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Comparing deliantra/server/common/object.C (file contents):
Revision 1.209 by root, Mon Apr 21 06:35:26 2008 UTC vs.
Revision 1.366 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <stdio.h> 27#include <stdio.h>
26#include <sys/types.h> 28#include <sys/types.h>
27#include <sys/uio.h> 29#include <sys/uio.h>
28#include <object.h> 30#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 31#include <sproto.h>
31#include <loader.h>
32 32
33#include <bitset> 33#include <bitset>
34 34
35UUID UUID::cur; 35UUID UUID::cur;
36static uint64_t seq_next_save; 36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
38 39
39objectvec objects; 40objectvec objects;
40activevec actives; 41activevec actives;
41 42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
42short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
43 0, 52 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 56};
48short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
49 0, 58 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59}; 62};
60int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
61 0, 64 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 65 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65}; 68};
66 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
67static void 96static void
68write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
69{ 98{
70 CALL_BEGIN (2); 99 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 103 CALL_END;
75} 104}
76 105
77static void 106static void
78read_uuid (void) 107read_uuid ()
79{ 108{
80 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
81 110
82 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
83 112
97 126
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 128 _exit (1);
100 } 129 }
101 130
102 UUID::BUF buf; 131 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 132 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 133 fgets (buf, sizeof (buf), fp);
105 134
106 if (!UUID::cur.parse (buf)) 135 if (!UUID::cur.parse (buf))
107 { 136 {
134 163
135void 164void
136UUID::init () 165UUID::init ()
137{ 166{
138 read_uuid (); 167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
139} 233}
140 234
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 236static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
144{ 238{
145 key_value *wants_field;
146
147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
148 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
149 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
150 */ 242 */
151 243
152 /* For each field in wants, */ 244 /* For each field in wants, */
153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
154 { 246 if (has->kv.get (kv->key) != kv->value)
155 key_value *has_field; 247 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 248
170 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
171 return 1; 250 return true;
172} 251}
173 252
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 254static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 256{
178 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
180 */ 259 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
182} 262}
183 263
184/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 265 * they can be merged together.
186 * 266 *
193 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
194 * check weight 274 * check weight
195 */ 275 */
196bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
197{ 277{
198 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
199 if (ob1 == ob2 279 if (ob1 == ob2
200 || ob1->type != ob2->type 280 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 281 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 285 return 0;
205 286
206 /* Do not merge objects if nrof would overflow. First part checks 287 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 288 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 290 return 0;
213 291
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 296 * flags lose any meaning.
219 */ 297 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
222 300
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
225 303
226 if (ob1->arch->name != ob2->arch->name 304 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 305 || ob1->name != ob2->name
228 || ob1->title != ob2->title 306 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 313 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
237 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
239 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
242 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
243 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
244 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
245 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
247 || ob1->move_slow_penalty != ob2->move_slow_penalty 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 329 return 0;
251 330
252 if ((ob1->flag ^ ob2->flag) 331 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 332 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 333 .reset (FLAG_REMOVED)
256 .any ()) 334 .any ())
257 return 0; 335 return 0;
258 336
259 /* This is really a spellbook check - we should in general 337 /* This is really a spellbook check - we should in general
274 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
275 * if it is valid. 353 * if it is valid.
276 */ 354 */
277 } 355 }
278 356
279 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
280 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
281 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
282 */ 360 */
283 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
284 return 0; 362 return 0;
285 363
286 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
287 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
288 * check? 366 * check?
289 */ 367 */
290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
291 return 0; 369 return 0;
292 370
293 switch (ob1->type) 371 switch (ob1->type)
294 { 372 {
295 case SCROLL: 373 case SCROLL:
296 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
297 return 0; 375 return 0;
298 break; 376 break;
299 } 377 }
300 378
301 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
302 { 380 {
303 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
304 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
305 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
306 384
307 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
308 return 0; 386 return 0;
309 } 387 }
331 409
332 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
333 return 1; 411 return 1;
334} 412}
335 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
336// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
337static sint32 452static weight_t
338weight_adjust (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
339{ 454{
340 return op->type == CONTAINER 455 if (op->type == CONTAINER)
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
342 : weight;
343}
344 457
458 return weight;
459}
460
345/* 461/*
346 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
347 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
348 */ 464 */
349static void 465static void
350adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
351{ 467{
352 while (op) 468 while (op)
353 { 469 {
354 weight = weight_adjust (op, weight); 470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
355 473
474 sub = op->carrying;
356 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
357 op = op->env; 482 op = op->env;
358 } 483 }
359} 484}
360 485
361/* 486/*
364 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
365 */ 490 */
366void 491void
367object::update_weight () 492object::update_weight ()
368{ 493{
369 sint32 sum = 0; 494 weight_t sum = 0;
370 495
371 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
372 { 497 {
373 if (op->inv)
374 op->update_weight (); 498 op->update_weight ();
375 499
376 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
501 }
502
503 if (sum != carrying)
377 } 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
378 508
379 carrying = weight_adjust (this, sum); 509 carrying = sum;
510
511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
380} 515}
381 516
382/* 517/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 519 */
391 object_freezer freezer; 526 object_freezer freezer;
392 op->write (freezer); 527 op->write (freezer);
393 return freezer.as_string (); 528 return freezer.as_string ();
394} 529}
395 530
396/* 531char *
397 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
398 * multi-object 1 which is closest to the second object.
399 * If it's not a multi-object, it is returned.
400 */
401object *
402get_nearest_part (object *op, const object *pl)
403{ 533{
404 object *tmp, *closest; 534 return dump_object (this);
405 int last_dist, i;
406
407 if (!op->more)
408 return op;
409
410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
413 if ((i = distance (tmp, pl)) < last_dist)
414 closest = tmp, last_dist = i;
415
416 return closest;
417} 535}
418 536
419/* 537/*
420 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow. 539 * VERRRY slow.
429 547
430 return 0; 548 return 0;
431} 549}
432 550
433/* 551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
564}
565
566/*
434 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
435 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
436 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
437 */ 570 */
438object * 571object *
439find_object_name (const char *str) 572find_object_name (const char *str)
440{ 573{
441 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
442 object *op;
443 575
576 if (str_)
444 for_all_objects (op) 577 for_all_objects (op)
445 if (op->name == str_) 578 if (op->name == str_)
446 break; 579 return op;
447 580
448 return op; 581 return 0;
449} 582}
450 583
451/* 584/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 586 * skill and experience objects.
466 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
467 return; 600 return;
468 } 601 }
469 602
470 this->owner = owner; 603 this->owner = owner;
471}
472
473int
474object::slottype () const
475{
476 if (type == SKILL)
477 {
478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
513 {
514 current_weapon = chosen_skill = 0;
515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
530 {
531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
535
536 return true;
537}
538
539/* Zero the key_values on op, decrementing the shared-string
540 * refcounts and freeing the links.
541 */
542static void
543free_key_values (object *op)
544{
545 for (key_value *i = op->key_values; i; )
546 {
547 key_value *next = i->next;
548 delete i;
549
550 i = next;
551 }
552
553 op->key_values = 0;
554}
555
556object &
557object::operator =(const object &src)
558{
559 bool is_freed = flag [FLAG_FREED];
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed;
566
567 /* Copy over key_values, if any. */
568 if (src.key_values)
569 {
570 key_value *tail = 0;
571 key_values = 0;
572
573 for (key_value *i = src.key_values; i; i = i->next)
574 {
575 key_value *new_link = new key_value;
576
577 new_link->next = 0;
578 new_link->key = i->key;
579 new_link->value = i->value;
580
581 /* Try and be clever here, too. */
582 if (!key_values)
583 {
584 key_values = new_link;
585 tail = new_link;
586 }
587 else
588 {
589 tail->next = new_link;
590 tail = new_link;
591 }
592 }
593 }
594} 604}
595 605
596/* 606/*
597 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
602 * will point at garbage. 612 * will point at garbage.
603 */ 613 */
604void 614void
605object::copy_to (object *dst) 615object::copy_to (object *dst)
606{ 616{
607 *dst = *this; 617 dst->remove ();
618 *(object_copy *)dst = *this;
608 619
609 if (speed < 0) 620 // maybe move to object_copy?
610 dst->speed_left -= rndm (); 621 dst->kv = kv;
611 622
612 dst->set_speed (dst->speed); 623 dst->flag [FLAG_REMOVED] = true;
624 dst->activate ();
613} 625}
614 626
615void 627void
616object::instantiate () 628object::instantiate ()
617{ 629{
618 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
619 uuid = UUID::gen (); 631 uuid = UUID::gen ();
620 632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
621 speed_left = -0.1f; 637 speed_left = -1.;
638
622 /* copy the body_info to the body_used - this is only really 639 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything. 640 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting 641 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
627 */ 644 */
628 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
629 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
630 647
631 attachable::instantiate (); 648 attachable::instantiate ();
632} 649}
633 650
634object * 651object *
635object::clone () 652object::clone ()
636{ 653{
637 object *neu = create (); 654 object *neu = create ();
638 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
661 neu->map = map; // not copied by copy_to
639 return neu; 662 return neu;
640} 663}
641 664
642/* 665/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 666 * If an object with the IS_TURNABLE() flag needs to be turned due
645 * be called to update the face variable, _and_ how it looks on the map. 668 * be called to update the face variable, _and_ how it looks on the map.
646 */ 669 */
647void 670void
648update_turn_face (object *op) 671update_turn_face (object *op)
649{ 672{
650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
651 return; 674 return;
652 675
653 SET_ANIMATION (op, op->direction); 676 SET_ANIMATION (op, op->direction);
654 update_object (op, UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
655} 678}
660 * This function needs to be called whenever the speed of an object changes. 683 * This function needs to be called whenever the speed of an object changes.
661 */ 684 */
662void 685void
663object::set_speed (float speed) 686object::set_speed (float speed)
664{ 687{
665 if (flag [FLAG_FREED] && speed)
666 {
667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
668 speed = 0;
669 }
670
671 this->speed = speed; 688 this->speed = speed;
672 689
673 if (has_active_speed ()) 690 if (has_active_speed ())
674 activate (); 691 activate ();
675 else 692 else
694 * UP_OBJ_FACE: only the objects face has changed. 711 * UP_OBJ_FACE: only the objects face has changed.
695 */ 712 */
696void 713void
697update_object (object *op, int action) 714update_object (object *op, int action)
698{ 715{
699 if (op == NULL) 716 if (!op)
700 { 717 {
701 /* this should never happen */ 718 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 719 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 720 return;
704 } 721 }
705 722
706 if (op->env) 723 if (!op->is_on_map ())
707 { 724 {
708 /* Animation is currently handled by client, so nothing 725 /* Animation is currently handled by client, so nothing
709 * to do in this case. 726 * to do in this case.
710 */ 727 */
711 return; 728 return;
712 } 729 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 730
720 /* make sure the object is within map boundaries */ 731 /* make sure the object is within map boundaries */
721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 732 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 733 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 734 LOG (llevError, "update_object() called for object out of map!\n");
728 } 739 }
729 740
730 mapspace &m = op->ms (); 741 mapspace &m = op->ms ();
731 742
732 if (!(m.flags_ & P_UPTODATE)) 743 if (!(m.flags_ & P_UPTODATE))
733 /* nop */; 744 m.update_up (); // nothing to do except copy up
734 else if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
735 { 746 {
747#if 0
736 // this is likely overkill, TODO: revisit (schmorp) 748 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 755 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 756 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 757 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 758 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 759 * have move_allow right now.
748 */ 760 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 761 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
762 m.invalidate ();
763#else
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 764 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
751 m.flags_ = 0; 765 m.invalidate ();
766#endif
752 } 767 }
753 /* if the object is being removed, we can't make intelligent 768 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 769 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 770 * that is being removed.
756 */ 771 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 773 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
761 else 776 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 778
764 if (op->more) 779 if (op->more)
765 update_object (op->more, action); 780 update_object (op->more, action);
766} 781}
767 782
768object::object () 783object::object ()
769{ 784{
770 SET_FLAG (this, FLAG_REMOVED); 785 this->set_flag (FLAG_REMOVED);
771 786
772 expmul = 1.0; 787 //expmul = 1.0; declared const for the time being
773 face = blank_face; 788 face = blank_face;
789 material = MATERIAL_NULL;
774} 790}
775 791
776object::~object () 792object::~object ()
777{ 793{
778 unlink (); 794 unlink ();
779 795
780 free_key_values (this); 796 kv.clear ();
781} 797}
782
783static int object_count;
784 798
785void object::link () 799void object::link ()
786{ 800{
787 assert (!index);//D 801 assert (!index);//D
788 uuid = UUID::gen (); 802 uuid = UUID::gen ();
789 count = ++object_count;
790 803
791 refcnt_inc (); 804 refcnt_inc ();
792 objects.insert (this); 805 objects.insert (this);
806
807 ++create_count;
808
793} 809}
794 810
795void object::unlink () 811void object::unlink ()
796{ 812{
797 if (!index) 813 if (!index)
798 return; 814 return;
815
816 ++destroy_count;
799 817
800 objects.erase (this); 818 objects.erase (this);
801 refcnt_dec (); 819 refcnt_dec ();
802} 820}
803 821
807 /* If already on active list, don't do anything */ 825 /* If already on active list, don't do anything */
808 if (active) 826 if (active)
809 return; 827 return;
810 828
811 if (has_active_speed ()) 829 if (has_active_speed ())
830 {
831 if (flag [FLAG_FREED])
832 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
833
812 actives.insert (this); 834 actives.insert (this);
835 }
813} 836}
814 837
815void 838void
816object::activate_recursive () 839object::activate_recursive ()
817{ 840{
821 op->activate_recursive (); 844 op->activate_recursive ();
822} 845}
823 846
824/* This function removes object 'op' from the list of active 847/* This function removes object 'op' from the list of active
825 * objects. 848 * objects.
826 * This should only be used for style maps or other such 849 * This should only be used for style maps or other such
827 * reference maps where you don't want an object that isn't 850 * reference maps where you don't want an object that isn't
828 * in play chewing up cpu time getting processed. 851 * in play chewing up cpu time getting processed.
829 * The reverse of this is to call update_ob_speed, which 852 * The reverse of this is to call update_ob_speed, which
830 * will do the right thing based on the speed of the object. 853 * will do the right thing based on the speed of the object.
831 */ 854 */
866object::destroy_inv (bool drop_to_ground) 889object::destroy_inv (bool drop_to_ground)
867{ 890{
868 // need to check first, because the checks below might segfault 891 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 892 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 893 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 894 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 895 // cf will crash below with off-map x and y
873 if (!inv) 896 if (!inv)
874 return; 897 return;
875 898
876 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
877 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
878 * drop on that space. 901 * drop on that space.
879 */ 902 */
880 if (!drop_to_ground 903 if (!drop_to_ground
881 || !map 904 || !map
882 || map->in_memory != MAP_ACTIVE 905 || !map->linkable ()
883 || map->nodrop 906 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
885 { 908 {
886 while (inv) 909 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 910 inv->destroy ();
890 }
891 } 911 }
892 else 912 else
893 { /* Put objects in inventory onto this space */ 913 { /* Put objects in inventory onto this space */
894 while (inv) 914 while (inv)
895 { 915 {
906 map->insert (op, x, y); 926 map->insert (op, x, y);
907 } 927 }
908 } 928 }
909} 929}
910 930
931/*
932 * Remove and free all objects in the inventory of the given object.
933 * Unlike destroy_inv, this assumes the *this is destroyed as well
934 * well, so we can (and have to!) take shortcuts.
935 */
936void
937object::destroy_inv_fast ()
938{
939 while (object *op = inv)
940 {
941 // remove from object the fast way
942 op->flag [FLAG_REMOVED] = true;
943 op->env = 0;
944 if ((inv = inv->below))
945 inv->above = 0;
946
947 // then destroy
948 op->destroy ();
949 }
950}
951
952void
953object::freelist_free (int count)
954{
955 while (count-- && freelist)
956 {
957 freelist_item *next = freelist->next;
958 // count is being "destroyed"
959
960 sfree ((char *)freelist, sizeof (object));
961
962 freelist = next;
963 --free_count;
964 }
965}
966
967object *
911object *object::create () 968object::create ()
912{ 969{
913 object *op = new object; 970 object *op;
971
972 if (freelist)
973 {
974 freelist_item li = *freelist;
975 memset (freelist, 0, sizeof (object));
976
977 op = new (freelist) object;
978 op->count = li.count;
979
980 freelist = li.next;
981 --free_count;
982 }
983 else
984 {
985 void *ni = salloc0<char> (sizeof (object));
986
987 op = new(ni) object;
988
989 op->count = ++object_count;
990 }
991
914 op->link (); 992 op->link ();
993
915 return op; 994 return op;
916} 995}
917 996
918void 997void
998object::do_delete ()
999{
1000 uint32_t count = this->count;
1001
1002 this->~object ();
1003
1004 freelist_item *li = (freelist_item *)this;
1005 li->next = freelist;
1006 li->count = count;
1007
1008 freelist = li;
1009 ++free_count;
1010}
1011
1012void
919object::do_destroy () 1013object::do_destroy ()
920{ 1014{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 1015 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 1016 remove_link ();
925 1017
926 if (flag [FLAG_FRIENDLY]) 1018 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 1019 remove_friendly_object (this);
928 1020
929 if (!flag [FLAG_REMOVED])
930 remove (); 1021 remove ();
931 1022
932 destroy_inv (true); 1023 attachable::do_destroy ();
933 1024
934 deactivate (); 1025 deactivate ();
935 unlink (); 1026 unlink ();
936 1027
937 flag [FLAG_FREED] = 1; 1028 flag [FLAG_FREED] = 1;
938 1029
939 // hack to ensure that freed objects still have a valid map 1030 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 1031 map = &freed_map;
958 x = 1; 1032 x = 1;
959 y = 1; 1033 y = 1;
960 }
961 1034
962 if (more) 1035 if (more)
963 { 1036 {
964 more->destroy (); 1037 more->destroy ();
965 more = 0; 1038 more = 0;
973 attacked_by = 0; 1046 attacked_by = 0;
974 current_weapon = 0; 1047 current_weapon = 0;
975} 1048}
976 1049
977void 1050void
978object::destroy (bool destroy_inventory) 1051object::destroy ()
979{ 1052{
980 if (destroyed ()) 1053 if (destroyed ())
981 return; 1054 return;
982 1055
983 if (destroy_inventory) 1056 if (!is_head () && !head->destroyed ())
1057 {
1058 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1059 head->destroy ();
1060 return;
1061 }
1062
984 destroy_inv (false); 1063 destroy_inv_fast ();
985 1064
986 if (is_head ()) 1065 if (is_head ())
987 if (sound_destroy) 1066 if (sound_destroy)
988 play_sound (sound_destroy); 1067 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1068 else if (flag [FLAG_MONSTER])
1000 * the previous environment. 1079 * the previous environment.
1001 */ 1080 */
1002void 1081void
1003object::do_remove () 1082object::do_remove ()
1004{ 1083{
1005 object *tmp, *last = 0; 1084 if (flag [FLAG_REMOVED])
1006 object *otmp;
1007
1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1009 return; 1085 return;
1010 1086
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1087 INVOKE_OBJECT (REMOVE, this);
1088
1089 flag [FLAG_REMOVED] = true;
1013 1090
1014 if (more) 1091 if (more)
1015 more->remove (); 1092 more->remove ();
1016 1093
1017 /* 1094 /*
1018 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1019 * inventory. 1096 * inventory.
1020 */ 1097 */
1021 if (env) 1098 if (env)
1022 { 1099 {
1100 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1101 if (object *pl = visible_to ())
1102 esrv_del_item (pl->contr, count);
1103 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1104
1023 adjust_weight (env, -total_weight ()); 1105 adjust_weight (env, total_weight (), 0);
1024 1106
1025 *(above ? &above->below : &env->inv) = below; 1107 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1108
1030 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1110 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1111 * to the caller to decide what we want to do.
1033 */ 1112 */
1034 map = env->map; 1113 map = env->map;
1035 x = env->x; 1114 x = env->x;
1036 y = env->y; 1115 y = env->y;
1116
1117 // make sure cmov optimisation is applicable
1118 *(above ? &above->below : &env->inv) = below;
1119 *(below ? &below->above : &above ) = above; // &above is just a dummy
1120
1037 above = 0; 1121 above = 0;
1038 below = 0; 1122 below = 0;
1039 env = 0; 1123 env = 0;
1040 1124
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1125 if (pl && pl->is_player ())
1042 * made to players inventory. If set, avoiding the call
1043 * to save cpu time.
1044 */ 1126 {
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1127 if (expect_false (pl->contr->combat_ob == this))
1046 otmp->update_stats (); 1128 {
1129 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1130 pl->contr->combat_ob = 0;
1131 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1132 }
1133
1134 if (expect_false (pl->contr->ranged_ob == this))
1135 {
1136 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1137 pl->contr->ranged_ob = 0;
1138 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1139 }
1140
1141 pl->contr->queue_stats_update ();
1142
1143 if (expect_false (glow_radius) && pl->is_on_map ())
1144 update_all_los (pl->map, pl->x, pl->y);
1145 }
1047 } 1146 }
1048 else if (map) 1147 else if (map)
1049 { 1148 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1149 map->dirty = true;
1063 mapspace &ms = this->ms (); 1150 mapspace &ms = this->ms ();
1064 1151
1152 if (object *pl = ms.player ())
1153 {
1154 if (is_player ())
1155 {
1156 if (!flag [FLAG_WIZPASS])
1157 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1158
1159 // leaving a spot always closes any open container on the ground
1160 if (container && !container->env)
1161 // this causes spurious floorbox updates, but it ensures
1162 // that the CLOSE event is being sent.
1163 close_container ();
1164
1165 --map->players;
1166 map->touch ();
1167 }
1168 else if (pl->container_ () == this)
1169 {
1170 // removing a container should close it
1171 close_container ();
1172 }
1173 else
1174 esrv_del_item (pl->contr, count);
1175 }
1176
1065 /* link the object above us */ 1177 /* link the object above us */
1066 if (above) 1178 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1179 *(above ? &above->below : &ms.top) = below;
1068 else 1180 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1181
1086 above = 0; 1182 above = 0;
1087 below = 0; 1183 below = 0;
1088 1184
1089 if (map->in_memory == MAP_SAVING) 1185 ms.invalidate ();
1090 return;
1091 1186
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1188
1094 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1095 { 1190 {
1096 if (pl->container == this) 1191 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1099 * appropriately. 1194 * appropriately.
1100 */ 1195 */
1101 pl->close_container (); 1196 pl->close_container ();
1102 1197
1198 //TODO: the floorbox prev/next might need updating
1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1201 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1202 pl->contr->ns->floorbox_update ();
1104 } 1203 }
1105 1204
1205 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1207 {
1208 above = tmp->above;
1209
1108 /* No point updating the players look faces if he is the object 1210 /* No point updating the players look faces if he is the object
1109 * being removed. 1211 * being removed.
1110 */ 1212 */
1111 1213
1112 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1218 }
1122 1219
1123 last = tmp; 1220 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1135 } 1222 }
1136} 1223}
1137 1224
1138/* 1225/*
1152 if (!top) 1239 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1240 for (top = op; top && top->above; top = top->above)
1154 ; 1241 ;
1155 1242
1156 for (; top; top = top->below) 1243 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1244 if (object::can_merge (op, top))
1162 { 1245 {
1163 top->nrof += op->nrof; 1246 top->nrof += op->nrof;
1164 1247
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1249 esrv_update_item (UPD_NROF, pl, top);
1250
1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1167 op->destroy (); 1254 op->destroy ();
1255
1168 return top; 1256 return top;
1169 } 1257 }
1170 }
1171 1258
1172 return 0; 1259 return 0;
1173} 1260}
1174 1261
1175void 1262void
1180 1267
1181 object *prev = this; 1268 object *prev = this;
1182 1269
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1271 {
1185 object *op = arch_to_object (at); 1272 object *op = at->instance ();
1186 1273
1187 op->name = name; 1274 op->name = name;
1188 op->name_pl = name_pl; 1275 op->name_pl = name_pl;
1189 op->title = title; 1276 op->title = title;
1190 1277
1200 * job preparing multi-part monsters. 1287 * job preparing multi-part monsters.
1201 */ 1288 */
1202object * 1289object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1290insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1291{
1292 op->remove ();
1293
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1295 {
1207 tmp->x = x + tmp->arch->x; 1296 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1297 tmp->y = y + tmp->arch->y;
1209 } 1298 }
1226 * Passing 0 for flag gives proper default values, so flag really only needs 1315 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed. 1316 * to be set if special handling is needed.
1228 * 1317 *
1229 * Return value: 1318 * Return value:
1230 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1320 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1321 * just 'op' otherwise
1233 */ 1322 */
1234object * 1323object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1325{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1326 op->remove ();
1327
1328 if (m == &freed_map)//D TODO: remove soon
1329 {//D
1330 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1331 }//D
1242 1332
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1335 * need extra work
1246 */ 1336 */
1337 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1338 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1339 {
1249 op->destroy (); 1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1341 return 0;
1251 } 1342 }
1252 1343
1253 if (object *more = op->more) 1344 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1345 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1346 return 0;
1256 1347
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1348 op->flag [FLAG_REMOVED] = false;
1258 1349 op->env = 0;
1259 op->map = m; 1350 op->map = newmap;
1351
1260 mapspace &ms = op->ms (); 1352 mapspace &ms = op->ms ();
1261 1353
1262 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1263 */ 1355 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1358 if (object::can_merge (op, tmp))
1267 { 1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1268 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1364 tmp->destroy ();
1270 } 1365 }
1271 1366
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 op->clr_flag (FLAG_INV_LOCKED);
1274 1369
1275 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (!op->flag [FLAG_ALIVE])
1276 CLEAR_FLAG (op, FLAG_NO_STEAL); 1371 op->clr_flag (FLAG_NO_STEAL);
1277 1372
1278 if (flag & INS_BELOW_ORIGINATOR) 1373 if (flag & INS_BELOW_ORIGINATOR)
1279 { 1374 {
1280 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1281 { 1376 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1378 abort ();
1284 } 1379 }
1285 1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1286 op->above = originator; 1388 op->above = originator;
1287 op->below = originator->below; 1389 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1393 }
1297 else 1394 else
1298 { 1395 {
1299 top = ms.bot; 1396 object *floor = 0;
1397 object *top = ms.top;
1300 1398
1301 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1302 if (top) 1400 if (top)
1303 { 1401 {
1304 object *last = 0;
1305
1306 /* 1402 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1403 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1311 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1312 * Also, if there are spell objects on this space, we stop processing 1408 * Also, if there are spell objects on this space, we stop processing
1313 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1317 */ 1413 */
1318 for (top = ms.bot; top; top = top->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1415 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1416 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1321 floor = top; 1417 floor = tmp;
1322 1418
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1419 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1324 { 1420 {
1325 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1326 top = top->below; 1422 top = tmp->below;
1327 break; 1423 break;
1328 } 1424 }
1329 1425
1330 last = top; 1426 top = tmp;
1331 } 1427 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1428
1336 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1339 */ 1432 */
1346 */ 1439 */
1347 if (!(flag & INS_ON_TOP) 1440 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1441 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1442 && (op->face && !faces [op->face].visibility))
1350 { 1443 {
1444 object *last;
1445
1351 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1353 break; 1448 break;
1354 1449
1355 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1356 * and make sure we have a below pointer for it so that 1451 * and make sure we have a below pointer for it so that
1357 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1363 } /* If objects on this space */ 1458 } /* If objects on this space */
1364 1459
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1461 top = floor;
1367 1462
1368 /* Top is the object that our object (op) is going to get inserted above. 1463 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1464 if (!top)
1373 { 1465 {
1466 op->below = 0;
1374 op->above = ms.bot; 1467 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1471 }
1382 else 1472 else
1383 { /* get inserted into the stack above top */ 1473 {
1384 op->above = top->above; 1474 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1475 top->above = op;
1388 1476
1389 op->below = top; 1477 op->below = top;
1390 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1479 }
1480 }
1392 1481
1393 if (!op->above) 1482 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1483 {
1399 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1400 ++op->map->players; 1485 ++op->map->players;
1401 op->map->touch (); 1486 op->map->touch ();
1402 } 1487 }
1403 1488
1404 op->map->dirty = true; 1489 op->map->dirty = true;
1405 1490
1406 if (object *pl = ms.player ()) 1491 if (object *pl = ms.player ())
1492 //TODO: the floorbox prev/next might need updating
1493 //esrv_send_item (pl, op);
1494 //TODO: update floorbox to preserve ordering
1495 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1496 pl->contr->ns->floorbox_update ();
1408 1497
1409 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1499 * visible to others on this map. But update_all_los is really
1411 * an inefficient way to do this, as it means los for all players 1500 * an inefficient way to do this, as it means los for all players
1412 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1505 * of effect may be sufficient.
1417 */ 1506 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1420 1512
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1423 1515
1424 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1524 * update_object().
1433 */ 1525 */
1434 1526
1435 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1529 {
1438 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1439 return 0; 1531 return 0;
1440 1532
1441 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, let's work our way through the check
1442 * walk on's. 1534 * walk on's.
1443 */ 1535 */
1444 for (object *tmp = op->more; tmp; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1445 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1446 return 0; 1538 return 0;
1447 } 1539 }
1448 1540
1449 return op; 1541 return op;
1450} 1542}
1451 1543
1452/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1453 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1454 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1455 */ 1547 */
1456void 1548void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1550{
1459 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1460 1552
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1555 tmp->destroy ();
1464 1556
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = archetype::find (archname)->instance ();
1466 1558
1467 tmp->x = op->x; 1559 tmp->x = op->x;
1468 tmp->y = op->y; 1560 tmp->y = op->y;
1469 1561
1470 insert_ob_in_map (tmp, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1477 return where->env->insert (this); 1569 return where->env->insert (this);
1478 else 1570 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1572}
1481 1573
1482// find player who can see this object 1574// check whether we can put this into the map, respect max_volume, max_items
1483static object * 1575bool
1484visible_to (object *op) 1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1485{ 1577{
1486 if (!op->flag [FLAG_REMOVED]) 1578 mapspace &ms = m->at (x, y);
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494 1579
1495 // else a player could have our env open 1580 int items = ms.items ();
1496 env = env->outer_env ();
1497 1581
1498 // the player itself is always on a map, so we will find him here 1582 if (!items // testing !items ensures we can drop at least one item
1499 // even if our inv is in a player. 1583 || (items < m->max_items
1500 if (env->is_on_map ()) 1584 && ms.volume () < m->max_volume))
1501 if (object *pl = env->ms ().player ()) 1585 return true;
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512 1586
1587 if (originator)
1588 originator->failmsgf (
1589 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 );
1592
1513 return 0; 1593 return false;
1514} 1594}
1515 1595
1516/* 1596/*
1517 * decrease(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1601 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1602 */
1523bool 1603bool
1524object::decrease (sint32 nr) 1604object::decrease (sint32 nr)
1525{ 1605{
1606 if (!nr)
1607 return true;
1608
1526 nr = min (nr, nrof); 1609 nr = min (nr, nrof);
1527 1610
1528 if (!nr) 1611 if (nrof > nr)
1529 return 1; 1612 {
1613 weight_t oweight = total_weight ();
1530 1614
1531 nrof -= nr; 1615 nrof -= nr;
1532 1616
1533 object *visible = visible_to (this); 1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1534 1619
1535 if (nrof) 1620 adjust_weight (env, oweight, total_weight ());
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0
1538 1621
1539 if (visible)
1540 esrv_send_item (visible, this);
1541
1542 return 1; 1622 return true;
1543 } 1623 }
1544 else 1624 else
1545 { 1625 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1626 destroy ();
1550 return 0; 1627 return false;
1551 } 1628 }
1552} 1629}
1553 1630
1554/* 1631/*
1555 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1632 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains 1633 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and freed if that number is 0). 1634 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned, and the reason put into the 1635 * On failure, NULL is returned.
1559 * global static errmsg array.
1560 */ 1636 */
1561object * 1637object *
1562object::split (sint32 nr) 1638object::split (sint32 nr)
1563{ 1639{
1640 int have = number_of ();
1641
1564 if (nrof < nr) 1642 if (have < nr)
1565 return 0; 1643 return 0;
1566 else if (nrof == nr) 1644 else if (have == nr)
1567 { 1645 {
1568 remove (); 1646 remove ();
1569 return this; 1647 return this;
1570 } 1648 }
1571 else 1649 else
1572 { 1650 {
1573 decrease (nr); 1651 decrease (nr);
1574 1652
1575 object *op = object_create_clone (this); 1653 object *op = deep_clone ();
1576 op->nrof = nr; 1654 op->nrof = nr;
1577 return op; 1655 return op;
1578 } 1656 }
1579}
1580
1581//TODO: remove, but semantics differs from split_nr
1582object *
1583get_split_ob (object *orig_ob, uint32 nr)
1584{
1585 if (orig_ob->nrof < nr)
1586 {
1587 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1588 return 0;
1589 }
1590
1591 return orig_ob->split (nr);
1592} 1657}
1593 1658
1594object * 1659object *
1595insert_ob_in_ob (object *op, object *where) 1660insert_ob_in_ob (object *op, object *where)
1596{ 1661{
1614/* 1679/*
1615 * env->insert (op) 1680 * env->insert (op)
1616 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1617 * inside the object environment. 1682 * inside the object environment.
1618 * 1683 *
1619 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1620 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1621 */ 1686 */
1622object * 1687object *
1623object::insert (object *op) 1688object::insert (object *op)
1624{ 1689{
1635 if (op->nrof) 1700 if (op->nrof)
1636 for (object *tmp = inv; tmp; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1637 if (object::can_merge (tmp, op)) 1702 if (object::can_merge (tmp, op))
1638 { 1703 {
1639 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1640 (client needs the original object) */ 1705 (client prefers the original object) */
1706
1707 // carrying must be 0 for mergable objects
1708 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1709
1641 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1711
1712 if (object *pl = tmp->visible_to ())
1713 esrv_update_item (UPD_NROF, pl, tmp);
1714
1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1716
1642 op->destroy (1); 1717 op->destroy ();
1643 op = tmp; 1718 op = tmp;
1644 goto inserted; 1719 goto inserted;
1645 } 1720 }
1646 1721
1647 op->owner = 0; // it's his/hers now. period. 1722 op->owner = 0; // it's his/hers now. period.
1658 1733
1659 inv = op; 1734 inv = op;
1660 1735
1661 op->flag [FLAG_REMOVED] = 0; 1736 op->flag [FLAG_REMOVED] = 0;
1662 1737
1738 if (object *pl = op->visible_to ())
1739 esrv_send_item (pl, op);
1740
1663 adjust_weight (this, op->total_weight ()); 1741 adjust_weight (this, 0, op->total_weight ());
1664 1742
1665inserted: 1743inserted:
1666 /* reset the light list and los of the players on the map */ 1744 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness) 1745 if (op->glow_radius && is_on_map ())
1746 {
1747 update_stats ();
1668 update_all_los (map, x, y); 1748 update_all_los (map, x, y);
1669 1749 }
1670 if (object *otmp = in_player ()) 1750 else if (is_player ())
1671 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1751 // if this is a player's inventory, update stats
1672 otmp->update_stats (); 1752 contr->queue_stats_update ();
1673 1753
1674 INVOKE_OBJECT (INSERT, this); 1754 INVOKE_OBJECT (INSERT, this);
1675 1755
1676 return op; 1756 return op;
1677} 1757}
1695 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1696 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1697 * on top. 1777 * on top.
1698 */ 1778 */
1699int 1779int
1700check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1701{ 1781{
1782 if (op->flag [FLAG_NO_APPLY])
1783 return 0;
1784
1702 object *tmp; 1785 object *tmp;
1703 maptile *m = op->map; 1786 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1705 1788
1706 MoveType move_on, move_slow, move_block; 1789 mapspace &ms = m->at (x, y);
1707 1790
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1791 ms.update ();
1709 return 0;
1710 1792
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1793 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1794 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1795 MoveType move_block = ms.move_block;
1714 1796
1715 /* if nothing on this space will slow op down or be applied, 1797 /* if nothing on this space will slow op down or be applied,
1716 * no need to do checking below. have to make sure move_type 1798 * no need to do checking below. have to make sure move_type
1717 * is set, as lots of objects don't have it set - we treat that 1799 * is set, as lots of objects don't have it set - we treat that
1718 * as walking. 1800 * as walking.
1727 */ 1809 */
1728 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1810 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1729 return 0; 1811 return 0;
1730 1812
1731 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1733 */ 1815 */
1734 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1817 {
1818 next = tmp->below;
1744 1819
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1820 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1821 continue; /* Can't apply yourself */
1749 1822
1750 /* Check to see if one of the movement types should be slowed down. 1823 /* Check to see if one of the movement types should be slowed down.
1751 * Second check makes sure that the movement types not being slowed 1824 * Second check makes sure that the movement types not being slowed
1752 * (~slow_move) is not blocked on this space - just because the 1825 * (~slow_move) is not blocked on this space - just because the
1753 * space doesn't slow down swimming (for example), if you can't actually 1826 * space doesn't slow down swimming (for example), if you can't actually
1754 * swim on that space, can't use it to avoid the penalty. 1827 * swim on that space, can't use it to avoid the penalty.
1755 */ 1828 */
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1829 if (!op->flag [FLAG_WIZPASS])
1757 { 1830 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 { 1833 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1835
1765 if (op->type == PLAYER) 1836 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1837 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1838 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1839 diff /= 4.0;
1769 1840
1770 op->speed_left -= diff; 1841 op->speed_left -= diff;
1771 } 1842 }
1772 } 1843 }
1773 1844
1774 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1775 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1776 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1777 { 1848 {
1849 if ((flags & INS_NO_AUTO_EXIT)
1850 && (tmp->type == EXIT || tmp->type == TELEPORTER
1851 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1852 continue;
1853
1778 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1779 1855
1780 if (op->destroyed ()) 1856 if (op->destroyed ())
1781 return 1; 1857 return 1;
1782 1858
1805 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1806 return NULL; 1882 return NULL;
1807 } 1883 }
1808 1884
1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1811 return tmp; 1887 return tmp;
1812 1888
1813 return NULL; 1889 return NULL;
1814} 1890}
1815 1891
1879 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
1880 */ 1956 */
1881object * 1957object *
1882present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
1883{ 1959{
1884 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
1886 return tmp; 1962 return tmp;
1887 1963
1888 return NULL; 1964 return NULL;
1889} 1965}
1890 1966
1894void 1970void
1895flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1896{ 1972{
1897 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 { 1974 {
1899 SET_FLAG (tmp, flag); 1975 tmp->set_flag (flag);
1900 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1901 } 1977 }
1902} 1978}
1903 1979
1904/* 1980/*
1907void 1983void
1908unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1909{ 1985{
1910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 { 1987 {
1912 CLEAR_FLAG (tmp, flag); 1988 tmp->clr_flag (flag);
1913 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1914 } 1990 }
1915} 1991}
1916 1992
1917/* 1993/*
1927 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1928 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
1929 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
1930 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
1931 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
1932 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
1933 * customized, changed states, etc. 2009 * customized, changed states, etc.
1934 */ 2010 */
1935int 2011int
1936find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1937{ 2013{
1938 int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
1939 int index = 0, flag; 2015 int index = 0;
1940 2016
1941 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
1942 { 2018 {
1943 mapxy pos (m, x, y); pos.move (i); 2019 mapxy pos (m, x, y); pos.move (i);
1944 2020
1960 continue; 2036 continue;
1961 } 2037 }
1962 2038
1963 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
1964 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
1965 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
1966 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
1967 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
1968 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
1969 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
1970 */ 2046 */
1978 * head of the object should correspond for the entire object. 2054 * head of the object should correspond for the entire object.
1979 */ 2055 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 2057 continue;
1982 2058
1983 if (ob->blocked (m, pos.x, pos.y)) 2059 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 2060 continue;
1985 2061
1986 altern [index++] = i; 2062 altern [index++] = i;
1987 } 2063 }
1988 2064
2000 */ 2076 */
2001int 2077int
2002find_first_free_spot (const object *ob, maptile *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2003{ 2079{
2004 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2006 return i; 2082 return i;
2007 2083
2008 return -1; 2084 return -1;
2009} 2085}
2010 2086
2021 2097
2022 while (--end) 2098 while (--end)
2023 swap (arr [end], arr [rndm (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2024} 2100}
2025 2101
2026/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2027 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2028 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2029 * monsters to the north first. However, the size of the array passed 2105 * monsters to the north first. However, the size of the array passed
2030 * covers all the spaces, so within that size, all the spaces within 2106 * covers all the spaces, so within that size, all the spaces within
2031 * the 3x3 area will be searched, just not in a predictable order. 2107 * the 3x3 area will be searched, just not in a predictable order.
2056 * there is capable of. 2132 * there is capable of.
2057 */ 2133 */
2058int 2134int
2059find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2136{
2061 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2138 MoveType move_type;
2068 2139
2069 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2070 { 2141 {
2071 exclude = exclude->head; 2142 exclude = exclude->head;
2072 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2075 { 2146 {
2076 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2077 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2078 } 2149 }
2079 2150
2080 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2081 { 2152 {
2082 mp = m; 2153 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2154 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2155
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2157 max = maxfree[i];
2090 else 2158 else
2091 { 2159 {
2092 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2093 2161
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2163 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2099 { 2165 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2169 return freedir [i];
2107 } 2170 }
2108 } 2171 }
2109 } 2172 }
2110 2173
2111 return 0; 2174 return 0;
2120{ 2183{
2121 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2184 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2122} 2185}
2123 2186
2124/* 2187/*
2125 * find_dir_2(delta-x,delta-y) will return a direction in which 2188 * find_dir_2(delta-x,delta-y) will return a direction value
2126 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2127 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2128 */ 2191 */
2129int 2192int
2130find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2131{ 2194{
2195#if 1 // new algorithm
2196 // this works by putting x, y into 16 sectors, which
2197 // are not equal sized, but are a better approximation
2198 // then the old algorithm, and then using a mapping
2199 // table to map it into a direction value.
2200 // basically, it maps these comparisons to each bit
2201 // bit #3: x < 0
2202 // bit #2: y < 0
2203 // bit #1: x > y
2204 // bit #0: x > 2y
2205
2206 static const uint8 dir[16] = {
2207 4, 5, 4, 3,
2208 2, 1, 2, 3,
2209 6, 5, 6, 7,
2210 8, 1, 8, 7,
2211 };
2212 int sector = 0;
2213
2214 // this is a bit ugly, but more likely to result in branchless code
2215 sector |= x < 0 ? 8 : 0;
2216 x = x < 0 ? -x : x; // abs
2217
2218 sector |= y < 0 ? 4 : 0;
2219 y = y < 0 ? -y : y; // abs
2220
2221 if (x > y)
2222 {
2223 sector |= 2;
2224
2225 if (x > y * 2)
2226 sector |= 1;
2227 }
2228 else
2229 {
2230 if (y > x * 2)
2231 sector |= 1;
2232 else if (!y)
2233 return 0; // x == 0 here
2234 }
2235
2236 return dir [sector];
2237#else // old algorithm
2132 int q; 2238 int q;
2133 2239
2134 if (y) 2240 if (y)
2135 q = x * 100 / y; 2241 q = 128 * x / y;
2136 else if (x) 2242 else if (x)
2137 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2138 else 2244 else
2139 return 0; 2245 return 0;
2140 2246
2141 if (y > 0) 2247 if (y > 0)
2142 { 2248 {
2143 if (q < -242) 2249 if (q < -309) return 7;
2250 if (q < -52) return 6;
2251 if (q < 52) return 5;
2252 if (q < 309) return 4;
2253
2144 return 3; 2254 return 3;
2145 if (q < -41) 2255 }
2146 return 2; 2256 else
2147 if (q < 41) 2257 {
2148 return 1; 2258 if (q < -309) return 3;
2149 if (q < 242) 2259 if (q < -52) return 2;
2150 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2151 return 7; 2263 return 7;
2152 } 2264 }
2153 2265#endif
2154 if (q < -242)
2155 return 7;
2156 if (q < -41)
2157 return 6;
2158 if (q < 41)
2159 return 5;
2160 if (q < 242)
2161 return 4;
2162
2163 return 3;
2164} 2266}
2165 2267
2166/* 2268/*
2167 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2168 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2169 */ 2271 */
2170int 2272int
2171dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2172{ 2274{
2173 int d;
2174
2175 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2176 if (d > 4)
2177 d = 8 - d;
2178 2276
2179 return d; 2277 return d > 4 ? 8 - d : d;
2180} 2278}
2181 2279
2182/* peterm: 2280/* peterm:
2183 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2281 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2184 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2186 * This basically means that if direction is 15, then it could either go 2284 * This basically means that if direction is 15, then it could either go
2187 * direction 4, 14, or 16 to get back to where we are. 2285 * direction 4, 14, or 16 to get back to where we are.
2188 * Moved from spell_util.c to object.c with the other related direction 2286 * Moved from spell_util.c to object.c with the other related direction
2189 * functions. 2287 * functions.
2190 */ 2288 */
2191int reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2253 int mflags; 2351 int mflags;
2254 2352
2255 if (dir < 0) 2353 if (dir < 0)
2256 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2257 2355
2258 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2259 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2260 2358
2261 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2262 2360
2263 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2264 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2290 * Add a check so we can't pick up invisible objects (0.93.8) 2388 * Add a check so we can't pick up invisible objects (0.93.8)
2291 */ 2389 */
2292int 2390int
2293can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2294{ 2392{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2395 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298} 2396}
2397
2398//-GPL
2299 2399
2300/* 2400/*
2301 * create clone from object to another 2401 * create clone from object to another
2302 */ 2402 */
2303object * 2403object *
2304object_create_clone (object *asrc) 2404object::deep_clone ()
2305{ 2405{
2306 object *dst = 0, *tmp, *src, *prev, *item; 2406 assert (("deep_clone called on non-head object", is_head ()));
2307 2407
2308 if (!asrc) 2408 object *dst = clone ();
2309 return 0;
2310 2409
2311 src = asrc->head_ (); 2410 object *prev = dst;
2312
2313 prev = 0;
2314 for (object *part = src; part; part = part->more) 2411 for (object *part = this->more; part; part = part->more)
2315 { 2412 {
2316 tmp = part->clone (); 2413 object *tmp = part->clone ();
2317 tmp->x -= src->x;
2318 tmp->y -= src->y;
2319
2320 if (!part->head)
2321 {
2322 dst = tmp;
2323 tmp->head = 0;
2324 }
2325 else
2326 tmp->head = dst; 2414 tmp->head = dst;
2327
2328 tmp->more = 0;
2329
2330 if (prev)
2331 prev->more = tmp; 2415 prev->more = tmp;
2332
2333 prev = tmp; 2416 prev = tmp;
2334 } 2417 }
2335 2418
2336 for (item = src->inv; item; item = item->below) 2419 for (object *item = inv; item; item = item->below)
2337 insert_ob_in_ob (object_create_clone (item), dst); 2420 insert_ob_in_ob (item->deep_clone (), dst);
2338 2421
2339 return dst; 2422 return dst;
2340} 2423}
2341 2424
2342/* This returns the first object in who's inventory that 2425/* This returns the first object in who's inventory that
2351 return tmp; 2434 return tmp;
2352 2435
2353 return 0; 2436 return 0;
2354} 2437}
2355 2438
2356/* If ob has a field named key, return the link from the list, 2439/* Zero the key_values on op, decrementing the shared-string
2357 * otherwise return NULL. 2440 * refcounts and freeing the links.
2358 * 2441 */
2359 * key must be a passed in shared string - otherwise, this won't 2442void
2360 * do the desired thing. 2443key_values::clear ()
2361 */
2362key_value *
2363get_ob_key_link (const object *ob, const char *key)
2364{ 2444{
2365 for (key_value *link = ob->key_values; link; link = link->next) 2445 for (key_value *kvp = first; kvp; )
2446 {
2447 key_value *next = kvp->next;
2448 delete kvp;
2449 kvp = next;
2450 }
2451
2452 first = 0;
2453}
2454
2455shstr_tmp
2456key_values::get (shstr_tmp key) const
2457{
2458 for (key_value *kv = first; kv; kv = kv->next)
2366 if (link->key == key) 2459 if (kv->key == key)
2367 return link;
2368
2369 return 0;
2370}
2371
2372/*
2373 * Returns the value of op has an extra_field for key, or NULL.
2374 *
2375 * The argument doesn't need to be a shared string.
2376 *
2377 * The returned string is shared.
2378 */
2379const char *
2380get_ob_key_value (const object *op, const char *const key)
2381{
2382 key_value *link;
2383 shstr_cmp canonical_key (key);
2384
2385 if (!canonical_key)
2386 {
2387 /* 1. There being a field named key on any object
2388 * implies there'd be a shared string to find.
2389 * 2. Since there isn't, no object has this field.
2390 * 3. Therefore, *this* object doesn't have this field.
2391 */
2392 return 0;
2393 }
2394
2395 /* This is copied from get_ob_key_link() above -
2396 * only 4 lines, and saves the function call overhead.
2397 */
2398 for (link = op->key_values; link; link = link->next)
2399 if (link->key == canonical_key)
2400 return link->value; 2460 return kv->value;
2401 2461
2402 return 0; 2462 return shstr ();
2403} 2463}
2404 2464
2405/* 2465void
2406 * Updates the canonical_key in op to value. 2466key_values::add (shstr_tmp key, shstr_tmp value)
2407 *
2408 * canonical_key is a shared string (value doesn't have to be).
2409 *
2410 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2411 * keys.
2412 *
2413 * Returns TRUE on success.
2414 */
2415int
2416set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2417{ 2467{
2418 key_value *field = NULL, *last = NULL; 2468 key_value *kv = new key_value;
2419 2469
2420 for (field = op->key_values; field != NULL; field = field->next) 2470 kv->next = first;
2421 { 2471 kv->key = key;
2422 if (field->key != canonical_key) 2472 kv->value = value;
2473
2474 first = kv;
2475}
2476
2477void
2478key_values::set (shstr_tmp key, shstr_tmp value)
2479{
2480 for (key_value *kv = first; kv; kv = kv->next)
2481 if (kv->key == key)
2423 { 2482 {
2424 last = field; 2483 kv->value = value;
2425 continue; 2484 return;
2426 } 2485 }
2427 2486
2428 if (value) 2487 add (key, value);
2429 field->value = value; 2488}
2430 else 2489
2490void
2491key_values::del (shstr_tmp key)
2492{
2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2494 if ((*kvp)->key == key)
2431 { 2495 {
2432 /* Basically, if the archetype has this key set, 2496 key_value *kv = *kvp;
2433 * we need to store the null value so when we save 2497 *kvp = (*kvp)->next;
2434 * it, we save the empty value so that when we load, 2498 delete kv;
2435 * we get this value back again. 2499 return;
2436 */
2437 if (get_ob_key_link (op->arch, canonical_key))
2438 field->value = 0;
2439 else
2440 {
2441 if (last)
2442 last->next = field->next;
2443 else
2444 op->key_values = field->next;
2445
2446 delete field;
2447 }
2448 } 2500 }
2449 return TRUE; 2501}
2502
2503void
2504key_values::reverse ()
2505{
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2450 } 2510 {
2451 /* IF we get here, key doesn't exist */ 2511 key_value *node = head;
2512 head = head->next;
2513 node->next = prev;
2514 prev = node;
2515 }
2452 2516
2453 /* No field, we'll have to add it. */ 2517 first = prev;
2454
2455 if (!add_key)
2456 return FALSE;
2457
2458 /* There isn't any good reason to store a null
2459 * value in the key/value list. If the archetype has
2460 * this key, then we should also have it, so shouldn't
2461 * be here. If user wants to store empty strings,
2462 * should pass in ""
2463 */
2464 if (value == NULL)
2465 return TRUE;
2466
2467 field = new key_value;
2468
2469 field->key = canonical_key;
2470 field->value = value;
2471 /* Usual prepend-addition. */
2472 field->next = op->key_values;
2473 op->key_values = field;
2474
2475 return TRUE;
2476} 2518}
2477 2519
2478/* 2520key_values &
2479 * Updates the key in op to value. 2521key_values::operator =(const key_values &kv)
2480 *
2481 * If add_key is FALSE, this will only update existing keys,
2482 * and not add new ones.
2483 * In general, should be little reason FALSE is ever passed in for add_key
2484 *
2485 * Returns TRUE on success.
2486 */
2487int
2488set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2489{ 2522{
2490 shstr key_ (key); 2523 clear ();
2491 2524
2492 return set_ob_key_value_s (op, key_, value, add_key); 2525 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2526 add (kvp->key, kvp->value);
2527
2528 reverse ();
2493} 2529}
2494 2530
2495object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2496: iterator_base (container) 2532: iterator_base (container)
2497{ 2533{
2547{ 2583{
2548 char flagdesc[512]; 2584 char flagdesc[512];
2549 char info2[256 * 4]; 2585 char info2[256 * 4];
2550 char *p = info; 2586 char *p = info;
2551 2587
2552 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2588 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2553 count, 2589 count,
2554 uuid.c_str (), 2590 uuid.c_str (),
2555 &name, 2591 &name,
2556 title ? "\",title:\"" : "", 2592 title ? ",title:\"" : "",
2557 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2594 title ? "\"" : "",
2558 flag_desc (flagdesc, 512), type); 2595 flag_desc (flagdesc, 512), type);
2559 2596
2560 if (!this->flag[FLAG_REMOVED] && env) 2597 if (!flag[FLAG_REMOVED] && env)
2561 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2562 2599
2563 if (map) 2600 if (map)
2564 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2565 2602
2580{ 2617{
2581 return map ? map->region (x, y) 2618 return map ? map->region (x, y)
2582 : region::default_region (); 2619 : region::default_region ();
2583} 2620}
2584 2621
2585const materialtype_t * 2622//+GPL
2586object::dominant_material () const
2587{
2588 if (materialtype_t *mt = name_to_material (materialname))
2589 return mt;
2590
2591 return name_to_material (shstr_unknown);
2592}
2593 2623
2594void 2624void
2595object::open_container (object *new_container) 2625object::open_container (object *new_container)
2596{ 2626{
2597 if (container == new_container) 2627 if (container == new_container)
2598 return; 2628 return;
2599 2629
2600 if (object *old_container = container) 2630 object *old_container = container;
2631
2632 if (old_container)
2601 { 2633 {
2602 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2603 return; 2635 return;
2604 2636
2605#if 0 2637#if 0
2607 if (object *closer = old_container->inv) 2639 if (object *closer = old_container->inv)
2608 if (closer->type == CLOSE_CON) 2640 if (closer->type == CLOSE_CON)
2609 closer->destroy (); 2641 closer->destroy ();
2610#endif 2642#endif
2611 2643
2644 // make sure the container is available
2645 esrv_send_item (this, old_container);
2646
2612 old_container->flag [FLAG_APPLIED] = 0; 2647 old_container->flag [FLAG_APPLIED] = false;
2613 container = 0; 2648 container = 0;
2614 2649
2650 // client needs item update to make it work, client bug requires this to be separate
2615 esrv_update_item (UPD_FLAGS, this, old_container); 2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652
2616 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2617 play_sound (sound_find ("chest_close")); 2654 play_sound (sound_find ("chest_close"));
2618 } 2655 }
2619 2656
2620 if (new_container) 2657 if (new_container)
2621 { 2658 {
2625 // TODO: this does not seem to serve any purpose anymore? 2662 // TODO: this does not seem to serve any purpose anymore?
2626#if 0 2663#if 0
2627 // insert the "Close Container" object. 2664 // insert the "Close Container" object.
2628 if (archetype *closer = new_container->other_arch) 2665 if (archetype *closer = new_container->other_arch)
2629 { 2666 {
2630 object *closer = arch_to_object (new_container->other_arch); 2667 object *closer = new_container->other_arch->instance ();
2631 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2632 new_container->insert (closer); 2669 new_container->insert (closer);
2633 } 2670 }
2634#endif 2671#endif
2635 2672
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2637 2674
2675 // make sure the container is available, client bug requires this to be separate
2676 esrv_send_item (this, new_container);
2677
2638 new_container->flag [FLAG_APPLIED] = 1; 2678 new_container->flag [FLAG_APPLIED] = true;
2639 container = new_container; 2679 container = new_container;
2640 2680
2681 // client needs flag change
2641 esrv_update_item (UPD_FLAGS, this, new_container); 2682 esrv_update_item (UPD_FLAGS, this, new_container);
2642 esrv_send_inventory (this, new_container); 2683 esrv_send_inventory (this, new_container);
2643 play_sound (sound_find ("chest_open")); 2684 play_sound (sound_find ("chest_open"));
2644 } 2685 }
2686// else if (!old_container->env && contr && contr->ns)
2687// contr->ns->floorbox_reset ();
2645} 2688}
2689
2690//-GPL
2691
2692// prefetch some flat area around the player
2693static void
2694prefetch_surrounding_area (object *op, maptile *map, int range)
2695{
2696 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2697 op->x - range , op->y - range ,
2698 op->x + range + 1, op->y + range + 1);
2699 rect->m;
2700 ++rect)
2701 {
2702 rect->m->touch ();
2703 rect->m->activate ();
2704 }
2705}
2706
2707// prefetch a generous area around the player, also up and down
2708void
2709object::prefetch_surrounding_maps ()
2710{
2711 prefetch_surrounding_area (this, map, 40);
2712
2713 if (maptile *m = map->tile_available (TILE_DOWN))
2714 prefetch_surrounding_area (this, m, 20);
2715
2716 if (maptile *m = map->tile_available (TILE_UP))
2717 prefetch_surrounding_area (this, m, 20);
2718}
2719
2720//+GPL
2646 2721
2647object * 2722object *
2648object::force_find (const shstr name) 2723object::force_find (shstr_tmp name)
2649{ 2724{
2650 /* cycle through his inventory to look for the MARK we want to 2725 /* cycle through his inventory to look for the MARK we want to
2651 * place 2726 * place
2652 */ 2727 */
2653 for (object *tmp = inv; tmp; tmp = tmp->below) 2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2654 if (tmp->type == FORCE && tmp->slaying == name) 2729 if (tmp->type == FORCE && tmp->slaying == name)
2655 return splay (tmp); 2730 return splay (tmp);
2656 2731
2657 return 0; 2732 return 0;
2658} 2733}
2659 2734
2660void 2735void
2736object::force_set_timer (int duration)
2737{
2738 this->duration = 1;
2739 this->speed_left = -1.f;
2740
2741 this->set_speed (duration ? 1.f / duration : 0.f);
2742}
2743
2744object *
2661object::force_add (const shstr name, int duration) 2745object::force_add (shstr_tmp name, int duration)
2662{ 2746{
2663 if (object *force = force_find (name)) 2747 if (object *force = force_find (name))
2664 force->destroy (); 2748 force->destroy ();
2665 2749
2666 object *force = get_archetype (FORCE_NAME); 2750 object *force = archetype::get (FORCE_NAME);
2667 2751
2668 force->slaying = name; 2752 force->slaying = name;
2669 force->stats.food = 1; 2753 force->force_set_timer (duration);
2670 force->speed_left = -1.f;
2671
2672 force->set_speed (duration ? 1.f / duration : 0.f);
2673 force->flag [FLAG_IS_USED_UP] = true;
2674 force->flag [FLAG_APPLIED] = true; 2754 force->flag [FLAG_APPLIED] = true;
2675 2755
2676 insert (force); 2756 return insert (force);
2677} 2757}
2678 2758
2679void 2759void
2680object::play_sound (faceidx sound) 2760object::play_sound (faceidx sound) const
2681{ 2761{
2682 if (!sound) 2762 if (!sound)
2683 return; 2763 return;
2684 2764
2685 if (flag [FLAG_REMOVED]) 2765 if (is_on_map ())
2766 map->play_sound (sound, x, y);
2767 else if (object *pl = in_player ())
2768 pl->contr->play_sound (sound);
2769}
2770
2771void
2772object::say_msg (const char *msg) const
2773{
2774 if (is_on_map ())
2775 map->say_msg (msg, x, y);
2776 else if (object *pl = in_player ())
2777 pl->contr->play_sound (sound);
2778}
2779
2780void
2781object::make_noise ()
2782{
2783 // we do not model noise in the map, so instead put
2784 // a temporary light into the noise source
2785 // could use the map instead, but that's less reliable for our
2786 // goal, which is to make invisibility a bit harder to exploit
2787
2788 // currently only works sensibly for players
2789 if (!is_player ())
2686 return; 2790 return;
2687 2791
2688 if (env) 2792 // find old force, or create new one
2689 { 2793 object *force = force_find (shstr_noise_force);
2690 if (object *pl = in_player ()) 2794
2691 pl->contr->play_sound (sound); 2795 if (force)
2692 } 2796 force->speed_left = -1.f; // patch old speed up
2693 else 2797 else
2694 map->play_sound (sound, x, y); 2798 {
2695} 2799 force = archetype::get (shstr_noise_force);
2696 2800
2801 force->slaying = shstr_noise_force;
2802 force->stats.food = 1;
2803 force->speed_left = -1.f;
2804
2805 force->set_speed (1.f / 4.f);
2806 force->flag [FLAG_IS_USED_UP] = true;
2807 force->flag [FLAG_APPLIED] = true;
2808
2809 insert (force);
2810 }
2811}
2812
2813void object::change_move_type (MoveType mt)
2814{
2815 if (move_type == mt)
2816 return;
2817
2818 if (is_on_map ())
2819 {
2820 // we are on the map, so handle move_on/off effects
2821 remove ();
2822 move_type = mt;
2823 map->insert (this, x, y, this);
2824 }
2825 else
2826 move_type = mt;
2827}
2828
2829/* object should be a player.
2830 * we return the object the player has marked with the 'mark' command
2831 * below. If no match is found (or object has changed), we return
2832 * NULL. We leave it up to the calling function to print messages if
2833 * nothing is found.
2834 */
2835object *
2836object::mark () const
2837{
2838 if (contr && contr->mark && contr->mark->env == this)
2839 return contr->mark;
2840 else
2841 return 0;
2842}
2843
2844// put marked object first in the inventory
2845// this is used by identify-like spells so players can influence
2846// the order a bit.
2847void
2848object::splay_marked ()
2849{
2850 if (object *marked = mark ())
2851 splay (marked);
2852}
2853

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