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Comparing deliantra/server/common/object.C (file contents):
Revision 1.219 by root, Wed Apr 23 21:09:10 2008 UTC vs.
Revision 1.324 by root, Mon Apr 12 05:22:37 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 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, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -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, 59 -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 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
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};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 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, 65 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 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
66static void 76static void
67write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
68{ 78{
69 CALL_BEGIN (2); 79 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 83 CALL_END;
74} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
82 92
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 112 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
104 114
105 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
106 { 116 {
133 143
134void 144void
135UUID::init () 145UUID::init ()
136{ 146{
137 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
138} 213}
139 214
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 216static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
143{ 218{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
149 */ 222 */
150 223
151 /* For each field in wants, */ 224 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 226 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 227 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 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
196{ 257{
197 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
198 if (ob1 == ob2 259 if (ob1 == ob2
199 || ob1->type != ob2->type 260 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 261 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 264 return 0;
204 265
205 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 268 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; 269 return 0;
212 270
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* 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 272 * 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 273 * 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 274 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 275 * flags lose any meaning.
218 */ 276 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
221 279
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
224 282
225 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 284 || ob1->name != ob2->name
227 || ob1->title != ob2->title 285 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 292 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 308 return 0;
250 309
251 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
255 .any ()) 313 .any ())
256 return 0; 314 return 0;
257 315
258 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
277 335
278 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
279 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
280 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
281 */ 339 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 341 return 0;
284 342
285 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
286 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
287 * check? 345 * check?
288 */ 346 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 348 return 0;
291 349
292 switch (ob1->type) 350 switch (ob1->type)
293 { 351 {
294 case SCROLL: 352 case SCROLL:
334 392
335// find player who can see this object 393// find player who can see this object
336object * 394object *
337object::visible_to () const 395object::visible_to () const
338{ 396{
339 if (!flag [FLAG_REMOVED]) 397 if (client_visible () && !flag [FLAG_REMOVED])
340 { 398 {
341 // see if we are in a container of sorts 399 // see if we are in a container of sorts
342 if (env) 400 if (env)
343 { 401 {
344 // the player inventory itself is always visible 402 // the player inventory itself is always visible
345 if (env->type == PLAYER) 403 if (env->is_player ())
346 return env; 404 return env;
347 405
348 // else a player could have our env open 406 // else a player could have our env open
349 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
350 408
351 // the player itself is always on a map, so we will find him here 409 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 410 // even if our inv is in a player.
353 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 413 if (pl->container_ () == env)
356 return pl; 414 return pl;
357 } 415 }
358 else 416 else
359 { 417 {
360 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
363 return pl; 423 return pl;
364 } 424 }
365 } 425 }
366 426
367 return 0; 427 return 0;
368} 428}
369 429
370// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
371static sint32 431static sint32
372weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
373{ 433{
374 return op->type == CONTAINER 434 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 436 : weight;
377} 437}
383static void 443static void
384adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
385{ 445{
386 while (op) 446 while (op)
387 { 447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
388 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
389 452
390 if (!weight) 453 if (!weight)
391 return; 454 return;
392 455
393 op->carrying += weight; 456 op->carrying += weight;
416 op->update_weight (); 479 op->update_weight ();
417 480
418 sum += op->total_weight (); 481 sum += op->total_weight ();
419 } 482 }
420 483
421 sum = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
422 485
423 if (sum != carrying) 486 if (sum != carrying)
424 { 487 {
425 carrying = sum; 488 carrying = sum;
426 489
442 object_freezer freezer; 505 object_freezer freezer;
443 op->write (freezer); 506 op->write (freezer);
444 return freezer.as_string (); 507 return freezer.as_string ();
445} 508}
446 509
447/* 510char *
448 * get_nearest_part(multi-object, object 2) returns the part of the 511object::as_string ()
449 * multi-object 1 which is closest to the second object.
450 * If it's not a multi-object, it is returned.
451 */
452object *
453get_nearest_part (object *op, const object *pl)
454{ 512{
455 object *tmp, *closest; 513 return dump_object (this);
456 int last_dist, i;
457
458 if (!op->more)
459 return op;
460
461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
464 if ((i = distance (tmp, pl)) < last_dist)
465 closest = tmp, last_dist = i;
466
467 return closest;
468} 514}
469 515
470/* 516/*
471 * Returns the object which has the count-variable equal to the argument. 517 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow. 518 * VERRRY slow.
480 526
481 return 0; 527 return 0;
482} 528}
483 529
484/* 530/*
531 * Returns the object which has the uuid equal to the argument.
532 * MOAR VERRRY slow.
533 */
534
535object *
536find_object_uuid (UUID i)
537{
538 for_all_objects (op)
539 if (op->uuid == i)
540 return op;
541
542 return 0;
543}
544
545/*
485 * Returns the first object which has a name equal to the argument. 546 * Returns the first object which has a name equal to the argument.
486 * Used only by the patch command, but not all that useful. 547 * Used only by the patch command, but not all that useful.
487 * Enables features like "patch <name-of-other-player> food 999" 548 * Enables features like "patch <name-of-other-player> food 999"
488 */ 549 */
489object * 550object *
490find_object_name (const char *str) 551find_object_name (const char *str)
491{ 552{
492 shstr_cmp str_ (str); 553 shstr_cmp str_ (str);
493 object *op;
494 554
555 if (str_)
495 for_all_objects (op) 556 for_all_objects (op)
496 if (op->name == str_) 557 if (op->name == str_)
497 break; 558 return op;
498 559
499 return op; 560 return 0;
500} 561}
501 562
502/* 563/*
503 * Sets the owner and sets the skill and exp pointers to owner's current 564 * Sets the owner and sets the skill and exp pointers to owner's current
504 * skill and experience objects. 565 * skill and experience objects.
519 } 580 }
520 581
521 this->owner = owner; 582 this->owner = owner;
522} 583}
523 584
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
588}
589
590/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
591 * refcounts and freeing the links. 586 * refcounts and freeing the links.
592 */ 587 */
593static void 588static void
594free_key_values (object *op) 589free_key_values (object *op)
602 } 597 }
603 598
604 op->key_values = 0; 599 op->key_values = 0;
605} 600}
606 601
607object & 602/*
608object::operator =(const object &src) 603 * copy_to first frees everything allocated by the dst object,
604 * and then copies the contents of itself into the second
605 * object, allocating what needs to be allocated. Basically, any
606 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
607 * if the first object is freed, the pointers in the new object
608 * will point at garbage.
609 */
610void
611object::copy_to (object *dst)
609{ 612{
610 bool is_freed = flag [FLAG_FREED]; 613 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 614 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 615 dst->flag [FLAG_REMOVED] = true;
617 616
618 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
619 if (src.key_values) 618 if (key_values)
620 { 619 {
621 key_value *tail = 0; 620 key_value *tail = 0;
622 key_values = 0; 621 dst->key_values = 0;
623 622
624 for (key_value *i = src.key_values; i; i = i->next) 623 for (key_value *i = key_values; i; i = i->next)
625 { 624 {
626 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
627 626
628 new_link->next = 0; 627 new_link->next = 0;
629 new_link->key = i->key; 628 new_link->key = i->key;
630 new_link->value = i->value; 629 new_link->value = i->value;
631 630
632 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
633 if (!key_values) 632 if (!dst->key_values)
634 { 633 {
635 key_values = new_link; 634 dst->key_values = new_link;
636 tail = new_link; 635 tail = new_link;
637 } 636 }
638 else 637 else
639 { 638 {
640 tail->next = new_link; 639 tail->next = new_link;
641 tail = new_link; 640 tail = new_link;
642 } 641 }
643 } 642 }
644 } 643 }
645}
646 644
647/* 645 dst->activate ();
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664} 646}
665 647
666void 648void
667object::instantiate () 649object::instantiate ()
668{ 650{
669 if (!uuid.seq) // HACK 651 if (!uuid.seq) // HACK
670 uuid = UUID::gen (); 652 uuid = UUID::gen ();
671 653
654 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
655 if (flag [FLAG_RANDOM_SPEED] && speed)
656 speed_left = - speed - rndm (); // TODO animation
657 else
672 speed_left = -0.1f; 658 speed_left = -1.;
659
673 /* copy the body_info to the body_used - this is only really 660 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything. 661 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting 662 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created 663 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped. 664 * for it, they can be properly equipped.
685object * 672object *
686object::clone () 673object::clone ()
687{ 674{
688 object *neu = create (); 675 object *neu = create ();
689 copy_to (neu); 676 copy_to (neu);
677
678 // TODO: unclean state changes, should not be done in clone AND instantiate
679 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
680 neu->speed_left = - neu->speed - rndm (); // TODO animation
681
682 neu->map = map; // not copied by copy_to
690 return neu; 683 return neu;
691} 684}
692 685
693/* 686/*
694 * If an object with the IS_TURNABLE() flag needs to be turned due 687 * If an object with the IS_TURNABLE() flag needs to be turned due
696 * be called to update the face variable, _and_ how it looks on the map. 689 * be called to update the face variable, _and_ how it looks on the map.
697 */ 690 */
698void 691void
699update_turn_face (object *op) 692update_turn_face (object *op)
700{ 693{
701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
702 return; 695 return;
703 696
704 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
705 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
706} 699}
711 * This function needs to be called whenever the speed of an object changes. 704 * This function needs to be called whenever the speed of an object changes.
712 */ 705 */
713void 706void
714object::set_speed (float speed) 707object::set_speed (float speed)
715{ 708{
716 if (flag [FLAG_FREED] && speed)
717 {
718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
719 speed = 0;
720 }
721
722 this->speed = speed; 709 this->speed = speed;
723 710
724 if (has_active_speed ()) 711 if (has_active_speed ())
725 activate (); 712 activate ();
726 else 713 else
745 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
746 */ 733 */
747void 734void
748update_object (object *op, int action) 735update_object (object *op, int action)
749{ 736{
750 if (op == NULL) 737 if (!op)
751 { 738 {
752 /* this should never happen */ 739 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 741 return;
755 } 742 }
756 743
757 if (op->env) 744 if (!op->is_on_map ())
758 { 745 {
759 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
760 * to do in this case. 747 * to do in this case.
761 */ 748 */
762 return; 749 return;
763 } 750 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 751
771 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 754 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
782 763
783 if (!(m.flags_ & P_UPTODATE)) 764 if (!(m.flags_ & P_UPTODATE))
784 /* nop */; 765 /* nop */;
785 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
786 { 767 {
768#if 0
787 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
797 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
798 * to have move_allow right now. 780 * have move_allow right now.
799 */ 781 */
800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 m.invalidate ();
784#else
801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
802 m.flags_ = 0; 786 m.invalidate ();
787#endif
803 } 788 }
804 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 791 * that is being removed.
807 */ 792 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 794 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
812 else 797 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 799
816 update_object (op->more, action); 801 update_object (op->more, action);
817} 802}
818 803
819object::object () 804object::object ()
820{ 805{
821 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
822 807
823 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
824 face = blank_face; 809 face = blank_face;
810 material = MATERIAL_NULL;
825} 811}
826 812
827object::~object () 813object::~object ()
828{ 814{
829 unlink (); 815 unlink ();
830 816
831 free_key_values (this); 817 free_key_values (this);
832} 818}
833
834static int object_count;
835 819
836void object::link () 820void object::link ()
837{ 821{
838 assert (!index);//D 822 assert (!index);//D
839 uuid = UUID::gen (); 823 uuid = UUID::gen ();
840 count = ++object_count;
841 824
842 refcnt_inc (); 825 refcnt_inc ();
843 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
844} 830}
845 831
846void object::unlink () 832void object::unlink ()
847{ 833{
848 if (!index) 834 if (!index)
849 return; 835 return;
836
837 ++destroy_count;
850 838
851 objects.erase (this); 839 objects.erase (this);
852 refcnt_dec (); 840 refcnt_dec ();
853} 841}
854 842
858 /* If already on active list, don't do anything */ 846 /* If already on active list, don't do anything */
859 if (active) 847 if (active)
860 return; 848 return;
861 849
862 if (has_active_speed ()) 850 if (has_active_speed ())
851 {
852 if (flag [FLAG_FREED])
853 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
854
863 actives.insert (this); 855 actives.insert (this);
856 }
864} 857}
865 858
866void 859void
867object::activate_recursive () 860object::activate_recursive ()
868{ 861{
929 * drop on that space. 922 * drop on that space.
930 */ 923 */
931 if (!drop_to_ground 924 if (!drop_to_ground
932 || !map 925 || !map
933 || map->in_memory != MAP_ACTIVE 926 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 927 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 928 || ms ().move_block == MOVE_ALL)
936 { 929 {
937 while (inv) 930 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy (); 931 inv->destroy ();
941 }
942 } 932 }
943 else 933 else
944 { /* Put objects in inventory onto this space */ 934 { /* Put objects in inventory onto this space */
945 while (inv) 935 while (inv)
946 { 936 {
950 || op->flag [FLAG_NO_DROP] 940 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE 941 || op->type == RUNE
952 || op->type == TRAP 942 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE] 943 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH]) 944 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true); 945 op->destroy ();
956 else 946 else
957 map->insert (op, x, y); 947 map->insert (op, x, y);
958 } 948 }
959 } 949 }
960} 950}
961 951
952/*
953 * Remove and free all objects in the inventory of the given object.
954 * Unlike destroy_inv, this assumes the *this is destroyed as well
955 * well, so we can (and have to!) take shortcuts.
956 */
957void
958object::destroy_inv_fast ()
959{
960 while (object *op = inv)
961 {
962 // remove from object the fast way
963 op->flag [FLAG_REMOVED] = true;
964 op->env = 0;
965 if ((inv = inv->below))
966 inv->above = 0;
967
968 // then destroy
969 op->destroy ();
970 }
971}
972
973void
974object::freelist_free (int count)
975{
976 while (count-- && freelist)
977 {
978 freelist_item *next = freelist->next;
979 // count is being "destroyed"
980
981 sfree ((char *)freelist, sizeof (object));
982
983 freelist = next;
984 --free_count;
985 }
986}
987
988object *
962object *object::create () 989object::create ()
963{ 990{
964 object *op = new object; 991 object *op;
992
993 if (freelist)
994 {
995 freelist_item li = *freelist;
996 memset (freelist, 0, sizeof (object));
997
998 op = new (freelist) object;
999 op->count = li.count;
1000
1001 freelist = li.next;
1002 --free_count;
1003 }
1004 else
1005 {
1006 void *ni = salloc0<char> (sizeof (object));
1007
1008 op = new(ni) object;
1009
1010 op->count = ++object_count;
1011 }
1012
965 op->link (); 1013 op->link ();
1014
966 return op; 1015 return op;
967} 1016}
968 1017
969void 1018void
1019object::do_delete ()
1020{
1021 uint32_t count = this->count;
1022
1023 this->~object ();
1024
1025 freelist_item *li = (freelist_item *)this;
1026 li->next = freelist;
1027 li->count = count;
1028
1029 freelist = li;
1030 ++free_count;
1031}
1032
1033static struct freed_map : maptile
1034{
1035 freed_map ()
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 width = 3;
1040 height = 3;
1041 no_drop = 1;
1042 no_reset = 1;
1043
1044 alloc ();
1045 in_memory = MAP_ACTIVE;
1046 }
1047
1048 ~freed_map ()
1049 {
1050 destroy ();
1051 }
1052} freed_map; // freed objects are moved here to avoid crashes
1053
1054void
970object::do_destroy () 1055object::do_destroy ()
971{ 1056{
972 if (flag [FLAG_IS_LINKED]) 1057 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 1058 remove_link ();
974 1059
975 if (flag [FLAG_FRIENDLY]) 1060 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this); 1061 remove_friendly_object (this);
977 1062
978 remove (); 1063 remove ();
983 unlink (); 1068 unlink ();
984 1069
985 flag [FLAG_FREED] = 1; 1070 flag [FLAG_FREED] = 1;
986 1071
987 // hack to ensure that freed objects still have a valid map 1072 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 1073 map = &freed_map;
1006 x = 1; 1074 x = 1;
1007 y = 1; 1075 y = 1;
1008 }
1009 1076
1010 if (more) 1077 if (more)
1011 { 1078 {
1012 more->destroy (); 1079 more->destroy ();
1013 more = 0; 1080 more = 0;
1021 attacked_by = 0; 1088 attacked_by = 0;
1022 current_weapon = 0; 1089 current_weapon = 0;
1023} 1090}
1024 1091
1025void 1092void
1026object::destroy (bool destroy_inventory) 1093object::destroy ()
1027{ 1094{
1028 if (destroyed ()) 1095 if (destroyed ())
1029 return; 1096 return;
1030 1097
1031 if (!is_head () && !head->destroyed ()) 1098 if (!is_head () && !head->destroyed ())
1032 { 1099 {
1033 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1034 head->destroy (destroy_inventory); 1101 head->destroy ();
1102 return;
1035 } 1103 }
1036 1104
1037 destroy_inv (!destroy_inventory); 1105 destroy_inv_fast ();
1038 1106
1039 if (is_head ()) 1107 if (is_head ())
1040 if (sound_destroy) 1108 if (sound_destroy)
1041 play_sound (sound_destroy); 1109 play_sound (sound_destroy);
1042 else if (flag [FLAG_MONSTER]) 1110 else if (flag [FLAG_MONSTER])
1053 * the previous environment. 1121 * the previous environment.
1054 */ 1122 */
1055void 1123void
1056object::do_remove () 1124object::do_remove ()
1057{ 1125{
1058 object *tmp, *last = 0;
1059 object *otmp;
1060
1061 if (flag [FLAG_REMOVED]) 1126 if (flag [FLAG_REMOVED])
1062 return; 1127 return;
1063 1128
1064 INVOKE_OBJECT (REMOVE, this); 1129 INVOKE_OBJECT (REMOVE, this);
1065
1066 if (object *pl = visible_to ())
1067 esrv_del_item (pl->contr, count);
1068 1130
1069 flag [FLAG_REMOVED] = true; 1131 flag [FLAG_REMOVED] = true;
1070 1132
1071 if (more) 1133 if (more)
1072 more->remove (); 1134 more->remove ();
1075 * In this case, the object to be removed is in someones 1137 * In this case, the object to be removed is in someones
1076 * inventory. 1138 * inventory.
1077 */ 1139 */
1078 if (env) 1140 if (env)
1079 { 1141 {
1142 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1143 if (object *pl = visible_to ())
1144 esrv_del_item (pl->contr, count);
1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1146
1080 adjust_weight (env, -total_weight ()); 1147 adjust_weight (env, -total_weight ());
1081 1148
1082 *(above ? &above->below : &env->inv) = below; 1149 object *pl = in_player ();
1083
1084 if (below)
1085 below->above = above;
1086 1150
1087 /* we set up values so that it could be inserted into 1151 /* we set up values so that it could be inserted into
1088 * the map, but we don't actually do that - it is up 1152 * the map, but we don't actually do that - it is up
1089 * to the caller to decide what we want to do. 1153 * to the caller to decide what we want to do.
1090 */ 1154 */
1091 map = env->map; 1155 map = env->map;
1092 x = env->x; 1156 x = env->x;
1093 y = env->y; 1157 y = env->y;
1158
1159 // make sure cmov optimisation is applicable
1160 *(above ? &above->below : &env->inv) = below;
1161 *(below ? &below->above : &above ) = above; // &above is just a dummy
1162
1094 above = 0; 1163 above = 0;
1095 below = 0; 1164 below = 0;
1096 env = 0; 1165 env = 0;
1097 1166
1098 /* NO_FIX_PLAYER is set when a great many changes are being 1167 if (pl && pl->is_player ())
1099 * made to players inventory. If set, avoiding the call
1100 * to save cpu time.
1101 */ 1168 {
1102 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1169 if (expect_false (pl->contr->combat_ob == this))
1103 otmp->update_stats (); 1170 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1172 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 }
1175
1176 if (expect_false (pl->contr->ranged_ob == this))
1177 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1179 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 }
1182
1183 pl->contr->queue_stats_update ();
1184
1185 if (expect_false (glow_radius) && pl->is_on_map ())
1186 update_all_los (pl->map, pl->x, pl->y);
1187 }
1104 } 1188 }
1105 else if (map) 1189 else if (map)
1106 { 1190 {
1107 if (type == PLAYER)
1108 {
1109 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent.
1113 close_container ();
1114
1115 --map->players;
1116 map->touch ();
1117 }
1118
1119 map->dirty = true; 1191 map->dirty = true;
1120 mapspace &ms = this->ms (); 1192 mapspace &ms = this->ms ();
1121 1193
1194 if (object *pl = ms.player ())
1195 {
1196 if (is_player ())
1197 {
1198 if (!flag [FLAG_WIZPASS])
1199 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1200
1201 // leaving a spot always closes any open container on the ground
1202 if (container && !container->env)
1203 // this causes spurious floorbox updates, but it ensures
1204 // that the CLOSE event is being sent.
1205 close_container ();
1206
1207 --map->players;
1208 map->touch ();
1209 }
1210 else if (pl->container_ () == this)
1211 {
1212 // removing a container should close it
1213 close_container ();
1214 }
1215 else
1216 esrv_del_item (pl->contr, count);
1217 }
1218
1122 /* link the object above us */ 1219 /* link the object above us */
1123 if (above) 1220 // re-link, make sure compiler can easily use cmove
1124 above->below = below; 1221 *(above ? &above->below : &ms.top) = below;
1125 else 1222 *(below ? &below->above : &ms.bot) = above;
1126 ms.top = below; /* we were top, set new top */
1127
1128 /* Relink the object below us, if there is one */
1129 if (below)
1130 below->above = above;
1131 else
1132 {
1133 /* Nothing below, which means we need to relink map object for this space
1134 * use translated coordinates in case some oddness with map tiling is
1135 * evident
1136 */
1137 if (GET_MAP_OB (map, x, y) != this)
1138 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 ());
1139
1140 ms.bot = above; /* goes on above it. */
1141 }
1142 1223
1143 above = 0; 1224 above = 0;
1144 below = 0; 1225 below = 0;
1145 1226
1227 ms.invalidate ();
1228
1146 if (map->in_memory == MAP_SAVING) 1229 if (map->in_memory == MAP_SAVING)
1147 return; 1230 return;
1148 1231
1149 int check_walk_off = !flag [FLAG_NO_APPLY]; 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1150 1233
1151 if (object *pl = ms.player ()) 1234 if (object *pl = ms.player ())
1152 { 1235 {
1153 if (pl->container == this) 1236 if (pl->container_ () == this)
1154 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1155 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1156 * appropriately. 1239 * appropriately.
1157 */ 1240 */
1158 pl->close_container (); 1241 pl->close_container ();
1159 1242
1160 //TODO: the floorbox prev/next might need updating 1243 //TODO: the floorbox prev/next might need updating
1161 esrv_del_item (pl->contr, count); 1244 //esrv_del_item (pl->contr, count);
1245 //TODO: update floorbox to preserve ordering
1246 if (pl->contr->ns)
1247 pl->contr->ns->floorbox_update ();
1162 } 1248 }
1163 1249
1250 if (check_walk_off)
1164 for (tmp = ms.bot; tmp; tmp = tmp->above) 1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1165 { 1252 {
1253 above = tmp->above;
1254
1166 /* No point updating the players look faces if he is the object 1255 /* No point updating the players look faces if he is the object
1167 * being removed. 1256 * being removed.
1168 */ 1257 */
1169 1258
1170 /* See if object moving off should effect something */ 1259 /* See if object moving off should effect something */
1171 if (check_walk_off
1172 && ((move_type & tmp->move_off) 1260 if ((move_type & tmp->move_off)
1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1174 {
1175 move_apply (tmp, this, 0); 1262 move_apply (tmp, this, 0);
1176
1177 if (destroyed ())
1178 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1179 } 1263 }
1180 1264
1181 last = tmp; 1265 if (affects_los ())
1182 }
1183
1184 /* last == NULL if there are no objects on this space */
1185 //TODO: this makes little sense, why only update the topmost object?
1186 if (!last)
1187 map->at (x, y).flags_ = 0;
1188 else
1189 update_object (last, UP_OBJ_REMOVE);
1190
1191 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1192 update_all_los (map, x, y); 1266 update_all_los (map, x, y);
1193 } 1267 }
1194} 1268}
1195 1269
1196/* 1270/*
1220 esrv_update_item (UPD_NROF, pl, top); 1294 esrv_update_item (UPD_NROF, pl, top);
1221 1295
1222 op->weight = 0; // cancel the addition above 1296 op->weight = 0; // cancel the addition above
1223 op->carrying = 0; // must be 0 already 1297 op->carrying = 0; // must be 0 already
1224 1298
1225 op->destroy (1); 1299 op->destroy ();
1226 1300
1227 return top; 1301 return top;
1228 } 1302 }
1229 1303
1230 return 0; 1304 return 0;
1238 1312
1239 object *prev = this; 1313 object *prev = this;
1240 1314
1241 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1242 { 1316 {
1243 object *op = arch_to_object (at); 1317 object *op = at->instance ();
1244 1318
1245 op->name = name; 1319 op->name = name;
1246 op->name_pl = name_pl; 1320 op->name_pl = name_pl;
1247 op->title = title; 1321 op->title = title;
1248 1322
1258 * job preparing multi-part monsters. 1332 * job preparing multi-part monsters.
1259 */ 1333 */
1260object * 1334object *
1261insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1335insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1336{
1337 op->remove ();
1338
1263 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1339 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1264 { 1340 {
1265 tmp->x = x + tmp->arch->x; 1341 tmp->x = x + tmp->arch->x;
1266 tmp->y = y + tmp->arch->y; 1342 tmp->y = y + tmp->arch->y;
1267 } 1343 }
1284 * Passing 0 for flag gives proper default values, so flag really only needs 1360 * Passing 0 for flag gives proper default values, so flag really only needs
1285 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1286 * 1362 *
1287 * Return value: 1363 * Return value:
1288 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1289 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1290 * just 'op' otherwise 1366 * just 'op' otherwise
1291 */ 1367 */
1292object * 1368object *
1293insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1294{ 1370{
1295 assert (!op->flag [FLAG_FREED]);
1296
1297 op->remove (); 1371 op->remove ();
1372
1373 if (m == &freed_map)//D TODO: remove soon
1374 {//D
1375 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1376 }//D
1298 1377
1299 /* Ideally, the caller figures this out. However, it complicates a lot 1378 /* Ideally, the caller figures this out. However, it complicates a lot
1300 * of areas of callers (eg, anything that uses find_free_spot would now 1379 * of areas of callers (eg, anything that uses find_free_spot would now
1301 * need extra work 1380 * need extra work
1302 */ 1381 */
1382 maptile *newmap = m;
1303 if (!xy_normalise (m, op->x, op->y)) 1383 if (!xy_normalise (newmap, op->x, op->y))
1304 { 1384 {
1305 op->destroy (1); 1385 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1306 return 0; 1386 return 0;
1307 } 1387 }
1308 1388
1309 if (object *more = op->more) 1389 if (object *more = op->more)
1310 if (!insert_ob_in_map (more, m, originator, flag)) 1390 if (!insert_ob_in_map (more, m, originator, flag))
1311 return 0; 1391 return 0;
1312 1392
1313 CLEAR_FLAG (op, FLAG_REMOVED); 1393 op->flag [FLAG_REMOVED] = false;
1314 1394 op->env = 0;
1315 op->map = m; 1395 op->map = newmap;
1396
1316 mapspace &ms = op->ms (); 1397 mapspace &ms = op->ms ();
1317 1398
1318 /* this has to be done after we translate the coordinates. 1399 /* this has to be done after we translate the coordinates.
1319 */ 1400 */
1320 if (op->nrof && !(flag & INS_NO_MERGE)) 1401 if (op->nrof && !(flag & INS_NO_MERGE))
1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 if (object::can_merge (op, tmp)) 1403 if (object::can_merge (op, tmp))
1323 { 1404 {
1324 // TODO: we atcually want to update tmp, not op, 1405 // TODO: we actually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp 1406 // but some caller surely breaks when we return tmp
1326 // from here :/ 1407 // from here :/
1327 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1328 tmp->destroy (1); 1409 tmp->destroy ();
1329 } 1410 }
1330 1411
1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1412 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1332 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1333 1414
1334 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1335 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1336 1417
1337 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1338 { 1419 {
1339 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1420 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1340 { 1421 {
1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1422 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1342 abort (); 1423 abort ();
1343 } 1424 }
1344 1425
1426 if (!originator->is_on_map ())
1427 {
1428 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1429 op->debug_desc (), originator->debug_desc ());
1430 abort ();
1431 }
1432
1345 op->above = originator; 1433 op->above = originator;
1346 op->below = originator->below; 1434 op->below = originator->below;
1347
1348 if (op->below)
1349 op->below->above = op;
1350 else
1351 ms.bot = op;
1352
1353 /* since *below* originator, no need to update top */
1354 originator->below = op; 1435 originator->below = op;
1436
1437 *(op->below ? &op->below->above : &ms.bot) = op;
1355 } 1438 }
1356 else 1439 else
1357 { 1440 {
1358 object *top, *floor = NULL; 1441 object *floor = 0;
1359 1442 object *top = ms.top;
1360 top = ms.bot;
1361 1443
1362 /* If there are other objects, then */ 1444 /* If there are other objects, then */
1363 if (top) 1445 if (top)
1364 { 1446 {
1365 object *last = 0;
1366
1367 /* 1447 /*
1368 * If there are multiple objects on this space, we do some trickier handling. 1448 * If there are multiple objects on this space, we do some trickier handling.
1369 * We've already dealt with merging if appropriate. 1449 * We've already dealt with merging if appropriate.
1370 * Generally, we want to put the new object on top. But if 1450 * Generally, we want to put the new object on top. But if
1371 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1374 * once we get to them. This reduces the need to traverse over all of 1454 * once we get to them. This reduces the need to traverse over all of
1375 * them when adding another one - this saves quite a bit of cpu time 1455 * them when adding another one - this saves quite a bit of cpu time
1376 * when lots of spells are cast in one area. Currently, it is presumed 1456 * when lots of spells are cast in one area. Currently, it is presumed
1377 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1378 */ 1458 */
1379 for (top = ms.bot; top; top = top->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1380 { 1460 {
1381 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1461 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1382 floor = top; 1462 floor = tmp;
1383 1463
1384 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1464 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1385 { 1465 {
1386 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1387 top = top->below; 1467 top = tmp->below;
1388 break; 1468 break;
1389 } 1469 }
1390 1470
1391 last = top; 1471 top = tmp;
1392 } 1472 }
1393
1394 /* Don't want top to be NULL, so set it to the last valid object */
1395 top = last;
1396 1473
1397 /* We let update_position deal with figuring out what the space 1474 /* We let update_position deal with figuring out what the space
1398 * looks like instead of lots of conditions here. 1475 * looks like instead of lots of conditions here.
1399 * makes things faster, and effectively the same result. 1476 * makes things faster, and effectively the same result.
1400 */ 1477 */
1407 */ 1484 */
1408 if (!(flag & INS_ON_TOP) 1485 if (!(flag & INS_ON_TOP)
1409 && ms.flags () & P_BLOCKSVIEW 1486 && ms.flags () & P_BLOCKSVIEW
1410 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1411 { 1488 {
1489 object *last;
1490
1412 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1413 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1414 break; 1493 break;
1415 1494
1416 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1417 * and make sure we have a below pointer for it so that 1496 * and make sure we have a below pointer for it so that
1418 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1424 } /* If objects on this space */ 1503 } /* If objects on this space */
1425 1504
1426 if (flag & INS_ABOVE_FLOOR_ONLY) 1505 if (flag & INS_ABOVE_FLOOR_ONLY)
1427 top = floor; 1506 top = floor;
1428 1507
1429 /* Top is the object that our object (op) is going to get inserted above. 1508 // insert object above top, or bottom-most if top = 0
1430 */
1431
1432 /* First object on this space */
1433 if (!top) 1509 if (!top)
1434 { 1510 {
1511 op->below = 0;
1435 op->above = ms.bot; 1512 op->above = ms.bot;
1436
1437 if (op->above)
1438 op->above->below = op;
1439
1440 op->below = 0;
1441 ms.bot = op; 1513 ms.bot = op;
1514
1515 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1516 }
1443 else 1517 else
1444 { /* get inserted into the stack above top */ 1518 {
1445 op->above = top->above; 1519 op->above = top->above;
1446
1447 if (op->above)
1448 op->above->below = op; 1520 top->above = op;
1449 1521
1450 op->below = top; 1522 op->below = top;
1451 top->above = op; 1523 *(op->above ? &op->above->below : &ms.top) = op;
1452 } 1524 }
1525 }
1453 1526
1454 if (!op->above) 1527 if (op->is_player ())
1455 ms.top = op;
1456 } /* else not INS_BELOW_ORIGINATOR */
1457
1458 if (op->type == PLAYER)
1459 { 1528 {
1460 op->contr->do_los = 1; 1529 op->contr->do_los = 1;
1461 ++op->map->players; 1530 ++op->map->players;
1462 op->map->touch (); 1531 op->map->touch ();
1463 } 1532 }
1464 1533
1465 op->map->dirty = true; 1534 op->map->dirty = true;
1466 1535
1467 if (object *pl = ms.player ()) 1536 if (object *pl = ms.player ())
1468 //TODO: the floorbox prev/next might need updating 1537 //TODO: the floorbox prev/next might need updating
1469 esrv_send_item (pl, op); 1538 //esrv_send_item (pl, op);
1539 //TODO: update floorbox to preserve ordering
1540 if (pl->contr->ns)
1541 pl->contr->ns->floorbox_update ();
1470 1542
1471 /* If this object glows, it may affect lighting conditions that are 1543 /* If this object glows, it may affect lighting conditions that are
1472 * visible to others on this map. But update_all_los is really 1544 * visible to others on this map. But update_all_los is really
1473 * an inefficient way to do this, as it means los for all players 1545 * an inefficient way to do this, as it means los for all players
1474 * on the map will get recalculated. The players could very well 1546 * on the map will get recalculated. The players could very well
1475 * be far away from this change and not affected in any way - 1547 * be far away from this change and not affected in any way -
1476 * this should get redone to only look for players within range, 1548 * this should get redone to only look for players within range,
1477 * or just updating the P_UPTODATE for spaces within this area 1549 * or just updating the P_UPTODATE for spaces within this area
1478 * of effect may be sufficient. 1550 * of effect may be sufficient.
1479 */ 1551 */
1480 if (op->map->darkness && (op->glow_radius != 0)) 1552 if (op->affects_los ())
1553 {
1554 op->ms ().invalidate ();
1481 update_all_los (op->map, op->x, op->y); 1555 update_all_los (op->map, op->x, op->y);
1556 }
1482 1557
1483 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1558 /* updates flags (blocked, alive, no magic, etc) for this map space */
1484 update_object (op, UP_OBJ_INSERT); 1559 update_object (op, UP_OBJ_INSERT);
1485 1560
1486 INVOKE_OBJECT (INSERT, op); 1561 INVOKE_OBJECT (INSERT, op);
1493 * blocked() and wall() work properly), and these flags are updated by 1568 * blocked() and wall() work properly), and these flags are updated by
1494 * update_object(). 1569 * update_object().
1495 */ 1570 */
1496 1571
1497 /* if this is not the head or flag has been passed, don't check walk on status */ 1572 /* if this is not the head or flag has been passed, don't check walk on status */
1498 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1499 { 1574 {
1500 if (check_move_on (op, originator)) 1575 if (check_move_on (op, originator))
1501 return 0; 1576 return 0;
1502 1577
1503 /* If we are a multi part object, lets work our way through the check 1578 /* If we are a multi part object, lets work our way through the check
1514/* this function inserts an object in the map, but if it 1589/* this function inserts an object in the map, but if it
1515 * finds an object of its own type, it'll remove that one first. 1590 * finds an object of its own type, it'll remove that one first.
1516 * op is the object to insert it under: supplies x and the map. 1591 * op is the object to insert it under: supplies x and the map.
1517 */ 1592 */
1518void 1593void
1519replace_insert_ob_in_map (const char *arch_string, object *op) 1594replace_insert_ob_in_map (shstr_tmp archname, object *op)
1520{ 1595{
1521 /* first search for itself and remove any old instances */ 1596 /* first search for itself and remove any old instances */
1522 1597
1523 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1524 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1525 tmp->destroy (1); 1600 tmp->destroy ();
1526 1601
1527 object *tmp = arch_to_object (archetype::find (arch_string)); 1602 object *tmp = archetype::find (archname)->instance ();
1528 1603
1529 tmp->x = op->x; 1604 tmp->x = op->x;
1530 tmp->y = op->y; 1605 tmp->y = op->y;
1531 1606
1532 insert_ob_in_map (tmp, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1537{ 1612{
1538 if (where->env) 1613 if (where->env)
1539 return where->env->insert (this); 1614 return where->env->insert (this);
1540 else 1615 else
1541 return where->map->insert (this, where->x, where->y, originator, flags); 1616 return where->map->insert (this, where->x, where->y, originator, flags);
1617}
1618
1619// check whether we can put this into the map, respect max_volume, max_items
1620bool
1621object::can_drop_at (maptile *m, int x, int y, object *originator)
1622{
1623 mapspace &ms = m->at (x, y);
1624
1625 int items = ms.items ();
1626
1627 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items
1629 && ms.volume () < m->max_volume))
1630 return true;
1631
1632 if (originator && originator->is_player ())
1633 originator->contr->failmsgf (
1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1635 query_name ()
1636 );
1637
1638 return false;
1542} 1639}
1543 1640
1544/* 1641/*
1545 * decrease(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1643 * the amount of an object. If the amount reaches 0, the object
1554 if (!nr) 1651 if (!nr)
1555 return true; 1652 return true;
1556 1653
1557 nr = min (nr, nrof); 1654 nr = min (nr, nrof);
1558 1655
1656 if (nrof > nr)
1657 {
1559 nrof -= nr; 1658 nrof -= nr;
1560
1561 if (nrof)
1562 {
1563 adjust_weight (env, -weight * nr); // carrying == 0 1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1564 1660
1565 if (object *pl = visible_to ()) 1661 if (object *pl = visible_to ())
1566 esrv_update_item (UPD_NROF, pl, this); 1662 esrv_update_item (UPD_NROF, pl, this);
1567 1663
1568 return true; 1664 return true;
1569 } 1665 }
1570 else 1666 else
1571 { 1667 {
1572 destroy (1); 1668 destroy ();
1573 return false; 1669 return false;
1574 } 1670 }
1575} 1671}
1576 1672
1577/* 1673/*
1594 } 1690 }
1595 else 1691 else
1596 { 1692 {
1597 decrease (nr); 1693 decrease (nr);
1598 1694
1599 object *op = object_create_clone (this); 1695 object *op = deep_clone ();
1600 op->nrof = nr; 1696 op->nrof = nr;
1601 return op; 1697 return op;
1602 } 1698 }
1603} 1699}
1604 1700
1654 if (object *pl = tmp->visible_to ()) 1750 if (object *pl = tmp->visible_to ())
1655 esrv_update_item (UPD_NROF, pl, tmp); 1751 esrv_update_item (UPD_NROF, pl, tmp);
1656 1752
1657 adjust_weight (this, op->total_weight ()); 1753 adjust_weight (this, op->total_weight ());
1658 1754
1659 op->destroy (1); 1755 op->destroy ();
1660 op = tmp; 1756 op = tmp;
1661 goto inserted; 1757 goto inserted;
1662 } 1758 }
1663 1759
1664 op->owner = 0; // it's his/hers now. period. 1760 op->owner = 0; // it's his/hers now. period.
1682 1778
1683 adjust_weight (this, op->total_weight ()); 1779 adjust_weight (this, op->total_weight ());
1684 1780
1685inserted: 1781inserted:
1686 /* reset the light list and los of the players on the map */ 1782 /* reset the light list and los of the players on the map */
1687 if (op->glow_radius && map && map->darkness) 1783 if (op->glow_radius && is_on_map ())
1784 {
1785 update_stats ();
1688 update_all_los (map, x, y); 1786 update_all_los (map, x, y);
1689 1787 }
1788 else if (is_player ())
1690 // if this is a player's inventory, update stats 1789 // if this is a player's inventory, update stats
1691 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1790 contr->queue_stats_update ();
1692 update_stats ();
1693 1791
1694 INVOKE_OBJECT (INSERT, this); 1792 INVOKE_OBJECT (INSERT, this);
1695 1793
1696 return op; 1794 return op;
1697} 1795}
1717 * on top. 1815 * on top.
1718 */ 1816 */
1719int 1817int
1720check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1721{ 1819{
1820 if (op->flag [FLAG_NO_APPLY])
1821 return 0;
1822
1722 object *tmp; 1823 object *tmp;
1723 maptile *m = op->map; 1824 maptile *m = op->map;
1724 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1725 1826
1726 MoveType move_on, move_slow, move_block; 1827 mapspace &ms = m->at (x, y);
1727 1828
1728 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1829 ms.update ();
1729 return 0;
1730 1830
1731 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1831 MoveType move_on = ms.move_on;
1732 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1832 MoveType move_slow = ms.move_slow;
1733 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1833 MoveType move_block = ms.move_block;
1734 1834
1735 /* if nothing on this space will slow op down or be applied, 1835 /* if nothing on this space will slow op down or be applied,
1736 * no need to do checking below. have to make sure move_type 1836 * no need to do checking below. have to make sure move_type
1737 * is set, as lots of objects don't have it set - we treat that 1837 * is set, as lots of objects don't have it set - we treat that
1738 * as walking. 1838 * as walking.
1749 return 0; 1849 return 0;
1750 1850
1751 /* The objects have to be checked from top to bottom. 1851 /* The objects have to be checked from top to bottom.
1752 * Hence, we first go to the top: 1852 * Hence, we first go to the top:
1753 */ 1853 */
1754 1854 for (object *next, *tmp = ms.top; tmp; tmp = next)
1755 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1756 {
1757 /* Trim the search when we find the first other spell effect
1758 * this helps performance so that if a space has 50 spell objects,
1759 * we don't need to check all of them.
1760 */
1761 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1762 break;
1763 } 1855 {
1856 next = tmp->below;
1764 1857
1765 for (; tmp; tmp = tmp->below)
1766 {
1767 if (tmp == op) 1858 if (tmp == op)
1768 continue; /* Can't apply yourself */ 1859 continue; /* Can't apply yourself */
1769 1860
1770 /* Check to see if one of the movement types should be slowed down. 1861 /* Check to see if one of the movement types should be slowed down.
1771 * Second check makes sure that the movement types not being slowed 1862 * Second check makes sure that the movement types not being slowed
1772 * (~slow_move) is not blocked on this space - just because the 1863 * (~slow_move) is not blocked on this space - just because the
1773 * space doesn't slow down swimming (for example), if you can't actually 1864 * space doesn't slow down swimming (for example), if you can't actually
1774 * swim on that space, can't use it to avoid the penalty. 1865 * swim on that space, can't use it to avoid the penalty.
1775 */ 1866 */
1776 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1777 { 1868 {
1778 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1779 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1870 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1780 { 1871 {
1781
1782 float
1783 diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1784 1873
1785 if (op->type == PLAYER) 1874 if (op->is_player ())
1786 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1875 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1787 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1876 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1788 diff /= 4.0; 1877 diff /= 4.0;
1789 1878
1790 op->speed_left -= diff; 1879 op->speed_left -= diff;
1791 } 1880 }
1792 } 1881 }
1825 LOG (llevError, "Present_arch called outside map.\n"); 1914 LOG (llevError, "Present_arch called outside map.\n");
1826 return NULL; 1915 return NULL;
1827 } 1916 }
1828 1917
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1918 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1830 if (tmp->arch == at) 1919 if (tmp->arch->archname == at->archname)
1831 return tmp; 1920 return tmp;
1832 1921
1833 return NULL; 1922 return NULL;
1834} 1923}
1835 1924
1899 * The first matching object is returned, or NULL if none. 1988 * The first matching object is returned, or NULL if none.
1900 */ 1989 */
1901object * 1990object *
1902present_arch_in_ob (const archetype *at, const object *op) 1991present_arch_in_ob (const archetype *at, const object *op)
1903{ 1992{
1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 if (tmp->arch == at) 1994 if (tmp->arch->archname == at->archname)
1906 return tmp; 1995 return tmp;
1907 1996
1908 return NULL; 1997 return NULL;
1909} 1998}
1910 1999
1914void 2003void
1915flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1916{ 2005{
1917 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 { 2007 {
1919 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1920 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1921 } 2010 }
1922} 2011}
1923 2012
1924/* 2013/*
1927void 2016void
1928unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1929{ 2018{
1930 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 { 2020 {
1932 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1933 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1934 } 2023 }
1935} 2024}
1936 2025
1937/* 2026/*
1998 * head of the object should correspond for the entire object. 2087 * head of the object should correspond for the entire object.
1999 */ 2088 */
2000 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2089 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2001 continue; 2090 continue;
2002 2091
2003 if (ob->blocked (m, pos.x, pos.y)) 2092 if (ob->blocked (pos.m, pos.x, pos.y))
2004 continue; 2093 continue;
2005 2094
2006 altern [index++] = i; 2095 altern [index++] = i;
2007 } 2096 }
2008 2097
2076 * there is capable of. 2165 * there is capable of.
2077 */ 2166 */
2078int 2167int
2079find_dir (maptile *m, int x, int y, object *exclude) 2168find_dir (maptile *m, int x, int y, object *exclude)
2080{ 2169{
2081 int i, max = SIZEOFFREE, mflags; 2170 int max = SIZEOFFREE, mflags;
2082
2083 sint16 nx, ny;
2084 object *tmp;
2085 maptile *mp;
2086
2087 MoveType blocked, move_type; 2171 MoveType move_type;
2088 2172
2089 if (exclude && exclude->head_ () != exclude) 2173 if (exclude && exclude->head_ () != exclude)
2090 { 2174 {
2091 exclude = exclude->head; 2175 exclude = exclude->head;
2092 move_type = exclude->move_type; 2176 move_type = exclude->move_type;
2095 { 2179 {
2096 /* If we don't have anything, presume it can use all movement types. */ 2180 /* If we don't have anything, presume it can use all movement types. */
2097 move_type = MOVE_ALL; 2181 move_type = MOVE_ALL;
2098 } 2182 }
2099 2183
2100 for (i = 1; i < max; i++) 2184 for (int i = 1; i < max; i++)
2101 { 2185 {
2102 mp = m; 2186 mapxy pos (m, x, y);
2103 nx = x + freearr_x[i]; 2187 pos.move (i);
2104 ny = y + freearr_y[i];
2105 2188
2106 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2189 if (!pos.normalise ())
2107
2108 if (mflags & P_OUT_OF_MAP)
2109 max = maxfree[i]; 2190 max = maxfree[i];
2110 else 2191 else
2111 { 2192 {
2112 mapspace &ms = mp->at (nx, ny); 2193 mapspace &ms = *pos;
2113 2194
2114 blocked = ms.move_block;
2115
2116 if ((move_type & blocked) == move_type) 2195 if ((move_type & ms.move_block) == move_type)
2117 max = maxfree[i]; 2196 max = maxfree [i];
2118 else if (mflags & P_IS_ALIVE) 2197 else if (ms.flags () & P_IS_ALIVE)
2119 { 2198 {
2120 for (tmp = ms.bot; tmp; tmp = tmp->above) 2199 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2121 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2200 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2122 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2201 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2123 break;
2124
2125 if (tmp)
2126 return freedir[i]; 2202 return freedir [i];
2127 } 2203 }
2128 } 2204 }
2129 } 2205 }
2130 2206
2131 return 0; 2207 return 0;
2206 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2207 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2208 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2209 * functions. 2285 * functions.
2210 */ 2286 */
2211int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2212 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2213 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2214 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2215 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2216 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2310 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2311 */ 2387 */
2312int 2388int
2313can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2314{ 2390{
2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2317 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2318} 2394}
2319 2395
2320/* 2396/*
2321 * create clone from object to another 2397 * create clone from object to another
2322 */ 2398 */
2323object * 2399object *
2324object_create_clone (object *asrc) 2400object::deep_clone ()
2325{ 2401{
2326 object *dst = 0, *tmp, *src, *prev, *item; 2402 assert (("deep_clone called on non-head object", is_head ()));
2327 2403
2328 if (!asrc) 2404 object *dst = clone ();
2329 return 0;
2330 2405
2331 src = asrc->head_ (); 2406 object *prev = dst;
2332
2333 prev = 0;
2334 for (object *part = src; part; part = part->more) 2407 for (object *part = this->more; part; part = part->more)
2335 { 2408 {
2336 tmp = part->clone (); 2409 object *tmp = part->clone ();
2337 tmp->x -= src->x;
2338 tmp->y -= src->y;
2339
2340 if (!part->head)
2341 {
2342 dst = tmp;
2343 tmp->head = 0;
2344 }
2345 else
2346 tmp->head = dst; 2410 tmp->head = dst;
2347
2348 tmp->more = 0;
2349
2350 if (prev)
2351 prev->more = tmp; 2411 prev->more = tmp;
2352
2353 prev = tmp; 2412 prev = tmp;
2354 } 2413 }
2355 2414
2356 for (item = src->inv; item; item = item->below) 2415 for (object *item = inv; item; item = item->below)
2357 insert_ob_in_ob (object_create_clone (item), dst); 2416 insert_ob_in_ob (item->deep_clone (), dst);
2358 2417
2359 return dst; 2418 return dst;
2360} 2419}
2361 2420
2362/* This returns the first object in who's inventory that 2421/* This returns the first object in who's inventory that
2371 return tmp; 2430 return tmp;
2372 2431
2373 return 0; 2432 return 0;
2374} 2433}
2375 2434
2376/* If ob has a field named key, return the link from the list, 2435shstr_tmp
2377 * otherwise return NULL. 2436object::kv_get (shstr_tmp key) const
2378 *
2379 * key must be a passed in shared string - otherwise, this won't
2380 * do the desired thing.
2381 */
2382key_value *
2383get_ob_key_link (const object *ob, const char *key)
2384{ 2437{
2385 for (key_value *link = ob->key_values; link; link = link->next) 2438 for (key_value *kv = key_values; kv; kv = kv->next)
2386 if (link->key == key) 2439 if (kv->key == key)
2387 return link;
2388
2389 return 0;
2390}
2391
2392/*
2393 * Returns the value of op has an extra_field for key, or NULL.
2394 *
2395 * The argument doesn't need to be a shared string.
2396 *
2397 * The returned string is shared.
2398 */
2399const char *
2400get_ob_key_value (const object *op, const char *const key)
2401{
2402 key_value *link;
2403 shstr_cmp canonical_key (key);
2404
2405 if (!canonical_key)
2406 {
2407 /* 1. There being a field named key on any object
2408 * implies there'd be a shared string to find.
2409 * 2. Since there isn't, no object has this field.
2410 * 3. Therefore, *this* object doesn't have this field.
2411 */
2412 return 0;
2413 }
2414
2415 /* This is copied from get_ob_key_link() above -
2416 * only 4 lines, and saves the function call overhead.
2417 */
2418 for (link = op->key_values; link; link = link->next)
2419 if (link->key == canonical_key)
2420 return link->value; 2440 return kv->value;
2421 2441
2422 return 0; 2442 return shstr ();
2423} 2443}
2424 2444
2425/* 2445void
2426 * Updates the canonical_key in op to value. 2446object::kv_set (shstr_tmp key, shstr_tmp value)
2427 *
2428 * canonical_key is a shared string (value doesn't have to be).
2429 *
2430 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2431 * keys.
2432 *
2433 * Returns TRUE on success.
2434 */
2435int
2436set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2437{ 2447{
2438 key_value *field = NULL, *last = NULL; 2448 for (key_value *kv = key_values; kv; kv = kv->next)
2439 2449 if (kv->key == key)
2440 for (field = op->key_values; field != NULL; field = field->next)
2441 {
2442 if (field->key != canonical_key)
2443 { 2450 {
2444 last = field; 2451 kv->value = value;
2445 continue; 2452 return;
2446 } 2453 }
2447 2454
2448 if (value) 2455 key_value *kv = new key_value;
2449 field->value = value; 2456
2450 else 2457 kv->next = key_values;
2458 kv->key = key;
2459 kv->value = value;
2460
2461 key_values = kv;
2462}
2463
2464void
2465object::kv_del (shstr_tmp key)
2466{
2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2468 if ((*kvp)->key == key)
2451 { 2469 {
2452 /* Basically, if the archetype has this key set, 2470 key_value *kv = *kvp;
2453 * we need to store the null value so when we save 2471 *kvp = (*kvp)->next;
2454 * it, we save the empty value so that when we load, 2472 delete kv;
2455 * we get this value back again. 2473 return;
2456 */
2457 if (get_ob_key_link (op->arch, canonical_key))
2458 field->value = 0;
2459 else
2460 {
2461 if (last)
2462 last->next = field->next;
2463 else
2464 op->key_values = field->next;
2465
2466 delete field;
2467 }
2468 } 2474 }
2469 return TRUE;
2470 }
2471 /* IF we get here, key doesn't exist */
2472
2473 /* No field, we'll have to add it. */
2474
2475 if (!add_key)
2476 return FALSE;
2477
2478 /* There isn't any good reason to store a null
2479 * value in the key/value list. If the archetype has
2480 * this key, then we should also have it, so shouldn't
2481 * be here. If user wants to store empty strings,
2482 * should pass in ""
2483 */
2484 if (value == NULL)
2485 return TRUE;
2486
2487 field = new key_value;
2488
2489 field->key = canonical_key;
2490 field->value = value;
2491 /* Usual prepend-addition. */
2492 field->next = op->key_values;
2493 op->key_values = field;
2494
2495 return TRUE;
2496}
2497
2498/*
2499 * Updates the key in op to value.
2500 *
2501 * If add_key is FALSE, this will only update existing keys,
2502 * and not add new ones.
2503 * In general, should be little reason FALSE is ever passed in for add_key
2504 *
2505 * Returns TRUE on success.
2506 */
2507int
2508set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2509{
2510 shstr key_ (key);
2511
2512 return set_ob_key_value_s (op, key_, value, add_key);
2513} 2475}
2514 2476
2515object::depth_iterator::depth_iterator (object *container) 2477object::depth_iterator::depth_iterator (object *container)
2516: iterator_base (container) 2478: iterator_base (container)
2517{ 2479{
2567{ 2529{
2568 char flagdesc[512]; 2530 char flagdesc[512];
2569 char info2[256 * 4]; 2531 char info2[256 * 4];
2570 char *p = info; 2532 char *p = info;
2571 2533
2572 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2534 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2573 count, 2535 count,
2574 uuid.c_str (), 2536 uuid.c_str (),
2575 &name, 2537 &name,
2576 title ? "\",title:\"" : "", 2538 title ? ",title:\"" : "",
2577 title ? (const char *)title : "", 2539 title ? (const char *)title : "",
2540 title ? "\"" : "",
2578 flag_desc (flagdesc, 512), type); 2541 flag_desc (flagdesc, 512), type);
2579 2542
2580 if (!flag[FLAG_REMOVED] && env) 2543 if (!flag[FLAG_REMOVED] && env)
2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2544 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2582 2545
2600{ 2563{
2601 return map ? map->region (x, y) 2564 return map ? map->region (x, y)
2602 : region::default_region (); 2565 : region::default_region ();
2603} 2566}
2604 2567
2605const materialtype_t *
2606object::dominant_material () const
2607{
2608 if (materialtype_t *mt = name_to_material (materialname))
2609 return mt;
2610
2611 return name_to_material (shstr_unknown);
2612}
2613
2614void 2568void
2615object::open_container (object *new_container) 2569object::open_container (object *new_container)
2616{ 2570{
2617 if (container == new_container) 2571 if (container == new_container)
2618 return; 2572 return;
2619 2573
2620 if (object *old_container = container) 2574 object *old_container = container;
2575
2576 if (old_container)
2621 { 2577 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2578 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return; 2579 return;
2624 2580
2625#if 0 2581#if 0
2627 if (object *closer = old_container->inv) 2583 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON) 2584 if (closer->type == CLOSE_CON)
2629 closer->destroy (); 2585 closer->destroy ();
2630#endif 2586#endif
2631 2587
2588 // make sure the container is available
2589 esrv_send_item (this, old_container);
2590
2632 old_container->flag [FLAG_APPLIED] = false; 2591 old_container->flag [FLAG_APPLIED] = false;
2633 container = 0; 2592 container = 0;
2634 2593
2594 // client needs item update to make it work, client bug requires this to be separate
2635 esrv_update_item (UPD_FLAGS, this, old_container); 2595 esrv_update_item (UPD_FLAGS, this, old_container);
2596
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2597 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2637 play_sound (sound_find ("chest_close")); 2598 play_sound (sound_find ("chest_close"));
2638 } 2599 }
2639 2600
2640 if (new_container) 2601 if (new_container)
2641 { 2602 {
2645 // TODO: this does not seem to serve any purpose anymore? 2606 // TODO: this does not seem to serve any purpose anymore?
2646#if 0 2607#if 0
2647 // insert the "Close Container" object. 2608 // insert the "Close Container" object.
2648 if (archetype *closer = new_container->other_arch) 2609 if (archetype *closer = new_container->other_arch)
2649 { 2610 {
2650 object *closer = arch_to_object (new_container->other_arch); 2611 object *closer = new_container->other_arch->instance ();
2651 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2652 new_container->insert (closer); 2613 new_container->insert (closer);
2653 } 2614 }
2654#endif 2615#endif
2655 2616
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2617 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2618
2619 // make sure the container is available, client bug requires this to be separate
2620 esrv_send_item (this, new_container);
2657 2621
2658 new_container->flag [FLAG_APPLIED] = true; 2622 new_container->flag [FLAG_APPLIED] = true;
2659 container = new_container; 2623 container = new_container;
2660 2624
2625 // client needs flag change
2661 esrv_update_item (UPD_FLAGS, this, new_container); 2626 esrv_update_item (UPD_FLAGS, this, new_container);
2662 esrv_send_inventory (this, new_container); 2627 esrv_send_inventory (this, new_container);
2663 play_sound (sound_find ("chest_open")); 2628 play_sound (sound_find ("chest_open"));
2664 } 2629 }
2630// else if (!old_container->env && contr && contr->ns)
2631// contr->ns->floorbox_reset ();
2665} 2632}
2666 2633
2667object * 2634object *
2668object::force_find (const shstr name) 2635object::force_find (shstr_tmp name)
2669{ 2636{
2670 /* cycle through his inventory to look for the MARK we want to 2637 /* cycle through his inventory to look for the MARK we want to
2671 * place 2638 * place
2672 */ 2639 */
2673 for (object *tmp = inv; tmp; tmp = tmp->below) 2640 for (object *tmp = inv; tmp; tmp = tmp->below)
2675 return splay (tmp); 2642 return splay (tmp);
2676 2643
2677 return 0; 2644 return 0;
2678} 2645}
2679 2646
2647//-GPL
2648
2680void 2649void
2650object::force_set_timer (int duration)
2651{
2652 this->duration = 1;
2653 this->speed_left = -1.f;
2654
2655 this->set_speed (duration ? 1.f / duration : 0.f);
2656}
2657
2658object *
2681object::force_add (const shstr name, int duration) 2659object::force_add (shstr_tmp name, int duration)
2682{ 2660{
2683 if (object *force = force_find (name)) 2661 if (object *force = force_find (name))
2684 force->destroy (); 2662 force->destroy ();
2685 2663
2686 object *force = get_archetype (FORCE_NAME); 2664 object *force = get_archetype (FORCE_NAME);
2687 2665
2688 force->slaying = name; 2666 force->slaying = name;
2689 force->stats.food = 1; 2667 force->force_set_timer (duration);
2690 force->speed_left = -1.f;
2691
2692 force->set_speed (duration ? 1.f / duration : 0.f);
2693 force->flag [FLAG_IS_USED_UP] = true;
2694 force->flag [FLAG_APPLIED] = true; 2668 force->flag [FLAG_APPLIED] = true;
2695 2669
2696 insert (force); 2670 return insert (force);
2697} 2671}
2698 2672
2699void 2673void
2700object::play_sound (faceidx sound) 2674object::play_sound (faceidx sound) const
2701{ 2675{
2702 if (!sound) 2676 if (!sound)
2703 return; 2677 return;
2704 2678
2705 if (flag [FLAG_REMOVED]) 2679 if (is_on_map ())
2680 map->play_sound (sound, x, y);
2681 else if (object *pl = in_player ())
2682 pl->contr->play_sound (sound);
2683}
2684
2685void
2686object::say_msg (const char *msg) const
2687{
2688 if (is_on_map ())
2689 map->say_msg (msg, x, y);
2690 else if (object *pl = in_player ())
2691 pl->contr->play_sound (sound);
2692}
2693
2694void
2695object::make_noise ()
2696{
2697 // we do not model noise in the map, so instead put
2698 // a temporary light into the noise source
2699 // could use the map instead, but that's less reliable for our
2700 // goal, which is to make invisibility a bit harder to exploit
2701
2702 // currently only works sensibly for players
2703 if (!is_player ())
2706 return; 2704 return;
2707 2705
2708 if (env) 2706 // find old force, or create new one
2709 { 2707 object *force = force_find (shstr_noise_force);
2710 if (object *pl = in_player ()) 2708
2711 pl->contr->play_sound (sound); 2709 if (force)
2712 } 2710 force->speed_left = -1.f; // patch old speed up
2713 else 2711 else
2714 map->play_sound (sound, x, y); 2712 {
2715} 2713 force = archetype::get (shstr_noise_force);
2716 2714
2715 force->slaying = shstr_noise_force;
2716 force->stats.food = 1;
2717 force->speed_left = -1.f;
2718
2719 force->set_speed (1.f / 4.f);
2720 force->flag [FLAG_IS_USED_UP] = true;
2721 force->flag [FLAG_APPLIED] = true;
2722
2723 insert (force);
2724 }
2725}
2726
2727void object::change_move_type (MoveType mt)
2728{
2729 if (move_type == mt)
2730 return;
2731
2732 if (is_on_map ())
2733 {
2734 // we are on the map, so handle move_on/off effects
2735 remove ();
2736 move_type = mt;
2737 map->insert (this, x, y, this);
2738 }
2739 else
2740 move_type = mt;
2741}
2742

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