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Comparing deliantra/server/common/object.C (file contents):
Revision 1.203 by root, Fri Apr 11 13:59:05 2008 UTC vs.
Revision 1.334 by root, Fri Apr 23 09:22:46 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;
41
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
43 49
44short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
45 0, 51 0,
46 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
51 0, 57 0,
52 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
55}; 61};
56int maxfree[SIZEOFFREE] = {
57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
61};
62int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
63 0, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8, 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, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 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 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
67}; 67};
68 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
69static void 76static void
70write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
71{ 78{
72 CALL_BEGIN (2); 79 CALL_BEGIN (2);
73 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
75 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
76 CALL_END; 83 CALL_END;
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 (UUID_SKIP, true); 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 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 112 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
105 114
106 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
107 { 116 {
109 _exit (1); 118 _exit (1);
110 } 119 }
111 120
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 122
114 write_uuid (UUID_SKIP, true); 123 write_uuid (UUID_GAP, true);
115 fclose (fp); 124 fclose (fp);
116} 125}
117 126
118UUID 127UUID
119UUID::gen () 128UUID::gen ()
120{ 129{
121 UUID uid; 130 UUID uid;
122 131
123 uid.seq = ++cur.seq; 132 uid.seq = ++cur.seq;
124 133
125 if (expect_false (!(cur.seq & (UUID_SKIP - 1)))) 134 if (expect_false (cur.seq >= seq_next_save))
135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
126 write_uuid (UUID_SKIP, false); 137 write_uuid (UUID_GAP, false);
138 }
139
127 140
128 return uid; 141 return uid;
129} 142}
130 143
131void 144void
132UUID::init () 145UUID::init ()
133{ 146{
134 read_uuid (); 147 read_uuid ();
135} 148}
136 149
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
137/* 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. */
138static int 216static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
140{ 218{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
146 */ 222 */
147 223
148 /* For each field in wants, */ 224 /* For each field in wants, */
149 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)
150 { 226 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 227 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 228
172 /* 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. */
173 return TRUE; 230 return true;
174} 231}
175 232
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 234static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 236{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
182 */ 239 */
183 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);
184} 242}
185 243
186/* 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
187 * they can be merged together. 245 * they can be merged together.
188 * 246 *
195 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
196 * check weight 254 * check weight
197 */ 255 */
198bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
199{ 257{
200 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
201 if (ob1 == ob2 259 if (ob1 == ob2
202 || ob1->type != ob2->type 260 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 261 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
206 return 0; 264 return 0;
207 265
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
211 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 269 return 0;
215 270
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 275 * flags lose any meaning.
221 */ 276 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
224 279
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
227 282
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 284 || ob1->name != ob2->name
231 || ob1->title != ob2->title 285 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 292 || ob1->value != ob2->value
241 || 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
242 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
252 || 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)))
253 return 0; 308 return 0;
254 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
255 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
257 */ 319 */
258 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
259 { 321 {
260 if (!(ob1->inv && ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
261 return 0; /* inventories differ in length */ 323 return 0; /* inventories differ in length */
262 324
263 if (ob1->inv->below || ob2->inv->below) 325 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */ 326 return 0; /* more than one object in inv */
265 327
266 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */ 329 return 0; /* inventory objects differ */
268 330
269 /* 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
270 * if it is valid. 332 * if it is valid.
271 */ 333 */
272 } 334 }
273 335
274 /* 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,
275 * 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
276 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
277 */ 339 */
278 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
279 return 0; 341 return 0;
280 342
281 /* 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
282 * 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
283 * check? 345 * check?
284 */ 346 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
286 return 0; 348 return 0;
287 349
288 switch (ob1->type) 350 switch (ob1->type)
289 { 351 {
290 case SCROLL: 352 case SCROLL:
291 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
292 return 0; 354 return 0;
293 break; 355 break;
294 } 356 }
295 357
296 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
297 { 359 {
298 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
300 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
301 return 0; 363
302 else if (!compare_ob_value_lists (ob1, ob2)) 364 if (!compare_ob_value_lists (ob1, ob2))
303 return 0; 365 return 0;
304 } 366 }
305 367
306 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
307 { 369 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315 377
316 if (k1 != k2) 378 if (k1 != k2)
317 return 0; 379 return 0;
380
318 else if (k1 == 0) 381 if (k1 == 0)
319 return 1; 382 return 1;
383
320 else if (!cfperl_can_merge (ob1, ob2)) 384 if (!cfperl_can_merge (ob1, ob2))
321 return 0; 385 return 0;
322 } 386 }
323 } 387 }
324 388
325 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
326 return 1; 390 return 1;
327} 391}
328 392
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
329/* 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/*
330 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
331 * 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
332 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
333 */ 470 */
334long 471void
335sum_weight (object *op) 472object::update_weight ()
336{ 473{
337 long sum; 474 sint32 sum = 0;
338 object *inv;
339 475
340 for (sum = 0, inv = op->inv; inv; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
341 { 477 {
342 if (inv->inv) 478 if (op->inv)
343 sum_weight (inv); 479 op->update_weight ();
344 480
345 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)
346 } 487 {
347
348 if (op->type == CONTAINER && op->stats.Str)
349 sum = (sum * (100 - op->stats.Str)) / 100;
350
351 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
352 op->carrying = sum; 492 carrying = sum;
353 493
354 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 }
355} 498}
356 499
357/** 500/*
358 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
359 */
360
361object *
362object_get_env_recursive (object *op)
363{
364 while (op->env != NULL)
365 op = op->env;
366 return op;
367}
368
369/*
370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
371 * Some error messages.
372 * The result of the dump is stored in the static global errmsg array.
373 */ 502 */
374char * 503char *
375dump_object (object *op) 504dump_object (object *op)
376{ 505{
377 if (!op) 506 if (!op)
380 object_freezer freezer; 509 object_freezer freezer;
381 op->write (freezer); 510 op->write (freezer);
382 return freezer.as_string (); 511 return freezer.as_string ();
383} 512}
384 513
385/* 514char *
386 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
387 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned.
389 */
390object *
391get_nearest_part (object *op, const object *pl)
392{ 516{
393 object *tmp, *closest; 517 return dump_object (this);
394 int last_dist, i;
395
396 if (op->more == NULL)
397 return op;
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i;
401 return closest;
402} 518}
403 519
404/* 520/*
405 * 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.
406 */ 523 */
407object * 524object *
408find_object (tag_t i) 525find_object (tag_t i)
409{ 526{
410 for_all_objects (op) 527 for_all_objects (op)
413 530
414 return 0; 531 return 0;
415} 532}
416 533
417/* 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/*
418 * 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.
419 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
420 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
421 */ 553 */
422object * 554object *
423find_object_name (const char *str) 555find_object_name (const char *str)
424{ 556{
425 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
426 object *op;
427 558
559 if (str_)
428 for_all_objects (op) 560 for_all_objects (op)
429 if (op->name == str_) 561 if (op->name == str_)
430 break; 562 return op;
431 563
432 return op; 564 return 0;
433} 565}
434 566
435/* 567/*
436 * 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
437 * skill and experience objects. 569 * skill and experience objects.
452 } 584 }
453 585
454 this->owner = owner; 586 this->owner = owner;
455} 587}
456 588
457int
458object::slottype () const
459{
460 if (type == SKILL)
461 {
462 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
463 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
464 }
465 else
466 {
467 if (slot [body_combat].info) return slot_combat;
468 if (slot [body_range ].info) return slot_ranged;
469 }
470
471 return slot_none;
472}
473
474bool
475object::change_weapon (object *ob)
476{
477 if (current_weapon == ob)
478 return true;
479
480 if (chosen_skill)
481 chosen_skill->flag [FLAG_APPLIED] = false;
482
483 current_weapon = ob;
484 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
485
486 if (chosen_skill)
487 chosen_skill->flag [FLAG_APPLIED] = true;
488
489 update_stats ();
490
491 if (ob)
492 {
493 // now check wether any body locations became invalid, in which case
494 // we cannot apply the weapon at the moment.
495 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
496 if (slot[i].used < 0)
497 {
498 current_weapon = chosen_skill = 0;
499 update_stats ();
500
501 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name);
505 return false;
506 }
507
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 }
510 else
511 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
512
513 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
514 {
515 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
516 &name, ob->debug_desc ());
517 return false;
518 }
519
520 return true;
521}
522
523/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
524 * refcounts and freeing the links. 590 * refcounts and freeing the links.
525 */ 591 */
526static void 592static void
527free_key_values (object *op) 593free_key_values (object *op)
535 } 601 }
536 602
537 op->key_values = 0; 603 op->key_values = 0;
538} 604}
539 605
540object & 606/*
541object::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)
542{ 616{
543 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
544 bool is_removed = flag [FLAG_REMOVED];
545
546 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
547
548 flag [FLAG_FREED] = is_freed;
549 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
550 620
551 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
552 if (src.key_values) 622 if (key_values)
553 { 623 {
554 key_value *tail = 0; 624 key_value *tail = 0;
555 key_values = 0; 625 dst->key_values = 0;
556 626
557 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
558 { 628 {
559 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
560 630
561 new_link->next = 0; 631 new_link->next = 0;
562 new_link->key = i->key; 632 new_link->key = i->key;
563 new_link->value = i->value; 633 new_link->value = i->value;
564 634
565 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
566 if (!key_values) 636 if (!dst->key_values)
567 { 637 {
568 key_values = new_link; 638 dst->key_values = new_link;
569 tail = new_link; 639 tail = new_link;
570 } 640 }
571 else 641 else
572 { 642 {
573 tail->next = new_link; 643 tail->next = new_link;
574 tail = new_link; 644 tail = new_link;
575 } 645 }
576 } 646 }
577 } 647 }
578}
579 648
580/* 649 dst->activate ();
581 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second
583 * object, allocating what needs to be allocated. Basically, any
584 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
585 * if the first object is freed, the pointers in the new object
586 * will point at garbage.
587 */
588void
589object::copy_to (object *dst)
590{
591 *dst = *this;
592
593 if (speed < 0)
594 dst->speed_left -= rndm ();
595
596 dst->set_speed (dst->speed);
597} 650}
598 651
599void 652void
600object::instantiate () 653object::instantiate ()
601{ 654{
602 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
603 uuid = UUID::gen (); 656 uuid = UUID::gen ();
604 657
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
605 speed_left = -0.1f; 662 speed_left = -1.;
663
606 /* 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
607 * 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.
608 * 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
609 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
610 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
618object * 676object *
619object::clone () 677object::clone ()
620{ 678{
621 object *neu = create (); 679 object *neu = create ();
622 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
623 return neu; 687 return neu;
624} 688}
625 689
626/* 690/*
627 * 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
629 * 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.
630 */ 694 */
631void 695void
632update_turn_face (object *op) 696update_turn_face (object *op)
633{ 697{
634 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
635 return; 699 return;
636 700
637 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
638 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
639} 703}
644 * 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.
645 */ 709 */
646void 710void
647object::set_speed (float speed) 711object::set_speed (float speed)
648{ 712{
649 if (flag [FLAG_FREED] && speed)
650 {
651 LOG (llevError, "Object %s is freed but has speed.\n", &name);
652 speed = 0;
653 }
654
655 this->speed = speed; 713 this->speed = speed;
656 714
657 if (has_active_speed ()) 715 if (has_active_speed ())
658 activate (); 716 activate ();
659 else 717 else
678 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
679 */ 737 */
680void 738void
681update_object (object *op, int action) 739update_object (object *op, int action)
682{ 740{
683 if (op == NULL) 741 if (!op)
684 { 742 {
685 /* this should never happen */ 743 /* this should never happen */
686 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
687 return; 745 return;
688 } 746 }
689 747
690 if (op->env) 748 if (!op->is_on_map ())
691 { 749 {
692 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
693 * to do in this case. 751 * to do in this case.
694 */ 752 */
695 return; 753 return;
696 } 754 }
697
698 /* If the map is saving, don't do anything as everything is
699 * going to get freed anyways.
700 */
701 if (!op->map || op->map->in_memory == MAP_SAVING)
702 return;
703 755
704 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
705 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)
706 { 758 {
707 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
715 767
716 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
717 /* nop */; 769 /* nop */;
718 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
719 { 771 {
772#if 0
720 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
722 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
723 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
724 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
725 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
726 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
727 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
728 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
729 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
730 /* 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
731 * to have move_allow right now. 784 * have move_allow right now.
732 */ 785 */
733 || ((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
734 || 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)
735 m.flags_ = 0; 790 m.invalidate ();
791#endif
736 } 792 }
737 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
738 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
739 * that is being removed. 795 * that is being removed.
740 */ 796 */
741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
742 m.flags_ = 0; 798 m.invalidate ();
743 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
744 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
745 else 801 else
746 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
747 803
749 update_object (op->more, action); 805 update_object (op->more, action);
750} 806}
751 807
752object::object () 808object::object ()
753{ 809{
754 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
755 811
756 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
757 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
758} 815}
759 816
760object::~object () 817object::~object ()
761{ 818{
762 unlink (); 819 unlink ();
763 820
764 free_key_values (this); 821 free_key_values (this);
765} 822}
766
767static int object_count;
768 823
769void object::link () 824void object::link ()
770{ 825{
771 assert (!index);//D 826 assert (!index);//D
772 uuid = UUID::gen (); 827 uuid = UUID::gen ();
773 count = ++object_count;
774 828
775 refcnt_inc (); 829 refcnt_inc ();
776 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
777} 834}
778 835
779void object::unlink () 836void object::unlink ()
780{ 837{
781 if (!index) 838 if (!index)
782 return; 839 return;
840
841 ++destroy_count;
783 842
784 objects.erase (this); 843 objects.erase (this);
785 refcnt_dec (); 844 refcnt_dec ();
786} 845}
787 846
791 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
792 if (active) 851 if (active)
793 return; 852 return;
794 853
795 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
796 actives.insert (this); 859 actives.insert (this);
860 }
797} 861}
798 862
799void 863void
800object::activate_recursive () 864object::activate_recursive ()
801{ 865{
850object::destroy_inv (bool drop_to_ground) 914object::destroy_inv (bool drop_to_ground)
851{ 915{
852 // need to check first, because the checks below might segfault 916 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code 917 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty. 918 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory, 919 // corollary: if you create arrows etc. with stuff in its inventory,
856 // cf will crash below with off-map x and y 920 // cf will crash below with off-map x and y
857 if (!inv) 921 if (!inv)
858 return; 922 return;
859 923
860 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
862 * drop on that space. 926 * drop on that space.
863 */ 927 */
864 if (!drop_to_ground 928 if (!drop_to_ground
865 || !map 929 || !map
866 || map->in_memory != MAP_IN_MEMORY 930 || map->in_memory != MAP_ACTIVE
867 || map->nodrop 931 || map->no_drop
868 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
869 { 933 {
870 while (inv) 934 while (inv)
871 {
872 inv->destroy_inv (drop_to_ground);
873 inv->destroy (); 935 inv->destroy ();
874 }
875 } 936 }
876 else 937 else
877 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
878 while (inv) 939 while (inv)
879 { 940 {
890 map->insert (op, x, y); 951 map->insert (op, x, y);
891 } 952 }
892 } 953 }
893} 954}
894 955
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 *
895object *object::create () 993object::create ()
896{ 994{
897 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
898 op->link (); 1017 op->link ();
1018
899 return op; 1019 return op;
900} 1020}
901 1021
902void 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
903object::do_destroy () 1057object::do_destroy ()
904{ 1058{
905 attachable::do_destroy ();
906
907 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this); 1060 remove_link ();
909 1061
910 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 1063 remove_friendly_object (this);
912 1064
913 if (!flag [FLAG_REMOVED])
914 remove (); 1065 remove ();
915 1066
916 destroy_inv (true); 1067 attachable::do_destroy ();
917 1068
918 deactivate (); 1069 deactivate ();
919 unlink (); 1070 unlink ();
920 1071
921 flag [FLAG_FREED] = 1; 1072 flag [FLAG_FREED] = 1;
922 1073
923 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->path = "<freed objects map>";
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935 freed_map->nodrop = 1;
936
937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
939 }
940
941 map = freed_map; 1075 map = &freed_map;
942 x = 1; 1076 x = 1;
943 y = 1; 1077 y = 1;
944 }
945 1078
946 if (more) 1079 if (more)
947 { 1080 {
948 more->destroy (); 1081 more->destroy ();
949 more = 0; 1082 more = 0;
957 attacked_by = 0; 1090 attacked_by = 0;
958 current_weapon = 0; 1091 current_weapon = 0;
959} 1092}
960 1093
961void 1094void
962object::destroy (bool destroy_inventory) 1095object::destroy ()
963{ 1096{
964 if (destroyed ()) 1097 if (destroyed ())
965 return; 1098 return;
966 1099
967 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
968 destroy_inv (false); 1107 destroy_inv_fast ();
969 1108
970 if (is_head ()) 1109 if (is_head ())
971 if (sound_destroy) 1110 if (sound_destroy)
972 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
974 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
975 1114
976 attachable::destroy (); 1115 attachable::destroy ();
977}
978
979/*
980 * sub_weight() recursively (outwards) subtracts a number from the
981 * weight of an object (and what is carried by it's environment(s)).
982 */
983void
984sub_weight (object *op, signed long weight)
985{
986 while (op != NULL)
987 {
988 if (op->type == CONTAINER)
989 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
990
991 op->carrying -= weight;
992 op = op->env;
993 }
994} 1116}
995 1117
996/* op->remove (): 1118/* op->remove ():
997 * 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
998 * 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
1001 * the previous environment. 1123 * the previous environment.
1002 */ 1124 */
1003void 1125void
1004object::do_remove () 1126object::do_remove ()
1005{ 1127{
1006 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1007 object *otmp;
1008
1009 if (QUERY_FLAG (this, FLAG_REMOVED))
1010 return; 1129 return;
1011 1130
1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1014 1134
1015 if (more) 1135 if (more)
1016 more->remove (); 1136 more->remove ();
1017 1137
1018 /* 1138 /*
1019 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1020 * inventory. 1140 * inventory.
1021 */ 1141 */
1022 if (env) 1142 if (env)
1023 { 1143 {
1024 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1025 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
1026 else 1146 esrv_del_item (pl->contr, count);
1027 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1028 1148
1029 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1030 * made to players inventory. If set, avoiding the call
1031 * to save cpu time.
1032 */
1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1034 otmp->update_stats ();
1035 1150
1036 if (above) 1151 object *pl = in_player ();
1037 above->below = below;
1038 else
1039 env->inv = below;
1040
1041 if (below)
1042 below->above = above;
1043 1152
1044 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1045 * 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
1046 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1047 */ 1156 */
1048 x = env->x, y = env->y;
1049 map = env->map; 1157 map = env->map;
1050 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;
1051 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 }
1052 } 1190 }
1053 else if (map) 1191 else if (map)
1054 { 1192 {
1055 if (type == PLAYER)
1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true; 1193 map->dirty = true;
1068 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1069 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
1070 /* link the object above us */ 1221 /* link the object above us */
1071 if (above) 1222 // re-link, make sure compiler can easily use cmove
1072 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1073 else 1224 *(below ? &below->above : &ms.bot) = above;
1074 ms.top = below; /* we were top, set new top */
1075
1076 /* Relink the object below us, if there is one */
1077 if (below)
1078 below->above = above;
1079 else
1080 {
1081 /* Nothing below, which means we need to relink map object for this space
1082 * use translated coordinates in case some oddness with map tiling is
1083 * evident
1084 */
1085 if (GET_MAP_OB (map, x, y) != this)
1086 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 ());
1087
1088 ms.bot = above; /* goes on above it. */
1089 }
1090 1225
1091 above = 0; 1226 above = 0;
1092 below = 0; 1227 below = 0;
1093 1228
1229 ms.invalidate ();
1230
1094 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1095 return; 1232 return;
1096 1233
1097 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 1235
1099 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1100 { 1237 {
1101 if (pl->container == this) 1238 if (pl->container_ () == this)
1102 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1104 * appropriately. 1241 * appropriately.
1105 */ 1242 */
1106 pl->close_container (); 1243 pl->close_container ();
1107 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)
1108 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1109 } 1250 }
1110 1251
1252 if (check_walk_off)
1111 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1112 { 1254 {
1255 above = tmp->above;
1256
1113 /* 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
1114 * being removed. 1258 * being removed.
1115 */ 1259 */
1116 1260
1117 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1118 if (check_walk_off
1119 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1121 {
1122 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1123
1124 if (destroyed ())
1125 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1126 } 1265 }
1127 1266
1128 last = tmp; 1267 if (affects_los ())
1129 }
1130
1131 /* last == NULL if there are no objects on this space */
1132 //TODO: this makes little sense, why only update the topmost object?
1133 if (!last)
1134 map->at (x, y).flags_ = 0;
1135 else
1136 update_object (last, UP_OBJ_REMOVE);
1137
1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1139 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1140 } 1269 }
1141} 1270}
1142 1271
1143/* 1272/*
1157 if (!top) 1286 if (!top)
1158 for (top = op; top && top->above; top = top->above) 1287 for (top = op; top && top->above; top = top->above)
1159 ; 1288 ;
1160 1289
1161 for (; top; top = top->below) 1290 for (; top; top = top->below)
1162 {
1163 if (top == op)
1164 continue;
1165
1166 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1167 { 1292 {
1168 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1169 1294
1170/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1171 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
1172 op->destroy (); 1301 op->destroy ();
1302
1173 return top; 1303 return top;
1174 } 1304 }
1175 }
1176 1305
1177 return 0; 1306 return 0;
1178} 1307}
1179 1308
1180void 1309void
1185 1314
1186 object *prev = this; 1315 object *prev = this;
1187 1316
1188 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1189 { 1318 {
1190 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1191 1320
1192 op->name = name; 1321 op->name = name;
1193 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1194 op->title = title; 1323 op->title = title;
1195 1324
1205 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1206 */ 1335 */
1207object * 1336object *
1208insert_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)
1209{ 1338{
1339 op->remove ();
1340
1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1211 { 1342 {
1212 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1213 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1214 } 1345 }
1231 * 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
1232 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1233 * 1364 *
1234 * Return value: 1365 * Return value:
1235 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1236 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1237 * just 'op' otherwise 1368 * just 'op' otherwise
1238 */ 1369 */
1239object * 1370object *
1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1241{ 1372{
1242 assert (!op->flag [FLAG_FREED]);
1243
1244 object *top, *floor = NULL;
1245
1246 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
1247 1379
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * 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
1250 * need extra work 1382 * need extra work
1251 */ 1383 */
1384 maptile *newmap = m;
1252 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1253 { 1386 {
1254 op->destroy (); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1255 return 0; 1388 return 0;
1256 } 1389 }
1257 1390
1258 if (object *more = op->more) 1391 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0; 1393 return 0;
1261 1394
1262 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1263 1396 op->env = 0;
1264 op->map = m; 1397 op->map = newmap;
1398
1265 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1266 1400
1267 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1268 */ 1402 */
1269 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1272 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1273 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1274 tmp->destroy (); 1411 tmp->destroy ();
1275 } 1412 }
1276 1413
1277 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 */
1278 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1279 1416
1280 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1281 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1282 1419
1283 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1284 { 1421 {
1285 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)
1286 { 1423 {
1287 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");
1288 abort (); 1425 abort ();
1289 } 1426 }
1290 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
1291 op->above = originator; 1435 op->above = originator;
1292 op->below = originator->below; 1436 op->below = originator->below;
1293
1294 if (op->below)
1295 op->below->above = op;
1296 else
1297 ms.bot = op;
1298
1299 /* since *below* originator, no need to update top */
1300 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1301 } 1440 }
1302 else 1441 else
1303 { 1442 {
1304 top = ms.bot; 1443 object *floor = 0;
1444 object *top = ms.top;
1305 1445
1306 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1307 if (top) 1447 if (top)
1308 { 1448 {
1309 object *last = 0;
1310
1311 /* 1449 /*
1312 * 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.
1313 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1314 * 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
1315 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1318 * 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
1319 * 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
1320 * 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
1321 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1322 */ 1460 */
1323 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1324 { 1462 {
1325 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])
1326 floor = top; 1464 floor = tmp;
1327 1465
1328 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])
1329 { 1467 {
1330 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1331 top = top->below; 1469 top = tmp->below;
1332 break; 1470 break;
1333 } 1471 }
1334 1472
1335 last = top; 1473 top = tmp;
1336 } 1474 }
1337
1338 /* Don't want top to be NULL, so set it to the last valid object */
1339 top = last;
1340 1475
1341 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1342 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1343 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1344 */ 1479 */
1351 */ 1486 */
1352 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1353 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1355 { 1490 {
1491 object *last;
1492
1356 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1358 break; 1495 break;
1359 1496
1360 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1361 * 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
1362 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1368 } /* If objects on this space */ 1505 } /* If objects on this space */
1369 1506
1370 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor; 1508 top = floor;
1372 1509
1373 /* 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
1374 */
1375
1376 /* First object on this space */
1377 if (!top) 1511 if (!top)
1378 { 1512 {
1513 op->below = 0;
1379 op->above = ms.bot; 1514 op->above = ms.bot;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1518 }
1387 else 1519 else
1388 { /* get inserted into the stack above top */ 1520 {
1389 op->above = top->above; 1521 op->above = top->above;
1390
1391 if (op->above)
1392 op->above->below = op; 1522 top->above = op;
1393 1523
1394 op->below = top; 1524 op->below = top;
1395 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1396 } 1526 }
1527 }
1397 1528
1398 if (!op->above) 1529 if (op->is_player ())
1399 ms.top = op;
1400 } /* else not INS_BELOW_ORIGINATOR */
1401
1402 if (op->type == PLAYER)
1403 { 1530 {
1404 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1405 ++op->map->players; 1532 ++op->map->players;
1406 op->map->touch (); 1533 op->map->touch ();
1407 } 1534 }
1408 1535
1409 op->map->dirty = true; 1536 op->map->dirty = true;
1410 1537
1411 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)
1412 pl->contr->ns->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1413 1544
1414 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1415 * 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
1416 * 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
1417 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1418 * 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 -
1419 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1552 * of effect may be sufficient.
1422 */ 1553 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1425 1559
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1428 1562
1429 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1436 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object(). 1571 * update_object().
1438 */ 1572 */
1439 1573
1440 /* 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 */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1442 { 1576 {
1443 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1444 return 0; 1578 return 0;
1445 1579
1446 /* 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
1447 * walk on's. 1581 * walk on's.
1448 */ 1582 */
1449 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1450 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1451 return 0; 1585 return 0;
1452 } 1586 }
1453 1587
1454 return op; 1588 return op;
1455} 1589}
1457/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1458 * 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.
1459 * 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.
1460 */ 1594 */
1461void 1595void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1463{ 1597{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1467 1599
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1470 tmp->destroy (); 1602 tmp->destroy ();
1471 1603
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1473 1605
1474 tmp1->x = op->x; 1606 tmp->x = op->x;
1475 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1610}
1478 1611
1479object * 1612object *
1480object::insert_at (object *where, object *originator, int flags) 1613object::insert_at (object *where, object *originator, int flags)
1481{ 1614{
1615 if (where->env)
1616 return where->env->insert (this);
1617 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1619}
1484 1620
1485/* 1621// check whether we can put this into the map, respect max_volume, max_items
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1622bool
1487 * is returned contains nr objects, and the remaining parts contains 1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{ 1624{
1495 object *newob; 1625 mapspace &ms = m->at (x, y);
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 1626
1498 if (orig_ob->nrof < nr) 1627 int items = ms.items ();
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503 1628
1504 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;
1505 1633
1506 if ((orig_ob->nrof -= nr) < 1) 1634 if (originator && originator->is_player ())
1507 orig_ob->destroy (1); 1635 originator->contr->failmsgf (
1508 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.>",
1509 { 1637 query_name ()
1510 if (orig_ob->env != NULL) 1638 );
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519 1639
1520 newob->nrof = nr; 1640 return false;
1521
1522 return newob;
1523} 1641}
1524 1642
1525/* 1643/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1527 * 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
1528 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1529 * 1647 *
1530 * 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
1531 */ 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 */
1532object * 1681object *
1533decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1534{ 1683{
1535 object *tmp; 1684 int have = number_of ();
1536 1685
1537 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1538 return op; 1687 return 0;
1539 1688 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1689 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1690 remove ();
1575 op->nrof = 0; 1691 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1692 }
1580 else 1693 else
1581 { 1694 {
1582 object *above = op->above; 1695 decrease (nr);
1583 1696
1584 if (i < op->nrof) 1697 object *op = deep_clone ();
1585 op->nrof -= i; 1698 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1699 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1700 }
1627} 1701}
1628 1702
1629object * 1703object *
1630insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1655 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1656 */ 1730 */
1657object * 1731object *
1658object::insert (object *op) 1732object::insert (object *op)
1659{ 1733{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1734 if (op->more)
1664 { 1735 {
1665 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);
1666 return op; 1737 return op;
1667 } 1738 }
1668 1739
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1743
1672 if (op->nrof) 1744 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1676 { 1747 {
1677 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1678 (client needs the original object) */ 1749 (client needs the original object) */
1679 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1751
1681 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1682 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1683 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1684 SET_FLAG (op, FLAG_REMOVED); 1756
1685 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1686 op = tmp; 1758 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1760 }
1691 1761
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1763 op->map = 0;
1764 op->x = 0;
1765 op->y = 0;
1766
1767 op->above = 0;
1768 op->below = inv;
1709 op->env = this; 1769 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 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:
1714 /* 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 */
1715 if (op->glow_radius && map) 1785 if (op->glow_radius && is_on_map ())
1716 { 1786 {
1717#ifdef DEBUG_LIGHTS 1787 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1789 }
1731 op->below = inv; 1790 else if (is_player ())
1732 op->below->above = op; 1791 // if this is a player's inventory, update stats
1733 inv = op; 1792 contr->queue_stats_update ();
1734 }
1735 1793
1736 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1737 1795
1738 return op; 1796 return op;
1739} 1797}
1757 * 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
1758 * 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
1759 * on top. 1817 * on top.
1760 */ 1818 */
1761int 1819int
1762check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1763{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1764 object *tmp; 1825 object *tmp;
1765 maptile *m = op->map; 1826 maptile *m = op->map;
1766 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1767 1828
1768 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1769 1830
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1771 return 0;
1772 1832
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1776 1836
1777 /* 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,
1778 * 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
1779 * 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
1780 * as walking. 1840 * as walking.
1791 return 0; 1851 return 0;
1792 1852
1793 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1795 */ 1855 */
1796 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 } 1857 {
1858 next = tmp->below;
1806 1859
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op) 1860 if (tmp == op)
1810 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1811 1862
1812 /* 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.
1813 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1814 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1815 * 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
1816 * 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.
1817 */ 1868 */
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1819 { 1870 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((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))
1822 { 1873 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1875
1827 if (op->type == PLAYER) 1876 if (op->is_player ())
1828 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)) ||
1829 (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)))
1830 diff /= 4.0; 1879 diff /= 4.0;
1831 1880
1832 op->speed_left -= diff; 1881 op->speed_left -= diff;
1833 } 1882 }
1834 } 1883 }
1835 1884
1836 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1838 ((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))
1839 { 1888 {
1889 if (tmp->type == EXIT && (flags & INS_NO_AUTO_EXIT)) //TODO: temporary, fix exits instead
1890 continue;
1891
1840 move_apply (tmp, op, originator); 1892 move_apply (tmp, op, originator);
1841 1893
1842 if (op->destroyed ()) 1894 if (op->destroyed ())
1843 return 1; 1895 return 1;
1844 1896
1867 LOG (llevError, "Present_arch called outside map.\n"); 1919 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1920 return NULL;
1869 } 1921 }
1870 1922
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1872 if (tmp->arch == at) 1924 if (tmp->arch->archname == at->archname)
1873 return tmp; 1925 return tmp;
1874 1926
1875 return NULL; 1927 return NULL;
1876} 1928}
1877 1929
1941 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
1942 */ 1994 */
1943object * 1995object *
1944present_arch_in_ob (const archetype *at, const object *op) 1996present_arch_in_ob (const archetype *at, const object *op)
1945{ 1997{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 1999 if (tmp->arch->archname == at->archname)
1948 return tmp; 2000 return tmp;
1949 2001
1950 return NULL; 2002 return NULL;
1951} 2003}
1952 2004
1956void 2008void
1957flag_inv (object *op, int flag) 2009flag_inv (object *op, int flag)
1958{ 2010{
1959 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2011 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 { 2012 {
1961 SET_FLAG (tmp, flag); 2013 tmp->set_flag (flag);
1962 flag_inv (tmp, flag); 2014 flag_inv (tmp, flag);
1963 } 2015 }
1964} 2016}
1965 2017
1966/* 2018/*
1969void 2021void
1970unflag_inv (object *op, int flag) 2022unflag_inv (object *op, int flag)
1971{ 2023{
1972 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2024 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 2025 {
1974 CLEAR_FLAG (tmp, flag); 2026 tmp->clr_flag (flag);
1975 unflag_inv (tmp, flag); 2027 unflag_inv (tmp, flag);
1976 } 2028 }
1977} 2029}
1978 2030
1979/* 2031/*
2040 * head of the object should correspond for the entire object. 2092 * head of the object should correspond for the entire object.
2041 */ 2093 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2094 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue; 2095 continue;
2044 2096
2045 if (ob->blocked (m, pos.x, pos.y)) 2097 if (ob->blocked (pos.m, pos.x, pos.y))
2046 continue; 2098 continue;
2047 2099
2048 altern [index++] = i; 2100 altern [index++] = i;
2049 } 2101 }
2050 2102
2118 * there is capable of. 2170 * there is capable of.
2119 */ 2171 */
2120int 2172int
2121find_dir (maptile *m, int x, int y, object *exclude) 2173find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2174{
2123 int i, max = SIZEOFFREE, mflags; 2175 int max = SIZEOFFREE, mflags;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2176 MoveType move_type;
2130 2177
2131 if (exclude && exclude->head_ () != exclude) 2178 if (exclude && exclude->head_ () != exclude)
2132 { 2179 {
2133 exclude = exclude->head; 2180 exclude = exclude->head;
2134 move_type = exclude->move_type; 2181 move_type = exclude->move_type;
2137 { 2184 {
2138 /* If we don't have anything, presume it can use all movement types. */ 2185 /* If we don't have anything, presume it can use all movement types. */
2139 move_type = MOVE_ALL; 2186 move_type = MOVE_ALL;
2140 } 2187 }
2141 2188
2142 for (i = 1; i < max; i++) 2189 for (int i = 1; i < max; i++)
2143 { 2190 {
2144 mp = m; 2191 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2192 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2193
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2194 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2195 max = maxfree[i];
2152 else 2196 else
2153 { 2197 {
2154 mapspace &ms = mp->at (nx, ny); 2198 mapspace &ms = *pos;
2155 2199
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2200 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2201 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2202 else if (ms.flags () & P_IS_ALIVE)
2161 { 2203 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2204 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2205 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2206 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2207 return freedir [i];
2169 } 2208 }
2170 } 2209 }
2171 } 2210 }
2172 2211
2173 return 0; 2212 return 0;
2182{ 2221{
2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2222 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2184} 2223}
2185 2224
2186/* 2225/*
2187 * find_dir_2(delta-x,delta-y) will return a direction in which 2226 * find_dir_2(delta-x,delta-y) will return a direction value
2188 * an object which has subtracted the x and y coordinates of another 2227 * for running into direct [dx, dy].
2189 * object, needs to travel toward it. 2228 * (the opposite of crossfire's find_dir_2!)
2190 */ 2229 */
2191int 2230int
2192find_dir_2 (int x, int y) 2231find_dir_2 (int x, int y)
2193{ 2232{
2233#if 1 // new algorithm
2234 // this works by putting x, y into 16 sectors, which
2235 // are not equal sized, but are a better approximation
2236 // then the old algorithm, and then using a mapping
2237 // table to map it into a direction value.
2238 // basically, it maps these comparisons to each bit
2239 // bit #3: x < 0
2240 // bit #2: y < 0
2241 // bit #1: x > y
2242 // bit #0: x > 2y
2243
2244 static const uint8 dir[16] = {
2245 4, 5, 4, 3,
2246 2, 1, 2, 3,
2247 6, 5, 6, 7,
2248 8, 1, 8, 7,
2249 };
2250 int sector = 0;
2251
2252 // this is a bit ugly, but more likely to result in branchless code
2253 sector |= x < 0 ? 8 : 0;
2254 x = x < 0 ? -x : x; // abs
2255
2256 sector |= y < 0 ? 4 : 0;
2257 y = y < 0 ? -y : y; // abs
2258
2259 if (x > y)
2260 {
2261 sector |= 2;
2262
2263 if (x > y * 2)
2264 sector |= 1;
2265 }
2266 else
2267 {
2268 if (y > x * 2)
2269 sector |= 1;
2270 else if (!y)
2271 return 0; // x == 0 here
2272 }
2273
2274 return dir [sector];
2275#else // old algorithm
2194 int q; 2276 int q;
2195 2277
2196 if (y) 2278 if (y)
2197 q = x * 100 / y; 2279 q = 128 * x / y;
2198 else if (x) 2280 else if (x)
2199 q = -300 * x; 2281 q = -512 * x; // to make it > 309
2200 else 2282 else
2201 return 0; 2283 return 0;
2202 2284
2203 if (y > 0) 2285 if (y > 0)
2204 { 2286 {
2205 if (q < -242) 2287 if (q < -309) return 7;
2288 if (q < -52) return 6;
2289 if (q < 52) return 5;
2290 if (q < 309) return 4;
2291
2206 return 3; 2292 return 3;
2207 if (q < -41) 2293 }
2208 return 2; 2294 else
2209 if (q < 41) 2295 {
2210 return 1; 2296 if (q < -309) return 3;
2211 if (q < 242) 2297 if (q < -52) return 2;
2212 return 8; 2298 if (q < 52) return 1;
2299 if (q < 309) return 8;
2300
2213 return 7; 2301 return 7;
2214 } 2302 }
2215 2303#endif
2216 if (q < -242)
2217 return 7;
2218 if (q < -41)
2219 return 6;
2220 if (q < 41)
2221 return 5;
2222 if (q < 242)
2223 return 4;
2224
2225 return 3;
2226} 2304}
2227 2305
2228/* 2306/*
2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2307 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2230 * between two directions (which are expected to be absolute (see absdir()) 2308 * between two directions (which are expected to be absolute (see absdir())
2231 */ 2309 */
2232int 2310int
2233dirdiff (int dir1, int dir2) 2311dirdiff (int dir1, int dir2)
2234{ 2312{
2235 int d;
2236
2237 d = abs (dir1 - dir2); 2313 int d = abs (dir1 - dir2);
2238 if (d > 4)
2239 d = 8 - d;
2240 2314
2241 return d; 2315 return d > 4 ? 8 - d : d;
2242} 2316}
2243 2317
2244/* peterm: 2318/* peterm:
2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2319 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2246 * Basically, this is a table of directions, and what directions 2320 * Basically, this is a table of directions, and what directions
2248 * This basically means that if direction is 15, then it could either go 2322 * This basically means that if direction is 15, then it could either go
2249 * direction 4, 14, or 16 to get back to where we are. 2323 * direction 4, 14, or 16 to get back to where we are.
2250 * Moved from spell_util.c to object.c with the other related direction 2324 * Moved from spell_util.c to object.c with the other related direction
2251 * functions. 2325 * functions.
2252 */ 2326 */
2253int reduction_dir[SIZEOFFREE][3] = { 2327static const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2328 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2329 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2330 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2331 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2332 {0, 0, 0}, /* 4 */
2352 * Add a check so we can't pick up invisible objects (0.93.8) 2426 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */ 2427 */
2354int 2428int
2355can_pick (const object *who, const object *item) 2429can_pick (const object *who, const object *item)
2356{ 2430{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2431 return /*who->flag [FLAG_WIZ]|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2432 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2433 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2360} 2434}
2361 2435
2362/* 2436/*
2363 * create clone from object to another 2437 * create clone from object to another
2364 */ 2438 */
2365object * 2439object *
2366object_create_clone (object *asrc) 2440object::deep_clone ()
2367{ 2441{
2368 object *dst = 0, *tmp, *src, *prev, *item; 2442 assert (("deep_clone called on non-head object", is_head ()));
2369 2443
2370 if (!asrc) 2444 object *dst = clone ();
2371 return 0;
2372 2445
2373 src = asrc->head_ (); 2446 object *prev = dst;
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more) 2447 for (object *part = this->more; part; part = part->more)
2377 { 2448 {
2378 tmp = part->clone (); 2449 object *tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst; 2450 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp; 2451 prev->more = tmp;
2394
2395 prev = tmp; 2452 prev = tmp;
2396 } 2453 }
2397 2454
2398 for (item = src->inv; item; item = item->below) 2455 for (object *item = inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst); 2456 insert_ob_in_ob (item->deep_clone (), dst);
2400 2457
2401 return dst; 2458 return dst;
2402} 2459}
2403 2460
2404/* This returns the first object in who's inventory that 2461/* This returns the first object in who's inventory that
2413 return tmp; 2470 return tmp;
2414 2471
2415 return 0; 2472 return 0;
2416} 2473}
2417 2474
2418/* If ob has a field named key, return the link from the list, 2475shstr_tmp
2419 * otherwise return NULL. 2476object::kv_get (shstr_tmp key) const
2420 *
2421 * key must be a passed in shared string - otherwise, this won't
2422 * do the desired thing.
2423 */
2424key_value *
2425get_ob_key_link (const object *ob, const char *key)
2426{ 2477{
2427 for (key_value *link = ob->key_values; link; link = link->next) 2478 for (key_value *kv = key_values; kv; kv = kv->next)
2428 if (link->key == key) 2479 if (kv->key == key)
2429 return link;
2430
2431 return 0;
2432}
2433
2434/*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char *
2442get_ob_key_value (const object *op, const char *const key)
2443{
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value; 2480 return kv->value;
2463 2481
2464 return 0; 2482 return shstr ();
2465} 2483}
2466 2484
2467/* 2485void
2468 * Updates the canonical_key in op to value. 2486object::kv_set (shstr_tmp key, shstr_tmp value)
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2487{
2480 key_value *field = NULL, *last = NULL; 2488 for (key_value *kv = key_values; kv; kv = kv->next)
2481 2489 if (kv->key == key)
2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2484 if (field->key != canonical_key)
2485 { 2490 {
2486 last = field; 2491 kv->value = value;
2487 continue; 2492 return;
2488 } 2493 }
2489 2494
2490 if (value) 2495 key_value *kv = new key_value;
2491 field->value = value; 2496
2492 else 2497 kv->next = key_values;
2498 kv->key = key;
2499 kv->value = value;
2500
2501 key_values = kv;
2502}
2503
2504void
2505object::kv_del (shstr_tmp key)
2506{
2507 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2508 if ((*kvp)->key == key)
2493 { 2509 {
2494 /* Basically, if the archetype has this key set, 2510 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2511 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2512 delete kv;
2497 * we get this value back again. 2513 return;
2498 */
2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2514 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538}
2539
2540/*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{
2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2515}
2556 2516
2557object::depth_iterator::depth_iterator (object *container) 2517object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2518: iterator_base (container)
2559{ 2519{
2609{ 2569{
2610 char flagdesc[512]; 2570 char flagdesc[512];
2611 char info2[256 * 4]; 2571 char info2[256 * 4];
2612 char *p = info; 2572 char *p = info;
2613 2573
2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2615 count, 2575 count,
2616 uuid.c_str (), 2576 uuid.c_str (),
2617 &name, 2577 &name,
2618 title ? "\",title:\"" : "", 2578 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2580 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2581 flag_desc (flagdesc, 512), type);
2621 2582
2622 if (!this->flag[FLAG_REMOVED] && env) 2583 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2585
2625 if (map) 2586 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2588
2642{ 2603{
2643 return map ? map->region (x, y) 2604 return map ? map->region (x, y)
2644 : region::default_region (); 2605 : region::default_region ();
2645} 2606}
2646 2607
2647const materialtype_t *
2648object::dominant_material () const
2649{
2650 if (materialtype_t *mt = name_to_material (materialname))
2651 return mt;
2652
2653 return name_to_material (shstr_unknown);
2654}
2655
2656void 2608void
2657object::open_container (object *new_container) 2609object::open_container (object *new_container)
2658{ 2610{
2659 if (container == new_container) 2611 if (container == new_container)
2660 return; 2612 return;
2661 2613
2662 if (object *old_container = container) 2614 object *old_container = container;
2615
2616 if (old_container)
2663 { 2617 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2618 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return; 2619 return;
2666 2620
2667#if 0 2621#if 0
2669 if (object *closer = old_container->inv) 2623 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON) 2624 if (closer->type == CLOSE_CON)
2671 closer->destroy (); 2625 closer->destroy ();
2672#endif 2626#endif
2673 2627
2628 // make sure the container is available
2629 esrv_send_item (this, old_container);
2630
2674 old_container->flag [FLAG_APPLIED] = 0; 2631 old_container->flag [FLAG_APPLIED] = false;
2675 container = 0; 2632 container = 0;
2676 2633
2634 // client needs item update to make it work, client bug requires this to be separate
2677 esrv_update_item (UPD_FLAGS, this, old_container); 2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2637 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2679 play_sound (sound_find ("chest_close")); 2638 play_sound (sound_find ("chest_close"));
2680 } 2639 }
2681 2640
2682 if (new_container) 2641 if (new_container)
2683 { 2642 {
2687 // TODO: this does not seem to serve any purpose anymore? 2646 // TODO: this does not seem to serve any purpose anymore?
2688#if 0 2647#if 0
2689 // insert the "Close Container" object. 2648 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch) 2649 if (archetype *closer = new_container->other_arch)
2691 { 2650 {
2692 object *closer = arch_to_object (new_container->other_arch); 2651 object *closer = new_container->other_arch->instance ();
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer); 2653 new_container->insert (closer);
2695 } 2654 }
2696#endif 2655#endif
2697 2656
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2699 2658
2659 // make sure the container is available, client bug requires this to be separate
2660 esrv_send_item (this, new_container);
2661
2700 new_container->flag [FLAG_APPLIED] = 1; 2662 new_container->flag [FLAG_APPLIED] = true;
2701 container = new_container; 2663 container = new_container;
2702 2664
2665 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2666 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2667 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open")); 2668 play_sound (sound_find ("chest_open"));
2706 } 2669 }
2670// else if (!old_container->env && contr && contr->ns)
2671// contr->ns->floorbox_reset ();
2707} 2672}
2708 2673
2709object * 2674object *
2710object::force_find (const shstr name) 2675object::force_find (shstr_tmp name)
2711{ 2676{
2712 /* cycle through his inventory to look for the MARK we want to 2677 /* cycle through his inventory to look for the MARK we want to
2713 * place 2678 * place
2714 */ 2679 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below) 2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2717 return splay (tmp); 2682 return splay (tmp);
2718 2683
2719 return 0; 2684 return 0;
2720} 2685}
2721 2686
2687//-GPL
2688
2722void 2689void
2690object::force_set_timer (int duration)
2691{
2692 this->duration = 1;
2693 this->speed_left = -1.f;
2694
2695 this->set_speed (duration ? 1.f / duration : 0.f);
2696}
2697
2698object *
2723object::force_add (const shstr name, int duration) 2699object::force_add (shstr_tmp name, int duration)
2724{ 2700{
2725 if (object *force = force_find (name)) 2701 if (object *force = force_find (name))
2726 force->destroy (); 2702 force->destroy ();
2727 2703
2728 object *force = get_archetype (FORCE_NAME); 2704 object *force = get_archetype (FORCE_NAME);
2729 2705
2730 force->slaying = name; 2706 force->slaying = name;
2731 force->stats.food = 1; 2707 force->force_set_timer (duration);
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true; 2708 force->flag [FLAG_APPLIED] = true;
2737 2709
2738 insert (force); 2710 return insert (force);
2739} 2711}
2740 2712
2741void 2713void
2742object::play_sound (faceidx sound) const 2714object::play_sound (faceidx sound) const
2743{ 2715{
2744 if (!sound) 2716 if (!sound)
2745 return; 2717 return;
2746 2718
2747 if (flag [FLAG_REMOVED]) 2719 if (is_on_map ())
2720 map->play_sound (sound, x, y);
2721 else if (object *pl = in_player ())
2722 pl->contr->play_sound (sound);
2723}
2724
2725void
2726object::say_msg (const char *msg) const
2727{
2728 if (is_on_map ())
2729 map->say_msg (msg, x, y);
2730 else if (object *pl = in_player ())
2731 pl->contr->play_sound (sound);
2732}
2733
2734void
2735object::make_noise ()
2736{
2737 // we do not model noise in the map, so instead put
2738 // a temporary light into the noise source
2739 // could use the map instead, but that's less reliable for our
2740 // goal, which is to make invisibility a bit harder to exploit
2741
2742 // currently only works sensibly for players
2743 if (!is_player ())
2748 return; 2744 return;
2749 2745
2750 if (env) 2746 // find old force, or create new one
2751 { 2747 object *force = force_find (shstr_noise_force);
2752 if (object *pl = in_player ()) 2748
2753 pl->contr->play_sound (sound); 2749 if (force)
2754 } 2750 force->speed_left = -1.f; // patch old speed up
2755 else 2751 else
2756 map->play_sound (sound, x, y); 2752 {
2757} 2753 force = archetype::get (shstr_noise_force);
2758 2754
2755 force->slaying = shstr_noise_force;
2756 force->stats.food = 1;
2757 force->speed_left = -1.f;
2758
2759 force->set_speed (1.f / 4.f);
2760 force->flag [FLAG_IS_USED_UP] = true;
2761 force->flag [FLAG_APPLIED] = true;
2762
2763 insert (force);
2764 }
2765}
2766
2767void object::change_move_type (MoveType mt)
2768{
2769 if (move_type == mt)
2770 return;
2771
2772 if (is_on_map ())
2773 {
2774 // we are on the map, so handle move_on/off effects
2775 remove ();
2776 move_type = mt;
2777 map->insert (this, x, y, this);
2778 }
2779 else
2780 move_type = mt;
2781}
2782
2783/* object should be a player.
2784 * we return the object the player has marked with the 'mark' command
2785 * below. If no match is found (or object has changed), we return
2786 * NULL. We leave it up to the calling function to print messages if
2787 * nothing is found.
2788 */
2789object *
2790object::mark () const
2791{
2792 if (contr && contr->mark && contr->mark->env == this)
2793 return contr->mark;
2794 else
2795 return 0;
2796}
2797

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