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Comparing deliantra/server/common/object.C (file contents):
Revision 1.147 by root, Sat May 12 16:06:42 2007 UTC vs.
Revision 1.318 by root, Sat Apr 3 02:27:24 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 30#include <sproto.h>
35#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
42 38
43objectvec objects; 39objectvec objects;
44activevec actives; 40activevec actives;
45 41
46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48}; 49};
49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51};
52int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
53 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54}; 55};
55int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 61};
59 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
60static void 70static void
61write_uuid (void) 71write_uuid (uval64 skip, bool sync)
62{ 72{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
64 74 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 77 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 78}
80 79
81static void 80static void
82read_uuid (void) 81read_uuid ()
83{ 82{
84 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
85 84
86 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
87 88
88 FILE *fp; 89 FILE *fp;
89 90
90 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
91 { 92 {
92 if (errno == ENOENT) 93 if (errno == ENOENT)
93 { 94 {
94 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 96 UUID::cur.seq = 0;
96 write_uuid (); 97 write_uuid (UUID_GAP, true);
97 return; 98 return;
98 } 99 }
99 100
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 102 _exit (1);
102 } 103 }
103 104
104 int version; 105 char buf [UUID::MAX_LEN];
105 unsigned long long uid; 106 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
107 { 110 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 112 _exit (1);
110 } 113 }
111 114
112 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 116
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
115 fclose (fp); 118 fclose (fp);
116} 119}
117 120
118UUID 121UUID
119gen_uuid () 122UUID::gen ()
120{ 123{
121 UUID uid; 124 UUID uid;
122 125
123 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
124 127
125 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
127 134
128 return uid; 135 return uid;
129} 136}
130 137
131void 138void
132init_uuid () 139UUID::init ()
133{ 140{
134 read_uuid (); 141 read_uuid ();
135} 142}
136 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 210static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
140{ 212{
141 key_value *wants_field;
142
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
144 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
145 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
146 */ 216 */
147 217
148 /* For each field in wants, */ 218 /* For each field in wants, */
149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
150 { 220 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 221 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 222
172 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 224 return true;
174} 225}
175 226
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 228static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 230{
180 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
182 */ 233 */
183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
184} 236}
185 237
186/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
187 * they can be merged together. 239 * they can be merged together.
188 * 240 *
195 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
196 * check weight 248 * check weight
197 */ 249 */
198bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
199{ 251{
200 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
201 if (ob1 == ob2 253 if (ob1 == ob2
202 || ob1->type != ob2->type 254 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 255 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 258 return 0;
207 259
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 260 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 261 * is always 0 .. 2**31-1 */
211 * used to store nrof). 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 263 return 0;
215 264
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 269 * flags lose any meaning.
221 */ 270 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 273
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 276
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 277 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 278 || ob1->name != ob2->name
231 || ob1->title != ob2->title 279 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 286 || ob1->value != ob2->value
241 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
242 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 302 return 0;
254 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
255 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
257 */ 313 */
258 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
259 { 315 {
260 /* if one object has inventory but the other doesn't, not equiv */ 316 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 317 return 0; /* inventories differ in length */
262 return 0;
263 318
264 /* Now check to see if the two inventory objects could merge */ 319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
265 if (!object::can_merge (ob1->inv, ob2->inv)) 322 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 323 return 0; /* inventory objects differ */
267 324
268 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 326 * if it is valid.
270 */ 327 */
271 } 328 }
290 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
291 return 0; 348 return 0;
292 break; 349 break;
293 } 350 }
294 351
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
296 { 353 {
297 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 359 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 360 }
304 361
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
307 { 363 {
308 ob1->optimise (); 364 ob1->optimise ();
309 ob2->optimise (); 365 ob2->optimise ();
310 366
311 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
312 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
313 } 381 }
314 382
315 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
316 return 1; 384 return 1;
317} 385}
318 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
319/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
320 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
323 */ 464 */
324long 465void
325sum_weight (object *op) 466object::update_weight ()
326{ 467{
327 long sum; 468 sint32 sum = 0;
328 object *inv;
329 469
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
331 { 471 {
332 if (inv->inv) 472 if (op->inv)
333 sum_weight (inv); 473 op->update_weight ();
334 474
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
336 } 481 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 482 carrying = sum;
343 483
344 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
345} 488}
346 489
347/** 490/*
348 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 492 */
364char * 493char *
365dump_object (object *op) 494dump_object (object *op)
366{ 495{
367 if (!op) 496 if (!op)
370 object_freezer freezer; 499 object_freezer freezer;
371 op->write (freezer); 500 op->write (freezer);
372 return freezer.as_string (); 501 return freezer.as_string ();
373} 502}
374 503
375/* 504char *
376 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
377 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned.
379 */
380
381object *
382get_nearest_part (object *op, const object *pl)
383{ 506{
384 object *tmp, *closest; 507 return dump_object (this);
385 int last_dist, i;
386
387 if (op->more == NULL)
388 return op;
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i;
392 return closest;
393} 508}
394 509
395/* 510/*
396 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
397 */ 513 */
398object * 514object *
399find_object (tag_t i) 515find_object (tag_t i)
400{ 516{
401 for_all_objects (op) 517 for_all_objects (op)
404 520
405 return 0; 521 return 0;
406} 522}
407 523
408/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
409 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
410 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
411 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
412 */ 543 */
413object * 544object *
414find_object_name (const char *str) 545find_object_name (const char *str)
415{ 546{
416 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
417 object *op;
418 548
549 if (str_)
419 for_all_objects (op) 550 for_all_objects (op)
420 if (op->name == str_) 551 if (op->name == str_)
421 break; 552 return op;
422 553
423 return op; 554 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 555}
431 556
432/* 557/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
435 */ 561 */
436void 562void
437object::set_owner (object *owner) 563object::set_owner (object *owner)
438{ 564{
565 // allow objects which own objects
439 if (!owner) 566 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 567 while (owner->owner)
450 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
451 575
452 this->owner = owner; 576 this->owner = owner;
453} 577}
454 578
455bool 579int
456object::change_weapon (object *ob) 580object::slottype () const
457{ 581{
458 if (current_weapon == ob) 582 if (type == SKILL)
459 return true;
460
461 if (chosen_skill)
462 chosen_skill->flag [FLAG_APPLIED] = false;
463
464 current_weapon = ob;
465 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
466
467 if (chosen_skill)
468 chosen_skill->flag [FLAG_APPLIED] = true;
469
470 update_stats ();
471
472 if (ob)
473 { 583 {
474 // now check wether any body locations became invalid, in which case 584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
475 // we cannot apply the weapon at the moment. 585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
476 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
477 if (slot[i].used < 0)
478 {
479 current_weapon = chosen_skill = 0;
480 update_stats ();
481
482 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. "
484 "You need to unapply some items first.", &ob->name);
485 return false;
486 }
487
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 } 586 }
490 else 587 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 588 {
492 589 if (slot [body_combat].info) return slot_combat;
493 return true; 590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
494} 594}
495 595
496/* Zero the key_values on op, decrementing the shared-string 596/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 597 * refcounts and freeing the links.
498 */ 598 */
508 } 608 }
509 609
510 op->key_values = 0; 610 op->key_values = 0;
511} 611}
512 612
513object & 613/*
514object::operator =(const object &src) 614 * copy_to first frees everything allocated by the dst object,
615 * and then copies the contents of itself into the second
616 * object, allocating what needs to be allocated. Basically, any
617 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
618 * if the first object is freed, the pointers in the new object
619 * will point at garbage.
620 */
621void
622object::copy_to (object *dst)
515{ 623{
516 bool is_freed = flag [FLAG_FREED]; 624 dst->remove ();
517 bool is_removed = flag [FLAG_REMOVED];
518
519 *(object_copy *)this = src; 625 *(object_copy *)dst = *this;
520
521 flag [FLAG_FREED] = is_freed;
522 flag [FLAG_REMOVED] = is_removed; 626 dst->flag [FLAG_REMOVED] = true;
523 627
524 /* Copy over key_values, if any. */ 628 /* Copy over key_values, if any. */
525 if (src.key_values) 629 if (key_values)
526 { 630 {
527 key_value *tail = 0; 631 key_value *tail = 0;
528 key_values = 0; 632 dst->key_values = 0;
529 633
530 for (key_value *i = src.key_values; i; i = i->next) 634 for (key_value *i = key_values; i; i = i->next)
531 { 635 {
532 key_value *new_link = new key_value; 636 key_value *new_link = new key_value;
533 637
534 new_link->next = 0; 638 new_link->next = 0;
535 new_link->key = i->key; 639 new_link->key = i->key;
536 new_link->value = i->value; 640 new_link->value = i->value;
537 641
538 /* Try and be clever here, too. */ 642 /* Try and be clever here, too. */
539 if (!key_values) 643 if (!dst->key_values)
540 { 644 {
541 key_values = new_link; 645 dst->key_values = new_link;
542 tail = new_link; 646 tail = new_link;
543 } 647 }
544 else 648 else
545 { 649 {
546 tail->next = new_link; 650 tail->next = new_link;
547 tail = new_link; 651 tail = new_link;
548 } 652 }
549 } 653 }
550 } 654 }
551}
552 655
553/* 656 dst->activate ();
554 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562object::copy_to (object *dst)
563{
564 *dst = *this;
565
566 if (speed < 0)
567 dst->speed_left = speed_left - rndm ();
568
569 dst->set_speed (dst->speed);
570} 657}
571 658
572void 659void
573object::instantiate () 660object::instantiate ()
574{ 661{
575 if (!uuid.seq) // HACK 662 if (!uuid.seq) // HACK
576 uuid = gen_uuid (); 663 uuid = UUID::gen ();
577 664
665 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
666 if (flag [FLAG_RANDOM_SPEED] && speed)
667 speed_left = - speed - rndm (); // TODO animation
668 else
578 speed_left = -0.1f; 669 speed_left = -1.;
670
579 /* copy the body_info to the body_used - this is only really 671 /* copy the body_info to the body_used - this is only really
580 * need for monsters, but doesn't hurt to do it for everything. 672 * need for monsters, but doesn't hurt to do it for everything.
581 * by doing so, when a monster is created, it has good starting 673 * by doing so, when a monster is created, it has good starting
582 * values for the body_used info, so when items are created 674 * values for the body_used info, so when items are created
583 * for it, they can be properly equipped. 675 * for it, they can be properly equipped.
591object * 683object *
592object::clone () 684object::clone ()
593{ 685{
594 object *neu = create (); 686 object *neu = create ();
595 copy_to (neu); 687 copy_to (neu);
688
689 // TODO: unclean state changes, should not be done in clone AND instantiate
690 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
691 neu->speed_left = - neu->speed - rndm (); // TODO animation
692
693 neu->map = map; // not copied by copy_to
596 return neu; 694 return neu;
597} 695}
598 696
599/* 697/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 698 * If an object with the IS_TURNABLE() flag needs to be turned due
617 * This function needs to be called whenever the speed of an object changes. 715 * This function needs to be called whenever the speed of an object changes.
618 */ 716 */
619void 717void
620object::set_speed (float speed) 718object::set_speed (float speed)
621{ 719{
622 if (flag [FLAG_FREED] && speed)
623 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625 speed = 0;
626 }
627
628 this->speed = speed; 720 this->speed = speed;
629 721
630 if (has_active_speed ()) 722 if (has_active_speed ())
631 activate (); 723 activate ();
632 else 724 else
651 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
652 */ 744 */
653void 745void
654update_object (object *op, int action) 746update_object (object *op, int action)
655{ 747{
656 if (op == NULL) 748 if (!op)
657 { 749 {
658 /* this should never happen */ 750 /* this should never happen */
659 LOG (llevDebug, "update_object() called for NULL object.\n"); 751 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
660 return; 752 return;
661 } 753 }
662 754
663 if (op->env) 755 if (!op->is_on_map ())
664 { 756 {
665 /* Animation is currently handled by client, so nothing 757 /* Animation is currently handled by client, so nothing
666 * to do in this case. 758 * to do in this case.
667 */ 759 */
668 return; 760 return;
669 } 761 }
670
671 /* If the map is saving, don't do anything as everything is
672 * going to get freed anyways.
673 */
674 if (!op->map || op->map->in_memory == MAP_SAVING)
675 return;
676 762
677 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
678 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 764 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
679 { 765 {
680 LOG (llevError, "update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
688 774
689 if (!(m.flags_ & P_UPTODATE)) 775 if (!(m.flags_ & P_UPTODATE))
690 /* nop */; 776 /* nop */;
691 else if (action == UP_OBJ_INSERT) 777 else if (action == UP_OBJ_INSERT)
692 { 778 {
779#if 0
693 // this is likely overkill, TODO: revisit (schmorp) 780 // this is likely overkill, TODO: revisit (schmorp)
694 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
695 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
696 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 783 || (op->is_player () && !(m.flags_ & P_PLAYER))
697 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
698 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
699 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
700 || (m.move_on | op->move_on ) != m.move_on 787 || (m.move_on | op->move_on ) != m.move_on
701 || (m.move_off | op->move_off ) != m.move_off 788 || (m.move_off | op->move_off ) != m.move_off
702 || (m.move_slow | op->move_slow) != m.move_slow 789 || (m.move_slow | op->move_slow) != m.move_slow
703 /* This isn't perfect, but I don't expect a lot of objects to 790 /* This isn't perfect, but I don't expect a lot of objects to
704 * to have move_allow right now. 791 * have move_allow right now.
705 */ 792 */
706 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
794 m.invalidate ();
795#else
707 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 796 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
708 m.flags_ = 0; 797 m.invalidate ();
798#endif
709 } 799 }
710 /* if the object is being removed, we can't make intelligent 800 /* if the object is being removed, we can't make intelligent
711 * decisions, because remove_ob can't really pass the object 801 * decisions, because remove_ob can't really pass the object
712 * that is being removed. 802 * that is being removed.
713 */ 803 */
714 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 804 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
715 m.flags_ = 0; 805 m.invalidate ();
716 else if (action == UP_OBJ_FACE) 806 else if (action == UP_OBJ_FACE)
717 /* Nothing to do for that case */ ; 807 /* Nothing to do for that case */ ;
718 else 808 else
719 LOG (llevError, "update_object called with invalid action: %d\n", action); 809 LOG (llevError, "update_object called with invalid action: %d\n", action);
720 810
724 814
725object::object () 815object::object ()
726{ 816{
727 SET_FLAG (this, FLAG_REMOVED); 817 SET_FLAG (this, FLAG_REMOVED);
728 818
729 expmul = 1.0; 819 //expmul = 1.0; declared const for the time being
730 face = blank_face; 820 face = blank_face;
821 material = MATERIAL_NULL;
731} 822}
732 823
733object::~object () 824object::~object ()
734{ 825{
735 unlink (); 826 unlink ();
740static int object_count; 831static int object_count;
741 832
742void object::link () 833void object::link ()
743{ 834{
744 assert (!index);//D 835 assert (!index);//D
745 uuid = gen_uuid (); 836 uuid = UUID::gen ();
746 count = ++object_count; 837 count = ++object_count;
747 838
748 refcnt_inc (); 839 refcnt_inc ();
749 objects.insert (this); 840 objects.insert (this);
750} 841}
764 /* If already on active list, don't do anything */ 855 /* If already on active list, don't do anything */
765 if (active) 856 if (active)
766 return; 857 return;
767 858
768 if (has_active_speed ()) 859 if (has_active_speed ())
860 {
861 if (flag [FLAG_FREED])
862 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
863
769 actives.insert (this); 864 actives.insert (this);
865 }
770} 866}
771 867
772void 868void
773object::activate_recursive () 869object::activate_recursive ()
774{ 870{
823object::destroy_inv (bool drop_to_ground) 919object::destroy_inv (bool drop_to_ground)
824{ 920{
825 // need to check first, because the checks below might segfault 921 // need to check first, because the checks below might segfault
826 // as we might be on an invalid mapspace and crossfire code 922 // as we might be on an invalid mapspace and crossfire code
827 // is too buggy to ensure that the inventory is empty. 923 // is too buggy to ensure that the inventory is empty.
828 // corollary: if you create arrows etc. with stuff in tis inventory, 924 // corollary: if you create arrows etc. with stuff in its inventory,
829 // cf will crash below with off-map x and y 925 // cf will crash below with off-map x and y
830 if (!inv) 926 if (!inv)
831 return; 927 return;
832 928
833 /* Only if the space blocks everything do we not process - 929 /* Only if the space blocks everything do we not process -
834 * if some form of movement is allowed, let objects 930 * if some form of movement is allowed, let objects
835 * drop on that space. 931 * drop on that space.
836 */ 932 */
837 if (!drop_to_ground 933 if (!drop_to_ground
838 || !map 934 || !map
839 || map->in_memory != MAP_IN_MEMORY 935 || map->in_memory != MAP_ACTIVE
840 || map->nodrop 936 || map->no_drop
841 || ms ().move_block == MOVE_ALL) 937 || ms ().move_block == MOVE_ALL)
842 { 938 {
843 while (inv) 939 while (inv)
844 {
845 inv->destroy_inv (drop_to_ground);
846 inv->destroy (); 940 inv->destroy ();
847 }
848 } 941 }
849 else 942 else
850 { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
851 while (inv) 944 while (inv)
852 { 945 {
870 object *op = new object; 963 object *op = new object;
871 op->link (); 964 op->link ();
872 return op; 965 return op;
873} 966}
874 967
968static struct freed_map : maptile
969{
970 freed_map ()
971 {
972 path = "<freed objects map>";
973 name = "/internal/freed_objects_map";
974 width = 3;
975 height = 3;
976 no_drop = 1;
977 no_reset = 1;
978
979 alloc ();
980 in_memory = MAP_ACTIVE;
981 }
982
983 ~freed_map ()
984 {
985 destroy ();
986 }
987} freed_map; // freed objects are moved here to avoid crashes
988
875void 989void
876object::do_destroy () 990object::do_destroy ()
877{ 991{
878 attachable::do_destroy ();
879
880 if (flag [FLAG_IS_LINKED]) 992 if (flag [FLAG_IS_LINKED])
881 remove_button_link (this); 993 remove_link ();
882 994
883 if (flag [FLAG_FRIENDLY]) 995 if (flag [FLAG_FRIENDLY])
884 remove_friendly_object (this); 996 remove_friendly_object (this);
885 997
886 if (!flag [FLAG_REMOVED])
887 remove (); 998 remove ();
888 999
889 destroy_inv (true); 1000 attachable::do_destroy ();
890 1001
891 deactivate (); 1002 deactivate ();
892 unlink (); 1003 unlink ();
893 1004
894 flag [FLAG_FREED] = 1; 1005 flag [FLAG_FREED] = 1;
895 1006
896 // hack to ensure that freed objects still have a valid map 1007 // hack to ensure that freed objects still have a valid map
897 {
898 static maptile *freed_map; // freed objects are moved here to avoid crashes
899
900 if (!freed_map)
901 {
902 freed_map = new maptile;
903
904 freed_map->name = "/internal/freed_objects_map";
905 freed_map->width = 3;
906 freed_map->height = 3;
907
908 freed_map->alloc ();
909 freed_map->in_memory = MAP_IN_MEMORY;
910 }
911
912 map = freed_map; 1008 map = &freed_map;
913 x = 1; 1009 x = 1;
914 y = 1; 1010 y = 1;
915 }
916
917 head = 0;
918 1011
919 if (more) 1012 if (more)
920 { 1013 {
921 more->destroy (); 1014 more->destroy ();
922 more = 0; 1015 more = 0;
923 } 1016 }
924 1017
1018 head = 0;
1019
925 // clear those pointers that likely might have circular references to us 1020 // clear those pointers that likely might cause circular references
926 owner = 0; 1021 owner = 0;
927 enemy = 0; 1022 enemy = 0;
928 attacked_by = 0; 1023 attacked_by = 0;
1024 current_weapon = 0;
929} 1025}
930 1026
931void 1027void
932object::destroy (bool destroy_inventory) 1028object::destroy ()
933{ 1029{
934 if (destroyed ()) 1030 if (destroyed ())
935 return; 1031 return;
936 1032
937 if (destroy_inventory) 1033 if (!is_head () && !head->destroyed ())
1034 {
1035 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1036 head->destroy ();
1037 return;
1038 }
1039
938 destroy_inv (false); 1040 destroy_inv (false);
1041
1042 if (is_head ())
1043 if (sound_destroy)
1044 play_sound (sound_destroy);
1045 else if (flag [FLAG_MONSTER])
1046 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
939 1047
940 attachable::destroy (); 1048 attachable::destroy ();
941}
942
943/*
944 * sub_weight() recursively (outwards) subtracts a number from the
945 * weight of an object (and what is carried by it's environment(s)).
946 */
947void
948sub_weight (object *op, signed long weight)
949{
950 while (op != NULL)
951 {
952 if (op->type == CONTAINER)
953 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
954
955 op->carrying -= weight;
956 op = op->env;
957 }
958} 1049}
959 1050
960/* op->remove (): 1051/* op->remove ():
961 * This function removes the object op from the linked list of objects 1052 * This function removes the object op from the linked list of objects
962 * which it is currently tied to. When this function is done, the 1053 * which it is currently tied to. When this function is done, the
965 * the previous environment. 1056 * the previous environment.
966 */ 1057 */
967void 1058void
968object::do_remove () 1059object::do_remove ()
969{ 1060{
970 object *tmp, *last = 0; 1061 if (flag [FLAG_REMOVED])
971 object *otmp;
972
973 if (QUERY_FLAG (this, FLAG_REMOVED))
974 return; 1062 return;
975 1063
976 SET_FLAG (this, FLAG_REMOVED);
977 INVOKE_OBJECT (REMOVE, this); 1064 INVOKE_OBJECT (REMOVE, this);
1065
1066 flag [FLAG_REMOVED] = true;
978 1067
979 if (more) 1068 if (more)
980 more->remove (); 1069 more->remove ();
981 1070
982 /* 1071 /*
983 * In this case, the object to be removed is in someones 1072 * In this case, the object to be removed is in someones
984 * inventory. 1073 * inventory.
985 */ 1074 */
986 if (env) 1075 if (env)
987 { 1076 {
988 if (nrof) 1077 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
989 sub_weight (env, weight * nrof); 1078 if (object *pl = visible_to ())
990 else 1079 esrv_del_item (pl->contr, count);
991 sub_weight (env, weight + carrying); 1080 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
992 1081
993 /* NO_FIX_PLAYER is set when a great many changes are being 1082 adjust_weight (env, -total_weight ());
994 * made to players inventory. If set, avoiding the call
995 * to save cpu time.
996 */
997 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
998 otmp->update_stats ();
999 1083
1000 if (above) 1084 object *pl = in_player ();
1001 above->below = below;
1002 else
1003 env->inv = below;
1004
1005 if (below)
1006 below->above = above;
1007 1085
1008 /* we set up values so that it could be inserted into 1086 /* we set up values so that it could be inserted into
1009 * the map, but we don't actually do that - it is up 1087 * the map, but we don't actually do that - it is up
1010 * to the caller to decide what we want to do. 1088 * to the caller to decide what we want to do.
1011 */ 1089 */
1012 x = env->x, y = env->y;
1013 map = env->map; 1090 map = env->map;
1014 above = 0, below = 0; 1091 x = env->x;
1092 y = env->y;
1093
1094 // make sure cmov optimisation is applicable
1095 *(above ? &above->below : &env->inv) = below;
1096 *(below ? &below->above : &above ) = above; // &above is just a dummy
1097
1098 above = 0;
1099 below = 0;
1015 env = 0; 1100 env = 0;
1101
1102 if (pl && pl->is_player ())
1103 {
1104 if (expect_false (pl->contr->combat_ob == this))
1105 {
1106 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1107 pl->contr->combat_ob = 0;
1108 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1109 }
1110
1111 if (expect_false (pl->contr->ranged_ob == this))
1112 {
1113 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1114 pl->contr->ranged_ob = 0;
1115 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1116 }
1117
1118 pl->contr->queue_stats_update ();
1119
1120 if (expect_false (glow_radius) && pl->is_on_map ())
1121 update_all_los (pl->map, pl->x, pl->y);
1122 }
1016 } 1123 }
1017 else if (map) 1124 else if (map)
1018 { 1125 {
1019 if (type == PLAYER)
1020 {
1021 // leaving a spot always closes any open container on the ground
1022 if (container && !container->env)
1023 // this causes spurious floorbox updates, but it ensures
1024 // that the CLOSE event is being sent.
1025 close_container ();
1026
1027 --map->players;
1028 map->touch ();
1029 }
1030
1031 map->dirty = true; 1126 map->dirty = true;
1032 mapspace &ms = this->ms (); 1127 mapspace &ms = this->ms ();
1033 1128
1129 if (object *pl = ms.player ())
1130 {
1131 if (is_player ())
1132 {
1133 if (!flag [FLAG_WIZPASS])
1134 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1135
1136 // leaving a spot always closes any open container on the ground
1137 if (container && !container->env)
1138 // this causes spurious floorbox updates, but it ensures
1139 // that the CLOSE event is being sent.
1140 close_container ();
1141
1142 --map->players;
1143 map->touch ();
1144 }
1145 else if (pl->container_ () == this)
1146 {
1147 // removing a container should close it
1148 close_container ();
1149 }
1150
1151 esrv_del_item (pl->contr, count);
1152 }
1153
1034 /* link the object above us */ 1154 /* link the object above us */
1035 if (above) 1155 // re-link, make sure compiler can easily use cmove
1036 above->below = below; 1156 *(above ? &above->below : &ms.top) = below;
1037 else 1157 *(below ? &below->above : &ms.bot) = above;
1038 ms.top = below; /* we were top, set new top */
1039
1040 /* Relink the object below us, if there is one */
1041 if (below)
1042 below->above = above;
1043 else
1044 {
1045 /* Nothing below, which means we need to relink map object for this space
1046 * use translated coordinates in case some oddness with map tiling is
1047 * evident
1048 */
1049 if (GET_MAP_OB (map, x, y) != this)
1050 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1051
1052 ms.bot = above; /* goes on above it. */
1053 }
1054 1158
1055 above = 0; 1159 above = 0;
1056 below = 0; 1160 below = 0;
1057 1161
1162 ms.invalidate ();
1163
1058 if (map->in_memory == MAP_SAVING) 1164 if (map->in_memory == MAP_SAVING)
1059 return; 1165 return;
1060 1166
1061 int check_walk_off = !flag [FLAG_NO_APPLY]; 1167 int check_walk_off = !flag [FLAG_NO_APPLY];
1062 1168
1063 for (tmp = ms.bot; tmp; tmp = tmp->above) 1169 if (object *pl = ms.player ())
1064 { 1170 {
1065 /* No point updating the players look faces if he is the object 1171 if (pl->container_ () == this)
1066 * being removed.
1067 */
1068
1069 if (tmp->type == PLAYER && tmp != this)
1070 {
1071 /* If a container that the player is currently using somehow gets 1172 /* If a container that the player is currently using somehow gets
1072 * removed (most likely destroyed), update the player view 1173 * removed (most likely destroyed), update the player view
1073 * appropriately. 1174 * appropriately.
1074 */ 1175 */
1075 if (tmp->container == this) 1176 pl->close_container ();
1076 {
1077 flag [FLAG_APPLIED] = 0;
1078 tmp->container = 0;
1079 }
1080 1177
1178 //TODO: the floorbox prev/next might need updating
1179 //esrv_del_item (pl->contr, count);
1180 //TODO: update floorbox to preserve ordering
1081 if (tmp->contr->ns) 1181 if (pl->contr->ns)
1082 tmp->contr->ns->floorbox_update (); 1182 pl->contr->ns->floorbox_update ();
1183 }
1184
1185 if (check_walk_off)
1186 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1187 {
1188 above = tmp->above;
1189
1190 /* No point updating the players look faces if he is the object
1191 * being removed.
1083 } 1192 */
1084 1193
1085 /* See if object moving off should effect something */ 1194 /* See if object moving off should effect something */
1086 if (check_walk_off
1087 && ((move_type & tmp->move_off) 1195 if ((move_type & tmp->move_off)
1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1196 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1089 {
1090 move_apply (tmp, this, 0); 1197 move_apply (tmp, this, 0);
1091
1092 if (destroyed ())
1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1094 } 1198 }
1095 1199
1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1200 if (affects_los ())
1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1098 if (tmp->above == tmp)
1099 tmp->above = 0;
1100
1101 last = tmp;
1102 }
1103
1104 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object?
1106 if (!last)
1107 map->at (x, y).flags_ = 0;
1108 else
1109 update_object (last, UP_OBJ_REMOVE);
1110
1111 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1112 update_all_los (map, x, y); 1201 update_all_los (map, x, y);
1113 } 1202 }
1114} 1203}
1115 1204
1116/* 1205/*
1125merge_ob (object *op, object *top) 1214merge_ob (object *op, object *top)
1126{ 1215{
1127 if (!op->nrof) 1216 if (!op->nrof)
1128 return 0; 1217 return 0;
1129 1218
1130 if (top) 1219 if (!top)
1131 for (top = op; top && top->above; top = top->above) 1220 for (top = op; top && top->above; top = top->above)
1132 ; 1221 ;
1133 1222
1134 for (; top; top = top->below) 1223 for (; top; top = top->below)
1135 {
1136 if (top == op)
1137 continue;
1138
1139 if (object::can_merge (op, top)) 1224 if (object::can_merge (op, top))
1140 { 1225 {
1141 top->nrof += op->nrof; 1226 top->nrof += op->nrof;
1142 1227
1143/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1228 if (object *pl = top->visible_to ())
1144 op->weight = 0; /* Don't want any adjustements now */ 1229 esrv_update_item (UPD_NROF, pl, top);
1230
1231 op->weight = 0; // cancel the addition above
1232 op->carrying = 0; // must be 0 already
1233
1145 op->destroy (); 1234 op->destroy ();
1235
1146 return top; 1236 return top;
1147 } 1237 }
1148 }
1149 1238
1150 return 0; 1239 return 0;
1151} 1240}
1152 1241
1153void 1242void
1156 if (more) 1245 if (more)
1157 return; 1246 return;
1158 1247
1159 object *prev = this; 1248 object *prev = this;
1160 1249
1161 for (archetype *at = arch->more; at; at = at->more) 1250 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1162 { 1251 {
1163 object *op = arch_to_object (at); 1252 object *op = at->instance ();
1164 1253
1165 op->name = name; 1254 op->name = name;
1166 op->name_pl = name_pl; 1255 op->name_pl = name_pl;
1167 op->title = title; 1256 op->title = title;
1168 1257
1178 * job preparing multi-part monsters. 1267 * job preparing multi-part monsters.
1179 */ 1268 */
1180object * 1269object *
1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1270insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1182{ 1271{
1272 op->remove ();
1273
1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1184 { 1275 {
1185 tmp->x = x + tmp->arch->clone.x; 1276 tmp->x = x + tmp->arch->x;
1186 tmp->y = y + tmp->arch->clone.y; 1277 tmp->y = y + tmp->arch->y;
1187 } 1278 }
1188 1279
1189 return insert_ob_in_map (op, m, originator, flag); 1280 return insert_ob_in_map (op, m, originator, flag);
1190} 1281}
1191 1282
1204 * Passing 0 for flag gives proper default values, so flag really only needs 1295 * Passing 0 for flag gives proper default values, so flag really only needs
1205 * to be set if special handling is needed. 1296 * to be set if special handling is needed.
1206 * 1297 *
1207 * Return value: 1298 * Return value:
1208 * new object if 'op' was merged with other object 1299 * new object if 'op' was merged with other object
1209 * NULL if 'op' was destroyed 1300 * NULL if there was an error (destroyed, blocked etc.)
1210 * just 'op' otherwise 1301 * just 'op' otherwise
1211 */ 1302 */
1212object * 1303object *
1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1214{ 1305{
1215 assert (!op->flag [FLAG_FREED]);
1216
1217 object *tmp, *top, *floor = NULL;
1218
1219 op->remove (); 1306 op->remove ();
1220 1307
1221#if 0 1308 if (m == &freed_map)//D TODO: remove soon
1222 if (!m->active != !op->active)
1223 if (m->active)
1224 op->activate_recursive ();
1225 else
1226 op->deactivate_recursive ();
1227#endif
1228
1229 if (out_of_map (m, op->x, op->y))
1230 { 1309 {//D
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1310 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 return op;
1240 } 1311 }//D
1241
1242 if (object *more = op->more)
1243 {
1244 if (!insert_ob_in_map (more, m, originator, flag))
1245 {
1246 if (!op->head)
1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1248
1249 return 0;
1250 }
1251 }
1252
1253 CLEAR_FLAG (op, FLAG_REMOVED);
1254 1312
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1313 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now 1314 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1315 * need extra work
1258 */ 1316 */
1317 maptile *newmap = m;
1259 if (!xy_normalise (m, op->x, op->y)) 1318 if (!xy_normalise (newmap, op->x, op->y))
1319 {
1320 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1260 return 0; 1321 return 0;
1322 }
1261 1323
1324 if (object *more = op->more)
1325 if (!insert_ob_in_map (more, m, originator, flag))
1326 return 0;
1327
1328 op->flag [FLAG_REMOVED] = false;
1329 op->env = 0;
1262 op->map = m; 1330 op->map = newmap;
1331
1263 mapspace &ms = op->ms (); 1332 mapspace &ms = op->ms ();
1264 1333
1265 /* this has to be done after we translate the coordinates. 1334 /* this has to be done after we translate the coordinates.
1266 */ 1335 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1336 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (tmp = ms.bot; tmp; tmp = tmp->above) 1337 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1338 if (object::can_merge (op, tmp))
1270 { 1339 {
1340 // TODO: we actually want to update tmp, not op,
1341 // but some caller surely breaks when we return tmp
1342 // from here :/
1271 op->nrof += tmp->nrof; 1343 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1344 tmp->destroy ();
1273 } 1345 }
1274 1346
1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1347 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1284 { 1356 {
1285 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1357 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286 abort (); 1358 abort ();
1287 } 1359 }
1288 1360
1361 if (!originator->is_on_map ())
1362 {
1363 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1364 op->debug_desc (), originator->debug_desc ());
1365 abort ();
1366 }
1367
1289 op->above = originator; 1368 op->above = originator;
1290 op->below = originator->below; 1369 op->below = originator->below;
1291
1292 if (op->below)
1293 op->below->above = op;
1294 else
1295 ms.bot = op;
1296
1297 /* since *below* originator, no need to update top */
1298 originator->below = op; 1370 originator->below = op;
1371
1372 *(op->below ? &op->below->above : &ms.bot) = op;
1299 } 1373 }
1300 else 1374 else
1301 { 1375 {
1302 top = ms.bot; 1376 object *floor = 0;
1377 object *top = ms.top;
1303 1378
1304 /* If there are other objects, then */ 1379 /* If there are other objects, then */
1305 if ((!(flag & INS_MAP_LOAD)) && top) 1380 if (top)
1306 { 1381 {
1307 object *last = 0;
1308
1309 /* 1382 /*
1310 * If there are multiple objects on this space, we do some trickier handling. 1383 * If there are multiple objects on this space, we do some trickier handling.
1311 * We've already dealt with merging if appropriate. 1384 * We've already dealt with merging if appropriate.
1312 * Generally, we want to put the new object on top. But if 1385 * Generally, we want to put the new object on top. But if
1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1386 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1316 * once we get to them. This reduces the need to traverse over all of 1389 * once we get to them. This reduces the need to traverse over all of
1317 * them when adding another one - this saves quite a bit of cpu time 1390 * them when adding another one - this saves quite a bit of cpu time
1318 * when lots of spells are cast in one area. Currently, it is presumed 1391 * when lots of spells are cast in one area. Currently, it is presumed
1319 * that flying non pickable objects are spell objects. 1392 * that flying non pickable objects are spell objects.
1320 */ 1393 */
1321 for (top = ms.bot; top; top = top->above) 1394 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 { 1395 {
1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1396 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1324 floor = top; 1397 floor = tmp;
1325 1398
1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1399 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1327 { 1400 {
1328 /* We insert above top, so we want this object below this */ 1401 /* We insert above top, so we want this object below this */
1329 top = top->below; 1402 top = tmp->below;
1330 break; 1403 break;
1331 } 1404 }
1332 1405
1333 last = top; 1406 top = tmp;
1334 } 1407 }
1335
1336 /* Don't want top to be NULL, so set it to the last valid object */
1337 top = last;
1338 1408
1339 /* We let update_position deal with figuring out what the space 1409 /* We let update_position deal with figuring out what the space
1340 * looks like instead of lots of conditions here. 1410 * looks like instead of lots of conditions here.
1341 * makes things faster, and effectively the same result. 1411 * makes things faster, and effectively the same result.
1342 */ 1412 */
1349 */ 1419 */
1350 if (!(flag & INS_ON_TOP) 1420 if (!(flag & INS_ON_TOP)
1351 && ms.flags () & P_BLOCKSVIEW 1421 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility)) 1422 && (op->face && !faces [op->face].visibility))
1353 { 1423 {
1424 object *last;
1425
1354 for (last = top; last != floor; last = last->below) 1426 for (last = top; last != floor; last = last->below)
1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1427 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1356 break; 1428 break;
1357 1429
1358 /* Check to see if we found the object that blocks view, 1430 /* Check to see if we found the object that blocks view,
1363 if (last && last->below && last != floor) 1435 if (last && last->below && last != floor)
1364 top = last->below; 1436 top = last->below;
1365 } 1437 }
1366 } /* If objects on this space */ 1438 } /* If objects on this space */
1367 1439
1368 if (flag & INS_MAP_LOAD)
1369 top = ms.top;
1370
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1441 top = floor;
1373 1442
1374 /* Top is the object that our object (op) is going to get inserted above. 1443 // insert object above top, or bottom-most if top = 0
1375 */
1376
1377 /* First object on this space */
1378 if (!top) 1444 if (!top)
1379 { 1445 {
1446 op->below = 0;
1380 op->above = ms.bot; 1447 op->above = ms.bot;
1381
1382 if (op->above)
1383 op->above->below = op;
1384
1385 op->below = 0;
1386 ms.bot = op; 1448 ms.bot = op;
1449
1450 *(op->above ? &op->above->below : &ms.top) = op;
1387 } 1451 }
1388 else 1452 else
1389 { /* get inserted into the stack above top */ 1453 {
1390 op->above = top->above; 1454 op->above = top->above;
1391
1392 if (op->above)
1393 op->above->below = op; 1455 top->above = op;
1394 1456
1395 op->below = top; 1457 op->below = top;
1396 top->above = op; 1458 *(op->above ? &op->above->below : &ms.top) = op;
1397 } 1459 }
1460 }
1398 1461
1399 if (!op->above) 1462 if (op->is_player ())
1400 ms.top = op;
1401 } /* else not INS_BELOW_ORIGINATOR */
1402
1403 if (op->type == PLAYER)
1404 { 1463 {
1405 op->contr->do_los = 1; 1464 op->contr->do_los = 1;
1406 ++op->map->players; 1465 ++op->map->players;
1407 op->map->touch (); 1466 op->map->touch ();
1408 } 1467 }
1409 1468
1410 op->map->dirty = true; 1469 op->map->dirty = true;
1411 1470
1412 /* If we have a floor, we know the player, if any, will be above
1413 * it, so save a few ticks and start from there.
1414 */
1415 if (!(flag & INS_MAP_LOAD))
1416 if (object *pl = ms.player ()) 1471 if (object *pl = ms.player ())
1472 //TODO: the floorbox prev/next might need updating
1473 //esrv_send_item (pl, op);
1474 //TODO: update floorbox to preserve ordering
1417 if (pl->contr->ns) 1475 if (pl->contr->ns)
1418 pl->contr->ns->floorbox_update (); 1476 pl->contr->ns->floorbox_update ();
1419 1477
1420 /* If this object glows, it may affect lighting conditions that are 1478 /* If this object glows, it may affect lighting conditions that are
1421 * visible to others on this map. But update_all_los is really 1479 * visible to others on this map. But update_all_los is really
1422 * an inefficient way to do this, as it means los for all players 1480 * an inefficient way to do this, as it means los for all players
1423 * on the map will get recalculated. The players could very well 1481 * on the map will get recalculated. The players could very well
1424 * be far away from this change and not affected in any way - 1482 * be far away from this change and not affected in any way -
1425 * this should get redone to only look for players within range, 1483 * this should get redone to only look for players within range,
1426 * or just updating the P_UPTODATE for spaces within this area 1484 * or just updating the P_UPTODATE for spaces within this area
1427 * of effect may be sufficient. 1485 * of effect may be sufficient.
1428 */ 1486 */
1429 if (op->map->darkness && (op->glow_radius != 0)) 1487 if (op->affects_los ())
1488 {
1489 op->ms ().invalidate ();
1430 update_all_los (op->map, op->x, op->y); 1490 update_all_los (op->map, op->x, op->y);
1491 }
1431 1492
1432 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1433 update_object (op, UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1434 1495
1435 INVOKE_OBJECT (INSERT, op); 1496 INVOKE_OBJECT (INSERT, op);
1442 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1443 * update_object(). 1504 * update_object().
1444 */ 1505 */
1445 1506
1446 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1447 if (!(flag & INS_NO_WALK_ON) && !op->head) 1508 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1448 { 1509 {
1449 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1450 return 0; 1511 return 0;
1451 1512
1452 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1453 * walk on's. 1514 * walk on's.
1454 */ 1515 */
1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1456 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1457 return 0; 1518 return 0;
1458 } 1519 }
1459 1520
1460 return op; 1521 return op;
1463/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1464 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1465 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1466 */ 1527 */
1467void 1528void
1468replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (shstr_tmp archname, object *op)
1469{ 1530{
1470 object *tmp, *tmp1;
1471
1472 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1473 1532
1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1534 if (tmp->arch->archname == archname) /* same archetype */
1476 tmp->destroy (); 1535 tmp->destroy ();
1477 1536
1478 tmp1 = arch_to_object (archetype::find (arch_string)); 1537 object *tmp = archetype::find (archname)->instance ();
1479 1538
1480 tmp1->x = op->x; 1539 tmp->x = op->x;
1481 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1482 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1483} 1543}
1484 1544
1485object * 1545object *
1486object::insert_at (object *where, object *originator, int flags) 1546object::insert_at (object *where, object *originator, int flags)
1487{ 1547{
1548 if (where->env)
1549 return where->env->insert (this);
1550 else
1488 return where->map->insert (this, where->x, where->y, originator, flags); 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1489} 1552}
1490 1553
1491/* 1554// check whether we can put this into the map, respect max_volume, max_items
1492 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1555bool
1493 * is returned contains nr objects, and the remaining parts contains 1556object::can_drop_at (maptile *m, int x, int y, object *originator)
1494 * the rest (or is removed and freed if that number is 0).
1495 * On failure, NULL is returned, and the reason put into the
1496 * global static errmsg array.
1497 */
1498object *
1499get_split_ob (object *orig_ob, uint32 nr)
1500{ 1557{
1501 object *newob; 1558 mapspace &ms = m->at (x, y);
1502 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1503 1559
1504 if (orig_ob->nrof < nr) 1560 int items = ms.items ();
1505 {
1506 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1507 return NULL;
1508 }
1509 1561
1510 newob = object_create_clone (orig_ob); 1562 if (!items // testing !items ensures we can drop at least one item
1563 || (items < m->max_items
1564 && ms.volume () < m->max_volume))
1565 return true;
1511 1566
1512 if ((orig_ob->nrof -= nr) < 1) 1567 if (originator && originator->is_player ())
1513 orig_ob->destroy (1); 1568 originator->contr->failmsg (format (
1514 else if (!is_removed) 1569 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1515 { 1570 query_name ()
1516 if (orig_ob->env != NULL) 1571 ));
1517 sub_weight (orig_ob->env, orig_ob->weight * nr);
1518 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1519 {
1520 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1521 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1522 return NULL;
1523 }
1524 }
1525 1572
1526 newob->nrof = nr; 1573 return false;
1527
1528 return newob;
1529} 1574}
1530 1575
1531/* 1576/*
1532 * decrease_ob_nr(object, number) decreases a specified number from 1577 * decrease(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object 1578 * the amount of an object. If the amount reaches 0, the object
1534 * is subsequently removed and freed. 1579 * is subsequently removed and freed.
1535 * 1580 *
1536 * Return value: 'op' if something is left, NULL if the amount reached 0 1581 * Return value: 'op' if something is left, NULL if the amount reached 0
1537 */ 1582 */
1583bool
1584object::decrease (sint32 nr)
1585{
1586 if (!nr)
1587 return true;
1588
1589 nr = min (nr, nrof);
1590
1591 if (nrof > nr)
1592 {
1593 nrof -= nr;
1594 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1595
1596 if (object *pl = visible_to ())
1597 esrv_update_item (UPD_NROF, pl, this);
1598
1599 return true;
1600 }
1601 else
1602 {
1603 destroy ();
1604 return false;
1605 }
1606}
1607
1608/*
1609 * split(ob,nr) splits up ob into two parts. The part which
1610 * is returned contains nr objects, and the remaining parts contains
1611 * the rest (or is removed and returned if that number is 0).
1612 * On failure, NULL is returned.
1613 */
1538object * 1614object *
1539decrease_ob_nr (object *op, uint32 i) 1615object::split (sint32 nr)
1540{ 1616{
1541 object *tmp; 1617 int have = number_of ();
1542 1618
1543 if (i == 0) /* objects with op->nrof require this check */ 1619 if (have < nr)
1544 return op; 1620 return 0;
1545 1621 else if (have == nr)
1546 if (i > op->nrof)
1547 i = op->nrof;
1548
1549 if (QUERY_FLAG (op, FLAG_REMOVED))
1550 op->nrof -= i;
1551 else if (op->env)
1552 { 1622 {
1553 /* is this object in the players inventory, or sub container
1554 * therein?
1555 */
1556 tmp = op->in_player ();
1557 /* nope. Is this a container the player has opened?
1558 * If so, set tmp to that player.
1559 * IMO, searching through all the players will mostly
1560 * likely be quicker than following op->env to the map,
1561 * and then searching the map for a player.
1562 */
1563 if (!tmp)
1564 for_all_players (pl)
1565 if (pl->ob->container == op->env)
1566 {
1567 tmp = pl->ob;
1568 break;
1569 }
1570
1571 if (i < op->nrof)
1572 {
1573 sub_weight (op->env, op->weight * i);
1574 op->nrof -= i;
1575 if (tmp)
1576 esrv_send_item (tmp, op);
1577 }
1578 else
1579 {
1580 op->remove (); 1623 remove ();
1581 op->nrof = 0; 1624 return this;
1582 if (tmp)
1583 esrv_del_item (tmp->contr, op->count);
1584 }
1585 } 1625 }
1586 else 1626 else
1587 { 1627 {
1588 object *above = op->above; 1628 decrease (nr);
1589 1629
1590 if (i < op->nrof) 1630 object *op = deep_clone ();
1591 op->nrof -= i; 1631 op->nrof = nr;
1592 else
1593 {
1594 op->remove ();
1595 op->nrof = 0;
1596 }
1597
1598 /* Since we just removed op, op->above is null */
1599 for (tmp = above; tmp; tmp = tmp->above)
1600 if (tmp->type == PLAYER)
1601 {
1602 if (op->nrof)
1603 esrv_send_item (tmp, op);
1604 else
1605 esrv_del_item (tmp->contr, op->count);
1606 }
1607 }
1608
1609 if (op->nrof)
1610 return op; 1632 return op;
1611 else
1612 {
1613 op->destroy ();
1614 return 0;
1615 }
1616}
1617
1618/*
1619 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying.
1621 */
1622void
1623add_weight (object *op, signed long weight)
1624{
1625 while (op != NULL)
1626 {
1627 if (op->type == CONTAINER)
1628 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1629
1630 op->carrying += weight;
1631 op = op->env;
1632 } 1633 }
1633} 1634}
1634 1635
1635object * 1636object *
1636insert_ob_in_ob (object *op, object *where) 1637insert_ob_in_ob (object *op, object *where)
1641 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642 free (dump); 1643 free (dump);
1643 return op; 1644 return op;
1644 } 1645 }
1645 1646
1646 if (where->head) 1647 if (where->head_ () != where)
1647 { 1648 {
1648 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 where = where->head; 1650 where = where->head;
1650 } 1651 }
1651 1652
1652 return where->insert (op); 1653 return where->insert (op);
1653} 1654}
1661 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1662 */ 1663 */
1663object * 1664object *
1664object::insert (object *op) 1665object::insert (object *op)
1665{ 1666{
1666 object *tmp, *otmp;
1667
1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1669 op->remove ();
1670
1671 if (op->more) 1667 if (op->more)
1672 { 1668 {
1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 return op; 1670 return op;
1675 } 1671 }
1676 1672
1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 op->remove ();
1678 CLEAR_FLAG (op, FLAG_REMOVED); 1674
1675 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676
1679 if (op->nrof) 1677 if (op->nrof)
1680 {
1681 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1683 { 1680 {
1684 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1682 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1684
1688 * tmp->nrof, we need to increase the weight. 1685 if (object *pl = tmp->visible_to ())
1689 */ 1686 esrv_update_item (UPD_NROF, pl, tmp);
1687
1690 add_weight (this, op->weight * op->nrof); 1688 adjust_weight (this, op->total_weight ());
1691 SET_FLAG (op, FLAG_REMOVED); 1689
1692 op->destroy (); /* free the inserted object */ 1690 op->destroy ();
1693 op = tmp; 1691 op = tmp;
1694 op->remove (); /* and fix old object's links */ 1692 goto inserted;
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 } 1693 }
1698 1694
1699 /* I assume combined objects have no inventory 1695 op->owner = 0; // it's his/hers now. period.
1700 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709
1710 otmp = this->in_player ();
1711 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 otmp->update_stats ();
1714
1715 op->map = 0; 1696 op->map = 0;
1716 op->env = this; 1697 op->x = 0;
1698 op->y = 0;
1699
1717 op->above = 0; 1700 op->above = 0;
1718 op->below = 0; 1701 op->below = inv;
1719 op->x = 0, op->y = 0; 1702 op->env = this;
1720 1703
1704 if (inv)
1705 inv->above = op;
1706
1707 inv = op;
1708
1709 op->flag [FLAG_REMOVED] = 0;
1710
1711 if (object *pl = op->visible_to ())
1712 esrv_send_item (pl, op);
1713
1714 adjust_weight (this, op->total_weight ());
1715
1716inserted:
1721 /* reset the light list and los of the players on the map */ 1717 /* reset the light list and los of the players on the map */
1722 if ((op->glow_radius != 0) && map) 1718 if (op->glow_radius && is_on_map ())
1723 { 1719 {
1724#ifdef DEBUG_LIGHTS 1720 update_stats ();
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y); 1721 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 { 1722 }
1738 op->below = inv; 1723 else if (is_player ())
1739 op->below->above = op; 1724 // if this is a player's inventory, update stats
1740 inv = op; 1725 contr->queue_stats_update ();
1741 }
1742 1726
1743 INVOKE_OBJECT (INSERT, this); 1727 INVOKE_OBJECT (INSERT, this);
1744 1728
1745 return op; 1729 return op;
1746} 1730}
1766 * on top. 1750 * on top.
1767 */ 1751 */
1768int 1752int
1769check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1770{ 1754{
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1756 return 0;
1757
1771 object *tmp; 1758 object *tmp;
1772 maptile *m = op->map; 1759 maptile *m = op->map;
1773 int x = op->x, y = op->y; 1760 int x = op->x, y = op->y;
1774 1761
1775 MoveType move_on, move_slow, move_block; 1762 mapspace &ms = m->at (x, y);
1776 1763
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1764 ms.update ();
1778 return 0;
1779 1765
1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1766 MoveType move_on = ms.move_on;
1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1767 MoveType move_slow = ms.move_slow;
1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1768 MoveType move_block = ms.move_block;
1783 1769
1784 /* if nothing on this space will slow op down or be applied, 1770 /* if nothing on this space will slow op down or be applied,
1785 * no need to do checking below. have to make sure move_type 1771 * no need to do checking below. have to make sure move_type
1786 * is set, as lots of objects don't have it set - we treat that 1772 * is set, as lots of objects don't have it set - we treat that
1787 * as walking. 1773 * as walking.
1798 return 0; 1784 return 0;
1799 1785
1800 /* The objects have to be checked from top to bottom. 1786 /* The objects have to be checked from top to bottom.
1801 * Hence, we first go to the top: 1787 * Hence, we first go to the top:
1802 */ 1788 */
1803 1789 for (object *next, *tmp = ms.top; tmp; tmp = next)
1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1805 {
1806 /* Trim the search when we find the first other spell effect
1807 * this helps performance so that if a space has 50 spell objects,
1808 * we don't need to check all of them.
1809 */
1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811 break;
1812 } 1790 {
1791 next = tmp->below;
1813 1792
1814 for (; tmp; tmp = tmp->below)
1815 {
1816 if (tmp == op) 1793 if (tmp == op)
1817 continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1818 1795
1819 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1820 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1825 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1826 { 1803 {
1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1829 { 1806 {
1830
1831 float
1832 diff = tmp->move_slow_penalty * fabs (op->speed); 1807 float diff = tmp->move_slow_penalty * fabs (op->speed);
1833 1808
1834 if (op->type == PLAYER) 1809 if (op->is_player ())
1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1810 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1811 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1837 diff /= 4.0; 1812 diff /= 4.0;
1838 1813
1839 op->speed_left -= diff; 1814 op->speed_left -= diff;
1840 } 1815 }
1841 } 1816 }
1874 LOG (llevError, "Present_arch called outside map.\n"); 1849 LOG (llevError, "Present_arch called outside map.\n");
1875 return NULL; 1850 return NULL;
1876 } 1851 }
1877 1852
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 if (tmp->arch == at) 1854 if (tmp->arch->archname == at->archname)
1880 return tmp; 1855 return tmp;
1881 1856
1882 return NULL; 1857 return NULL;
1883} 1858}
1884 1859
1948 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1949 */ 1924 */
1950object * 1925object *
1951present_arch_in_ob (const archetype *at, const object *op) 1926present_arch_in_ob (const archetype *at, const object *op)
1952{ 1927{
1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1954 if (tmp->arch == at) 1929 if (tmp->arch->archname == at->archname)
1955 return tmp; 1930 return tmp;
1956 1931
1957 return NULL; 1932 return NULL;
1958} 1933}
1959 1934
1961 * activate recursively a flag on an object inventory 1936 * activate recursively a flag on an object inventory
1962 */ 1937 */
1963void 1938void
1964flag_inv (object *op, int flag) 1939flag_inv (object *op, int flag)
1965{ 1940{
1966 if (op->inv)
1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1968 { 1942 {
1969 SET_FLAG (tmp, flag); 1943 SET_FLAG (tmp, flag);
1970 flag_inv (tmp, flag); 1944 flag_inv (tmp, flag);
1971 } 1945 }
1972} 1946}
1973 1947
1974/* 1948/*
1975 * deactivate recursively a flag on an object inventory 1949 * deactivate recursively a flag on an object inventory
1976 */ 1950 */
1977void 1951void
1978unflag_inv (object *op, int flag) 1952unflag_inv (object *op, int flag)
1979{ 1953{
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1954 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 { 1955 {
1983 CLEAR_FLAG (tmp, flag); 1956 CLEAR_FLAG (tmp, flag);
1984 unflag_inv (tmp, flag); 1957 unflag_inv (tmp, flag);
1985 } 1958 }
1986}
1987
1988/*
1989 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1990 * all it's inventory (recursively).
1991 * If checksums are used, a player will get set_cheat called for
1992 * him/her-self and all object carried by a call to this function.
1993 */
1994void
1995set_cheat (object *op)
1996{
1997 SET_FLAG (op, FLAG_WAS_WIZ);
1998 flag_inv (op, FLAG_WAS_WIZ);
1999} 1959}
2000 1960
2001/* 1961/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 1962 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain 1963 * a spot at the given map and coordinates which will be able to contain
2005 * to search (see the freearr_x/y[] definition). 1965 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 1966 * It returns a random choice among the alternatives found.
2007 * start and stop are where to start relative to the free_arr array (1,9 1967 * start and stop are where to start relative to the free_arr array (1,9
2008 * does all 4 immediate directions). This returns the index into the 1968 * does all 4 immediate directions). This returns the index into the
2009 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1969 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not 1970 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 1971 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work. 1972 * necessary, so the caller shouldn't need to do any special work.
2016 * Note - updated to take an object instead of archetype - this is necessary 1973 * Note - updated to take an object instead of archetype - this is necessary
2017 * because arch_blocked (now ob_blocked) needs to know the movement type 1974 * because arch_blocked (now ob_blocked) needs to know the movement type
2018 * to know if the space in question will block the object. We can't use 1975 * to know if the space in question will block the object. We can't use
2020 * customized, changed states, etc. 1977 * customized, changed states, etc.
2021 */ 1978 */
2022int 1979int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1980find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 1981{
1982 int altern[SIZEOFFREE];
2025 int index = 0, flag; 1983 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 1984
2028 for (int i = start; i < stop; i++) 1985 for (int i = start; i < stop; i++)
2029 { 1986 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1987 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 1988
1989 if (!pos.normalise ())
1990 continue;
1991
1992 mapspace &ms = *pos;
1993
1994 if (ms.flags () & P_IS_ALIVE)
1995 continue;
1996
1997 /* However, often
1998 * ob doesn't have any move type (when used to place exits)
1999 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2000 */
2001 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2002 {
2032 altern [index++] = i; 2003 altern [index++] = i;
2004 continue;
2005 }
2033 2006
2034 /* Basically, if we find a wall on a space, we cut down the search size. 2007 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall. 2008 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions - 2009 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty 2010 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space 2011 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 2012 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2013 * won't look 2 spaces south of the target space.
2041 */ 2014 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2015 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2016 {
2043 stop = maxfree[i]; 2017 stop = maxfree[i];
2018 continue;
2019 }
2020
2021 /* Note it is intentional that we check ob - the movement type of the
2022 * head of the object should correspond for the entire object.
2023 */
2024 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2025 continue;
2026
2027 if (ob->blocked (pos.m, pos.x, pos.y))
2028 continue;
2029
2030 altern [index++] = i;
2044 } 2031 }
2045 2032
2046 if (!index) 2033 if (!index)
2047 return -1; 2034 return -1;
2048 2035
2057 */ 2044 */
2058int 2045int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2046find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2047{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2048 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2049 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2050 return i;
2064 2051
2065 return -1; 2052 return -1;
2066} 2053}
2067 2054
2113 * there is capable of. 2100 * there is capable of.
2114 */ 2101 */
2115int 2102int
2116find_dir (maptile *m, int x, int y, object *exclude) 2103find_dir (maptile *m, int x, int y, object *exclude)
2117{ 2104{
2118 int i, max = SIZEOFFREE, mflags; 2105 int max = SIZEOFFREE, mflags;
2119
2120 sint16 nx, ny;
2121 object *tmp;
2122 maptile *mp;
2123
2124 MoveType blocked, move_type; 2106 MoveType move_type;
2125 2107
2126 if (exclude && exclude->head) 2108 if (exclude && exclude->head_ () != exclude)
2127 { 2109 {
2128 exclude = exclude->head; 2110 exclude = exclude->head;
2129 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2130 } 2112 }
2131 else 2113 else
2132 { 2114 {
2133 /* If we don't have anything, presume it can use all movement types. */ 2115 /* If we don't have anything, presume it can use all movement types. */
2134 move_type = MOVE_ALL; 2116 move_type = MOVE_ALL;
2135 } 2117 }
2136 2118
2137 for (i = 1; i < max; i++) 2119 for (int i = 1; i < max; i++)
2138 { 2120 {
2139 mp = m; 2121 mapxy pos (m, x, y);
2140 nx = x + freearr_x[i]; 2122 pos.move (i);
2141 ny = y + freearr_y[i];
2142 2123
2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 if (!pos.normalise ())
2144
2145 if (mflags & P_OUT_OF_MAP)
2146 max = maxfree[i]; 2125 max = maxfree[i];
2147 else 2126 else
2148 { 2127 {
2149 mapspace &ms = mp->at (nx, ny); 2128 mapspace &ms = *pos;
2150 2129
2151 blocked = ms.move_block;
2152
2153 if ((move_type & blocked) == move_type) 2130 if ((move_type & ms.move_block) == move_type)
2154 max = maxfree[i]; 2131 max = maxfree [i];
2155 else if (mflags & P_IS_ALIVE) 2132 else if (ms.flags () & P_IS_ALIVE)
2156 { 2133 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2134 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2159 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break;
2161
2162 if (tmp)
2163 return freedir[i]; 2137 return freedir [i];
2164 } 2138 }
2165 } 2139 }
2166 } 2140 }
2167 2141
2168 return 0; 2142 return 0;
2243 * This basically means that if direction is 15, then it could either go 2217 * This basically means that if direction is 15, then it could either go
2244 * direction 4, 14, or 16 to get back to where we are. 2218 * direction 4, 14, or 16 to get back to where we are.
2245 * Moved from spell_util.c to object.c with the other related direction 2219 * Moved from spell_util.c to object.c with the other related direction
2246 * functions. 2220 * functions.
2247 */ 2221 */
2248int reduction_dir[SIZEOFFREE][3] = { 2222static const int reduction_dir[SIZEOFFREE][3] = {
2249 {0, 0, 0}, /* 0 */ 2223 {0, 0, 0}, /* 0 */
2250 {0, 0, 0}, /* 1 */ 2224 {0, 0, 0}, /* 1 */
2251 {0, 0, 0}, /* 2 */ 2225 {0, 0, 0}, /* 2 */
2252 {0, 0, 0}, /* 3 */ 2226 {0, 0, 0}, /* 3 */
2253 {0, 0, 0}, /* 4 */ 2227 {0, 0, 0}, /* 4 */
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2319 * core dumps if they do.
2346 * 2320 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2321 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2322 */
2349
2350int 2323int
2351can_pick (const object *who, const object *item) 2324can_pick (const object *who, const object *item)
2352{ 2325{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2356} 2329}
2357 2330
2358/* 2331/*
2359 * create clone from object to another 2332 * create clone from object to another
2360 */ 2333 */
2361object * 2334object *
2362object_create_clone (object *asrc) 2335object::deep_clone ()
2363{ 2336{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2337 assert (("deep_clone called on non-head object", is_head ()));
2365 2338
2366 if (!asrc) 2339 object *dst = clone ();
2367 return 0;
2368 2340
2369 src = asrc; 2341 object *prev = dst;
2370 if (src->head)
2371 src = src->head;
2372
2373 prev = 0;
2374 for (part = src; part; part = part->more) 2342 for (object *part = this->more; part; part = part->more)
2375 { 2343 {
2376 tmp = part->clone (); 2344 object *tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst; 2345 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2346 prev->more = tmp;
2392
2393 prev = tmp; 2347 prev = tmp;
2394 } 2348 }
2395 2349
2396 for (item = src->inv; item; item = item->below) 2350 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (item->deep_clone (), dst);
2398 2352
2399 return dst; 2353 return dst;
2400} 2354}
2401 2355
2402/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2411 return tmp; 2365 return tmp;
2412 2366
2413 return 0; 2367 return 0;
2414} 2368}
2415 2369
2416/* If ob has a field named key, return the link from the list, 2370shstr_tmp
2417 * otherwise return NULL. 2371object::kv_get (shstr_tmp key) const
2418 *
2419 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing.
2421 */
2422key_value *
2423get_ob_key_link (const object *ob, const char *key)
2424{ 2372{
2425 for (key_value *link = ob->key_values; link; link = link->next) 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2426 if (link->key == key) 2374 if (kv->key == key)
2427 return link;
2428
2429 return 0;
2430}
2431
2432/*
2433 * Returns the value of op has an extra_field for key, or NULL.
2434 *
2435 * The argument doesn't need to be a shared string.
2436 *
2437 * The returned string is shared.
2438 */
2439const char *
2440get_ob_key_value (const object *op, const char *const key)
2441{
2442 key_value *link;
2443 shstr_cmp canonical_key (key);
2444
2445 if (!canonical_key)
2446 {
2447 /* 1. There being a field named key on any object
2448 * implies there'd be a shared string to find.
2449 * 2. Since there isn't, no object has this field.
2450 * 3. Therefore, *this* object doesn't have this field.
2451 */
2452 return 0;
2453 }
2454
2455 /* This is copied from get_ob_key_link() above -
2456 * only 4 lines, and saves the function call overhead.
2457 */
2458 for (link = op->key_values; link; link = link->next)
2459 if (link->key == canonical_key)
2460 return link->value; 2375 return kv->value;
2461 2376
2462 return 0; 2377 return shstr ();
2463} 2378}
2464 2379
2465/* 2380void
2466 * Updates the canonical_key in op to value. 2381object::kv_set (shstr_tmp key, shstr_tmp value)
2467 *
2468 * canonical_key is a shared string (value doesn't have to be).
2469 *
2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2471 * keys.
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477{ 2382{
2478 key_value *field = NULL, *last = NULL; 2383 for (key_value *kv = key_values; kv; kv = kv->next)
2479 2384 if (kv->key == key)
2480 for (field = op->key_values; field != NULL; field = field->next)
2481 {
2482 if (field->key != canonical_key)
2483 { 2385 {
2484 last = field; 2386 kv->value = value;
2485 continue; 2387 return;
2486 } 2388 }
2487 2389
2488 if (value) 2390 key_value *kv = new key_value;
2489 field->value = value; 2391
2490 else 2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (shstr_tmp key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2491 { 2404 {
2492 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2493 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2494 * it, we save the empty value so that when we load, 2407 delete kv;
2495 * we get this value back again. 2408 return;
2496 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key))
2498 field->value = 0;
2499 else
2500 {
2501 if (last)
2502 last->next = field->next;
2503 else
2504 op->key_values = field->next;
2505
2506 delete field;
2507 }
2508 } 2409 }
2509 return TRUE;
2510 }
2511 /* IF we get here, key doesn't exist */
2512
2513 /* No field, we'll have to add it. */
2514
2515 if (!add_key)
2516 return FALSE;
2517
2518 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings,
2522 * should pass in ""
2523 */
2524 if (value == NULL)
2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2536}
2537
2538/*
2539 * Updates the key in op to value.
2540 *
2541 * If add_key is FALSE, this will only update existing keys,
2542 * and not add new ones.
2543 * In general, should be little reason FALSE is ever passed in for add_key
2544 *
2545 * Returns TRUE on success.
2546 */
2547int
2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{
2550 shstr key_ (key);
2551
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2410}
2554 2411
2555object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container) 2413: iterator_base (container)
2557{ 2414{
2570 item = item->inv; 2427 item = item->inv;
2571 } 2428 }
2572 else 2429 else
2573 item = item->env; 2430 item = item->env;
2574} 2431}
2575
2576 2432
2577const char * 2433const char *
2578object::flag_desc (char *desc, int len) const 2434object::flag_desc (char *desc, int len) const
2579{ 2435{
2580 char *p = desc; 2436 char *p = desc;
2608{ 2464{
2609 char flagdesc[512]; 2465 char flagdesc[512];
2610 char info2[256 * 4]; 2466 char info2[256 * 4];
2611 char *p = info; 2467 char *p = info;
2612 2468
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2470 count,
2471 uuid.c_str (),
2615 &name, 2472 &name,
2616 title ? "\",title:\"" : "", 2473 title ? ",title:\"" : "",
2617 title ? (const char *)title : "", 2474 title ? (const char *)title : "",
2475 title ? "\"" : "",
2618 flag_desc (flagdesc, 512), type); 2476 flag_desc (flagdesc, 512), type);
2619 2477
2620 if (env) 2478 if (!flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2479 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2480
2623 if (map) 2481 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2482 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 2483
2640{ 2498{
2641 return map ? map->region (x, y) 2499 return map ? map->region (x, y)
2642 : region::default_region (); 2500 : region::default_region ();
2643} 2501}
2644 2502
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mat = name_to_material (materialname))
2649 return mat;
2650
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown);
2655}
2656
2657void 2503void
2658object::open_container (object *new_container) 2504object::open_container (object *new_container)
2659{ 2505{
2660 if (container == new_container) 2506 if (container == new_container)
2661 return; 2507 return;
2662 2508
2663 if (object *old_container = container) 2509 object *old_container = container;
2510
2511 if (old_container)
2664 { 2512 {
2665 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2513 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2666 return; 2514 return;
2667 2515
2668#if 0 2516#if 0
2670 if (object *closer = old_container->inv) 2518 if (object *closer = old_container->inv)
2671 if (closer->type == CLOSE_CON) 2519 if (closer->type == CLOSE_CON)
2672 closer->destroy (); 2520 closer->destroy ();
2673#endif 2521#endif
2674 2522
2523 // make sure the container is available
2524 esrv_send_item (this, old_container);
2525
2675 old_container->flag [FLAG_APPLIED] = 0; 2526 old_container->flag [FLAG_APPLIED] = false;
2676 container = 0; 2527 container = 0;
2677 2528
2529 // client needs item update to make it work, client bug requires this to be separate
2678 esrv_update_item (UPD_FLAGS, this, old_container); 2530 esrv_update_item (UPD_FLAGS, this, old_container);
2531
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2532 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2533 play_sound (sound_find ("chest_close"));
2680 } 2534 }
2681 2535
2682 if (new_container) 2536 if (new_container)
2683 { 2537 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2538 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2687 // TODO: this does not seem to serve any purpose anymore? 2541 // TODO: this does not seem to serve any purpose anymore?
2688#if 0 2542#if 0
2689 // insert the "Close Container" object. 2543 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch) 2544 if (archetype *closer = new_container->other_arch)
2691 { 2545 {
2692 object *closer = arch_to_object (new_container->other_arch); 2546 object *closer = new_container->other_arch->instance ();
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2547 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer); 2548 new_container->insert (closer);
2695 } 2549 }
2696#endif 2550#endif
2697 2551
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2699 2553
2554 // make sure the container is available, client bug requires this to be separate
2555 esrv_send_item (this, new_container);
2556
2700 new_container->flag [FLAG_APPLIED] = 1; 2557 new_container->flag [FLAG_APPLIED] = true;
2701 container = new_container; 2558 container = new_container;
2702 2559
2560 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2561 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2562 esrv_send_inventory (this, new_container);
2563 play_sound (sound_find ("chest_open"));
2564 }
2565// else if (!old_container->env && contr && contr->ns)
2566// contr->ns->floorbox_reset ();
2567}
2568
2569object *
2570object::force_find (shstr_tmp name)
2571{
2572 /* cycle through his inventory to look for the MARK we want to
2573 * place
2574 */
2575 for (object *tmp = inv; tmp; tmp = tmp->below)
2576 if (tmp->type == FORCE && tmp->slaying == name)
2577 return splay (tmp);
2578
2579 return 0;
2580}
2581
2582//-GPL
2583
2584void
2585object::force_set_timer (int duration)
2586{
2587 this->duration = 1;
2588 this->speed_left = -1.f;
2589
2590 this->set_speed (duration ? 1.f / duration : 0.f);
2591}
2592
2593object *
2594object::force_add (shstr_tmp name, int duration)
2595{
2596 if (object *force = force_find (name))
2597 force->destroy ();
2598
2599 object *force = get_archetype (FORCE_NAME);
2600
2601 force->slaying = name;
2602 force->force_set_timer (duration);
2603 force->flag [FLAG_APPLIED] = true;
2604
2605 return insert (force);
2606}
2607
2608void
2609object::play_sound (faceidx sound) const
2610{
2611 if (!sound)
2612 return;
2613
2614 if (is_on_map ())
2615 map->play_sound (sound, x, y);
2616 else if (object *pl = in_player ())
2617 pl->contr->play_sound (sound);
2618}
2619
2620void
2621object::say_msg (const char *msg) const
2622{
2623 if (is_on_map ())
2624 map->say_msg (msg, x, y);
2625 else if (object *pl = in_player ())
2626 pl->contr->play_sound (sound);
2627}
2628
2629void
2630object::make_noise ()
2631{
2632 // we do not model noise in the map, so instead put
2633 // a temporary light into the noise source
2634 // could use the map instead, but that's less reliable for our
2635 // goal, which is to make invisibility a bit harder to exploit
2636
2637 // currently only works sensibly for players
2638 if (!is_player ())
2639 return;
2640
2641 // find old force, or create new one
2642 object *force = force_find (shstr_noise_force);
2643
2644 if (force)
2645 force->speed_left = -1.f; // patch old speed up
2646 else
2705 } 2647 {
2706} 2648 force = archetype::get (shstr_noise_force);
2707 2649
2650 force->slaying = shstr_noise_force;
2651 force->stats.food = 1;
2652 force->speed_left = -1.f;
2708 2653
2654 force->set_speed (1.f / 4.f);
2655 force->flag [FLAG_IS_USED_UP] = true;
2656 force->flag [FLAG_APPLIED] = true;
2657
2658 insert (force);
2659 }
2660}
2661
2662void object::change_move_type (MoveType mt)
2663{
2664 if (move_type == mt)
2665 return;
2666
2667 if (is_on_map ())
2668 {
2669 // we are on the map, so handle move_on/off effects
2670 remove ();
2671 move_type = mt;
2672 map->insert (this, x, y, this);
2673 }
2674 else
2675 move_type = mt;
2676}
2677

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