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Comparing deliantra/server/common/object.C (file contents):
Revision 1.222 by root, Wed Apr 30 05:06:36 2008 UTC vs.
Revision 1.326 by root, Thu Apr 15 00:56:40 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:
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 ())
363 if (!pl->container || this == pl->container) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
364 return pl; 423 return pl;
365 } 424 }
366 } 425 }
367 426
368 return 0; 427 return 0;
369} 428}
370 429
371// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
372static sint32 431static sint32
373weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
374{ 433{
375 return op->type == CONTAINER 434 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 436 : weight;
378} 437}
384static void 443static void
385adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
386{ 445{
387 while (op) 446 while (op)
388 { 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
389 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
390 452
391 if (!weight) 453 if (!weight)
392 return; 454 return;
393 455
394 op->carrying += weight; 456 op->carrying += weight;
417 op->update_weight (); 479 op->update_weight ();
418 480
419 sum += op->total_weight (); 481 sum += op->total_weight ();
420 } 482 }
421 483
422 sum = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
423 485
424 if (sum != carrying) 486 if (sum != carrying)
425 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
426 carrying = sum; 492 carrying = sum;
427 493
428 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
443 object_freezer freezer; 509 object_freezer freezer;
444 op->write (freezer); 510 op->write (freezer);
445 return freezer.as_string (); 511 return freezer.as_string ();
446} 512}
447 513
448/* 514char *
449 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
450 * multi-object 1 which is closest to the second object.
451 * If it's not a multi-object, it is returned.
452 */
453object *
454get_nearest_part (object *op, const object *pl)
455{ 516{
456 object *tmp, *closest; 517 return dump_object (this);
457 int last_dist, i;
458
459 if (!op->more)
460 return op;
461
462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
465 if ((i = distance (tmp, pl)) < last_dist)
466 closest = tmp, last_dist = i;
467
468 return closest;
469} 518}
470 519
471/* 520/*
472 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow. 522 * VERRRY slow.
481 530
482 return 0; 531 return 0;
483} 532}
484 533
485/* 534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
547}
548
549/*
486 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
487 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
488 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
489 */ 553 */
490object * 554object *
491find_object_name (const char *str) 555find_object_name (const char *str)
492{ 556{
493 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
494 object *op;
495 558
559 if (str_)
496 for_all_objects (op) 560 for_all_objects (op)
497 if (op->name == str_) 561 if (op->name == str_)
498 break; 562 return op;
499 563
500 return op; 564 return 0;
501} 565}
502 566
503/* 567/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 569 * skill and experience objects.
520 } 584 }
521 585
522 this->owner = owner; 586 this->owner = owner;
523} 587}
524 588
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
589}
590
591/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
592 * refcounts and freeing the links. 590 * refcounts and freeing the links.
593 */ 591 */
594static void 592static void
595free_key_values (object *op) 593free_key_values (object *op)
603 } 601 }
604 602
605 op->key_values = 0; 603 op->key_values = 0;
606} 604}
607 605
608object & 606/*
609object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
610{ 616{
611 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
618 620
619 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
620 if (src.key_values) 622 if (key_values)
621 { 623 {
622 key_value *tail = 0; 624 key_value *tail = 0;
623 key_values = 0; 625 dst->key_values = 0;
624 626
625 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
626 { 628 {
627 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
628 630
629 new_link->next = 0; 631 new_link->next = 0;
630 new_link->key = i->key; 632 new_link->key = i->key;
631 new_link->value = i->value; 633 new_link->value = i->value;
632 634
633 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
634 if (!key_values) 636 if (!dst->key_values)
635 { 637 {
636 key_values = new_link; 638 dst->key_values = new_link;
637 tail = new_link; 639 tail = new_link;
638 } 640 }
639 else 641 else
640 { 642 {
641 tail->next = new_link; 643 tail->next = new_link;
642 tail = new_link; 644 tail = new_link;
643 } 645 }
644 } 646 }
645 } 647 }
646}
647 648
648/* 649 dst->activate ();
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
663
664 dst->set_speed (dst->speed);
665} 650}
666 651
667void 652void
668object::instantiate () 653object::instantiate ()
669{ 654{
670 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
671 uuid = UUID::gen (); 656 uuid = UUID::gen ();
672 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
673 speed_left = -0.1f; 662 speed_left = -1.;
663
674 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
686object * 676object *
687object::clone () 677object::clone ()
688{ 678{
689 object *neu = create (); 679 object *neu = create ();
690 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
691 return neu; 687 return neu;
692} 688}
693 689
694/* 690/*
695 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
697 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
698 */ 694 */
699void 695void
700update_turn_face (object *op) 696update_turn_face (object *op)
701{ 697{
702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
703 return; 699 return;
704 700
705 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
706 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
707} 703}
712 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
713 */ 709 */
714void 710void
715object::set_speed (float speed) 711object::set_speed (float speed)
716{ 712{
717 if (flag [FLAG_FREED] && speed)
718 {
719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
720 speed = 0;
721 }
722
723 this->speed = speed; 713 this->speed = speed;
724 714
725 if (has_active_speed ()) 715 if (has_active_speed ())
726 activate (); 716 activate ();
727 else 717 else
777 767
778 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
779 /* nop */; 769 /* nop */;
780 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
781 { 771 {
772#if 0
782 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
784 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
785 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
786 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
787 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
788 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
789 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
790 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
791 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
792 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
793 * to have move_allow right now. 784 * have move_allow right now.
794 */ 785 */
795 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
796 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
797 m.flags_ = 0; 790 m.invalidate ();
791#endif
798 } 792 }
799 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
800 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
801 * that is being removed. 795 * that is being removed.
802 */ 796 */
803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
804 m.flags_ = 0; 798 m.invalidate ();
805 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
806 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
807 else 801 else
808 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
809 803
811 update_object (op->more, action); 805 update_object (op->more, action);
812} 806}
813 807
814object::object () 808object::object ()
815{ 809{
816 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
817 811
818 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
819 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
820} 815}
821 816
822object::~object () 817object::~object ()
823{ 818{
824 unlink (); 819 unlink ();
825 820
826 free_key_values (this); 821 free_key_values (this);
827} 822}
828
829static int object_count;
830 823
831void object::link () 824void object::link ()
832{ 825{
833 assert (!index);//D 826 assert (!index);//D
834 uuid = UUID::gen (); 827 uuid = UUID::gen ();
835 count = ++object_count;
836 828
837 refcnt_inc (); 829 refcnt_inc ();
838 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
839} 834}
840 835
841void object::unlink () 836void object::unlink ()
842{ 837{
843 if (!index) 838 if (!index)
844 return; 839 return;
840
841 ++destroy_count;
845 842
846 objects.erase (this); 843 objects.erase (this);
847 refcnt_dec (); 844 refcnt_dec ();
848} 845}
849 846
853 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
854 if (active) 851 if (active)
855 return; 852 return;
856 853
857 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
858 actives.insert (this); 859 actives.insert (this);
860 }
859} 861}
860 862
861void 863void
862object::activate_recursive () 864object::activate_recursive ()
863{ 865{
924 * drop on that space. 926 * drop on that space.
925 */ 927 */
926 if (!drop_to_ground 928 if (!drop_to_ground
927 || !map 929 || !map
928 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
929 || map->nodrop 931 || map->no_drop
930 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
931 { 933 {
932 while (inv) 934 while (inv)
933 {
934 inv->destroy_inv (false);
935 inv->destroy (); 935 inv->destroy ();
936 }
937 } 936 }
938 else 937 else
939 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
940 while (inv) 939 while (inv)
941 { 940 {
945 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
946 || op->type == RUNE 945 || op->type == RUNE
947 || op->type == TRAP 946 || op->type == TRAP
948 || op->flag [FLAG_IS_A_TEMPLATE] 947 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH]) 948 || op->flag [FLAG_DESTROY_ON_DEATH])
950 op->destroy (true); 949 op->destroy ();
951 else 950 else
952 map->insert (op, x, y); 951 map->insert (op, x, y);
953 } 952 }
954 } 953 }
955} 954}
956 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
957object *object::create () 993object::create ()
958{ 994{
959 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
960 op->link (); 1017 op->link ();
1018
961 return op; 1019 return op;
962} 1020}
963 1021
964void 1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 {
1041 path = "<freed objects map>";
1042 name = "/internal/freed_objects_map";
1043 width = 3;
1044 height = 3;
1045 no_drop = 1;
1046 no_reset = 1;
1047
1048 alloc ();
1049 in_memory = MAP_ACTIVE;
1050 }
1051
1052 ~freed_map ()
1053 {
1054 destroy ();
1055 }
1056} freed_map; // freed objects are moved here to avoid crashes
1057
1058void
965object::do_destroy () 1059object::do_destroy ()
966{ 1060{
967 if (flag [FLAG_IS_LINKED]) 1061 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1062 remove_link ();
969 1063
970 if (flag [FLAG_FRIENDLY]) 1064 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1065 remove_friendly_object (this);
972 1066
973 remove (); 1067 remove ();
978 unlink (); 1072 unlink ();
979 1073
980 flag [FLAG_FREED] = 1; 1074 flag [FLAG_FREED] = 1;
981 1075
982 // hack to ensure that freed objects still have a valid map 1076 // hack to ensure that freed objects still have a valid map
983 {
984 static maptile *freed_map; // freed objects are moved here to avoid crashes
985
986 if (!freed_map)
987 {
988 freed_map = new maptile;
989
990 freed_map->path = "<freed objects map>";
991 freed_map->name = "/internal/freed_objects_map";
992 freed_map->width = 3;
993 freed_map->height = 3;
994 freed_map->nodrop = 1;
995
996 freed_map->alloc ();
997 freed_map->in_memory = MAP_ACTIVE;
998 }
999
1000 map = freed_map; 1077 map = &freed_map;
1001 x = 1; 1078 x = 1;
1002 y = 1; 1079 y = 1;
1003 }
1004 1080
1005 if (more) 1081 if (more)
1006 { 1082 {
1007 more->destroy (); 1083 more->destroy ();
1008 more = 0; 1084 more = 0;
1016 attacked_by = 0; 1092 attacked_by = 0;
1017 current_weapon = 0; 1093 current_weapon = 0;
1018} 1094}
1019 1095
1020void 1096void
1021object::destroy (bool destroy_inventory) 1097object::destroy ()
1022{ 1098{
1023 if (destroyed ()) 1099 if (destroyed ())
1024 return; 1100 return;
1025 1101
1026 if (!is_head () && !head->destroyed ()) 1102 if (!is_head () && !head->destroyed ())
1027 { 1103 {
1028 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1104 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1029 head->destroy (destroy_inventory); 1105 head->destroy ();
1106 return;
1030 } 1107 }
1031 1108
1032 destroy_inv (!destroy_inventory); 1109 destroy_inv_fast ();
1033 1110
1034 if (is_head ()) 1111 if (is_head ())
1035 if (sound_destroy) 1112 if (sound_destroy)
1036 play_sound (sound_destroy); 1113 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER]) 1114 else if (flag [FLAG_MONSTER])
1048 * the previous environment. 1125 * the previous environment.
1049 */ 1126 */
1050void 1127void
1051object::do_remove () 1128object::do_remove ()
1052{ 1129{
1053 object *tmp, *last = 0;
1054 object *otmp;
1055
1056 if (flag [FLAG_REMOVED]) 1130 if (flag [FLAG_REMOVED])
1057 return; 1131 return;
1058 1132
1059 INVOKE_OBJECT (REMOVE, this); 1133 INVOKE_OBJECT (REMOVE, this);
1060 1134
1074 esrv_del_item (pl->contr, count); 1148 esrv_del_item (pl->contr, count);
1075 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1149 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1076 1150
1077 adjust_weight (env, -total_weight ()); 1151 adjust_weight (env, -total_weight ());
1078 1152
1079 *(above ? &above->below : &env->inv) = below; 1153 object *pl = in_player ();
1080
1081 if (below)
1082 below->above = above;
1083 1154
1084 /* we set up values so that it could be inserted into 1155 /* we set up values so that it could be inserted into
1085 * the map, but we don't actually do that - it is up 1156 * the map, but we don't actually do that - it is up
1086 * to the caller to decide what we want to do. 1157 * to the caller to decide what we want to do.
1087 */ 1158 */
1088 map = env->map; 1159 map = env->map;
1089 x = env->x; 1160 x = env->x;
1090 y = env->y; 1161 y = env->y;
1162
1163 // make sure cmov optimisation is applicable
1164 *(above ? &above->below : &env->inv) = below;
1165 *(below ? &below->above : &above ) = above; // &above is just a dummy
1166
1091 above = 0; 1167 above = 0;
1092 below = 0; 1168 below = 0;
1093 env = 0; 1169 env = 0;
1094 1170
1095 /* NO_FIX_PLAYER is set when a great many changes are being 1171 if (pl && pl->is_player ())
1096 * made to players inventory. If set, avoiding the call
1097 * to save cpu time.
1098 */ 1172 {
1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1173 if (expect_false (pl->contr->combat_ob == this))
1100 otmp->update_stats (); 1174 {
1175 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1176 pl->contr->combat_ob = 0;
1177 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1178 }
1179
1180 if (expect_false (pl->contr->ranged_ob == this))
1181 {
1182 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1183 pl->contr->ranged_ob = 0;
1184 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1185 }
1186
1187 pl->contr->queue_stats_update ();
1188
1189 if (expect_false (glow_radius) && pl->is_on_map ())
1190 update_all_los (pl->map, pl->x, pl->y);
1191 }
1101 } 1192 }
1102 else if (map) 1193 else if (map)
1103 { 1194 {
1104 map->dirty = true; 1195 map->dirty = true;
1105 mapspace &ms = this->ms (); 1196 mapspace &ms = this->ms ();
1106 1197
1107 if (object *pl = ms.player ()) 1198 if (object *pl = ms.player ())
1108 { 1199 {
1109 if (type == PLAYER) // this == pl(!) 1200 if (is_player ())
1110 { 1201 {
1202 if (!flag [FLAG_WIZPASS])
1203 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1204
1111 // leaving a spot always closes any open container on the ground 1205 // leaving a spot always closes any open container on the ground
1112 if (container && !container->env) 1206 if (container && !container->env)
1113 // this causes spurious floorbox updates, but it ensures 1207 // this causes spurious floorbox updates, but it ensures
1114 // that the CLOSE event is being sent. 1208 // that the CLOSE event is being sent.
1115 close_container (); 1209 close_container ();
1116 1210
1117 --map->players; 1211 --map->players;
1118 map->touch (); 1212 map->touch ();
1119 } 1213 }
1120 else if (pl->container == this) 1214 else if (pl->container_ () == this)
1121 { 1215 {
1122 // removing a container should close it 1216 // removing a container should close it
1123 close_container (); 1217 close_container ();
1124 } 1218 }
1125 1219 else
1126 esrv_del_item (pl->contr, count); 1220 esrv_del_item (pl->contr, count);
1127 } 1221 }
1128 1222
1129 /* link the object above us */ 1223 /* link the object above us */
1130 if (above) 1224 // re-link, make sure compiler can easily use cmove
1131 above->below = below; 1225 *(above ? &above->below : &ms.top) = below;
1132 else 1226 *(below ? &below->above : &ms.bot) = above;
1133 ms.top = below; /* we were top, set new top */
1134
1135 /* Relink the object below us, if there is one */
1136 if (below)
1137 below->above = above;
1138 else
1139 {
1140 /* Nothing below, which means we need to relink map object for this space
1141 * use translated coordinates in case some oddness with map tiling is
1142 * evident
1143 */
1144 if (GET_MAP_OB (map, x, y) != this)
1145 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 ());
1146
1147 ms.bot = above; /* goes on above it. */
1148 }
1149 1227
1150 above = 0; 1228 above = 0;
1151 below = 0; 1229 below = 0;
1152 1230
1231 ms.invalidate ();
1232
1153 if (map->in_memory == MAP_SAVING) 1233 if (map->in_memory == MAP_SAVING)
1154 return; 1234 return;
1155 1235
1156 int check_walk_off = !flag [FLAG_NO_APPLY]; 1236 int check_walk_off = !flag [FLAG_NO_APPLY];
1157 1237
1158 if (object *pl = ms.player ()) 1238 if (object *pl = ms.player ())
1159 { 1239 {
1160 if (pl->container == this) 1240 if (pl->container_ () == this)
1161 /* If a container that the player is currently using somehow gets 1241 /* If a container that the player is currently using somehow gets
1162 * removed (most likely destroyed), update the player view 1242 * removed (most likely destroyed), update the player view
1163 * appropriately. 1243 * appropriately.
1164 */ 1244 */
1165 pl->close_container (); 1245 pl->close_container ();
1166 1246
1167 //TODO: the floorbox prev/next might need updating 1247 //TODO: the floorbox prev/next might need updating
1168 esrv_del_item (pl->contr, count); 1248 //esrv_del_item (pl->contr, count);
1249 //TODO: update floorbox to preserve ordering
1250 if (pl->contr->ns)
1251 pl->contr->ns->floorbox_update ();
1169 } 1252 }
1170 1253
1254 if (check_walk_off)
1171 for (tmp = ms.bot; tmp; tmp = tmp->above) 1255 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1172 { 1256 {
1257 above = tmp->above;
1258
1173 /* No point updating the players look faces if he is the object 1259 /* No point updating the players look faces if he is the object
1174 * being removed. 1260 * being removed.
1175 */ 1261 */
1176 1262
1177 /* See if object moving off should effect something */ 1263 /* See if object moving off should effect something */
1178 if (check_walk_off
1179 && ((move_type & tmp->move_off) 1264 if ((move_type & tmp->move_off)
1180 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1265 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1181 {
1182 move_apply (tmp, this, 0); 1266 move_apply (tmp, this, 0);
1183
1184 if (destroyed ())
1185 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1186 } 1267 }
1187 1268
1188 last = tmp; 1269 if (affects_los ())
1189 }
1190
1191 /* last == NULL if there are no objects on this space */
1192 //TODO: this makes little sense, why only update the topmost object?
1193 if (!last)
1194 map->at (x, y).flags_ = 0;
1195 else
1196 update_object (last, UP_OBJ_REMOVE);
1197
1198 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1199 update_all_los (map, x, y); 1270 update_all_los (map, x, y);
1200 } 1271 }
1201} 1272}
1202 1273
1203/* 1274/*
1227 esrv_update_item (UPD_NROF, pl, top); 1298 esrv_update_item (UPD_NROF, pl, top);
1228 1299
1229 op->weight = 0; // cancel the addition above 1300 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already 1301 op->carrying = 0; // must be 0 already
1231 1302
1232 op->destroy (1); 1303 op->destroy ();
1233 1304
1234 return top; 1305 return top;
1235 } 1306 }
1236 1307
1237 return 0; 1308 return 0;
1245 1316
1246 object *prev = this; 1317 object *prev = this;
1247 1318
1248 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1319 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1249 { 1320 {
1250 object *op = arch_to_object (at); 1321 object *op = at->instance ();
1251 1322
1252 op->name = name; 1323 op->name = name;
1253 op->name_pl = name_pl; 1324 op->name_pl = name_pl;
1254 op->title = title; 1325 op->title = title;
1255 1326
1265 * job preparing multi-part monsters. 1336 * job preparing multi-part monsters.
1266 */ 1337 */
1267object * 1338object *
1268insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1339insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1269{ 1340{
1341 op->remove ();
1342
1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1343 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1344 {
1272 tmp->x = x + tmp->arch->x; 1345 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->y; 1346 tmp->y = y + tmp->arch->y;
1274 } 1347 }
1291 * Passing 0 for flag gives proper default values, so flag really only needs 1364 * Passing 0 for flag gives proper default values, so flag really only needs
1292 * to be set if special handling is needed. 1365 * to be set if special handling is needed.
1293 * 1366 *
1294 * Return value: 1367 * Return value:
1295 * new object if 'op' was merged with other object 1368 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1369 * NULL if there was an error (destroyed, blocked etc.)
1297 * just 'op' otherwise 1370 * just 'op' otherwise
1298 */ 1371 */
1299object * 1372object *
1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1373insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1374{
1302 assert (!op->flag [FLAG_FREED]);
1303
1304 op->remove (); 1375 op->remove ();
1376
1377 if (m == &freed_map)//D TODO: remove soon
1378 {//D
1379 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1380 }//D
1305 1381
1306 /* Ideally, the caller figures this out. However, it complicates a lot 1382 /* Ideally, the caller figures this out. However, it complicates a lot
1307 * of areas of callers (eg, anything that uses find_free_spot would now 1383 * of areas of callers (eg, anything that uses find_free_spot would now
1308 * need extra work 1384 * need extra work
1309 */ 1385 */
1386 maptile *newmap = m;
1310 if (!xy_normalise (m, op->x, op->y)) 1387 if (!xy_normalise (newmap, op->x, op->y))
1311 { 1388 {
1312 op->destroy (1); 1389 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1313 return 0; 1390 return 0;
1314 } 1391 }
1315 1392
1316 if (object *more = op->more) 1393 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag)) 1394 if (!insert_ob_in_map (more, m, originator, flag))
1318 return 0; 1395 return 0;
1319 1396
1320 CLEAR_FLAG (op, FLAG_REMOVED); 1397 op->flag [FLAG_REMOVED] = false;
1321 1398 op->env = 0;
1322 op->map = m; 1399 op->map = newmap;
1400
1323 mapspace &ms = op->ms (); 1401 mapspace &ms = op->ms ();
1324 1402
1325 /* this has to be done after we translate the coordinates. 1403 /* this has to be done after we translate the coordinates.
1326 */ 1404 */
1327 if (op->nrof && !(flag & INS_NO_MERGE)) 1405 if (op->nrof && !(flag & INS_NO_MERGE))
1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1406 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 if (object::can_merge (op, tmp)) 1407 if (object::can_merge (op, tmp))
1330 { 1408 {
1331 // TODO: we atcually want to update tmp, not op, 1409 // TODO: we actually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp 1410 // but some caller surely breaks when we return tmp
1333 // from here :/ 1411 // from here :/
1334 op->nrof += tmp->nrof; 1412 op->nrof += tmp->nrof;
1335 tmp->destroy (1); 1413 tmp->destroy ();
1336 } 1414 }
1337 1415
1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1416 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1417 op->clr_flag (FLAG_INV_LOCKED);
1340 1418
1341 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1419 if (!op->flag [FLAG_ALIVE])
1342 CLEAR_FLAG (op, FLAG_NO_STEAL); 1420 op->clr_flag (FLAG_NO_STEAL);
1343 1421
1344 if (flag & INS_BELOW_ORIGINATOR) 1422 if (flag & INS_BELOW_ORIGINATOR)
1345 { 1423 {
1346 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1424 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1347 { 1425 {
1348 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1426 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349 abort (); 1427 abort ();
1350 } 1428 }
1351 1429
1430 if (!originator->is_on_map ())
1431 {
1432 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1433 op->debug_desc (), originator->debug_desc ());
1434 abort ();
1435 }
1436
1352 op->above = originator; 1437 op->above = originator;
1353 op->below = originator->below; 1438 op->below = originator->below;
1354
1355 if (op->below)
1356 op->below->above = op;
1357 else
1358 ms.bot = op;
1359
1360 /* since *below* originator, no need to update top */
1361 originator->below = op; 1439 originator->below = op;
1440
1441 *(op->below ? &op->below->above : &ms.bot) = op;
1362 } 1442 }
1363 else 1443 else
1364 { 1444 {
1365 object *top, *floor = NULL; 1445 object *floor = 0;
1366 1446 object *top = ms.top;
1367 top = ms.bot;
1368 1447
1369 /* If there are other objects, then */ 1448 /* If there are other objects, then */
1370 if (top) 1449 if (top)
1371 { 1450 {
1372 object *last = 0;
1373
1374 /* 1451 /*
1375 * If there are multiple objects on this space, we do some trickier handling. 1452 * If there are multiple objects on this space, we do some trickier handling.
1376 * We've already dealt with merging if appropriate. 1453 * We've already dealt with merging if appropriate.
1377 * Generally, we want to put the new object on top. But if 1454 * Generally, we want to put the new object on top. But if
1378 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1455 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1381 * once we get to them. This reduces the need to traverse over all of 1458 * once we get to them. This reduces the need to traverse over all of
1382 * them when adding another one - this saves quite a bit of cpu time 1459 * them when adding another one - this saves quite a bit of cpu time
1383 * when lots of spells are cast in one area. Currently, it is presumed 1460 * when lots of spells are cast in one area. Currently, it is presumed
1384 * that flying non pickable objects are spell objects. 1461 * that flying non pickable objects are spell objects.
1385 */ 1462 */
1386 for (top = ms.bot; top; top = top->above) 1463 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1387 { 1464 {
1388 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1465 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1389 floor = top; 1466 floor = tmp;
1390 1467
1391 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1468 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1392 { 1469 {
1393 /* We insert above top, so we want this object below this */ 1470 /* We insert above top, so we want this object below this */
1394 top = top->below; 1471 top = tmp->below;
1395 break; 1472 break;
1396 } 1473 }
1397 1474
1398 last = top; 1475 top = tmp;
1399 } 1476 }
1400
1401 /* Don't want top to be NULL, so set it to the last valid object */
1402 top = last;
1403 1477
1404 /* We let update_position deal with figuring out what the space 1478 /* We let update_position deal with figuring out what the space
1405 * looks like instead of lots of conditions here. 1479 * looks like instead of lots of conditions here.
1406 * makes things faster, and effectively the same result. 1480 * makes things faster, and effectively the same result.
1407 */ 1481 */
1414 */ 1488 */
1415 if (!(flag & INS_ON_TOP) 1489 if (!(flag & INS_ON_TOP)
1416 && ms.flags () & P_BLOCKSVIEW 1490 && ms.flags () & P_BLOCKSVIEW
1417 && (op->face && !faces [op->face].visibility)) 1491 && (op->face && !faces [op->face].visibility))
1418 { 1492 {
1493 object *last;
1494
1419 for (last = top; last != floor; last = last->below) 1495 for (last = top; last != floor; last = last->below)
1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1496 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1421 break; 1497 break;
1422 1498
1423 /* Check to see if we found the object that blocks view, 1499 /* Check to see if we found the object that blocks view,
1424 * and make sure we have a below pointer for it so that 1500 * and make sure we have a below pointer for it so that
1425 * we can get inserted below this one, which requires we 1501 * we can get inserted below this one, which requires we
1431 } /* If objects on this space */ 1507 } /* If objects on this space */
1432 1508
1433 if (flag & INS_ABOVE_FLOOR_ONLY) 1509 if (flag & INS_ABOVE_FLOOR_ONLY)
1434 top = floor; 1510 top = floor;
1435 1511
1436 /* Top is the object that our object (op) is going to get inserted above. 1512 // insert object above top, or bottom-most if top = 0
1437 */
1438
1439 /* First object on this space */
1440 if (!top) 1513 if (!top)
1441 { 1514 {
1515 op->below = 0;
1442 op->above = ms.bot; 1516 op->above = ms.bot;
1443
1444 if (op->above)
1445 op->above->below = op;
1446
1447 op->below = 0;
1448 ms.bot = op; 1517 ms.bot = op;
1518
1519 *(op->above ? &op->above->below : &ms.top) = op;
1449 } 1520 }
1450 else 1521 else
1451 { /* get inserted into the stack above top */ 1522 {
1452 op->above = top->above; 1523 op->above = top->above;
1453
1454 if (op->above)
1455 op->above->below = op; 1524 top->above = op;
1456 1525
1457 op->below = top; 1526 op->below = top;
1458 top->above = op; 1527 *(op->above ? &op->above->below : &ms.top) = op;
1459 } 1528 }
1529 }
1460 1530
1461 if (!op->above) 1531 if (op->is_player ())
1462 ms.top = op;
1463 } /* else not INS_BELOW_ORIGINATOR */
1464
1465 if (op->type == PLAYER)
1466 { 1532 {
1467 op->contr->do_los = 1; 1533 op->contr->do_los = 1;
1468 ++op->map->players; 1534 ++op->map->players;
1469 op->map->touch (); 1535 op->map->touch ();
1470 } 1536 }
1471 1537
1472 op->map->dirty = true; 1538 op->map->dirty = true;
1473 1539
1474 if (object *pl = ms.player ()) 1540 if (object *pl = ms.player ())
1475 //TODO: the floorbox prev/next might need updating 1541 //TODO: the floorbox prev/next might need updating
1476 esrv_send_item (pl, op); 1542 //esrv_send_item (pl, op);
1543 //TODO: update floorbox to preserve ordering
1544 if (pl->contr->ns)
1545 pl->contr->ns->floorbox_update ();
1477 1546
1478 /* If this object glows, it may affect lighting conditions that are 1547 /* If this object glows, it may affect lighting conditions that are
1479 * visible to others on this map. But update_all_los is really 1548 * visible to others on this map. But update_all_los is really
1480 * an inefficient way to do this, as it means los for all players 1549 * an inefficient way to do this, as it means los for all players
1481 * on the map will get recalculated. The players could very well 1550 * on the map will get recalculated. The players could very well
1482 * be far away from this change and not affected in any way - 1551 * be far away from this change and not affected in any way -
1483 * this should get redone to only look for players within range, 1552 * this should get redone to only look for players within range,
1484 * or just updating the P_UPTODATE for spaces within this area 1553 * or just updating the P_UPTODATE for spaces within this area
1485 * of effect may be sufficient. 1554 * of effect may be sufficient.
1486 */ 1555 */
1487 if (op->map->darkness && (op->glow_radius != 0)) 1556 if (op->affects_los ())
1557 {
1558 op->ms ().invalidate ();
1488 update_all_los (op->map, op->x, op->y); 1559 update_all_los (op->map, op->x, op->y);
1560 }
1489 1561
1490 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1562 /* updates flags (blocked, alive, no magic, etc) for this map space */
1491 update_object (op, UP_OBJ_INSERT); 1563 update_object (op, UP_OBJ_INSERT);
1492 1564
1493 INVOKE_OBJECT (INSERT, op); 1565 INVOKE_OBJECT (INSERT, op);
1500 * blocked() and wall() work properly), and these flags are updated by 1572 * blocked() and wall() work properly), and these flags are updated by
1501 * update_object(). 1573 * update_object().
1502 */ 1574 */
1503 1575
1504 /* if this is not the head or flag has been passed, don't check walk on status */ 1576 /* if this is not the head or flag has been passed, don't check walk on status */
1505 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1577 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1506 { 1578 {
1507 if (check_move_on (op, originator)) 1579 if (check_move_on (op, originator))
1508 return 0; 1580 return 0;
1509 1581
1510 /* If we are a multi part object, lets work our way through the check 1582 /* If we are a multi part object, lets work our way through the check
1521/* this function inserts an object in the map, but if it 1593/* this function inserts an object in the map, but if it
1522 * finds an object of its own type, it'll remove that one first. 1594 * finds an object of its own type, it'll remove that one first.
1523 * op is the object to insert it under: supplies x and the map. 1595 * op is the object to insert it under: supplies x and the map.
1524 */ 1596 */
1525void 1597void
1526replace_insert_ob_in_map (const char *arch_string, object *op) 1598replace_insert_ob_in_map (shstr_tmp archname, object *op)
1527{ 1599{
1528 /* first search for itself and remove any old instances */ 1600 /* first search for itself and remove any old instances */
1529 1601
1530 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1602 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1603 if (tmp->arch->archname == archname) /* same archetype */
1532 tmp->destroy (1); 1604 tmp->destroy ();
1533 1605
1534 object *tmp = arch_to_object (archetype::find (arch_string)); 1606 object *tmp = archetype::find (archname)->instance ();
1535 1607
1536 tmp->x = op->x; 1608 tmp->x = op->x;
1537 tmp->y = op->y; 1609 tmp->y = op->y;
1538 1610
1539 insert_ob_in_map (tmp, op->map, op, 0); 1611 insert_ob_in_map (tmp, op->map, op, 0);
1544{ 1616{
1545 if (where->env) 1617 if (where->env)
1546 return where->env->insert (this); 1618 return where->env->insert (this);
1547 else 1619 else
1548 return where->map->insert (this, where->x, where->y, originator, flags); 1620 return where->map->insert (this, where->x, where->y, originator, flags);
1621}
1622
1623// check whether we can put this into the map, respect max_volume, max_items
1624bool
1625object::can_drop_at (maptile *m, int x, int y, object *originator)
1626{
1627 mapspace &ms = m->at (x, y);
1628
1629 int items = ms.items ();
1630
1631 if (!items // testing !items ensures we can drop at least one item
1632 || (items < m->max_items
1633 && ms.volume () < m->max_volume))
1634 return true;
1635
1636 if (originator && originator->is_player ())
1637 originator->contr->failmsgf (
1638 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1639 query_name ()
1640 );
1641
1642 return false;
1549} 1643}
1550 1644
1551/* 1645/*
1552 * decrease(object, number) decreases a specified number from 1646 * decrease(object, number) decreases a specified number from
1553 * the amount of an object. If the amount reaches 0, the object 1647 * the amount of an object. If the amount reaches 0, the object
1561 if (!nr) 1655 if (!nr)
1562 return true; 1656 return true;
1563 1657
1564 nr = min (nr, nrof); 1658 nr = min (nr, nrof);
1565 1659
1660 if (nrof > nr)
1661 {
1566 nrof -= nr; 1662 nrof -= nr;
1567
1568 if (nrof)
1569 {
1570 adjust_weight (env, -weight * nr); // carrying == 0 1663 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1571 1664
1572 if (object *pl = visible_to ()) 1665 if (object *pl = visible_to ())
1573 esrv_update_item (UPD_NROF, pl, this); 1666 esrv_update_item (UPD_NROF, pl, this);
1574 1667
1575 return true; 1668 return true;
1576 } 1669 }
1577 else 1670 else
1578 { 1671 {
1579 destroy (1); 1672 destroy ();
1580 return false; 1673 return false;
1581 } 1674 }
1582} 1675}
1583 1676
1584/* 1677/*
1601 } 1694 }
1602 else 1695 else
1603 { 1696 {
1604 decrease (nr); 1697 decrease (nr);
1605 1698
1606 object *op = object_create_clone (this); 1699 object *op = deep_clone ();
1607 op->nrof = nr; 1700 op->nrof = nr;
1608 return op; 1701 return op;
1609 } 1702 }
1610} 1703}
1611 1704
1661 if (object *pl = tmp->visible_to ()) 1754 if (object *pl = tmp->visible_to ())
1662 esrv_update_item (UPD_NROF, pl, tmp); 1755 esrv_update_item (UPD_NROF, pl, tmp);
1663 1756
1664 adjust_weight (this, op->total_weight ()); 1757 adjust_weight (this, op->total_weight ());
1665 1758
1666 op->destroy (1); 1759 op->destroy ();
1667 op = tmp; 1760 op = tmp;
1668 goto inserted; 1761 goto inserted;
1669 } 1762 }
1670 1763
1671 op->owner = 0; // it's his/hers now. period. 1764 op->owner = 0; // it's his/hers now. period.
1689 1782
1690 adjust_weight (this, op->total_weight ()); 1783 adjust_weight (this, op->total_weight ());
1691 1784
1692inserted: 1785inserted:
1693 /* reset the light list and los of the players on the map */ 1786 /* reset the light list and los of the players on the map */
1694 if (op->glow_radius && map && map->darkness) 1787 if (op->glow_radius && is_on_map ())
1788 {
1789 update_stats ();
1695 update_all_los (map, x, y); 1790 update_all_los (map, x, y);
1696 1791 }
1792 else if (is_player ())
1697 // if this is a player's inventory, update stats 1793 // if this is a player's inventory, update stats
1698 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1794 contr->queue_stats_update ();
1699 update_stats ();
1700 1795
1701 INVOKE_OBJECT (INSERT, this); 1796 INVOKE_OBJECT (INSERT, this);
1702 1797
1703 return op; 1798 return op;
1704} 1799}
1724 * on top. 1819 * on top.
1725 */ 1820 */
1726int 1821int
1727check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator)
1728{ 1823{
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1729 object *tmp; 1827 object *tmp;
1730 maptile *m = op->map; 1828 maptile *m = op->map;
1731 int x = op->x, y = op->y; 1829 int x = op->x, y = op->y;
1732 1830
1733 MoveType move_on, move_slow, move_block; 1831 mapspace &ms = m->at (x, y);
1734 1832
1735 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1833 ms.update ();
1736 return 0;
1737 1834
1738 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1835 MoveType move_on = ms.move_on;
1739 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1836 MoveType move_slow = ms.move_slow;
1740 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1837 MoveType move_block = ms.move_block;
1741 1838
1742 /* if nothing on this space will slow op down or be applied, 1839 /* if nothing on this space will slow op down or be applied,
1743 * no need to do checking below. have to make sure move_type 1840 * no need to do checking below. have to make sure move_type
1744 * is set, as lots of objects don't have it set - we treat that 1841 * is set, as lots of objects don't have it set - we treat that
1745 * as walking. 1842 * as walking.
1756 return 0; 1853 return 0;
1757 1854
1758 /* The objects have to be checked from top to bottom. 1855 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1856 * Hence, we first go to the top:
1760 */ 1857 */
1761 1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1762 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 {
1764 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them.
1767 */
1768 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1769 break;
1770 } 1859 {
1860 next = tmp->below;
1771 1861
1772 for (; tmp; tmp = tmp->below)
1773 {
1774 if (tmp == op) 1862 if (tmp == op)
1775 continue; /* Can't apply yourself */ 1863 continue; /* Can't apply yourself */
1776 1864
1777 /* Check to see if one of the movement types should be slowed down. 1865 /* Check to see if one of the movement types should be slowed down.
1778 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1779 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1780 * space doesn't slow down swimming (for example), if you can't actually 1868 * space doesn't slow down swimming (for example), if you can't actually
1781 * swim on that space, can't use it to avoid the penalty. 1869 * swim on that space, can't use it to avoid the penalty.
1782 */ 1870 */
1783 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1871 if (!op->flag [FLAG_WIZPASS])
1784 { 1872 {
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 { 1875 {
1788
1789 float
1790 diff = tmp->move_slow_penalty * fabs (op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1791 1877
1792 if (op->type == PLAYER) 1878 if (op->is_player ())
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1879 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1880 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0; 1881 diff /= 4.0;
1796 1882
1797 op->speed_left -= diff; 1883 op->speed_left -= diff;
1798 } 1884 }
1799 } 1885 }
1832 LOG (llevError, "Present_arch called outside map.\n"); 1918 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1919 return NULL;
1834 } 1920 }
1835 1921
1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1922 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1923 if (tmp->arch->archname == at->archname)
1838 return tmp; 1924 return tmp;
1839 1925
1840 return NULL; 1926 return NULL;
1841} 1927}
1842 1928
1906 * The first matching object is returned, or NULL if none. 1992 * The first matching object is returned, or NULL if none.
1907 */ 1993 */
1908object * 1994object *
1909present_arch_in_ob (const archetype *at, const object *op) 1995present_arch_in_ob (const archetype *at, const object *op)
1910{ 1996{
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1997 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 if (tmp->arch == at) 1998 if (tmp->arch->archname == at->archname)
1913 return tmp; 1999 return tmp;
1914 2000
1915 return NULL; 2001 return NULL;
1916} 2002}
1917 2003
1921void 2007void
1922flag_inv (object *op, int flag) 2008flag_inv (object *op, int flag)
1923{ 2009{
1924 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2010 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 { 2011 {
1926 SET_FLAG (tmp, flag); 2012 tmp->set_flag (flag);
1927 flag_inv (tmp, flag); 2013 flag_inv (tmp, flag);
1928 } 2014 }
1929} 2015}
1930 2016
1931/* 2017/*
1934void 2020void
1935unflag_inv (object *op, int flag) 2021unflag_inv (object *op, int flag)
1936{ 2022{
1937 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2023 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1938 { 2024 {
1939 CLEAR_FLAG (tmp, flag); 2025 tmp->clr_flag (flag);
1940 unflag_inv (tmp, flag); 2026 unflag_inv (tmp, flag);
1941 } 2027 }
1942} 2028}
1943 2029
1944/* 2030/*
2005 * head of the object should correspond for the entire object. 2091 * head of the object should correspond for the entire object.
2006 */ 2092 */
2007 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2093 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2008 continue; 2094 continue;
2009 2095
2010 if (ob->blocked (m, pos.x, pos.y)) 2096 if (ob->blocked (pos.m, pos.x, pos.y))
2011 continue; 2097 continue;
2012 2098
2013 altern [index++] = i; 2099 altern [index++] = i;
2014 } 2100 }
2015 2101
2083 * there is capable of. 2169 * there is capable of.
2084 */ 2170 */
2085int 2171int
2086find_dir (maptile *m, int x, int y, object *exclude) 2172find_dir (maptile *m, int x, int y, object *exclude)
2087{ 2173{
2088 int i, max = SIZEOFFREE, mflags; 2174 int max = SIZEOFFREE, mflags;
2089
2090 sint16 nx, ny;
2091 object *tmp;
2092 maptile *mp;
2093
2094 MoveType blocked, move_type; 2175 MoveType move_type;
2095 2176
2096 if (exclude && exclude->head_ () != exclude) 2177 if (exclude && exclude->head_ () != exclude)
2097 { 2178 {
2098 exclude = exclude->head; 2179 exclude = exclude->head;
2099 move_type = exclude->move_type; 2180 move_type = exclude->move_type;
2102 { 2183 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2184 /* If we don't have anything, presume it can use all movement types. */
2104 move_type = MOVE_ALL; 2185 move_type = MOVE_ALL;
2105 } 2186 }
2106 2187
2107 for (i = 1; i < max; i++) 2188 for (int i = 1; i < max; i++)
2108 { 2189 {
2109 mp = m; 2190 mapxy pos (m, x, y);
2110 nx = x + freearr_x[i]; 2191 pos.move (i);
2111 ny = y + freearr_y[i];
2112 2192
2113 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2193 if (!pos.normalise ())
2114
2115 if (mflags & P_OUT_OF_MAP)
2116 max = maxfree[i]; 2194 max = maxfree[i];
2117 else 2195 else
2118 { 2196 {
2119 mapspace &ms = mp->at (nx, ny); 2197 mapspace &ms = *pos;
2120 2198
2121 blocked = ms.move_block;
2122
2123 if ((move_type & blocked) == move_type) 2199 if ((move_type & ms.move_block) == move_type)
2124 max = maxfree[i]; 2200 max = maxfree [i];
2125 else if (mflags & P_IS_ALIVE) 2201 else if (ms.flags () & P_IS_ALIVE)
2126 { 2202 {
2127 for (tmp = ms.bot; tmp; tmp = tmp->above) 2203 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2128 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2204 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2129 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2205 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2130 break;
2131
2132 if (tmp)
2133 return freedir[i]; 2206 return freedir [i];
2134 } 2207 }
2135 } 2208 }
2136 } 2209 }
2137 2210
2138 return 0; 2211 return 0;
2213 * This basically means that if direction is 15, then it could either go 2286 * This basically means that if direction is 15, then it could either go
2214 * direction 4, 14, or 16 to get back to where we are. 2287 * direction 4, 14, or 16 to get back to where we are.
2215 * Moved from spell_util.c to object.c with the other related direction 2288 * Moved from spell_util.c to object.c with the other related direction
2216 * functions. 2289 * functions.
2217 */ 2290 */
2218int reduction_dir[SIZEOFFREE][3] = { 2291static const int reduction_dir[SIZEOFFREE][3] = {
2219 {0, 0, 0}, /* 0 */ 2292 {0, 0, 0}, /* 0 */
2220 {0, 0, 0}, /* 1 */ 2293 {0, 0, 0}, /* 1 */
2221 {0, 0, 0}, /* 2 */ 2294 {0, 0, 0}, /* 2 */
2222 {0, 0, 0}, /* 3 */ 2295 {0, 0, 0}, /* 3 */
2223 {0, 0, 0}, /* 4 */ 2296 {0, 0, 0}, /* 4 */
2317 * Add a check so we can't pick up invisible objects (0.93.8) 2390 * Add a check so we can't pick up invisible objects (0.93.8)
2318 */ 2391 */
2319int 2392int
2320can_pick (const object *who, const object *item) 2393can_pick (const object *who, const object *item)
2321{ 2394{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2395 return /*who->flag [FLAG_WIZ]|| */
2323 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2396 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2324 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2397 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2325} 2398}
2326 2399
2327/* 2400/*
2328 * create clone from object to another 2401 * create clone from object to another
2329 */ 2402 */
2330object * 2403object *
2331object_create_clone (object *asrc) 2404object::deep_clone ()
2332{ 2405{
2333 object *dst = 0, *tmp, *src, *prev, *item; 2406 assert (("deep_clone called on non-head object", is_head ()));
2334 2407
2335 if (!asrc) 2408 object *dst = clone ();
2336 return 0;
2337 2409
2338 src = asrc->head_ (); 2410 object *prev = dst;
2339
2340 prev = 0;
2341 for (object *part = src; part; part = part->more) 2411 for (object *part = this->more; part; part = part->more)
2342 { 2412 {
2343 tmp = part->clone (); 2413 object *tmp = part->clone ();
2344 tmp->x -= src->x;
2345 tmp->y -= src->y;
2346
2347 if (!part->head)
2348 {
2349 dst = tmp;
2350 tmp->head = 0;
2351 }
2352 else
2353 tmp->head = dst; 2414 tmp->head = dst;
2354
2355 tmp->more = 0;
2356
2357 if (prev)
2358 prev->more = tmp; 2415 prev->more = tmp;
2359
2360 prev = tmp; 2416 prev = tmp;
2361 } 2417 }
2362 2418
2363 for (item = src->inv; item; item = item->below) 2419 for (object *item = inv; item; item = item->below)
2364 insert_ob_in_ob (object_create_clone (item), dst); 2420 insert_ob_in_ob (item->deep_clone (), dst);
2365 2421
2366 return dst; 2422 return dst;
2367} 2423}
2368 2424
2369/* This returns the first object in who's inventory that 2425/* This returns the first object in who's inventory that
2378 return tmp; 2434 return tmp;
2379 2435
2380 return 0; 2436 return 0;
2381} 2437}
2382 2438
2383/* If ob has a field named key, return the link from the list, 2439shstr_tmp
2384 * otherwise return NULL. 2440object::kv_get (shstr_tmp key) const
2385 *
2386 * key must be a passed in shared string - otherwise, this won't
2387 * do the desired thing.
2388 */
2389key_value *
2390get_ob_key_link (const object *ob, const char *key)
2391{ 2441{
2392 for (key_value *link = ob->key_values; link; link = link->next) 2442 for (key_value *kv = key_values; kv; kv = kv->next)
2393 if (link->key == key) 2443 if (kv->key == key)
2394 return link;
2395
2396 return 0;
2397}
2398
2399/*
2400 * Returns the value of op has an extra_field for key, or NULL.
2401 *
2402 * The argument doesn't need to be a shared string.
2403 *
2404 * The returned string is shared.
2405 */
2406const char *
2407get_ob_key_value (const object *op, const char *const key)
2408{
2409 key_value *link;
2410 shstr_cmp canonical_key (key);
2411
2412 if (!canonical_key)
2413 {
2414 /* 1. There being a field named key on any object
2415 * implies there'd be a shared string to find.
2416 * 2. Since there isn't, no object has this field.
2417 * 3. Therefore, *this* object doesn't have this field.
2418 */
2419 return 0;
2420 }
2421
2422 /* This is copied from get_ob_key_link() above -
2423 * only 4 lines, and saves the function call overhead.
2424 */
2425 for (link = op->key_values; link; link = link->next)
2426 if (link->key == canonical_key)
2427 return link->value; 2444 return kv->value;
2428 2445
2429 return 0; 2446 return shstr ();
2430} 2447}
2431 2448
2432/* 2449void
2433 * Updates the canonical_key in op to value. 2450object::kv_set (shstr_tmp key, shstr_tmp value)
2434 *
2435 * canonical_key is a shared string (value doesn't have to be).
2436 *
2437 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2438 * keys.
2439 *
2440 * Returns TRUE on success.
2441 */
2442int
2443set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2444{ 2451{
2445 key_value *field = NULL, *last = NULL; 2452 for (key_value *kv = key_values; kv; kv = kv->next)
2446 2453 if (kv->key == key)
2447 for (field = op->key_values; field != NULL; field = field->next)
2448 {
2449 if (field->key != canonical_key)
2450 { 2454 {
2451 last = field; 2455 kv->value = value;
2452 continue; 2456 return;
2453 } 2457 }
2454 2458
2455 if (value) 2459 key_value *kv = new key_value;
2456 field->value = value; 2460
2457 else 2461 kv->next = key_values;
2462 kv->key = key;
2463 kv->value = value;
2464
2465 key_values = kv;
2466}
2467
2468void
2469object::kv_del (shstr_tmp key)
2470{
2471 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2472 if ((*kvp)->key == key)
2458 { 2473 {
2459 /* Basically, if the archetype has this key set, 2474 key_value *kv = *kvp;
2460 * we need to store the null value so when we save 2475 *kvp = (*kvp)->next;
2461 * it, we save the empty value so that when we load, 2476 delete kv;
2462 * we get this value back again. 2477 return;
2463 */
2464 if (get_ob_key_link (op->arch, canonical_key))
2465 field->value = 0;
2466 else
2467 {
2468 if (last)
2469 last->next = field->next;
2470 else
2471 op->key_values = field->next;
2472
2473 delete field;
2474 }
2475 } 2478 }
2476 return TRUE;
2477 }
2478 /* IF we get here, key doesn't exist */
2479
2480 /* No field, we'll have to add it. */
2481
2482 if (!add_key)
2483 return FALSE;
2484
2485 /* There isn't any good reason to store a null
2486 * value in the key/value list. If the archetype has
2487 * this key, then we should also have it, so shouldn't
2488 * be here. If user wants to store empty strings,
2489 * should pass in ""
2490 */
2491 if (value == NULL)
2492 return TRUE;
2493
2494 field = new key_value;
2495
2496 field->key = canonical_key;
2497 field->value = value;
2498 /* Usual prepend-addition. */
2499 field->next = op->key_values;
2500 op->key_values = field;
2501
2502 return TRUE;
2503}
2504
2505/*
2506 * Updates the key in op to value.
2507 *
2508 * If add_key is FALSE, this will only update existing keys,
2509 * and not add new ones.
2510 * In general, should be little reason FALSE is ever passed in for add_key
2511 *
2512 * Returns TRUE on success.
2513 */
2514int
2515set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2516{
2517 shstr key_ (key);
2518
2519 return set_ob_key_value_s (op, key_, value, add_key);
2520} 2479}
2521 2480
2522object::depth_iterator::depth_iterator (object *container) 2481object::depth_iterator::depth_iterator (object *container)
2523: iterator_base (container) 2482: iterator_base (container)
2524{ 2483{
2574{ 2533{
2575 char flagdesc[512]; 2534 char flagdesc[512];
2576 char info2[256 * 4]; 2535 char info2[256 * 4];
2577 char *p = info; 2536 char *p = info;
2578 2537
2579 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2538 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2580 count, 2539 count,
2581 uuid.c_str (), 2540 uuid.c_str (),
2582 &name, 2541 &name,
2583 title ? "\",title:\"" : "", 2542 title ? ",title:\"" : "",
2584 title ? (const char *)title : "", 2543 title ? (const char *)title : "",
2544 title ? "\"" : "",
2585 flag_desc (flagdesc, 512), type); 2545 flag_desc (flagdesc, 512), type);
2586 2546
2587 if (!flag[FLAG_REMOVED] && env) 2547 if (!flag[FLAG_REMOVED] && env)
2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2548 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2589 2549
2605struct region * 2565struct region *
2606object::region () const 2566object::region () const
2607{ 2567{
2608 return map ? map->region (x, y) 2568 return map ? map->region (x, y)
2609 : region::default_region (); 2569 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mt = name_to_material (materialname))
2616 return mt;
2617
2618 return name_to_material (shstr_unknown);
2619} 2570}
2620 2571
2621void 2572void
2622object::open_container (object *new_container) 2573object::open_container (object *new_container)
2623{ 2574{
2645 container = 0; 2596 container = 0;
2646 2597
2647 // client needs item update to make it work, client bug requires this to be separate 2598 // client needs item update to make it work, client bug requires this to be separate
2648 esrv_update_item (UPD_FLAGS, this, old_container); 2599 esrv_update_item (UPD_FLAGS, this, old_container);
2649 2600
2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2601 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2651 play_sound (sound_find ("chest_close")); 2602 play_sound (sound_find ("chest_close"));
2652 } 2603 }
2653 2604
2654 if (new_container) 2605 if (new_container)
2655 { 2606 {
2659 // TODO: this does not seem to serve any purpose anymore? 2610 // TODO: this does not seem to serve any purpose anymore?
2660#if 0 2611#if 0
2661 // insert the "Close Container" object. 2612 // insert the "Close Container" object.
2662 if (archetype *closer = new_container->other_arch) 2613 if (archetype *closer = new_container->other_arch)
2663 { 2614 {
2664 object *closer = arch_to_object (new_container->other_arch); 2615 object *closer = new_container->other_arch->instance ();
2665 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2616 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2666 new_container->insert (closer); 2617 new_container->insert (closer);
2667 } 2618 }
2668#endif 2619#endif
2669 2620
2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2621 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2671 2622
2672 // make sure the container is available, client bug requires this to be separate 2623 // make sure the container is available, client bug requires this to be separate
2673 esrv_send_item (this, new_container); 2624 esrv_send_item (this, new_container);
2674 2625
2675 new_container->flag [FLAG_APPLIED] = true; 2626 new_container->flag [FLAG_APPLIED] = true;
2683// else if (!old_container->env && contr && contr->ns) 2634// else if (!old_container->env && contr && contr->ns)
2684// contr->ns->floorbox_reset (); 2635// contr->ns->floorbox_reset ();
2685} 2636}
2686 2637
2687object * 2638object *
2688object::force_find (const shstr name) 2639object::force_find (shstr_tmp name)
2689{ 2640{
2690 /* cycle through his inventory to look for the MARK we want to 2641 /* cycle through his inventory to look for the MARK we want to
2691 * place 2642 * place
2692 */ 2643 */
2693 for (object *tmp = inv; tmp; tmp = tmp->below) 2644 for (object *tmp = inv; tmp; tmp = tmp->below)
2695 return splay (tmp); 2646 return splay (tmp);
2696 2647
2697 return 0; 2648 return 0;
2698} 2649}
2699 2650
2651//-GPL
2652
2700void 2653void
2654object::force_set_timer (int duration)
2655{
2656 this->duration = 1;
2657 this->speed_left = -1.f;
2658
2659 this->set_speed (duration ? 1.f / duration : 0.f);
2660}
2661
2662object *
2701object::force_add (const shstr name, int duration) 2663object::force_add (shstr_tmp name, int duration)
2702{ 2664{
2703 if (object *force = force_find (name)) 2665 if (object *force = force_find (name))
2704 force->destroy (); 2666 force->destroy ();
2705 2667
2706 object *force = get_archetype (FORCE_NAME); 2668 object *force = get_archetype (FORCE_NAME);
2707 2669
2708 force->slaying = name; 2670 force->slaying = name;
2709 force->stats.food = 1; 2671 force->force_set_timer (duration);
2710 force->speed_left = -1.f;
2711
2712 force->set_speed (duration ? 1.f / duration : 0.f);
2713 force->flag [FLAG_IS_USED_UP] = true;
2714 force->flag [FLAG_APPLIED] = true; 2672 force->flag [FLAG_APPLIED] = true;
2715 2673
2716 insert (force); 2674 return insert (force);
2717} 2675}
2718 2676
2719void 2677void
2720object::play_sound (faceidx sound) 2678object::play_sound (faceidx sound) const
2721{ 2679{
2722 if (!sound) 2680 if (!sound)
2723 return; 2681 return;
2724 2682
2725 if (flag [FLAG_REMOVED]) 2683 if (is_on_map ())
2684 map->play_sound (sound, x, y);
2685 else if (object *pl = in_player ())
2686 pl->contr->play_sound (sound);
2687}
2688
2689void
2690object::say_msg (const char *msg) const
2691{
2692 if (is_on_map ())
2693 map->say_msg (msg, x, y);
2694 else if (object *pl = in_player ())
2695 pl->contr->play_sound (sound);
2696}
2697
2698void
2699object::make_noise ()
2700{
2701 // we do not model noise in the map, so instead put
2702 // a temporary light into the noise source
2703 // could use the map instead, but that's less reliable for our
2704 // goal, which is to make invisibility a bit harder to exploit
2705
2706 // currently only works sensibly for players
2707 if (!is_player ())
2726 return; 2708 return;
2727 2709
2728 if (env) 2710 // find old force, or create new one
2729 { 2711 object *force = force_find (shstr_noise_force);
2730 if (object *pl = in_player ()) 2712
2731 pl->contr->play_sound (sound); 2713 if (force)
2732 } 2714 force->speed_left = -1.f; // patch old speed up
2733 else 2715 else
2734 map->play_sound (sound, x, y); 2716 {
2735} 2717 force = archetype::get (shstr_noise_force);
2736 2718
2719 force->slaying = shstr_noise_force;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (1.f / 4.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728 }
2729}
2730
2731void object::change_move_type (MoveType mt)
2732{
2733 if (move_type == mt)
2734 return;
2735
2736 if (is_on_map ())
2737 {
2738 // we are on the map, so handle move_on/off effects
2739 remove ();
2740 move_type = mt;
2741 map->insert (this, x, y, this);
2742 }
2743 else
2744 move_type = mt;
2745}
2746
2747/* object should be a player.
2748 * we return the object the player has marked with the 'mark' command
2749 * below. If no match is found (or object has changed), we return
2750 * NULL. We leave it up to the calling function to print messages if
2751 * nothing is found.
2752 */
2753object *
2754object::mark () const
2755{
2756 if (contr && contr->mark && contr->mark->env == this)
2757 return contr->mark;
2758 else
2759 return 0;
2760}
2761

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