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Comparing deliantra/server/common/object.C (file contents):
Revision 1.251 by root, Sun Jul 20 16:56:34 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 && pl->contr->ns && !pl->contr->ns->update_look) 442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 443 || pl->container_ () == this)
352 return pl; 444 return pl;
353 } 445 }
354 } 446 }
355 447
356 return 0; 448 return 0;
357} 449}
358 450
359// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
360static sint32 452static weight_t
361weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
362{ 454{
363 return op->type == CONTAINER 455 if (op->type == CONTAINER)
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
365 : weight;
366}
367 457
458 return weight;
459}
460
368/* 461/*
369 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
371 */ 464 */
372static void 465static void
373adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
374{ 467{
375 while (op) 468 while (op)
376 { 469 {
377 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
379 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
380 - weight_adjust_for (op, op->carrying - weight);
381 473
382 if (!weight) 474 sub = op->carrying;
383 return;
384
385 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
386 477
387 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
390 481
398 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
399 */ 490 */
400void 491void
401object::update_weight () 492object::update_weight ()
402{ 493{
403 sint32 sum = 0; 494 weight_t sum = 0;
404 495
405 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
406 { 497 {
407 if (op->inv)
408 op->update_weight (); 498 op->update_weight ();
409 499
410 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
411 } 501 }
412
413 sum = weight_adjust_for (this, sum);
414 502
415 if (sum != carrying) 503 if (sum != carrying)
416 { 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
417 carrying = sum; 509 carrying = sum;
418 510
419 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
434 object_freezer freezer; 526 object_freezer freezer;
435 op->write (freezer); 527 op->write (freezer);
436 return freezer.as_string (); 528 return freezer.as_string ();
437} 529}
438 530
439/* 531char *
440 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
441 * multi-object 1 which is closest to the second object.
442 * If it's not a multi-object, it is returned.
443 */
444object *
445get_nearest_part (object *op, const object *pl)
446{ 533{
447 object *tmp, *closest; 534 return dump_object (this);
448 int last_dist, i;
449
450 if (!op->more)
451 return op;
452
453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
456 if ((i = distance (tmp, pl)) < last_dist)
457 closest = tmp, last_dist = i;
458
459 return closest;
460} 535}
461 536
462/* 537/*
463 * 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.
464 * VERRRY slow. 539 * VERRRY slow.
466object * 541object *
467find_object (tag_t i) 542find_object (tag_t i)
468{ 543{
469 for_all_objects (op) 544 for_all_objects (op)
470 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)
471 return op; 561 return op;
472 562
473 return 0; 563 return 0;
474} 564}
475 565
509 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 ());
510 return; 600 return;
511 } 601 }
512 602
513 this->owner = owner; 603 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
580}
581
582/* Zero the key_values on op, decrementing the shared-string
583 * refcounts and freeing the links.
584 */
585static void
586free_key_values (object *op)
587{
588 for (key_value *i = op->key_values; i; )
589 {
590 key_value *next = i->next;
591 delete i;
592
593 i = next;
594 }
595
596 op->key_values = 0;
597} 604}
598 605
599/* 606/*
600 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
601 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
607void 614void
608object::copy_to (object *dst) 615object::copy_to (object *dst)
609{ 616{
610 dst->remove (); 617 dst->remove ();
611 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
612 dst->flag [FLAG_REMOVED] = true; 623 dst->flag [FLAG_REMOVED] = true;
613 624 dst->activate ();
614 /* Copy over key_values, if any. */
615 if (key_values)
616 {
617 key_value *tail = 0;
618 dst->key_values = 0;
619
620 for (key_value *i = key_values; i; i = i->next)
621 {
622 key_value *new_link = new key_value;
623
624 new_link->next = 0;
625 new_link->key = i->key;
626 new_link->value = i->value;
627
628 /* Try and be clever here, too. */
629 if (!dst->key_values)
630 {
631 dst->key_values = new_link;
632 tail = new_link;
633 }
634 else
635 {
636 tail->next = new_link;
637 tail = new_link;
638 }
639 }
640 }
641
642 if (speed < 0)
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646} 625}
647 626
648void 627void
649object::instantiate () 628object::instantiate ()
650{ 629{
651 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 631 uuid = UUID::gen ();
653 632
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
654 speed_left = -0.1f; 637 speed_left = -1.;
638
655 /* 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
656 * 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.
657 * 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
658 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
660 */ 644 */
661 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
662 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
663 647
664 attachable::instantiate (); 648 attachable::instantiate ();
665} 649}
666 650
667object * 651object *
668object::clone () 652object::clone ()
669{ 653{
670 object *neu = create (); 654 object *neu = create ();
671 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
672 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
673 return neu; 662 return neu;
674} 663}
675 664
676/* 665/*
679 * 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.
680 */ 669 */
681void 670void
682update_turn_face (object *op) 671update_turn_face (object *op)
683{ 672{
684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
685 return; 674 return;
686 675
687 SET_ANIMATION (op, op->direction); 676 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
689} 678}
694 * 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.
695 */ 684 */
696void 685void
697object::set_speed (float speed) 686object::set_speed (float speed)
698{ 687{
699 if (flag [FLAG_FREED] && speed)
700 {
701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
702 speed = 0;
703 }
704
705 this->speed = speed; 688 this->speed = speed;
706 689
707 if (has_active_speed ()) 690 if (has_active_speed ())
708 activate (); 691 activate ();
709 else 692 else
756 } 739 }
757 740
758 mapspace &m = op->ms (); 741 mapspace &m = op->ms ();
759 742
760 if (!(m.flags_ & P_UPTODATE)) 743 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 744 m.update_up (); // nothing to do except copy up
762 else if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
763 { 746 {
747#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 748 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 755 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 756 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 757 || (m.move_slow | op->move_slow) != m.move_slow
774 /* 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
775 * to have move_allow right now. 759 * have move_allow right now.
776 */ 760 */
777 || ((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
778 || 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)
779 m.flags_ = 0; 765 m.invalidate ();
766#endif
780 } 767 }
781 /* if the object is being removed, we can't make intelligent 768 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 769 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 770 * that is being removed.
784 */ 771 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 773 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
789 else 776 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 778
792 if (op->more) 779 if (op->more)
793 update_object (op->more, action); 780 update_object (op->more, action);
794} 781}
795 782
796object::object () 783object::object ()
797{ 784{
798 SET_FLAG (this, FLAG_REMOVED); 785 this->set_flag (FLAG_REMOVED);
799 786
800 expmul = 1.0; 787 //expmul = 1.0; declared const for the time being
801 face = blank_face; 788 face = blank_face;
789 material = MATERIAL_NULL;
802} 790}
803 791
804object::~object () 792object::~object ()
805{ 793{
806 unlink (); 794 unlink ();
807 795
808 free_key_values (this); 796 kv.clear ();
809} 797}
810
811static int object_count;
812 798
813void object::link () 799void object::link ()
814{ 800{
815 assert (!index);//D 801 assert (!index);//D
816 uuid = UUID::gen (); 802 uuid = UUID::gen ();
817 count = ++object_count;
818 803
819 refcnt_inc (); 804 refcnt_inc ();
820 objects.insert (this); 805 objects.insert (this);
806
807 ++create_count;
808
821} 809}
822 810
823void object::unlink () 811void object::unlink ()
824{ 812{
825 if (!index) 813 if (!index)
826 return; 814 return;
815
816 ++destroy_count;
827 817
828 objects.erase (this); 818 objects.erase (this);
829 refcnt_dec (); 819 refcnt_dec ();
830} 820}
831 821
835 /* If already on active list, don't do anything */ 825 /* If already on active list, don't do anything */
836 if (active) 826 if (active)
837 return; 827 return;
838 828
839 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
840 actives.insert (this); 834 actives.insert (this);
835 }
841} 836}
842 837
843void 838void
844object::activate_recursive () 839object::activate_recursive ()
845{ 840{
849 op->activate_recursive (); 844 op->activate_recursive ();
850} 845}
851 846
852/* This function removes object 'op' from the list of active 847/* This function removes object 'op' from the list of active
853 * objects. 848 * objects.
854 * This should only be used for style maps or other such 849 * This should only be used for style maps or other such
855 * 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
856 * in play chewing up cpu time getting processed. 851 * in play chewing up cpu time getting processed.
857 * The reverse of this is to call update_ob_speed, which 852 * The reverse of this is to call update_ob_speed, which
858 * 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.
859 */ 854 */
905 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
906 * drop on that space. 901 * drop on that space.
907 */ 902 */
908 if (!drop_to_ground 903 if (!drop_to_ground
909 || !map 904 || !map
910 || map->in_memory != MAP_ACTIVE 905 || !map->linkable ()
911 || map->no_drop 906 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
913 { 908 {
914 while (inv) 909 while (inv)
915 inv->destroy (true); 910 inv->destroy ();
916 } 911 }
917 else 912 else
918 { /* Put objects in inventory onto this space */ 913 { /* Put objects in inventory onto this space */
919 while (inv) 914 while (inv)
920 { 915 {
924 || op->flag [FLAG_NO_DROP] 919 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE 920 || op->type == RUNE
926 || op->type == TRAP 921 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE] 922 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH]) 923 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true); 924 op->destroy ();
930 else 925 else
931 map->insert (op, x, y); 926 map->insert (op, x, y);
932 } 927 }
933 } 928 }
934} 929}
935 930
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 *
936object *object::create () 968object::create ()
937{ 969{
938 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
939 op->link (); 992 op->link ();
993
940 return op; 994 return op;
941} 995}
942 996
943static struct freed_map : maptile 997void
998object::do_delete ()
944{ 999{
945 freed_map () 1000 uint32_t count = this->count;
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953 1001
954 alloc (); 1002 this->~object ();
955 in_memory = MAP_ACTIVE;
956 }
957 1003
958 ~freed_map () 1004 freelist_item *li = (freelist_item *)this;
959 { 1005 li->next = freelist;
960 destroy (); 1006 li->count = count;
961 } 1007
962} freed_map; // freed objects are moved here to avoid crashes 1008 freelist = li;
1009 ++free_count;
1010}
963 1011
964void 1012void
965object::do_destroy () 1013object::do_destroy ()
966{ 1014{
967 if (flag [FLAG_IS_LINKED]) 1015 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1016 remove_link ();
969 1017
970 if (flag [FLAG_FRIENDLY]) 1018 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1019 remove_friendly_object (this);
972 1020
973 remove (); 1021 remove ();
998 attacked_by = 0; 1046 attacked_by = 0;
999 current_weapon = 0; 1047 current_weapon = 0;
1000} 1048}
1001 1049
1002void 1050void
1003object::destroy (bool destroy_inventory) 1051object::destroy ()
1004{ 1052{
1005 if (destroyed ()) 1053 if (destroyed ())
1006 return; 1054 return;
1007 1055
1008 if (!is_head () && !head->destroyed ()) 1056 if (!is_head () && !head->destroyed ())
1009 { 1057 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1058 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1059 head->destroy ();
1012 return; 1060 return;
1013 } 1061 }
1014 1062
1015 destroy_inv (!destroy_inventory); 1063 destroy_inv_fast ();
1016 1064
1017 if (is_head ()) 1065 if (is_head ())
1018 if (sound_destroy) 1066 if (sound_destroy)
1019 play_sound (sound_destroy); 1067 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1068 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1079 * the previous environment.
1032 */ 1080 */
1033void 1081void
1034object::do_remove () 1082object::do_remove ()
1035{ 1083{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1084 if (flag [FLAG_REMOVED])
1040 return; 1085 return;
1041 1086
1042 INVOKE_OBJECT (REMOVE, this); 1087 INVOKE_OBJECT (REMOVE, this);
1043 1088
1044 flag [FLAG_REMOVED] = true; 1089 flag [FLAG_REMOVED] = true;
1045 1090
1046 if (more) 1091 if (more)
1047 more->remove (); 1092 more->remove ();
1048 1093
1049 /* 1094 /*
1050 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1051 * inventory. 1096 * inventory.
1052 */ 1097 */
1053 if (env) 1098 if (env)
1054 { 1099 {
1055 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
1056 if (object *pl = visible_to ()) 1101 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1102 esrv_del_item (pl->contr, count);
1058 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
1059 1104
1060 adjust_weight (env, -total_weight ()); 1105 adjust_weight (env, total_weight (), 0);
1106
1107 object *pl = in_player ();
1061 1108
1062 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
1063 * 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
1064 * to the caller to decide what we want to do. 1111 * to the caller to decide what we want to do.
1065 */ 1112 */
1073 1120
1074 above = 0; 1121 above = 0;
1075 below = 0; 1122 below = 0;
1076 env = 0; 1123 env = 0;
1077 1124
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1125 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1126 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1127 if (expect_false (pl->contr->combat_ob == this))
1083 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 }
1084 } 1146 }
1085 else if (map) 1147 else if (map)
1086 { 1148 {
1087 map->dirty = true; 1149 map->dirty = true;
1088 mapspace &ms = this->ms (); 1150 mapspace &ms = this->ms ();
1089 1151
1090 if (object *pl = ms.player ()) 1152 if (object *pl = ms.player ())
1091 { 1153 {
1092 if (type == PLAYER) // this == pl(!) 1154 if (is_player ())
1093 { 1155 {
1156 if (!flag [FLAG_WIZPASS])
1157 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1158
1094 // leaving a spot always closes any open container on the ground 1159 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1160 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1161 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1162 // that the CLOSE event is being sent.
1098 close_container (); 1163 close_container ();
1099 1164
1100 --map->players; 1165 --map->players;
1101 map->touch (); 1166 map->touch ();
1102 } 1167 }
1103 else if (pl->container == this) 1168 else if (pl->container_ () == this)
1104 { 1169 {
1105 // removing a container should close it 1170 // removing a container should close it
1106 close_container (); 1171 close_container ();
1107 } 1172 }
1108 1173 else
1109 esrv_del_item (pl->contr, count); 1174 esrv_del_item (pl->contr, count);
1110 } 1175 }
1111 1176
1112 /* link the object above us */ 1177 /* link the object above us */
1113 // re-link, make sure compiler can easily use cmove 1178 // re-link, make sure compiler can easily use cmove
1114 *(above ? &above->below : &ms.top) = below; 1179 *(above ? &above->below : &ms.top) = below;
1115 *(below ? &below->above : &ms.bot) = above; 1180 *(below ? &below->above : &ms.bot) = above;
1116 1181
1117 above = 0; 1182 above = 0;
1118 below = 0; 1183 below = 0;
1119 1184
1120 if (map->in_memory == MAP_SAVING) 1185 ms.invalidate ();
1121 return;
1122 1186
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1188
1125 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1126 { 1190 {
1127 if (pl->container == this) 1191 if (pl->container_ () == this)
1128 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1130 * appropriately. 1194 * appropriately.
1131 */ 1195 */
1132 pl->close_container (); 1196 pl->close_container ();
1136 //TODO: update floorbox to preserve ordering 1200 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns) 1201 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update (); 1202 pl->contr->ns->floorbox_update ();
1139 } 1203 }
1140 1204
1205 if (check_walk_off)
1141 for (tmp = ms.bot; tmp; tmp = tmp->above) 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1142 { 1207 {
1208 above = tmp->above;
1209
1143 /* 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
1144 * being removed. 1211 * being removed.
1145 */ 1212 */
1146 1213
1147 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1151 {
1152 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1153
1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 } 1218 }
1157 1219
1158 last = tmp; 1220 if (affects_los ())
1159 }
1160
1161 /* last == NULL if there are no objects on this space */
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1170 } 1222 }
1171} 1223}
1172 1224
1173/* 1225/*
1197 esrv_update_item (UPD_NROF, pl, top); 1249 esrv_update_item (UPD_NROF, pl, top);
1198 1250
1199 op->weight = 0; // cancel the addition above 1251 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1252 op->carrying = 0; // must be 0 already
1201 1253
1202 op->destroy (1); 1254 op->destroy ();
1203 1255
1204 return top; 1256 return top;
1205 } 1257 }
1206 1258
1207 return 0; 1259 return 0;
1215 1267
1216 object *prev = this; 1268 object *prev = this;
1217 1269
1218 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 { 1271 {
1220 object *op = arch_to_object (at); 1272 object *op = at->instance ();
1221 1273
1222 op->name = name; 1274 op->name = name;
1223 op->name_pl = name_pl; 1275 op->name_pl = name_pl;
1224 op->title = title; 1276 op->title = title;
1225 1277
1263 * 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
1264 * to be set if special handling is needed. 1316 * to be set if special handling is needed.
1265 * 1317 *
1266 * Return value: 1318 * Return value:
1267 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1268 * NULL if 'op' was destroyed 1320 * NULL if there was an error (destroyed, blocked etc.)
1269 * just 'op' otherwise 1321 * just 'op' otherwise
1270 */ 1322 */
1271object * 1323object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1325{
1274 if (op->is_on_map ())
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object already on map");
1277 abort ();
1278 }
1279
1280 if (op->env)
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1283 op->remove (); 1326 op->remove ();
1284 }
1285 1327
1286 if (op->face && !face_info (op->face))//D TODO: remove soon 1328 if (m == &freed_map)//D TODO: remove soon
1287 {//D 1329 {//D
1288 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
1289 op->face = 1;//D
1290 }//D 1331 }//D
1291 1332
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * 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
1294 * need extra work 1335 * need extra work
1295 */ 1336 */
1337 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1338 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1339 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1341 return 0;
1300 } 1342 }
1301 1343
1302 if (object *more = op->more) 1344 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1345 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1346 return 0;
1305 1347
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1348 op->flag [FLAG_REMOVED] = false;
1307 1349 op->env = 0;
1308 op->map = m; 1350 op->map = newmap;
1351
1309 mapspace &ms = op->ms (); 1352 mapspace &ms = op->ms ();
1310 1353
1311 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1312 */ 1355 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1316 { 1359 {
1317 // TODO: we actually want to update tmp, not op, 1360 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1361 // but some caller surely breaks when we return tmp
1319 // from here :/ 1362 // from here :/
1320 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1364 tmp->destroy ();
1322 } 1365 }
1323 1366
1324 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 */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 op->clr_flag (FLAG_INV_LOCKED);
1326 1369
1327 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (!op->flag [FLAG_ALIVE])
1328 CLEAR_FLAG (op, FLAG_NO_STEAL); 1371 op->clr_flag (FLAG_NO_STEAL);
1329 1372
1330 if (flag & INS_BELOW_ORIGINATOR) 1373 if (flag & INS_BELOW_ORIGINATOR)
1331 { 1374 {
1332 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)
1333 { 1376 {
1334 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");
1335 abort (); 1378 abort ();
1336 } 1379 }
1337 1380
1338 if (!originator->is_on_map ()) 1381 if (!originator->is_on_map ())
1382 {
1339 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",
1340 op->debug_desc (), originator->debug_desc ()); 1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1341 1387
1342 op->above = originator; 1388 op->above = originator;
1343 op->below = originator->below; 1389 op->below = originator->below;
1344 originator->below = op; 1390 originator->below = op;
1345 1391
1358 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1359 * 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
1360 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1361 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1362 * 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
1363 * 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
1364 * 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
1365 * 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
1366 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1367 */ 1413 */
1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1369 { 1415 {
1370 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])
1371 floor = tmp; 1417 floor = tmp;
1372 1418
1373 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])
1374 { 1420 {
1375 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1376 top = tmp->below; 1422 top = tmp->below;
1377 break; 1423 break;
1378 } 1424 }
1396 && (op->face && !faces [op->face].visibility)) 1442 && (op->face && !faces [op->face].visibility))
1397 { 1443 {
1398 object *last; 1444 object *last;
1399 1445
1400 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1402 break; 1448 break;
1403 1449
1404 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1405 * 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
1406 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1431 op->below = top; 1477 op->below = top;
1432 *(op->above ? &op->above->below : &ms.top) = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1479 }
1434 } 1480 }
1435 1481
1436 if (op->type == PLAYER) 1482 if (op->is_player ())
1437 { 1483 {
1438 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1439 ++op->map->players; 1485 ++op->map->players;
1440 op->map->touch (); 1486 op->map->touch ();
1441 } 1487 }
1456 * 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 -
1457 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1458 * or just updating the P_UPTODATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1459 * of effect may be sufficient. 1505 * of effect may be sufficient.
1460 */ 1506 */
1461 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1462 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1463 1512
1464 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1465 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1466 1515
1467 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1474 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1475 * update_object(). 1524 * update_object().
1476 */ 1525 */
1477 1526
1478 /* 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 */
1479 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1480 { 1529 {
1481 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1482 return 0; 1531 return 0;
1483 1532
1484 /* 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
1485 * walk on's. 1534 * walk on's.
1486 */ 1535 */
1487 for (object *tmp = op->more; tmp; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1488 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1489 return 0; 1538 return 0;
1490 } 1539 }
1491 1540
1492 return op; 1541 return op;
1493} 1542}
1494 1543
1495/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1496 * 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.
1497 * 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.
1498 */ 1547 */
1499void 1548void
1500replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1501{ 1550{
1502 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1503 1552
1504 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1505 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1506 tmp->destroy (1); 1555 tmp->destroy ();
1507 1556
1508 object *tmp = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = archetype::find (archname)->instance ();
1509 1558
1510 tmp->x = op->x; 1559 tmp->x = op->x;
1511 tmp->y = op->y; 1560 tmp->y = op->y;
1512 1561
1513 insert_ob_in_map (tmp, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1518{ 1567{
1519 if (where->env) 1568 if (where->env)
1520 return where->env->insert (this); 1569 return where->env->insert (this);
1521 else 1570 else
1522 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;
1523} 1594}
1524 1595
1525/* 1596/*
1526 * decrease(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1527 * 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 1608
1538 nr = min (nr, nrof); 1609 nr = min (nr, nrof);
1539 1610
1540 if (nrof > nr) 1611 if (nrof > nr)
1541 { 1612 {
1613 weight_t oweight = total_weight ();
1614
1542 nrof -= nr; 1615 nrof -= nr;
1543 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1544 1616
1545 if (object *pl = visible_to ()) 1617 if (object *pl = visible_to ())
1546 esrv_update_item (UPD_NROF, pl, this); 1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 adjust_weight (env, oweight, total_weight ());
1547 1621
1548 return true; 1622 return true;
1549 } 1623 }
1550 else 1624 else
1551 { 1625 {
1605/* 1679/*
1606 * env->insert (op) 1680 * env->insert (op)
1607 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1608 * inside the object environment. 1682 * inside the object environment.
1609 * 1683 *
1610 * 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
1611 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1612 */ 1686 */
1613object * 1687object *
1614object::insert (object *op) 1688object::insert (object *op)
1615{ 1689{
1626 if (op->nrof) 1700 if (op->nrof)
1627 for (object *tmp = inv; tmp; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1628 if (object::can_merge (tmp, op)) 1702 if (object::can_merge (tmp, op))
1629 { 1703 {
1630 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1631 (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
1632 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1633 1711
1634 if (object *pl = tmp->visible_to ()) 1712 if (object *pl = tmp->visible_to ())
1635 esrv_update_item (UPD_NROF, pl, tmp); 1713 esrv_update_item (UPD_NROF, pl, tmp);
1636 1714
1637 adjust_weight (this, op->total_weight ()); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1638 1716
1639 op->destroy (1); 1717 op->destroy ();
1640 op = tmp; 1718 op = tmp;
1641 goto inserted; 1719 goto inserted;
1642 } 1720 }
1643 1721
1644 op->owner = 0; // it's his/hers now. period. 1722 op->owner = 0; // it's his/hers now. period.
1658 op->flag [FLAG_REMOVED] = 0; 1736 op->flag [FLAG_REMOVED] = 0;
1659 1737
1660 if (object *pl = op->visible_to ()) 1738 if (object *pl = op->visible_to ())
1661 esrv_send_item (pl, op); 1739 esrv_send_item (pl, op);
1662 1740
1663 adjust_weight (this, op->total_weight ()); 1741 adjust_weight (this, 0, op->total_weight ());
1664 1742
1665inserted: 1743inserted:
1666 /* 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 */
1667 if (op->glow_radius && map && map->darkness) 1745 if (op->glow_radius && is_on_map ())
1746 {
1747 update_stats ();
1668 update_all_los (map, x, y); 1748 update_all_los (map, x, y);
1669 1749 }
1750 else if (is_player ())
1670 // if this is a player's inventory, update stats 1751 // if this is a player's inventory, update stats
1671 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1752 contr->queue_stats_update ();
1672 update_stats ();
1673 1753
1674 INVOKE_OBJECT (INSERT, this); 1754 INVOKE_OBJECT (INSERT, this);
1675 1755
1676 return op; 1756 return op;
1677} 1757}
1695 * 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
1696 * 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
1697 * on top. 1777 * on top.
1698 */ 1778 */
1699int 1779int
1700check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1701{ 1781{
1782 if (op->flag [FLAG_NO_APPLY])
1783 return 0;
1784
1702 object *tmp; 1785 object *tmp;
1703 maptile *m = op->map; 1786 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1705 1788
1706 MoveType move_on, move_slow, move_block; 1789 mapspace &ms = m->at (x, y);
1707 1790
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1791 ms.update ();
1709 return 0;
1710 1792
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1793 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1794 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1795 MoveType move_block = ms.move_block;
1714 1796
1715 /* 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,
1716 * 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
1717 * 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
1718 * as walking. 1800 * as walking.
1727 */ 1809 */
1728 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)
1729 return 0; 1811 return 0;
1730 1812
1731 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1733 */ 1815 */
1734 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1817 {
1818 next = tmp->below;
1744 1819
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1820 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1821 continue; /* Can't apply yourself */
1749 1822
1750 /* 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.
1751 * Second check makes sure that the movement types not being slowed 1824 * Second check makes sure that the movement types not being slowed
1752 * (~slow_move) is not blocked on this space - just because the 1825 * (~slow_move) is not blocked on this space - just because the
1753 * space doesn't slow down swimming (for example), if you can't actually 1826 * space doesn't slow down swimming (for example), if you can't actually
1754 * swim on that space, can't use it to avoid the penalty. 1827 * swim on that space, can't use it to avoid the penalty.
1755 */ 1828 */
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1829 if (!op->flag [FLAG_WIZPASS])
1757 { 1830 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 { 1833 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1835
1765 if (op->type == PLAYER) 1836 if (op->is_player ())
1766 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)) ||
1767 (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)))
1768 diff /= 4.0; 1839 diff /= 4.0;
1769 1840
1770 op->speed_left -= diff; 1841 op->speed_left -= diff;
1771 } 1842 }
1772 } 1843 }
1773 1844
1774 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1775 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1776 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1777 { 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
1778 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1779 1855
1780 if (op->destroyed ()) 1856 if (op->destroyed ())
1781 return 1; 1857 return 1;
1782 1858
1894void 1970void
1895flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1896{ 1972{
1897 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 { 1974 {
1899 SET_FLAG (tmp, flag); 1975 tmp->set_flag (flag);
1900 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1901 } 1977 }
1902} 1978}
1903 1979
1904/* 1980/*
1907void 1983void
1908unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1909{ 1985{
1910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 { 1987 {
1912 CLEAR_FLAG (tmp, flag); 1988 tmp->clr_flag (flag);
1913 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1914 } 1990 }
1915} 1991}
1916 1992
1917/* 1993/*
1927 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1928 * 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.
1929 * 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
1930 * 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
1931 * 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
1932 * 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
1933 * customized, changed states, etc. 2009 * customized, changed states, etc.
1934 */ 2010 */
1935int 2011int
1936find_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)
1937{ 2013{
1938 int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
1939 int index = 0, flag; 2015 int index = 0;
1940 2016
1941 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
1942 { 2018 {
1943 mapxy pos (m, x, y); pos.move (i); 2019 mapxy pos (m, x, y); pos.move (i);
1944 2020
1960 continue; 2036 continue;
1961 } 2037 }
1962 2038
1963 /* 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.
1964 * 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.
1965 * 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 -
1966 * 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
1967 * 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
1968 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
1969 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
1970 */ 2046 */
1978 * head of the object should correspond for the entire object. 2054 * head of the object should correspond for the entire object.
1979 */ 2055 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 2057 continue;
1982 2058
1983 if (ob->blocked (m, pos.x, pos.y)) 2059 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 2060 continue;
1985 2061
1986 altern [index++] = i; 2062 altern [index++] = i;
1987 } 2063 }
1988 2064
2000 */ 2076 */
2001int 2077int
2002find_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)
2003{ 2079{
2004 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2006 return i; 2082 return i;
2007 2083
2008 return -1; 2084 return -1;
2009} 2085}
2010 2086
2021 2097
2022 while (--end) 2098 while (--end)
2023 swap (arr [end], arr [rndm (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2024} 2100}
2025 2101
2026/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2027 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2028 * 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
2029 * 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
2030 * 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
2031 * 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.
2056 * there is capable of. 2132 * there is capable of.
2057 */ 2133 */
2058int 2134int
2059find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2136{
2061 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2138 MoveType move_type;
2068 2139
2069 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2070 { 2141 {
2071 exclude = exclude->head; 2142 exclude = exclude->head;
2072 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2075 { 2146 {
2076 /* 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. */
2077 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2078 } 2149 }
2079 2150
2080 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2081 { 2152 {
2082 mp = m; 2153 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2154 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2155
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2157 max = maxfree[i];
2090 else 2158 else
2091 { 2159 {
2092 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2093 2161
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2163 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2099 { 2165 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2169 return freedir [i];
2107 } 2170 }
2108 } 2171 }
2109 } 2172 }
2110 2173
2111 return 0; 2174 return 0;
2120{ 2183{
2121 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);
2122} 2185}
2123 2186
2124/* 2187/*
2125 * 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
2126 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2127 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2128 */ 2191 */
2129int 2192int
2130find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2131{ 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
2132 int q; 2238 int q;
2133 2239
2134 if (y) 2240 if (y)
2135 q = x * 100 / y; 2241 q = 128 * x / y;
2136 else if (x) 2242 else if (x)
2137 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2138 else 2244 else
2139 return 0; 2245 return 0;
2140 2246
2141 if (y > 0) 2247 if (y > 0)
2142 { 2248 {
2143 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
2144 return 3; 2254 return 3;
2145 if (q < -41) 2255 }
2146 return 2; 2256 else
2147 if (q < 41) 2257 {
2148 return 1; 2258 if (q < -309) return 3;
2149 if (q < 242) 2259 if (q < -52) return 2;
2150 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2151 return 7; 2263 return 7;
2152 } 2264 }
2153 2265#endif
2154 if (q < -242)
2155 return 7;
2156 if (q < -41)
2157 return 6;
2158 if (q < 41)
2159 return 5;
2160 if (q < 242)
2161 return 4;
2162
2163 return 3;
2164} 2266}
2165 2267
2166/* 2268/*
2167 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2168 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2169 */ 2271 */
2170int 2272int
2171dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2172{ 2274{
2173 int d;
2174
2175 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2176 if (d > 4)
2177 d = 8 - d;
2178 2276
2179 return d; 2277 return d > 4 ? 8 - d : d;
2180} 2278}
2181 2279
2182/* peterm: 2280/* peterm:
2183 * 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.
2184 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2186 * 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
2187 * 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.
2188 * 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
2189 * functions. 2287 * functions.
2190 */ 2288 */
2191int reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2253 int mflags; 2351 int mflags;
2254 2352
2255 if (dir < 0) 2353 if (dir < 0)
2256 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2257 2355
2258 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2259 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2260 2358
2261 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2262 2360
2263 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2264 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2290 * 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)
2291 */ 2389 */
2292int 2390int
2293can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2294{ 2392{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2297 !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));
2298} 2396}
2397
2398//-GPL
2299 2399
2300/* 2400/*
2301 * create clone from object to another 2401 * create clone from object to another
2302 */ 2402 */
2303object * 2403object *
2334 return tmp; 2434 return tmp;
2335 2435
2336 return 0; 2436 return 0;
2337} 2437}
2338 2438
2339const shstr & 2439/* Zero the key_values on op, decrementing the shared-string
2340object::kv_get (const shstr &key) const 2440 * refcounts and freeing the links.
2441 */
2442void
2443key_values::clear ()
2341{ 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{
2342 for (key_value *kv = key_values; kv; kv = kv->next) 2458 for (key_value *kv = first; kv; kv = kv->next)
2343 if (kv->key == key) 2459 if (kv->key == key)
2344 return kv->value; 2460 return kv->value;
2345 2461
2346 return shstr_null; 2462 return shstr ();
2347} 2463}
2348 2464
2349void 2465void
2350object::kv_set (const shstr &key, const shstr &value) 2466key_values::add (shstr_tmp key, shstr_tmp value)
2351{ 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{
2352 for (key_value *kv = key_values; kv; kv = kv->next) 2480 for (key_value *kv = first; kv; kv = kv->next)
2353 if (kv->key == key) 2481 if (kv->key == key)
2354 { 2482 {
2355 kv->value = value; 2483 kv->value = value;
2356 return; 2484 return;
2357 } 2485 }
2358 2486
2359 key_value *kv = new key_value; 2487 add (key, value);
2360
2361 kv->next = key_values;
2362 kv->key = key;
2363 kv->value = value;
2364
2365 key_values = kv;
2366} 2488}
2367 2489
2368void 2490void
2369object::kv_del (const shstr &key) 2491key_values::del (shstr_tmp key)
2370{ 2492{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key) 2494 if ((*kvp)->key == key)
2373 { 2495 {
2374 key_value *kv = *kvp; 2496 key_value *kv = *kvp;
2375 *kvp = (*kvp)->next; 2497 *kvp = (*kvp)->next;
2376 delete kv; 2498 delete kv;
2377 return; 2499 return;
2378 } 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 ();
2379} 2529}
2380 2530
2381object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2382: iterator_base (container) 2532: iterator_base (container)
2383{ 2533{
2467{ 2617{
2468 return map ? map->region (x, y) 2618 return map ? map->region (x, y)
2469 : region::default_region (); 2619 : region::default_region ();
2470} 2620}
2471 2621
2472const materialtype_t * 2622//+GPL
2473object::dominant_material () const
2474{
2475 if (materialtype_t *mt = name_to_material (materialname))
2476 return mt;
2477
2478 return name_to_material (shstr_unknown);
2479}
2480 2623
2481void 2624void
2482object::open_container (object *new_container) 2625object::open_container (object *new_container)
2483{ 2626{
2484 if (container == new_container) 2627 if (container == new_container)
2505 container = 0; 2648 container = 0;
2506 2649
2507 // 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
2508 esrv_update_item (UPD_FLAGS, this, old_container); 2651 esrv_update_item (UPD_FLAGS, this, old_container);
2509 2652
2510 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 ());
2511 play_sound (sound_find ("chest_close")); 2654 play_sound (sound_find ("chest_close"));
2512 } 2655 }
2513 2656
2514 if (new_container) 2657 if (new_container)
2515 { 2658 {
2519 // TODO: this does not seem to serve any purpose anymore? 2662 // TODO: this does not seem to serve any purpose anymore?
2520#if 0 2663#if 0
2521 // insert the "Close Container" object. 2664 // insert the "Close Container" object.
2522 if (archetype *closer = new_container->other_arch) 2665 if (archetype *closer = new_container->other_arch)
2523 { 2666 {
2524 object *closer = arch_to_object (new_container->other_arch); 2667 object *closer = new_container->other_arch->instance ();
2525 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2526 new_container->insert (closer); 2669 new_container->insert (closer);
2527 } 2670 }
2528#endif 2671#endif
2529 2672
2530 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 ());
2531 2674
2532 // 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
2533 esrv_send_item (this, new_container); 2676 esrv_send_item (this, new_container);
2534 2677
2535 new_container->flag [FLAG_APPLIED] = true; 2678 new_container->flag [FLAG_APPLIED] = true;
2542 } 2685 }
2543// else if (!old_container->env && contr && contr->ns) 2686// else if (!old_container->env && contr && contr->ns)
2544// contr->ns->floorbox_reset (); 2687// contr->ns->floorbox_reset ();
2545} 2688}
2546 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
2547object * 2722object *
2548object::force_find (const shstr name) 2723object::force_find (shstr_tmp name)
2549{ 2724{
2550 /* 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
2551 * place 2726 * place
2552 */ 2727 */
2553 for (object *tmp = inv; tmp; tmp = tmp->below) 2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2554 if (tmp->type == FORCE && tmp->slaying == name) 2729 if (tmp->type == FORCE && tmp->slaying == name)
2555 return splay (tmp); 2730 return splay (tmp);
2556 2731
2557 return 0; 2732 return 0;
2558} 2733}
2559 2734
2560void 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 *
2561object::force_add (const shstr name, int duration) 2745object::force_add (shstr_tmp name, int duration)
2562{ 2746{
2563 if (object *force = force_find (name)) 2747 if (object *force = force_find (name))
2564 force->destroy (); 2748 force->destroy ();
2565 2749
2566 object *force = get_archetype (FORCE_NAME); 2750 object *force = archetype::get (FORCE_NAME);
2567 2751
2568 force->slaying = name; 2752 force->slaying = name;
2569 force->stats.food = 1; 2753 force->force_set_timer (duration);
2570 force->speed_left = -1.f;
2571
2572 force->set_speed (duration ? 1.f / duration : 0.f);
2573 force->flag [FLAG_IS_USED_UP] = true;
2574 force->flag [FLAG_APPLIED] = true; 2754 force->flag [FLAG_APPLIED] = true;
2575 2755
2576 insert (force); 2756 return insert (force);
2577} 2757}
2578 2758
2579void 2759void
2580object::play_sound (faceidx sound) 2760object::play_sound (faceidx sound) const
2581{ 2761{
2582 if (!sound) 2762 if (!sound)
2583 return; 2763 return;
2584 2764
2585 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 ())
2586 return; 2790 return;
2587 2791
2588 if (env) 2792 // find old force, or create new one
2589 { 2793 object *force = force_find (shstr_noise_force);
2590 if (object *pl = in_player ()) 2794
2591 pl->contr->play_sound (sound); 2795 if (force)
2592 } 2796 force->speed_left = -1.f; // patch old speed up
2593 else 2797 else
2594 map->play_sound (sound, x, y); 2798 {
2595} 2799 force = archetype::get (shstr_noise_force);
2596 2800
2801 force->slaying = shstr_noise_force;
2802 force->stats.food = 1;
2803 force->speed_left = -1.f;
2804
2805 force->set_speed (1.f / 4.f);
2806 force->flag [FLAG_IS_USED_UP] = true;
2807 force->flag [FLAG_APPLIED] = true;
2808
2809 insert (force);
2810 }
2811}
2812
2813void object::change_move_type (MoveType mt)
2814{
2815 if (move_type == mt)
2816 return;
2817
2818 if (is_on_map ())
2819 {
2820 // we are on the map, so handle move_on/off effects
2821 remove ();
2822 move_type = mt;
2823 map->insert (this, x, y, this);
2824 }
2825 else
2826 move_type = mt;
2827}
2828
2829/* object should be a player.
2830 * we return the object the player has marked with the 'mark' command
2831 * below. If no match is found (or object has changed), we return
2832 * NULL. We leave it up to the calling function to print messages if
2833 * nothing is found.
2834 */
2835object *
2836object::mark () const
2837{
2838 if (contr && contr->mark && contr->mark->env == this)
2839 return contr->mark;
2840 else
2841 return 0;
2842}
2843
2844// put marked object first in the inventory
2845// this is used by identify-like spells so players can influence
2846// the order a bit.
2847void
2848object::splay_marked ()
2849{
2850 if (object *marked = mark ())
2851 splay (marked);
2852}
2853

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