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Comparing deliantra/server/common/object.C (file contents):
Revision 1.272 by root, Sat Dec 27 04:09:58 2008 UTC vs.
Revision 1.366 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <stdio.h> 27#include <stdio.h>
26#include <sys/types.h> 28#include <sys/types.h>
27#include <sys/uio.h> 29#include <sys/uio.h>
28#include <object.h> 30#include <object.h>
29#include <sproto.h> 31#include <sproto.h>
30#include <loader.h>
31 32
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
37uint32_t mapspace::smellcount = 10000; 38uint32_t mapspace::smellcount = 10000;
38 39
39objectvec objects; 40objectvec objects;
40activevec actives; 41activevec actives;
41 42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
42short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
43 0, 52 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 56};
48short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
49 0, 58 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59}; 62};
60int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
61 0, 64 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 65 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65}; 68};
66 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
67static void 96static void
68write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
69{ 98{
70 CALL_BEGIN (2); 99 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 100 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 103 CALL_END;
75} 104}
76 105
77static void 106static void
78read_uuid (void) 107read_uuid ()
79{ 108{
80 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
81 110
82 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
83 112
97 126
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 128 _exit (1);
100 } 129 }
101 130
102 UUID::BUF buf; 131 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 132 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 133 fgets (buf, sizeof (buf), fp);
105 134
106 if (!UUID::cur.parse (buf)) 135 if (!UUID::cur.parse (buf))
107 { 136 {
134 163
135void 164void
136UUID::init () 165UUID::init ()
137{ 166{
138 read_uuid (); 167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
139} 233}
140 234
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 236static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
144{ 238{
145 /* n-squared behaviour (see kv_get), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
146 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
147 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
148 */ 242 */
149 243
150 /* For each field in wants, */ 244 /* For each field in wants, */
151 for (key_value *kv = wants->key_values; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
152 if (has->kv_get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
153 return false; 247 return false;
154 248
155 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
156 return true; 250 return true;
157} 251}
179 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
180 * check weight 274 * check weight
181 */ 275 */
182bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
183{ 277{
184 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
185 if (ob1 == ob2 279 if (ob1 == ob2
186 || ob1->type != ob2->type 280 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value 281 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 285 return 0;
191 286
192 /* Do not merge objects if nrof would overflow, assume nrof 287 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 288 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
199 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
200 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
201 * flags lose any meaning. 296 * flags lose any meaning.
202 */ 297 */
203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
204 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
205 300
206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
207 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
208 303
209 if (ob1->arch->archname != ob2->arch->archname 304 if (ob1->arch->archname != ob2->arch->archname
210 || ob1->name != ob2->name 305 || ob1->name != ob2->name
211 || ob1->title != ob2->title 306 || ob1->title != ob2->title
212 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
215 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 313 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 314 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
221 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 329 return 0;
235 330
236 if ((ob1->flag ^ ob2->flag) 331 if ((ob1->flag ^ ob2->flag)
257 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
258 * if it is valid. 353 * if it is valid.
259 */ 354 */
260 } 355 }
261 356
262 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
263 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
264 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
265 */ 360 */
266 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
267 return 0; 362 return 0;
268 363
269 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
270 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
271 * check? 366 * check?
272 */ 367 */
273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
274 return 0; 369 return 0;
275 370
276 switch (ob1->type) 371 switch (ob1->type)
277 { 372 {
278 case SCROLL: 373 case SCROLL:
279 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
280 return 0; 375 return 0;
281 break; 376 break;
282 } 377 }
283 378
284 if (ob1->key_values || ob2->key_values) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
285 { 380 {
286 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
287 if ((!ob1->key_values) != (!ob2->key_values)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
288 return 0; /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
289 384
290 if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
291 return 0; 386 return 0;
292 } 387 }
328 // the player inventory itself is always visible 423 // the player inventory itself is always visible
329 if (env->is_player ()) 424 if (env->is_player ())
330 return env; 425 return env;
331 426
332 // else a player could have our env open 427 // else a player could have our env open
333 object *envest = env->outer_env (); 428 object *envest = env->outer_env_or_self ();
334 429
335 // the player itself is always on a map, so we will find him here 430 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 431 // even if our inv is in a player.
337 if (envest->is_on_map ()) 432 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 433 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 434 if (pl->container_ () == env)
340 return pl; 435 return pl;
341 } 436 }
342 else 437 else
343 { 438 {
344 // maybe there is a player standing on the same mapspace 439 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 440 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 441 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 443 || pl->container_ () == this)
349 return pl; 444 return pl;
350 } 445 }
351 } 446 }
352 447
353 return 0; 448 return 0;
354} 449}
355 450
356// adjust weight per container type ("of holding") 451// adjust weight per container type ("of holding")
357static sint32 452static weight_t
358weight_adjust_for (object *op, sint32 weight) 453weight_adjust_for (object *op, weight_t weight)
359{ 454{
360 return op->type == CONTAINER 455 if (op->type == CONTAINER)
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 456 weight -= weight * op->stats.Str / 100;
362 : weight;
363}
364 457
458 return weight;
459}
460
365/* 461/*
366 * adjust_weight(object, weight) adds the specified weight to an object, 462 * subtracts, then adds, the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying. 463 * and also updates how much the environment(s) is/are carrying.
368 */ 464 */
369static void 465static void
370adjust_weight (object *op, sint32 weight) 466adjust_weight (object *op, weight_t sub, weight_t add)
371{ 467{
372 while (op) 468 while (op)
373 { 469 {
374 // adjust by actual difference to account for rounding errors 470 weight_t carrying = (weight_t)op->carrying
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 471 - weight_adjust_for (op, sub)
376 weight = weight_adjust_for (op, op->carrying) 472 + weight_adjust_for (op, add);
377 - weight_adjust_for (op, op->carrying - weight);
378 473
379 if (!weight) 474 sub = op->carrying;
380 return;
381
382 op->carrying += weight; 475 op->carrying = carrying;
476 add = op->carrying;
383 477
384 if (object *pl = op->visible_to ()) 478 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily 479 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op); 480 esrv_update_item (UPD_WEIGHT, pl, op);
387 481
395 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
396 */ 490 */
397void 491void
398object::update_weight () 492object::update_weight ()
399{ 493{
400 sint32 sum = 0; 494 weight_t sum = 0;
401 495
402 for (object *op = inv; op; op = op->below) 496 for (object *op = inv; op; op = op->below)
403 { 497 {
404 if (op->inv)
405 op->update_weight (); 498 op->update_weight ();
406 499
407 sum += op->total_weight (); 500 sum += weight_adjust_for (this, op->total_weight ());
408 } 501 }
409
410 sum = weight_adjust_for (this, sum);
411 502
412 if (sum != carrying) 503 if (sum != carrying)
413 { 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
414 carrying = sum; 509 carrying = sum;
415 510
416 if (object *pl = visible_to ()) 511 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily 512 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this); 513 esrv_update_item (UPD_WEIGHT, pl, this);
431 object_freezer freezer; 526 object_freezer freezer;
432 op->write (freezer); 527 op->write (freezer);
433 return freezer.as_string (); 528 return freezer.as_string ();
434} 529}
435 530
436/* 531char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
438 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned.
440 */
441object *
442get_nearest_part (object *op, const object *pl)
443{ 533{
444 object *tmp, *closest; 534 return dump_object (this);
445 int last_dist, i;
446
447 if (!op->more)
448 return op;
449
450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
453 if ((i = distance (tmp, pl)) < last_dist)
454 closest = tmp, last_dist = i;
455
456 return closest;
457} 535}
458 536
459/* 537/*
460 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow. 539 * VERRRY slow.
463object * 541object *
464find_object (tag_t i) 542find_object (tag_t i)
465{ 543{
466 for_all_objects (op) 544 for_all_objects (op)
467 if (op->count == i) 545 if (op->count == i)
546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
468 return op; 561 return op;
469 562
470 return 0; 563 return 0;
471} 564}
472 565
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return; 600 return;
508 } 601 }
509 602
510 this->owner = owner; 603 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
577}
578
579/* Zero the key_values on op, decrementing the shared-string
580 * refcounts and freeing the links.
581 */
582static void
583free_key_values (object *op)
584{
585 for (key_value *i = op->key_values; i; )
586 {
587 key_value *next = i->next;
588 delete i;
589
590 i = next;
591 }
592
593 op->key_values = 0;
594} 604}
595 605
596/* 606/*
597 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
604void 614void
605object::copy_to (object *dst) 615object::copy_to (object *dst)
606{ 616{
607 dst->remove (); 617 dst->remove ();
608 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
619
620 // maybe move to object_copy?
621 dst->kv = kv;
622
609 dst->flag [FLAG_REMOVED] = true; 623 dst->flag [FLAG_REMOVED] = true;
610
611 /* Copy over key_values, if any. */
612 if (key_values)
613 {
614 key_value *tail = 0;
615 dst->key_values = 0;
616
617 for (key_value *i = key_values; i; i = i->next)
618 {
619 key_value *new_link = new key_value;
620
621 new_link->next = 0;
622 new_link->key = i->key;
623 new_link->value = i->value;
624
625 /* Try and be clever here, too. */
626 if (!dst->key_values)
627 {
628 dst->key_values = new_link;
629 tail = new_link;
630 }
631 else
632 {
633 tail->next = new_link;
634 tail = new_link;
635 }
636 }
637 }
638
639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate (); 624 dst->activate ();
643} 625}
644 626
645void 627void
646object::instantiate () 628object::instantiate ()
647{ 629{
648 if (!uuid.seq) // HACK 630 if (!uuid.seq) // HACK
649 uuid = UUID::gen (); 631 uuid = UUID::gen ();
650 632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
651 speed_left = -0.1f; 637 speed_left = -1.;
638
652 /* copy the body_info to the body_used - this is only really 639 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything. 640 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting 641 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
657 */ 644 */
658 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
659 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
660 647
661 attachable::instantiate (); 648 attachable::instantiate ();
662} 649}
663 650
664object * 651object *
665object::clone () 652object::clone ()
666{ 653{
667 object *neu = create (); 654 object *neu = create ();
668 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
669 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
670 return neu; 662 return neu;
671} 663}
672 664
673/* 665/*
676 * be called to update the face variable, _and_ how it looks on the map. 668 * be called to update the face variable, _and_ how it looks on the map.
677 */ 669 */
678void 670void
679update_turn_face (object *op) 671update_turn_face (object *op)
680{ 672{
681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
682 return; 674 return;
683 675
684 SET_ANIMATION (op, op->direction); 676 SET_ANIMATION (op, op->direction);
685 update_object (op, UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
686} 678}
691 * This function needs to be called whenever the speed of an object changes. 683 * This function needs to be called whenever the speed of an object changes.
692 */ 684 */
693void 685void
694object::set_speed (float speed) 686object::set_speed (float speed)
695{ 687{
696 if (flag [FLAG_FREED] && speed)
697 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699 speed = 0;
700 }
701
702 this->speed = speed; 688 this->speed = speed;
703 689
704 if (has_active_speed ()) 690 if (has_active_speed ())
705 activate (); 691 activate ();
706 else 692 else
753 } 739 }
754 740
755 mapspace &m = op->ms (); 741 mapspace &m = op->ms ();
756 742
757 if (!(m.flags_ & P_UPTODATE)) 743 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 744 m.update_up (); // nothing to do except copy up
759 else if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
760 { 746 {
747#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 748 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
764 || (op->is_player () && !(m.flags_ & P_PLAYER)) 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
768 || (m.move_on | op->move_on ) != m.move_on 755 || (m.move_on | op->move_on ) != m.move_on
769 || (m.move_off | op->move_off ) != m.move_off 756 || (m.move_off | op->move_off ) != m.move_off
770 || (m.move_slow | op->move_slow) != m.move_slow 757 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to 758 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 759 * have move_allow right now.
773 */ 760 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 761 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
776 m.invalidate (); 762 m.invalidate ();
763#else
764 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
765 m.invalidate ();
766#endif
777 } 767 }
778 /* if the object is being removed, we can't make intelligent 768 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 769 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 770 * that is being removed.
781 */ 771 */
782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
783 m.invalidate (); 773 m.invalidate ();
784 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
785 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
786 else 776 else
787 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
788 778
789 if (op->more) 779 if (op->more)
790 update_object (op->more, action); 780 update_object (op->more, action);
791} 781}
792 782
793object::object () 783object::object ()
794{ 784{
795 SET_FLAG (this, FLAG_REMOVED); 785 this->set_flag (FLAG_REMOVED);
796 786
797 expmul = 1.0; 787 //expmul = 1.0; declared const for the time being
798 face = blank_face; 788 face = blank_face;
789 material = MATERIAL_NULL;
799} 790}
800 791
801object::~object () 792object::~object ()
802{ 793{
803 unlink (); 794 unlink ();
804 795
805 free_key_values (this); 796 kv.clear ();
806} 797}
807
808static int object_count;
809 798
810void object::link () 799void object::link ()
811{ 800{
812 assert (!index);//D 801 assert (!index);//D
813 uuid = UUID::gen (); 802 uuid = UUID::gen ();
814 count = ++object_count;
815 803
816 refcnt_inc (); 804 refcnt_inc ();
817 objects.insert (this); 805 objects.insert (this);
806
807 ++create_count;
808
818} 809}
819 810
820void object::unlink () 811void object::unlink ()
821{ 812{
822 if (!index) 813 if (!index)
823 return; 814 return;
815
816 ++destroy_count;
824 817
825 objects.erase (this); 818 objects.erase (this);
826 refcnt_dec (); 819 refcnt_dec ();
827} 820}
828 821
831{ 824{
832 /* If already on active list, don't do anything */ 825 /* If already on active list, don't do anything */
833 if (active) 826 if (active)
834 return; 827 return;
835 828
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 if (has_active_speed ()) 829 if (has_active_speed ())
830 {
831 if (flag [FLAG_FREED])
832 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
833
840 actives.insert (this); 834 actives.insert (this);
835 }
841} 836}
842 837
843void 838void
844object::activate_recursive () 839object::activate_recursive ()
845{ 840{
849 op->activate_recursive (); 844 op->activate_recursive ();
850} 845}
851 846
852/* This function removes object 'op' from the list of active 847/* This function removes object 'op' from the list of active
853 * objects. 848 * objects.
854 * This should only be used for style maps or other such 849 * This should only be used for style maps or other such
855 * reference maps where you don't want an object that isn't 850 * reference maps where you don't want an object that isn't
856 * in play chewing up cpu time getting processed. 851 * in play chewing up cpu time getting processed.
857 * The reverse of this is to call update_ob_speed, which 852 * The reverse of this is to call update_ob_speed, which
858 * will do the right thing based on the speed of the object. 853 * will do the right thing based on the speed of the object.
859 */ 854 */
905 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
906 * drop on that space. 901 * drop on that space.
907 */ 902 */
908 if (!drop_to_ground 903 if (!drop_to_ground
909 || !map 904 || !map
910 || map->in_memory != MAP_ACTIVE 905 || !map->linkable ()
911 || map->no_drop 906 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
913 { 908 {
914 while (inv) 909 while (inv)
915 inv->destroy (); 910 inv->destroy ();
931 map->insert (op, x, y); 926 map->insert (op, x, y);
932 } 927 }
933 } 928 }
934} 929}
935 930
931/*
932 * Remove and free all objects in the inventory of the given object.
933 * Unlike destroy_inv, this assumes the *this is destroyed as well
934 * well, so we can (and have to!) take shortcuts.
935 */
936void
937object::destroy_inv_fast ()
938{
939 while (object *op = inv)
940 {
941 // remove from object the fast way
942 op->flag [FLAG_REMOVED] = true;
943 op->env = 0;
944 if ((inv = inv->below))
945 inv->above = 0;
946
947 // then destroy
948 op->destroy ();
949 }
950}
951
952void
953object::freelist_free (int count)
954{
955 while (count-- && freelist)
956 {
957 freelist_item *next = freelist->next;
958 // count is being "destroyed"
959
960 sfree ((char *)freelist, sizeof (object));
961
962 freelist = next;
963 --free_count;
964 }
965}
966
967object *
936object *object::create () 968object::create ()
937{ 969{
938 object *op = new object; 970 object *op;
971
972 if (freelist)
973 {
974 freelist_item li = *freelist;
975 memset (freelist, 0, sizeof (object));
976
977 op = new (freelist) object;
978 op->count = li.count;
979
980 freelist = li.next;
981 --free_count;
982 }
983 else
984 {
985 void *ni = salloc0<char> (sizeof (object));
986
987 op = new(ni) object;
988
989 op->count = ++object_count;
990 }
991
939 op->link (); 992 op->link ();
993
940 return op; 994 return op;
941} 995}
942 996
943static struct freed_map : maptile 997void
998object::do_delete ()
944{ 999{
945 freed_map () 1000 uint32_t count = this->count;
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953 1001
954 alloc (); 1002 this->~object ();
955 in_memory = MAP_ACTIVE;
956 }
957 1003
958 ~freed_map () 1004 freelist_item *li = (freelist_item *)this;
959 { 1005 li->next = freelist;
960 destroy (); 1006 li->count = count;
961 } 1007
962} freed_map; // freed objects are moved here to avoid crashes 1008 freelist = li;
1009 ++free_count;
1010}
963 1011
964void 1012void
965object::do_destroy () 1013object::do_destroy ()
966{ 1014{
967 if (flag [FLAG_IS_LINKED]) 1015 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1016 remove_link ();
969 1017
970 if (flag [FLAG_FRIENDLY]) 1018 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1019 remove_friendly_object (this);
972 1020
973 remove (); 1021 remove ();
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1058 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (); 1059 head->destroy ();
1012 return; 1060 return;
1013 } 1061 }
1014 1062
1015 destroy_inv (false); 1063 destroy_inv_fast ();
1016 1064
1017 if (is_head ()) 1065 if (is_head ())
1018 if (sound_destroy) 1066 if (sound_destroy)
1019 play_sound (sound_destroy); 1067 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1068 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1079 * the previous environment.
1032 */ 1080 */
1033void 1081void
1034object::do_remove () 1082object::do_remove ()
1035{ 1083{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1084 if (flag [FLAG_REMOVED])
1040 return; 1085 return;
1041 1086
1042 INVOKE_OBJECT (REMOVE, this); 1087 INVOKE_OBJECT (REMOVE, this);
1043 1088
1044 flag [FLAG_REMOVED] = true; 1089 flag [FLAG_REMOVED] = true;
1045 1090
1046 if (more) 1091 if (more)
1047 more->remove (); 1092 more->remove ();
1048 1093
1049 /* 1094 /*
1050 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1051 * inventory. 1096 * inventory.
1052 */ 1097 */
1053 if (env) 1098 if (env)
1054 { 1099 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1100 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ()) 1101 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1102 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1103 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1104
1060 adjust_weight (env, -total_weight ()); 1105 adjust_weight (env, total_weight (), 0);
1061 1106
1062 object *pl = in_player (); 1107 object *pl = in_player ();
1063 1108
1064 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1110 * the map, but we don't actually do that - it is up
1075 1120
1076 above = 0; 1121 above = 0;
1077 below = 0; 1122 below = 0;
1078 env = 0; 1123 env = 0;
1079 1124
1080 /* NO_FIX_PLAYER is set when a great many changes are being 1125 if (pl && pl->is_player ())
1081 * made to players inventory. If set, avoiding the call
1082 * to save cpu time.
1083 */ 1126 {
1084 if (pl) 1127 if (expect_false (pl->contr->combat_ob == this))
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 { 1128 {
1087 pl->update_stats (); 1129 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1130 pl->contr->combat_ob = 0;
1131 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1132 }
1088 1133
1134 if (expect_false (pl->contr->ranged_ob == this))
1135 {
1136 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1137 pl->contr->ranged_ob = 0;
1138 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1139 }
1140
1141 pl->contr->queue_stats_update ();
1142
1089 if (glow_radius && pl->is_on_map ()) 1143 if (expect_false (glow_radius) && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y); 1144 update_all_los (pl->map, pl->x, pl->y);
1091 } 1145 }
1092 } 1146 }
1093 else if (map) 1147 else if (map)
1094 { 1148 {
1095 map->dirty = true; 1149 map->dirty = true;
1096 mapspace &ms = this->ms (); 1150 mapspace &ms = this->ms ();
1097 1151
1098 if (object *pl = ms.player ()) 1152 if (object *pl = ms.player ())
1099 { 1153 {
1100 if (is_player ()) 1154 if (is_player ())
1101 { 1155 {
1156 if (!flag [FLAG_WIZPASS])
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player 1157 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103 1158
1104 // leaving a spot always closes any open container on the ground 1159 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env) 1160 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures 1161 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent. 1162 // that the CLOSE event is being sent.
1108 close_container (); 1163 close_container ();
1109 1164
1110 --map->players; 1165 --map->players;
1111 map->touch (); 1166 map->touch ();
1112 } 1167 }
1113 else if (pl->container == this) 1168 else if (pl->container_ () == this)
1114 { 1169 {
1115 // removing a container should close it 1170 // removing a container should close it
1116 close_container (); 1171 close_container ();
1117 } 1172 }
1118 1173 else
1119 esrv_del_item (pl->contr, count); 1174 esrv_del_item (pl->contr, count);
1120 } 1175 }
1121 1176
1122 /* link the object above us */ 1177 /* link the object above us */
1123 // re-link, make sure compiler can easily use cmove 1178 // re-link, make sure compiler can easily use cmove
1124 *(above ? &above->below : &ms.top) = below; 1179 *(above ? &above->below : &ms.top) = below;
1127 above = 0; 1182 above = 0;
1128 below = 0; 1183 below = 0;
1129 1184
1130 ms.invalidate (); 1185 ms.invalidate ();
1131 1186
1132 if (map->in_memory == MAP_SAVING)
1133 return;
1134
1135 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1136 1188
1137 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1138 { 1190 {
1139 if (pl->container == this) 1191 if (pl->container_ () == this)
1140 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1142 * appropriately. 1194 * appropriately.
1143 */ 1195 */
1144 pl->close_container (); 1196 pl->close_container ();
1148 //TODO: update floorbox to preserve ordering 1200 //TODO: update floorbox to preserve ordering
1149 if (pl->contr->ns) 1201 if (pl->contr->ns)
1150 pl->contr->ns->floorbox_update (); 1202 pl->contr->ns->floorbox_update ();
1151 } 1203 }
1152 1204
1205 if (check_walk_off)
1153 for (tmp = ms.bot; tmp; tmp = tmp->above) 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1154 { 1207 {
1208 above = tmp->above;
1209
1155 /* No point updating the players look faces if he is the object 1210 /* No point updating the players look faces if he is the object
1156 * being removed. 1211 * being removed.
1157 */ 1212 */
1158 1213
1159 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1160 if (check_walk_off
1161 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1162 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1163 {
1164 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1165
1166 if (destroyed ())
1167 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1168 } 1218 }
1169
1170 last = tmp;
1171 }
1172 1219
1173 if (affects_los ()) 1220 if (affects_los ())
1174 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1175 } 1222 }
1176} 1223}
1220 1267
1221 object *prev = this; 1268 object *prev = this;
1222 1269
1223 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1224 { 1271 {
1225 object *op = arch_to_object (at); 1272 object *op = at->instance ();
1226 1273
1227 op->name = name; 1274 op->name = name;
1228 op->name_pl = name_pl; 1275 op->name_pl = name_pl;
1229 op->title = title; 1276 op->title = title;
1230 1277
1268 * Passing 0 for flag gives proper default values, so flag really only needs 1315 * Passing 0 for flag gives proper default values, so flag really only needs
1269 * to be set if special handling is needed. 1316 * to be set if special handling is needed.
1270 * 1317 *
1271 * Return value: 1318 * Return value:
1272 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1273 * NULL if 'op' was destroyed 1320 * NULL if there was an error (destroyed, blocked etc.)
1274 * just 'op' otherwise 1321 * just 'op' otherwise
1275 */ 1322 */
1276object * 1323object *
1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278{ 1325{
1279 op->remove (); 1326 op->remove ();
1280 1327
1281 if (m == &freed_map)//D TODO: remove soon 1328 if (m == &freed_map)//D TODO: remove soon
1282 {//D 1329 {//D
1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1330 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1284 }//D 1331 }//D
1285 1332
1286 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1287 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1288 * need extra work 1335 * need extra work
1289 */ 1336 */
1337 maptile *newmap = m;
1290 if (!xy_normalise (m, op->x, op->y)) 1338 if (!xy_normalise (newmap, op->x, op->y))
1291 { 1339 {
1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1293 return 0; 1341 return 0;
1294 } 1342 }
1295 1343
1296 if (object *more = op->more) 1344 if (object *more = op->more)
1297 if (!insert_ob_in_map (more, m, originator, flag)) 1345 if (!insert_ob_in_map (more, m, originator, flag))
1298 return 0; 1346 return 0;
1299 1347
1300 CLEAR_FLAG (op, FLAG_REMOVED); 1348 op->flag [FLAG_REMOVED] = false;
1301 1349 op->env = 0;
1302 op->map = m; 1350 op->map = newmap;
1351
1303 mapspace &ms = op->ms (); 1352 mapspace &ms = op->ms ();
1304 1353
1305 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1306 */ 1355 */
1307 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1313 // from here :/ 1362 // from here :/
1314 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1315 tmp->destroy (); 1364 tmp->destroy ();
1316 } 1365 }
1317 1366
1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1319 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 op->clr_flag (FLAG_INV_LOCKED);
1320 1369
1321 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (!op->flag [FLAG_ALIVE])
1322 CLEAR_FLAG (op, FLAG_NO_STEAL); 1371 op->clr_flag (FLAG_NO_STEAL);
1323 1372
1324 if (flag & INS_BELOW_ORIGINATOR) 1373 if (flag & INS_BELOW_ORIGINATOR)
1325 { 1374 {
1326 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1327 { 1376 {
1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort (); 1378 abort ();
1330 } 1379 }
1331 1380
1332 if (!originator->is_on_map ()) 1381 if (!originator->is_on_map ())
1382 {
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ()); 1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1335 1387
1336 op->above = originator; 1388 op->above = originator;
1337 op->below = originator->below; 1389 op->below = originator->below;
1338 originator->below = op; 1390 originator->below = op;
1339 1391
1352 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing 1408 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1361 */ 1413 */
1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1363 { 1415 {
1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1416 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1365 floor = tmp; 1417 floor = tmp;
1366 1418
1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1419 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1368 { 1420 {
1369 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1370 top = tmp->below; 1422 top = tmp->below;
1371 break; 1423 break;
1372 } 1424 }
1390 && (op->face && !faces [op->face].visibility)) 1442 && (op->face && !faces [op->face].visibility))
1391 { 1443 {
1392 object *last; 1444 object *last;
1393 1445
1394 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1396 break; 1448 break;
1397 1449
1398 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1399 * and make sure we have a below pointer for it so that 1451 * and make sure we have a below pointer for it so that
1400 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1471 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1472 * update_object(). 1524 * update_object().
1473 */ 1525 */
1474 1526
1475 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1476 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1477 { 1529 {
1478 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1479 return 0; 1531 return 0;
1480 1532
1481 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, let's work our way through the check
1482 * walk on's. 1534 * walk on's.
1483 */ 1535 */
1484 for (object *tmp = op->more; tmp; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1485 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1486 return 0; 1538 return 0;
1487 } 1539 }
1488 1540
1489 return op; 1541 return op;
1490} 1542}
1491 1543
1492/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1493 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1494 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1495 */ 1547 */
1496void 1548void
1497replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1498{ 1550{
1499 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1500 1552
1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1503 tmp->destroy (); 1555 tmp->destroy ();
1504 1556
1505 object *tmp = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = archetype::find (archname)->instance ();
1506 1558
1507 tmp->x = op->x; 1559 tmp->x = op->x;
1508 tmp->y = op->y; 1560 tmp->y = op->y;
1509 1561
1510 insert_ob_in_map (tmp, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1515{ 1567{
1516 if (where->env) 1568 if (where->env)
1517 return where->env->insert (this); 1569 return where->env->insert (this);
1518 else 1570 else
1519 return where->map->insert (this, where->x, where->y, originator, flags); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1572}
1573
1574// check whether we can put this into the map, respect max_volume, max_items
1575bool
1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1577{
1578 mapspace &ms = m->at (x, y);
1579
1580 int items = ms.items ();
1581
1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1586
1587 if (originator)
1588 originator->failmsgf (
1589 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 );
1592
1593 return false;
1520} 1594}
1521 1595
1522/* 1596/*
1523 * decrease(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1534 1608
1535 nr = min (nr, nrof); 1609 nr = min (nr, nrof);
1536 1610
1537 if (nrof > nr) 1611 if (nrof > nr)
1538 { 1612 {
1613 weight_t oweight = total_weight ();
1614
1539 nrof -= nr; 1615 nrof -= nr;
1540 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1541 1616
1542 if (object *pl = visible_to ()) 1617 if (object *pl = visible_to ())
1543 esrv_update_item (UPD_NROF, pl, this); 1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 adjust_weight (env, oweight, total_weight ());
1544 1621
1545 return true; 1622 return true;
1546 } 1623 }
1547 else 1624 else
1548 { 1625 {
1602/* 1679/*
1603 * env->insert (op) 1680 * env->insert (op)
1604 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1605 * inside the object environment. 1682 * inside the object environment.
1606 * 1683 *
1607 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1608 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1609 */ 1686 */
1610object * 1687object *
1611object::insert (object *op) 1688object::insert (object *op)
1612{ 1689{
1623 if (op->nrof) 1700 if (op->nrof)
1624 for (object *tmp = inv; tmp; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1625 if (object::can_merge (tmp, op)) 1702 if (object::can_merge (tmp, op))
1626 { 1703 {
1627 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1628 (client needs the original object) */ 1705 (client prefers the original object) */
1706
1707 // carrying must be 0 for mergable objects
1708 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1709
1629 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1630 1711
1631 if (object *pl = tmp->visible_to ()) 1712 if (object *pl = tmp->visible_to ())
1632 esrv_update_item (UPD_NROF, pl, tmp); 1713 esrv_update_item (UPD_NROF, pl, tmp);
1633 1714
1634 adjust_weight (this, op->total_weight ()); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1635 1716
1636 op->destroy (); 1717 op->destroy ();
1637 op = tmp; 1718 op = tmp;
1638 goto inserted; 1719 goto inserted;
1639 } 1720 }
1655 op->flag [FLAG_REMOVED] = 0; 1736 op->flag [FLAG_REMOVED] = 0;
1656 1737
1657 if (object *pl = op->visible_to ()) 1738 if (object *pl = op->visible_to ())
1658 esrv_send_item (pl, op); 1739 esrv_send_item (pl, op);
1659 1740
1660 adjust_weight (this, op->total_weight ()); 1741 adjust_weight (this, 0, op->total_weight ());
1661 1742
1662inserted: 1743inserted:
1663 /* reset the light list and los of the players on the map */ 1744 /* reset the light list and los of the players on the map */
1664 if (op->glow_radius && is_on_map ()) 1745 if (op->glow_radius && is_on_map ())
1665 { 1746 {
1666 update_stats (); 1747 update_stats ();
1667 update_all_los (map, x, y); 1748 update_all_los (map, x, y);
1668 } 1749 }
1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1750 else if (is_player ())
1670 // if this is a player's inventory, update stats 1751 // if this is a player's inventory, update stats
1671 update_stats (); 1752 contr->queue_stats_update ();
1672 1753
1673 INVOKE_OBJECT (INSERT, this); 1754 INVOKE_OBJECT (INSERT, this);
1674 1755
1675 return op; 1756 return op;
1676} 1757}
1694 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1695 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1696 * on top. 1777 * on top.
1697 */ 1778 */
1698int 1779int
1699check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1700{ 1781{
1782 if (op->flag [FLAG_NO_APPLY])
1783 return 0;
1784
1701 object *tmp; 1785 object *tmp;
1702 maptile *m = op->map; 1786 maptile *m = op->map;
1703 int x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1704 1788
1705 MoveType move_on, move_slow, move_block; 1789 mapspace &ms = m->at (x, y);
1706 1790
1707 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1791 ms.update ();
1708 return 0;
1709 1792
1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1793 MoveType move_on = ms.move_on;
1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1794 MoveType move_slow = ms.move_slow;
1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1795 MoveType move_block = ms.move_block;
1713 1796
1714 /* if nothing on this space will slow op down or be applied, 1797 /* if nothing on this space will slow op down or be applied,
1715 * no need to do checking below. have to make sure move_type 1798 * no need to do checking below. have to make sure move_type
1716 * is set, as lots of objects don't have it set - we treat that 1799 * is set, as lots of objects don't have it set - we treat that
1717 * as walking. 1800 * as walking.
1726 */ 1809 */
1727 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1810 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1728 return 0; 1811 return 0;
1729 1812
1730 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1731 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1732 */ 1815 */
1733 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1735 {
1736 /* Trim the search when we find the first other spell effect
1737 * this helps performance so that if a space has 50 spell objects,
1738 * we don't need to check all of them.
1739 */
1740 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1741 break;
1742 } 1817 {
1818 next = tmp->below;
1743 1819
1744 for (; tmp; tmp = tmp->below)
1745 {
1746 if (tmp == op) 1820 if (tmp == op)
1747 continue; /* Can't apply yourself */ 1821 continue; /* Can't apply yourself */
1748 1822
1749 /* Check to see if one of the movement types should be slowed down. 1823 /* Check to see if one of the movement types should be slowed down.
1750 * Second check makes sure that the movement types not being slowed 1824 * Second check makes sure that the movement types not being slowed
1751 * (~slow_move) is not blocked on this space - just because the 1825 * (~slow_move) is not blocked on this space - just because the
1752 * space doesn't slow down swimming (for example), if you can't actually 1826 * space doesn't slow down swimming (for example), if you can't actually
1753 * swim on that space, can't use it to avoid the penalty. 1827 * swim on that space, can't use it to avoid the penalty.
1754 */ 1828 */
1755 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1829 if (!op->flag [FLAG_WIZPASS])
1756 { 1830 {
1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1759 { 1833 {
1760
1761 float
1762 diff = tmp->move_slow_penalty * fabs (op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763 1835
1764 if (op->is_player ()) 1836 if (op->is_player ())
1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1837 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1838 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1767 diff /= 4.0; 1839 diff /= 4.0;
1768 1840
1769 op->speed_left -= diff; 1841 op->speed_left -= diff;
1770 } 1842 }
1771 } 1843 }
1772 1844
1773 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1774 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1776 { 1848 {
1849 if ((flags & INS_NO_AUTO_EXIT)
1850 && (tmp->type == EXIT || tmp->type == TELEPORTER
1851 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1852 continue;
1853
1777 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1778 1855
1779 if (op->destroyed ()) 1856 if (op->destroyed ())
1780 return 1; 1857 return 1;
1781 1858
1893void 1970void
1894flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
1895{ 1972{
1896 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 { 1974 {
1898 SET_FLAG (tmp, flag); 1975 tmp->set_flag (flag);
1899 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
1900 } 1977 }
1901} 1978}
1902 1979
1903/* 1980/*
1906void 1983void
1907unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
1908{ 1985{
1909 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 1987 {
1911 CLEAR_FLAG (tmp, flag); 1988 tmp->clr_flag (flag);
1912 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1913 } 1990 }
1914} 1991}
1915 1992
1916/* 1993/*
1926 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
1927 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
1928 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
1929 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
1930 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
1931 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
1932 * customized, changed states, etc. 2009 * customized, changed states, etc.
1933 */ 2010 */
1934int 2011int
1935find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1936{ 2013{
1937 int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
1938 int index = 0, flag; 2015 int index = 0;
1939 2016
1940 for (int i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
1941 { 2018 {
1942 mapxy pos (m, x, y); pos.move (i); 2019 mapxy pos (m, x, y); pos.move (i);
1943 2020
1959 continue; 2036 continue;
1960 } 2037 }
1961 2038
1962 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
1963 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
1964 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
1965 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
1966 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
1967 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
1968 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
1969 */ 2046 */
1999 */ 2076 */
2000int 2077int
2001find_first_free_spot (const object *ob, maptile *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002{ 2079{
2003 for (int i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2005 return i; 2082 return i;
2006 2083
2007 return -1; 2084 return -1;
2008} 2085}
2009 2086
2020 2097
2021 while (--end) 2098 while (--end)
2022 swap (arr [end], arr [rndm (end + 1)]); 2099 swap (arr [end], arr [rndm (end + 1)]);
2023} 2100}
2024 2101
2025/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2027 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2028 * monsters to the north first. However, the size of the array passed 2105 * monsters to the north first. However, the size of the array passed
2029 * covers all the spaces, so within that size, all the spaces within 2106 * covers all the spaces, so within that size, all the spaces within
2030 * the 3x3 area will be searched, just not in a predictable order. 2107 * the 3x3 area will be searched, just not in a predictable order.
2055 * there is capable of. 2132 * there is capable of.
2056 */ 2133 */
2057int 2134int
2058find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2059{ 2136{
2060 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2061
2062 sint16 nx, ny;
2063 object *tmp;
2064 maptile *mp;
2065
2066 MoveType blocked, move_type; 2138 MoveType move_type;
2067 2139
2068 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2069 { 2141 {
2070 exclude = exclude->head; 2142 exclude = exclude->head;
2071 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2074 { 2146 {
2075 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2076 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2077 } 2149 }
2078 2150
2079 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2080 { 2152 {
2081 mp = m; 2153 mapxy pos (m, x, y);
2082 nx = x + freearr_x[i]; 2154 pos.move (i);
2083 ny = y + freearr_y[i];
2084 2155
2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2086
2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i]; 2157 max = maxfree[i];
2089 else 2158 else
2090 { 2159 {
2091 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2092 2161
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2096 max = maxfree[i]; 2163 max = maxfree [i];
2097 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2098 { 2165 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ()) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break;
2103
2104 if (tmp)
2105 return freedir[i]; 2169 return freedir [i];
2106 } 2170 }
2107 } 2171 }
2108 } 2172 }
2109 2173
2110 return 0; 2174 return 0;
2119{ 2183{
2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2184 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2121} 2185}
2122 2186
2123/* 2187/*
2124 * find_dir_2(delta-x,delta-y) will return a direction in which 2188 * find_dir_2(delta-x,delta-y) will return a direction value
2125 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2126 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2127 */ 2191 */
2128int 2192int
2129find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2130{ 2194{
2195#if 1 // new algorithm
2196 // this works by putting x, y into 16 sectors, which
2197 // are not equal sized, but are a better approximation
2198 // then the old algorithm, and then using a mapping
2199 // table to map it into a direction value.
2200 // basically, it maps these comparisons to each bit
2201 // bit #3: x < 0
2202 // bit #2: y < 0
2203 // bit #1: x > y
2204 // bit #0: x > 2y
2205
2206 static const uint8 dir[16] = {
2207 4, 5, 4, 3,
2208 2, 1, 2, 3,
2209 6, 5, 6, 7,
2210 8, 1, 8, 7,
2211 };
2212 int sector = 0;
2213
2214 // this is a bit ugly, but more likely to result in branchless code
2215 sector |= x < 0 ? 8 : 0;
2216 x = x < 0 ? -x : x; // abs
2217
2218 sector |= y < 0 ? 4 : 0;
2219 y = y < 0 ? -y : y; // abs
2220
2221 if (x > y)
2222 {
2223 sector |= 2;
2224
2225 if (x > y * 2)
2226 sector |= 1;
2227 }
2228 else
2229 {
2230 if (y > x * 2)
2231 sector |= 1;
2232 else if (!y)
2233 return 0; // x == 0 here
2234 }
2235
2236 return dir [sector];
2237#else // old algorithm
2131 int q; 2238 int q;
2132 2239
2133 if (y) 2240 if (y)
2134 q = x * 100 / y; 2241 q = 128 * x / y;
2135 else if (x) 2242 else if (x)
2136 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2137 else 2244 else
2138 return 0; 2245 return 0;
2139 2246
2140 if (y > 0) 2247 if (y > 0)
2141 { 2248 {
2142 if (q < -242) 2249 if (q < -309) return 7;
2250 if (q < -52) return 6;
2251 if (q < 52) return 5;
2252 if (q < 309) return 4;
2253
2143 return 3; 2254 return 3;
2144 if (q < -41) 2255 }
2145 return 2; 2256 else
2146 if (q < 41) 2257 {
2147 return 1; 2258 if (q < -309) return 3;
2148 if (q < 242) 2259 if (q < -52) return 2;
2149 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2150 return 7; 2263 return 7;
2151 } 2264 }
2152 2265#endif
2153 if (q < -242)
2154 return 7;
2155 if (q < -41)
2156 return 6;
2157 if (q < 41)
2158 return 5;
2159 if (q < 242)
2160 return 4;
2161
2162 return 3;
2163} 2266}
2164 2267
2165/* 2268/*
2166 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2167 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2168 */ 2271 */
2169int 2272int
2170dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2171{ 2274{
2172 int d;
2173
2174 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2175 if (d > 4)
2176 d = 8 - d;
2177 2276
2178 return d; 2277 return d > 4 ? 8 - d : d;
2179} 2278}
2180 2279
2181/* peterm: 2280/* peterm:
2182 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2281 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2183 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2185 * This basically means that if direction is 15, then it could either go 2284 * This basically means that if direction is 15, then it could either go
2186 * direction 4, 14, or 16 to get back to where we are. 2285 * direction 4, 14, or 16 to get back to where we are.
2187 * Moved from spell_util.c to object.c with the other related direction 2286 * Moved from spell_util.c to object.c with the other related direction
2188 * functions. 2287 * functions.
2189 */ 2288 */
2190int reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2191 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2192 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2193 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2194 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2195 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2252 int mflags; 2351 int mflags;
2253 2352
2254 if (dir < 0) 2353 if (dir < 0)
2255 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2256 2355
2257 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2258 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2259 2358
2260 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2261 2360
2262 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2263 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2289 * Add a check so we can't pick up invisible objects (0.93.8) 2388 * Add a check so we can't pick up invisible objects (0.93.8)
2290 */ 2389 */
2291int 2390int
2292can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2293{ 2392{
2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2395 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2297} 2396}
2397
2398//-GPL
2298 2399
2299/* 2400/*
2300 * create clone from object to another 2401 * create clone from object to another
2301 */ 2402 */
2302object * 2403object *
2333 return tmp; 2434 return tmp;
2334 2435
2335 return 0; 2436 return 0;
2336} 2437}
2337 2438
2338const shstr & 2439/* Zero the key_values on op, decrementing the shared-string
2339object::kv_get (const shstr &key) const 2440 * refcounts and freeing the links.
2441 */
2442void
2443key_values::clear ()
2340{ 2444{
2445 for (key_value *kvp = first; kvp; )
2446 {
2447 key_value *next = kvp->next;
2448 delete kvp;
2449 kvp = next;
2450 }
2451
2452 first = 0;
2453}
2454
2455shstr_tmp
2456key_values::get (shstr_tmp key) const
2457{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2458 for (key_value *kv = first; kv; kv = kv->next)
2342 if (kv->key == key) 2459 if (kv->key == key)
2343 return kv->value; 2460 return kv->value;
2344 2461
2345 return shstr_null; 2462 return shstr ();
2346} 2463}
2347 2464
2348void 2465void
2349object::kv_set (const shstr &key, const shstr &value) 2466key_values::add (shstr_tmp key, shstr_tmp value)
2350{ 2467{
2468 key_value *kv = new key_value;
2469
2470 kv->next = first;
2471 kv->key = key;
2472 kv->value = value;
2473
2474 first = kv;
2475}
2476
2477void
2478key_values::set (shstr_tmp key, shstr_tmp value)
2479{
2351 for (key_value *kv = key_values; kv; kv = kv->next) 2480 for (key_value *kv = first; kv; kv = kv->next)
2352 if (kv->key == key) 2481 if (kv->key == key)
2353 { 2482 {
2354 kv->value = value; 2483 kv->value = value;
2355 return; 2484 return;
2356 } 2485 }
2357 2486
2358 key_value *kv = new key_value; 2487 add (key, value);
2359
2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365} 2488}
2366 2489
2367void 2490void
2368object::kv_del (const shstr &key) 2491key_values::del (shstr_tmp key)
2369{ 2492{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key) 2494 if ((*kvp)->key == key)
2372 { 2495 {
2373 key_value *kv = *kvp; 2496 key_value *kv = *kvp;
2374 *kvp = (*kvp)->next; 2497 *kvp = (*kvp)->next;
2375 delete kv; 2498 delete kv;
2376 return; 2499 return;
2377 } 2500 }
2501}
2502
2503void
2504key_values::reverse ()
2505{
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2510 {
2511 key_value *node = head;
2512 head = head->next;
2513 node->next = prev;
2514 prev = node;
2515 }
2516
2517 first = prev;
2518}
2519
2520key_values &
2521key_values::operator =(const key_values &kv)
2522{
2523 clear ();
2524
2525 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2526 add (kvp->key, kvp->value);
2527
2528 reverse ();
2378} 2529}
2379 2530
2380object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2381: iterator_base (container) 2532: iterator_base (container)
2382{ 2533{
2466{ 2617{
2467 return map ? map->region (x, y) 2618 return map ? map->region (x, y)
2468 : region::default_region (); 2619 : region::default_region ();
2469} 2620}
2470 2621
2471const materialtype_t * 2622//+GPL
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479 2623
2480void 2624void
2481object::open_container (object *new_container) 2625object::open_container (object *new_container)
2482{ 2626{
2483 if (container == new_container) 2627 if (container == new_container)
2504 container = 0; 2648 container = 0;
2505 2649
2506 // client needs item update to make it work, client bug requires this to be separate 2650 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2651 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2652
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2654 play_sound (sound_find ("chest_close"));
2511 } 2655 }
2512 2656
2513 if (new_container) 2657 if (new_container)
2514 { 2658 {
2518 // TODO: this does not seem to serve any purpose anymore? 2662 // TODO: this does not seem to serve any purpose anymore?
2519#if 0 2663#if 0
2520 // insert the "Close Container" object. 2664 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch) 2665 if (archetype *closer = new_container->other_arch)
2522 { 2666 {
2523 object *closer = arch_to_object (new_container->other_arch); 2667 object *closer = new_container->other_arch->instance ();
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2669 new_container->insert (closer);
2526 } 2670 }
2527#endif 2671#endif
2528 2672
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2674
2531 // make sure the container is available, client bug requires this to be separate 2675 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2676 esrv_send_item (this, new_container);
2533 2677
2534 new_container->flag [FLAG_APPLIED] = true; 2678 new_container->flag [FLAG_APPLIED] = true;
2541 } 2685 }
2542// else if (!old_container->env && contr && contr->ns) 2686// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2687// contr->ns->floorbox_reset ();
2544} 2688}
2545 2689
2690//-GPL
2691
2692// prefetch some flat area around the player
2693static void
2694prefetch_surrounding_area (object *op, maptile *map, int range)
2695{
2696 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2697 op->x - range , op->y - range ,
2698 op->x + range + 1, op->y + range + 1);
2699 rect->m;
2700 ++rect)
2701 {
2702 rect->m->touch ();
2703 rect->m->activate ();
2704 }
2705}
2706
2707// prefetch a generous area around the player, also up and down
2708void
2709object::prefetch_surrounding_maps ()
2710{
2711 prefetch_surrounding_area (this, map, 40);
2712
2713 if (maptile *m = map->tile_available (TILE_DOWN))
2714 prefetch_surrounding_area (this, m, 20);
2715
2716 if (maptile *m = map->tile_available (TILE_UP))
2717 prefetch_surrounding_area (this, m, 20);
2718}
2719
2720//+GPL
2721
2546object * 2722object *
2547object::force_find (const shstr name) 2723object::force_find (shstr_tmp name)
2548{ 2724{
2549 /* cycle through his inventory to look for the MARK we want to 2725 /* cycle through his inventory to look for the MARK we want to
2550 * place 2726 * place
2551 */ 2727 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2553 if (tmp->type == FORCE && tmp->slaying == name) 2729 if (tmp->type == FORCE && tmp->slaying == name)
2554 return splay (tmp); 2730 return splay (tmp);
2555 2731
2556 return 0; 2732 return 0;
2557} 2733}
2558 2734
2735void
2736object::force_set_timer (int duration)
2737{
2738 this->duration = 1;
2739 this->speed_left = -1.f;
2740
2741 this->set_speed (duration ? 1.f / duration : 0.f);
2742}
2743
2559object * 2744object *
2560object::force_add (const shstr name, int duration) 2745object::force_add (shstr_tmp name, int duration)
2561{ 2746{
2562 if (object *force = force_find (name)) 2747 if (object *force = force_find (name))
2563 force->destroy (); 2748 force->destroy ();
2564 2749
2565 object *force = get_archetype (FORCE_NAME); 2750 object *force = archetype::get (FORCE_NAME);
2566 2751
2567 force->slaying = name; 2752 force->slaying = name;
2568 force->stats.food = 1; 2753 force->force_set_timer (duration);
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2754 force->flag [FLAG_APPLIED] = true;
2574 2755
2575 return insert (force); 2756 return insert (force);
2576} 2757}
2577 2758
2578void 2759void
2579object::play_sound (faceidx sound) 2760object::play_sound (faceidx sound) const
2580{ 2761{
2581 if (!sound) 2762 if (!sound)
2582 return; 2763 return;
2583 2764
2584 if (flag [FLAG_REMOVED]) 2765 if (is_on_map ())
2585 return;
2586
2587 if (env)
2588 {
2589 if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591 }
2592 else
2593 map->play_sound (sound, x, y); 2766 map->play_sound (sound, x, y);
2767 else if (object *pl = in_player ())
2768 pl->contr->play_sound (sound);
2769}
2770
2771void
2772object::say_msg (const char *msg) const
2773{
2774 if (is_on_map ())
2775 map->say_msg (msg, x, y);
2776 else if (object *pl = in_player ())
2777 pl->contr->play_sound (sound);
2594} 2778}
2595 2779
2596void 2780void
2597object::make_noise () 2781object::make_noise ()
2598{ 2782{
2624 2808
2625 insert (force); 2809 insert (force);
2626 } 2810 }
2627} 2811}
2628 2812
2813void object::change_move_type (MoveType mt)
2814{
2815 if (move_type == mt)
2816 return;
2817
2818 if (is_on_map ())
2819 {
2820 // we are on the map, so handle move_on/off effects
2821 remove ();
2822 move_type = mt;
2823 map->insert (this, x, y, this);
2824 }
2825 else
2826 move_type = mt;
2827}
2828
2829/* object should be a player.
2830 * we return the object the player has marked with the 'mark' command
2831 * below. If no match is found (or object has changed), we return
2832 * NULL. We leave it up to the calling function to print messages if
2833 * nothing is found.
2834 */
2835object *
2836object::mark () const
2837{
2838 if (contr && contr->mark && contr->mark->env == this)
2839 return contr->mark;
2840 else
2841 return 0;
2842}
2843
2844// put marked object first in the inventory
2845// this is used by identify-like spells so players can influence
2846// the order a bit.
2847void
2848object::splay_marked ()
2849{
2850 if (object *marked = mark ())
2851 splay (marked);
2852}
2853

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