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Comparing deliantra/server/common/object.C (file contents):
Revision 1.221 by root, Thu Apr 24 12:06:01 2008 UTC vs.
Revision 1.366 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <stdio.h> 27#include <stdio.h>
26#include <sys/types.h> 28#include <sys/types.h>
27#include <sys/uio.h> 29#include <sys/uio.h>
28#include <object.h> 30#include <object.h>
29#include <sproto.h> 31#include <sproto.h>
30#include <loader.h>
31 32
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
41short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
42 0, 52 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 53 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, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46}; 56};
47short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
48 0, 58 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 59 -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, 60 -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 61 -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};
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}; 62};
59int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
60 0, 64 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 65 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, 66 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 67 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}; 68};
65 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
66static void 96static void
67write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
68{ 98{
69 CALL_BEGIN (2); 99 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 103 CALL_END;
74} 104}
75 105
76static void 106static void
77read_uuid (void) 107read_uuid ()
78{ 108{
79 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
80 110
81 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
82 112
96 126
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 128 _exit (1);
99 } 129 }
100 130
101 UUID::BUF buf; 131 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 132 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 133 fgets (buf, sizeof (buf), fp);
104 134
105 if (!UUID::cur.parse (buf)) 135 if (!UUID::cur.parse (buf))
106 { 136 {
133 163
134void 164void
135UUID::init () 165UUID::init ()
136{ 166{
137 read_uuid (); 167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
138} 233}
139 234
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 236static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
143{ 238{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
149 */ 242 */
150 243
151 /* For each field in wants, */ 244 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
153 { 246 if (has->kv.get (kv->key) != kv->value)
154 key_value *has_field; 247 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 248
169 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 250 return true;
171} 251}
172 252
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 254static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 256{
177 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
179 */ 259 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
181} 262}
182 263
183/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 265 * they can be merged together.
185 * 266 *
192 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
193 * check weight 274 * check weight
194 */ 275 */
195bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
196{ 277{
197 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
198 if (ob1 == ob2 279 if (ob1 == ob2
199 || ob1->type != ob2->type 280 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 281 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 285 return 0;
204 286
205 /* Do not merge objects if nrof would overflow. First part checks 287 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 288 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 290 return 0;
212 291
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 296 * flags lose any meaning.
218 */ 297 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
221 300
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
224 303
225 if (ob1->arch->name != ob2->arch->name 304 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 305 || ob1->name != ob2->name
227 || ob1->title != ob2->title 306 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 313 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 329 return 0;
250 330
251 if ((ob1->flag ^ ob2->flag) 331 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 332 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 333 .reset (FLAG_REMOVED)
255 .any ()) 334 .any ())
256 return 0; 335 return 0;
257 336
258 /* This is really a spellbook check - we should in general 337 /* This is really a spellbook check - we should in general
273 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
274 * if it is valid. 353 * if it is valid.
275 */ 354 */
276 } 355 }
277 356
278 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
279 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
280 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
281 */ 360 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 362 return 0;
284 363
285 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
286 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
287 * check? 366 * check?
288 */ 367 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 369 return 0;
291 370
292 switch (ob1->type) 371 switch (ob1->type)
293 { 372 {
294 case SCROLL: 373 case SCROLL:
295 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
296 return 0; 375 return 0;
297 break; 376 break;
298 } 377 }
299 378
300 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
301 { 380 {
302 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
303 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
304 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
305 384
306 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
307 return 0; 386 return 0;
308 } 387 }
340 { 419 {
341 // see if we are in a container of sorts 420 // see if we are in a container of sorts
342 if (env) 421 if (env)
343 { 422 {
344 // the player inventory itself is always visible 423 // the player inventory itself is always visible
345 if (env->type == PLAYER) 424 if (env->is_player ())
346 return env; 425 return env;
347 426
348 // else a player could have our env open 427 // else a player could have our env open
349 object *envest = env->outer_env (); 428 object *envest = env->outer_env_or_self ();
350 429
351 // the player itself is always on a map, so we will find him here 430 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 431 // even if our inv is in a player.
353 if (envest->is_on_map ()) 432 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 433 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 434 if (pl->container_ () == env)
356 return pl; 435 return pl;
357 } 436 }
358 else 437 else
359 { 438 {
360 // maybe there is a player standing on the same mapspace 439 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 440 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 441 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container) 442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
364 return pl; 444 return pl;
365 } 445 }
366 } 446 }
367 447
368 return 0; 448 return 0;
369} 449}
370 450
371// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
372static sint32 452static weight_t
373weight_adjust (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
374{ 454{
375 return op->type == CONTAINER 455 if (op->type == CONTAINER)
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
377 : weight;
378}
379 457
458 return weight;
459}
460
380/* 461/*
381 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
383 */ 464 */
384static void 465static void
385adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
386{ 467{
387 while (op) 468 while (op)
388 { 469 {
389 weight = weight_adjust (op, weight); 470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
390 473
391 if (!weight) 474 sub = op->carrying;
392 return;
393
394 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
395 477
396 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
399 481
407 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
408 */ 490 */
409void 491void
410object::update_weight () 492object::update_weight ()
411{ 493{
412 sint32 sum = 0; 494 weight_t sum = 0;
413 495
414 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
415 { 497 {
416 if (op->inv)
417 op->update_weight (); 498 op->update_weight ();
418 499
419 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
420 } 501 }
421
422 sum = weight_adjust (this, sum);
423 502
424 if (sum != carrying) 503 if (sum != carrying)
425 { 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
426 carrying = sum; 509 carrying = sum;
427 510
428 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
443 object_freezer freezer; 526 object_freezer freezer;
444 op->write (freezer); 527 op->write (freezer);
445 return freezer.as_string (); 528 return freezer.as_string ();
446} 529}
447 530
448/* 531char *
449 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
450 * multi-object 1 which is closest to the second object.
451 * If it's not a multi-object, it is returned.
452 */
453object *
454get_nearest_part (object *op, const object *pl)
455{ 533{
456 object *tmp, *closest; 534 return dump_object (this);
457 int last_dist, i;
458
459 if (!op->more)
460 return op;
461
462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
465 if ((i = distance (tmp, pl)) < last_dist)
466 closest = tmp, last_dist = i;
467
468 return closest;
469} 535}
470 536
471/* 537/*
472 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow. 539 * VERRRY slow.
481 547
482 return 0; 548 return 0;
483} 549}
484 550
485/* 551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
564}
565
566/*
486 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
487 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
488 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
489 */ 570 */
490object * 571object *
491find_object_name (const char *str) 572find_object_name (const char *str)
492{ 573{
493 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
494 object *op;
495 575
576 if (str_)
496 for_all_objects (op) 577 for_all_objects (op)
497 if (op->name == str_) 578 if (op->name == str_)
498 break; 579 return op;
499 580
500 return op; 581 return 0;
501} 582}
502 583
503/* 584/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 586 * skill and experience objects.
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return; 600 return;
520 } 601 }
521 602
522 this->owner = owner; 603 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
589}
590
591/* Zero the key_values on op, decrementing the shared-string
592 * refcounts and freeing the links.
593 */
594static void
595free_key_values (object *op)
596{
597 for (key_value *i = op->key_values; i; )
598 {
599 key_value *next = i->next;
600 delete i;
601
602 i = next;
603 }
604
605 op->key_values = 0;
606}
607
608object &
609object::operator =(const object &src)
610{
611 bool is_freed = flag [FLAG_FREED];
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed;
618
619 /* Copy over key_values, if any. */
620 if (src.key_values)
621 {
622 key_value *tail = 0;
623 key_values = 0;
624
625 for (key_value *i = src.key_values; i; i = i->next)
626 {
627 key_value *new_link = new key_value;
628
629 new_link->next = 0;
630 new_link->key = i->key;
631 new_link->value = i->value;
632
633 /* Try and be clever here, too. */
634 if (!key_values)
635 {
636 key_values = new_link;
637 tail = new_link;
638 }
639 else
640 {
641 tail->next = new_link;
642 tail = new_link;
643 }
644 }
645 }
646} 604}
647 605
648/* 606/*
649 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
654 * will point at garbage. 612 * will point at garbage.
655 */ 613 */
656void 614void
657object::copy_to (object *dst) 615object::copy_to (object *dst)
658{ 616{
659 *dst = *this; 617 dst->remove ();
618 *(object_copy *)dst = *this;
660 619
661 if (speed < 0) 620 // maybe move to object_copy?
662 dst->speed_left -= rndm (); 621 dst->kv = kv;
663 622
664 dst->set_speed (dst->speed); 623 dst->flag [FLAG_REMOVED] = true;
624 dst->activate ();
665} 625}
666 626
667void 627void
668object::instantiate () 628object::instantiate ()
669{ 629{
670 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
671 uuid = UUID::gen (); 631 uuid = UUID::gen ();
672 632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
673 speed_left = -0.1f; 637 speed_left = -1.;
638
674 /* copy the body_info to the body_used - this is only really 639 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything. 640 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting 641 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
679 */ 644 */
680 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
681 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
682 647
683 attachable::instantiate (); 648 attachable::instantiate ();
684} 649}
685 650
686object * 651object *
687object::clone () 652object::clone ()
688{ 653{
689 object *neu = create (); 654 object *neu = create ();
690 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
661 neu->map = map; // not copied by copy_to
691 return neu; 662 return neu;
692} 663}
693 664
694/* 665/*
695 * If an object with the IS_TURNABLE() flag needs to be turned due 666 * If an object with the IS_TURNABLE() flag needs to be turned due
697 * be called to update the face variable, _and_ how it looks on the map. 668 * be called to update the face variable, _and_ how it looks on the map.
698 */ 669 */
699void 670void
700update_turn_face (object *op) 671update_turn_face (object *op)
701{ 672{
702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
703 return; 674 return;
704 675
705 SET_ANIMATION (op, op->direction); 676 SET_ANIMATION (op, op->direction);
706 update_object (op, UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
707} 678}
712 * This function needs to be called whenever the speed of an object changes. 683 * This function needs to be called whenever the speed of an object changes.
713 */ 684 */
714void 685void
715object::set_speed (float speed) 686object::set_speed (float speed)
716{ 687{
717 if (flag [FLAG_FREED] && speed)
718 {
719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
720 speed = 0;
721 }
722
723 this->speed = speed; 688 this->speed = speed;
724 689
725 if (has_active_speed ()) 690 if (has_active_speed ())
726 activate (); 691 activate ();
727 else 692 else
746 * UP_OBJ_FACE: only the objects face has changed. 711 * UP_OBJ_FACE: only the objects face has changed.
747 */ 712 */
748void 713void
749update_object (object *op, int action) 714update_object (object *op, int action)
750{ 715{
751 if (op == NULL) 716 if (!op)
752 { 717 {
753 /* this should never happen */ 718 /* this should never happen */
754 LOG (llevDebug, "update_object() called for NULL object.\n"); 719 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
755 return; 720 return;
756 } 721 }
757 722
758 if (op->env) 723 if (!op->is_on_map ())
759 { 724 {
760 /* Animation is currently handled by client, so nothing 725 /* Animation is currently handled by client, so nothing
761 * to do in this case. 726 * to do in this case.
762 */ 727 */
763 return; 728 return;
764 } 729 }
765
766 /* If the map is saving, don't do anything as everything is
767 * going to get freed anyways.
768 */
769 if (!op->map || op->map->in_memory == MAP_SAVING)
770 return;
771 730
772 /* make sure the object is within map boundaries */ 731 /* make sure the object is within map boundaries */
773 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 732 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
774 { 733 {
775 LOG (llevError, "update_object() called for object out of map!\n"); 734 LOG (llevError, "update_object() called for object out of map!\n");
780 } 739 }
781 740
782 mapspace &m = op->ms (); 741 mapspace &m = op->ms ();
783 742
784 if (!(m.flags_ & P_UPTODATE)) 743 if (!(m.flags_ & P_UPTODATE))
785 /* nop */; 744 m.update_up (); // nothing to do except copy up
786 else if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
787 { 746 {
747#if 0
788 // this is likely overkill, TODO: revisit (schmorp) 748 // this is likely overkill, TODO: revisit (schmorp)
789 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
790 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
791 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
793 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
794 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
795 || (m.move_on | op->move_on ) != m.move_on 755 || (m.move_on | op->move_on ) != m.move_on
796 || (m.move_off | op->move_off ) != m.move_off 756 || (m.move_off | op->move_off ) != m.move_off
797 || (m.move_slow | op->move_slow) != m.move_slow 757 || (m.move_slow | op->move_slow) != m.move_slow
798 /* This isn't perfect, but I don't expect a lot of objects to 758 /* This isn't perfect, but I don't expect a lot of objects to
799 * to have move_allow right now. 759 * have move_allow right now.
800 */ 760 */
801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 761 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
762 m.invalidate ();
763#else
802 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 764 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
803 m.flags_ = 0; 765 m.invalidate ();
766#endif
804 } 767 }
805 /* if the object is being removed, we can't make intelligent 768 /* if the object is being removed, we can't make intelligent
806 * decisions, because remove_ob can't really pass the object 769 * decisions, because remove_ob can't really pass the object
807 * that is being removed. 770 * that is being removed.
808 */ 771 */
809 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
810 m.flags_ = 0; 773 m.invalidate ();
811 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
812 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
813 else 776 else
814 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
815 778
816 if (op->more) 779 if (op->more)
817 update_object (op->more, action); 780 update_object (op->more, action);
818} 781}
819 782
820object::object () 783object::object ()
821{ 784{
822 SET_FLAG (this, FLAG_REMOVED); 785 this->set_flag (FLAG_REMOVED);
823 786
824 expmul = 1.0; 787 //expmul = 1.0; declared const for the time being
825 face = blank_face; 788 face = blank_face;
789 material = MATERIAL_NULL;
826} 790}
827 791
828object::~object () 792object::~object ()
829{ 793{
830 unlink (); 794 unlink ();
831 795
832 free_key_values (this); 796 kv.clear ();
833} 797}
834
835static int object_count;
836 798
837void object::link () 799void object::link ()
838{ 800{
839 assert (!index);//D 801 assert (!index);//D
840 uuid = UUID::gen (); 802 uuid = UUID::gen ();
841 count = ++object_count;
842 803
843 refcnt_inc (); 804 refcnt_inc ();
844 objects.insert (this); 805 objects.insert (this);
806
807 ++create_count;
808
845} 809}
846 810
847void object::unlink () 811void object::unlink ()
848{ 812{
849 if (!index) 813 if (!index)
850 return; 814 return;
815
816 ++destroy_count;
851 817
852 objects.erase (this); 818 objects.erase (this);
853 refcnt_dec (); 819 refcnt_dec ();
854} 820}
855 821
859 /* If already on active list, don't do anything */ 825 /* If already on active list, don't do anything */
860 if (active) 826 if (active)
861 return; 827 return;
862 828
863 if (has_active_speed ()) 829 if (has_active_speed ())
830 {
831 if (flag [FLAG_FREED])
832 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
833
864 actives.insert (this); 834 actives.insert (this);
835 }
865} 836}
866 837
867void 838void
868object::activate_recursive () 839object::activate_recursive ()
869{ 840{
873 op->activate_recursive (); 844 op->activate_recursive ();
874} 845}
875 846
876/* This function removes object 'op' from the list of active 847/* This function removes object 'op' from the list of active
877 * objects. 848 * objects.
878 * This should only be used for style maps or other such 849 * This should only be used for style maps or other such
879 * reference maps where you don't want an object that isn't 850 * reference maps where you don't want an object that isn't
880 * in play chewing up cpu time getting processed. 851 * in play chewing up cpu time getting processed.
881 * The reverse of this is to call update_ob_speed, which 852 * The reverse of this is to call update_ob_speed, which
882 * will do the right thing based on the speed of the object. 853 * will do the right thing based on the speed of the object.
883 */ 854 */
929 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
930 * drop on that space. 901 * drop on that space.
931 */ 902 */
932 if (!drop_to_ground 903 if (!drop_to_ground
933 || !map 904 || !map
934 || map->in_memory != MAP_ACTIVE 905 || !map->linkable ()
935 || map->nodrop 906 || map->no_drop
936 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
937 { 908 {
938 while (inv) 909 while (inv)
939 {
940 inv->destroy_inv (false);
941 inv->destroy (); 910 inv->destroy ();
942 }
943 } 911 }
944 else 912 else
945 { /* Put objects in inventory onto this space */ 913 { /* Put objects in inventory onto this space */
946 while (inv) 914 while (inv)
947 { 915 {
951 || op->flag [FLAG_NO_DROP] 919 || op->flag [FLAG_NO_DROP]
952 || op->type == RUNE 920 || op->type == RUNE
953 || op->type == TRAP 921 || op->type == TRAP
954 || op->flag [FLAG_IS_A_TEMPLATE] 922 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH]) 923 || op->flag [FLAG_DESTROY_ON_DEATH])
956 op->destroy (true); 924 op->destroy ();
957 else 925 else
958 map->insert (op, x, y); 926 map->insert (op, x, y);
959 } 927 }
960 } 928 }
961} 929}
962 930
931/*
932 * Remove and free all objects in the inventory of the given object.
933 * Unlike destroy_inv, this assumes the *this is destroyed as well
934 * well, so we can (and have to!) take shortcuts.
935 */
936void
937object::destroy_inv_fast ()
938{
939 while (object *op = inv)
940 {
941 // remove from object the fast way
942 op->flag [FLAG_REMOVED] = true;
943 op->env = 0;
944 if ((inv = inv->below))
945 inv->above = 0;
946
947 // then destroy
948 op->destroy ();
949 }
950}
951
952void
953object::freelist_free (int count)
954{
955 while (count-- && freelist)
956 {
957 freelist_item *next = freelist->next;
958 // count is being "destroyed"
959
960 sfree ((char *)freelist, sizeof (object));
961
962 freelist = next;
963 --free_count;
964 }
965}
966
967object *
963object *object::create () 968object::create ()
964{ 969{
965 object *op = new object; 970 object *op;
971
972 if (freelist)
973 {
974 freelist_item li = *freelist;
975 memset (freelist, 0, sizeof (object));
976
977 op = new (freelist) object;
978 op->count = li.count;
979
980 freelist = li.next;
981 --free_count;
982 }
983 else
984 {
985 void *ni = salloc0<char> (sizeof (object));
986
987 op = new(ni) object;
988
989 op->count = ++object_count;
990 }
991
966 op->link (); 992 op->link ();
993
967 return op; 994 return op;
968} 995}
969 996
970void 997void
998object::do_delete ()
999{
1000 uint32_t count = this->count;
1001
1002 this->~object ();
1003
1004 freelist_item *li = (freelist_item *)this;
1005 li->next = freelist;
1006 li->count = count;
1007
1008 freelist = li;
1009 ++free_count;
1010}
1011
1012void
971object::do_destroy () 1013object::do_destroy ()
972{ 1014{
973 if (flag [FLAG_IS_LINKED]) 1015 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 1016 remove_link ();
975 1017
976 if (flag [FLAG_FRIENDLY]) 1018 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 1019 remove_friendly_object (this);
978 1020
979 remove (); 1021 remove ();
984 unlink (); 1026 unlink ();
985 1027
986 flag [FLAG_FREED] = 1; 1028 flag [FLAG_FREED] = 1;
987 1029
988 // hack to ensure that freed objects still have a valid map 1030 // hack to ensure that freed objects still have a valid map
989 {
990 static maptile *freed_map; // freed objects are moved here to avoid crashes
991
992 if (!freed_map)
993 {
994 freed_map = new maptile;
995
996 freed_map->path = "<freed objects map>";
997 freed_map->name = "/internal/freed_objects_map";
998 freed_map->width = 3;
999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
1001
1002 freed_map->alloc ();
1003 freed_map->in_memory = MAP_ACTIVE;
1004 }
1005
1006 map = freed_map; 1031 map = &freed_map;
1007 x = 1; 1032 x = 1;
1008 y = 1; 1033 y = 1;
1009 }
1010 1034
1011 if (more) 1035 if (more)
1012 { 1036 {
1013 more->destroy (); 1037 more->destroy ();
1014 more = 0; 1038 more = 0;
1022 attacked_by = 0; 1046 attacked_by = 0;
1023 current_weapon = 0; 1047 current_weapon = 0;
1024} 1048}
1025 1049
1026void 1050void
1027object::destroy (bool destroy_inventory) 1051object::destroy ()
1028{ 1052{
1029 if (destroyed ()) 1053 if (destroyed ())
1030 return; 1054 return;
1031 1055
1032 if (!is_head () && !head->destroyed ()) 1056 if (!is_head () && !head->destroyed ())
1033 { 1057 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1058 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory); 1059 head->destroy ();
1060 return;
1036 } 1061 }
1037 1062
1038 destroy_inv (!destroy_inventory); 1063 destroy_inv_fast ();
1039 1064
1040 if (is_head ()) 1065 if (is_head ())
1041 if (sound_destroy) 1066 if (sound_destroy)
1042 play_sound (sound_destroy); 1067 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER]) 1068 else if (flag [FLAG_MONSTER])
1054 * the previous environment. 1079 * the previous environment.
1055 */ 1080 */
1056void 1081void
1057object::do_remove () 1082object::do_remove ()
1058{ 1083{
1059 object *tmp, *last = 0;
1060 object *otmp;
1061
1062 if (flag [FLAG_REMOVED]) 1084 if (flag [FLAG_REMOVED])
1063 return; 1085 return;
1064 1086
1065 INVOKE_OBJECT (REMOVE, this); 1087 INVOKE_OBJECT (REMOVE, this);
1066 1088
1067 flag [FLAG_REMOVED] = true; 1089 flag [FLAG_REMOVED] = true;
1068 1090
1069 if (more) 1091 if (more)
1070 more->remove (); 1092 more->remove ();
1071 1093
1072 /* 1094 /*
1073 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1074 * inventory. 1096 * inventory.
1075 */ 1097 */
1076 if (env) 1098 if (env)
1077 { 1099 {
1078 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1100 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1079 if (object *pl = visible_to ()) 1101 if (object *pl = visible_to ())
1080 esrv_del_item (pl->contr, count); 1102 esrv_del_item (pl->contr, count);
1081 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1103 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1082 1104
1083 adjust_weight (env, -total_weight ()); 1105 adjust_weight (env, total_weight (), 0);
1084 1106
1085 *(above ? &above->below : &env->inv) = below; 1107 object *pl = in_player ();
1086
1087 if (below)
1088 below->above = above;
1089 1108
1090 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 1110 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 1111 * to the caller to decide what we want to do.
1093 */ 1112 */
1094 map = env->map; 1113 map = env->map;
1095 x = env->x; 1114 x = env->x;
1096 y = env->y; 1115 y = env->y;
1116
1117 // make sure cmov optimisation is applicable
1118 *(above ? &above->below : &env->inv) = below;
1119 *(below ? &below->above : &above ) = above; // &above is just a dummy
1120
1097 above = 0; 1121 above = 0;
1098 below = 0; 1122 below = 0;
1099 env = 0; 1123 env = 0;
1100 1124
1101 /* NO_FIX_PLAYER is set when a great many changes are being 1125 if (pl && pl->is_player ())
1102 * made to players inventory. If set, avoiding the call
1103 * to save cpu time.
1104 */ 1126 {
1105 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1127 if (expect_false (pl->contr->combat_ob == this))
1106 otmp->update_stats (); 1128 {
1129 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1130 pl->contr->combat_ob = 0;
1131 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1132 }
1133
1134 if (expect_false (pl->contr->ranged_ob == this))
1135 {
1136 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1137 pl->contr->ranged_ob = 0;
1138 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1139 }
1140
1141 pl->contr->queue_stats_update ();
1142
1143 if (expect_false (glow_radius) && pl->is_on_map ())
1144 update_all_los (pl->map, pl->x, pl->y);
1145 }
1107 } 1146 }
1108 else if (map) 1147 else if (map)
1109 { 1148 {
1110 map->dirty = true; 1149 map->dirty = true;
1111 mapspace &ms = this->ms (); 1150 mapspace &ms = this->ms ();
1112 1151
1113 if (object *pl = ms.player ()) 1152 if (object *pl = ms.player ())
1114 { 1153 {
1115 if (type == PLAYER) // this == pl(!) 1154 if (is_player ())
1116 { 1155 {
1156 if (!flag [FLAG_WIZPASS])
1157 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1158
1117 // leaving a spot always closes any open container on the ground 1159 // leaving a spot always closes any open container on the ground
1118 if (container && !container->env) 1160 if (container && !container->env)
1119 // this causes spurious floorbox updates, but it ensures 1161 // this causes spurious floorbox updates, but it ensures
1120 // that the CLOSE event is being sent. 1162 // that the CLOSE event is being sent.
1121 close_container (); 1163 close_container ();
1122 1164
1123 --map->players; 1165 --map->players;
1124 map->touch (); 1166 map->touch ();
1125 } 1167 }
1126 else if (pl->container == this) 1168 else if (pl->container_ () == this)
1127 { 1169 {
1128 // removing a container should close it 1170 // removing a container should close it
1129 close_container (); 1171 close_container ();
1130 } 1172 }
1131 1173 else
1132 esrv_del_item (pl->contr, count); 1174 esrv_del_item (pl->contr, count);
1133 } 1175 }
1134 1176
1135 /* link the object above us */ 1177 /* link the object above us */
1136 if (above) 1178 // re-link, make sure compiler can easily use cmove
1137 above->below = below; 1179 *(above ? &above->below : &ms.top) = below;
1138 else 1180 *(below ? &below->above : &ms.bot) = above;
1139 ms.top = below; /* we were top, set new top */
1140
1141 /* Relink the object below us, if there is one */
1142 if (below)
1143 below->above = above;
1144 else
1145 {
1146 /* Nothing below, which means we need to relink map object for this space
1147 * use translated coordinates in case some oddness with map tiling is
1148 * evident
1149 */
1150 if (GET_MAP_OB (map, x, y) != this)
1151 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1152
1153 ms.bot = above; /* goes on above it. */
1154 }
1155 1181
1156 above = 0; 1182 above = 0;
1157 below = 0; 1183 below = 0;
1158 1184
1159 if (map->in_memory == MAP_SAVING) 1185 ms.invalidate ();
1160 return;
1161 1186
1162 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1163 1188
1164 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1165 { 1190 {
1166 if (pl->container == this) 1191 if (pl->container_ () == this)
1167 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1168 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1169 * appropriately. 1194 * appropriately.
1170 */ 1195 */
1171 pl->close_container (); 1196 pl->close_container ();
1172 1197
1173 //TODO: the floorbox prev/next might need updating 1198 //TODO: the floorbox prev/next might need updating
1174 esrv_del_item (pl->contr, count); 1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1201 if (pl->contr->ns)
1202 pl->contr->ns->floorbox_update ();
1175 } 1203 }
1176 1204
1205 if (check_walk_off)
1177 for (tmp = ms.bot; tmp; tmp = tmp->above) 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1178 { 1207 {
1208 above = tmp->above;
1209
1179 /* No point updating the players look faces if he is the object 1210 /* No point updating the players look faces if he is the object
1180 * being removed. 1211 * being removed.
1181 */ 1212 */
1182 1213
1183 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1184 if (check_walk_off
1185 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1186 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1187 {
1188 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1189
1190 if (destroyed ())
1191 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1192 } 1218 }
1193 1219
1194 last = tmp; 1220 if (affects_los ())
1195 }
1196
1197 /* last == NULL if there are no objects on this space */
1198 //TODO: this makes little sense, why only update the topmost object?
1199 if (!last)
1200 map->at (x, y).flags_ = 0;
1201 else
1202 update_object (last, UP_OBJ_REMOVE);
1203
1204 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1205 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1206 } 1222 }
1207} 1223}
1208 1224
1209/* 1225/*
1233 esrv_update_item (UPD_NROF, pl, top); 1249 esrv_update_item (UPD_NROF, pl, top);
1234 1250
1235 op->weight = 0; // cancel the addition above 1251 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already 1252 op->carrying = 0; // must be 0 already
1237 1253
1238 op->destroy (1); 1254 op->destroy ();
1239 1255
1240 return top; 1256 return top;
1241 } 1257 }
1242 1258
1243 return 0; 1259 return 0;
1251 1267
1252 object *prev = this; 1268 object *prev = this;
1253 1269
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 { 1271 {
1256 object *op = arch_to_object (at); 1272 object *op = at->instance ();
1257 1273
1258 op->name = name; 1274 op->name = name;
1259 op->name_pl = name_pl; 1275 op->name_pl = name_pl;
1260 op->title = title; 1276 op->title = title;
1261 1277
1271 * job preparing multi-part monsters. 1287 * job preparing multi-part monsters.
1272 */ 1288 */
1273object * 1289object *
1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1290insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1275{ 1291{
1292 op->remove ();
1293
1276 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1277 { 1295 {
1278 tmp->x = x + tmp->arch->x; 1296 tmp->x = x + tmp->arch->x;
1279 tmp->y = y + tmp->arch->y; 1297 tmp->y = y + tmp->arch->y;
1280 } 1298 }
1297 * Passing 0 for flag gives proper default values, so flag really only needs 1315 * Passing 0 for flag gives proper default values, so flag really only needs
1298 * to be set if special handling is needed. 1316 * to be set if special handling is needed.
1299 * 1317 *
1300 * Return value: 1318 * Return value:
1301 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1302 * NULL if 'op' was destroyed 1320 * NULL if there was an error (destroyed, blocked etc.)
1303 * just 'op' otherwise 1321 * just 'op' otherwise
1304 */ 1322 */
1305object * 1323object *
1306insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1307{ 1325{
1308 assert (!op->flag [FLAG_FREED]);
1309
1310 op->remove (); 1326 op->remove ();
1327
1328 if (m == &freed_map)//D TODO: remove soon
1329 {//D
1330 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1331 }//D
1311 1332
1312 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1313 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1314 * need extra work 1335 * need extra work
1315 */ 1336 */
1337 maptile *newmap = m;
1316 if (!xy_normalise (m, op->x, op->y)) 1338 if (!xy_normalise (newmap, op->x, op->y))
1317 { 1339 {
1318 op->destroy (1); 1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1319 return 0; 1341 return 0;
1320 } 1342 }
1321 1343
1322 if (object *more = op->more) 1344 if (object *more = op->more)
1323 if (!insert_ob_in_map (more, m, originator, flag)) 1345 if (!insert_ob_in_map (more, m, originator, flag))
1324 return 0; 1346 return 0;
1325 1347
1326 CLEAR_FLAG (op, FLAG_REMOVED); 1348 op->flag [FLAG_REMOVED] = false;
1327 1349 op->env = 0;
1328 op->map = m; 1350 op->map = newmap;
1351
1329 mapspace &ms = op->ms (); 1352 mapspace &ms = op->ms ();
1330 1353
1331 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1332 */ 1355 */
1333 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1334 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1335 if (object::can_merge (op, tmp)) 1358 if (object::can_merge (op, tmp))
1336 { 1359 {
1337 // TODO: we atcually want to update tmp, not op, 1360 // TODO: we actually want to update tmp, not op,
1338 // but some caller surely breaks when we return tmp 1361 // but some caller surely breaks when we return tmp
1339 // from here :/ 1362 // from here :/
1340 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1341 tmp->destroy (1); 1364 tmp->destroy ();
1342 } 1365 }
1343 1366
1344 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1345 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 op->clr_flag (FLAG_INV_LOCKED);
1346 1369
1347 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (!op->flag [FLAG_ALIVE])
1348 CLEAR_FLAG (op, FLAG_NO_STEAL); 1371 op->clr_flag (FLAG_NO_STEAL);
1349 1372
1350 if (flag & INS_BELOW_ORIGINATOR) 1373 if (flag & INS_BELOW_ORIGINATOR)
1351 { 1374 {
1352 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1353 { 1376 {
1354 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1355 abort (); 1378 abort ();
1356 } 1379 }
1357 1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1358 op->above = originator; 1388 op->above = originator;
1359 op->below = originator->below; 1389 op->below = originator->below;
1360
1361 if (op->below)
1362 op->below->above = op;
1363 else
1364 ms.bot = op;
1365
1366 /* since *below* originator, no need to update top */
1367 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1368 } 1393 }
1369 else 1394 else
1370 { 1395 {
1371 object *top, *floor = NULL; 1396 object *floor = 0;
1372 1397 object *top = ms.top;
1373 top = ms.bot;
1374 1398
1375 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1376 if (top) 1400 if (top)
1377 { 1401 {
1378 object *last = 0;
1379
1380 /* 1402 /*
1381 * If there are multiple objects on this space, we do some trickier handling. 1403 * If there are multiple objects on this space, we do some trickier handling.
1382 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1383 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1384 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1385 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1386 * Also, if there are spell objects on this space, we stop processing 1408 * Also, if there are spell objects on this space, we stop processing
1387 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1388 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1389 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1390 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1391 */ 1413 */
1392 for (top = ms.bot; top; top = top->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1393 { 1415 {
1394 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1416 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1395 floor = top; 1417 floor = tmp;
1396 1418
1397 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1419 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1398 { 1420 {
1399 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1400 top = top->below; 1422 top = tmp->below;
1401 break; 1423 break;
1402 } 1424 }
1403 1425
1404 last = top; 1426 top = tmp;
1405 } 1427 }
1406
1407 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last;
1409 1428
1410 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1411 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1413 */ 1432 */
1420 */ 1439 */
1421 if (!(flag & INS_ON_TOP) 1440 if (!(flag & INS_ON_TOP)
1422 && ms.flags () & P_BLOCKSVIEW 1441 && ms.flags () & P_BLOCKSVIEW
1423 && (op->face && !faces [op->face].visibility)) 1442 && (op->face && !faces [op->face].visibility))
1424 { 1443 {
1444 object *last;
1445
1425 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1426 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1427 break; 1448 break;
1428 1449
1429 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1430 * and make sure we have a below pointer for it so that 1451 * and make sure we have a below pointer for it so that
1431 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1437 } /* If objects on this space */ 1458 } /* If objects on this space */
1438 1459
1439 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1440 top = floor; 1461 top = floor;
1441 1462
1442 /* Top is the object that our object (op) is going to get inserted above. 1463 // insert object above top, or bottom-most if top = 0
1443 */
1444
1445 /* First object on this space */
1446 if (!top) 1464 if (!top)
1447 { 1465 {
1466 op->below = 0;
1448 op->above = ms.bot; 1467 op->above = ms.bot;
1449
1450 if (op->above)
1451 op->above->below = op;
1452
1453 op->below = 0;
1454 ms.bot = op; 1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1455 } 1471 }
1456 else 1472 else
1457 { /* get inserted into the stack above top */ 1473 {
1458 op->above = top->above; 1474 op->above = top->above;
1459
1460 if (op->above)
1461 op->above->below = op; 1475 top->above = op;
1462 1476
1463 op->below = top; 1477 op->below = top;
1464 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1465 } 1479 }
1480 }
1466 1481
1467 if (!op->above) 1482 if (op->is_player ())
1468 ms.top = op;
1469 } /* else not INS_BELOW_ORIGINATOR */
1470
1471 if (op->type == PLAYER)
1472 { 1483 {
1473 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1474 ++op->map->players; 1485 ++op->map->players;
1475 op->map->touch (); 1486 op->map->touch ();
1476 } 1487 }
1477 1488
1478 op->map->dirty = true; 1489 op->map->dirty = true;
1479 1490
1480 if (object *pl = ms.player ()) 1491 if (object *pl = ms.player ())
1481 //TODO: the floorbox prev/next might need updating 1492 //TODO: the floorbox prev/next might need updating
1482 esrv_send_item (pl, op); 1493 //esrv_send_item (pl, op);
1494 //TODO: update floorbox to preserve ordering
1495 if (pl->contr->ns)
1496 pl->contr->ns->floorbox_update ();
1483 1497
1484 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1485 * visible to others on this map. But update_all_los is really 1499 * visible to others on this map. But update_all_los is really
1486 * an inefficient way to do this, as it means los for all players 1500 * an inefficient way to do this, as it means los for all players
1487 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1488 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1489 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1490 * or just updating the P_UPTODATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1491 * of effect may be sufficient. 1505 * of effect may be sufficient.
1492 */ 1506 */
1493 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1494 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1495 1512
1496 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1497 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1498 1515
1499 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1506 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1507 * update_object(). 1524 * update_object().
1508 */ 1525 */
1509 1526
1510 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1511 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1512 { 1529 {
1513 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1514 return 0; 1531 return 0;
1515 1532
1516 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, let's work our way through the check
1517 * walk on's. 1534 * walk on's.
1518 */ 1535 */
1519 for (object *tmp = op->more; tmp; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1520 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1521 return 0; 1538 return 0;
1522 } 1539 }
1523 1540
1524 return op; 1541 return op;
1525} 1542}
1526 1543
1527/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1528 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1529 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1530 */ 1547 */
1531void 1548void
1532replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1533{ 1550{
1534 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1535 1552
1536 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1537 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1538 tmp->destroy (1); 1555 tmp->destroy ();
1539 1556
1540 object *tmp = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = archetype::find (archname)->instance ();
1541 1558
1542 tmp->x = op->x; 1559 tmp->x = op->x;
1543 tmp->y = op->y; 1560 tmp->y = op->y;
1544 1561
1545 insert_ob_in_map (tmp, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1550{ 1567{
1551 if (where->env) 1568 if (where->env)
1552 return where->env->insert (this); 1569 return where->env->insert (this);
1553 else 1570 else
1554 return where->map->insert (this, where->x, where->y, originator, flags); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1572}
1573
1574// check whether we can put this into the map, respect max_volume, max_items
1575bool
1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1577{
1578 mapspace &ms = m->at (x, y);
1579
1580 int items = ms.items ();
1581
1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1586
1587 if (originator)
1588 originator->failmsgf (
1589 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 );
1592
1593 return false;
1555} 1594}
1556 1595
1557/* 1596/*
1558 * decrease(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1559 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1567 if (!nr) 1606 if (!nr)
1568 return true; 1607 return true;
1569 1608
1570 nr = min (nr, nrof); 1609 nr = min (nr, nrof);
1571 1610
1611 if (nrof > nr)
1612 {
1613 weight_t oweight = total_weight ();
1614
1572 nrof -= nr; 1615 nrof -= nr;
1573
1574 if (nrof)
1575 {
1576 adjust_weight (env, -weight * nr); // carrying == 0
1577 1616
1578 if (object *pl = visible_to ()) 1617 if (object *pl = visible_to ())
1579 esrv_update_item (UPD_NROF, pl, this); 1618 esrv_update_item (UPD_NROF, pl, this);
1580 1619
1620 adjust_weight (env, oweight, total_weight ());
1621
1581 return true; 1622 return true;
1582 } 1623 }
1583 else 1624 else
1584 { 1625 {
1585 destroy (1); 1626 destroy ();
1586 return false; 1627 return false;
1587 } 1628 }
1588} 1629}
1589 1630
1590/* 1631/*
1607 } 1648 }
1608 else 1649 else
1609 { 1650 {
1610 decrease (nr); 1651 decrease (nr);
1611 1652
1612 object *op = object_create_clone (this); 1653 object *op = deep_clone ();
1613 op->nrof = nr; 1654 op->nrof = nr;
1614 return op; 1655 return op;
1615 } 1656 }
1616} 1657}
1617 1658
1638/* 1679/*
1639 * env->insert (op) 1680 * env->insert (op)
1640 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1641 * inside the object environment. 1682 * inside the object environment.
1642 * 1683 *
1643 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1644 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1645 */ 1686 */
1646object * 1687object *
1647object::insert (object *op) 1688object::insert (object *op)
1648{ 1689{
1659 if (op->nrof) 1700 if (op->nrof)
1660 for (object *tmp = inv; tmp; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1661 if (object::can_merge (tmp, op)) 1702 if (object::can_merge (tmp, op))
1662 { 1703 {
1663 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1705 (client prefers the original object) */
1706
1707 // carrying must be 0 for mergable objects
1708 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1709
1665 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1666 1711
1667 if (object *pl = tmp->visible_to ()) 1712 if (object *pl = tmp->visible_to ())
1668 esrv_update_item (UPD_NROF, pl, tmp); 1713 esrv_update_item (UPD_NROF, pl, tmp);
1669 1714
1670 adjust_weight (this, op->total_weight ()); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1671 1716
1672 op->destroy (1); 1717 op->destroy ();
1673 op = tmp; 1718 op = tmp;
1674 goto inserted; 1719 goto inserted;
1675 } 1720 }
1676 1721
1677 op->owner = 0; // it's his/hers now. period. 1722 op->owner = 0; // it's his/hers now. period.
1691 op->flag [FLAG_REMOVED] = 0; 1736 op->flag [FLAG_REMOVED] = 0;
1692 1737
1693 if (object *pl = op->visible_to ()) 1738 if (object *pl = op->visible_to ())
1694 esrv_send_item (pl, op); 1739 esrv_send_item (pl, op);
1695 1740
1696 adjust_weight (this, op->total_weight ()); 1741 adjust_weight (this, 0, op->total_weight ());
1697 1742
1698inserted: 1743inserted:
1699 /* reset the light list and los of the players on the map */ 1744 /* reset the light list and los of the players on the map */
1700 if (op->glow_radius && map && map->darkness) 1745 if (op->glow_radius && is_on_map ())
1746 {
1747 update_stats ();
1701 update_all_los (map, x, y); 1748 update_all_los (map, x, y);
1702 1749 }
1750 else if (is_player ())
1703 // if this is a player's inventory, update stats 1751 // if this is a player's inventory, update stats
1704 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1752 contr->queue_stats_update ();
1705 update_stats ();
1706 1753
1707 INVOKE_OBJECT (INSERT, this); 1754 INVOKE_OBJECT (INSERT, this);
1708 1755
1709 return op; 1756 return op;
1710} 1757}
1728 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1729 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1730 * on top. 1777 * on top.
1731 */ 1778 */
1732int 1779int
1733check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1734{ 1781{
1782 if (op->flag [FLAG_NO_APPLY])
1783 return 0;
1784
1735 object *tmp; 1785 object *tmp;
1736 maptile *m = op->map; 1786 maptile *m = op->map;
1737 int x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1738 1788
1739 MoveType move_on, move_slow, move_block; 1789 mapspace &ms = m->at (x, y);
1740 1790
1741 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1791 ms.update ();
1742 return 0;
1743 1792
1744 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1793 MoveType move_on = ms.move_on;
1745 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1794 MoveType move_slow = ms.move_slow;
1746 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1795 MoveType move_block = ms.move_block;
1747 1796
1748 /* if nothing on this space will slow op down or be applied, 1797 /* if nothing on this space will slow op down or be applied,
1749 * no need to do checking below. have to make sure move_type 1798 * no need to do checking below. have to make sure move_type
1750 * is set, as lots of objects don't have it set - we treat that 1799 * is set, as lots of objects don't have it set - we treat that
1751 * as walking. 1800 * as walking.
1760 */ 1809 */
1761 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1810 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1762 return 0; 1811 return 0;
1763 1812
1764 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1765 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1766 */ 1815 */
1767 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1769 {
1770 /* Trim the search when we find the first other spell effect
1771 * this helps performance so that if a space has 50 spell objects,
1772 * we don't need to check all of them.
1773 */
1774 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1775 break;
1776 } 1817 {
1818 next = tmp->below;
1777 1819
1778 for (; tmp; tmp = tmp->below)
1779 {
1780 if (tmp == op) 1820 if (tmp == op)
1781 continue; /* Can't apply yourself */ 1821 continue; /* Can't apply yourself */
1782 1822
1783 /* Check to see if one of the movement types should be slowed down. 1823 /* Check to see if one of the movement types should be slowed down.
1784 * Second check makes sure that the movement types not being slowed 1824 * Second check makes sure that the movement types not being slowed
1785 * (~slow_move) is not blocked on this space - just because the 1825 * (~slow_move) is not blocked on this space - just because the
1786 * space doesn't slow down swimming (for example), if you can't actually 1826 * space doesn't slow down swimming (for example), if you can't actually
1787 * swim on that space, can't use it to avoid the penalty. 1827 * swim on that space, can't use it to avoid the penalty.
1788 */ 1828 */
1789 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1829 if (!op->flag [FLAG_WIZPASS])
1790 { 1830 {
1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1793 { 1833 {
1794
1795 float
1796 diff = tmp->move_slow_penalty * fabs (op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1797 1835
1798 if (op->type == PLAYER) 1836 if (op->is_player ())
1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1837 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1838 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1801 diff /= 4.0; 1839 diff /= 4.0;
1802 1840
1803 op->speed_left -= diff; 1841 op->speed_left -= diff;
1804 } 1842 }
1805 } 1843 }
1806 1844
1807 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1808 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1810 { 1848 {
1849 if ((flags & INS_NO_AUTO_EXIT)
1850 && (tmp->type == EXIT || tmp->type == TELEPORTER
1851 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1852 continue;
1853
1811 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1812 1855
1813 if (op->destroyed ()) 1856 if (op->destroyed ())
1814 return 1; 1857 return 1;
1815 1858
1838 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1839 return NULL; 1882 return NULL;
1840 } 1883 }
1841 1884
1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1843 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1844 return tmp; 1887 return tmp;
1845 1888
1846 return NULL; 1889 return NULL;
1847} 1890}
1848 1891
1912 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
1913 */ 1956 */
1914object * 1957object *
1915present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
1916{ 1959{
1917 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
1919 return tmp; 1962 return tmp;
1920 1963
1921 return NULL; 1964 return NULL;
1922} 1965}
1923 1966
1927void 1970void
1928flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1929{ 1972{
1930 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 { 1974 {
1932 SET_FLAG (tmp, flag); 1975 tmp->set_flag (flag);
1933 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1934 } 1977 }
1935} 1978}
1936 1979
1937/* 1980/*
1940void 1983void
1941unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1942{ 1985{
1943 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1944 { 1987 {
1945 CLEAR_FLAG (tmp, flag); 1988 tmp->clr_flag (flag);
1946 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1947 } 1990 }
1948} 1991}
1949 1992
1950/* 1993/*
1960 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1961 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
1962 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
1963 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
1964 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
1965 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
1966 * customized, changed states, etc. 2009 * customized, changed states, etc.
1967 */ 2010 */
1968int 2011int
1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970{ 2013{
1971 int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
1972 int index = 0, flag; 2015 int index = 0;
1973 2016
1974 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
1975 { 2018 {
1976 mapxy pos (m, x, y); pos.move (i); 2019 mapxy pos (m, x, y); pos.move (i);
1977 2020
1993 continue; 2036 continue;
1994 } 2037 }
1995 2038
1996 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
1997 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
1998 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
1999 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
2000 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
2001 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2002 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2003 */ 2046 */
2011 * head of the object should correspond for the entire object. 2054 * head of the object should correspond for the entire object.
2012 */ 2055 */
2013 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2014 continue; 2057 continue;
2015 2058
2016 if (ob->blocked (m, pos.x, pos.y)) 2059 if (ob->blocked (pos.m, pos.x, pos.y))
2017 continue; 2060 continue;
2018 2061
2019 altern [index++] = i; 2062 altern [index++] = i;
2020 } 2063 }
2021 2064
2033 */ 2076 */
2034int 2077int
2035find_first_free_spot (const object *ob, maptile *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2036{ 2079{
2037 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2038 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2039 return i; 2082 return i;
2040 2083
2041 return -1; 2084 return -1;
2042} 2085}
2043 2086
2054 2097
2055 while (--end) 2098 while (--end)
2056 swap (arr [end], arr [rndm (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2057} 2100}
2058 2101
2059/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2060 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2061 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2062 * monsters to the north first. However, the size of the array passed 2105 * monsters to the north first. However, the size of the array passed
2063 * covers all the spaces, so within that size, all the spaces within 2106 * covers all the spaces, so within that size, all the spaces within
2064 * the 3x3 area will be searched, just not in a predictable order. 2107 * the 3x3 area will be searched, just not in a predictable order.
2089 * there is capable of. 2132 * there is capable of.
2090 */ 2133 */
2091int 2134int
2092find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2093{ 2136{
2094 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2095
2096 sint16 nx, ny;
2097 object *tmp;
2098 maptile *mp;
2099
2100 MoveType blocked, move_type; 2138 MoveType move_type;
2101 2139
2102 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2103 { 2141 {
2104 exclude = exclude->head; 2142 exclude = exclude->head;
2105 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2108 { 2146 {
2109 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2110 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2111 } 2149 }
2112 2150
2113 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2114 { 2152 {
2115 mp = m; 2153 mapxy pos (m, x, y);
2116 nx = x + freearr_x[i]; 2154 pos.move (i);
2117 ny = y + freearr_y[i];
2118 2155
2119 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2120
2121 if (mflags & P_OUT_OF_MAP)
2122 max = maxfree[i]; 2157 max = maxfree[i];
2123 else 2158 else
2124 { 2159 {
2125 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2126 2161
2127 blocked = ms.move_block;
2128
2129 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2130 max = maxfree[i]; 2163 max = maxfree [i];
2131 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2132 { 2165 {
2133 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2134 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2135 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2136 break;
2137
2138 if (tmp)
2139 return freedir[i]; 2169 return freedir [i];
2140 } 2170 }
2141 } 2171 }
2142 } 2172 }
2143 2173
2144 return 0; 2174 return 0;
2153{ 2183{
2154 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2184 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2155} 2185}
2156 2186
2157/* 2187/*
2158 * find_dir_2(delta-x,delta-y) will return a direction in which 2188 * find_dir_2(delta-x,delta-y) will return a direction value
2159 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2160 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2161 */ 2191 */
2162int 2192int
2163find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2164{ 2194{
2195#if 1 // new algorithm
2196 // this works by putting x, y into 16 sectors, which
2197 // are not equal sized, but are a better approximation
2198 // then the old algorithm, and then using a mapping
2199 // table to map it into a direction value.
2200 // basically, it maps these comparisons to each bit
2201 // bit #3: x < 0
2202 // bit #2: y < 0
2203 // bit #1: x > y
2204 // bit #0: x > 2y
2205
2206 static const uint8 dir[16] = {
2207 4, 5, 4, 3,
2208 2, 1, 2, 3,
2209 6, 5, 6, 7,
2210 8, 1, 8, 7,
2211 };
2212 int sector = 0;
2213
2214 // this is a bit ugly, but more likely to result in branchless code
2215 sector |= x < 0 ? 8 : 0;
2216 x = x < 0 ? -x : x; // abs
2217
2218 sector |= y < 0 ? 4 : 0;
2219 y = y < 0 ? -y : y; // abs
2220
2221 if (x > y)
2222 {
2223 sector |= 2;
2224
2225 if (x > y * 2)
2226 sector |= 1;
2227 }
2228 else
2229 {
2230 if (y > x * 2)
2231 sector |= 1;
2232 else if (!y)
2233 return 0; // x == 0 here
2234 }
2235
2236 return dir [sector];
2237#else // old algorithm
2165 int q; 2238 int q;
2166 2239
2167 if (y) 2240 if (y)
2168 q = x * 100 / y; 2241 q = 128 * x / y;
2169 else if (x) 2242 else if (x)
2170 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2171 else 2244 else
2172 return 0; 2245 return 0;
2173 2246
2174 if (y > 0) 2247 if (y > 0)
2175 { 2248 {
2176 if (q < -242) 2249 if (q < -309) return 7;
2250 if (q < -52) return 6;
2251 if (q < 52) return 5;
2252 if (q < 309) return 4;
2253
2177 return 3; 2254 return 3;
2178 if (q < -41) 2255 }
2179 return 2; 2256 else
2180 if (q < 41) 2257 {
2181 return 1; 2258 if (q < -309) return 3;
2182 if (q < 242) 2259 if (q < -52) return 2;
2183 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2184 return 7; 2263 return 7;
2185 } 2264 }
2186 2265#endif
2187 if (q < -242)
2188 return 7;
2189 if (q < -41)
2190 return 6;
2191 if (q < 41)
2192 return 5;
2193 if (q < 242)
2194 return 4;
2195
2196 return 3;
2197} 2266}
2198 2267
2199/* 2268/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2271 */
2203int 2272int
2204dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2205{ 2274{
2206 int d;
2207
2208 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2209 if (d > 4)
2210 d = 8 - d;
2211 2276
2212 return d; 2277 return d > 4 ? 8 - d : d;
2213} 2278}
2214 2279
2215/* peterm: 2280/* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2281 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2217 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2219 * This basically means that if direction is 15, then it could either go 2284 * This basically means that if direction is 15, then it could either go
2220 * direction 4, 14, or 16 to get back to where we are. 2285 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2286 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2287 * functions.
2223 */ 2288 */
2224int reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2225 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2226 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2227 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2228 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2229 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2286 int mflags; 2351 int mflags;
2287 2352
2288 if (dir < 0) 2353 if (dir < 0)
2289 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2290 2355
2291 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2292 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2293 2358
2294 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2360
2296 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2323 * Add a check so we can't pick up invisible objects (0.93.8) 2388 * Add a check so we can't pick up invisible objects (0.93.8)
2324 */ 2389 */
2325int 2390int
2326can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2327{ 2392{
2328 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2329 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2330 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2395 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2331} 2396}
2397
2398//-GPL
2332 2399
2333/* 2400/*
2334 * create clone from object to another 2401 * create clone from object to another
2335 */ 2402 */
2336object * 2403object *
2337object_create_clone (object *asrc) 2404object::deep_clone ()
2338{ 2405{
2339 object *dst = 0, *tmp, *src, *prev, *item; 2406 assert (("deep_clone called on non-head object", is_head ()));
2340 2407
2341 if (!asrc) 2408 object *dst = clone ();
2342 return 0;
2343 2409
2344 src = asrc->head_ (); 2410 object *prev = dst;
2345
2346 prev = 0;
2347 for (object *part = src; part; part = part->more) 2411 for (object *part = this->more; part; part = part->more)
2348 { 2412 {
2349 tmp = part->clone (); 2413 object *tmp = part->clone ();
2350 tmp->x -= src->x;
2351 tmp->y -= src->y;
2352
2353 if (!part->head)
2354 {
2355 dst = tmp;
2356 tmp->head = 0;
2357 }
2358 else
2359 tmp->head = dst; 2414 tmp->head = dst;
2360
2361 tmp->more = 0;
2362
2363 if (prev)
2364 prev->more = tmp; 2415 prev->more = tmp;
2365
2366 prev = tmp; 2416 prev = tmp;
2367 } 2417 }
2368 2418
2369 for (item = src->inv; item; item = item->below) 2419 for (object *item = inv; item; item = item->below)
2370 insert_ob_in_ob (object_create_clone (item), dst); 2420 insert_ob_in_ob (item->deep_clone (), dst);
2371 2421
2372 return dst; 2422 return dst;
2373} 2423}
2374 2424
2375/* This returns the first object in who's inventory that 2425/* This returns the first object in who's inventory that
2384 return tmp; 2434 return tmp;
2385 2435
2386 return 0; 2436 return 0;
2387} 2437}
2388 2438
2389/* If ob has a field named key, return the link from the list, 2439/* Zero the key_values on op, decrementing the shared-string
2390 * otherwise return NULL. 2440 * refcounts and freeing the links.
2391 * 2441 */
2392 * key must be a passed in shared string - otherwise, this won't 2442void
2393 * do the desired thing. 2443key_values::clear ()
2394 */
2395key_value *
2396get_ob_key_link (const object *ob, const char *key)
2397{ 2444{
2398 for (key_value *link = ob->key_values; link; link = link->next) 2445 for (key_value *kvp = first; kvp; )
2446 {
2447 key_value *next = kvp->next;
2448 delete kvp;
2449 kvp = next;
2450 }
2451
2452 first = 0;
2453}
2454
2455shstr_tmp
2456key_values::get (shstr_tmp key) const
2457{
2458 for (key_value *kv = first; kv; kv = kv->next)
2399 if (link->key == key) 2459 if (kv->key == key)
2400 return link;
2401
2402 return 0;
2403}
2404
2405/*
2406 * Returns the value of op has an extra_field for key, or NULL.
2407 *
2408 * The argument doesn't need to be a shared string.
2409 *
2410 * The returned string is shared.
2411 */
2412const char *
2413get_ob_key_value (const object *op, const char *const key)
2414{
2415 key_value *link;
2416 shstr_cmp canonical_key (key);
2417
2418 if (!canonical_key)
2419 {
2420 /* 1. There being a field named key on any object
2421 * implies there'd be a shared string to find.
2422 * 2. Since there isn't, no object has this field.
2423 * 3. Therefore, *this* object doesn't have this field.
2424 */
2425 return 0;
2426 }
2427
2428 /* This is copied from get_ob_key_link() above -
2429 * only 4 lines, and saves the function call overhead.
2430 */
2431 for (link = op->key_values; link; link = link->next)
2432 if (link->key == canonical_key)
2433 return link->value; 2460 return kv->value;
2434 2461
2435 return 0; 2462 return shstr ();
2436} 2463}
2437 2464
2438/* 2465void
2439 * Updates the canonical_key in op to value. 2466key_values::add (shstr_tmp key, shstr_tmp value)
2440 *
2441 * canonical_key is a shared string (value doesn't have to be).
2442 *
2443 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2444 * keys.
2445 *
2446 * Returns TRUE on success.
2447 */
2448int
2449set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2450{ 2467{
2451 key_value *field = NULL, *last = NULL; 2468 key_value *kv = new key_value;
2452 2469
2453 for (field = op->key_values; field != NULL; field = field->next) 2470 kv->next = first;
2454 { 2471 kv->key = key;
2455 if (field->key != canonical_key) 2472 kv->value = value;
2473
2474 first = kv;
2475}
2476
2477void
2478key_values::set (shstr_tmp key, shstr_tmp value)
2479{
2480 for (key_value *kv = first; kv; kv = kv->next)
2481 if (kv->key == key)
2456 { 2482 {
2457 last = field; 2483 kv->value = value;
2458 continue; 2484 return;
2459 } 2485 }
2460 2486
2461 if (value) 2487 add (key, value);
2462 field->value = value; 2488}
2463 else 2489
2490void
2491key_values::del (shstr_tmp key)
2492{
2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2494 if ((*kvp)->key == key)
2464 { 2495 {
2465 /* Basically, if the archetype has this key set, 2496 key_value *kv = *kvp;
2466 * we need to store the null value so when we save 2497 *kvp = (*kvp)->next;
2467 * it, we save the empty value so that when we load, 2498 delete kv;
2468 * we get this value back again. 2499 return;
2469 */
2470 if (get_ob_key_link (op->arch, canonical_key))
2471 field->value = 0;
2472 else
2473 {
2474 if (last)
2475 last->next = field->next;
2476 else
2477 op->key_values = field->next;
2478
2479 delete field;
2480 }
2481 } 2500 }
2482 return TRUE; 2501}
2502
2503void
2504key_values::reverse ()
2505{
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2483 } 2510 {
2484 /* IF we get here, key doesn't exist */ 2511 key_value *node = head;
2512 head = head->next;
2513 node->next = prev;
2514 prev = node;
2515 }
2485 2516
2486 /* No field, we'll have to add it. */ 2517 first = prev;
2487
2488 if (!add_key)
2489 return FALSE;
2490
2491 /* There isn't any good reason to store a null
2492 * value in the key/value list. If the archetype has
2493 * this key, then we should also have it, so shouldn't
2494 * be here. If user wants to store empty strings,
2495 * should pass in ""
2496 */
2497 if (value == NULL)
2498 return TRUE;
2499
2500 field = new key_value;
2501
2502 field->key = canonical_key;
2503 field->value = value;
2504 /* Usual prepend-addition. */
2505 field->next = op->key_values;
2506 op->key_values = field;
2507
2508 return TRUE;
2509} 2518}
2510 2519
2511/* 2520key_values &
2512 * Updates the key in op to value. 2521key_values::operator =(const key_values &kv)
2513 *
2514 * If add_key is FALSE, this will only update existing keys,
2515 * and not add new ones.
2516 * In general, should be little reason FALSE is ever passed in for add_key
2517 *
2518 * Returns TRUE on success.
2519 */
2520int
2521set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2522{ 2522{
2523 shstr key_ (key); 2523 clear ();
2524 2524
2525 return set_ob_key_value_s (op, key_, value, add_key); 2525 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2526 add (kvp->key, kvp->value);
2527
2528 reverse ();
2526} 2529}
2527 2530
2528object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2529: iterator_base (container) 2532: iterator_base (container)
2530{ 2533{
2580{ 2583{
2581 char flagdesc[512]; 2584 char flagdesc[512];
2582 char info2[256 * 4]; 2585 char info2[256 * 4];
2583 char *p = info; 2586 char *p = info;
2584 2587
2585 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2588 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2586 count, 2589 count,
2587 uuid.c_str (), 2590 uuid.c_str (),
2588 &name, 2591 &name,
2589 title ? "\",title:\"" : "", 2592 title ? ",title:\"" : "",
2590 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2594 title ? "\"" : "",
2591 flag_desc (flagdesc, 512), type); 2595 flag_desc (flagdesc, 512), type);
2592 2596
2593 if (!flag[FLAG_REMOVED] && env) 2597 if (!flag[FLAG_REMOVED] && env)
2594 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2595 2599
2613{ 2617{
2614 return map ? map->region (x, y) 2618 return map ? map->region (x, y)
2615 : region::default_region (); 2619 : region::default_region ();
2616} 2620}
2617 2621
2618const materialtype_t * 2622//+GPL
2619object::dominant_material () const
2620{
2621 if (materialtype_t *mt = name_to_material (materialname))
2622 return mt;
2623
2624 return name_to_material (shstr_unknown);
2625}
2626 2623
2627void 2624void
2628object::open_container (object *new_container) 2625object::open_container (object *new_container)
2629{ 2626{
2630 if (container == new_container) 2627 if (container == new_container)
2651 container = 0; 2648 container = 0;
2652 2649
2653 // client needs item update to make it work, client bug requires this to be separate 2650 // client needs item update to make it work, client bug requires this to be separate
2654 esrv_update_item (UPD_FLAGS, this, old_container); 2651 esrv_update_item (UPD_FLAGS, this, old_container);
2655 2652
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2657 play_sound (sound_find ("chest_close")); 2654 play_sound (sound_find ("chest_close"));
2658 } 2655 }
2659 2656
2660 if (new_container) 2657 if (new_container)
2661 { 2658 {
2665 // TODO: this does not seem to serve any purpose anymore? 2662 // TODO: this does not seem to serve any purpose anymore?
2666#if 0 2663#if 0
2667 // insert the "Close Container" object. 2664 // insert the "Close Container" object.
2668 if (archetype *closer = new_container->other_arch) 2665 if (archetype *closer = new_container->other_arch)
2669 { 2666 {
2670 object *closer = arch_to_object (new_container->other_arch); 2667 object *closer = new_container->other_arch->instance ();
2671 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2672 new_container->insert (closer); 2669 new_container->insert (closer);
2673 } 2670 }
2674#endif 2671#endif
2675 2672
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2677 2674
2678 // make sure the container is available, client bug requires this to be separate 2675 // make sure the container is available, client bug requires this to be separate
2679 esrv_send_item (this, new_container); 2676 esrv_send_item (this, new_container);
2680 2677
2681 new_container->flag [FLAG_APPLIED] = true; 2678 new_container->flag [FLAG_APPLIED] = true;
2688 } 2685 }
2689// else if (!old_container->env && contr && contr->ns) 2686// else if (!old_container->env && contr && contr->ns)
2690// contr->ns->floorbox_reset (); 2687// contr->ns->floorbox_reset ();
2691} 2688}
2692 2689
2690//-GPL
2691
2692// prefetch some flat area around the player
2693static void
2694prefetch_surrounding_area (object *op, maptile *map, int range)
2695{
2696 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2697 op->x - range , op->y - range ,
2698 op->x + range + 1, op->y + range + 1);
2699 rect->m;
2700 ++rect)
2701 {
2702 rect->m->touch ();
2703 rect->m->activate ();
2704 }
2705}
2706
2707// prefetch a generous area around the player, also up and down
2708void
2709object::prefetch_surrounding_maps ()
2710{
2711 prefetch_surrounding_area (this, map, 40);
2712
2713 if (maptile *m = map->tile_available (TILE_DOWN))
2714 prefetch_surrounding_area (this, m, 20);
2715
2716 if (maptile *m = map->tile_available (TILE_UP))
2717 prefetch_surrounding_area (this, m, 20);
2718}
2719
2720//+GPL
2721
2693object * 2722object *
2694object::force_find (const shstr name) 2723object::force_find (shstr_tmp name)
2695{ 2724{
2696 /* cycle through his inventory to look for the MARK we want to 2725 /* cycle through his inventory to look for the MARK we want to
2697 * place 2726 * place
2698 */ 2727 */
2699 for (object *tmp = inv; tmp; tmp = tmp->below) 2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2700 if (tmp->type == FORCE && tmp->slaying == name) 2729 if (tmp->type == FORCE && tmp->slaying == name)
2701 return splay (tmp); 2730 return splay (tmp);
2702 2731
2703 return 0; 2732 return 0;
2704} 2733}
2705 2734
2706void 2735void
2736object::force_set_timer (int duration)
2737{
2738 this->duration = 1;
2739 this->speed_left = -1.f;
2740
2741 this->set_speed (duration ? 1.f / duration : 0.f);
2742}
2743
2744object *
2707object::force_add (const shstr name, int duration) 2745object::force_add (shstr_tmp name, int duration)
2708{ 2746{
2709 if (object *force = force_find (name)) 2747 if (object *force = force_find (name))
2710 force->destroy (); 2748 force->destroy ();
2711 2749
2712 object *force = get_archetype (FORCE_NAME); 2750 object *force = archetype::get (FORCE_NAME);
2713 2751
2714 force->slaying = name; 2752 force->slaying = name;
2715 force->stats.food = 1; 2753 force->force_set_timer (duration);
2716 force->speed_left = -1.f;
2717
2718 force->set_speed (duration ? 1.f / duration : 0.f);
2719 force->flag [FLAG_IS_USED_UP] = true;
2720 force->flag [FLAG_APPLIED] = true; 2754 force->flag [FLAG_APPLIED] = true;
2721 2755
2722 insert (force); 2756 return insert (force);
2723} 2757}
2724 2758
2725void 2759void
2726object::play_sound (faceidx sound) 2760object::play_sound (faceidx sound) const
2727{ 2761{
2728 if (!sound) 2762 if (!sound)
2729 return; 2763 return;
2730 2764
2731 if (flag [FLAG_REMOVED]) 2765 if (is_on_map ())
2766 map->play_sound (sound, x, y);
2767 else if (object *pl = in_player ())
2768 pl->contr->play_sound (sound);
2769}
2770
2771void
2772object::say_msg (const char *msg) const
2773{
2774 if (is_on_map ())
2775 map->say_msg (msg, x, y);
2776 else if (object *pl = in_player ())
2777 pl->contr->play_sound (sound);
2778}
2779
2780void
2781object::make_noise ()
2782{
2783 // we do not model noise in the map, so instead put
2784 // a temporary light into the noise source
2785 // could use the map instead, but that's less reliable for our
2786 // goal, which is to make invisibility a bit harder to exploit
2787
2788 // currently only works sensibly for players
2789 if (!is_player ())
2732 return; 2790 return;
2733 2791
2734 if (env) 2792 // find old force, or create new one
2735 { 2793 object *force = force_find (shstr_noise_force);
2736 if (object *pl = in_player ()) 2794
2737 pl->contr->play_sound (sound); 2795 if (force)
2738 } 2796 force->speed_left = -1.f; // patch old speed up
2739 else 2797 else
2740 map->play_sound (sound, x, y); 2798 {
2741} 2799 force = archetype::get (shstr_noise_force);
2742 2800
2801 force->slaying = shstr_noise_force;
2802 force->stats.food = 1;
2803 force->speed_left = -1.f;
2804
2805 force->set_speed (1.f / 4.f);
2806 force->flag [FLAG_IS_USED_UP] = true;
2807 force->flag [FLAG_APPLIED] = true;
2808
2809 insert (force);
2810 }
2811}
2812
2813void object::change_move_type (MoveType mt)
2814{
2815 if (move_type == mt)
2816 return;
2817
2818 if (is_on_map ())
2819 {
2820 // we are on the map, so handle move_on/off effects
2821 remove ();
2822 move_type = mt;
2823 map->insert (this, x, y, this);
2824 }
2825 else
2826 move_type = mt;
2827}
2828
2829/* object should be a player.
2830 * we return the object the player has marked with the 'mark' command
2831 * below. If no match is found (or object has changed), we return
2832 * NULL. We leave it up to the calling function to print messages if
2833 * nothing is found.
2834 */
2835object *
2836object::mark () const
2837{
2838 if (contr && contr->mark && contr->mark->env == this)
2839 return contr->mark;
2840 else
2841 return 0;
2842}
2843
2844// put marked object first in the inventory
2845// this is used by identify-like spells so players can influence
2846// the order a bit.
2847void
2848object::splay_marked ()
2849{
2850 if (object *marked = mark ())
2851 splay (marked);
2852}
2853

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