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 1.265 by root, Tue Dec 23 00:39:48 2008 UTC vs.
Revision 1.349 by root, Sun May 8 11:44:43 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, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
197 * 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
198 * 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
199 * 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
200 * flags lose any meaning. 295 * flags lose any meaning.
201 */ 296 */
202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
203 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
204 299
205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
207 302
208 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
209 || ob1->name != ob2->name 304 || ob1->name != ob2->name
210 || ob1->title != ob2->title 305 || ob1->title != ob2->title
211 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
214 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
215 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
216 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
217 || ob1->value != ob2->value 312 || ob1->value != ob2->value
218 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
219 || (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
220 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
221 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
222 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
223 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
224 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
225 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 328 return 0;
234 329
235 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
260 355
261 /* 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,
262 * 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
263 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
264 */ 359 */
265 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
266 return 0; 361 return 0;
267 362
268 /* 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
269 * 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
270 * check? 365 * check?
271 */ 366 */
272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
273 return 0; 368 return 0;
274 369
275 switch (ob1->type) 370 switch (ob1->type)
276 { 371 {
277 case SCROLL: 372 case SCROLL:
278 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
279 return 0; 374 return 0;
280 break; 375 break;
281 } 376 }
282 377
283 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
284 { 379 {
285 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
286 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
287 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
288 383
289 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
290 return 0; 385 return 0;
291 } 386 }
323 { 418 {
324 // see if we are in a container of sorts 419 // see if we are in a container of sorts
325 if (env) 420 if (env)
326 { 421 {
327 // the player inventory itself is always visible 422 // the player inventory itself is always visible
328 if (env->type == PLAYER) 423 if (env->is_player ())
329 return env; 424 return env;
330 425
331 // else a player could have our env open 426 // else a player could have our env open
332 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
333 428
334 // 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
335 // even if our inv is in a player. 430 // even if our inv is in a player.
336 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 433 if (pl->container_ () == env)
339 return pl; 434 return pl;
340 } 435 }
341 else 436 else
342 { 437 {
343 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 442 || pl->container_ () == this)
348 return pl; 443 return pl;
349 } 444 }
350 } 445 }
351 446
352 return 0; 447 return 0;
353} 448}
354 449
355// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
356static sint32 451static uint32
357weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
358{ 453{
359 return op->type == CONTAINER 454 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
361 : weight; 456 : weight;
362} 457}
363 458
364/* 459/*
365 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
367 */ 462 */
368static void 463static void
369adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
370{ 465{
371 while (op) 466 while (op)
372 { 467 {
373 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377 469
378 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
379 return; 471 op->carrying += weight_adjust_for (op, add);
380
381 op->carrying += weight;
382 472
383 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
386 476
477 sub = ocarrying;
478 add = op->carrying;
479
387 op = op->env; 480 op = op->env;
388 } 481 }
389} 482}
390 483
391/* 484/*
398{ 491{
399 sint32 sum = 0; 492 sint32 sum = 0;
400 493
401 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
402 { 495 {
403 if (op->inv)
404 op->update_weight (); 496 op->update_weight ();
405 497
406 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
407 } 499 }
408
409 sum = weight_adjust_for (this, sum);
410 500
411 if (sum != carrying) 501 if (sum != carrying)
412 { 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
413 carrying = sum; 507 carrying = sum;
414 508
415 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
430 object_freezer freezer; 524 object_freezer freezer;
431 op->write (freezer); 525 op->write (freezer);
432 return freezer.as_string (); 526 return freezer.as_string ();
433} 527}
434 528
435/* 529char *
436 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
437 * multi-object 1 which is closest to the second object.
438 * If it's not a multi-object, it is returned.
439 */
440object *
441get_nearest_part (object *op, const object *pl)
442{ 531{
443 object *tmp, *closest; 532 return dump_object (this);
444 int last_dist, i;
445
446 if (!op->more)
447 return op;
448
449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
452 if ((i = distance (tmp, pl)) < last_dist)
453 closest = tmp, last_dist = i;
454
455 return closest;
456} 533}
457 534
458/* 535/*
459 * 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.
460 * VERRRY slow. 537 * VERRRY slow.
462object * 539object *
463find_object (tag_t i) 540find_object (tag_t i)
464{ 541{
465 for_all_objects (op) 542 for_all_objects (op)
466 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)
467 return op; 559 return op;
468 560
469 return 0; 561 return 0;
470} 562}
471 563
505 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 ());
506 return; 598 return;
507 } 599 }
508 600
509 this->owner = owner; 601 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
576}
577
578/* Zero the key_values on op, decrementing the shared-string
579 * refcounts and freeing the links.
580 */
581static void
582free_key_values (object *op)
583{
584 for (key_value *i = op->key_values; i; )
585 {
586 key_value *next = i->next;
587 delete i;
588
589 i = next;
590 }
591
592 op->key_values = 0;
593} 602}
594 603
595/* 604/*
596 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
603void 612void
604object::copy_to (object *dst) 613object::copy_to (object *dst)
605{ 614{
606 dst->remove (); 615 dst->remove ();
607 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
608 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
609
610 /* Copy over key_values, if any. */
611 if (key_values)
612 {
613 key_value *tail = 0;
614 dst->key_values = 0;
615
616 for (key_value *i = key_values; i; i = i->next)
617 {
618 key_value *new_link = new key_value;
619
620 new_link->next = 0;
621 new_link->key = i->key;
622 new_link->value = i->value;
623
624 /* Try and be clever here, too. */
625 if (!dst->key_values)
626 {
627 dst->key_values = new_link;
628 tail = new_link;
629 }
630 else
631 {
632 tail->next = new_link;
633 tail = new_link;
634 }
635 }
636 }
637
638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate (); 622 dst->activate ();
642} 623}
643 624
644void 625void
645object::instantiate () 626object::instantiate ()
646{ 627{
647 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
648 uuid = UUID::gen (); 629 uuid = UUID::gen ();
649 630
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
650 speed_left = -0.1f; 635 speed_left = -1.;
636
651 /* 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
652 * 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.
653 * 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
654 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
663object * 649object *
664object::clone () 650object::clone ()
665{ 651{
666 object *neu = create (); 652 object *neu = create ();
667 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
668 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
669 return neu; 660 return neu;
670} 661}
671 662
672/* 663/*
675 * 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.
676 */ 667 */
677void 668void
678update_turn_face (object *op) 669update_turn_face (object *op)
679{ 670{
680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
681 return; 672 return;
682 673
683 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
684 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
685} 676}
690 * 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.
691 */ 682 */
692void 683void
693object::set_speed (float speed) 684object::set_speed (float speed)
694{ 685{
695 if (flag [FLAG_FREED] && speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698 speed = 0;
699 }
700
701 this->speed = speed; 686 this->speed = speed;
702 687
703 if (has_active_speed ()) 688 if (has_active_speed ())
704 activate (); 689 activate ();
705 else 690 else
752 } 737 }
753 738
754 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
755 740
756 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
757 /* nop */; 742 m.update_up (); // nothing to do except copy up
758 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
759 { 744 {
745#if 0
760 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
770 /* 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
771 * have move_allow right now. 757 * have move_allow right now.
772 */ 758 */
773 || ((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
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
775 m.invalidate (); 760 m.invalidate ();
761#else
762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
763 m.invalidate ();
764#endif
776 } 765 }
777 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 768 * that is being removed.
780 */ 769 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.invalidate (); 771 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
785 else 774 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 776
788 if (op->more) 777 if (op->more)
789 update_object (op->more, action); 778 update_object (op->more, action);
790} 779}
791 780
792object::object () 781object::object ()
793{ 782{
794 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
795 784
796 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
797 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
798} 788}
799 789
800object::~object () 790object::~object ()
801{ 791{
802 unlink (); 792 unlink ();
803 793
804 free_key_values (this); 794 kv.clear ();
805} 795}
806
807static int object_count;
808 796
809void object::link () 797void object::link ()
810{ 798{
811 assert (!index);//D 799 assert (!index);//D
812 uuid = UUID::gen (); 800 uuid = UUID::gen ();
813 count = ++object_count;
814 801
815 refcnt_inc (); 802 refcnt_inc ();
816 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
817} 807}
818 808
819void object::unlink () 809void object::unlink ()
820{ 810{
821 if (!index) 811 if (!index)
822 return; 812 return;
813
814 ++destroy_count;
823 815
824 objects.erase (this); 816 objects.erase (this);
825 refcnt_dec (); 817 refcnt_dec ();
826} 818}
827 819
830{ 822{
831 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
832 if (active) 824 if (active)
833 return; 825 return;
834 826
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
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{
904 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
905 * drop on that space. 899 * drop on that space.
906 */ 900 */
907 if (!drop_to_ground 901 if (!drop_to_ground
908 || !map 902 || !map
909 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
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 inv->destroy (); 908 inv->destroy ();
930 map->insert (op, x, y); 924 map->insert (op, x, y);
931 } 925 }
932 } 926 }
933} 927}
934 928
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 *
935object *object::create () 966object::create ()
936{ 967{
937 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
938 op->link (); 990 op->link ();
991
939 return op; 992 return op;
940} 993}
941 994
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
942static struct freed_map : maptile 1010static struct freed_map : maptile
943{ 1011{
944 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
945 { 1014 {
946 path = "<freed objects map>"; 1015 path = "<freed objects map>";
947 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1; 1017 no_drop = 1;
951 no_reset = 1; 1018 no_reset = 1;
952 1019
953 alloc ();
954 in_memory = MAP_ACTIVE; 1020 state = MAP_ACTIVE;
955 } 1021 }
956 1022
957 ~freed_map () 1023 ~freed_map ()
958 { 1024 {
959 destroy (); 1025 destroy ();
962 1028
963void 1029void
964object::do_destroy () 1030object::do_destroy ()
965{ 1031{
966 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 1033 remove_link ();
968 1034
969 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 1036 remove_friendly_object (this);
971 1037
972 remove (); 1038 remove ();
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (); 1076 head->destroy ();
1011 return; 1077 return;
1012 } 1078 }
1013 1079
1014 destroy_inv (false); 1080 destroy_inv_fast ();
1015 1081
1016 if (is_head ()) 1082 if (is_head ())
1017 if (sound_destroy) 1083 if (sound_destroy)
1018 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1030 * the previous environment. 1096 * the previous environment.
1031 */ 1097 */
1032void 1098void
1033object::do_remove () 1099object::do_remove ()
1034{ 1100{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1101 if (flag [FLAG_REMOVED])
1039 return; 1102 return;
1040 1103
1041 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1042 1105
1054 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
1055 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1057 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
1058 1121
1059 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1060 1123
1061 object *pl = in_player (); 1124 object *pl = in_player ();
1062 1125
1063 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1064 * 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
1074 1137
1075 above = 0; 1138 above = 0;
1076 below = 0; 1139 below = 0;
1077 env = 0; 1140 env = 0;
1078 1141
1079 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1080 * made to players inventory. If set, avoiding the call
1081 * to save cpu time.
1082 */ 1143 {
1083 if (pl) 1144 if (expect_false (pl->contr->combat_ob == this))
1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))
1085 { 1145 {
1086 pl->update_stats (); 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 }
1087 1150
1088 if (affects_los () && pl->is_on_map () && pl->map->darkness) 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 ())
1089 update_all_los (pl->map, pl->x, pl->y); 1161 update_all_los (pl->map, pl->x, pl->y);
1090 } 1162 }
1091 } 1163 }
1092 else if (map) 1164 else if (map)
1093 { 1165 {
1094 map->dirty = true; 1166 map->dirty = true;
1095 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1096 1168
1097 if (object *pl = ms.player ()) 1169 if (object *pl = ms.player ())
1098 { 1170 {
1099 if (type == PLAYER) // this == pl(!) 1171 if (is_player ())
1100 { 1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1101 // leaving a spot always closes any open container on the ground 1176 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env) 1177 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures 1178 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent. 1179 // that the CLOSE event is being sent.
1105 close_container (); 1180 close_container ();
1106 1181
1107 --map->players; 1182 --map->players;
1108 map->touch (); 1183 map->touch ();
1109 } 1184 }
1110 else if (pl->container == this) 1185 else if (pl->container_ () == this)
1111 { 1186 {
1112 // removing a container should close it 1187 // removing a container should close it
1113 close_container (); 1188 close_container ();
1114 } 1189 }
1115 1190 else
1116 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1117 } 1192 }
1118 1193
1119 /* link the object above us */ 1194 /* link the object above us */
1120 // re-link, make sure compiler can easily use cmove 1195 // re-link, make sure compiler can easily use cmove
1121 *(above ? &above->below : &ms.top) = below; 1196 *(above ? &above->below : &ms.top) = below;
1124 above = 0; 1199 above = 0;
1125 below = 0; 1200 below = 0;
1126 1201
1127 ms.invalidate (); 1202 ms.invalidate ();
1128 1203
1129 if (map->in_memory == MAP_SAVING)
1130 return;
1131
1132 int check_walk_off = !flag [FLAG_NO_APPLY]; 1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1133 1205
1134 if (object *pl = ms.player ()) 1206 if (object *pl = ms.player ())
1135 { 1207 {
1136 if (pl->container == this) 1208 if (pl->container_ () == this)
1137 /* If a container that the player is currently using somehow gets 1209 /* If a container that the player is currently using somehow gets
1138 * removed (most likely destroyed), update the player view 1210 * removed (most likely destroyed), update the player view
1139 * appropriately. 1211 * appropriately.
1140 */ 1212 */
1141 pl->close_container (); 1213 pl->close_container ();
1145 //TODO: update floorbox to preserve ordering 1217 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns) 1218 if (pl->contr->ns)
1147 pl->contr->ns->floorbox_update (); 1219 pl->contr->ns->floorbox_update ();
1148 } 1220 }
1149 1221
1222 if (check_walk_off)
1150 for (tmp = ms.bot; tmp; tmp = tmp->above) 1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1151 { 1224 {
1225 above = tmp->above;
1226
1152 /* No point updating the players look faces if he is the object 1227 /* No point updating the players look faces if he is the object
1153 * being removed. 1228 * being removed.
1154 */ 1229 */
1155 1230
1156 /* See if object moving off should effect something */ 1231 /* See if object moving off should effect something */
1157 if (check_walk_off
1158 && ((move_type & tmp->move_off) 1232 if ((move_type & tmp->move_off)
1159 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1160 {
1161 move_apply (tmp, this, 0); 1234 move_apply (tmp, this, 0);
1162
1163 if (destroyed ())
1164 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1165 } 1235 }
1166 1236
1167 last = tmp; 1237 if (affects_los ())
1168 }
1169
1170 if (map->darkness && affects_los ())
1171 update_all_los (map, x, y); 1238 update_all_los (map, x, y);
1172 } 1239 }
1173} 1240}
1174 1241
1175/* 1242/*
1217 1284
1218 object *prev = this; 1285 object *prev = this;
1219 1286
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 { 1288 {
1222 object *op = arch_to_object (at); 1289 object *op = at->instance ();
1223 1290
1224 op->name = name; 1291 op->name = name;
1225 op->name_pl = name_pl; 1292 op->name_pl = name_pl;
1226 op->title = title; 1293 op->title = title;
1227 1294
1265 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1266 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1267 * 1334 *
1268 * Return value: 1335 * Return value:
1269 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1270 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1271 * just 'op' otherwise 1338 * just 'op' otherwise
1272 */ 1339 */
1273object * 1340object *
1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1275{ 1342{
1276 op->remove (); 1343 op->remove ();
1277 1344
1278 if (m == &freed_map)//D TODO: remove soon 1345 if (m == &freed_map)//D TODO: remove soon
1279 {//D 1346 {//D
1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1281 }//D 1348 }//D
1282 1349
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1352 * need extra work
1286 */ 1353 */
1354 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1355 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1356 {
1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1358 return 0;
1291 } 1359 }
1292 1360
1293 if (object *more = op->more) 1361 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1362 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1363 return 0;
1296 1364
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1365 op->flag [FLAG_REMOVED] = false;
1298 1366 op->env = 0;
1299 op->map = m; 1367 op->map = newmap;
1368
1300 mapspace &ms = op->ms (); 1369 mapspace &ms = op->ms ();
1301 1370
1302 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1303 */ 1372 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1310 // from here :/ 1379 // from here :/
1311 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1312 tmp->destroy (); 1381 tmp->destroy ();
1313 } 1382 }
1314 1383
1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1317 1386
1318 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1319 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1320 1389
1321 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1322 { 1391 {
1323 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1324 { 1393 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1394 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1395 abort ();
1327 } 1396 }
1328 1397
1329 if (!originator->is_on_map ()) 1398 if (!originator->is_on_map ())
1399 {
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1400 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ()); 1401 op->debug_desc (), originator->debug_desc ());
1402 abort ();
1403 }
1332 1404
1333 op->above = originator; 1405 op->above = originator;
1334 op->below = originator->below; 1406 op->below = originator->below;
1335 originator->below = op; 1407 originator->below = op;
1336 1408
1356 * when lots of spells are cast in one area. Currently, it is presumed 1428 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1358 */ 1430 */
1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1360 { 1432 {
1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1362 floor = tmp; 1434 floor = tmp;
1363 1435
1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1365 { 1437 {
1366 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1367 top = tmp->below; 1439 top = tmp->below;
1368 break; 1440 break;
1369 } 1441 }
1387 && (op->face && !faces [op->face].visibility)) 1459 && (op->face && !faces [op->face].visibility))
1388 { 1460 {
1389 object *last; 1461 object *last;
1390 1462
1391 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1393 break; 1465 break;
1394 1466
1395 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1396 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1397 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1422 op->below = top; 1494 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1495 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1496 }
1425 } 1497 }
1426 1498
1427 if (op->type == PLAYER) 1499 if (op->is_player ())
1428 { 1500 {
1429 op->contr->do_los = 1; 1501 op->contr->do_los = 1;
1430 ++op->map->players; 1502 ++op->map->players;
1431 op->map->touch (); 1503 op->map->touch ();
1432 } 1504 }
1447 * be far away from this change and not affected in any way - 1519 * be far away from this change and not affected in any way -
1448 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1522 * of effect may be sufficient.
1451 */ 1523 */
1452 if (op->affects_los () && op->map->darkness) 1524 if (op->affects_los ())
1453 { 1525 {
1454 op->ms ().invalidate (); 1526 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1456 } 1528 }
1457 1529
1468 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1469 * update_object(). 1541 * update_object().
1470 */ 1542 */
1471 1543
1472 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* if this is not the head or flag has been passed, don't check walk on status */
1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1474 { 1546 {
1475 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1476 return 0; 1548 return 0;
1477 1549
1478 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1479 * walk on's. 1551 * walk on's.
1480 */ 1552 */
1481 for (object *tmp = op->more; tmp; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1482 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1483 return 0; 1555 return 0;
1484 } 1556 }
1485 1557
1486 return op; 1558 return op;
1487} 1559}
1489/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1490 * finds an object of its own type, it'll remove that one first. 1562 * finds an object of its own type, it'll remove that one first.
1491 * op is the object to insert it under: supplies x and the map. 1563 * op is the object to insert it under: supplies x and the map.
1492 */ 1564 */
1493void 1565void
1494replace_insert_ob_in_map (const char *arch_string, object *op) 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1495{ 1567{
1496 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1497 1569
1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1500 tmp->destroy (); 1572 tmp->destroy ();
1501 1573
1502 object *tmp = arch_to_object (archetype::find (arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1503 1575
1504 tmp->x = op->x; 1576 tmp->x = op->x;
1505 tmp->y = op->y; 1577 tmp->y = op->y;
1506 1578
1507 insert_ob_in_map (tmp, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1512{ 1584{
1513 if (where->env) 1585 if (where->env)
1514 return where->env->insert (this); 1586 return where->env->insert (this);
1515 else 1587 else
1516 return where->map->insert (this, where->x, where->y, originator, flags); 1588 return where->map->insert (this, where->x, where->y, originator, flags);
1589}
1590
1591// check whether we can put this into the map, respect max_volume, max_items
1592bool
1593object::can_drop_at (maptile *m, int x, int y, object *originator)
1594{
1595 mapspace &ms = m->at (x, y);
1596
1597 int items = ms.items ();
1598
1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1602 return true;
1603
1604 if (originator && originator->is_player ())
1605 originator->contr->failmsgf (
1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1607 query_name ()
1608 );
1609
1610 return false;
1517} 1611}
1518 1612
1519/* 1613/*
1520 * decrease(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1521 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1531 1625
1532 nr = min (nr, nrof); 1626 nr = min (nr, nrof);
1533 1627
1534 if (nrof > nr) 1628 if (nrof > nr)
1535 { 1629 {
1630 sint64 oweight = total_weight ();
1631
1536 nrof -= nr; 1632 nrof -= nr;
1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1633
1539 if (object *pl = visible_to ()) 1634 if (object *pl = visible_to ())
1540 esrv_update_item (UPD_NROF, pl, this); 1635 esrv_update_item (UPD_NROF, pl, this);
1636
1637 adjust_weight (env, oweight, total_weight ());
1541 1638
1542 return true; 1639 return true;
1543 } 1640 }
1544 else 1641 else
1545 { 1642 {
1620 if (op->nrof) 1717 if (op->nrof)
1621 for (object *tmp = inv; tmp; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1622 if (object::can_merge (tmp, op)) 1719 if (object::can_merge (tmp, op))
1623 { 1720 {
1624 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1625 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1626 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1627 1728
1628 if (object *pl = tmp->visible_to ()) 1729 if (object *pl = tmp->visible_to ())
1629 esrv_update_item (UPD_NROF, pl, tmp); 1730 esrv_update_item (UPD_NROF, pl, tmp);
1630 1731
1631 adjust_weight (this, op->total_weight ()); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1632 1733
1633 op->destroy (); 1734 op->destroy ();
1634 op = tmp; 1735 op = tmp;
1635 goto inserted; 1736 goto inserted;
1636 } 1737 }
1652 op->flag [FLAG_REMOVED] = 0; 1753 op->flag [FLAG_REMOVED] = 0;
1653 1754
1654 if (object *pl = op->visible_to ()) 1755 if (object *pl = op->visible_to ())
1655 esrv_send_item (pl, op); 1756 esrv_send_item (pl, op);
1656 1757
1657 adjust_weight (this, op->total_weight ()); 1758 adjust_weight (this, 0, op->total_weight ());
1658 1759
1659inserted: 1760inserted:
1660 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1661 if (op->glow_radius && is_on_map () && map->darkness) 1762 if (op->glow_radius && is_on_map ())
1662 { 1763 {
1663 update_stats (); 1764 update_stats ();
1664 update_all_los (map, x, y); 1765 update_all_los (map, x, y);
1665 } 1766 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1767 else if (is_player ())
1667 // if this is a player's inventory, update stats 1768 // if this is a player's inventory, update stats
1668 update_stats (); 1769 contr->queue_stats_update ();
1669 1770
1670 INVOKE_OBJECT (INSERT, this); 1771 INVOKE_OBJECT (INSERT, this);
1671 1772
1672 return op; 1773 return op;
1673} 1774}
1691 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * MSW 2001-07-08: Check all objects on space, not just those below
1692 * object being inserted. insert_ob_in_map may not put new objects 1793 * object being inserted. insert_ob_in_map may not put new objects
1693 * on top. 1794 * on top.
1694 */ 1795 */
1695int 1796int
1696check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1697{ 1798{
1799 if (op->flag [FLAG_NO_APPLY])
1800 return 0;
1801
1698 object *tmp; 1802 object *tmp;
1699 maptile *m = op->map; 1803 maptile *m = op->map;
1700 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1701 1805
1702 MoveType move_on, move_slow, move_block; 1806 mapspace &ms = m->at (x, y);
1703 1807
1704 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1808 ms.update ();
1705 return 0;
1706 1809
1707 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1810 MoveType move_on = ms.move_on;
1708 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1811 MoveType move_slow = ms.move_slow;
1709 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1812 MoveType move_block = ms.move_block;
1710 1813
1711 /* if nothing on this space will slow op down or be applied, 1814 /* if nothing on this space will slow op down or be applied,
1712 * no need to do checking below. have to make sure move_type 1815 * no need to do checking below. have to make sure move_type
1713 * is set, as lots of objects don't have it set - we treat that 1816 * is set, as lots of objects don't have it set - we treat that
1714 * as walking. 1817 * as walking.
1725 return 0; 1828 return 0;
1726 1829
1727 /* The objects have to be checked from top to bottom. 1830 /* The objects have to be checked from top to bottom.
1728 * Hence, we first go to the top: 1831 * Hence, we first go to the top:
1729 */ 1832 */
1730 1833 for (object *next, *tmp = ms.top; tmp; tmp = next)
1731 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1732 {
1733 /* Trim the search when we find the first other spell effect
1734 * this helps performance so that if a space has 50 spell objects,
1735 * we don't need to check all of them.
1736 */
1737 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1738 break;
1739 } 1834 {
1835 next = tmp->below;
1740 1836
1741 for (; tmp; tmp = tmp->below)
1742 {
1743 if (tmp == op) 1837 if (tmp == op)
1744 continue; /* Can't apply yourself */ 1838 continue; /* Can't apply yourself */
1745 1839
1746 /* Check to see if one of the movement types should be slowed down. 1840 /* Check to see if one of the movement types should be slowed down.
1747 * Second check makes sure that the movement types not being slowed 1841 * Second check makes sure that the movement types not being slowed
1748 * (~slow_move) is not blocked on this space - just because the 1842 * (~slow_move) is not blocked on this space - just because the
1749 * space doesn't slow down swimming (for example), if you can't actually 1843 * space doesn't slow down swimming (for example), if you can't actually
1750 * swim on that space, can't use it to avoid the penalty. 1844 * swim on that space, can't use it to avoid the penalty.
1751 */ 1845 */
1752 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1753 { 1847 {
1754 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1755 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1756 { 1850 {
1757
1758 float
1759 diff = tmp->move_slow_penalty * fabs (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1760 1852
1761 if (op->type == PLAYER) 1853 if (op->is_player ())
1762 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1854 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1763 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1855 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1764 diff /= 4.0; 1856 diff /= 4.0;
1765 1857
1766 op->speed_left -= diff; 1858 op->speed_left -= diff;
1767 } 1859 }
1768 } 1860 }
1769 1861
1770 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1771 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1773 { 1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
1774 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1775 1872
1776 if (op->destroyed ()) 1873 if (op->destroyed ())
1777 return 1; 1874 return 1;
1778 1875
1890void 1987void
1891flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
1892{ 1989{
1893 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894 { 1991 {
1895 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
1896 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
1897 } 1994 }
1898} 1995}
1899 1996
1900/* 1997/*
1903void 2000void
1904unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
1905{ 2002{
1906 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 { 2004 {
1908 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
1909 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
1910 } 2007 }
1911} 2008}
1912 2009
1913/* 2010/*
2052 * there is capable of. 2149 * there is capable of.
2053 */ 2150 */
2054int 2151int
2055find_dir (maptile *m, int x, int y, object *exclude) 2152find_dir (maptile *m, int x, int y, object *exclude)
2056{ 2153{
2057 int i, max = SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2058
2059 sint16 nx, ny;
2060 object *tmp;
2061 maptile *mp;
2062
2063 MoveType blocked, move_type; 2155 MoveType move_type;
2064 2156
2065 if (exclude && exclude->head_ () != exclude) 2157 if (exclude && exclude->head_ () != exclude)
2066 { 2158 {
2067 exclude = exclude->head; 2159 exclude = exclude->head;
2068 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2071 { 2163 {
2072 /* If we don't have anything, presume it can use all movement types. */ 2164 /* If we don't have anything, presume it can use all movement types. */
2073 move_type = MOVE_ALL; 2165 move_type = MOVE_ALL;
2074 } 2166 }
2075 2167
2076 for (i = 1; i < max; i++) 2168 for (int i = 1; i < max; i++)
2077 { 2169 {
2078 mp = m; 2170 mapxy pos (m, x, y);
2079 nx = x + freearr_x[i]; 2171 pos.move (i);
2080 ny = y + freearr_y[i];
2081 2172
2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2173 if (!pos.normalise ())
2083
2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i]; 2174 max = maxfree[i];
2086 else 2175 else
2087 { 2176 {
2088 mapspace &ms = mp->at (nx, ny); 2177 mapspace &ms = *pos;
2089 2178
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type) 2179 if ((move_type & ms.move_block) == move_type)
2093 max = maxfree[i]; 2180 max = maxfree [i];
2094 else if (mflags & P_IS_ALIVE) 2181 else if (ms.flags () & P_IS_ALIVE)
2095 { 2182 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above) 2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 break;
2100
2101 if (tmp)
2102 return freedir[i]; 2186 return freedir [i];
2103 } 2187 }
2104 } 2188 }
2105 } 2189 }
2106 2190
2107 return 0; 2191 return 0;
2116{ 2200{
2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2118} 2202}
2119 2203
2120/* 2204/*
2121 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * find_dir_2(delta-x,delta-y) will return a direction value
2122 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2123 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2124 */ 2208 */
2125int 2209int
2126find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2127{ 2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2128 int q; 2255 int q;
2129 2256
2130 if (y) 2257 if (y)
2131 q = x * 100 / y; 2258 q = 128 * x / y;
2132 else if (x) 2259 else if (x)
2133 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2134 else 2261 else
2135 return 0; 2262 return 0;
2136 2263
2137 if (y > 0) 2264 if (y > 0)
2138 { 2265 {
2139 if (q < -242) 2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2140 return 3; 2271 return 3;
2141 if (q < -41) 2272 }
2142 return 2; 2273 else
2143 if (q < 41) 2274 {
2144 return 1; 2275 if (q < -309) return 3;
2145 if (q < 242) 2276 if (q < -52) return 2;
2146 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2147 return 7; 2280 return 7;
2148 } 2281 }
2149 2282#endif
2150 if (q < -242)
2151 return 7;
2152 if (q < -41)
2153 return 6;
2154 if (q < 41)
2155 return 5;
2156 if (q < 242)
2157 return 4;
2158
2159 return 3;
2160} 2283}
2161 2284
2162/* 2285/*
2163 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2164 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2165 */ 2288 */
2166int 2289int
2167dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2168{ 2291{
2169 int d;
2170
2171 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2172 if (d > 4)
2173 d = 8 - d;
2174 2293
2175 return d; 2294 return d > 4 ? 8 - d : d;
2176} 2295}
2177 2296
2178/* peterm: 2297/* peterm:
2179 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2180 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2182 * This basically means that if direction is 15, then it could either go 2301 * This basically means that if direction is 15, then it could either go
2183 * direction 4, 14, or 16 to get back to where we are. 2302 * direction 4, 14, or 16 to get back to where we are.
2184 * Moved from spell_util.c to object.c with the other related direction 2303 * Moved from spell_util.c to object.c with the other related direction
2185 * functions. 2304 * functions.
2186 */ 2305 */
2187int reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2188 {0, 0, 0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2189 {0, 0, 0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2190 {0, 0, 0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2191 {0, 0, 0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2192 {0, 0, 0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2286 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2287 */ 2406 */
2288int 2407int
2289can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2290{ 2409{
2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2293 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2294} 2413}
2414
2415//-GPL
2295 2416
2296/* 2417/*
2297 * create clone from object to another 2418 * create clone from object to another
2298 */ 2419 */
2299object * 2420object *
2330 return tmp; 2451 return tmp;
2331 2452
2332 return 0; 2453 return 0;
2333} 2454}
2334 2455
2335const shstr & 2456/* Zero the key_values on op, decrementing the shared-string
2336object::kv_get (const shstr &key) const 2457 * refcounts and freeing the links.
2458 */
2459void
2460key_values::clear ()
2337{ 2461{
2462 for (key_value *kvp = first; kvp; )
2463 {
2464 key_value *next = kvp->next;
2465 delete kvp;
2466 kvp = next;
2467 }
2468
2469 first = 0;
2470}
2471
2472shstr_tmp
2473key_values::get (shstr_tmp key) const
2474{
2338 for (key_value *kv = key_values; kv; kv = kv->next) 2475 for (key_value *kv = first; kv; kv = kv->next)
2339 if (kv->key == key) 2476 if (kv->key == key)
2340 return kv->value; 2477 return kv->value;
2341 2478
2342 return shstr_null; 2479 return shstr ();
2343} 2480}
2344 2481
2345void 2482void
2346object::kv_set (const shstr &key, const shstr &value) 2483key_values::add (shstr_tmp key, shstr_tmp value)
2347{ 2484{
2485 key_value *kv = new key_value;
2486
2487 kv->next = first;
2488 kv->key = key;
2489 kv->value = value;
2490
2491 first = kv;
2492}
2493
2494void
2495key_values::set (shstr_tmp key, shstr_tmp value)
2496{
2348 for (key_value *kv = key_values; kv; kv = kv->next) 2497 for (key_value *kv = first; kv; kv = kv->next)
2349 if (kv->key == key) 2498 if (kv->key == key)
2350 { 2499 {
2351 kv->value = value; 2500 kv->value = value;
2352 return; 2501 return;
2353 } 2502 }
2354 2503
2355 key_value *kv = new key_value; 2504 add (key, value);
2356
2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362} 2505}
2363 2506
2364void 2507void
2365object::kv_del (const shstr &key) 2508key_values::del (shstr_tmp key)
2366{ 2509{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2510 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key) 2511 if ((*kvp)->key == key)
2369 { 2512 {
2370 key_value *kv = *kvp; 2513 key_value *kv = *kvp;
2371 *kvp = (*kvp)->next; 2514 *kvp = (*kvp)->next;
2372 delete kv; 2515 delete kv;
2373 return; 2516 return;
2374 } 2517 }
2518}
2519
2520void
2521key_values::reverse ()
2522{
2523 key_value *prev = 0;
2524 key_value *head = first;
2525
2526 while (head)
2527 {
2528 key_value *node = head;
2529 head = head->next;
2530 node->next = prev;
2531 prev = node;
2532 }
2533
2534 first = prev;
2535}
2536
2537key_values &
2538key_values::operator =(const key_values &kv)
2539{
2540 clear ();
2541
2542 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2543 add (kvp->key, kvp->value);
2544
2545 reverse ();
2375} 2546}
2376 2547
2377object::depth_iterator::depth_iterator (object *container) 2548object::depth_iterator::depth_iterator (object *container)
2378: iterator_base (container) 2549: iterator_base (container)
2379{ 2550{
2463{ 2634{
2464 return map ? map->region (x, y) 2635 return map ? map->region (x, y)
2465 : region::default_region (); 2636 : region::default_region ();
2466} 2637}
2467 2638
2468const materialtype_t * 2639//+GPL
2469object::dominant_material () const
2470{
2471 if (materialtype_t *mt = name_to_material (materialname))
2472 return mt;
2473
2474 return name_to_material (shstr_unknown);
2475}
2476 2640
2477void 2641void
2478object::open_container (object *new_container) 2642object::open_container (object *new_container)
2479{ 2643{
2480 if (container == new_container) 2644 if (container == new_container)
2501 container = 0; 2665 container = 0;
2502 2666
2503 // client needs item update to make it work, client bug requires this to be separate 2667 // client needs item update to make it work, client bug requires this to be separate
2504 esrv_update_item (UPD_FLAGS, this, old_container); 2668 esrv_update_item (UPD_FLAGS, this, old_container);
2505 2669
2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2507 play_sound (sound_find ("chest_close")); 2671 play_sound (sound_find ("chest_close"));
2508 } 2672 }
2509 2673
2510 if (new_container) 2674 if (new_container)
2511 { 2675 {
2515 // TODO: this does not seem to serve any purpose anymore? 2679 // TODO: this does not seem to serve any purpose anymore?
2516#if 0 2680#if 0
2517 // insert the "Close Container" object. 2681 // insert the "Close Container" object.
2518 if (archetype *closer = new_container->other_arch) 2682 if (archetype *closer = new_container->other_arch)
2519 { 2683 {
2520 object *closer = arch_to_object (new_container->other_arch); 2684 object *closer = new_container->other_arch->instance ();
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2685 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer); 2686 new_container->insert (closer);
2523 } 2687 }
2524#endif 2688#endif
2525 2689
2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2527 2691
2528 // make sure the container is available, client bug requires this to be separate 2692 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container); 2693 esrv_send_item (this, new_container);
2530 2694
2531 new_container->flag [FLAG_APPLIED] = true; 2695 new_container->flag [FLAG_APPLIED] = true;
2538 } 2702 }
2539// else if (!old_container->env && contr && contr->ns) 2703// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset (); 2704// contr->ns->floorbox_reset ();
2541} 2705}
2542 2706
2707//-GPL
2708
2709// prefetch some flat area around the player
2710static void
2711prefetch_surrounding_area (object *op, maptile *map, int range)
2712{
2713 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2714 op->x - range , op->y - range ,
2715 op->x + range + 1, op->y + range + 1);
2716 rect->m;
2717 ++rect)
2718 {
2719 rect->m->touch ();
2720 rect->m->activate ();
2721 }
2722}
2723
2724// prefetch a generous area around the player, also up and down
2725void
2726object::prefetch_surrounding_maps ()
2727{
2728 prefetch_surrounding_area (this, map, 40);
2729
2730 if (maptile *m = map->tile_available (TILE_DOWN))
2731 prefetch_surrounding_area (this, m, 20);
2732
2733 if (maptile *m = map->tile_available (TILE_UP))
2734 prefetch_surrounding_area (this, m, 20);
2735}
2736
2737//+GPL
2738
2543object * 2739object *
2544object::force_find (const shstr name) 2740object::force_find (shstr_tmp name)
2545{ 2741{
2546 /* cycle through his inventory to look for the MARK we want to 2742 /* cycle through his inventory to look for the MARK we want to
2547 * place 2743 * place
2548 */ 2744 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below) 2745 for (object *tmp = inv; tmp; tmp = tmp->below)
2551 return splay (tmp); 2747 return splay (tmp);
2552 2748
2553 return 0; 2749 return 0;
2554} 2750}
2555 2751
2752void
2753object::force_set_timer (int duration)
2754{
2755 this->duration = 1;
2756 this->speed_left = -1.f;
2757
2758 this->set_speed (duration ? 1.f / duration : 0.f);
2759}
2760
2556object * 2761object *
2557object::force_add (const shstr name, int duration) 2762object::force_add (shstr_tmp name, int duration)
2558{ 2763{
2559 if (object *force = force_find (name)) 2764 if (object *force = force_find (name))
2560 force->destroy (); 2765 force->destroy ();
2561 2766
2562 object *force = get_archetype (FORCE_NAME); 2767 object *force = archetype::get (FORCE_NAME);
2563 2768
2564 force->slaying = name; 2769 force->slaying = name;
2565 force->stats.food = 1; 2770 force->force_set_timer (duration);
2566 force->speed_left = -1.f;
2567
2568 force->set_speed (duration ? 1.f / duration : 0.f);
2569 force->flag [FLAG_IS_USED_UP] = true;
2570 force->flag [FLAG_APPLIED] = true; 2771 force->flag [FLAG_APPLIED] = true;
2571 2772
2572 return insert (force); 2773 return insert (force);
2573} 2774}
2574 2775
2575void 2776void
2576object::play_sound (faceidx sound) 2777object::play_sound (faceidx sound) const
2577{ 2778{
2578 if (!sound) 2779 if (!sound)
2579 return; 2780 return;
2580 2781
2581 if (flag [FLAG_REMOVED]) 2782 if (is_on_map ())
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y); 2783 map->play_sound (sound, x, y);
2784 else if (object *pl = in_player ())
2785 pl->contr->play_sound (sound);
2786}
2787
2788void
2789object::say_msg (const char *msg) const
2790{
2791 if (is_on_map ())
2792 map->say_msg (msg, x, y);
2793 else if (object *pl = in_player ())
2794 pl->contr->play_sound (sound);
2591} 2795}
2592 2796
2593void 2797void
2594object::make_noise () 2798object::make_noise ()
2595{ 2799{
2596 // we do not model noise in the map, so instead put 2800 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source 2801 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our 2802 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit 2803 // goal, which is to make invisibility a bit harder to exploit
2600 2804
2805 // currently only works sensibly for players
2806 if (!is_player ())
2807 return;
2808
2601 // find old force, or create new one 2809 // find old force, or create new one
2602 object *force = force_find (shstr_noise_force); 2810 object *force = force_find (shstr_noise_force);
2603 2811
2604 if (force) 2812 if (force)
2605 force->speed = 1.f / 4; // patch old speed up 2813 force->speed_left = -1.f; // patch old speed up
2606 else 2814 else
2607 { 2815 {
2608 force = get_archetype (shstr_noise_force); 2816 force = archetype::get (shstr_noise_force);
2609 2817
2610 force->slaying = name; 2818 force->slaying = shstr_noise_force;
2611 force->stats.food = 1; 2819 force->stats.food = 1;
2612 force->speed_left = -1.f; 2820 force->speed_left = -1.f;
2613 2821
2614 force->set_speed (1.f / 4); 2822 force->set_speed (1.f / 4.f);
2615 force->flag [FLAG_IS_USED_UP] = true; 2823 force->flag [FLAG_IS_USED_UP] = true;
2616 force->flag [FLAG_APPLIED] = true; 2824 force->flag [FLAG_APPLIED] = true;
2617 2825
2618 insert (force); 2826 insert (force);
2619 } 2827 }
2620} 2828}
2621 2829
2830void object::change_move_type (MoveType mt)
2831{
2832 if (move_type == mt)
2833 return;
2834
2835 if (is_on_map ())
2836 {
2837 // we are on the map, so handle move_on/off effects
2838 remove ();
2839 move_type = mt;
2840 map->insert (this, x, y, this);
2841 }
2842 else
2843 move_type = mt;
2844}
2845
2846/* object should be a player.
2847 * we return the object the player has marked with the 'mark' command
2848 * below. If no match is found (or object has changed), we return
2849 * NULL. We leave it up to the calling function to print messages if
2850 * nothing is found.
2851 */
2852object *
2853object::mark () const
2854{
2855 if (contr && contr->mark && contr->mark->env == this)
2856 return contr->mark;
2857 else
2858 return 0;
2859}
2860
2861// put marked object first in the inventory
2862// this is used by identify-like spells so players can influence
2863// the order a bit.
2864void
2865object::splay_marked ()
2866{
2867 if (object *marked = mark ())
2868 splay (marked);
2869}
2870

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines