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Comparing deliantra/server/common/object.C (file contents):
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC vs.
Revision 1.345 by root, Sun May 1 16:58:15 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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;
39static uint64_t seq_next_save; 35static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec 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
44 49
45short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
46 0, 51 0,
47 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
48 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,
52 0, 57 0,
53 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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,
55 -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
56}; 61};
57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
62};
63int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
64 0, 63 0,
65 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
66 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,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
68}; 67};
69 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
70static void 95static void
71write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
72{ 97{
73 CALL_BEGIN (2); 98 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
76 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END; 102 CALL_END;
78} 103}
79 104
80static void 105static void
81read_uuid (void) 106read_uuid ()
82{ 107{
83 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
84 109
85 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
86 111
100 125
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1); 127 _exit (1);
103 } 128 }
104 129
105 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
106 buf[0] = 0; 131 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
108 133
109 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
110 { 135 {
139UUID::init () 164UUID::init ()
140{ 165{
141 read_uuid (); 166 read_uuid ();
142} 167}
143 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
145static int 235static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
147{ 237{
148 key_value *wants_field;
149
150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
151 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
152 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
153 */ 241 */
154 242
155 /* For each field in wants, */ 243 /* For each field in wants, */
156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
157 { 245 if (has->kv.get (kv->key) != kv->value)
158 key_value *has_field; 246 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (has_field == NULL)
164 {
165 /* No field with that name. */
166 return FALSE;
167 }
168
169 /* Found the matching field. */
170 if (has_field->value != wants_field->value)
171 {
172 /* Values don't match, so this half of the comparison is false. */
173 return FALSE;
174 }
175
176 /* If we get here, we found a match. Now for the next field in wants. */
177 }
178 247
179 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
180 return TRUE; 249 return true;
181} 250}
182 251
183/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
184static int 253static bool
185compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
186{ 255{
187 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
188 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
189 */ 258 */
190 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
191} 261}
192 262
193/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
194 * they can be merged together. 264 * they can be merged together.
195 * 265 *
202 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
203 * check weight 273 * check weight
204 */ 274 */
205bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
206{ 276{
207 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
208 if (ob1 == ob2 278 if (ob1 == ob2
209 || ob1->type != ob2->type 279 || ob1->type != ob2->type
210 || ob1->speed != ob2->speed
211 || ob1->value != ob2->value 280 || ob1->value != ob2->value
212 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
213 return 0; 284 return 0;
214 285
215 //TODO: this ain't working well, use nicer and correct overflow check
216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
217 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
218 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
219 */
220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
221 return 0; 289 return 0;
222 290
223 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
224 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
225 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
226 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
227 * flags lose any meaning. 295 * flags lose any meaning.
228 */ 296 */
229 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
230 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
231 299
232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
233 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
234 302
235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
236 || ob1->arch != ob2->arch
237 || ob1->name != ob2->name 304 || ob1->name != ob2->name
238 || ob1->title != ob2->title 305 || ob1->title != ob2->title
239 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
240 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
243 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
244 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
245 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
246 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
247 || ob1->value != ob2->value 312 || ob1->value != ob2->value
248 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
249 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
250 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
251 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
252 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
253 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
254 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
255 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
256 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
257 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
258 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
259 || ob1->move_slow_penalty != ob2->move_slow_penalty) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
260 return 0; 328 return 0;
261 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
262 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
263 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
264 */ 339 */
265 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
266 { 341 {
267 if (!(ob1->inv && ob2->inv)) 342 if (!(ob1->inv && ob2->inv))
268 return 0; /* inventories differ in length */ 343 return 0; /* inventories differ in length */
269 344
270 if (ob1->inv->below || ob2->inv->below) 345 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */ 346 return 0; /* more than one object in inv */
272 347
273 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */ 349 return 0; /* inventory objects differ */
275 350
276 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
277 * if it is valid. 352 * if it is valid.
278 */ 353 */
279 } 354 }
280 355
281 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
282 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
283 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
284 */ 359 */
285 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
286 return 0; 361 return 0;
287 362
288 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
289 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
290 * check? 365 * check?
291 */ 366 */
292 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
293 return 0; 368 return 0;
294 369
295 switch (ob1->type) 370 switch (ob1->type)
296 { 371 {
297 case SCROLL: 372 case SCROLL:
298 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
299 return 0; 374 return 0;
300 break; 375 break;
301 } 376 }
302 377
303 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
304 { 379 {
305 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
306 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
307 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
308 return 0; 383
309 else if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
310 return 0; 385 return 0;
311 } 386 }
312 387
313 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
314 { 389 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322 397
323 if (k1 != k2) 398 if (k1 != k2)
324 return 0; 399 return 0;
400
325 else if (k1 == 0) 401 if (k1 == 0)
326 return 1; 402 return 1;
403
327 else if (!cfperl_can_merge (ob1, ob2)) 404 if (!cfperl_can_merge (ob1, ob2))
328 return 0; 405 return 0;
329 } 406 }
330 } 407 }
331 408
332 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
333 return 1; 410 return 1;
334} 411}
335 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
336/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
337 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
338 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
339 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
340 */ 488 */
341long 489void
342sum_weight (object *op) 490object::update_weight ()
343{ 491{
344 long sum; 492 sint32 sum = 0;
345 object *inv;
346 493
347 for (sum = 0, inv = op->inv; inv; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
348 {
349 if (inv->inv)
350 sum_weight (inv);
351
352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
353 } 495 {
496 op->update_weight ();
354 497
355 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
356 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
357 500
358 if (op->carrying != sum) 501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
359 op->carrying = sum; 507 carrying = sum;
360 508
361 return sum; 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
362} 513}
363 514
364/** 515/*
365 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
366 */
367
368object *
369object_get_env_recursive (object *op)
370{
371 while (op->env != NULL)
372 op = op->env;
373 return op;
374}
375
376/*
377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
378 * Some error messages.
379 * The result of the dump is stored in the static global errmsg array.
380 */ 517 */
381char * 518char *
382dump_object (object *op) 519dump_object (object *op)
383{ 520{
384 if (!op) 521 if (!op)
387 object_freezer freezer; 524 object_freezer freezer;
388 op->write (freezer); 525 op->write (freezer);
389 return freezer.as_string (); 526 return freezer.as_string ();
390} 527}
391 528
392/* 529char *
393 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
394 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned.
396 */
397object *
398get_nearest_part (object *op, const object *pl)
399{ 531{
400 object *tmp, *closest; 532 return dump_object (this);
401 int last_dist, i;
402
403 if (op->more == NULL)
404 return op;
405 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
406 if ((i = distance (tmp, pl)) < last_dist)
407 closest = tmp, last_dist = i;
408 return closest;
409} 533}
410 534
411/* 535/*
412 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
413 */ 538 */
414object * 539object *
415find_object (tag_t i) 540find_object (tag_t i)
416{ 541{
417 for_all_objects (op) 542 for_all_objects (op)
420 545
421 return 0; 546 return 0;
422} 547}
423 548
424/* 549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
562}
563
564/*
425 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
428 */ 568 */
429object * 569object *
430find_object_name (const char *str) 570find_object_name (const char *str)
431{ 571{
432 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
433 object *op;
434 573
574 if (str_)
435 for_all_objects (op) 575 for_all_objects (op)
436 if (op->name == str_) 576 if (op->name == str_)
437 break; 577 return op;
438 578
439 return op; 579 return 0;
440} 580}
441 581
442/* 582/*
443 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
444 * skill and experience objects. 584 * skill and experience objects.
457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
458 return; 598 return;
459 } 599 }
460 600
461 this->owner = owner; 601 this->owner = owner;
462}
463
464int
465object::slottype () const
466{
467 if (type == SKILL)
468 {
469 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
470 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
471 }
472 else
473 {
474 if (slot [body_combat].info) return slot_combat;
475 if (slot [body_range ].info) return slot_ranged;
476 }
477
478 return slot_none;
479}
480
481bool
482object::change_weapon (object *ob)
483{
484 if (current_weapon == ob)
485 return true;
486
487 if (chosen_skill)
488 chosen_skill->flag [FLAG_APPLIED] = false;
489
490 current_weapon = ob;
491 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
492
493 if (chosen_skill)
494 chosen_skill->flag [FLAG_APPLIED] = true;
495
496 update_stats ();
497
498 if (ob)
499 {
500 // now check wether any body locations became invalid, in which case
501 // we cannot apply the weapon at the moment.
502 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
503 if (slot[i].used < 0)
504 {
505 current_weapon = chosen_skill = 0;
506 update_stats ();
507
508 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name);
512 return false;
513 }
514
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 }
517 else
518 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
519
520 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
521 {
522 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
523 &name, ob->debug_desc ());
524 return false;
525 }
526
527 return true;
528}
529
530/* Zero the key_values on op, decrementing the shared-string
531 * refcounts and freeing the links.
532 */
533static void
534free_key_values (object *op)
535{
536 for (key_value *i = op->key_values; i; )
537 {
538 key_value *next = i->next;
539 delete i;
540
541 i = next;
542 }
543
544 op->key_values = 0;
545}
546
547object &
548object::operator =(const object &src)
549{
550 bool is_freed = flag [FLAG_FREED];
551 bool is_removed = flag [FLAG_REMOVED];
552
553 *(object_copy *)this = src;
554
555 flag [FLAG_FREED] = is_freed;
556 flag [FLAG_REMOVED] = is_removed;
557
558 /* Copy over key_values, if any. */
559 if (src.key_values)
560 {
561 key_value *tail = 0;
562 key_values = 0;
563
564 for (key_value *i = src.key_values; i; i = i->next)
565 {
566 key_value *new_link = new key_value;
567
568 new_link->next = 0;
569 new_link->key = i->key;
570 new_link->value = i->value;
571
572 /* Try and be clever here, too. */
573 if (!key_values)
574 {
575 key_values = new_link;
576 tail = new_link;
577 }
578 else
579 {
580 tail->next = new_link;
581 tail = new_link;
582 }
583 }
584 }
585} 602}
586 603
587/* 604/*
588 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
593 * will point at garbage. 610 * will point at garbage.
594 */ 611 */
595void 612void
596object::copy_to (object *dst) 613object::copy_to (object *dst)
597{ 614{
598 *dst = *this; 615 dst->remove ();
616 *(object_copy *)dst = *this;
599 617
600 if (speed < 0) 618 // maybe move to object_copy?
601 dst->speed_left -= rndm (); 619 dst->kv = kv;
602 620
603 dst->set_speed (dst->speed); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
604} 623}
605 624
606void 625void
607object::instantiate () 626object::instantiate ()
608{ 627{
609 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
610 uuid = UUID::gen (); 629 uuid = UUID::gen ();
611 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
612 speed_left = -0.1f; 635 speed_left = -1.;
636
613 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
614 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
615 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
616 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
617 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
625object * 649object *
626object::clone () 650object::clone ()
627{ 651{
628 object *neu = create (); 652 object *neu = create ();
629 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
630 return neu; 660 return neu;
631} 661}
632 662
633/* 663/*
634 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
636 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
637 */ 667 */
638void 668void
639update_turn_face (object *op) 669update_turn_face (object *op)
640{ 670{
641 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
642 return; 672 return;
643 673
644 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
645 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
646} 676}
651 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
652 */ 682 */
653void 683void
654object::set_speed (float speed) 684object::set_speed (float speed)
655{ 685{
656 if (flag [FLAG_FREED] && speed)
657 {
658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
659 speed = 0;
660 }
661
662 this->speed = speed; 686 this->speed = speed;
663 687
664 if (has_active_speed ()) 688 if (has_active_speed ())
665 activate (); 689 activate ();
666 else 690 else
685 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
686 */ 710 */
687void 711void
688update_object (object *op, int action) 712update_object (object *op, int action)
689{ 713{
690 if (op == NULL) 714 if (!op)
691 { 715 {
692 /* this should never happen */ 716 /* this should never happen */
693 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
694 return; 718 return;
695 } 719 }
696 720
697 if (op->env) 721 if (!op->is_on_map ())
698 { 722 {
699 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
700 * to do in this case. 724 * to do in this case.
701 */ 725 */
702 return; 726 return;
703 } 727 }
704
705 /* If the map is saving, don't do anything as everything is
706 * going to get freed anyways.
707 */
708 if (!op->map || op->map->in_memory == MAP_SAVING)
709 return;
710 728
711 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
713 { 731 {
714 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
722 740
723 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
724 /* nop */; 742 /* nop */;
725 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
726 { 744 {
745#if 0
727 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
734 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
735 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
736 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
737 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
738 * to have move_allow right now. 757 * have move_allow right now.
739 */ 758 */
740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
742 m.flags_ = 0; 763 m.invalidate ();
764#endif
743 } 765 }
744 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
745 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
746 * that is being removed. 768 * that is being removed.
747 */ 769 */
748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
749 m.flags_ = 0; 771 m.invalidate ();
750 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
751 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
752 else 774 else
753 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
754 776
756 update_object (op->more, action); 778 update_object (op->more, action);
757} 779}
758 780
759object::object () 781object::object ()
760{ 782{
761 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
762 784
763 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
764 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
765} 788}
766 789
767object::~object () 790object::~object ()
768{ 791{
769 unlink (); 792 unlink ();
770 793
771 free_key_values (this); 794 kv.clear ();
772} 795}
773
774static int object_count;
775 796
776void object::link () 797void object::link ()
777{ 798{
778 assert (!index);//D 799 assert (!index);//D
779 uuid = UUID::gen (); 800 uuid = UUID::gen ();
780 count = ++object_count;
781 801
782 refcnt_inc (); 802 refcnt_inc ();
783 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
784} 807}
785 808
786void object::unlink () 809void object::unlink ()
787{ 810{
788 if (!index) 811 if (!index)
789 return; 812 return;
813
814 ++destroy_count;
790 815
791 objects.erase (this); 816 objects.erase (this);
792 refcnt_dec (); 817 refcnt_dec ();
793} 818}
794 819
798 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
799 if (active) 824 if (active)
800 return; 825 return;
801 826
802 if (has_active_speed ()) 827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
803 actives.insert (this); 832 actives.insert (this);
833 }
804} 834}
805 835
806void 836void
807object::activate_recursive () 837object::activate_recursive ()
808{ 838{
857object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
858{ 888{
859 // need to check first, because the checks below might segfault 889 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code 890 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty. 891 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory, 892 // corollary: if you create arrows etc. with stuff in its inventory,
863 // cf will crash below with off-map x and y 893 // cf will crash below with off-map x and y
864 if (!inv) 894 if (!inv)
865 return; 895 return;
866 896
867 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
869 * drop on that space. 899 * drop on that space.
870 */ 900 */
871 if (!drop_to_ground 901 if (!drop_to_ground
872 || !map 902 || !map
873 || map->in_memory != MAP_IN_MEMORY 903 || map->in_memory != MAP_ACTIVE
874 || map->nodrop 904 || map->no_drop
875 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
876 { 906 {
877 while (inv) 907 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 908 inv->destroy ();
881 }
882 } 909 }
883 else 910 else
884 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
885 while (inv) 912 while (inv)
886 { 913 {
897 map->insert (op, x, y); 924 map->insert (op, x, y);
898 } 925 }
899 } 926 }
900} 927}
901 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
902object *object::create () 966object::create ()
903{ 967{
904 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
905 op->link (); 990 op->link ();
991
906 return op; 992 return op;
907} 993}
908 994
909void 995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 in_memory = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
910object::do_destroy () 1030object::do_destroy ()
911{ 1031{
912 attachable::do_destroy ();
913
914 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this); 1033 remove_link ();
916 1034
917 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
918 remove_friendly_object (this); 1036 remove_friendly_object (this);
919 1037
920 if (!flag [FLAG_REMOVED])
921 remove (); 1038 remove ();
922 1039
923 destroy_inv (true); 1040 attachable::do_destroy ();
924 1041
925 deactivate (); 1042 deactivate ();
926 unlink (); 1043 unlink ();
927 1044
928 flag [FLAG_FREED] = 1; 1045 flag [FLAG_FREED] = 1;
929 1046
930 // hack to ensure that freed objects still have a valid map 1047 // hack to ensure that freed objects still have a valid map
931 {
932 static maptile *freed_map; // freed objects are moved here to avoid crashes
933
934 if (!freed_map)
935 {
936 freed_map = new maptile;
937
938 freed_map->path = "<freed objects map>";
939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
946 }
947
948 map = freed_map; 1048 map = &freed_map;
949 x = 1; 1049 x = 1;
950 y = 1; 1050 y = 1;
951 }
952 1051
953 if (more) 1052 if (more)
954 { 1053 {
955 more->destroy (); 1054 more->destroy ();
956 more = 0; 1055 more = 0;
964 attacked_by = 0; 1063 attacked_by = 0;
965 current_weapon = 0; 1064 current_weapon = 0;
966} 1065}
967 1066
968void 1067void
969object::destroy (bool destroy_inventory) 1068object::destroy ()
970{ 1069{
971 if (destroyed ()) 1070 if (destroyed ())
972 return; 1071 return;
973 1072
974 if (destroy_inventory) 1073 if (!is_head () && !head->destroyed ())
1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
1079
975 destroy_inv (false); 1080 destroy_inv_fast ();
976 1081
977 if (is_head ()) 1082 if (is_head ())
978 if (sound_destroy) 1083 if (sound_destroy)
979 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
982 1087
983 attachable::destroy (); 1088 attachable::destroy ();
984}
985
986/*
987 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)).
989 */
990void
991sub_weight (object *op, signed long weight)
992{
993 while (op != NULL)
994 {
995 if (op->type == CONTAINER)
996 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
997
998 op->carrying -= weight;
999 op = op->env;
1000 }
1001} 1089}
1002 1090
1003/* op->remove (): 1091/* op->remove ():
1004 * This function removes the object op from the linked list of objects 1092 * This function removes the object op from the linked list of objects
1005 * which it is currently tied to. When this function is done, the 1093 * which it is currently tied to. When this function is done, the
1008 * the previous environment. 1096 * the previous environment.
1009 */ 1097 */
1010void 1098void
1011object::do_remove () 1099object::do_remove ()
1012{ 1100{
1013 object *tmp, *last = 0; 1101 if (flag [FLAG_REMOVED])
1014 object *otmp;
1015
1016 if (QUERY_FLAG (this, FLAG_REMOVED))
1017 return; 1102 return;
1018 1103
1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1105
1106 flag [FLAG_REMOVED] = true;
1021 1107
1022 if (more) 1108 if (more)
1023 more->remove (); 1109 more->remove ();
1024 1110
1025 /* 1111 /*
1026 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1027 * inventory. 1113 * inventory.
1028 */ 1114 */
1029 if (env) 1115 if (env)
1030 { 1116 {
1031 if (nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1032 sub_weight (env, weight * nrof); 1118 if (object *pl = visible_to ())
1033 else 1119 esrv_del_item (pl->contr, count);
1034 sub_weight (env, weight + carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1035 1121
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
1037 * made to players inventory. If set, avoiding the call
1038 * to save cpu time.
1039 */
1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1041 otmp->update_stats ();
1042 1123
1043 if (above) 1124 object *pl = in_player ();
1044 above->below = below;
1045 else
1046 env->inv = below;
1047
1048 if (below)
1049 below->above = above;
1050 1125
1051 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1052 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1053 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1054 */ 1129 */
1055 x = env->x, y = env->y;
1056 map = env->map; 1130 map = env->map;
1057 above = 0, below = 0; 1131 x = env->x;
1132 y = env->y;
1133
1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1138 above = 0;
1139 below = 0;
1058 env = 0; 1140 env = 0;
1141
1142 if (pl && pl->is_player ())
1143 {
1144 if (expect_false (pl->contr->combat_ob == this))
1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1059 } 1163 }
1060 else if (map) 1164 else if (map)
1061 { 1165 {
1062 if (type == PLAYER)
1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true; 1166 map->dirty = true;
1075 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1076 1168
1169 if (object *pl = ms.player ())
1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1193
1077 /* link the object above us */ 1194 /* link the object above us */
1078 if (above) 1195 // re-link, make sure compiler can easily use cmove
1079 above->below = below; 1196 *(above ? &above->below : &ms.top) = below;
1080 else 1197 *(below ? &below->above : &ms.bot) = above;
1081 ms.top = below; /* we were top, set new top */
1082
1083 /* Relink the object below us, if there is one */
1084 if (below)
1085 below->above = above;
1086 else
1087 {
1088 /* Nothing below, which means we need to relink map object for this space
1089 * use translated coordinates in case some oddness with map tiling is
1090 * evident
1091 */
1092 if (GET_MAP_OB (map, x, y) != this)
1093 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 ());
1094
1095 ms.bot = above; /* goes on above it. */
1096 }
1097 1198
1098 above = 0; 1199 above = 0;
1099 below = 0; 1200 below = 0;
1100 1201
1202 ms.invalidate ();
1203
1101 if (map->in_memory == MAP_SAVING) 1204 if (map->in_memory == MAP_SAVING)
1102 return; 1205 return;
1103 1206
1104 int check_walk_off = !flag [FLAG_NO_APPLY]; 1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1105 1208
1106 if (object *pl = ms.player ()) 1209 if (object *pl = ms.player ())
1107 { 1210 {
1108 if (pl->container == this) 1211 if (pl->container_ () == this)
1109 /* If a container that the player is currently using somehow gets 1212 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view 1213 * removed (most likely destroyed), update the player view
1111 * appropriately. 1214 * appropriately.
1112 */ 1215 */
1113 pl->close_container (); 1216 pl->close_container ();
1114 1217
1218 //TODO: the floorbox prev/next might need updating
1219 //esrv_del_item (pl->contr, count);
1220 //TODO: update floorbox to preserve ordering
1221 if (pl->contr->ns)
1115 pl->contr->ns->floorbox_update (); 1222 pl->contr->ns->floorbox_update ();
1116 } 1223 }
1117 1224
1225 if (check_walk_off)
1118 for (tmp = ms.bot; tmp; tmp = tmp->above) 1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1119 { 1227 {
1228 above = tmp->above;
1229
1120 /* No point updating the players look faces if he is the object 1230 /* No point updating the players look faces if he is the object
1121 * being removed. 1231 * being removed.
1122 */ 1232 */
1123 1233
1124 /* See if object moving off should effect something */ 1234 /* See if object moving off should effect something */
1125 if (check_walk_off
1126 && ((move_type & tmp->move_off) 1235 if ((move_type & tmp->move_off)
1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1128 {
1129 move_apply (tmp, this, 0); 1237 move_apply (tmp, this, 0);
1130
1131 if (destroyed ())
1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1133 } 1238 }
1134 1239
1135 last = tmp; 1240 if (affects_los ())
1136 }
1137
1138 /* last == NULL if there are no objects on this space */
1139 //TODO: this makes little sense, why only update the topmost object?
1140 if (!last)
1141 map->at (x, y).flags_ = 0;
1142 else
1143 update_object (last, UP_OBJ_REMOVE);
1144
1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1146 update_all_los (map, x, y); 1241 update_all_los (map, x, y);
1147 } 1242 }
1148} 1243}
1149 1244
1150/* 1245/*
1164 if (!top) 1259 if (!top)
1165 for (top = op; top && top->above; top = top->above) 1260 for (top = op; top && top->above; top = top->above)
1166 ; 1261 ;
1167 1262
1168 for (; top; top = top->below) 1263 for (; top; top = top->below)
1169 {
1170 if (top == op)
1171 continue;
1172
1173 if (object::can_merge (op, top)) 1264 if (object::can_merge (op, top))
1174 { 1265 {
1175 top->nrof += op->nrof; 1266 top->nrof += op->nrof;
1176 1267
1177/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1268 if (object *pl = top->visible_to ())
1178 op->weight = 0; /* Don't want any adjustements now */ 1269 esrv_update_item (UPD_NROF, pl, top);
1270
1271 op->weight = 0; // cancel the addition above
1272 op->carrying = 0; // must be 0 already
1273
1179 op->destroy (); 1274 op->destroy ();
1275
1180 return top; 1276 return top;
1181 } 1277 }
1182 }
1183 1278
1184 return 0; 1279 return 0;
1185} 1280}
1186 1281
1187void 1282void
1192 1287
1193 object *prev = this; 1288 object *prev = this;
1194 1289
1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1196 { 1291 {
1197 object *op = arch_to_object (at); 1292 object *op = at->instance ();
1198 1293
1199 op->name = name; 1294 op->name = name;
1200 op->name_pl = name_pl; 1295 op->name_pl = name_pl;
1201 op->title = title; 1296 op->title = title;
1202 1297
1212 * job preparing multi-part monsters. 1307 * job preparing multi-part monsters.
1213 */ 1308 */
1214object * 1309object *
1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1310insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216{ 1311{
1312 op->remove ();
1313
1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1314 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 { 1315 {
1219 tmp->x = x + tmp->arch->x; 1316 tmp->x = x + tmp->arch->x;
1220 tmp->y = y + tmp->arch->y; 1317 tmp->y = y + tmp->arch->y;
1221 } 1318 }
1238 * Passing 0 for flag gives proper default values, so flag really only needs 1335 * Passing 0 for flag gives proper default values, so flag really only needs
1239 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1240 * 1337 *
1241 * Return value: 1338 * Return value:
1242 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1243 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1244 * just 'op' otherwise 1341 * just 'op' otherwise
1245 */ 1342 */
1246object * 1343object *
1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1345{
1249 assert (!op->flag [FLAG_FREED]);
1250
1251 object *top, *floor = NULL;
1252
1253 op->remove (); 1346 op->remove ();
1347
1348 if (m == &freed_map)//D TODO: remove soon
1349 {//D
1350 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1351 }//D
1254 1352
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now 1354 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1355 * need extra work
1258 */ 1356 */
1357 maptile *newmap = m;
1259 if (!xy_normalise (m, op->x, op->y)) 1358 if (!xy_normalise (newmap, op->x, op->y))
1260 { 1359 {
1261 op->destroy (); 1360 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1262 return 0; 1361 return 0;
1263 } 1362 }
1264 1363
1265 if (object *more = op->more) 1364 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag)) 1365 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0; 1366 return 0;
1268 1367
1269 CLEAR_FLAG (op, FLAG_REMOVED); 1368 op->flag [FLAG_REMOVED] = false;
1270 1369 op->env = 0;
1271 op->map = m; 1370 op->map = newmap;
1371
1272 mapspace &ms = op->ms (); 1372 mapspace &ms = op->ms ();
1273 1373
1274 /* this has to be done after we translate the coordinates. 1374 /* this has to be done after we translate the coordinates.
1275 */ 1375 */
1276 if (op->nrof && !(flag & INS_NO_MERGE)) 1376 if (op->nrof && !(flag & INS_NO_MERGE))
1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1278 if (object::can_merge (op, tmp)) 1378 if (object::can_merge (op, tmp))
1279 { 1379 {
1380 // TODO: we actually want to update tmp, not op,
1381 // but some caller surely breaks when we return tmp
1382 // from here :/
1280 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1281 tmp->destroy (); 1384 tmp->destroy ();
1282 } 1385 }
1283 1386
1284 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1285 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1286 1389
1287 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1288 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1289 1392
1290 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1291 { 1394 {
1292 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1293 { 1396 {
1294 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1295 abort (); 1398 abort ();
1296 } 1399 }
1297 1400
1401 if (!originator->is_on_map ())
1402 {
1403 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1404 op->debug_desc (), originator->debug_desc ());
1405 abort ();
1406 }
1407
1298 op->above = originator; 1408 op->above = originator;
1299 op->below = originator->below; 1409 op->below = originator->below;
1300
1301 if (op->below)
1302 op->below->above = op;
1303 else
1304 ms.bot = op;
1305
1306 /* since *below* originator, no need to update top */
1307 originator->below = op; 1410 originator->below = op;
1411
1412 *(op->below ? &op->below->above : &ms.bot) = op;
1308 } 1413 }
1309 else 1414 else
1310 { 1415 {
1311 top = ms.bot; 1416 object *floor = 0;
1417 object *top = ms.top;
1312 1418
1313 /* If there are other objects, then */ 1419 /* If there are other objects, then */
1314 if (top) 1420 if (top)
1315 { 1421 {
1316 object *last = 0;
1317
1318 /* 1422 /*
1319 * If there are multiple objects on this space, we do some trickier handling. 1423 * If there are multiple objects on this space, we do some trickier handling.
1320 * We've already dealt with merging if appropriate. 1424 * We've already dealt with merging if appropriate.
1321 * Generally, we want to put the new object on top. But if 1425 * Generally, we want to put the new object on top. But if
1322 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1325 * once we get to them. This reduces the need to traverse over all of 1429 * once we get to them. This reduces the need to traverse over all of
1326 * them when adding another one - this saves quite a bit of cpu time 1430 * them when adding another one - this saves quite a bit of cpu time
1327 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1328 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1329 */ 1433 */
1330 for (top = ms.bot; top; top = top->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1331 { 1435 {
1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1333 floor = top; 1437 floor = tmp;
1334 1438
1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1336 { 1440 {
1337 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1338 top = top->below; 1442 top = tmp->below;
1339 break; 1443 break;
1340 } 1444 }
1341 1445
1342 last = top; 1446 top = tmp;
1343 } 1447 }
1344
1345 /* Don't want top to be NULL, so set it to the last valid object */
1346 top = last;
1347 1448
1348 /* We let update_position deal with figuring out what the space 1449 /* We let update_position deal with figuring out what the space
1349 * looks like instead of lots of conditions here. 1450 * looks like instead of lots of conditions here.
1350 * makes things faster, and effectively the same result. 1451 * makes things faster, and effectively the same result.
1351 */ 1452 */
1358 */ 1459 */
1359 if (!(flag & INS_ON_TOP) 1460 if (!(flag & INS_ON_TOP)
1360 && ms.flags () & P_BLOCKSVIEW 1461 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1362 { 1463 {
1464 object *last;
1465
1363 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1365 break; 1468 break;
1366 1469
1367 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1368 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1369 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1375 } /* If objects on this space */ 1478 } /* If objects on this space */
1376 1479
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1480 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1481 top = floor;
1379 1482
1380 /* Top is the object that our object (op) is going to get inserted above. 1483 // insert object above top, or bottom-most if top = 0
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1484 if (!top)
1385 { 1485 {
1486 op->below = 0;
1386 op->above = ms.bot; 1487 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1488 ms.bot = op;
1489
1490 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1491 }
1394 else 1492 else
1395 { /* get inserted into the stack above top */ 1493 {
1396 op->above = top->above; 1494 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1495 top->above = op;
1400 1496
1401 op->below = top; 1497 op->below = top;
1402 top->above = op; 1498 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1499 }
1500 }
1404 1501
1405 if (!op->above) 1502 if (op->is_player ())
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 { 1503 {
1411 op->contr->do_los = 1; 1504 op->contr->do_los = 1;
1412 ++op->map->players; 1505 ++op->map->players;
1413 op->map->touch (); 1506 op->map->touch ();
1414 } 1507 }
1415 1508
1416 op->map->dirty = true; 1509 op->map->dirty = true;
1417 1510
1418 if (object *pl = ms.player ()) 1511 if (object *pl = ms.player ())
1512 //TODO: the floorbox prev/next might need updating
1513 //esrv_send_item (pl, op);
1514 //TODO: update floorbox to preserve ordering
1515 if (pl->contr->ns)
1419 pl->contr->ns->floorbox_update (); 1516 pl->contr->ns->floorbox_update ();
1420 1517
1421 /* If this object glows, it may affect lighting conditions that are 1518 /* If this object glows, it may affect lighting conditions that are
1422 * visible to others on this map. But update_all_los is really 1519 * visible to others on this map. But update_all_los is really
1423 * an inefficient way to do this, as it means los for all players 1520 * an inefficient way to do this, as it means los for all players
1424 * on the map will get recalculated. The players could very well 1521 * on the map will get recalculated. The players could very well
1425 * be far away from this change and not affected in any way - 1522 * be far away from this change and not affected in any way -
1426 * this should get redone to only look for players within range, 1523 * this should get redone to only look for players within range,
1427 * or just updating the P_UPTODATE for spaces within this area 1524 * or just updating the P_UPTODATE for spaces within this area
1428 * of effect may be sufficient. 1525 * of effect may be sufficient.
1429 */ 1526 */
1430 if (op->map->darkness && (op->glow_radius != 0)) 1527 if (op->affects_los ())
1528 {
1529 op->ms ().invalidate ();
1431 update_all_los (op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1531 }
1432 1532
1433 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1533 /* updates flags (blocked, alive, no magic, etc) for this map space */
1434 update_object (op, UP_OBJ_INSERT); 1534 update_object (op, UP_OBJ_INSERT);
1435 1535
1436 INVOKE_OBJECT (INSERT, op); 1536 INVOKE_OBJECT (INSERT, op);
1443 * blocked() and wall() work properly), and these flags are updated by 1543 * blocked() and wall() work properly), and these flags are updated by
1444 * update_object(). 1544 * update_object().
1445 */ 1545 */
1446 1546
1447 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1449 { 1549 {
1450 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1451 return 0; 1551 return 0;
1452 1552
1453 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1454 * walk on's. 1554 * walk on's.
1455 */ 1555 */
1456 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1457 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1458 return 0; 1558 return 0;
1459 } 1559 }
1460 1560
1461 return op; 1561 return op;
1462} 1562}
1464/* this function inserts an object in the map, but if it 1564/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1565 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1566 * op is the object to insert it under: supplies x and the map.
1467 */ 1567 */
1468void 1568void
1469replace_insert_ob_in_map (const char *arch_string, object *op) 1569replace_insert_ob_in_map (shstr_tmp archname, object *op)
1470{ 1570{
1471 object *tmp, *tmp1;
1472
1473 /* first search for itself and remove any old instances */ 1571 /* first search for itself and remove any old instances */
1474 1572
1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1477 tmp->destroy (); 1575 tmp->destroy ();
1478 1576
1479 tmp1 = arch_to_object (archetype::find (arch_string)); 1577 object *tmp = archetype::find (archname)->instance ();
1480 1578
1481 tmp1->x = op->x; 1579 tmp->x = op->x;
1482 tmp1->y = op->y; 1580 tmp->y = op->y;
1581
1483 insert_ob_in_map (tmp1, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1484} 1583}
1485 1584
1486object * 1585object *
1487object::insert_at (object *where, object *originator, int flags) 1586object::insert_at (object *where, object *originator, int flags)
1488{ 1587{
1588 if (where->env)
1589 return where->env->insert (this);
1590 else
1489 return where->map->insert (this, where->x, where->y, originator, flags); 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1490} 1592}
1491 1593
1492/* 1594// check whether we can put this into the map, respect max_volume, max_items
1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1595bool
1494 * is returned contains nr objects, and the remaining parts contains 1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1495 * the rest (or is removed and freed if that number is 0).
1496 * On failure, NULL is returned, and the reason put into the
1497 * global static errmsg array.
1498 */
1499object *
1500get_split_ob (object *orig_ob, uint32 nr)
1501{ 1597{
1502 object *newob; 1598 mapspace &ms = m->at (x, y);
1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1504 1599
1505 if (orig_ob->nrof < nr) 1600 int items = ms.items ();
1506 {
1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1508 return NULL;
1509 }
1510 1601
1511 newob = object_create_clone (orig_ob); 1602 if (!items // testing !items ensures we can drop at least one item
1603 || (items < m->max_items
1604 && ms.volume () < m->max_volume))
1605 return true;
1512 1606
1513 if ((orig_ob->nrof -= nr) < 1) 1607 if (originator && originator->is_player ())
1514 orig_ob->destroy (1); 1608 originator->contr->failmsgf (
1515 else if (!is_removed) 1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1516 { 1610 query_name ()
1517 if (orig_ob->env != NULL) 1611 );
1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1520 {
1521 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1522 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1523 return NULL;
1524 }
1525 }
1526 1612
1527 newob->nrof = nr; 1613 return false;
1528
1529 return newob;
1530} 1614}
1531 1615
1532/* 1616/*
1533 * decrease_ob_nr(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1534 * the amount of an object. If the amount reaches 0, the object 1618 * the amount of an object. If the amount reaches 0, the object
1535 * is subsequently removed and freed. 1619 * is subsequently removed and freed.
1536 * 1620 *
1537 * Return value: 'op' if something is left, NULL if the amount reached 0 1621 * Return value: 'op' if something is left, NULL if the amount reached 0
1538 */ 1622 */
1623bool
1624object::decrease (sint32 nr)
1625{
1626 if (!nr)
1627 return true;
1628
1629 nr = min (nr, nrof);
1630
1631 if (nrof > nr)
1632 {
1633 sint64 oweight = total_weight ();
1634
1635 nrof -= nr;
1636
1637 if (object *pl = visible_to ())
1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1641
1642 return true;
1643 }
1644 else
1645 {
1646 destroy ();
1647 return false;
1648 }
1649}
1650
1651/*
1652 * split(ob,nr) splits up ob into two parts. The part which
1653 * is returned contains nr objects, and the remaining parts contains
1654 * the rest (or is removed and returned if that number is 0).
1655 * On failure, NULL is returned.
1656 */
1539object * 1657object *
1540decrease_ob_nr (object *op, uint32 i) 1658object::split (sint32 nr)
1541{ 1659{
1542 object *tmp; 1660 int have = number_of ();
1543 1661
1544 if (i == 0) /* objects with op->nrof require this check */ 1662 if (have < nr)
1545 return op; 1663 return 0;
1546 1664 else if (have == nr)
1547 if (i > op->nrof)
1548 i = op->nrof;
1549
1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1551 op->nrof -= i;
1552 else if (op->env)
1553 { 1665 {
1554 /* is this object in the players inventory, or sub container
1555 * therein?
1556 */
1557 tmp = op->in_player ();
1558 /* nope. Is this a container the player has opened?
1559 * If so, set tmp to that player.
1560 * IMO, searching through all the players will mostly
1561 * likely be quicker than following op->env to the map,
1562 * and then searching the map for a player.
1563 */
1564 if (!tmp)
1565 for_all_players (pl)
1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1569 break;
1570 }
1571
1572 if (i < op->nrof)
1573 {
1574 sub_weight (op->env, op->weight * i);
1575 op->nrof -= i;
1576 if (tmp)
1577 esrv_send_item (tmp, op);
1578 }
1579 else
1580 {
1581 op->remove (); 1666 remove ();
1582 op->nrof = 0; 1667 return this;
1583 if (tmp)
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 } 1668 }
1587 else 1669 else
1588 { 1670 {
1589 object *above = op->above; 1671 decrease (nr);
1590 1672
1591 if (i < op->nrof) 1673 object *op = deep_clone ();
1592 op->nrof -= i; 1674 op->nrof = nr;
1593 else
1594 {
1595 op->remove ();
1596 op->nrof = 0;
1597 }
1598
1599 /* Since we just removed op, op->above is null */
1600 for (tmp = above; tmp; tmp = tmp->above)
1601 if (tmp->type == PLAYER)
1602 {
1603 if (op->nrof)
1604 esrv_send_item (tmp, op);
1605 else
1606 esrv_del_item (tmp->contr, op->count);
1607 }
1608 }
1609
1610 if (op->nrof)
1611 return op; 1675 return op;
1612 else
1613 {
1614 op->destroy ();
1615 return 0;
1616 }
1617}
1618
1619/*
1620 * add_weight(object, weight) adds the specified weight to an object,
1621 * and also updates how much the environment(s) is/are carrying.
1622 */
1623void
1624add_weight (object *op, signed long weight)
1625{
1626 while (op != NULL)
1627 {
1628 if (op->type == CONTAINER)
1629 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1630
1631 op->carrying += weight;
1632 op = op->env;
1633 } 1676 }
1634} 1677}
1635 1678
1636object * 1679object *
1637insert_ob_in_ob (object *op, object *where) 1680insert_ob_in_ob (object *op, object *where)
1662 * be != op, if items are merged. -Tero 1705 * be != op, if items are merged. -Tero
1663 */ 1706 */
1664object * 1707object *
1665object::insert (object *op) 1708object::insert (object *op)
1666{ 1709{
1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1668 op->remove ();
1669
1670 if (op->more) 1710 if (op->more)
1671 { 1711 {
1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1712 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 return op; 1713 return op;
1674 } 1714 }
1675 1715
1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1716 op->remove ();
1677 CLEAR_FLAG (op, FLAG_REMOVED); 1717
1718 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1678 1719
1679 if (op->nrof) 1720 if (op->nrof)
1680 {
1681 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1683 { 1723 {
1684 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1686 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1731
1688 * tmp->nrof, we need to increase the weight. 1732 if (object *pl = tmp->visible_to ())
1689 */ 1733 esrv_update_item (UPD_NROF, pl, tmp);
1734
1690 add_weight (this, op->weight * op->nrof); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1691 SET_FLAG (op, FLAG_REMOVED); 1736
1692 op->destroy (); /* free the inserted object */ 1737 op->destroy ();
1693 op = tmp; 1738 op = tmp;
1694 op->remove (); /* and fix old object's links */ 1739 goto inserted;
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 } 1740 }
1698 1741
1699 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709
1710 if (object *otmp = this->in_player ())
1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 otmp->update_stats ();
1713
1714 op->owner = 0; // its his/hers now. period. 1742 op->owner = 0; // it's his/hers now. period.
1715 op->map = 0; 1743 op->map = 0;
1744 op->x = 0;
1745 op->y = 0;
1746
1747 op->above = 0;
1748 op->below = inv;
1716 op->env = this; 1749 op->env = this;
1717 op->above = 0;
1718 op->below = 0;
1719 op->x = op->y = 0;
1720 1750
1751 if (inv)
1752 inv->above = op;
1753
1754 inv = op;
1755
1756 op->flag [FLAG_REMOVED] = 0;
1757
1758 if (object *pl = op->visible_to ())
1759 esrv_send_item (pl, op);
1760
1761 adjust_weight (this, 0, op->total_weight ());
1762
1763inserted:
1721 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1722 if (op->glow_radius && map) 1765 if (op->glow_radius && is_on_map ())
1723 { 1766 {
1724#ifdef DEBUG_LIGHTS 1767 update_stats ();
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 { 1769 }
1738 op->below = inv; 1770 else if (is_player ())
1739 op->below->above = op; 1771 // if this is a player's inventory, update stats
1740 inv = op; 1772 contr->queue_stats_update ();
1741 }
1742 1773
1743 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1744 1775
1745 return op; 1776 return op;
1746} 1777}
1764 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1765 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1766 * on top. 1797 * on top.
1767 */ 1798 */
1768int 1799int
1769check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1770{ 1801{
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1771 object *tmp; 1805 object *tmp;
1772 maptile *m = op->map; 1806 maptile *m = op->map;
1773 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1774 1808
1775 MoveType move_on, move_slow, move_block; 1809 mapspace &ms = m->at (x, y);
1776 1810
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1811 ms.update ();
1778 return 0;
1779 1812
1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1813 MoveType move_on = ms.move_on;
1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1814 MoveType move_slow = ms.move_slow;
1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1815 MoveType move_block = ms.move_block;
1783 1816
1784 /* if nothing on this space will slow op down or be applied, 1817 /* if nothing on this space will slow op down or be applied,
1785 * no need to do checking below. have to make sure move_type 1818 * no need to do checking below. have to make sure move_type
1786 * is set, as lots of objects don't have it set - we treat that 1819 * is set, as lots of objects don't have it set - we treat that
1787 * as walking. 1820 * as walking.
1798 return 0; 1831 return 0;
1799 1832
1800 /* The objects have to be checked from top to bottom. 1833 /* The objects have to be checked from top to bottom.
1801 * Hence, we first go to the top: 1834 * Hence, we first go to the top:
1802 */ 1835 */
1803 1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1805 {
1806 /* Trim the search when we find the first other spell effect
1807 * this helps performance so that if a space has 50 spell objects,
1808 * we don't need to check all of them.
1809 */
1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811 break;
1812 } 1837 {
1838 next = tmp->below;
1813 1839
1814 for (; tmp; tmp = tmp->below)
1815 {
1816 if (tmp == op) 1840 if (tmp == op)
1817 continue; /* Can't apply yourself */ 1841 continue; /* Can't apply yourself */
1818 1842
1819 /* Check to see if one of the movement types should be slowed down. 1843 /* Check to see if one of the movement types should be slowed down.
1820 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1821 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1822 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1823 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1824 */ 1848 */
1825 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1826 { 1850 {
1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1829 { 1853 {
1830
1831 float
1832 diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1833 1855
1834 if (op->type == PLAYER) 1856 if (op->is_player ())
1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1857 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1858 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1837 diff /= 4.0; 1859 diff /= 4.0;
1838 1860
1839 op->speed_left -= diff; 1861 op->speed_left -= diff;
1840 } 1862 }
1841 } 1863 }
1842 1864
1843 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1846 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1847 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1848 1875
1849 if (op->destroyed ()) 1876 if (op->destroyed ())
1850 return 1; 1877 return 1;
1851 1878
1874 LOG (llevError, "Present_arch called outside map.\n"); 1901 LOG (llevError, "Present_arch called outside map.\n");
1875 return NULL; 1902 return NULL;
1876 } 1903 }
1877 1904
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1905 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 if (tmp->arch == at) 1906 if (tmp->arch->archname == at->archname)
1880 return tmp; 1907 return tmp;
1881 1908
1882 return NULL; 1909 return NULL;
1883} 1910}
1884 1911
1948 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1949 */ 1976 */
1950object * 1977object *
1951present_arch_in_ob (const archetype *at, const object *op) 1978present_arch_in_ob (const archetype *at, const object *op)
1952{ 1979{
1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1954 if (tmp->arch == at) 1981 if (tmp->arch->archname == at->archname)
1955 return tmp; 1982 return tmp;
1956 1983
1957 return NULL; 1984 return NULL;
1958} 1985}
1959 1986
1963void 1990void
1964flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1965{ 1992{
1966 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1967 { 1994 {
1968 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1969 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1970 } 1997 }
1971} 1998}
1972 1999
1973/* 2000/*
1976void 2003void
1977unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1978{ 2005{
1979 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1980 { 2007 {
1981 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1982 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1983 } 2010 }
1984} 2011}
1985 2012
1986/* 2013/*
2047 * head of the object should correspond for the entire object. 2074 * head of the object should correspond for the entire object.
2048 */ 2075 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2076 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue; 2077 continue;
2051 2078
2052 if (ob->blocked (m, pos.x, pos.y)) 2079 if (ob->blocked (pos.m, pos.x, pos.y))
2053 continue; 2080 continue;
2054 2081
2055 altern [index++] = i; 2082 altern [index++] = i;
2056 } 2083 }
2057 2084
2125 * there is capable of. 2152 * there is capable of.
2126 */ 2153 */
2127int 2154int
2128find_dir (maptile *m, int x, int y, object *exclude) 2155find_dir (maptile *m, int x, int y, object *exclude)
2129{ 2156{
2130 int i, max = SIZEOFFREE, mflags; 2157 int max = SIZEOFFREE, mflags;
2131
2132 sint16 nx, ny;
2133 object *tmp;
2134 maptile *mp;
2135
2136 MoveType blocked, move_type; 2158 MoveType move_type;
2137 2159
2138 if (exclude && exclude->head_ () != exclude) 2160 if (exclude && exclude->head_ () != exclude)
2139 { 2161 {
2140 exclude = exclude->head; 2162 exclude = exclude->head;
2141 move_type = exclude->move_type; 2163 move_type = exclude->move_type;
2144 { 2166 {
2145 /* If we don't have anything, presume it can use all movement types. */ 2167 /* If we don't have anything, presume it can use all movement types. */
2146 move_type = MOVE_ALL; 2168 move_type = MOVE_ALL;
2147 } 2169 }
2148 2170
2149 for (i = 1; i < max; i++) 2171 for (int i = 1; i < max; i++)
2150 { 2172 {
2151 mp = m; 2173 mapxy pos (m, x, y);
2152 nx = x + freearr_x[i]; 2174 pos.move (i);
2153 ny = y + freearr_y[i];
2154 2175
2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2176 if (!pos.normalise ())
2156
2157 if (mflags & P_OUT_OF_MAP)
2158 max = maxfree[i]; 2177 max = maxfree[i];
2159 else 2178 else
2160 { 2179 {
2161 mapspace &ms = mp->at (nx, ny); 2180 mapspace &ms = *pos;
2162 2181
2163 blocked = ms.move_block;
2164
2165 if ((move_type & blocked) == move_type) 2182 if ((move_type & ms.move_block) == move_type)
2166 max = maxfree[i]; 2183 max = maxfree [i];
2167 else if (mflags & P_IS_ALIVE) 2184 else if (ms.flags () & P_IS_ALIVE)
2168 { 2185 {
2169 for (tmp = ms.bot; tmp; tmp = tmp->above) 2186 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2187 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2188 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2172 break;
2173
2174 if (tmp)
2175 return freedir[i]; 2189 return freedir [i];
2176 } 2190 }
2177 } 2191 }
2178 } 2192 }
2179 2193
2180 return 0; 2194 return 0;
2189{ 2203{
2190 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2191} 2205}
2192 2206
2193/* 2207/*
2194 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2195 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2196 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2197 */ 2211 */
2198int 2212int
2199find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2200{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2201 int q; 2258 int q;
2202 2259
2203 if (y) 2260 if (y)
2204 q = x * 100 / y; 2261 q = 128 * x / y;
2205 else if (x) 2262 else if (x)
2206 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2207 else 2264 else
2208 return 0; 2265 return 0;
2209 2266
2210 if (y > 0) 2267 if (y > 0)
2211 { 2268 {
2212 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2213 return 3; 2274 return 3;
2214 if (q < -41) 2275 }
2215 return 2; 2276 else
2216 if (q < 41) 2277 {
2217 return 1; 2278 if (q < -309) return 3;
2218 if (q < 242) 2279 if (q < -52) return 2;
2219 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2220 return 7; 2283 return 7;
2221 } 2284 }
2222 2285#endif
2223 if (q < -242)
2224 return 7;
2225 if (q < -41)
2226 return 6;
2227 if (q < 41)
2228 return 5;
2229 if (q < 242)
2230 return 4;
2231
2232 return 3;
2233} 2286}
2234 2287
2235/* 2288/*
2236 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2237 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2238 */ 2291 */
2239int 2292int
2240dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2241{ 2294{
2242 int d;
2243
2244 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2245 if (d > 4)
2246 d = 8 - d;
2247 2296
2248 return d; 2297 return d > 4 ? 8 - d : d;
2249} 2298}
2250 2299
2251/* peterm: 2300/* peterm:
2252 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2253 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2255 * This basically means that if direction is 15, then it could either go 2304 * This basically means that if direction is 15, then it could either go
2256 * direction 4, 14, or 16 to get back to where we are. 2305 * direction 4, 14, or 16 to get back to where we are.
2257 * Moved from spell_util.c to object.c with the other related direction 2306 * Moved from spell_util.c to object.c with the other related direction
2258 * functions. 2307 * functions.
2259 */ 2308 */
2260int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2261 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2262 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2263 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2264 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2265 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2359 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2360 */ 2409 */
2361int 2410int
2362can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2363{ 2412{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2367} 2416}
2368 2417
2369/* 2418/*
2370 * create clone from object to another 2419 * create clone from object to another
2371 */ 2420 */
2372object * 2421object *
2373object_create_clone (object *asrc) 2422object::deep_clone ()
2374{ 2423{
2375 object *dst = 0, *tmp, *src, *prev, *item; 2424 assert (("deep_clone called on non-head object", is_head ()));
2376 2425
2377 if (!asrc) 2426 object *dst = clone ();
2378 return 0;
2379 2427
2380 src = asrc->head_ (); 2428 object *prev = dst;
2381
2382 prev = 0;
2383 for (object *part = src; part; part = part->more) 2429 for (object *part = this->more; part; part = part->more)
2384 { 2430 {
2385 tmp = part->clone (); 2431 object *tmp = part->clone ();
2386 tmp->x -= src->x;
2387 tmp->y -= src->y;
2388
2389 if (!part->head)
2390 {
2391 dst = tmp;
2392 tmp->head = 0;
2393 }
2394 else
2395 tmp->head = dst; 2432 tmp->head = dst;
2396
2397 tmp->more = 0;
2398
2399 if (prev)
2400 prev->more = tmp; 2433 prev->more = tmp;
2401
2402 prev = tmp; 2434 prev = tmp;
2403 } 2435 }
2404 2436
2405 for (item = src->inv; item; item = item->below) 2437 for (object *item = inv; item; item = item->below)
2406 insert_ob_in_ob (object_create_clone (item), dst); 2438 insert_ob_in_ob (item->deep_clone (), dst);
2407 2439
2408 return dst; 2440 return dst;
2409} 2441}
2410 2442
2411/* This returns the first object in who's inventory that 2443/* This returns the first object in who's inventory that
2420 return tmp; 2452 return tmp;
2421 2453
2422 return 0; 2454 return 0;
2423} 2455}
2424 2456
2425/* If ob has a field named key, return the link from the list, 2457/* Zero the key_values on op, decrementing the shared-string
2426 * otherwise return NULL. 2458 * refcounts and freeing the links.
2427 * 2459 */
2428 * key must be a passed in shared string - otherwise, this won't 2460void
2429 * do the desired thing. 2461key_values::clear ()
2430 */
2431key_value *
2432get_ob_key_link (const object *ob, const char *key)
2433{ 2462{
2434 for (key_value *link = ob->key_values; link; link = link->next) 2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2473shstr_tmp
2474key_values::get (shstr_tmp key) const
2475{
2476 for (key_value *kv = first; kv; kv = kv->next)
2435 if (link->key == key) 2477 if (kv->key == key)
2436 return link;
2437
2438 return 0;
2439}
2440
2441/*
2442 * Returns the value of op has an extra_field for key, or NULL.
2443 *
2444 * The argument doesn't need to be a shared string.
2445 *
2446 * The returned string is shared.
2447 */
2448const char *
2449get_ob_key_value (const object *op, const char *const key)
2450{
2451 key_value *link;
2452 shstr_cmp canonical_key (key);
2453
2454 if (!canonical_key)
2455 {
2456 /* 1. There being a field named key on any object
2457 * implies there'd be a shared string to find.
2458 * 2. Since there isn't, no object has this field.
2459 * 3. Therefore, *this* object doesn't have this field.
2460 */
2461 return 0;
2462 }
2463
2464 /* This is copied from get_ob_key_link() above -
2465 * only 4 lines, and saves the function call overhead.
2466 */
2467 for (link = op->key_values; link; link = link->next)
2468 if (link->key == canonical_key)
2469 return link->value; 2478 return kv->value;
2470 2479
2471 return 0; 2480 return shstr ();
2472} 2481}
2473 2482
2474/* 2483void
2475 * Updates the canonical_key in op to value. 2484key_values::add (shstr_tmp key, shstr_tmp value)
2476 *
2477 * canonical_key is a shared string (value doesn't have to be).
2478 *
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys.
2481 *
2482 * Returns TRUE on success.
2483 */
2484int
2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2486{ 2485{
2487 key_value *field = NULL, *last = NULL; 2486 key_value *kv = new key_value;
2488 2487
2489 for (field = op->key_values; field != NULL; field = field->next) 2488 kv->next = first;
2490 { 2489 kv->key = key;
2491 if (field->key != canonical_key) 2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2496key_values::set (shstr_tmp key, shstr_tmp value)
2497{
2498 for (key_value *kv = first; kv; kv = kv->next)
2499 if (kv->key == key)
2492 { 2500 {
2493 last = field; 2501 kv->value = value;
2494 continue; 2502 return;
2495 } 2503 }
2496 2504
2497 if (value) 2505 add (key, value);
2498 field->value = value; 2506}
2499 else 2507
2508void
2509key_values::del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2500 { 2513 {
2501 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2502 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2503 * it, we save the empty value so that when we load, 2516 delete kv;
2504 * we get this value back again. 2517 return;
2505 */
2506 if (get_ob_key_link (op->arch, canonical_key))
2507 field->value = 0;
2508 else
2509 {
2510 if (last)
2511 last->next = field->next;
2512 else
2513 op->key_values = field->next;
2514
2515 delete field;
2516 }
2517 } 2518 }
2518 return TRUE; 2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2519 } 2528 {
2520 /* IF we get here, key doesn't exist */ 2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2521 2534
2522 /* No field, we'll have to add it. */ 2535 first = prev;
2523
2524 if (!add_key)
2525 return FALSE;
2526
2527 /* There isn't any good reason to store a null
2528 * value in the key/value list. If the archetype has
2529 * this key, then we should also have it, so shouldn't
2530 * be here. If user wants to store empty strings,
2531 * should pass in ""
2532 */
2533 if (value == NULL)
2534 return TRUE;
2535
2536 field = new key_value;
2537
2538 field->key = canonical_key;
2539 field->value = value;
2540 /* Usual prepend-addition. */
2541 field->next = op->key_values;
2542 op->key_values = field;
2543
2544 return TRUE;
2545} 2536}
2546 2537
2547/* 2538key_values &
2548 * Updates the key in op to value. 2539key_values::operator =(const key_values &kv)
2549 *
2550 * If add_key is FALSE, this will only update existing keys,
2551 * and not add new ones.
2552 * In general, should be little reason FALSE is ever passed in for add_key
2553 *
2554 * Returns TRUE on success.
2555 */
2556int
2557set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2558{ 2540{
2559 shstr key_ (key); 2541 clear ();
2560 2542
2561 return set_ob_key_value_s (op, key_, value, add_key); 2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2562} 2547}
2563 2548
2564object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2565: iterator_base (container) 2550: iterator_base (container)
2566{ 2551{
2616{ 2601{
2617 char flagdesc[512]; 2602 char flagdesc[512];
2618 char info2[256 * 4]; 2603 char info2[256 * 4];
2619 char *p = info; 2604 char *p = info;
2620 2605
2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2606 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2622 count, 2607 count,
2623 uuid.c_str (), 2608 uuid.c_str (),
2624 &name, 2609 &name,
2625 title ? "\",title:\"" : "", 2610 title ? ",title:\"" : "",
2626 title ? (const char *)title : "", 2611 title ? (const char *)title : "",
2612 title ? "\"" : "",
2627 flag_desc (flagdesc, 512), type); 2613 flag_desc (flagdesc, 512), type);
2628 2614
2629 if (!this->flag[FLAG_REMOVED] && env) 2615 if (!flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2617
2632 if (map) 2618 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2619 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2620
2649{ 2635{
2650 return map ? map->region (x, y) 2636 return map ? map->region (x, y)
2651 : region::default_region (); 2637 : region::default_region ();
2652} 2638}
2653 2639
2654const materialtype_t *
2655object::dominant_material () const
2656{
2657 if (materialtype_t *mt = name_to_material (materialname))
2658 return mt;
2659
2660 return name_to_material (shstr_unknown);
2661}
2662
2663void 2640void
2664object::open_container (object *new_container) 2641object::open_container (object *new_container)
2665{ 2642{
2666 if (container == new_container) 2643 if (container == new_container)
2667 return; 2644 return;
2668 2645
2669 if (object *old_container = container) 2646 object *old_container = container;
2647
2648 if (old_container)
2670 { 2649 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2650 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return; 2651 return;
2673 2652
2674#if 0 2653#if 0
2676 if (object *closer = old_container->inv) 2655 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON) 2656 if (closer->type == CLOSE_CON)
2678 closer->destroy (); 2657 closer->destroy ();
2679#endif 2658#endif
2680 2659
2660 // make sure the container is available
2661 esrv_send_item (this, old_container);
2662
2681 old_container->flag [FLAG_APPLIED] = 0; 2663 old_container->flag [FLAG_APPLIED] = false;
2682 container = 0; 2664 container = 0;
2683 2665
2666 // client needs item update to make it work, client bug requires this to be separate
2684 esrv_update_item (UPD_FLAGS, this, old_container); 2667 esrv_update_item (UPD_FLAGS, this, old_container);
2668
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2686 play_sound (sound_find ("chest_close")); 2670 play_sound (sound_find ("chest_close"));
2687 } 2671 }
2688 2672
2689 if (new_container) 2673 if (new_container)
2690 { 2674 {
2694 // TODO: this does not seem to serve any purpose anymore? 2678 // TODO: this does not seem to serve any purpose anymore?
2695#if 0 2679#if 0
2696 // insert the "Close Container" object. 2680 // insert the "Close Container" object.
2697 if (archetype *closer = new_container->other_arch) 2681 if (archetype *closer = new_container->other_arch)
2698 { 2682 {
2699 object *closer = arch_to_object (new_container->other_arch); 2683 object *closer = new_container->other_arch->instance ();
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer); 2685 new_container->insert (closer);
2702 } 2686 }
2703#endif 2687#endif
2704 2688
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2689 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2706 2690
2691 // make sure the container is available, client bug requires this to be separate
2692 esrv_send_item (this, new_container);
2693
2707 new_container->flag [FLAG_APPLIED] = 1; 2694 new_container->flag [FLAG_APPLIED] = true;
2708 container = new_container; 2695 container = new_container;
2709 2696
2697 // client needs flag change
2710 esrv_update_item (UPD_FLAGS, this, new_container); 2698 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container); 2699 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open")); 2700 play_sound (sound_find ("chest_open"));
2713 } 2701 }
2702// else if (!old_container->env && contr && contr->ns)
2703// contr->ns->floorbox_reset ();
2714} 2704}
2715 2705
2716object * 2706object *
2717object::force_find (const shstr name) 2707object::force_find (shstr_tmp name)
2718{ 2708{
2719 /* cycle through his inventory to look for the MARK we want to 2709 /* cycle through his inventory to look for the MARK we want to
2720 * place 2710 * place
2721 */ 2711 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below) 2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2724 return splay (tmp); 2714 return splay (tmp);
2725 2715
2726 return 0; 2716 return 0;
2727} 2717}
2728 2718
2719//-GPL
2720
2729void 2721void
2722object::force_set_timer (int duration)
2723{
2724 this->duration = 1;
2725 this->speed_left = -1.f;
2726
2727 this->set_speed (duration ? 1.f / duration : 0.f);
2728}
2729
2730object *
2730object::force_add (const shstr name, int duration) 2731object::force_add (shstr_tmp name, int duration)
2731{ 2732{
2732 if (object *force = force_find (name)) 2733 if (object *force = force_find (name))
2733 force->destroy (); 2734 force->destroy ();
2734 2735
2735 object *force = get_archetype (FORCE_NAME); 2736 object *force = archetype::get (FORCE_NAME);
2736 2737
2737 force->slaying = name; 2738 force->slaying = name;
2738 force->stats.food = 1; 2739 force->force_set_timer (duration);
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true; 2740 force->flag [FLAG_APPLIED] = true;
2744 2741
2745 insert (force); 2742 return insert (force);
2746} 2743}
2747 2744
2748void 2745void
2749object::play_sound (faceidx sound) const 2746object::play_sound (faceidx sound) const
2750{ 2747{
2751 if (!sound) 2748 if (!sound)
2752 return; 2749 return;
2753 2750
2754 if (flag [FLAG_REMOVED]) 2751 if (is_on_map ())
2752 map->play_sound (sound, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::say_msg (const char *msg) const
2759{
2760 if (is_on_map ())
2761 map->say_msg (msg, x, y);
2762 else if (object *pl = in_player ())
2763 pl->contr->play_sound (sound);
2764}
2765
2766void
2767object::make_noise ()
2768{
2769 // we do not model noise in the map, so instead put
2770 // a temporary light into the noise source
2771 // could use the map instead, but that's less reliable for our
2772 // goal, which is to make invisibility a bit harder to exploit
2773
2774 // currently only works sensibly for players
2775 if (!is_player ())
2755 return; 2776 return;
2756 2777
2757 if (env) 2778 // find old force, or create new one
2758 { 2779 object *force = force_find (shstr_noise_force);
2759 if (object *pl = in_player ()) 2780
2760 pl->contr->play_sound (sound); 2781 if (force)
2761 } 2782 force->speed_left = -1.f; // patch old speed up
2762 else 2783 else
2763 map->play_sound (sound, x, y); 2784 {
2764} 2785 force = archetype::get (shstr_noise_force);
2765 2786
2787 force->slaying = shstr_noise_force;
2788 force->stats.food = 1;
2789 force->speed_left = -1.f;
2790
2791 force->set_speed (1.f / 4.f);
2792 force->flag [FLAG_IS_USED_UP] = true;
2793 force->flag [FLAG_APPLIED] = true;
2794
2795 insert (force);
2796 }
2797}
2798
2799void object::change_move_type (MoveType mt)
2800{
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2805 {
2806 // we are on the map, so handle move_on/off effects
2807 remove ();
2808 move_type = mt;
2809 map->insert (this, x, y, this);
2810 }
2811 else
2812 move_type = mt;
2813}
2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

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