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Comparing deliantra/server/common/object.C (file contents):
Revision 1.202 by root, Thu Apr 10 15:35:15 2008 UTC vs.
Revision 1.336 by root, Wed Apr 28 11:19:09 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save;
39static const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41objectvec objects; 39objectvec objects;
42activevec actives; 40activevec actives;
43 41
44short 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, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46}; 55};
47short 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, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
48 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
49};
50int 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,
51 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
52}; 61};
53int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
54 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, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
55 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
56}; 67};
57 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
58static void 76static void
59write_uuid (void) 77write_uuid (uval64 skip, bool sync)
60{ 78{
61 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
62 80 CALL_ARG_SV (newSVval64 (skip));
63 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
64 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
65 83 CALL_END;
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)UUID::cur.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77} 84}
78 85
79static void 86static void
80read_uuid (void) 87read_uuid ()
81{ 88{
82 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
83 90
84 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
85 94
86 FILE *fp; 95 FILE *fp;
87 96
88 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
89 { 98 {
90 if (errno == ENOENT) 99 if (errno == ENOENT)
91 { 100 {
92 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0; 102 UUID::cur.seq = 0;
94 write_uuid (); 103 write_uuid (UUID_GAP, true);
95 return; 104 return;
96 } 105 }
97 106
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 108 _exit (1);
100 } 109 }
101 110
102 int version; 111 char buf [UUID::MAX_LEN];
103 unsigned long long uid; 112 buf[0] = 0;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
105 { 116 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
107 _exit (1); 118 _exit (1);
108 } 119 }
109 120
110 UUID::cur.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
111 write_uuid (); 122
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
113 fclose (fp); 124 fclose (fp);
114} 125}
115 126
116UUID 127UUID
117UUID::gen () 128UUID::gen ()
118{ 129{
119 UUID uid; 130 UUID uid;
120 131
121 uid.seq = ++cur.seq; 132 uid.seq = ++cur.seq;
122 133
123 if (!(cur.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
124 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
125 140
126 return uid; 141 return uid;
127} 142}
128 143
129void 144void
130UUID::init () 145UUID::init ()
131{ 146{
132 read_uuid (); 147 read_uuid ();
133} 148}
134 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136static int 216static bool
137compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
138{ 218{
139 key_value *wants_field;
140
141 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
142 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
143 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
144 */ 222 */
145 223
146 /* For each field in wants, */ 224 /* For each field in wants, */
147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
148 { 226 if (has->kv_get (kv->key) != kv->value)
149 key_value *has_field; 227 return false;
150
151 /* Look for a field in has with the same key. */
152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
155 {
156 /* No field with that name. */
157 return FALSE;
158 }
159
160 /* Found the matching field. */
161 if (has_field->value != wants_field->value)
162 {
163 /* Values don't match, so this half of the comparison is false. */
164 return FALSE;
165 }
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 228
170 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
171 return TRUE; 230 return true;
172} 231}
173 232
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int 234static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 236{
178 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
180 */ 239 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
182} 242}
183 243
184/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 245 * they can be merged together.
186 * 246 *
193 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
194 * check weight 254 * check weight
195 */ 255 */
196bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if (ob1 == ob2 259 if (ob1 == ob2
200 || ob1->type != ob2->type 260 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 261 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 264 return 0;
205 265
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
209 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 269 return 0;
213 270
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 275 * flags lose any meaning.
219 */ 276 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
222 279
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
225 282
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 284 || ob1->name != ob2->name
229 || ob1->title != ob2->title 285 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 292 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 308 return 0;
252 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
253 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
255 */ 319 */
256 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
257 { 321 {
258 if (!(ob1->inv && ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
259 return 0; /* inventories differ in length */ 323 return 0; /* inventories differ in length */
260 324
261 if (ob1->inv->below || ob2->inv->below) 325 if (ob1->inv->below || ob2->inv->below)
262 return 0; /* more than one object in inv */ 326 return 0; /* more than one object in inv */
263 327
264 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; /* inventory objexts differ */ 329 return 0; /* inventory objects differ */
266 330
267 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 332 * if it is valid.
269 */ 333 */
270 } 334 }
271 335
272 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
273 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
274 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
275 */ 339 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 341 return 0;
278 342
279 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
281 * check? 345 * check?
282 */ 346 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 348 return 0;
285 349
286 switch (ob1->type) 350 switch (ob1->type)
287 { 351 {
288 case SCROLL: 352 case SCROLL:
289 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
290 return 0; 354 return 0;
291 break; 355 break;
292 } 356 }
293 357
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
295 { 359 {
296 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 363
300 else if (!compare_ob_value_lists (ob1, ob2)) 364 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 365 return 0;
302 } 366 }
303 367
304 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
305 { 369 {
311 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
313 377
314 if (k1 != k2) 378 if (k1 != k2)
315 return 0; 379 return 0;
380
316 else if (k1 == 0) 381 if (k1 == 0)
317 return 1; 382 return 1;
383
318 else if (!cfperl_can_merge (ob1, ob2)) 384 if (!cfperl_can_merge (ob1, ob2))
319 return 0; 385 return 0;
320 } 386 }
321 } 387 }
322 388
323 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
324 return 1; 390 return 1;
325} 391}
326 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
327/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
328 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
329 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
330 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
331 */ 470 */
332long 471void
333sum_weight (object *op) 472object::update_weight ()
334{ 473{
335 long sum; 474 sint32 sum = 0;
336 object *inv;
337 475
338 for (sum = 0, inv = op->inv; inv; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
339 { 477 {
340 if (inv->inv) 478 if (op->inv)
341 sum_weight (inv); 479 op->update_weight ();
342 480
343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
344 } 487 {
345
346 if (op->type == CONTAINER && op->stats.Str)
347 sum = (sum * (100 - op->stats.Str)) / 100;
348
349 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
350 op->carrying = sum; 492 carrying = sum;
351 493
352 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
353} 498}
354 499
355/** 500/*
356 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
357 */
358
359object *
360object_get_env_recursive (object *op)
361{
362 while (op->env != NULL)
363 op = op->env;
364 return op;
365}
366
367/*
368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
369 * Some error messages.
370 * The result of the dump is stored in the static global errmsg array.
371 */ 502 */
372char * 503char *
373dump_object (object *op) 504dump_object (object *op)
374{ 505{
375 if (!op) 506 if (!op)
378 object_freezer freezer; 509 object_freezer freezer;
379 op->write (freezer); 510 op->write (freezer);
380 return freezer.as_string (); 511 return freezer.as_string ();
381} 512}
382 513
383/* 514char *
384 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
385 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned.
387 */
388object *
389get_nearest_part (object *op, const object *pl)
390{ 516{
391 object *tmp, *closest; 517 return dump_object (this);
392 int last_dist, i;
393
394 if (op->more == NULL)
395 return op;
396 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if ((i = distance (tmp, pl)) < last_dist)
398 closest = tmp, last_dist = i;
399 return closest;
400} 518}
401 519
402/* 520/*
403 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
404 */ 523 */
405object * 524object *
406find_object (tag_t i) 525find_object (tag_t i)
407{ 526{
408 for_all_objects (op) 527 for_all_objects (op)
411 530
412 return 0; 531 return 0;
413} 532}
414 533
415/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
416 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
419 */ 553 */
420object * 554object *
421find_object_name (const char *str) 555find_object_name (const char *str)
422{ 556{
423 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
424 object *op;
425 558
559 if (str_)
426 for_all_objects (op) 560 for_all_objects (op)
427 if (op->name == str_) 561 if (op->name == str_)
428 break; 562 return op;
429 563
430 return op; 564 return 0;
431} 565}
432 566
433/* 567/*
434 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
435 * skill and experience objects. 569 * skill and experience objects.
450 } 584 }
451 585
452 this->owner = owner; 586 this->owner = owner;
453} 587}
454 588
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
521/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
522 * refcounts and freeing the links. 590 * refcounts and freeing the links.
523 */ 591 */
524static void 592static void
525free_key_values (object *op) 593free_key_values (object *op)
533 } 601 }
534 602
535 op->key_values = 0; 603 op->key_values = 0;
536} 604}
537 605
538object & 606/*
539object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
540{ 616{
541 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
548 620
549 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
550 if (src.key_values) 622 if (key_values)
551 { 623 {
552 key_value *tail = 0; 624 key_value *tail = 0;
553 key_values = 0; 625 dst->key_values = 0;
554 626
555 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
556 { 628 {
557 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
558 630
559 new_link->next = 0; 631 new_link->next = 0;
560 new_link->key = i->key; 632 new_link->key = i->key;
561 new_link->value = i->value; 633 new_link->value = i->value;
562 634
563 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
564 if (!key_values) 636 if (!dst->key_values)
565 { 637 {
566 key_values = new_link; 638 dst->key_values = new_link;
567 tail = new_link; 639 tail = new_link;
568 } 640 }
569 else 641 else
570 { 642 {
571 tail->next = new_link; 643 tail->next = new_link;
572 tail = new_link; 644 tail = new_link;
573 } 645 }
574 } 646 }
575 } 647 }
576}
577 648
578/* 649 dst->activate ();
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left -= rndm ();
593
594 dst->set_speed (dst->speed);
595} 650}
596 651
597void 652void
598object::instantiate () 653object::instantiate ()
599{ 654{
600 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
601 uuid = UUID::gen (); 656 uuid = UUID::gen ();
602 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
603 speed_left = -0.1f; 662 speed_left = -1.;
663
604 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
616object * 676object *
617object::clone () 677object::clone ()
618{ 678{
619 object *neu = create (); 679 object *neu = create ();
620 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
621 return neu; 687 return neu;
622} 688}
623 689
624/* 690/*
625 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
627 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
628 */ 694 */
629void 695void
630update_turn_face (object *op) 696update_turn_face (object *op)
631{ 697{
632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
633 return; 699 return;
634 700
635 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
636 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
637} 703}
642 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
643 */ 709 */
644void 710void
645object::set_speed (float speed) 711object::set_speed (float speed)
646{ 712{
647 if (flag [FLAG_FREED] && speed)
648 {
649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
650 speed = 0;
651 }
652
653 this->speed = speed; 713 this->speed = speed;
654 714
655 if (has_active_speed ()) 715 if (has_active_speed ())
656 activate (); 716 activate ();
657 else 717 else
676 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
677 */ 737 */
678void 738void
679update_object (object *op, int action) 739update_object (object *op, int action)
680{ 740{
681 if (op == NULL) 741 if (!op)
682 { 742 {
683 /* this should never happen */ 743 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
685 return; 745 return;
686 } 746 }
687 747
688 if (op->env) 748 if (!op->is_on_map ())
689 { 749 {
690 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
691 * to do in this case. 751 * to do in this case.
692 */ 752 */
693 return; 753 return;
694 } 754 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701 755
702 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 { 758 {
705 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
713 767
714 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
715 /* nop */; 769 /* nop */;
716 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
717 { 771 {
772#if 0
718 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
728 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
729 * to have move_allow right now. 784 * have move_allow right now.
730 */ 785 */
731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
733 m.flags_ = 0; 790 m.invalidate ();
791#endif
734 } 792 }
735 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
737 * that is being removed. 795 * that is being removed.
738 */ 796 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0; 798 m.invalidate ();
741 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
743 else 801 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 803
747 update_object (op->more, action); 805 update_object (op->more, action);
748} 806}
749 807
750object::object () 808object::object ()
751{ 809{
752 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
753 811
754 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
755 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
756} 815}
757 816
758object::~object () 817object::~object ()
759{ 818{
760 unlink (); 819 unlink ();
761 820
762 free_key_values (this); 821 free_key_values (this);
763} 822}
764
765static int object_count;
766 823
767void object::link () 824void object::link ()
768{ 825{
769 assert (!index);//D 826 assert (!index);//D
770 uuid = UUID::gen (); 827 uuid = UUID::gen ();
771 count = ++object_count;
772 828
773 refcnt_inc (); 829 refcnt_inc ();
774 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
775} 834}
776 835
777void object::unlink () 836void object::unlink ()
778{ 837{
779 if (!index) 838 if (!index)
780 return; 839 return;
840
841 ++destroy_count;
781 842
782 objects.erase (this); 843 objects.erase (this);
783 refcnt_dec (); 844 refcnt_dec ();
784} 845}
785 846
789 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
790 if (active) 851 if (active)
791 return; 852 return;
792 853
793 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
794 actives.insert (this); 859 actives.insert (this);
860 }
795} 861}
796 862
797void 863void
798object::activate_recursive () 864object::activate_recursive ()
799{ 865{
848object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
849{ 915{
850 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
854 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
855 if (!inv) 921 if (!inv)
856 return; 922 return;
857 923
858 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
860 * drop on that space. 926 * drop on that space.
861 */ 927 */
862 if (!drop_to_ground 928 if (!drop_to_ground
863 || !map 929 || !map
864 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
865 || map->nodrop 931 || map->no_drop
866 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
867 { 933 {
868 while (inv) 934 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy (); 935 inv->destroy ();
872 }
873 } 936 }
874 else 937 else
875 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
876 while (inv) 939 while (inv)
877 { 940 {
888 map->insert (op, x, y); 951 map->insert (op, x, y);
889 } 952 }
890 } 953 }
891} 954}
892 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
893object *object::create () 993object::create ()
894{ 994{
895 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
896 op->link (); 1017 op->link ();
1018
897 return op; 1019 return op;
898} 1020}
899 1021
900void 1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
901object::do_destroy () 1057object::do_destroy ()
902{ 1058{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this); 1060 remove_link ();
907 1061
908 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 1063 remove_friendly_object (this);
910 1064
911 if (!flag [FLAG_REMOVED])
912 remove (); 1065 remove ();
913 1066
914 destroy_inv (true); 1067 attachable::do_destroy ();
915 1068
916 deactivate (); 1069 deactivate ();
917 unlink (); 1070 unlink ();
918 1071
919 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
920 1073
921 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->path = "<freed objects map>";
930 freed_map->name = "/internal/freed_objects_map";
931 freed_map->width = 3;
932 freed_map->height = 3;
933 freed_map->nodrop = 1;
934
935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
937 }
938
939 map = freed_map; 1075 map = &freed_map;
940 x = 1; 1076 x = 1;
941 y = 1; 1077 y = 1;
942 }
943 1078
944 if (more) 1079 if (more)
945 { 1080 {
946 more->destroy (); 1081 more->destroy ();
947 more = 0; 1082 more = 0;
955 attacked_by = 0; 1090 attacked_by = 0;
956 current_weapon = 0; 1091 current_weapon = 0;
957} 1092}
958 1093
959void 1094void
960object::destroy (bool destroy_inventory) 1095object::destroy ()
961{ 1096{
962 if (destroyed ()) 1097 if (destroyed ())
963 return; 1098 return;
964 1099
965 if (destroy_inventory) 1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
966 destroy_inv (false); 1107 destroy_inv_fast ();
967 1108
968 if (is_head ()) 1109 if (is_head ())
969 if (sound_destroy) 1110 if (sound_destroy)
970 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
973 1114
974 attachable::destroy (); 1115 attachable::destroy ();
975}
976
977/*
978 * sub_weight() recursively (outwards) subtracts a number from the
979 * weight of an object (and what is carried by it's environment(s)).
980 */
981void
982sub_weight (object *op, signed long weight)
983{
984 while (op != NULL)
985 {
986 if (op->type == CONTAINER)
987 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
988
989 op->carrying -= weight;
990 op = op->env;
991 }
992} 1116}
993 1117
994/* op->remove (): 1118/* op->remove ():
995 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
996 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
999 * the previous environment. 1123 * the previous environment.
1000 */ 1124 */
1001void 1125void
1002object::do_remove () 1126object::do_remove ()
1003{ 1127{
1004 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1005 object *otmp;
1006
1007 if (QUERY_FLAG (this, FLAG_REMOVED))
1008 return; 1129 return;
1009 1130
1010 SET_FLAG (this, FLAG_REMOVED);
1011 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1012 1134
1013 if (more) 1135 if (more)
1014 more->remove (); 1136 more->remove ();
1015 1137
1016 /* 1138 /*
1017 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1018 * inventory. 1140 * inventory.
1019 */ 1141 */
1020 if (env) 1142 if (env)
1021 { 1143 {
1022 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1023 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
1024 else 1146 esrv_del_item (pl->contr, count);
1025 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1026 1148
1027 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1028 * made to players inventory. If set, avoiding the call
1029 * to save cpu time.
1030 */
1031 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1032 otmp->update_stats ();
1033 1150
1034 if (above) 1151 object *pl = in_player ();
1035 above->below = below;
1036 else
1037 env->inv = below;
1038
1039 if (below)
1040 below->above = above;
1041 1152
1042 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1043 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1044 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1045 */ 1156 */
1046 x = env->x, y = env->y;
1047 map = env->map; 1157 map = env->map;
1048 above = 0, below = 0; 1158 x = env->x;
1159 y = env->y;
1160
1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1165 above = 0;
1166 below = 0;
1049 env = 0; 1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1050 } 1190 }
1051 else if (map) 1191 else if (map)
1052 { 1192 {
1053 if (type == PLAYER)
1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
1061 --map->players;
1062 map->touch ();
1063 }
1064
1065 map->dirty = true; 1193 map->dirty = true;
1066 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1067 1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1068 /* link the object above us */ 1221 /* link the object above us */
1069 if (above) 1222 // re-link, make sure compiler can easily use cmove
1070 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1071 else 1224 *(below ? &below->above : &ms.bot) = above;
1072 ms.top = below; /* we were top, set new top */
1073
1074 /* Relink the object below us, if there is one */
1075 if (below)
1076 below->above = above;
1077 else
1078 {
1079 /* Nothing below, which means we need to relink map object for this space
1080 * use translated coordinates in case some oddness with map tiling is
1081 * evident
1082 */
1083 if (GET_MAP_OB (map, x, y) != this)
1084 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 ());
1085
1086 ms.bot = above; /* goes on above it. */
1087 }
1088 1225
1089 above = 0; 1226 above = 0;
1090 below = 0; 1227 below = 0;
1091 1228
1229 ms.invalidate ();
1230
1092 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1093 return; 1232 return;
1094 1233
1095 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1096 1235
1097 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1098 { 1237 {
1099 if (pl->container == this) 1238 if (pl->container_ () == this)
1100 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1102 * appropriately. 1241 * appropriately.
1103 */ 1242 */
1104 pl->close_container (); 1243 pl->close_container ();
1105 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1106 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1107 } 1250 }
1108 1251
1252 if (check_walk_off)
1109 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1110 { 1254 {
1255 above = tmp->above;
1256
1111 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1112 * being removed. 1258 * being removed.
1113 */ 1259 */
1114 1260
1115 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1116 if (check_walk_off
1117 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1119 {
1120 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1121
1122 if (destroyed ())
1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1124 } 1265 }
1125 1266
1126 last = tmp; 1267 if (affects_los ())
1127 }
1128
1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1131 if (!last)
1132 map->at (x, y).flags_ = 0;
1133 else
1134 update_object (last, UP_OBJ_REMOVE);
1135
1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1138 } 1269 }
1139} 1270}
1140 1271
1141/* 1272/*
1155 if (!top) 1286 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1157 ; 1288 ;
1158 1289
1159 for (; top; top = top->below) 1290 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1165 { 1292 {
1166 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1167 1294
1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1169 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1170 op->destroy (); 1301 op->destroy ();
1302
1171 return top; 1303 return top;
1172 } 1304 }
1173 }
1174 1305
1175 return 0; 1306 return 0;
1176} 1307}
1177 1308
1178void 1309void
1183 1314
1184 object *prev = this; 1315 object *prev = this;
1185 1316
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1318 {
1188 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1189 1320
1190 op->name = name; 1321 op->name = name;
1191 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1192 op->title = title; 1323 op->title = title;
1193 1324
1203 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1204 */ 1335 */
1205object * 1336object *
1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207{ 1338{
1339 op->remove ();
1340
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1342 {
1210 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1212 } 1345 }
1229 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1230 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1231 * 1364 *
1232 * Return value: 1365 * Return value:
1233 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1234 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1235 * just 'op' otherwise 1368 * just 'op' otherwise
1236 */ 1369 */
1237object * 1370object *
1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239{ 1372{
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove (); 1373 op->remove ();
1374
1375 if (m == &freed_map)//D TODO: remove soon
1376 {//D
1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1378 }//D
1245 1379
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1382 * need extra work
1249 */ 1383 */
1384 maptile *newmap = m;
1250 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1251 { 1386 {
1252 op->destroy (); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1253 return 0; 1388 return 0;
1254 } 1389 }
1255 1390
1256 if (object *more = op->more) 1391 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0; 1393 return 0;
1259 1394
1260 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1261 1396 op->env = 0;
1262 op->map = m; 1397 op->map = newmap;
1398
1263 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1264 1400
1265 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1266 */ 1402 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1270 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1271 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1411 tmp->destroy ();
1273 } 1412 }
1274 1413
1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1277 1416
1278 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1279 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1280 1419
1281 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1282 { 1421 {
1283 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284 { 1423 {
1285 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286 abort (); 1425 abort ();
1287 } 1426 }
1288 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1289 op->above = originator; 1435 op->above = originator;
1290 op->below = originator->below; 1436 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; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1299 } 1440 }
1300 else 1441 else
1301 { 1442 {
1302 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1303 1445
1304 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1305 if (top) 1447 if (top)
1306 { 1448 {
1307 object *last = 0;
1308
1309 /* 1449 /*
1310 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1311 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1312 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * 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 1456 * 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 1457 * 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 1458 * when lots of spells are cast in one area. Currently, it is presumed
1319 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1320 */ 1460 */
1321 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 { 1462 {
1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1324 floor = top; 1464 floor = tmp;
1325 1465
1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1327 { 1467 {
1328 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1329 top = top->below; 1469 top = tmp->below;
1330 break; 1470 break;
1331 } 1471 }
1332 1472
1333 last = top; 1473 top = tmp;
1334 } 1474 }
1335
1336 /* Don't want top to be NULL, so set it to the last valid object */
1337 top = last;
1338 1475
1339 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1340 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1341 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1342 */ 1479 */
1349 */ 1486 */
1350 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1351 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1353 { 1490 {
1491 object *last;
1492
1354 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1356 break; 1495 break;
1357 1496
1358 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1359 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1360 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1366 } /* If objects on this space */ 1505 } /* If objects on this space */
1367 1506
1368 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1369 top = floor; 1508 top = floor;
1370 1509
1371 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1372 */
1373
1374 /* First object on this space */
1375 if (!top) 1511 if (!top)
1376 { 1512 {
1513 op->below = 0;
1377 op->above = ms.bot; 1514 op->above = ms.bot;
1378
1379 if (op->above)
1380 op->above->below = op;
1381
1382 op->below = 0;
1383 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1384 } 1518 }
1385 else 1519 else
1386 { /* get inserted into the stack above top */ 1520 {
1387 op->above = top->above; 1521 op->above = top->above;
1388
1389 if (op->above)
1390 op->above->below = op; 1522 top->above = op;
1391 1523
1392 op->below = top; 1524 op->below = top;
1393 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1394 } 1526 }
1527 }
1395 1528
1396 if (!op->above) 1529 if (op->is_player ())
1397 ms.top = op;
1398 } /* else not INS_BELOW_ORIGINATOR */
1399
1400 if (op->type == PLAYER)
1401 { 1530 {
1402 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1403 ++op->map->players; 1532 ++op->map->players;
1404 op->map->touch (); 1533 op->map->touch ();
1405 } 1534 }
1406 1535
1407 op->map->dirty = true; 1536 op->map->dirty = true;
1408 1537
1409 if (object *pl = ms.player ()) 1538 if (object *pl = ms.player ())
1539 //TODO: the floorbox prev/next might need updating
1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1542 if (pl->contr->ns)
1410 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1411 1544
1412 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1413 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1414 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1415 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1416 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1417 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1418 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1419 * of effect may be sufficient. 1552 * of effect may be sufficient.
1420 */ 1553 */
1421 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1422 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1423 1559
1424 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1425 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1426 1562
1427 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1434 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1435 * update_object(). 1571 * update_object().
1436 */ 1572 */
1437 1573
1438 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1440 { 1576 {
1441 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1442 return 0; 1578 return 0;
1443 1579
1444 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1445 * walk on's. 1581 * walk on's.
1446 */ 1582 */
1447 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1448 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1449 return 0; 1585 return 0;
1450 } 1586 }
1451 1587
1452 return op; 1588 return op;
1453} 1589}
1455/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1456 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1457 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1458 */ 1594 */
1459void 1595void
1460replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1461{ 1597{
1462 object *tmp, *tmp1;
1463
1464 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1465 1599
1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1468 tmp->destroy (); 1602 tmp->destroy ();
1469 1603
1470 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1471 1605
1472 tmp1->x = op->x; 1606 tmp->x = op->x;
1473 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1474 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1475} 1610}
1476 1611
1477object * 1612object *
1478object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1479{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1480 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1481} 1619}
1482 1620
1483/* 1621// check whether we can put this into the map, respect max_volume, max_items
1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1485 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1486 * the rest (or is removed and freed if that number is 0).
1487 * On failure, NULL is returned, and the reason put into the
1488 * global static errmsg array.
1489 */
1490object *
1491get_split_ob (object *orig_ob, uint32 nr)
1492{ 1624{
1493 object *newob; 1625 mapspace &ms = m->at (x, y);
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1626
1496 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1497 {
1498 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL;
1500 }
1501 1628
1502 newob = object_create_clone (orig_ob); 1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1503 1633
1504 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1505 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1506 else if (!is_removed) 1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1507 { 1637 query_name ()
1508 if (orig_ob->env != NULL) 1638 );
1509 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1511 {
1512 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1513 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL;
1515 }
1516 }
1517 1639
1518 newob->nrof = nr; 1640 return false;
1519
1520 return newob;
1521} 1641}
1522 1642
1523/* 1643/*
1524 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1525 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1526 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1527 * 1647 *
1528 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1529 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1530object * 1681object *
1531decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1532{ 1683{
1533 object *tmp; 1684 int have = number_of ();
1534 1685
1535 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1536 return op; 1687 return 0;
1537 1688 else if (have == nr)
1538 if (i > op->nrof)
1539 i = op->nrof;
1540
1541 if (QUERY_FLAG (op, FLAG_REMOVED))
1542 op->nrof -= i;
1543 else if (op->env)
1544 { 1689 {
1545 /* is this object in the players inventory, or sub container
1546 * therein?
1547 */
1548 tmp = op->in_player ();
1549 /* nope. Is this a container the player has opened?
1550 * If so, set tmp to that player.
1551 * IMO, searching through all the players will mostly
1552 * likely be quicker than following op->env to the map,
1553 * and then searching the map for a player.
1554 */
1555 if (!tmp)
1556 for_all_players (pl)
1557 if (pl->ob->container == op->env)
1558 {
1559 tmp = pl->ob;
1560 break;
1561 }
1562
1563 if (i < op->nrof)
1564 {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp)
1568 esrv_send_item (tmp, op);
1569 }
1570 else
1571 {
1572 op->remove (); 1690 remove ();
1573 op->nrof = 0; 1691 return this;
1574 if (tmp)
1575 esrv_del_item (tmp->contr, op->count);
1576 }
1577 } 1692 }
1578 else 1693 else
1579 { 1694 {
1580 object *above = op->above; 1695 decrease (nr);
1581 1696
1582 if (i < op->nrof) 1697 object *op = deep_clone ();
1583 op->nrof -= i; 1698 op->nrof = nr;
1584 else
1585 {
1586 op->remove ();
1587 op->nrof = 0;
1588 }
1589
1590 /* Since we just removed op, op->above is null */
1591 for (tmp = above; tmp; tmp = tmp->above)
1592 if (tmp->type == PLAYER)
1593 {
1594 if (op->nrof)
1595 esrv_send_item (tmp, op);
1596 else
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 }
1600
1601 if (op->nrof)
1602 return op; 1699 return op;
1603 else
1604 {
1605 op->destroy ();
1606 return 0;
1607 }
1608}
1609
1610/*
1611 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying.
1613 */
1614void
1615add_weight (object *op, signed long weight)
1616{
1617 while (op != NULL)
1618 {
1619 if (op->type == CONTAINER)
1620 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1621
1622 op->carrying += weight;
1623 op = op->env;
1624 } 1700 }
1625} 1701}
1626 1702
1627object * 1703object *
1628insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1653 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1654 */ 1730 */
1655object * 1731object *
1656object::insert (object *op) 1732object::insert (object *op)
1657{ 1733{
1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1659 op->remove ();
1660
1661 if (op->more) 1734 if (op->more)
1662 { 1735 {
1663 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1664 return op; 1737 return op;
1665 } 1738 }
1666 1739
1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1668 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1669 1743
1670 if (op->nrof) 1744 if (op->nrof)
1671 {
1672 for (object *tmp = inv; tmp; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1673 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1674 { 1747 {
1675 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1749 (client needs the original object) */
1677 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1751
1679 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1680 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1681 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1682 SET_FLAG (op, FLAG_REMOVED); 1756
1683 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1684 op = tmp; 1758 op = tmp;
1685 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1686 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break;
1688 } 1760 }
1689 1761
1690 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do
1694 * the linking below
1695 */
1696 add_weight (this, op->weight * op->nrof);
1697 }
1698 else
1699 add_weight (this, (op->weight + op->carrying));
1700
1701 if (object *otmp = this->in_player ())
1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 otmp->update_stats ();
1704
1705 op->owner = 0; // its his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1706 op->map = 0; 1763 op->map = 0;
1764 op->x = 0;
1765 op->y = 0;
1766
1767 op->above = 0;
1768 op->below = inv;
1707 op->env = this; 1769 op->env = this;
1708 op->above = 0;
1709 op->below = 0;
1710 op->x = op->y = 0;
1711 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1712 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1713 if (op->glow_radius && map) 1785 if (op->glow_radius && is_on_map ())
1714 { 1786 {
1715#ifdef DEBUG_LIGHTS 1787 update_stats ();
1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717#endif /* DEBUG_LIGHTS */
1718 if (map->darkness)
1719 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1720 }
1721
1722 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function...
1724 */
1725 if (!inv)
1726 inv = op;
1727 else
1728 { 1789 }
1729 op->below = inv; 1790 else if (is_player ())
1730 op->below->above = op; 1791 // if this is a player's inventory, update stats
1731 inv = op; 1792 contr->queue_stats_update ();
1732 }
1733 1793
1734 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1735 1795
1736 return op; 1796 return op;
1737} 1797}
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1817 * on top.
1758 */ 1818 */
1759int 1819int
1760check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1761{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1762 object *tmp; 1825 object *tmp;
1763 maptile *m = op->map; 1826 maptile *m = op->map;
1764 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1765 1828
1766 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1767 1830
1768 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1769 return 0;
1770 1832
1771 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1773 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1774 1836
1775 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1776 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1777 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1778 * as walking. 1840 * as walking.
1789 return 0; 1851 return 0;
1790 1852
1791 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1792 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1793 */ 1855 */
1794 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1796 {
1797 /* Trim the search when we find the first other spell effect
1798 * this helps performance so that if a space has 50 spell objects,
1799 * we don't need to check all of them.
1800 */
1801 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1802 break;
1803 } 1857 {
1858 next = tmp->below;
1804 1859
1805 for (; tmp; tmp = tmp->below)
1806 {
1807 if (tmp == op) 1860 if (tmp == op)
1808 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1809 1862
1810 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1815 */ 1868 */
1816 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1817 { 1870 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1820 { 1873 {
1821
1822 float
1823 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1824 1875
1825 if (op->type == PLAYER) 1876 if (op->is_player ())
1826 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1879 diff /= 4.0;
1829 1880
1830 op->speed_left -= diff; 1881 op->speed_left -= diff;
1831 } 1882 }
1832 } 1883 }
1833 1884
1834 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1837 { 1888 {
1889 if ((flags & INS_NO_AUTO_EXIT)
1890 && (tmp->type == EXIT || tmp->type == TELEPORTER
1891 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1892 continue;
1893
1838 move_apply (tmp, op, originator); 1894 move_apply (tmp, op, originator);
1839 1895
1840 if (op->destroyed ()) 1896 if (op->destroyed ())
1841 return 1; 1897 return 1;
1842 1898
1865 LOG (llevError, "Present_arch called outside map.\n"); 1921 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1922 return NULL;
1867 } 1923 }
1868 1924
1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1925 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 if (tmp->arch == at) 1926 if (tmp->arch->archname == at->archname)
1871 return tmp; 1927 return tmp;
1872 1928
1873 return NULL; 1929 return NULL;
1874} 1930}
1875 1931
1939 * The first matching object is returned, or NULL if none. 1995 * The first matching object is returned, or NULL if none.
1940 */ 1996 */
1941object * 1997object *
1942present_arch_in_ob (const archetype *at, const object *op) 1998present_arch_in_ob (const archetype *at, const object *op)
1943{ 1999{
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2000 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 if (tmp->arch == at) 2001 if (tmp->arch->archname == at->archname)
1946 return tmp; 2002 return tmp;
1947 2003
1948 return NULL; 2004 return NULL;
1949} 2005}
1950 2006
1954void 2010void
1955flag_inv (object *op, int flag) 2011flag_inv (object *op, int flag)
1956{ 2012{
1957 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2013 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 { 2014 {
1959 SET_FLAG (tmp, flag); 2015 tmp->set_flag (flag);
1960 flag_inv (tmp, flag); 2016 flag_inv (tmp, flag);
1961 } 2017 }
1962} 2018}
1963 2019
1964/* 2020/*
1967void 2023void
1968unflag_inv (object *op, int flag) 2024unflag_inv (object *op, int flag)
1969{ 2025{
1970 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2026 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 { 2027 {
1972 CLEAR_FLAG (tmp, flag); 2028 tmp->clr_flag (flag);
1973 unflag_inv (tmp, flag); 2029 unflag_inv (tmp, flag);
1974 } 2030 }
1975} 2031}
1976 2032
1977/* 2033/*
2038 * head of the object should correspond for the entire object. 2094 * head of the object should correspond for the entire object.
2039 */ 2095 */
2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2096 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue; 2097 continue;
2042 2098
2043 if (ob->blocked (m, pos.x, pos.y)) 2099 if (ob->blocked (pos.m, pos.x, pos.y))
2044 continue; 2100 continue;
2045 2101
2046 altern [index++] = i; 2102 altern [index++] = i;
2047 } 2103 }
2048 2104
2116 * there is capable of. 2172 * there is capable of.
2117 */ 2173 */
2118int 2174int
2119find_dir (maptile *m, int x, int y, object *exclude) 2175find_dir (maptile *m, int x, int y, object *exclude)
2120{ 2176{
2121 int i, max = SIZEOFFREE, mflags; 2177 int max = SIZEOFFREE, mflags;
2122
2123 sint16 nx, ny;
2124 object *tmp;
2125 maptile *mp;
2126
2127 MoveType blocked, move_type; 2178 MoveType move_type;
2128 2179
2129 if (exclude && exclude->head_ () != exclude) 2180 if (exclude && exclude->head_ () != exclude)
2130 { 2181 {
2131 exclude = exclude->head; 2182 exclude = exclude->head;
2132 move_type = exclude->move_type; 2183 move_type = exclude->move_type;
2135 { 2186 {
2136 /* If we don't have anything, presume it can use all movement types. */ 2187 /* If we don't have anything, presume it can use all movement types. */
2137 move_type = MOVE_ALL; 2188 move_type = MOVE_ALL;
2138 } 2189 }
2139 2190
2140 for (i = 1; i < max; i++) 2191 for (int i = 1; i < max; i++)
2141 { 2192 {
2142 mp = m; 2193 mapxy pos (m, x, y);
2143 nx = x + freearr_x[i]; 2194 pos.move (i);
2144 ny = y + freearr_y[i];
2145 2195
2146 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2196 if (!pos.normalise ())
2147
2148 if (mflags & P_OUT_OF_MAP)
2149 max = maxfree[i]; 2197 max = maxfree[i];
2150 else 2198 else
2151 { 2199 {
2152 mapspace &ms = mp->at (nx, ny); 2200 mapspace &ms = *pos;
2153 2201
2154 blocked = ms.move_block;
2155
2156 if ((move_type & blocked) == move_type) 2202 if ((move_type & ms.move_block) == move_type)
2157 max = maxfree[i]; 2203 max = maxfree [i];
2158 else if (mflags & P_IS_ALIVE) 2204 else if (ms.flags () & P_IS_ALIVE)
2159 { 2205 {
2160 for (tmp = ms.bot; tmp; tmp = tmp->above) 2206 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2161 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2207 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2162 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2208 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2163 break;
2164
2165 if (tmp)
2166 return freedir[i]; 2209 return freedir [i];
2167 } 2210 }
2168 } 2211 }
2169 } 2212 }
2170 2213
2171 return 0; 2214 return 0;
2180{ 2223{
2181 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2224 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2182} 2225}
2183 2226
2184/* 2227/*
2185 * find_dir_2(delta-x,delta-y) will return a direction in which 2228 * find_dir_2(delta-x,delta-y) will return a direction value
2186 * an object which has subtracted the x and y coordinates of another 2229 * for running into direct [dx, dy].
2187 * object, needs to travel toward it. 2230 * (the opposite of crossfire's find_dir_2!)
2188 */ 2231 */
2189int 2232int
2190find_dir_2 (int x, int y) 2233find_dir_2 (int x, int y)
2191{ 2234{
2235#if 1 // new algorithm
2236 // this works by putting x, y into 16 sectors, which
2237 // are not equal sized, but are a better approximation
2238 // then the old algorithm, and then using a mapping
2239 // table to map it into a direction value.
2240 // basically, it maps these comparisons to each bit
2241 // bit #3: x < 0
2242 // bit #2: y < 0
2243 // bit #1: x > y
2244 // bit #0: x > 2y
2245
2246 static const uint8 dir[16] = {
2247 4, 5, 4, 3,
2248 2, 1, 2, 3,
2249 6, 5, 6, 7,
2250 8, 1, 8, 7,
2251 };
2252 int sector = 0;
2253
2254 // this is a bit ugly, but more likely to result in branchless code
2255 sector |= x < 0 ? 8 : 0;
2256 x = x < 0 ? -x : x; // abs
2257
2258 sector |= y < 0 ? 4 : 0;
2259 y = y < 0 ? -y : y; // abs
2260
2261 if (x > y)
2262 {
2263 sector |= 2;
2264
2265 if (x > y * 2)
2266 sector |= 1;
2267 }
2268 else
2269 {
2270 if (y > x * 2)
2271 sector |= 1;
2272 else if (!y)
2273 return 0; // x == 0 here
2274 }
2275
2276 return dir [sector];
2277#else // old algorithm
2192 int q; 2278 int q;
2193 2279
2194 if (y) 2280 if (y)
2195 q = x * 100 / y; 2281 q = 128 * x / y;
2196 else if (x) 2282 else if (x)
2197 q = -300 * x; 2283 q = -512 * x; // to make it > 309
2198 else 2284 else
2199 return 0; 2285 return 0;
2200 2286
2201 if (y > 0) 2287 if (y > 0)
2202 { 2288 {
2203 if (q < -242) 2289 if (q < -309) return 7;
2290 if (q < -52) return 6;
2291 if (q < 52) return 5;
2292 if (q < 309) return 4;
2293
2204 return 3; 2294 return 3;
2205 if (q < -41) 2295 }
2206 return 2; 2296 else
2207 if (q < 41) 2297 {
2208 return 1; 2298 if (q < -309) return 3;
2209 if (q < 242) 2299 if (q < -52) return 2;
2210 return 8; 2300 if (q < 52) return 1;
2301 if (q < 309) return 8;
2302
2211 return 7; 2303 return 7;
2212 } 2304 }
2213 2305#endif
2214 if (q < -242)
2215 return 7;
2216 if (q < -41)
2217 return 6;
2218 if (q < 41)
2219 return 5;
2220 if (q < 242)
2221 return 4;
2222
2223 return 3;
2224} 2306}
2225 2307
2226/* 2308/*
2227 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2309 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2228 * between two directions (which are expected to be absolute (see absdir()) 2310 * between two directions (which are expected to be absolute (see absdir())
2229 */ 2311 */
2230int 2312int
2231dirdiff (int dir1, int dir2) 2313dirdiff (int dir1, int dir2)
2232{ 2314{
2233 int d;
2234
2235 d = abs (dir1 - dir2); 2315 int d = abs (dir1 - dir2);
2236 if (d > 4)
2237 d = 8 - d;
2238 2316
2239 return d; 2317 return d > 4 ? 8 - d : d;
2240} 2318}
2241 2319
2242/* peterm: 2320/* peterm:
2243 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2321 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2244 * Basically, this is a table of directions, and what directions 2322 * Basically, this is a table of directions, and what directions
2246 * This basically means that if direction is 15, then it could either go 2324 * This basically means that if direction is 15, then it could either go
2247 * direction 4, 14, or 16 to get back to where we are. 2325 * direction 4, 14, or 16 to get back to where we are.
2248 * Moved from spell_util.c to object.c with the other related direction 2326 * Moved from spell_util.c to object.c with the other related direction
2249 * functions. 2327 * functions.
2250 */ 2328 */
2251int reduction_dir[SIZEOFFREE][3] = { 2329static const int reduction_dir[SIZEOFFREE][3] = {
2252 {0, 0, 0}, /* 0 */ 2330 {0, 0, 0}, /* 0 */
2253 {0, 0, 0}, /* 1 */ 2331 {0, 0, 0}, /* 1 */
2254 {0, 0, 0}, /* 2 */ 2332 {0, 0, 0}, /* 2 */
2255 {0, 0, 0}, /* 3 */ 2333 {0, 0, 0}, /* 3 */
2256 {0, 0, 0}, /* 4 */ 2334 {0, 0, 0}, /* 4 */
2350 * Add a check so we can't pick up invisible objects (0.93.8) 2428 * Add a check so we can't pick up invisible objects (0.93.8)
2351 */ 2429 */
2352int 2430int
2353can_pick (const object *who, const object *item) 2431can_pick (const object *who, const object *item)
2354{ 2432{
2355 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2433 return /*who->flag [FLAG_WIZ]|| */
2356 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2434 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2357 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2435 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2358} 2436}
2359 2437
2360/* 2438/*
2361 * create clone from object to another 2439 * create clone from object to another
2362 */ 2440 */
2363object * 2441object *
2364object_create_clone (object *asrc) 2442object::deep_clone ()
2365{ 2443{
2366 object *dst = 0, *tmp, *src, *prev, *item; 2444 assert (("deep_clone called on non-head object", is_head ()));
2367 2445
2368 if (!asrc) 2446 object *dst = clone ();
2369 return 0;
2370 2447
2371 src = asrc->head_ (); 2448 object *prev = dst;
2372
2373 prev = 0;
2374 for (object *part = src; part; part = part->more) 2449 for (object *part = this->more; part; part = part->more)
2375 { 2450 {
2376 tmp = part->clone (); 2451 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; 2452 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2453 prev->more = tmp;
2392
2393 prev = tmp; 2454 prev = tmp;
2394 } 2455 }
2395 2456
2396 for (item = src->inv; item; item = item->below) 2457 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2458 insert_ob_in_ob (item->deep_clone (), dst);
2398 2459
2399 return dst; 2460 return dst;
2400} 2461}
2401 2462
2402/* This returns the first object in who's inventory that 2463/* This returns the first object in who's inventory that
2411 return tmp; 2472 return tmp;
2412 2473
2413 return 0; 2474 return 0;
2414} 2475}
2415 2476
2416/* If ob has a field named key, return the link from the list, 2477shstr_tmp
2417 * otherwise return NULL. 2478object::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{ 2479{
2425 for (key_value *link = ob->key_values; link; link = link->next) 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2426 if (link->key == key) 2481 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; 2482 return kv->value;
2461 2483
2462 return 0; 2484 return shstr ();
2463} 2485}
2464 2486
2465/* 2487void
2466 * Updates the canonical_key in op to value. 2488object::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{ 2489{
2478 key_value *field = NULL, *last = NULL; 2490 for (key_value *kv = key_values; kv; kv = kv->next)
2479 2491 if (kv->key == key)
2480 for (field = op->key_values; field != NULL; field = field->next)
2481 {
2482 if (field->key != canonical_key)
2483 { 2492 {
2484 last = field; 2493 kv->value = value;
2485 continue; 2494 return;
2486 } 2495 }
2487 2496
2488 if (value) 2497 key_value *kv = new key_value;
2489 field->value = value; 2498
2490 else 2499 kv->next = key_values;
2500 kv->key = key;
2501 kv->value = value;
2502
2503 key_values = kv;
2504}
2505
2506void
2507object::kv_del (shstr_tmp key)
2508{
2509 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2510 if ((*kvp)->key == key)
2491 { 2511 {
2492 /* Basically, if the archetype has this key set, 2512 key_value *kv = *kvp;
2493 * we need to store the null value so when we save 2513 *kvp = (*kvp)->next;
2494 * it, we save the empty value so that when we load, 2514 delete kv;
2495 * we get this value back again. 2515 return;
2496 */
2497 if (get_ob_key_link (op->arch, 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 } 2516 }
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} 2517}
2554 2518
2555object::depth_iterator::depth_iterator (object *container) 2519object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container) 2520: iterator_base (container)
2557{ 2521{
2607{ 2571{
2608 char flagdesc[512]; 2572 char flagdesc[512];
2609 char info2[256 * 4]; 2573 char info2[256 * 4];
2610 char *p = info; 2574 char *p = info;
2611 2575
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2613 count, uuid.seq, 2577 count,
2578 uuid.c_str (),
2614 &name, 2579 &name,
2615 title ? "\",title:\"" : "", 2580 title ? ",title:\"" : "",
2616 title ? (const char *)title : "", 2581 title ? (const char *)title : "",
2582 title ? "\"" : "",
2617 flag_desc (flagdesc, 512), type); 2583 flag_desc (flagdesc, 512), type);
2618 2584
2619 if (!this->flag[FLAG_REMOVED] && env) 2585 if (!flag[FLAG_REMOVED] && env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621 2587
2622 if (map) 2588 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2589 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624 2590
2639{ 2605{
2640 return map ? map->region (x, y) 2606 return map ? map->region (x, y)
2641 : region::default_region (); 2607 : region::default_region ();
2642} 2608}
2643 2609
2644const materialtype_t *
2645object::dominant_material () const
2646{
2647 if (materialtype_t *mt = name_to_material (materialname))
2648 return mt;
2649
2650 return name_to_material (shstr_unknown);
2651}
2652
2653void 2610void
2654object::open_container (object *new_container) 2611object::open_container (object *new_container)
2655{ 2612{
2656 if (container == new_container) 2613 if (container == new_container)
2657 return; 2614 return;
2658 2615
2659 if (object *old_container = container) 2616 object *old_container = container;
2617
2618 if (old_container)
2660 { 2619 {
2661 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2620 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2662 return; 2621 return;
2663 2622
2664#if 0 2623#if 0
2666 if (object *closer = old_container->inv) 2625 if (object *closer = old_container->inv)
2667 if (closer->type == CLOSE_CON) 2626 if (closer->type == CLOSE_CON)
2668 closer->destroy (); 2627 closer->destroy ();
2669#endif 2628#endif
2670 2629
2630 // make sure the container is available
2631 esrv_send_item (this, old_container);
2632
2671 old_container->flag [FLAG_APPLIED] = 0; 2633 old_container->flag [FLAG_APPLIED] = false;
2672 container = 0; 2634 container = 0;
2673 2635
2636 // client needs item update to make it work, client bug requires this to be separate
2674 esrv_update_item (UPD_FLAGS, this, old_container); 2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638
2675 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2676 play_sound (sound_find ("chest_close")); 2640 play_sound (sound_find ("chest_close"));
2677 } 2641 }
2678 2642
2679 if (new_container) 2643 if (new_container)
2680 { 2644 {
2684 // TODO: this does not seem to serve any purpose anymore? 2648 // TODO: this does not seem to serve any purpose anymore?
2685#if 0 2649#if 0
2686 // insert the "Close Container" object. 2650 // insert the "Close Container" object.
2687 if (archetype *closer = new_container->other_arch) 2651 if (archetype *closer = new_container->other_arch)
2688 { 2652 {
2689 object *closer = arch_to_object (new_container->other_arch); 2653 object *closer = new_container->other_arch->instance ();
2690 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2654 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691 new_container->insert (closer); 2655 new_container->insert (closer);
2692 } 2656 }
2693#endif 2657#endif
2694 2658
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2659 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2696 2660
2661 // make sure the container is available, client bug requires this to be separate
2662 esrv_send_item (this, new_container);
2663
2697 new_container->flag [FLAG_APPLIED] = 1; 2664 new_container->flag [FLAG_APPLIED] = true;
2698 container = new_container; 2665 container = new_container;
2699 2666
2667 // client needs flag change
2700 esrv_update_item (UPD_FLAGS, this, new_container); 2668 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container); 2669 esrv_send_inventory (this, new_container);
2702 play_sound (sound_find ("chest_open")); 2670 play_sound (sound_find ("chest_open"));
2703 } 2671 }
2672// else if (!old_container->env && contr && contr->ns)
2673// contr->ns->floorbox_reset ();
2704} 2674}
2705 2675
2706object * 2676object *
2707object::force_find (const shstr name) 2677object::force_find (shstr_tmp name)
2708{ 2678{
2709 /* cycle through his inventory to look for the MARK we want to 2679 /* cycle through his inventory to look for the MARK we want to
2710 * place 2680 * place
2711 */ 2681 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below) 2682 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 return splay (tmp); 2684 return splay (tmp);
2715 2685
2716 return 0; 2686 return 0;
2717} 2687}
2718 2688
2689//-GPL
2690
2719void 2691void
2692object::force_set_timer (int duration)
2693{
2694 this->duration = 1;
2695 this->speed_left = -1.f;
2696
2697 this->set_speed (duration ? 1.f / duration : 0.f);
2698}
2699
2700object *
2720object::force_add (const shstr name, int duration) 2701object::force_add (shstr_tmp name, int duration)
2721{ 2702{
2722 if (object *force = force_find (name)) 2703 if (object *force = force_find (name))
2723 force->destroy (); 2704 force->destroy ();
2724 2705
2725 object *force = get_archetype (FORCE_NAME); 2706 object *force = get_archetype (FORCE_NAME);
2726 2707
2727 force->slaying = name; 2708 force->slaying = name;
2728 force->stats.food = 1; 2709 force->force_set_timer (duration);
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true; 2710 force->flag [FLAG_APPLIED] = true;
2734 2711
2735 insert (force); 2712 return insert (force);
2736} 2713}
2737 2714
2738void 2715void
2739object::play_sound (faceidx sound) const 2716object::play_sound (faceidx sound) const
2740{ 2717{
2741 if (!sound) 2718 if (!sound)
2742 return; 2719 return;
2743 2720
2744 if (flag [FLAG_REMOVED]) 2721 if (is_on_map ())
2722 map->play_sound (sound, x, y);
2723 else if (object *pl = in_player ())
2724 pl->contr->play_sound (sound);
2725}
2726
2727void
2728object::say_msg (const char *msg) const
2729{
2730 if (is_on_map ())
2731 map->say_msg (msg, x, y);
2732 else if (object *pl = in_player ())
2733 pl->contr->play_sound (sound);
2734}
2735
2736void
2737object::make_noise ()
2738{
2739 // we do not model noise in the map, so instead put
2740 // a temporary light into the noise source
2741 // could use the map instead, but that's less reliable for our
2742 // goal, which is to make invisibility a bit harder to exploit
2743
2744 // currently only works sensibly for players
2745 if (!is_player ())
2745 return; 2746 return;
2746 2747
2747 if (env) 2748 // find old force, or create new one
2748 { 2749 object *force = force_find (shstr_noise_force);
2749 if (object *pl = in_player ()) 2750
2750 pl->contr->play_sound (sound); 2751 if (force)
2751 } 2752 force->speed_left = -1.f; // patch old speed up
2752 else 2753 else
2753 map->play_sound (sound, x, y); 2754 {
2754} 2755 force = archetype::get (shstr_noise_force);
2755 2756
2757 force->slaying = shstr_noise_force;
2758 force->stats.food = 1;
2759 force->speed_left = -1.f;
2760
2761 force->set_speed (1.f / 4.f);
2762 force->flag [FLAG_IS_USED_UP] = true;
2763 force->flag [FLAG_APPLIED] = true;
2764
2765 insert (force);
2766 }
2767}
2768
2769void object::change_move_type (MoveType mt)
2770{
2771 if (move_type == mt)
2772 return;
2773
2774 if (is_on_map ())
2775 {
2776 // we are on the map, so handle move_on/off effects
2777 remove ();
2778 move_type = mt;
2779 map->insert (this, x, y, this);
2780 }
2781 else
2782 move_type = mt;
2783}
2784
2785/* object should be a player.
2786 * we return the object the player has marked with the 'mark' command
2787 * below. If no match is found (or object has changed), we return
2788 * NULL. We leave it up to the calling function to print messages if
2789 * nothing is found.
2790 */
2791object *
2792object::mark () const
2793{
2794 if (contr && contr->mark && contr->mark->env == this)
2795 return contr->mark;
2796 else
2797 return 0;
2798}
2799

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