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Comparing deliantra/server/common/object.C (file contents):
Revision 1.212 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 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 <sproto.h> 31#include <sproto.h>
30#include <loader.h>
31 32
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 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
41short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
42 0, 52 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
44 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,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
46}; 56};
47short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
48 0, 58 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
50 -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,
51 -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
52};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58}; 62};
59int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
60 0, 64 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 65 1, 2, 3, 4, 5, 6, 7, 8,
62 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,
63 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
64}; 68};
65 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
66static void 96static void
67write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
68{ 98{
69 CALL_BEGIN (2); 99 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 103 CALL_END;
74} 104}
75 105
76static void 106static void
77read_uuid (void) 107read_uuid ()
78{ 108{
79 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
80 110
81 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
82 112
96 126
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 128 _exit (1);
99 } 129 }
100 130
101 UUID::BUF buf; 131 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 132 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 133 fgets (buf, sizeof (buf), fp);
104 134
105 if (!UUID::cur.parse (buf)) 135 if (!UUID::cur.parse (buf))
106 { 136 {
119{ 149{
120 UUID uid; 150 UUID uid;
121 151
122 uid.seq = ++cur.seq; 152 uid.seq = ++cur.seq;
123 153
124 if (expect_false (cur.seq >= seq_next_save)) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
125 { 155 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); 156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false); 157 write_uuid (UUID_GAP, false);
128 } 158 }
129 159
133 163
134void 164void
135UUID::init () 165UUID::init ()
136{ 166{
137 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;
138} 233}
139 234
140/* 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. */
141static bool 236static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
143{ 238{
144 key_value *wants_field;
145
146 /* 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
147 * 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
148 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
149 */ 242 */
150 243
151 /* For each field in wants, */ 244 /* For each field in wants, */
152 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)
153 { 246 if (has->kv.get (kv->key) != kv->value)
154 key_value *has_field; 247 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 248
169 /* 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. */
170 return 1; 250 return true;
171} 251}
172 252
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 254static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 256{
177 /* 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,
178 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
179 */ 259 */
180 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);
181} 262}
182 263
183/* 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
184 * they can be merged together. 265 * they can be merged together.
185 * 266 *
192 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
193 * check weight 274 * check weight
194 */ 275 */
195bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
196{ 277{
197 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
198 if (ob1 == ob2 279 if (ob1 == ob2
199 || ob1->type != ob2->type 280 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 281 || ob1->value != ob2->value
202 || 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)
203 return 0; 285 return 0;
204 286
205 /* Do not merge objects if nrof would overflow. First part checks 287 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 288 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 290 return 0;
212 291
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * 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
215 * 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
216 * 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
217 * flags lose any meaning. 296 * flags lose any meaning.
218 */ 297 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
221 300
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
224 303
225 if (ob1->arch->name != ob2->arch->name 304 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 305 || ob1->name != ob2->name
227 || ob1->title != ob2->title 306 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 313 || ob1->value != ob2->value
235 || 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
236 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 329 return 0;
250 330
251 if ((ob1->flag ^ ob2->flag) 331 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 332 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 333 .reset (FLAG_REMOVED)
255 .any ()) 334 .any ())
256 return 0; 335 return 0;
257 336
258 /* This is really a spellbook check - we should in general 337 /* This is really a spellbook check - we should in general
273 /* 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
274 * if it is valid. 353 * if it is valid.
275 */ 354 */
276 } 355 }
277 356
278 /* 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,
279 * 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
280 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
281 */ 360 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 362 return 0;
284 363
285 /* 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
286 * 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
287 * check? 366 * check?
288 */ 367 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 369 return 0;
291 370
292 switch (ob1->type) 371 switch (ob1->type)
293 { 372 {
294 case SCROLL: 373 case SCROLL:
295 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
296 return 0; 375 return 0;
297 break; 376 break;
298 } 377 }
299 378
300 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
301 { 380 {
302 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
303 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
304 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
305 384
306 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
307 return 0; 386 return 0;
308 } 387 }
330 409
331 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
332 return 1; 411 return 1;
333} 412}
334 413
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
335// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
336static sint32 452static weight_t
337weight_adjust (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
338{ 454{
339 return op->type == CONTAINER 455 if (op->type == CONTAINER)
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
341 : weight;
342}
343 457
458 return weight;
459}
460
344/* 461/*
345 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
346 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
347 */ 464 */
348static void 465static void
349adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
350{ 467{
351 while (op) 468 while (op)
352 { 469 {
353 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);
354 473
355 if (!weight) 474 sub = op->carrying;
356 return;
357
358 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
359 477
360 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
362 481
363 op = op->env; 482 op = op->env;
364 } 483 }
365} 484}
366 485
370 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
371 */ 490 */
372void 491void
373object::update_weight () 492object::update_weight ()
374{ 493{
375 sint32 sum = 0; 494 weight_t sum = 0;
376 495
377 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
378 { 497 {
379 if (op->inv)
380 op->update_weight (); 498 op->update_weight ();
381 499
382 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
383 } 501 }
384
385 sum = weight_adjust (this, sum);
386 502
387 if (sum != carrying) 503 if (sum != carrying)
388 { 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 ());
508
389 carrying = sum; 509 carrying = sum;
390 510
391 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 514 }
394} 515}
395 516
396/* 517/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
405 object_freezer freezer; 526 object_freezer freezer;
406 op->write (freezer); 527 op->write (freezer);
407 return freezer.as_string (); 528 return freezer.as_string ();
408} 529}
409 530
410/* 531char *
411 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
412 * multi-object 1 which is closest to the second object.
413 * If it's not a multi-object, it is returned.
414 */
415object *
416get_nearest_part (object *op, const object *pl)
417{ 533{
418 object *tmp, *closest; 534 return dump_object (this);
419 int last_dist, i;
420
421 if (!op->more)
422 return op;
423
424 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
425 tmp;
426 tmp = tmp->more)
427 if ((i = distance (tmp, pl)) < last_dist)
428 closest = tmp, last_dist = i;
429
430 return closest;
431} 535}
432 536
433/* 537/*
434 * 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.
435 * VERRRY slow. 539 * VERRRY slow.
443 547
444 return 0; 548 return 0;
445} 549}
446 550
447/* 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/*
448 * 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.
449 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
450 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
451 */ 570 */
452object * 571object *
453find_object_name (const char *str) 572find_object_name (const char *str)
454{ 573{
455 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
456 object *op;
457 575
576 if (str_)
458 for_all_objects (op) 577 for_all_objects (op)
459 if (op->name == str_) 578 if (op->name == str_)
460 break; 579 return op;
461 580
462 return op; 581 return 0;
463} 582}
464 583
465/* 584/*
466 * 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
467 * skill and experience objects. 586 * skill and experience objects.
480 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 ());
481 return; 600 return;
482 } 601 }
483 602
484 this->owner = owner; 603 this->owner = owner;
485}
486
487int
488object::slottype () const
489{
490 if (type == SKILL)
491 {
492 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
493 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
494 }
495 else
496 {
497 if (slot [body_combat].info) return slot_combat;
498 if (slot [body_range ].info) return slot_ranged;
499 }
500
501 return slot_none;
502}
503
504bool
505object::change_weapon (object *ob)
506{
507 if (current_weapon == ob)
508 return true;
509
510 if (chosen_skill)
511 chosen_skill->flag [FLAG_APPLIED] = false;
512
513 current_weapon = ob;
514 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
515
516 if (chosen_skill)
517 chosen_skill->flag [FLAG_APPLIED] = true;
518
519 update_stats ();
520
521 if (ob)
522 {
523 // now check wether any body locations became invalid, in which case
524 // we cannot apply the weapon at the moment.
525 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
526 if (slot[i].used < 0)
527 {
528 current_weapon = chosen_skill = 0;
529 update_stats ();
530
531 new_draw_info_format (NDI_UNIQUE, 0, this,
532 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. "
534 "[You need to unapply some items first.]", &ob->name);
535 return false;
536 }
537
538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
539 }
540 else
541 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
542
543 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
544 {
545 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
546 &name, ob->debug_desc ());
547 return false;
548 }
549
550 return true;
551}
552
553/* Zero the key_values on op, decrementing the shared-string
554 * refcounts and freeing the links.
555 */
556static void
557free_key_values (object *op)
558{
559 for (key_value *i = op->key_values; i; )
560 {
561 key_value *next = i->next;
562 delete i;
563
564 i = next;
565 }
566
567 op->key_values = 0;
568}
569
570object &
571object::operator =(const object &src)
572{
573 bool is_freed = flag [FLAG_FREED];
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed;
580
581 /* Copy over key_values, if any. */
582 if (src.key_values)
583 {
584 key_value *tail = 0;
585 key_values = 0;
586
587 for (key_value *i = src.key_values; i; i = i->next)
588 {
589 key_value *new_link = new key_value;
590
591 new_link->next = 0;
592 new_link->key = i->key;
593 new_link->value = i->value;
594
595 /* Try and be clever here, too. */
596 if (!key_values)
597 {
598 key_values = new_link;
599 tail = new_link;
600 }
601 else
602 {
603 tail->next = new_link;
604 tail = new_link;
605 }
606 }
607 }
608} 604}
609 605
610/* 606/*
611 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
616 * will point at garbage. 612 * will point at garbage.
617 */ 613 */
618void 614void
619object::copy_to (object *dst) 615object::copy_to (object *dst)
620{ 616{
621 *dst = *this; 617 dst->remove ();
618 *(object_copy *)dst = *this;
622 619
623 if (speed < 0) 620 // maybe move to object_copy?
624 dst->speed_left -= rndm (); 621 dst->kv = kv;
625 622
626 dst->set_speed (dst->speed); 623 dst->flag [FLAG_REMOVED] = true;
624 dst->activate ();
627} 625}
628 626
629void 627void
630object::instantiate () 628object::instantiate ()
631{ 629{
632 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
633 uuid = UUID::gen (); 631 uuid = UUID::gen ();
634 632
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
635 speed_left = -0.1f; 637 speed_left = -1.;
638
636 /* 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
637 * 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.
638 * 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
639 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
640 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
641 */ 644 */
642 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
643 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
644 647
645 attachable::instantiate (); 648 attachable::instantiate ();
646} 649}
647 650
648object * 651object *
649object::clone () 652object::clone ()
650{ 653{
651 object *neu = create (); 654 object *neu = create ();
652 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
653 return neu; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
654} 674}
655 675
656/* 676/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
658 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
659 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
660 */ 680 */
661void 681void
662update_turn_face (object *op) 682update_turn_face (object *op)
663{ 683{
664 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
665 return; 685 return;
666 686
667 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
668 update_object (op, UP_OBJ_FACE);
669} 688}
670 689
671/* 690/*
672 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
673 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
674 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
675 */ 694 */
676void 695void
677object::set_speed (float speed) 696object::set_speed (float speed)
678{ 697{
679 if (flag [FLAG_FREED] && speed)
680 {
681 LOG (llevError, "Object %s is freed but has speed.\n", &name);
682 speed = 0;
683 }
684
685 this->speed = speed; 698 this->speed = speed;
686 699
687 if (has_active_speed ()) 700 if (has_active_speed ())
688 activate (); 701 activate ();
689 else 702 else
690 deactivate (); 703 deactivate ();
691} 704}
692 705
693/* 706/*
694 * update_object() updates the the map. 707 * update_object() updates the map.
695 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
696 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
697 * invisible object, etc...) 710 * invisible object, etc...)
698 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
699 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
708 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
709 */ 722 */
710void 723void
711update_object (object *op, int action) 724update_object (object *op, int action)
712{ 725{
713 if (op == NULL) 726 if (!op)
714 { 727 {
715 /* this should never happen */ 728 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 730 return;
718 } 731 }
719 732
720 if (op->env) 733 if (!op->is_on_map ())
721 { 734 {
722 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
723 * to do in this case. 736 * to do in this case.
724 */ 737 */
725 return; 738 return;
726 } 739 }
727
728 /* If the map is saving, don't do anything as everything is
729 * going to get freed anyways.
730 */
731 if (!op->map || op->map->in_memory == MAP_SAVING)
732 return;
733 740
734 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 742 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
736 { 743 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
742 } 749 }
743 750
744 mapspace &m = op->ms (); 751 mapspace &m = op->ms ();
745 752
746 if (!(m.flags_ & P_UPTODATE)) 753 if (!(m.flags_ & P_UPTODATE))
747 /* nop */; 754 m.update_up (); // nothing to do except copy up
748 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
749 { 756 {
757#if 0
750 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
757 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
758 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
759 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
760 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
761 * to have move_allow right now. 769 * have move_allow right now.
762 */ 770 */
763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
772 m.invalidate ();
773#else
764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
765 m.flags_ = 0; 775 m.invalidate ();
776#endif
766 } 777 }
767 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
768 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
769 * that is being removed. 780 * that is being removed.
770 */ 781 */
771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
772 m.flags_ = 0; 783 m.invalidate ();
773 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
774 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
775 else 786 else
776 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
777 788
778 if (op->more) 789 if (op->more)
779 update_object (op->more, action); 790 update_object (op->more, action);
780} 791}
781 792
782object::object () 793object::object ()
783{ 794{
784 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
785 796
786 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
787 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
788} 800}
789 801
790object::~object () 802object::~object ()
791{ 803{
792 unlink (); 804 unlink ();
793 805
794 free_key_values (this); 806 kv.clear ();
795} 807}
796
797static int object_count;
798 808
799void object::link () 809void object::link ()
800{ 810{
801 assert (!index);//D 811 assert (!index);//D
802 uuid = UUID::gen (); 812 uuid = UUID::gen ();
803 count = ++object_count;
804 813
805 refcnt_inc (); 814 refcnt_inc ();
806 objects.insert (this); 815 objects.insert (this);
816
817 ++create_count;
818
807} 819}
808 820
809void object::unlink () 821void object::unlink ()
810{ 822{
811 if (!index) 823 if (!index)
812 return; 824 return;
825
826 ++destroy_count;
813 827
814 objects.erase (this); 828 objects.erase (this);
815 refcnt_dec (); 829 refcnt_dec ();
816} 830}
817 831
821 /* If already on active list, don't do anything */ 835 /* If already on active list, don't do anything */
822 if (active) 836 if (active)
823 return; 837 return;
824 838
825 if (has_active_speed ()) 839 if (has_active_speed ())
840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
843
826 actives.insert (this); 844 actives.insert (this);
845 }
827} 846}
828 847
829void 848void
830object::activate_recursive () 849object::activate_recursive ()
831{ 850{
835 op->activate_recursive (); 854 op->activate_recursive ();
836} 855}
837 856
838/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
839 * objects. 858 * objects.
840 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
841 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
842 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
843 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
844 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
845 */ 864 */
880object::destroy_inv (bool drop_to_ground) 899object::destroy_inv (bool drop_to_ground)
881{ 900{
882 // need to check first, because the checks below might segfault 901 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 902 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 903 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 904 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 905 // cf will crash below with off-map x and y
887 if (!inv) 906 if (!inv)
888 return; 907 return;
889 908
890 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
891 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
892 * drop on that space. 911 * drop on that space.
893 */ 912 */
894 if (!drop_to_ground 913 if (!drop_to_ground
895 || !map 914 || !map
896 || map->in_memory != MAP_ACTIVE 915 || !map->linkable ()
897 || map->nodrop 916 || map->no_drop
898 || ms ().move_block == MOVE_ALL) 917 || ms ().move_block == MOVE_ALL)
899 { 918 {
900 while (inv) 919 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy (); 920 inv->destroy ();
904 }
905 } 921 }
906 else 922 else
907 { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
908 while (inv) 924 while (inv)
909 { 925 {
920 map->insert (op, x, y); 936 map->insert (op, x, y);
921 } 937 }
922 } 938 }
923} 939}
924 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
925object *object::create () 978object::create ()
926{ 979{
927 object *op = new object; 980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
928 op->link (); 1002 op->link ();
1003
929 return op; 1004 return op;
930} 1005}
931 1006
932void 1007void
1008object::do_delete ()
1009{
1010 uint32_t count = this->count;
1011
1012 this->~object ();
1013
1014 freelist_item *li = (freelist_item *)this;
1015 li->next = freelist;
1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020}
1021
1022void
933object::do_destroy () 1023object::do_destroy ()
934{ 1024{
935 if (object *pl = visible_to ())
936 esrv_del_item (pl->contr, count);
937
938 attachable::do_destroy ();
939
940 if (flag [FLAG_IS_LINKED]) 1025 if (flag [FLAG_IS_LINKED])
941 remove_button_link (this); 1026 remove_link ();
942 1027
943 if (flag [FLAG_FRIENDLY]) 1028 if (flag [FLAG_FRIENDLY])
944 remove_friendly_object (this); 1029 remove_friendly_object (this);
945 1030
946 if (!flag [FLAG_REMOVED])
947 remove (); 1031 remove ();
948 1032
949 destroy_inv (true); 1033 attachable::do_destroy ();
950 1034
951 deactivate (); 1035 deactivate ();
952 unlink (); 1036 unlink ();
953 1037
954 flag [FLAG_FREED] = 1; 1038 flag [FLAG_FREED] = 1;
955 1039
956 // hack to ensure that freed objects still have a valid map 1040 // hack to ensure that freed objects still have a valid map
957 {
958 static maptile *freed_map; // freed objects are moved here to avoid crashes
959
960 if (!freed_map)
961 {
962 freed_map = new maptile;
963
964 freed_map->path = "<freed objects map>";
965 freed_map->name = "/internal/freed_objects_map";
966 freed_map->width = 3;
967 freed_map->height = 3;
968 freed_map->nodrop = 1;
969
970 freed_map->alloc ();
971 freed_map->in_memory = MAP_ACTIVE;
972 }
973
974 map = freed_map; 1041 map = &freed_map;
975 x = 1; 1042 x = 1;
976 y = 1; 1043 y = 1;
977 }
978 1044
979 if (more) 1045 if (more)
980 { 1046 {
981 more->destroy (); 1047 more->destroy ();
982 more = 0; 1048 more = 0;
990 attacked_by = 0; 1056 attacked_by = 0;
991 current_weapon = 0; 1057 current_weapon = 0;
992} 1058}
993 1059
994void 1060void
995object::destroy (bool destroy_inventory) 1061object::destroy ()
996{ 1062{
997 if (destroyed ()) 1063 if (destroyed ())
998 return; 1064 return;
999 1065
1000 if (destroy_inventory) 1066 if (!is_head () && !head->destroyed ())
1067 {
1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1069 head->destroy ();
1070 return;
1071 }
1072
1001 destroy_inv (false); 1073 destroy_inv_fast ();
1002 1074
1003 if (is_head ()) 1075 if (is_head ())
1004 if (sound_destroy) 1076 if (sound_destroy)
1005 play_sound (sound_destroy); 1077 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER]) 1078 else if (flag [FLAG_MONSTER])
1017 * the previous environment. 1089 * the previous environment.
1018 */ 1090 */
1019void 1091void
1020object::do_remove () 1092object::do_remove ()
1021{ 1093{
1022 object *tmp, *last = 0; 1094 if (flag [FLAG_REMOVED])
1023 object *otmp;
1024
1025 if (QUERY_FLAG (this, FLAG_REMOVED))
1026 return; 1095 return;
1027 1096
1028 SET_FLAG (this, FLAG_REMOVED);
1029 INVOKE_OBJECT (REMOVE, this); 1097 INVOKE_OBJECT (REMOVE, this);
1098
1099 flag [FLAG_REMOVED] = true;
1030 1100
1031 if (more) 1101 if (more)
1032 more->remove (); 1102 more->remove ();
1033 1103
1034 /* 1104 /*
1035 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1036 * inventory. 1106 * inventory.
1037 */ 1107 */
1038 if (env) 1108 if (env)
1039 { 1109 {
1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1111 if (object *pl = visible_to ())
1112 esrv_del_item (pl->contr, count);
1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1114
1040 adjust_weight (env, -total_weight ()); 1115 adjust_weight (env, total_weight (), 0);
1041 1116
1042 *(above ? &above->below : &env->inv) = below; 1117 object *pl = in_player ();
1043
1044 if (below)
1045 below->above = above;
1046 1118
1047 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1050 */ 1122 */
1051 map = env->map; 1123 map = env->map;
1052 x = env->x; 1124 x = env->x;
1053 y = env->y; 1125 y = env->y;
1126
1127 // make sure cmov optimisation is applicable
1128 *(above ? &above->below : &env->inv) = below;
1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
1130
1054 above = 0; 1131 above = 0;
1055 below = 0; 1132 below = 0;
1056 env = 0; 1133 env = 0;
1057 1134
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1135 if (pl && pl->is_player ())
1059 * made to players inventory. If set, avoiding the call
1060 * to save cpu time.
1061 */ 1136 {
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1063 otmp->update_stats (); 1138 {
1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1155 }
1064 } 1156 }
1065 else if (map) 1157 else if (map)
1066 { 1158 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true; 1159 map->dirty = true;
1080 mapspace &ms = this->ms (); 1160 mapspace &ms = this->ms ();
1081 1161
1162 if (object *pl = ms.player ())
1163 {
1164 if (is_player ())
1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1169 // leaving a spot always closes any open container on the ground
1170 if (container && !container->env)
1171 // this causes spurious floorbox updates, but it ensures
1172 // that the CLOSE event is being sent.
1173 close_container ();
1174
1175 --map->players;
1176 map->touch ();
1177 }
1178 else if (pl->container_ () == this)
1179 {
1180 // removing a container should close it
1181 close_container ();
1182 }
1183 else
1184 esrv_del_item (pl->contr, count);
1185 }
1186
1082 /* link the object above us */ 1187 /* link the object above us */
1083 if (above) 1188 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1189 *(above ? &above->below : &ms.top) = below;
1085 else 1190 *(below ? &below->above : &ms.bot) = above;
1086 ms.top = below; /* we were top, set new top */
1087
1088 /* Relink the object below us, if there is one */
1089 if (below)
1090 below->above = above;
1091 else
1092 {
1093 /* Nothing below, which means we need to relink map object for this space
1094 * use translated coordinates in case some oddness with map tiling is
1095 * evident
1096 */
1097 if (GET_MAP_OB (map, x, y) != this)
1098 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 ());
1099
1100 ms.bot = above; /* goes on above it. */
1101 }
1102 1191
1103 above = 0; 1192 above = 0;
1104 below = 0; 1193 below = 0;
1105 1194
1106 if (map->in_memory == MAP_SAVING) 1195 ms.invalidate ();
1107 return;
1108 1196
1109 int check_walk_off = !flag [FLAG_NO_APPLY]; 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1110 1198
1111 if (object *pl = ms.player ()) 1199 if (object *pl = ms.player ())
1112 { 1200 {
1113 if (pl->container == this) 1201 if (pl->container_ () == this)
1114 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1116 * appropriately. 1204 * appropriately.
1117 */ 1205 */
1118 pl->close_container (); 1206 pl->close_container ();
1119 1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1120 pl->contr->ns->floorbox_update (); 1212 pl->contr->ns->floorbox_update ();
1121 } 1213 }
1122 1214
1215 if (check_walk_off)
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1124 { 1217 {
1218 above = tmp->above;
1219
1125 /* No point updating the players look faces if he is the object 1220 /* No point updating the players look faces if he is the object
1126 * being removed. 1221 * being removed.
1127 */ 1222 */
1128 1223
1129 /* See if object moving off should effect something */ 1224 /* See if object moving off should effect something */
1130 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1133 {
1134 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1135
1136 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1228 }
1139 1229
1140 last = tmp; 1230 if (affects_los ())
1141 }
1142
1143 /* last == NULL if there are no objects on this space */
1144 //TODO: this makes little sense, why only update the topmost object?
1145 if (!last)
1146 map->at (x, y).flags_ = 0;
1147 else
1148 update_object (last, UP_OBJ_REMOVE);
1149
1150 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1151 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1152 } 1232 }
1153} 1233}
1154 1234
1155/* 1235/*
1169 if (!top) 1249 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1250 for (top = op; top && top->above; top = top->above)
1171 ; 1251 ;
1172 1252
1173 for (; top; top = top->below) 1253 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1254 if (object::can_merge (op, top))
1179 { 1255 {
1180 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1181 1257
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1183 op->weight = 0; /* Don't want any adjustements now */ 1259 esrv_update_item (UPD_NROF, pl, top);
1260
1261 op->weight = 0; // cancel the addition above
1262 op->carrying = 0; // must be 0 already
1263
1184 op->destroy (); 1264 op->destroy ();
1265
1185 return top; 1266 return top;
1186 } 1267 }
1187 }
1188 1268
1189 return 0; 1269 return 0;
1190} 1270}
1191 1271
1192void 1272void
1197 1277
1198 object *prev = this; 1278 object *prev = this;
1199 1279
1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1201 { 1281 {
1202 object *op = arch_to_object (at); 1282 object *op = at->instance ();
1203 1283
1204 op->name = name; 1284 op->name = name;
1205 op->name_pl = name_pl; 1285 op->name_pl = name_pl;
1206 op->title = title; 1286 op->title = title;
1207 1287
1217 * job preparing multi-part monsters. 1297 * job preparing multi-part monsters.
1218 */ 1298 */
1219object * 1299object *
1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221{ 1301{
1302 op->remove ();
1303
1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 { 1305 {
1224 tmp->x = x + tmp->arch->x; 1306 tmp->x = x + tmp->arch->x;
1225 tmp->y = y + tmp->arch->y; 1307 tmp->y = y + tmp->arch->y;
1226 } 1308 }
1243 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1244 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1245 * 1327 *
1246 * Return value: 1328 * Return value:
1247 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1249 * just 'op' otherwise 1331 * just 'op' otherwise
1250 */ 1332 */
1251object * 1333object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1335{
1254 assert (!op->flag [FLAG_FREED]);
1255
1256 object *top, *floor = NULL;
1257
1258 op->remove (); 1336 op->remove ();
1337
1338 if (m == &freed_map)//D TODO: remove soon
1339 {//D
1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1341 }//D
1259 1342
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1261 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1262 * need extra work 1345 * need extra work
1263 */ 1346 */
1347 maptile *newmap = m;
1264 if (!xy_normalise (m, op->x, op->y)) 1348 if (!xy_normalise (newmap, op->x, op->y))
1265 { 1349 {
1266 op->destroy (); 1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1351 return 0;
1268 } 1352 }
1269 1353
1270 if (object *more = op->more) 1354 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1355 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0; 1356 return 0;
1273 1357
1274 CLEAR_FLAG (op, FLAG_REMOVED); 1358 op->flag [FLAG_REMOVED] = false;
1275 1359 op->env = 0;
1276 op->map = m; 1360 op->map = newmap;
1361
1277 mapspace &ms = op->ms (); 1362 mapspace &ms = op->ms ();
1278 1363
1279 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1280 */ 1365 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1284 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1285 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1374 tmp->destroy ();
1287 } 1375 }
1288 1376
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1291 1379
1292 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1293 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1294 1382
1295 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1296 { 1384 {
1297 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1298 { 1386 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1388 abort ();
1301 } 1389 }
1302 1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1303 op->above = originator; 1398 op->above = originator;
1304 op->below = originator->below; 1399 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1403 }
1314 else 1404 else
1315 { 1405 {
1316 top = ms.bot; 1406 object *floor = 0;
1407 object *top = ms.top;
1317 1408
1318 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1319 if (top) 1410 if (top)
1320 { 1411 {
1321 object *last = 0;
1322
1323 /* 1412 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1413 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1328 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1329 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1330 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1331 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1332 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1334 */ 1423 */
1335 for (top = ms.bot; top; top = top->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1425 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1338 floor = top; 1427 floor = tmp;
1339 1428
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1341 { 1430 {
1342 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1343 top = top->below; 1432 top = tmp->below;
1344 break; 1433 break;
1345 } 1434 }
1346 1435
1347 last = top; 1436 top = tmp;
1348 } 1437 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1438
1353 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1356 */ 1442 */
1363 */ 1449 */
1364 if (!(flag & INS_ON_TOP) 1450 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1451 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1452 && (op->face && !faces [op->face].visibility))
1367 { 1453 {
1454 object *last;
1455
1368 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1370 break; 1458 break;
1371 1459
1372 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1373 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1374 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1380 } /* If objects on this space */ 1468 } /* If objects on this space */
1381 1469
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1471 top = floor;
1384 1472
1385 /* Top is the object that our object (op) is going to get inserted above. 1473 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1474 if (!top)
1390 { 1475 {
1476 op->below = 0;
1391 op->above = ms.bot; 1477 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1481 }
1399 else 1482 else
1400 { /* get inserted into the stack above top */ 1483 {
1401 op->above = top->above; 1484 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1485 top->above = op;
1405 1486
1406 op->below = top; 1487 op->below = top;
1407 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1489 }
1490 }
1409 1491
1410 if (!op->above) 1492 if (op->is_player ())
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413
1414 if (op->type == PLAYER)
1415 { 1493 {
1416 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1417 ++op->map->players; 1495 ++op->map->players;
1418 op->map->touch (); 1496 op->map->touch ();
1419 } 1497 }
1420 1498
1421 op->map->dirty = true; 1499 op->map->dirty = true;
1422 1500
1423 if (object *pl = ms.player ()) 1501 if (object *pl = ms.player ())
1502 //TODO: the floorbox prev/next might need updating
1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1505 if (pl->contr->ns)
1424 pl->contr->ns->floorbox_update (); 1506 pl->contr->ns->floorbox_update ();
1425 1507
1426 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1427 * visible to others on this map. But update_all_los is really 1509 * visible to others on this map. But update_all_los is really
1428 * an inefficient way to do this, as it means los for all players 1510 * an inefficient way to do this, as it means los for all players
1429 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1430 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1431 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1432 * or just updating the P_UPTODATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1433 * of effect may be sufficient. 1515 * of effect may be sufficient.
1434 */ 1516 */
1435 if (op->map->darkness && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1436 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1437 1522
1438 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1439 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1440 1525
1441 INVOKE_OBJECT (INSERT, op); 1526 INVOKE_OBJECT (INSERT, op);
1448 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1449 * update_object(). 1534 * update_object().
1450 */ 1535 */
1451 1536
1452 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1454 { 1539 {
1455 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1456 return 0; 1541 return 0;
1457 1542
1458 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1459 * walk on's. 1544 * walk on's.
1460 */ 1545 */
1461 for (object *tmp = op->more; tmp; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1462 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1463 return 0; 1548 return 0;
1464 } 1549 }
1465 1550
1466 return op; 1551 return op;
1467} 1552}
1468 1553
1469/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1470 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1471 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1472 */ 1557 */
1473void 1558void
1474replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1475{ 1560{
1476 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1477 1562
1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1480 tmp->destroy (1); 1565 tmp->destroy ();
1481 1566
1482 object *tmp = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1483 1568
1484 tmp->x = op->x; 1569 tmp->x = op->x;
1485 tmp->y = op->y; 1570 tmp->y = op->y;
1486 1571
1487 insert_ob_in_map (tmp, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1494 return where->env->insert (this); 1579 return where->env->insert (this);
1495 else 1580 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1497} 1582}
1498 1583
1499// find player who can see this object 1584// check whether we can put this into the map, respect max_volume, max_items
1500object * 1585bool
1501object::visible_to () const 1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1502{ 1587{
1503 if (!flag [FLAG_REMOVED]) 1588 mapspace &ms = m->at (x, y);
1504 {
1505 // see if we are in a container of sorts
1506 if (env)
1507 {
1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1511 1589
1512 // else a player could have our env open 1590 int items = ms.items ();
1513 object *envest = env->outer_env ();
1514 1591
1515 // the player itself is always on a map, so we will find him here 1592 if (!items // testing !items ensures we can drop at least one item
1516 // even if our inv is in a player. 1593 || (items < m->max_items
1517 if (envest->is_on_map ()) 1594 && ms.volume () < m->max_volume))
1518 if (object *pl = envest->ms ().player ()) 1595 return true;
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530 1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1531 return 0; 1603 return false;
1532} 1604}
1533 1605
1534/* 1606/*
1535 * decrease(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1544 if (!nr) 1616 if (!nr)
1545 return true; 1617 return true;
1546 1618
1547 nr = min (nr, nrof); 1619 nr = min (nr, nrof);
1548 1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1549 nrof -= nr; 1625 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0
1554 1626
1555 if (object *pl = visible_to ()) 1627 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1628 esrv_update_item (UPD_NROF, pl, this);
1557 1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1558 return true; 1632 return true;
1559 } 1633 }
1560 else 1634 else
1561 { 1635 {
1562 destroy (1); 1636 destroy ();
1563 return false; 1637 return false;
1564 } 1638 }
1565} 1639}
1566 1640
1567/* 1641/*
1584 } 1658 }
1585 else 1659 else
1586 { 1660 {
1587 decrease (nr); 1661 decrease (nr);
1588 1662
1589 object *op = object_create_clone (this); 1663 object *op = deep_clone ();
1590 op->nrof = nr; 1664 op->nrof = nr;
1591 return op; 1665 return op;
1592 } 1666 }
1593} 1667}
1594 1668
1615/* 1689/*
1616 * env->insert (op) 1690 * env->insert (op)
1617 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1618 * inside the object environment. 1692 * inside the object environment.
1619 * 1693 *
1620 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1621 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1622 */ 1696 */
1623object * 1697object *
1624object::insert (object *op) 1698object::insert (object *op)
1625{ 1699{
1636 if (op->nrof) 1710 if (op->nrof)
1637 for (object *tmp = inv; tmp; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1638 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1639 { 1713 {
1640 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1642 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1643 adjust_weight (this, op->total_weight ());
1644 1721
1722 if (object *pl = tmp->visible_to ())
1723 esrv_update_item (UPD_NROF, pl, tmp);
1724
1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1726
1645 op->destroy (1); 1727 op->destroy ();
1646 op = tmp; 1728 op = tmp;
1647 goto inserted; 1729 goto inserted;
1648 } 1730 }
1649 1731
1650 op->owner = 0; // it's his/hers now. period. 1732 op->owner = 0; // it's his/hers now. period.
1661 1743
1662 inv = op; 1744 inv = op;
1663 1745
1664 op->flag [FLAG_REMOVED] = 0; 1746 op->flag [FLAG_REMOVED] = 0;
1665 1747
1748 if (object *pl = op->visible_to ())
1749 esrv_send_item (pl, op);
1750
1666 adjust_weight (this, op->total_weight ()); 1751 adjust_weight (this, 0, op->total_weight ());
1667 1752
1668inserted: 1753inserted:
1669 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1755 if (op->glow_radius && is_on_map ())
1756 {
1757 update_stats ();
1671 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1672 1759 }
1673 if (object *otmp = in_player ()) 1760 else if (is_player ())
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1761 // if this is a player's inventory, update stats
1675 otmp->update_stats (); 1762 contr->queue_stats_update ();
1676 1763
1677 INVOKE_OBJECT (INSERT, this); 1764 INVOKE_OBJECT (INSERT, this);
1678 1765
1679 return op; 1766 return op;
1680} 1767}
1698 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1699 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1700 * on top. 1787 * on top.
1701 */ 1788 */
1702int 1789int
1703check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1704{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1705 object *tmp; 1795 object *tmp;
1706 maptile *m = op->map; 1796 maptile *m = op->map;
1707 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1708 1798
1709 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1710 1800
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1712 return 0;
1713 1802
1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1717 1806
1718 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1719 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1720 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1721 * as walking. 1810 * as walking.
1730 */ 1819 */
1731 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1732 return 0; 1821 return 0;
1733 1822
1734 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1735 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1736 */ 1825 */
1737 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1739 {
1740 /* Trim the search when we find the first other spell effect
1741 * this helps performance so that if a space has 50 spell objects,
1742 * we don't need to check all of them.
1743 */
1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 } 1827 {
1828 next = tmp->below;
1747 1829
1748 for (; tmp; tmp = tmp->below)
1749 {
1750 if (tmp == op) 1830 if (tmp == op)
1751 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1752 1832
1753 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1754 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1755 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1756 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1757 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1758 */ 1838 */
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1760 { 1840 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 { 1843 {
1764
1765 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1845
1768 if (op->type == PLAYER) 1846 if (op->is_player ())
1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1771 diff /= 4.0; 1849 diff /= 4.0;
1772 1850
1773 op->speed_left -= diff; 1851 op->speed_left -= diff;
1774 } 1852 }
1775 } 1853 }
1776 1854
1777 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1778 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1779 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1780 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1781 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1782 1865
1783 if (op->destroyed ()) 1866 if (op->destroyed ())
1784 return 1; 1867 return 1;
1785 1868
1808 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1892 return NULL;
1810 } 1893 }
1811 1894
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch == at) 1896 if (tmp->arch->archname == at->archname)
1814 return tmp; 1897 return tmp;
1815 1898
1816 return NULL; 1899 return NULL;
1817} 1900}
1818 1901
1882 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1883 */ 1966 */
1884object * 1967object *
1885present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
1886{ 1969{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1889 return tmp; 1972 return tmp;
1890 1973
1891 return NULL; 1974 return NULL;
1892} 1975}
1893 1976
1897void 1980void
1898flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1899{ 1982{
1900 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 1984 {
1902 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
1903 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
1904 } 1987 }
1905} 1988}
1906 1989
1907/* 1990/*
1910void 1993void
1911unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
1912{ 1995{
1913 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 1997 {
1915 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
1916 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
1917 } 2000 }
1918} 2001}
1919 2002
1920/* 2003/*
1930 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1931 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1932 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1933 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1934 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1935 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1936 * customized, changed states, etc. 2019 * customized, changed states, etc.
1937 */ 2020 */
1938int 2021int
1939find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1940{ 2023{
1941 int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
1942 int index = 0, flag; 2025 int index = 0;
1943 2026
1944 for (int i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
1945 { 2028 {
1946 mapxy pos (m, x, y); pos.move (i); 2029 mapxy pos (m, x, y); pos.move (i);
1947 2030
1963 continue; 2046 continue;
1964 } 2047 }
1965 2048
1966 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
1967 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
1968 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
1969 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
1970 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
1971 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1972 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
1973 */ 2056 */
1981 * head of the object should correspond for the entire object. 2064 * head of the object should correspond for the entire object.
1982 */ 2065 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 2067 continue;
1985 2068
1986 if (ob->blocked (m, pos.x, pos.y)) 2069 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 2070 continue;
1988 2071
1989 altern [index++] = i; 2072 altern [index++] = i;
1990 } 2073 }
1991 2074
2003 */ 2086 */
2004int 2087int
2005find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2006{ 2089{
2007 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2008 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2009 return i; 2092 return i;
2010 2093
2011 return -1; 2094 return -1;
2012} 2095}
2013 2096
2024 2107
2025 while (--end) 2108 while (--end)
2026 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2027} 2110}
2028 2111
2029/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2031 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2032 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2033 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2034 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2059 * there is capable of. 2142 * there is capable of.
2060 */ 2143 */
2061int 2144int
2062find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2146{
2064 int i, max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2148 MoveType move_type;
2071 2149
2072 if (exclude && exclude->head_ () != exclude) 2150 if (exclude && exclude->head_ () != exclude)
2073 { 2151 {
2074 exclude = exclude->head; 2152 exclude = exclude->head;
2075 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2078 { 2156 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2081 } 2159 }
2082 2160
2083 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2084 { 2162 {
2085 mp = m; 2163 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2164 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2165
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2167 max = maxfree[i];
2093 else 2168 else
2094 { 2169 {
2095 mapspace &ms = mp->at (nx, ny); 2170 mapspace &ms = *pos;
2096 2171
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2173 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2102 { 2175 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2179 return freedir [i];
2110 } 2180 }
2111 } 2181 }
2112 } 2182 }
2113 2183
2114 return 0; 2184 return 0;
2123{ 2193{
2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125} 2195}
2126 2196
2127/* 2197/*
2128 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2129 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2130 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2131 */ 2201 */
2132int 2202int
2133find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2134{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2135 int q; 2248 int q;
2136 2249
2137 if (y) 2250 if (y)
2138 q = x * 100 / y; 2251 q = 128 * x / y;
2139 else if (x) 2252 else if (x)
2140 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2141 else 2254 else
2142 return 0; 2255 return 0;
2143 2256
2144 if (y > 0) 2257 if (y > 0)
2145 { 2258 {
2146 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2147 return 3; 2264 return 3;
2148 if (q < -41) 2265 }
2149 return 2; 2266 else
2150 if (q < 41) 2267 {
2151 return 1; 2268 if (q < -309) return 3;
2152 if (q < 242) 2269 if (q < -52) return 2;
2153 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2154 return 7; 2273 return 7;
2155 } 2274 }
2156 2275#endif
2157 if (q < -242)
2158 return 7;
2159 if (q < -41)
2160 return 6;
2161 if (q < 41)
2162 return 5;
2163 if (q < 242)
2164 return 4;
2165
2166 return 3;
2167} 2276}
2168 2277
2169/* 2278/*
2170 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2171 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2172 */ 2281 */
2173int 2282int
2174dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2175{ 2284{
2176 int d;
2177
2178 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2179 if (d > 4)
2180 d = 8 - d;
2181 2286
2182 return d; 2287 return d > 4 ? 8 - d : d;
2183} 2288}
2184 2289
2185/* peterm: 2290/* peterm:
2186 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2187 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2189 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2190 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2191 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2192 * functions. 2297 * functions.
2193 */ 2298 */
2194int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2256 int mflags; 2361 int mflags;
2257 2362
2258 if (dir < 0) 2363 if (dir < 0)
2259 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2260 2365
2261 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2262 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2263 2368
2264 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2265 2370
2266 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2267 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2293 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2294 */ 2399 */
2295int 2400int
2296can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2297{ 2402{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2301} 2406}
2407
2408//-GPL
2302 2409
2303/* 2410/*
2304 * create clone from object to another 2411 * create clone from object to another
2305 */ 2412 */
2306object * 2413object *
2307object_create_clone (object *asrc) 2414object::deep_clone ()
2308{ 2415{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2416 assert (("deep_clone called on non-head object", is_head ()));
2310 2417
2311 if (!asrc) 2418 object *dst = clone ();
2312 return 0;
2313 2419
2314 src = asrc->head_ (); 2420 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2318 { 2422 {
2319 tmp = part->clone (); 2423 object *tmp = part->clone ();
2320 tmp->x -= src->x;
2321 tmp->y -= src->y;
2322
2323 if (!part->head)
2324 {
2325 dst = tmp;
2326 tmp->head = 0;
2327 }
2328 else
2329 tmp->head = dst; 2424 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2425 prev->more = tmp;
2335
2336 prev = tmp; 2426 prev = tmp;
2337 } 2427 }
2338 2428
2339 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2341 2431
2342 return dst; 2432 return dst;
2343} 2433}
2344 2434
2345/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2354 return tmp; 2444 return tmp;
2355 2445
2356 return 0; 2446 return 0;
2357} 2447}
2358 2448
2359/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2360 * otherwise return NULL. 2450 * refcounts and freeing the links.
2361 * 2451 */
2362 * key must be a passed in shared string - otherwise, this won't 2452void
2363 * do the desired thing. 2453key_values::clear ()
2364 */
2365key_value *
2366get_ob_key_link (const object *ob, const char *key)
2367{ 2454{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2455 for (key_value *kvp = first; kvp; )
2456 {
2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2468 for (key_value *kv = first; kv; kv = kv->next)
2369 if (link->key == key) 2469 if (kv->key == key)
2370 return link;
2371
2372 return 0;
2373}
2374
2375/*
2376 * Returns the value of op has an extra_field for key, or NULL.
2377 *
2378 * The argument doesn't need to be a shared string.
2379 *
2380 * The returned string is shared.
2381 */
2382const char *
2383get_ob_key_value (const object *op, const char *const key)
2384{
2385 key_value *link;
2386 shstr_cmp canonical_key (key);
2387
2388 if (!canonical_key)
2389 {
2390 /* 1. There being a field named key on any object
2391 * implies there'd be a shared string to find.
2392 * 2. Since there isn't, no object has this field.
2393 * 3. Therefore, *this* object doesn't have this field.
2394 */
2395 return 0;
2396 }
2397
2398 /* This is copied from get_ob_key_link() above -
2399 * only 4 lines, and saves the function call overhead.
2400 */
2401 for (link = op->key_values; link; link = link->next)
2402 if (link->key == canonical_key)
2403 return link->value; 2470 return kv->value;
2404 2471
2405 return 0; 2472 return shstr ();
2406} 2473}
2407 2474
2408/* 2475void
2409 * Updates the canonical_key in op to value. 2476key_values::add (shstr_tmp key, shstr_tmp value)
2410 *
2411 * canonical_key is a shared string (value doesn't have to be).
2412 *
2413 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2414 * keys.
2415 *
2416 * Returns TRUE on success.
2417 */
2418int
2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2420{ 2477{
2421 key_value *field = NULL, *last = NULL; 2478 key_value *kv = new key_value;
2422 2479
2423 for (field = op->key_values; field != NULL; field = field->next) 2480 kv->next = first;
2424 { 2481 kv->key = key;
2425 if (field->key != canonical_key) 2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2426 { 2492 {
2427 last = field; 2493 kv->value = value;
2428 continue; 2494 return;
2429 } 2495 }
2430 2496
2431 if (value) 2497 add (key, value);
2432 field->value = value; 2498}
2433 else 2499
2500void
2501key_values::del (shstr_tmp key)
2502{
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2434 { 2505 {
2435 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2508 delete kv;
2438 * we get this value back again. 2509 return;
2439 */
2440 if (get_ob_key_link (op->arch, canonical_key))
2441 field->value = 0;
2442 else
2443 {
2444 if (last)
2445 last->next = field->next;
2446 else
2447 op->key_values = field->next;
2448
2449 delete field;
2450 }
2451 } 2510 }
2452 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2453 } 2520 {
2454 /* IF we get here, key doesn't exist */ 2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2455 2526
2456 /* No field, we'll have to add it. */ 2527 first = prev;
2457
2458 if (!add_key)
2459 return FALSE;
2460
2461 /* There isn't any good reason to store a null
2462 * value in the key/value list. If the archetype has
2463 * this key, then we should also have it, so shouldn't
2464 * be here. If user wants to store empty strings,
2465 * should pass in ""
2466 */
2467 if (value == NULL)
2468 return TRUE;
2469
2470 field = new key_value;
2471
2472 field->key = canonical_key;
2473 field->value = value;
2474 /* Usual prepend-addition. */
2475 field->next = op->key_values;
2476 op->key_values = field;
2477
2478 return TRUE;
2479} 2528}
2480 2529
2481/* 2530key_values &
2482 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2483 *
2484 * If add_key is FALSE, this will only update existing keys,
2485 * and not add new ones.
2486 * In general, should be little reason FALSE is ever passed in for add_key
2487 *
2488 * Returns TRUE on success.
2489 */
2490int
2491set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2492{ 2532{
2493 shstr key_ (key); 2533 clear ();
2494 2534
2495 return set_ob_key_value_s (op, key_, value, add_key); 2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2496} 2541}
2497 2542
2498object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2544: iterator_base (container)
2500{ 2545{
2550{ 2595{
2551 char flagdesc[512]; 2596 char flagdesc[512];
2552 char info2[256 * 4]; 2597 char info2[256 * 4];
2553 char *p = info; 2598 char *p = info;
2554 2599
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2600 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2556 count, 2601 count,
2557 uuid.c_str (), 2602 uuid.c_str (),
2558 &name, 2603 &name,
2559 title ? "\",title:\"" : "", 2604 title ? ",title:\"" : "",
2560 title ? (const char *)title : "", 2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2561 flag_desc (flagdesc, 512), type); 2607 flag_desc (flagdesc, 512), type);
2562 2608
2563 if (!this->flag[FLAG_REMOVED] && env) 2609 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2611
2566 if (map) 2612 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2614
2583{ 2629{
2584 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2585 : region::default_region (); 2631 : region::default_region ();
2586} 2632}
2587 2633
2588const materialtype_t * 2634//+GPL
2589object::dominant_material () const
2590{
2591 if (materialtype_t *mt = name_to_material (materialname))
2592 return mt;
2593
2594 return name_to_material (shstr_unknown);
2595}
2596 2635
2597void 2636void
2598object::open_container (object *new_container) 2637object::open_container (object *new_container)
2599{ 2638{
2600 if (container == new_container) 2639 if (container == new_container)
2601 return; 2640 return;
2602 2641
2603 if (object *old_container = container) 2642 object *old_container = container;
2643
2644 if (old_container)
2604 { 2645 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2647 return;
2607 2648
2608#if 0 2649#if 0
2610 if (object *closer = old_container->inv) 2651 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2652 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2653 closer->destroy ();
2613#endif 2654#endif
2614 2655
2656 // make sure the container is available
2657 esrv_send_item (this, old_container);
2658
2615 old_container->flag [FLAG_APPLIED] = 0; 2659 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2660 container = 0;
2617 2661
2662 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2664
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2620 play_sound (sound_find ("chest_close")); 2666 play_sound (sound_find ("chest_close"));
2621 } 2667 }
2622 2668
2623 if (new_container) 2669 if (new_container)
2624 { 2670 {
2628 // TODO: this does not seem to serve any purpose anymore? 2674 // TODO: this does not seem to serve any purpose anymore?
2629#if 0 2675#if 0
2630 // insert the "Close Container" object. 2676 // insert the "Close Container" object.
2631 if (archetype *closer = new_container->other_arch) 2677 if (archetype *closer = new_container->other_arch)
2632 { 2678 {
2633 object *closer = arch_to_object (new_container->other_arch); 2679 object *closer = new_container->other_arch->instance ();
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer); 2681 new_container->insert (closer);
2636 } 2682 }
2637#endif 2683#endif
2638 2684
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2640 2686
2687 // make sure the container is available, client bug requires this to be separate
2688 esrv_send_item (this, new_container);
2689
2641 new_container->flag [FLAG_APPLIED] = 1; 2690 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2691 container = new_container;
2643 2692
2693 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2694 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2695 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2696 play_sound (sound_find ("chest_open"));
2647 } 2697 }
2698// else if (!old_container->env && contr && contr->ns)
2699// contr->ns->floorbox_reset ();
2648} 2700}
2701
2702//-GPL
2703
2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2649 2733
2650object * 2734object *
2651object::force_find (const shstr name) 2735object::force_find (shstr_tmp name)
2652{ 2736{
2653 /* cycle through his inventory to look for the MARK we want to 2737 /* cycle through his inventory to look for the MARK we want to
2654 * place 2738 * place
2655 */ 2739 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below) 2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2657 if (tmp->type == FORCE && tmp->slaying == name) 2741 if (tmp->type == FORCE && tmp->slaying == name)
2658 return splay (tmp); 2742 return splay (tmp);
2659 2743
2660 return 0; 2744 return 0;
2661} 2745}
2662 2746
2663void 2747void
2748object::force_set_timer (int duration)
2749{
2750 this->duration = 1;
2751 this->speed_left = -1.f;
2752
2753 this->set_speed (duration ? 1.f / duration : 0.f);
2754}
2755
2756object *
2664object::force_add (const shstr name, int duration) 2757object::force_add (shstr_tmp name, int duration)
2665{ 2758{
2666 if (object *force = force_find (name)) 2759 if (object *force = force_find (name))
2667 force->destroy (); 2760 force->destroy ();
2668 2761
2669 object *force = get_archetype (FORCE_NAME); 2762 object *force = archetype::get (FORCE_NAME);
2670 2763
2671 force->slaying = name; 2764 force->slaying = name;
2672 force->stats.food = 1; 2765 force->force_set_timer (duration);
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true; 2766 force->flag [FLAG_APPLIED] = true;
2678 2767
2679 insert (force); 2768 return insert (force);
2680} 2769}
2681 2770
2682void 2771void
2683object::play_sound (faceidx sound) 2772object::play_sound (faceidx sound) const
2684{ 2773{
2685 if (!sound) 2774 if (!sound)
2686 return; 2775 return;
2687 2776
2688 if (flag [FLAG_REMOVED]) 2777 if (is_on_map ())
2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781}
2782
2783void
2784object::say_msg (const char *msg) const
2785{
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::make_noise ()
2794{
2795 // we do not model noise in the map, so instead put
2796 // a temporary light into the noise source
2797 // could use the map instead, but that's less reliable for our
2798 // goal, which is to make invisibility a bit harder to exploit
2799
2800 // currently only works sensibly for players
2801 if (!is_player ())
2689 return; 2802 return;
2690 2803
2691 if (env) 2804 // find old force, or create new one
2692 { 2805 object *force = force_find (shstr_noise_force);
2693 if (object *pl = in_player ()) 2806
2694 pl->contr->play_sound (sound); 2807 if (force)
2695 } 2808 force->speed_left = -1.f; // patch old speed up
2696 else 2809 else
2697 map->play_sound (sound, x, y); 2810 {
2698} 2811 force = archetype::get (shstr_noise_force);
2699 2812
2813 force->slaying = shstr_noise_force;
2814 force->stats.food = 1;
2815 force->speed_left = -1.f;
2816
2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2822 }
2823}
2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2853 return 0;
2854}
2855
2856// put marked object first in the inventory
2857// this is used by identify-like spells so players can influence
2858// the order a bit.
2859void
2860object::splay_marked ()
2861{
2862 if (object *marked = mark ())
2863 splay (marked);
2864}
2865

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