}
2562 2718
2719//-GPL
2720
2563void 2721void
2722object::force_set_timer (int duration)
2723{
2724 this->duration = 1;
2725 this->speed_left = -1.f;
2726
2727 this->set_speed (duration ? 1.f / duration : 0.f);
2728}
2729
2730object *
2564object::force_add (const shstr name, int duration) 2731object::force_add (shstr_tmp name, int duration)
2565{ 2732{
2566 if (object *force = force_find (name)) 2733 if (object *force = force_find (name))
2567 force->destroy (); 2734 force->destroy ();
2568 2735
2569 object *force = get_archetype (FORCE_NAME); 2736 object *force = archetype::get (FORCE_NAME);
2570 2737
2571 force->slaying = name; 2738 force->slaying = name;
2572 force->stats.food = 1; 2739 force->force_set_timer (duration);
2573 force->speed_left = -1.f;
2574
2575 force->set_speed (duration ? 1.f / duration : 0.f);
2576 force->flag [FLAG_IS_USED_UP] = true;
2577 force->flag [FLAG_APPLIED] = true; 2740 force->flag [FLAG_APPLIED] = true;
2578 2741
2579 insert (force); 2742 return insert (force);
2580} 2743}
2581 2744
2582void 2745void
2583object::play_sound (faceidx sound) 2746object::play_sound (faceidx sound) const
2584{ 2747{
2585 if (!sound) 2748 if (!sound)
2586 return; 2749 return;
2587 2750
2588 if (flag [FLAG_REMOVED]) 2751 if (is_on_map ())
2752 map->play_sound (sound, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::say_msg (const char *msg) const
2759{
2760 if (is_on_map ())
2761 map->say_msg (msg, x, y);
2762 else if (object *pl = in_player ())
2763 pl->contr->play_sound (sound);
2764}
2765
2766void
2767object::make_noise ()
2768{
2769 // we do not model noise in the map, so instead put
2770 // a temporary light into the noise source
2771 // could use the map instead, but that's less reliable for our
2772 // goal, which is to make invisibility a bit harder to exploit
2773
2774 // currently only works sensibly for players
2775 if (!is_player ())
2589 return; 2776 return;
2590 2777
2591 if (env) 2778 // find old force, or create new one
2592 { 2779 object *force = force_find (shstr_noise_force);
2593 if (object *pl = in_player ()) 2780
2594 pl->contr->play_sound (sound); 2781 if (force)
2595 } 2782 force->speed_left = -1.f; // patch old speed up
2596 else 2783 else
2597 map->play_sound (sound, x, y); 2784 {
2598} 2785 force = archetype::get (shstr_noise_force);
2599 2786
2787 force->slaying = shstr_noise_force;
2788 force->stats.food = 1;
2789 force->speed_left = -1.f;
2790
2791 force->set_speed (1.f / 4.f);
2792 force->flag [FLAG_IS_USED_UP] = true;
2793 force->flag [FLAG_APPLIED] = true;
2794
2795 insert (force);
2796 }
2797}
2798
2799void object::change_move_type (MoveType mt)
2800{
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2805 {
2806 // we are on the map, so handle move_on/off effects
2807 remove ();
2808 move_type = mt;
2809 map->insert (this, x, y, this);
2810 }
2811 else
2812 move_type = mt;
2813}
2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines