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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.247 by root, Mon Jul 14 18:36:43 2008 UTC vs.
Revision 1.366 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 /* n-squared behaviour (see kv_get), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
145 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
146 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
147 */ 242 */
148 243
149 /* For each field in wants, */ 244 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
152 return false; 247 return false;
153 248
154 /* 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. */
155 return true; 250 return true;
156} 251}
178 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
179 * check weight 274 * check weight
180 */ 275 */
181bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
182{ 277{
183 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
184 if (ob1 == ob2 279 if (ob1 == ob2
185 || ob1->type != ob2->type 280 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 281 || ob1->value != ob2->value
188 || 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)
189 return 0; 285 return 0;
190 286
191 /* Do not merge objects if nrof would overflow. First part checks 287 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 288 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 290 return 0;
198 291
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 296 * flags lose any meaning.
204 */ 297 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
207 300
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
210 303
211 if (ob1->arch->archname != ob2->arch->archname 304 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 305 || ob1->name != ob2->name
213 || ob1->title != ob2->title 306 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
217 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 313 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
223 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
225 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 329 return 0;
237 330
238 if ((ob1->flag ^ ob2->flag) 331 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 332 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 333 .reset (FLAG_REMOVED)
242 .any ()) 334 .any ())
243 return 0; 335 return 0;
244 336
245 /* This is really a spellbook check - we should in general 337 /* This is really a spellbook check - we should in general
260 /* 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
261 * if it is valid. 353 * if it is valid.
262 */ 354 */
263 } 355 }
264 356
265 /* 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,
266 * 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
267 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
268 */ 360 */
269 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
270 return 0; 362 return 0;
271 363
272 /* 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
273 * 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
274 * check? 366 * check?
275 */ 367 */
276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
277 return 0; 369 return 0;
278 370
279 switch (ob1->type) 371 switch (ob1->type)
280 { 372 {
281 case SCROLL: 373 case SCROLL:
282 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
283 return 0; 375 return 0;
284 break; 376 break;
285 } 377 }
286 378
287 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
288 { 380 {
289 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
290 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
291 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
292 384
293 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
294 return 0; 386 return 0;
295 } 387 }
327 { 419 {
328 // see if we are in a container of sorts 420 // see if we are in a container of sorts
329 if (env) 421 if (env)
330 { 422 {
331 // the player inventory itself is always visible 423 // the player inventory itself is always visible
332 if (env->type == PLAYER) 424 if (env->is_player ())
333 return env; 425 return env;
334 426
335 // else a player could have our env open 427 // else a player could have our env open
336 object *envest = env->outer_env (); 428 object *envest = env->outer_env_or_self ();
337 429
338 // 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
339 // even if our inv is in a player. 431 // even if our inv is in a player.
340 if (envest->is_on_map ()) 432 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 433 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 434 if (pl->container_ () == env)
343 return pl; 435 return pl;
344 } 436 }
345 else 437 else
346 { 438 {
347 // maybe there is a player standing on the same mapspace 439 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 440 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 441 if (object *pl = ms ().player ())
350 if (!pl->container || this == pl->container) 442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
351 return pl; 444 return pl;
352 } 445 }
353 } 446 }
354 447
355 return 0; 448 return 0;
356} 449}
357 450
358// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
359static sint32 452static weight_t
360weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
361{ 454{
362 return op->type == CONTAINER 455 if (op->type == CONTAINER)
363 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
364 : weight;
365}
366 457
458 return weight;
459}
460
367/* 461/*
368 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
369 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
370 */ 464 */
371static void 465static void
372adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
373{ 467{
374 while (op) 468 while (op)
375 { 469 {
376 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
377 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
378 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
379 - weight_adjust_for (op, op->carrying - weight);
380 473
381 if (!weight) 474 sub = op->carrying;
382 return;
383
384 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
385 477
386 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
387 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
388 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
389 481
397 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
398 */ 490 */
399void 491void
400object::update_weight () 492object::update_weight ()
401{ 493{
402 sint32 sum = 0; 494 weight_t sum = 0;
403 495
404 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
405 { 497 {
406 if (op->inv)
407 op->update_weight (); 498 op->update_weight ();
408 499
409 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
410 } 501 }
411
412 sum = weight_adjust_for (this, sum);
413 502
414 if (sum != carrying) 503 if (sum != carrying)
415 { 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
416 carrying = sum; 509 carrying = sum;
417 510
418 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
419 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
420 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
433 object_freezer freezer; 526 object_freezer freezer;
434 op->write (freezer); 527 op->write (freezer);
435 return freezer.as_string (); 528 return freezer.as_string ();
436} 529}
437 530
438/* 531char *
439 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
440 * multi-object 1 which is closest to the second object.
441 * If it's not a multi-object, it is returned.
442 */
443object *
444get_nearest_part (object *op, const object *pl)
445{ 533{
446 object *tmp, *closest; 534 return dump_object (this);
447 int last_dist, i;
448
449 if (!op->more)
450 return op;
451
452 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
453 tmp;
454 tmp = tmp->more)
455 if ((i = distance (tmp, pl)) < last_dist)
456 closest = tmp, last_dist = i;
457
458 return closest;
459} 535}
460 536
461/* 537/*
462 * 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.
463 * VERRRY slow. 539 * VERRRY slow.
465object * 541object *
466find_object (tag_t i) 542find_object (tag_t i)
467{ 543{
468 for_all_objects (op) 544 for_all_objects (op)
469 if (op->count == i) 545 if (op->count == i)
546 return op;
547
548 return 0;
549}
550
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)
470 return op; 561 return op;
471 562
472 return 0; 563 return 0;
473} 564}
474 565
508 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 ());
509 return; 600 return;
510 } 601 }
511 602
512 this->owner = owner; 603 this->owner = owner;
513}
514
515int
516object::slottype () const
517{
518 if (type == SKILL)
519 {
520 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
521 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
522 }
523 else
524 {
525 if (slot [body_combat].info) return slot_combat;
526 if (slot [body_range ].info) return slot_ranged;
527 }
528
529 return slot_none;
530}
531
532bool
533object::change_weapon (object *ob)
534{
535 if (current_weapon == ob)
536 return true;
537
538 if (chosen_skill)
539 chosen_skill->flag [FLAG_APPLIED] = false;
540
541 current_weapon = ob;
542 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
543
544 if (chosen_skill)
545 chosen_skill->flag [FLAG_APPLIED] = true;
546
547 update_stats ();
548
549 if (ob)
550 {
551 // now check wether any body locations became invalid, in which case
552 // we cannot apply the weapon at the moment.
553 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
554 if (slot[i].used < 0)
555 {
556 current_weapon = chosen_skill = 0;
557 update_stats ();
558
559 new_draw_info_format (NDI_UNIQUE, 0, this,
560 "You try to balance all your items at once, "
561 "but the %s is just too much for your body. "
562 "[You need to unapply some items first.]", &ob->name);
563 return false;
564 }
565
566 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
567 }
568 else
569 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
570
571 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
572 {
573 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
574 &name, ob->debug_desc ());
575 return false;
576 }
577
578 return true;
579}
580
581/* Zero the key_values on op, decrementing the shared-string
582 * refcounts and freeing the links.
583 */
584static void
585free_key_values (object *op)
586{
587 for (key_value *i = op->key_values; i; )
588 {
589 key_value *next = i->next;
590 delete i;
591
592 i = next;
593 }
594
595 op->key_values = 0;
596} 604}
597 605
598/* 606/*
599 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
606void 614void
607object::copy_to (object *dst) 615object::copy_to (object *dst)
608{ 616{
609 dst->remove (); 617 dst->remove ();
610 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
611 dst->flag [FLAG_REMOVED] = true; 623 dst->flag [FLAG_REMOVED] = true;
612 624 dst->activate ();
613 /* Copy over key_values, if any. */
614 if (key_values)
615 {
616 key_value *tail = 0;
617 dst->key_values = 0;
618
619 for (key_value *i = key_values; i; i = i->next)
620 {
621 key_value *new_link = new key_value;
622
623 new_link->next = 0;
624 new_link->key = i->key;
625 new_link->value = i->value;
626
627 /* Try and be clever here, too. */
628 if (!dst->key_values)
629 {
630 dst->key_values = new_link;
631 tail = new_link;
632 }
633 else
634 {
635 tail->next = new_link;
636 tail = new_link;
637 }
638 }
639 }
640
641 if (speed < 0)
642 dst->speed_left -= rndm ();
643
644 dst->set_speed (dst->speed);
645} 625}
646 626
647void 627void
648object::instantiate () 628object::instantiate ()
649{ 629{
650 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
651 uuid = UUID::gen (); 631 uuid = UUID::gen ();
652 632
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
653 speed_left = -0.1f; 637 speed_left = -1.;
638
654 /* 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
655 * 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.
656 * 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
657 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
658 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
659 */ 644 */
660 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
661 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
662 647
663 attachable::instantiate (); 648 attachable::instantiate ();
664} 649}
665 650
666object * 651object *
667object::clone () 652object::clone ()
668{ 653{
669 object *neu = create (); 654 object *neu = create ();
670 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
671 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
672 return neu; 662 return neu;
673} 663}
674 664
675/* 665/*
678 * 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.
679 */ 669 */
680void 670void
681update_turn_face (object *op) 671update_turn_face (object *op)
682{ 672{
683 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
684 return; 674 return;
685 675
686 SET_ANIMATION (op, op->direction); 676 SET_ANIMATION (op, op->direction);
687 update_object (op, UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
688} 678}
693 * 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.
694 */ 684 */
695void 685void
696object::set_speed (float speed) 686object::set_speed (float speed)
697{ 687{
698 if (flag [FLAG_FREED] && speed)
699 {
700 LOG (llevError, "Object %s is freed but has speed.\n", &name);
701 speed = 0;
702 }
703
704 this->speed = speed; 688 this->speed = speed;
705 689
706 if (has_active_speed ()) 690 if (has_active_speed ())
707 activate (); 691 activate ();
708 else 692 else
755 } 739 }
756 740
757 mapspace &m = op->ms (); 741 mapspace &m = op->ms ();
758 742
759 if (!(m.flags_ & P_UPTODATE)) 743 if (!(m.flags_ & P_UPTODATE))
760 /* nop */; 744 m.update_up (); // nothing to do except copy up
761 else if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
762 { 746 {
747#if 0
763 // this is likely overkill, TODO: revisit (schmorp) 748 // this is likely overkill, TODO: revisit (schmorp)
764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
766 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on 755 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off 756 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow 757 || (m.move_slow | op->move_slow) != m.move_slow
773 /* 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
774 * to have move_allow right now. 759 * have move_allow right now.
775 */ 760 */
776 || ((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
777 || 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)
778 m.flags_ = 0; 765 m.invalidate ();
766#endif
779 } 767 }
780 /* if the object is being removed, we can't make intelligent 768 /* if the object is being removed, we can't make intelligent
781 * decisions, because remove_ob can't really pass the object 769 * decisions, because remove_ob can't really pass the object
782 * that is being removed. 770 * that is being removed.
783 */ 771 */
784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
785 m.flags_ = 0; 773 m.invalidate ();
786 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
787 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
788 else 776 else
789 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
790 778
791 if (op->more) 779 if (op->more)
792 update_object (op->more, action); 780 update_object (op->more, action);
793} 781}
794 782
795object::object () 783object::object ()
796{ 784{
797 SET_FLAG (this, FLAG_REMOVED); 785 this->set_flag (FLAG_REMOVED);
798 786
799 expmul = 1.0; 787 //expmul = 1.0; declared const for the time being
800 face = blank_face; 788 face = blank_face;
789 material = MATERIAL_NULL;
801} 790}
802 791
803object::~object () 792object::~object ()
804{ 793{
805 unlink (); 794 unlink ();
806 795
807 free_key_values (this); 796 kv.clear ();
808} 797}
809
810static int object_count;
811 798
812void object::link () 799void object::link ()
813{ 800{
814 assert (!index);//D 801 assert (!index);//D
815 uuid = UUID::gen (); 802 uuid = UUID::gen ();
816 count = ++object_count;
817 803
818 refcnt_inc (); 804 refcnt_inc ();
819 objects.insert (this); 805 objects.insert (this);
806
807 ++create_count;
808
820} 809}
821 810
822void object::unlink () 811void object::unlink ()
823{ 812{
824 if (!index) 813 if (!index)
825 return; 814 return;
815
816 ++destroy_count;
826 817
827 objects.erase (this); 818 objects.erase (this);
828 refcnt_dec (); 819 refcnt_dec ();
829} 820}
830 821
834 /* If already on active list, don't do anything */ 825 /* If already on active list, don't do anything */
835 if (active) 826 if (active)
836 return; 827 return;
837 828
838 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
839 actives.insert (this); 834 actives.insert (this);
835 }
840} 836}
841 837
842void 838void
843object::activate_recursive () 839object::activate_recursive ()
844{ 840{
848 op->activate_recursive (); 844 op->activate_recursive ();
849} 845}
850 846
851/* This function removes object 'op' from the list of active 847/* This function removes object 'op' from the list of active
852 * objects. 848 * objects.
853 * This should only be used for style maps or other such 849 * This should only be used for style maps or other such
854 * 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
855 * in play chewing up cpu time getting processed. 851 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which 852 * The reverse of this is to call update_ob_speed, which
857 * 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.
858 */ 854 */
904 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
905 * drop on that space. 901 * drop on that space.
906 */ 902 */
907 if (!drop_to_ground 903 if (!drop_to_ground
908 || !map 904 || !map
909 || map->in_memory != MAP_ACTIVE 905 || !map->linkable ()
910 || map->no_drop 906 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
912 { 908 {
913 while (inv) 909 while (inv)
914 {
915 inv->destroy_inv (false);
916 inv->destroy (); 910 inv->destroy ();
917 }
918 } 911 }
919 else 912 else
920 { /* Put objects in inventory onto this space */ 913 { /* Put objects in inventory onto this space */
921 while (inv) 914 while (inv)
922 { 915 {
926 || op->flag [FLAG_NO_DROP] 919 || op->flag [FLAG_NO_DROP]
927 || op->type == RUNE 920 || op->type == RUNE
928 || op->type == TRAP 921 || op->type == TRAP
929 || op->flag [FLAG_IS_A_TEMPLATE] 922 || op->flag [FLAG_IS_A_TEMPLATE]
930 || op->flag [FLAG_DESTROY_ON_DEATH]) 923 || op->flag [FLAG_DESTROY_ON_DEATH])
931 op->destroy (true); 924 op->destroy ();
932 else 925 else
933 map->insert (op, x, y); 926 map->insert (op, x, y);
934 } 927 }
935 } 928 }
936} 929}
937 930
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 *
938object *object::create () 968object::create ()
939{ 969{
940 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
941 op->link (); 992 op->link ();
993
942 return op; 994 return op;
943} 995}
944 996
945static struct freed_map : maptile 997void
998object::do_delete ()
946{ 999{
947 freed_map () 1000 uint32_t count = this->count;
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955 1001
956 alloc (); 1002 this->~object ();
957 in_memory = MAP_ACTIVE;
958 }
959 1003
960 ~freed_map () 1004 freelist_item *li = (freelist_item *)this;
961 { 1005 li->next = freelist;
962 destroy (); 1006 li->count = count;
963 } 1007
964} freed_map; // freed objects are moved here to avoid crashes 1008 freelist = li;
1009 ++free_count;
1010}
965 1011
966void 1012void
967object::do_destroy () 1013object::do_destroy ()
968{ 1014{
969 if (flag [FLAG_IS_LINKED]) 1015 if (flag [FLAG_IS_LINKED])
970 remove_button_link (this); 1016 remove_link ();
971 1017
972 if (flag [FLAG_FRIENDLY]) 1018 if (flag [FLAG_FRIENDLY])
973 remove_friendly_object (this); 1019 remove_friendly_object (this);
974 1020
975 remove (); 1021 remove ();
1000 attacked_by = 0; 1046 attacked_by = 0;
1001 current_weapon = 0; 1047 current_weapon = 0;
1002} 1048}
1003 1049
1004void 1050void
1005object::destroy (bool destroy_inventory) 1051object::destroy ()
1006{ 1052{
1007 if (destroyed ()) 1053 if (destroyed ())
1008 return; 1054 return;
1009 1055
1010 if (!is_head () && !head->destroyed ()) 1056 if (!is_head () && !head->destroyed ())
1011 { 1057 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1058 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy (destroy_inventory); 1059 head->destroy ();
1014 return; 1060 return;
1015 } 1061 }
1016 1062
1017 destroy_inv (!destroy_inventory); 1063 destroy_inv_fast ();
1018 1064
1019 if (is_head ()) 1065 if (is_head ())
1020 if (sound_destroy) 1066 if (sound_destroy)
1021 play_sound (sound_destroy); 1067 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER]) 1068 else if (flag [FLAG_MONSTER])
1033 * the previous environment. 1079 * the previous environment.
1034 */ 1080 */
1035void 1081void
1036object::do_remove () 1082object::do_remove ()
1037{ 1083{
1038 object *tmp, *last = 0;
1039 object *otmp;
1040
1041 if (flag [FLAG_REMOVED]) 1084 if (flag [FLAG_REMOVED])
1042 return; 1085 return;
1043 1086
1044 INVOKE_OBJECT (REMOVE, this); 1087 INVOKE_OBJECT (REMOVE, this);
1045 1088
1046 flag [FLAG_REMOVED] = true; 1089 flag [FLAG_REMOVED] = true;
1047 1090
1048 if (more) 1091 if (more)
1049 more->remove (); 1092 more->remove ();
1050 1093
1051 /* 1094 /*
1052 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1053 * inventory. 1096 * inventory.
1054 */ 1097 */
1055 if (env) 1098 if (env)
1056 { 1099 {
1057 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
1058 if (object *pl = visible_to ()) 1101 if (object *pl = visible_to ())
1059 esrv_del_item (pl->contr, count); 1102 esrv_del_item (pl->contr, count);
1060 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
1061 1104
1062 adjust_weight (env, -total_weight ()); 1105 adjust_weight (env, total_weight (), 0);
1106
1107 object *pl = in_player ();
1063 1108
1064 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
1065 * 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
1066 * to the caller to decide what we want to do. 1111 * to the caller to decide what we want to do.
1067 */ 1112 */
1075 1120
1076 above = 0; 1121 above = 0;
1077 below = 0; 1122 below = 0;
1078 env = 0; 1123 env = 0;
1079 1124
1080 /* NO_FIX_PLAYER is set when a great many changes are being 1125 if (pl && pl->is_player ())
1081 * made to players inventory. If set, avoiding the call
1082 * to save cpu time.
1083 */ 1126 {
1084 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1127 if (expect_false (pl->contr->combat_ob == this))
1085 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 }
1086 } 1146 }
1087 else if (map) 1147 else if (map)
1088 { 1148 {
1089 map->dirty = true; 1149 map->dirty = true;
1090 mapspace &ms = this->ms (); 1150 mapspace &ms = this->ms ();
1091 1151
1092 if (object *pl = ms.player ()) 1152 if (object *pl = ms.player ())
1093 { 1153 {
1094 if (type == PLAYER) // this == pl(!) 1154 if (is_player ())
1095 { 1155 {
1156 if (!flag [FLAG_WIZPASS])
1157 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1158
1096 // leaving a spot always closes any open container on the ground 1159 // leaving a spot always closes any open container on the ground
1097 if (container && !container->env) 1160 if (container && !container->env)
1098 // this causes spurious floorbox updates, but it ensures 1161 // this causes spurious floorbox updates, but it ensures
1099 // that the CLOSE event is being sent. 1162 // that the CLOSE event is being sent.
1100 close_container (); 1163 close_container ();
1101 1164
1102 --map->players; 1165 --map->players;
1103 map->touch (); 1166 map->touch ();
1104 } 1167 }
1105 else if (pl->container == this) 1168 else if (pl->container_ () == this)
1106 { 1169 {
1107 // removing a container should close it 1170 // removing a container should close it
1108 close_container (); 1171 close_container ();
1109 } 1172 }
1110 1173 else
1111 esrv_del_item (pl->contr, count); 1174 esrv_del_item (pl->contr, count);
1112 } 1175 }
1113 1176
1114 /* link the object above us */ 1177 /* link the object above us */
1115 // re-link, make sure compiler can easily use cmove 1178 // re-link, make sure compiler can easily use cmove
1116 *(above ? &above->below : &ms.top) = below; 1179 *(above ? &above->below : &ms.top) = below;
1117 *(below ? &below->above : &ms.bot) = above; 1180 *(below ? &below->above : &ms.bot) = above;
1118 1181
1119 above = 0; 1182 above = 0;
1120 below = 0; 1183 below = 0;
1121 1184
1122 if (map->in_memory == MAP_SAVING) 1185 ms.invalidate ();
1123 return;
1124 1186
1125 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1188
1127 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1128 { 1190 {
1129 if (pl->container == this) 1191 if (pl->container_ () == this)
1130 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1132 * appropriately. 1194 * appropriately.
1133 */ 1195 */
1134 pl->close_container (); 1196 pl->close_container ();
1138 //TODO: update floorbox to preserve ordering 1200 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns) 1201 if (pl->contr->ns)
1140 pl->contr->ns->floorbox_update (); 1202 pl->contr->ns->floorbox_update ();
1141 } 1203 }
1142 1204
1205 if (check_walk_off)
1143 for (tmp = ms.bot; tmp; tmp = tmp->above) 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1144 { 1207 {
1208 above = tmp->above;
1209
1145 /* 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
1146 * being removed. 1211 * being removed.
1147 */ 1212 */
1148 1213
1149 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1150 if (check_walk_off
1151 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1153 {
1154 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1155
1156 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 } 1218 }
1159 1219
1160 last = tmp; 1220 if (affects_los ())
1161 }
1162
1163 /* last == NULL if there are no objects on this space */
1164 //TODO: this makes little sense, why only update the topmost object?
1165 if (!last)
1166 map->at (x, y).flags_ = 0;
1167 else
1168 update_object (last, UP_OBJ_REMOVE);
1169
1170 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1171 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1172 } 1222 }
1173} 1223}
1174 1224
1175/* 1225/*
1199 esrv_update_item (UPD_NROF, pl, top); 1249 esrv_update_item (UPD_NROF, pl, top);
1200 1250
1201 op->weight = 0; // cancel the addition above 1251 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already 1252 op->carrying = 0; // must be 0 already
1203 1253
1204 op->destroy (1); 1254 op->destroy ();
1205 1255
1206 return top; 1256 return top;
1207 } 1257 }
1208 1258
1209 return 0; 1259 return 0;
1217 1267
1218 object *prev = this; 1268 object *prev = this;
1219 1269
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 { 1271 {
1222 object *op = arch_to_object (at); 1272 object *op = at->instance ();
1223 1273
1224 op->name = name; 1274 op->name = name;
1225 op->name_pl = name_pl; 1275 op->name_pl = name_pl;
1226 op->title = title; 1276 op->title = title;
1227 1277
1265 * 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
1266 * to be set if special handling is needed. 1316 * to be set if special handling is needed.
1267 * 1317 *
1268 * Return value: 1318 * Return value:
1269 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1270 * NULL if 'op' was destroyed 1320 * NULL if there was an error (destroyed, blocked etc.)
1271 * just 'op' otherwise 1321 * just 'op' otherwise
1272 */ 1322 */
1273object * 1323object *
1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1275{ 1325{
1276 if (op->is_on_map ())
1277 {
1278 LOG (llevError, "insert_ob_in_map called for object already on map");
1279 abort ();
1280 }
1281
1282 if (op->env)
1283 {
1284 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1285 op->remove (); 1326 op->remove ();
1286 }
1287 1327
1288 if (op->face && !face_info (op->face))//D TODO: remove soon 1328 if (m == &freed_map)//D TODO: remove soon
1289 {//D 1329 {//D
1290 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1330 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1291 op->face = 1;//D
1292 }//D 1331 }//D
1293 1332
1294 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1295 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1296 * need extra work 1335 * need extra work
1297 */ 1336 */
1337 maptile *newmap = m;
1298 if (!xy_normalise (m, op->x, op->y)) 1338 if (!xy_normalise (newmap, op->x, op->y))
1299 { 1339 {
1300 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1301 return 0; 1341 return 0;
1302 } 1342 }
1303 1343
1304 if (object *more = op->more) 1344 if (object *more = op->more)
1305 if (!insert_ob_in_map (more, m, originator, flag)) 1345 if (!insert_ob_in_map (more, m, originator, flag))
1306 return 0; 1346 return 0;
1307 1347
1308 CLEAR_FLAG (op, FLAG_REMOVED); 1348 op->flag [FLAG_REMOVED] = false;
1309 1349 op->env = 0;
1310 op->map = m; 1350 op->map = newmap;
1351
1311 mapspace &ms = op->ms (); 1352 mapspace &ms = op->ms ();
1312 1353
1313 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1314 */ 1355 */
1315 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1318 { 1359 {
1319 // TODO: we actually want to update tmp, not op, 1360 // TODO: we actually want to update tmp, not op,
1320 // but some caller surely breaks when we return tmp 1361 // but some caller surely breaks when we return tmp
1321 // from here :/ 1362 // from here :/
1322 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1323 tmp->destroy (1); 1364 tmp->destroy ();
1324 } 1365 }
1325 1366
1326 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 */
1327 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 op->clr_flag (FLAG_INV_LOCKED);
1328 1369
1329 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (!op->flag [FLAG_ALIVE])
1330 CLEAR_FLAG (op, FLAG_NO_STEAL); 1371 op->clr_flag (FLAG_NO_STEAL);
1331 1372
1332 if (flag & INS_BELOW_ORIGINATOR) 1373 if (flag & INS_BELOW_ORIGINATOR)
1333 { 1374 {
1334 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)
1335 { 1376 {
1336 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");
1337 abort (); 1378 abort ();
1338 } 1379 }
1339 1380
1340 if (!originator->is_on_map ()) 1381 if (!originator->is_on_map ())
1382 {
1341 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ()); 1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1343 1387
1344 op->above = originator; 1388 op->above = originator;
1345 op->below = originator->below; 1389 op->below = originator->below;
1346 originator->below = op; 1390 originator->below = op;
1347 1391
1360 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1361 * 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
1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1363 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1364 * 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
1365 * 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
1366 * 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
1367 * 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
1368 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1369 */ 1413 */
1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1371 { 1415 {
1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1416 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1373 floor = tmp; 1417 floor = tmp;
1374 1418
1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1419 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1376 { 1420 {
1377 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1378 top = tmp->below; 1422 top = tmp->below;
1379 break; 1423 break;
1380 } 1424 }
1398 && (op->face && !faces [op->face].visibility)) 1442 && (op->face && !faces [op->face].visibility))
1399 { 1443 {
1400 object *last; 1444 object *last;
1401 1445
1402 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1404 break; 1448 break;
1405 1449
1406 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1407 * 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
1408 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1433 op->below = top; 1477 op->below = top;
1434 *(op->above ? &op->above->below : &ms.top) = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1479 }
1436 } 1480 }
1437 1481
1438 if (op->type == PLAYER) 1482 if (op->is_player ())
1439 { 1483 {
1440 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1441 ++op->map->players; 1485 ++op->map->players;
1442 op->map->touch (); 1486 op->map->touch ();
1443 } 1487 }
1458 * 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 -
1459 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1460 * or just updating the P_UPTODATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1461 * of effect may be sufficient. 1505 * of effect may be sufficient.
1462 */ 1506 */
1463 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1464 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1465 1512
1466 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1467 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1468 1515
1469 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1476 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1477 * update_object(). 1524 * update_object().
1478 */ 1525 */
1479 1526
1480 /* 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 */
1481 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1482 { 1529 {
1483 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1484 return 0; 1531 return 0;
1485 1532
1486 /* 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
1487 * walk on's. 1534 * walk on's.
1488 */ 1535 */
1489 for (object *tmp = op->more; tmp; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1490 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1491 return 0; 1538 return 0;
1492 } 1539 }
1493 1540
1494 return op; 1541 return op;
1495} 1542}
1496 1543
1497/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1498 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1499 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1500 */ 1547 */
1501void 1548void
1502replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1503{ 1550{
1504 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1505 1552
1506 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1507 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1508 tmp->destroy (1); 1555 tmp->destroy ();
1509 1556
1510 object *tmp = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = archetype::find (archname)->instance ();
1511 1558
1512 tmp->x = op->x; 1559 tmp->x = op->x;
1513 tmp->y = op->y; 1560 tmp->y = op->y;
1514 1561
1515 insert_ob_in_map (tmp, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1520{ 1567{
1521 if (where->env) 1568 if (where->env)
1522 return where->env->insert (this); 1569 return where->env->insert (this);
1523 else 1570 else
1524 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;
1525} 1594}
1526 1595
1527/* 1596/*
1528 * decrease(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1529 * 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
1537 if (!nr) 1606 if (!nr)
1538 return true; 1607 return true;
1539 1608
1540 nr = min (nr, nrof); 1609 nr = min (nr, nrof);
1541 1610
1611 if (nrof > nr)
1612 {
1613 weight_t oweight = total_weight ();
1614
1542 nrof -= nr; 1615 nrof -= nr;
1543
1544 if (nrof)
1545 {
1546 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1547 1616
1548 if (object *pl = visible_to ()) 1617 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this); 1618 esrv_update_item (UPD_NROF, pl, this);
1550 1619
1620 adjust_weight (env, oweight, total_weight ());
1621
1551 return true; 1622 return true;
1552 } 1623 }
1553 else 1624 else
1554 { 1625 {
1555 destroy (1); 1626 destroy ();
1556 return false; 1627 return false;
1557 } 1628 }
1558} 1629}
1559 1630
1560/* 1631/*
1608/* 1679/*
1609 * env->insert (op) 1680 * env->insert (op)
1610 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1611 * inside the object environment. 1682 * inside the object environment.
1612 * 1683 *
1613 * 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
1614 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1615 */ 1686 */
1616object * 1687object *
1617object::insert (object *op) 1688object::insert (object *op)
1618{ 1689{
1629 if (op->nrof) 1700 if (op->nrof)
1630 for (object *tmp = inv; tmp; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1631 if (object::can_merge (tmp, op)) 1702 if (object::can_merge (tmp, op))
1632 { 1703 {
1633 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1634 (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
1635 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1636 1711
1637 if (object *pl = tmp->visible_to ()) 1712 if (object *pl = tmp->visible_to ())
1638 esrv_update_item (UPD_NROF, pl, tmp); 1713 esrv_update_item (UPD_NROF, pl, tmp);
1639 1714
1640 adjust_weight (this, op->total_weight ()); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1641 1716
1642 op->destroy (1); 1717 op->destroy ();
1643 op = tmp; 1718 op = tmp;
1644 goto inserted; 1719 goto inserted;
1645 } 1720 }
1646 1721
1647 op->owner = 0; // it's his/hers now. period. 1722 op->owner = 0; // it's his/hers now. period.
1661 op->flag [FLAG_REMOVED] = 0; 1736 op->flag [FLAG_REMOVED] = 0;
1662 1737
1663 if (object *pl = op->visible_to ()) 1738 if (object *pl = op->visible_to ())
1664 esrv_send_item (pl, op); 1739 esrv_send_item (pl, op);
1665 1740
1666 adjust_weight (this, op->total_weight ()); 1741 adjust_weight (this, 0, op->total_weight ());
1667 1742
1668inserted: 1743inserted:
1669 /* 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 */
1670 if (op->glow_radius && map && map->darkness) 1745 if (op->glow_radius && is_on_map ())
1746 {
1747 update_stats ();
1671 update_all_los (map, x, y); 1748 update_all_los (map, x, y);
1672 1749 }
1750 else if (is_player ())
1673 // if this is a player's inventory, update stats 1751 // if this is a player's inventory, update stats
1674 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1752 contr->queue_stats_update ();
1675 update_stats ();
1676 1753
1677 INVOKE_OBJECT (INSERT, this); 1754 INVOKE_OBJECT (INSERT, this);
1678 1755
1679 return op; 1756 return op;
1680} 1757}
1698 * 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
1699 * 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
1700 * on top. 1777 * on top.
1701 */ 1778 */
1702int 1779int
1703check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1704{ 1781{
1782 if (op->flag [FLAG_NO_APPLY])
1783 return 0;
1784
1705 object *tmp; 1785 object *tmp;
1706 maptile *m = op->map; 1786 maptile *m = op->map;
1707 int x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1708 1788
1709 MoveType move_on, move_slow, move_block; 1789 mapspace &ms = m->at (x, y);
1710 1790
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1791 ms.update ();
1712 return 0;
1713 1792
1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1793 MoveType move_on = ms.move_on;
1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1794 MoveType move_slow = ms.move_slow;
1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1795 MoveType move_block = ms.move_block;
1717 1796
1718 /* 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,
1719 * 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
1720 * 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
1721 * as walking. 1800 * as walking.
1730 */ 1809 */
1731 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)
1732 return 0; 1811 return 0;
1733 1812
1734 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1735 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1736 */ 1815 */
1737 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1739 {
1740 /* Trim the search when we find the first other spell effect
1741 * this helps performance so that if a space has 50 spell objects,
1742 * we don't need to check all of them.
1743 */
1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 } 1817 {
1818 next = tmp->below;
1747 1819
1748 for (; tmp; tmp = tmp->below)
1749 {
1750 if (tmp == op) 1820 if (tmp == op)
1751 continue; /* Can't apply yourself */ 1821 continue; /* Can't apply yourself */
1752 1822
1753 /* 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.
1754 * Second check makes sure that the movement types not being slowed 1824 * Second check makes sure that the movement types not being slowed
1755 * (~slow_move) is not blocked on this space - just because the 1825 * (~slow_move) is not blocked on this space - just because the
1756 * space doesn't slow down swimming (for example), if you can't actually 1826 * space doesn't slow down swimming (for example), if you can't actually
1757 * swim on that space, can't use it to avoid the penalty. 1827 * swim on that space, can't use it to avoid the penalty.
1758 */ 1828 */
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1829 if (!op->flag [FLAG_WIZPASS])
1760 { 1830 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 { 1833 {
1764
1765 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1835
1768 if (op->type == PLAYER) 1836 if (op->is_player ())
1769 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)) ||
1770 (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)))
1771 diff /= 4.0; 1839 diff /= 4.0;
1772 1840
1773 op->speed_left -= diff; 1841 op->speed_left -= diff;
1774 } 1842 }
1775 } 1843 }
1776 1844
1777 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1778 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1779 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1780 { 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
1781 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1782 1855
1783 if (op->destroyed ()) 1856 if (op->destroyed ())
1784 return 1; 1857 return 1;
1785 1858
1897void 1970void
1898flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1899{ 1972{
1900 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 1974 {
1902 SET_FLAG (tmp, flag); 1975 tmp->set_flag (flag);
1903 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1904 } 1977 }
1905} 1978}
1906 1979
1907/* 1980/*
1910void 1983void
1911unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1912{ 1985{
1913 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 1987 {
1915 CLEAR_FLAG (tmp, flag); 1988 tmp->clr_flag (flag);
1916 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1917 } 1990 }
1918} 1991}
1919 1992
1920/* 1993/*
1930 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1931 * 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.
1932 * 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
1933 * 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
1934 * 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
1935 * 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
1936 * customized, changed states, etc. 2009 * customized, changed states, etc.
1937 */ 2010 */
1938int 2011int
1939find_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)
1940{ 2013{
1941 int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
1942 int index = 0, flag; 2015 int index = 0;
1943 2016
1944 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
1945 { 2018 {
1946 mapxy pos (m, x, y); pos.move (i); 2019 mapxy pos (m, x, y); pos.move (i);
1947 2020
1963 continue; 2036 continue;
1964 } 2037 }
1965 2038
1966 /* 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.
1967 * 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.
1968 * 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 -
1969 * 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
1970 * 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
1971 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
1972 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
1973 */ 2046 */
1981 * head of the object should correspond for the entire object. 2054 * head of the object should correspond for the entire object.
1982 */ 2055 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 2057 continue;
1985 2058
1986 if (ob->blocked (m, pos.x, pos.y)) 2059 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 2060 continue;
1988 2061
1989 altern [index++] = i; 2062 altern [index++] = i;
1990 } 2063 }
1991 2064
2003 */ 2076 */
2004int 2077int
2005find_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)
2006{ 2079{
2007 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2008 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2009 return i; 2082 return i;
2010 2083
2011 return -1; 2084 return -1;
2012} 2085}
2013 2086
2024 2097
2025 while (--end) 2098 while (--end)
2026 swap (arr [end], arr [rndm (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2027} 2100}
2028 2101
2029/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2031 * 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
2032 * 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
2033 * 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
2034 * 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.
2059 * there is capable of. 2132 * there is capable of.
2060 */ 2133 */
2061int 2134int
2062find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2136{
2064 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2138 MoveType move_type;
2071 2139
2072 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2073 { 2141 {
2074 exclude = exclude->head; 2142 exclude = exclude->head;
2075 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2078 { 2146 {
2079 /* 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. */
2080 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2081 } 2149 }
2082 2150
2083 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2084 { 2152 {
2085 mp = m; 2153 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2154 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2155
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2157 max = maxfree[i];
2093 else 2158 else
2094 { 2159 {
2095 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2096 2161
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2163 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2102 { 2165 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2169 return freedir [i];
2110 } 2170 }
2111 } 2171 }
2112 } 2172 }
2113 2173
2114 return 0; 2174 return 0;
2123{ 2183{
2124 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);
2125} 2185}
2126 2186
2127/* 2187/*
2128 * 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
2129 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2130 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2131 */ 2191 */
2132int 2192int
2133find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2134{ 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
2135 int q; 2238 int q;
2136 2239
2137 if (y) 2240 if (y)
2138 q = x * 100 / y; 2241 q = 128 * x / y;
2139 else if (x) 2242 else if (x)
2140 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2141 else 2244 else
2142 return 0; 2245 return 0;
2143 2246
2144 if (y > 0) 2247 if (y > 0)
2145 { 2248 {
2146 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
2147 return 3; 2254 return 3;
2148 if (q < -41) 2255 }
2149 return 2; 2256 else
2150 if (q < 41) 2257 {
2151 return 1; 2258 if (q < -309) return 3;
2152 if (q < 242) 2259 if (q < -52) return 2;
2153 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2154 return 7; 2263 return 7;
2155 } 2264 }
2156 2265#endif
2157 if (q < -242)
2158 return 7;
2159 if (q < -41)
2160 return 6;
2161 if (q < 41)
2162 return 5;
2163 if (q < 242)
2164 return 4;
2165
2166 return 3;
2167} 2266}
2168 2267
2169/* 2268/*
2170 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2171 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2172 */ 2271 */
2173int 2272int
2174dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2175{ 2274{
2176 int d;
2177
2178 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2179 if (d > 4)
2180 d = 8 - d;
2181 2276
2182 return d; 2277 return d > 4 ? 8 - d : d;
2183} 2278}
2184 2279
2185/* peterm: 2280/* peterm:
2186 * 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.
2187 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2189 * 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
2190 * 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.
2191 * 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
2192 * functions. 2287 * functions.
2193 */ 2288 */
2194int reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2256 int mflags; 2351 int mflags;
2257 2352
2258 if (dir < 0) 2353 if (dir < 0)
2259 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2260 2355
2261 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2262 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2263 2358
2264 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2265 2360
2266 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2267 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2293 * 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)
2294 */ 2389 */
2295int 2390int
2296can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2297{ 2392{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2300 !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));
2301} 2396}
2397
2398//-GPL
2302 2399
2303/* 2400/*
2304 * create clone from object to another 2401 * create clone from object to another
2305 */ 2402 */
2306object * 2403object *
2337 return tmp; 2434 return tmp;
2338 2435
2339 return 0; 2436 return 0;
2340} 2437}
2341 2438
2342const shstr & 2439/* Zero the key_values on op, decrementing the shared-string
2343object::kv_get (const shstr &key) const 2440 * refcounts and freeing the links.
2441 */
2442void
2443key_values::clear ()
2344{ 2444{
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{
2345 for (key_value *kv = key_values; kv; kv = kv->next) 2458 for (key_value *kv = first; kv; kv = kv->next)
2346 if (kv->key == key) 2459 if (kv->key == key)
2347 return kv->value; 2460 return kv->value;
2348 2461
2349 return shstr_null; 2462 return shstr ();
2350} 2463}
2351 2464
2352void 2465void
2353object::kv_set (const shstr &key, const shstr &value) 2466key_values::add (shstr_tmp key, shstr_tmp value)
2354{ 2467{
2468 key_value *kv = new key_value;
2469
2470 kv->next = first;
2471 kv->key = key;
2472 kv->value = value;
2473
2474 first = kv;
2475}
2476
2477void
2478key_values::set (shstr_tmp key, shstr_tmp value)
2479{
2355 for (key_value *kv = key_values; kv; kv = kv->next) 2480 for (key_value *kv = first; kv; kv = kv->next)
2356 if (kv->key == key) 2481 if (kv->key == key)
2357 { 2482 {
2358 kv->value = value; 2483 kv->value = value;
2359 return; 2484 return;
2360 } 2485 }
2361 2486
2362 key_value *kv = new key_value; 2487 add (key, value);
2363
2364 kv->next = key_values;
2365 kv->key = key;
2366 kv->value = value;
2367
2368 key_values = kv;
2369} 2488}
2370 2489
2371void 2490void
2372object::kv_del (const shstr &key) 2491key_values::del (shstr_tmp key)
2373{ 2492{
2374 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2375 if ((*kvp)->key == key) 2494 if ((*kvp)->key == key)
2376 { 2495 {
2377 key_value *kv = *kvp; 2496 key_value *kv = *kvp;
2378 *kvp = (*kvp)->next; 2497 *kvp = (*kvp)->next;
2379 delete kv; 2498 delete kv;
2380 return; 2499 return;
2381 } 2500 }
2501}
2502
2503void
2504key_values::reverse ()
2505{
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2510 {
2511 key_value *node = head;
2512 head = head->next;
2513 node->next = prev;
2514 prev = node;
2515 }
2516
2517 first = prev;
2518}
2519
2520key_values &
2521key_values::operator =(const key_values &kv)
2522{
2523 clear ();
2524
2525 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2526 add (kvp->key, kvp->value);
2527
2528 reverse ();
2382} 2529}
2383 2530
2384object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2385: iterator_base (container) 2532: iterator_base (container)
2386{ 2533{
2470{ 2617{
2471 return map ? map->region (x, y) 2618 return map ? map->region (x, y)
2472 : region::default_region (); 2619 : region::default_region ();
2473} 2620}
2474 2621
2475const materialtype_t * 2622//+GPL
2476object::dominant_material () const
2477{
2478 if (materialtype_t *mt = name_to_material (materialname))
2479 return mt;
2480
2481 return name_to_material (shstr_unknown);
2482}
2483 2623
2484void 2624void
2485object::open_container (object *new_container) 2625object::open_container (object *new_container)
2486{ 2626{
2487 if (container == new_container) 2627 if (container == new_container)
2508 container = 0; 2648 container = 0;
2509 2649
2510 // 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
2511 esrv_update_item (UPD_FLAGS, this, old_container); 2651 esrv_update_item (UPD_FLAGS, this, old_container);
2512 2652
2513 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 ());
2514 play_sound (sound_find ("chest_close")); 2654 play_sound (sound_find ("chest_close"));
2515 } 2655 }
2516 2656
2517 if (new_container) 2657 if (new_container)
2518 { 2658 {
2522 // TODO: this does not seem to serve any purpose anymore? 2662 // TODO: this does not seem to serve any purpose anymore?
2523#if 0 2663#if 0
2524 // insert the "Close Container" object. 2664 // insert the "Close Container" object.
2525 if (archetype *closer = new_container->other_arch) 2665 if (archetype *closer = new_container->other_arch)
2526 { 2666 {
2527 object *closer = arch_to_object (new_container->other_arch); 2667 object *closer = new_container->other_arch->instance ();
2528 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2529 new_container->insert (closer); 2669 new_container->insert (closer);
2530 } 2670 }
2531#endif 2671#endif
2532 2672
2533 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 ());
2534 2674
2535 // 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
2536 esrv_send_item (this, new_container); 2676 esrv_send_item (this, new_container);
2537 2677
2538 new_container->flag [FLAG_APPLIED] = true; 2678 new_container->flag [FLAG_APPLIED] = true;
2545 } 2685 }
2546// else if (!old_container->env && contr && contr->ns) 2686// else if (!old_container->env && contr && contr->ns)
2547// contr->ns->floorbox_reset (); 2687// contr->ns->floorbox_reset ();
2548} 2688}
2549 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
2550object * 2722object *
2551object::force_find (const shstr name) 2723object::force_find (shstr_tmp name)
2552{ 2724{
2553 /* 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
2554 * place 2726 * place
2555 */ 2727 */
2556 for (object *tmp = inv; tmp; tmp = tmp->below) 2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2557 if (tmp->type == FORCE && tmp->slaying == name) 2729 if (tmp->type == FORCE && tmp->slaying == name)
2558 return splay (tmp); 2730 return splay (tmp);
2559 2731
2560 return 0; 2732 return 0;
2561} 2733}
2562 2734
2563void 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 *
2564object::force_add (const shstr name, int duration) 2745object::force_add (shstr_tmp name, int duration)
2565{ 2746{
2566 if (object *force = force_find (name)) 2747 if (object *force = force_find (name))
2567 force->destroy (); 2748 force->destroy ();
2568 2749
2569 object *force = get_archetype (FORCE_NAME); 2750 object *force = archetype::get (FORCE_NAME);
2570 2751
2571 force->slaying = name; 2752 force->slaying = name;
2572 force->stats.food = 1; 2753 force->force_set_timer (duration);
2573 force->speed_left = -1.f;
2574
2575 force->set_speed (duration ? 1.f / duration : 0.f);
2576 force->flag [FLAG_IS_USED_UP] = true;
2577 force->flag [FLAG_APPLIED] = true; 2754 force->flag [FLAG_APPLIED] = true;
2578 2755
2579 insert (force); 2756 return insert (force);
2580} 2757}
2581 2758
2582void 2759void
2583object::play_sound (faceidx sound) 2760object::play_sound (faceidx sound) const
2584{ 2761{
2585 if (!sound) 2762 if (!sound)
2586 return; 2763 return;
2587 2764
2588 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 ())
2589 return; 2790 return;
2590 2791
2591 if (env) 2792 // find old force, or create new one
2592 { 2793 object *force = force_find (shstr_noise_force);
2593 if (object *pl = in_player ()) 2794
2594 pl->contr->play_sound (sound); 2795 if (force)
2595 } 2796 force->speed_left = -1.f; // patch old speed up
2596 else 2797 else
2597 map->play_sound (sound, x, y); 2798 {
2598} 2799 force = archetype::get (shstr_noise_force);
2599 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines