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Comparing deliantra/server/common/object.C (file contents):
Revision 1.279 by root, Thu Jan 8 03:03:23 2009 UTC vs.
Revision 1.339 by root, Fri Jul 2 17:39:23 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; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec 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
41 49
42short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
43 0, 51 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 52 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, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 57 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 58 -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, 59 -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 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
53}; 61};
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};
60int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
61 0, 63 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 64 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, 65 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 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
65}; 67};
66 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
67static void 95static void
68write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
69{ 97{
70 CALL_BEGIN (2); 98 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 102 CALL_END;
75} 103}
76 104
77static void 105static void
78read_uuid (void) 106read_uuid ()
79{ 107{
80 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
81 109
82 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
83 111
97 125
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 127 _exit (1);
100 } 128 }
101 129
102 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 131 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
105 133
106 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
107 { 135 {
134 162
135void 163void
136UUID::init () 164UUID::init ()
137{ 165{
138 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
139} 232}
140 233
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 235static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
179 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
180 * check weight 273 * check weight
181 */ 274 */
182bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
183{ 276{
184 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
185 if (ob1 == ob2 278 if (ob1 == ob2
186 || ob1->type != ob2->type 279 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value 280 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 283 return 0;
191 284
192 /* Do not merge objects if nrof would overflow, assume nrof 285 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 286 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 287 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * This is to the comparison of the flags below will be OK. We 291 * 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 292 * 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 293 * are not equal - just if it has been identified, the been_applied
201 * flags lose any meaning. 294 * flags lose any meaning.
202 */ 295 */
203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 296 if (ob1->flag [FLAG_IDENTIFIED])
204 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 297 ob1->set_flag (FLAG_BEEN_APPLIED);
205 298
206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 299 if (ob2->flag [FLAG_IDENTIFIED])
207 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 300 ob2->set_flag (FLAG_BEEN_APPLIED);
208 301
209 if (ob1->arch->archname != ob2->arch->archname 302 if (ob1->arch->archname != ob2->arch->archname
210 || ob1->name != ob2->name 303 || ob1->name != ob2->name
211 || ob1->title != ob2->title 304 || ob1->title != ob2->title
212 || ob1->msg != ob2->msg 305 || ob1->msg != ob2->msg
215 || ob1->magic != ob2->magic 308 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 309 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 310 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 311 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 312 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 313 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
221 || ob1->client_type != ob2->client_type 314 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 315 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 316 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 317 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 318 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 319 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 320 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 321 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 322 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 323 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 324 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 325 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 326 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 327 return 0;
235 328
236 if ((ob1->flag ^ ob2->flag) 329 if ((ob1->flag ^ ob2->flag)
261 354
262 /* Don't merge objects that are applied. With the new 'body' code, 355 /* 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 356 * 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. 357 * some items equipped, and we don't want those to merge.
265 */ 358 */
266 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 359 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
267 return 0; 360 return 0;
268 361
269 /* Note sure why the following is the case - either the object has to 362 /* Note 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 363 * be animated or have a very low speed. Is this an attempted monster
271 * check? 364 * check?
272 */ 365 */
273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 366 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
274 return 0; 367 return 0;
275 368
276 switch (ob1->type) 369 switch (ob1->type)
277 { 370 {
278 case SCROLL: 371 case SCROLL:
328 // the player inventory itself is always visible 421 // the player inventory itself is always visible
329 if (env->is_player ()) 422 if (env->is_player ())
330 return env; 423 return env;
331 424
332 // else a player could have our env open 425 // else a player could have our env open
333 object *envest = env->outer_env (); 426 object *envest = env->outer_env_or_self ();
334 427
335 // the player itself is always on a map, so we will find him here 428 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 429 // even if our inv is in a player.
337 if (envest->is_on_map ()) 430 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 431 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 432 if (pl->container_ () == env)
340 return pl; 433 return pl;
341 } 434 }
342 else 435 else
343 { 436 {
344 // maybe there is a player standing on the same mapspace 437 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 438 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 439 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 440 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 441 || pl->container_ () == this)
349 return pl; 442 return pl;
350 } 443 }
351 } 444 }
352 445
353 return 0; 446 return 0;
354} 447}
355 448
356// adjust weight per container type ("of holding") 449// adjust weight per container type ("of holding")
357static sint32 450static uint32
358weight_adjust_for (object *op, sint32 weight) 451weight_adjust_for (object *op, uint32 weight)
359{ 452{
360 return op->type == CONTAINER 453 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 454 ? weight - weight * op->stats.Str / 100
362 : weight; 455 : weight;
363} 456}
364 457
365/* 458/*
366 * adjust_weight(object, weight) adds the specified weight to an object, 459 * subtracts, then adds, the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying. 460 * and also updates how much the environment(s) is/are carrying.
368 */ 461 */
369static void 462static void
370adjust_weight (object *op, sint32 weight) 463adjust_weight (object *op, sint32 sub, sint32 add)
371{ 464{
372 while (op) 465 while (op)
373 { 466 {
374 // adjust by actual difference to account for rounding errors 467 sint32 ocarrying = op->carrying;
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378 468
379 if (!weight) 469 op->carrying -= weight_adjust_for (op, sub);
380 return; 470 op->carrying += weight_adjust_for (op, add);
381
382 op->carrying += weight;
383 471
384 if (object *pl = op->visible_to ()) 472 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily 473 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op); 474 esrv_update_item (UPD_WEIGHT, pl, op);
387 475
476 sub = ocarrying;
477 add = op->carrying;
478
388 op = op->env; 479 op = op->env;
389 } 480 }
390} 481}
391 482
392/* 483/*
399{ 490{
400 sint32 sum = 0; 491 sint32 sum = 0;
401 492
402 for (object *op = inv; op; op = op->below) 493 for (object *op = inv; op; op = op->below)
403 { 494 {
404 if (op->inv)
405 op->update_weight (); 495 op->update_weight ();
406 496
407 sum += op->total_weight (); 497 sum += weight_adjust_for (this, op->total_weight ());
408 } 498 }
409
410 sum = weight_adjust_for (this, sum);
411 499
412 if (sum != carrying) 500 if (sum != carrying)
413 { 501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
414 carrying = sum; 506 carrying = sum;
415 507
416 if (object *pl = visible_to ()) 508 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily 509 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this); 510 esrv_update_item (UPD_WEIGHT, pl, this);
431 object_freezer freezer; 523 object_freezer freezer;
432 op->write (freezer); 524 op->write (freezer);
433 return freezer.as_string (); 525 return freezer.as_string ();
434} 526}
435 527
436/* 528char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 529object::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{ 530{
444 object *tmp, *closest; 531 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} 532}
458 533
459/* 534/*
460 * Returns the object which has the count-variable equal to the argument. 535 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow. 536 * VERRRY slow.
463object * 538object *
464find_object (tag_t i) 539find_object (tag_t i)
465{ 540{
466 for_all_objects (op) 541 for_all_objects (op)
467 if (op->count == i) 542 if (op->count == i)
543 return op;
544
545 return 0;
546}
547
548/*
549 * Returns the object which has the uuid equal to the argument.
550 * MOAR VERRRY slow.
551 */
552
553object *
554find_object_uuid (UUID i)
555{
556 for_all_objects (op)
557 if (op->uuid == i)
468 return op; 558 return op;
469 559
470 return 0; 560 return 0;
471} 561}
472 562
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 596 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return; 597 return;
508 } 598 }
509 599
510 this->owner = owner; 600 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} 601}
578 602
579/* Zero the key_values on op, decrementing the shared-string 603/* Zero the key_values on op, decrementing the shared-string
580 * refcounts and freeing the links. 604 * refcounts and freeing the links.
581 */ 605 */
634 tail = new_link; 658 tail = new_link;
635 } 659 }
636 } 660 }
637 } 661 }
638 662
639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate (); 663 dst->activate ();
643} 664}
644 665
645void 666void
646object::instantiate () 667object::instantiate ()
647{ 668{
648 if (!uuid.seq) // HACK 669 if (!uuid.seq) // HACK
649 uuid = UUID::gen (); 670 uuid = UUID::gen ();
650 671
672 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
673 if (flag [FLAG_RANDOM_SPEED] && speed)
674 speed_left = - speed - rndm (); // TODO animation
675 else
651 speed_left = -0.1f; 676 speed_left = -1.;
677
652 /* copy the body_info to the body_used - this is only really 678 /* 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. 679 * 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 680 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created 681 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped. 682 * for it, they can be properly equipped.
664object * 690object *
665object::clone () 691object::clone ()
666{ 692{
667 object *neu = create (); 693 object *neu = create ();
668 copy_to (neu); 694 copy_to (neu);
695
696 // TODO: unclean state changes, should not be done in clone AND instantiate
697 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
698 neu->speed_left = - neu->speed - rndm (); // TODO animation
699
669 neu->map = map; // not copied by copy_to 700 neu->map = map; // not copied by copy_to
670 return neu; 701 return neu;
671} 702}
672 703
673/* 704/*
676 * be called to update the face variable, _and_ how it looks on the map. 707 * be called to update the face variable, _and_ how it looks on the map.
677 */ 708 */
678void 709void
679update_turn_face (object *op) 710update_turn_face (object *op)
680{ 711{
681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
682 return; 713 return;
683 714
684 SET_ANIMATION (op, op->direction); 715 SET_ANIMATION (op, op->direction);
685 update_object (op, UP_OBJ_FACE); 716 update_object (op, UP_OBJ_FACE);
686} 717}
691 * This function needs to be called whenever the speed of an object changes. 722 * This function needs to be called whenever the speed of an object changes.
692 */ 723 */
693void 724void
694object::set_speed (float speed) 725object::set_speed (float speed)
695{ 726{
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; 727 this->speed = speed;
703 728
704 if (has_active_speed ()) 729 if (has_active_speed ())
705 activate (); 730 activate ();
706 else 731 else
756 781
757 if (!(m.flags_ & P_UPTODATE)) 782 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 783 /* nop */;
759 else if (action == UP_OBJ_INSERT) 784 else if (action == UP_OBJ_INSERT)
760 { 785 {
786#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 787 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
764 || (op->is_player () && !(m.flags_ & P_PLAYER)) 790 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
768 || (m.move_on | op->move_on ) != m.move_on 794 || (m.move_on | op->move_on ) != m.move_on
769 || (m.move_off | op->move_off ) != m.move_off 795 || (m.move_off | op->move_off ) != m.move_off
770 || (m.move_slow | op->move_slow) != m.move_slow 796 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 798 * have move_allow right now.
773 */ 799 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 800 || ((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 (); 801 m.invalidate ();
802#else
803 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
804 m.invalidate ();
805#endif
777 } 806 }
778 /* if the object is being removed, we can't make intelligent 807 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 808 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 809 * that is being removed.
781 */ 810 */
790 update_object (op->more, action); 819 update_object (op->more, action);
791} 820}
792 821
793object::object () 822object::object ()
794{ 823{
795 SET_FLAG (this, FLAG_REMOVED); 824 this->set_flag (FLAG_REMOVED);
796 825
797 expmul = 1.0; 826 //expmul = 1.0; declared const for the time being
798 face = blank_face; 827 face = blank_face;
828 material = MATERIAL_NULL;
799} 829}
800 830
801object::~object () 831object::~object ()
802{ 832{
803 unlink (); 833 unlink ();
804 834
805 free_key_values (this); 835 free_key_values (this);
806} 836}
807
808static int object_count;
809 837
810void object::link () 838void object::link ()
811{ 839{
812 assert (!index);//D 840 assert (!index);//D
813 uuid = UUID::gen (); 841 uuid = UUID::gen ();
814 count = ++object_count;
815 842
816 refcnt_inc (); 843 refcnt_inc ();
817 objects.insert (this); 844 objects.insert (this);
845
846 ++create_count;
847
818} 848}
819 849
820void object::unlink () 850void object::unlink ()
821{ 851{
822 if (!index) 852 if (!index)
823 return; 853 return;
854
855 ++destroy_count;
824 856
825 objects.erase (this); 857 objects.erase (this);
826 refcnt_dec (); 858 refcnt_dec ();
827} 859}
828 860
831{ 863{
832 /* If already on active list, don't do anything */ 864 /* If already on active list, don't do anything */
833 if (active) 865 if (active)
834 return; 866 return;
835 867
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 ()) 868 if (has_active_speed ())
869 {
870 if (flag [FLAG_FREED])
871 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
872
840 actives.insert (this); 873 actives.insert (this);
874 }
841} 875}
842 876
843void 877void
844object::activate_recursive () 878object::activate_recursive ()
845{ 879{
931 map->insert (op, x, y); 965 map->insert (op, x, y);
932 } 966 }
933 } 967 }
934} 968}
935 969
970/*
971 * Remove and free all objects in the inventory of the given object.
972 * Unlike destroy_inv, this assumes the *this is destroyed as well
973 * well, so we can (and have to!) take shortcuts.
974 */
975void
976object::destroy_inv_fast ()
977{
978 while (object *op = inv)
979 {
980 // remove from object the fast way
981 op->flag [FLAG_REMOVED] = true;
982 op->env = 0;
983 if ((inv = inv->below))
984 inv->above = 0;
985
986 // then destroy
987 op->destroy ();
988 }
989}
990
991void
992object::freelist_free (int count)
993{
994 while (count-- && freelist)
995 {
996 freelist_item *next = freelist->next;
997 // count is being "destroyed"
998
999 sfree ((char *)freelist, sizeof (object));
1000
1001 freelist = next;
1002 --free_count;
1003 }
1004}
1005
1006object *
936object *object::create () 1007object::create ()
937{ 1008{
938 object *op = new object; 1009 object *op;
1010
1011 if (freelist)
1012 {
1013 freelist_item li = *freelist;
1014 memset (freelist, 0, sizeof (object));
1015
1016 op = new (freelist) object;
1017 op->count = li.count;
1018
1019 freelist = li.next;
1020 --free_count;
1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1025
1026 op = new(ni) object;
1027
1028 op->count = ++object_count;
1029 }
1030
939 op->link (); 1031 op->link ();
1032
940 return op; 1033 return op;
941} 1034}
942 1035
1036void
1037object::do_delete ()
1038{
1039 uint32_t count = this->count;
1040
1041 this->~object ();
1042
1043 freelist_item *li = (freelist_item *)this;
1044 li->next = freelist;
1045 li->count = count;
1046
1047 freelist = li;
1048 ++free_count;
1049}
1050
943static struct freed_map : maptile 1051static struct freed_map : maptile
944{ 1052{
945 freed_map () 1053 freed_map ()
1054 : maptile (3, 3)
946 { 1055 {
947 path = "<freed objects map>"; 1056 path = "<freed objects map>";
948 name = "/internal/freed_objects_map"; 1057 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1; 1058 no_drop = 1;
952 no_reset = 1; 1059 no_reset = 1;
953 1060
954 alloc ();
955 in_memory = MAP_ACTIVE; 1061 in_memory = MAP_ACTIVE;
956 } 1062 }
957 1063
958 ~freed_map () 1064 ~freed_map ()
959 { 1065 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (); 1117 head->destroy ();
1012 return; 1118 return;
1013 } 1119 }
1014 1120
1015 destroy_inv (false); 1121 destroy_inv_fast ();
1016 1122
1017 if (is_head ()) 1123 if (is_head ())
1018 if (sound_destroy) 1124 if (sound_destroy)
1019 play_sound (sound_destroy); 1125 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1126 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1137 * the previous environment.
1032 */ 1138 */
1033void 1139void
1034object::do_remove () 1140object::do_remove ()
1035{ 1141{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1142 if (flag [FLAG_REMOVED])
1040 return; 1143 return;
1041 1144
1042 INVOKE_OBJECT (REMOVE, this); 1145 INVOKE_OBJECT (REMOVE, this);
1043 1146
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1158 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ()) 1159 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1160 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1161 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1162
1060 adjust_weight (env, -total_weight ()); 1163 adjust_weight (env, total_weight (), 0);
1061 1164
1062 object *pl = in_player (); 1165 object *pl = in_player ();
1063 1166
1064 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1168 * the map, but we don't actually do that - it is up
1075 1178
1076 above = 0; 1179 above = 0;
1077 below = 0; 1180 below = 0;
1078 env = 0; 1181 env = 0;
1079 1182
1080 /* NO_FIX_PLAYER is set when a great many changes are being 1183 if (pl && pl->is_player ())
1081 * made to players inventory. If set, avoiding the call
1082 * to save cpu time.
1083 */ 1184 {
1084 if (pl) 1185 if (expect_false (pl->contr->combat_ob == this))
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 { 1186 {
1087 pl->update_stats (); 1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1188 pl->contr->combat_ob = 0;
1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1190 }
1088 1191
1192 if (expect_false (pl->contr->ranged_ob == this))
1193 {
1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1195 pl->contr->ranged_ob = 0;
1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1197 }
1198
1199 pl->contr->queue_stats_update ();
1200
1089 if (glow_radius && pl->is_on_map ()) 1201 if (expect_false (glow_radius) && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y); 1202 update_all_los (pl->map, pl->x, pl->y);
1091 } 1203 }
1092 } 1204 }
1093 else if (map) 1205 else if (map)
1094 { 1206 {
1095 map->dirty = true; 1207 map->dirty = true;
1096 mapspace &ms = this->ms (); 1208 mapspace &ms = this->ms ();
1109 close_container (); 1221 close_container ();
1110 1222
1111 --map->players; 1223 --map->players;
1112 map->touch (); 1224 map->touch ();
1113 } 1225 }
1114 else if (pl->container == this) 1226 else if (pl->container_ () == this)
1115 { 1227 {
1116 // removing a container should close it 1228 // removing a container should close it
1117 close_container (); 1229 close_container ();
1118 } 1230 }
1119 1231 else
1120 esrv_del_item (pl->contr, count); 1232 esrv_del_item (pl->contr, count);
1121 } 1233 }
1122 1234
1123 /* link the object above us */ 1235 /* link the object above us */
1124 // re-link, make sure compiler can easily use cmove 1236 // re-link, make sure compiler can easily use cmove
1125 *(above ? &above->below : &ms.top) = below; 1237 *(above ? &above->below : &ms.top) = below;
1135 1247
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1248 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1249
1138 if (object *pl = ms.player ()) 1250 if (object *pl = ms.player ())
1139 { 1251 {
1140 if (pl->container == this) 1252 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1253 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1254 * removed (most likely destroyed), update the player view
1143 * appropriately. 1255 * appropriately.
1144 */ 1256 */
1145 pl->close_container (); 1257 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1261 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1262 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1263 pl->contr->ns->floorbox_update ();
1152 } 1264 }
1153 1265
1266 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1267 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1268 {
1269 above = tmp->above;
1270
1156 /* No point updating the players look faces if he is the object 1271 /* No point updating the players look faces if he is the object
1157 * being removed. 1272 * being removed.
1158 */ 1273 */
1159 1274
1160 /* See if object moving off should effect something */ 1275 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1276 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1277 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1278 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 } 1279 }
1170
1171 last = tmp;
1172 }
1173 1280
1174 if (affects_los ()) 1281 if (affects_los ())
1175 update_all_los (map, x, y); 1282 update_all_los (map, x, y);
1176 } 1283 }
1177} 1284}
1221 1328
1222 object *prev = this; 1329 object *prev = this;
1223 1330
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1331 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 { 1332 {
1226 object *op = arch_to_object (at); 1333 object *op = at->instance ();
1227 1334
1228 op->name = name; 1335 op->name = name;
1229 op->name_pl = name_pl; 1336 op->name_pl = name_pl;
1230 op->title = title; 1337 op->title = title;
1231 1338
1269 * Passing 0 for flag gives proper default values, so flag really only needs 1376 * Passing 0 for flag gives proper default values, so flag really only needs
1270 * to be set if special handling is needed. 1377 * to be set if special handling is needed.
1271 * 1378 *
1272 * Return value: 1379 * Return value:
1273 * new object if 'op' was merged with other object 1380 * new object if 'op' was merged with other object
1274 * NULL if 'op' was destroyed 1381 * NULL if there was an error (destroyed, blocked etc.)
1275 * just 'op' otherwise 1382 * just 'op' otherwise
1276 */ 1383 */
1277object * 1384object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1385insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1386{
1297 1404
1298 if (object *more = op->more) 1405 if (object *more = op->more)
1299 if (!insert_ob_in_map (more, m, originator, flag)) 1406 if (!insert_ob_in_map (more, m, originator, flag))
1300 return 0; 1407 return 0;
1301 1408
1302 CLEAR_FLAG (op, FLAG_REMOVED); 1409 op->flag [FLAG_REMOVED] = false;
1303 1410 op->env = 0;
1304 op->map = newmap; 1411 op->map = newmap;
1412
1305 mapspace &ms = op->ms (); 1413 mapspace &ms = op->ms ();
1306 1414
1307 /* this has to be done after we translate the coordinates. 1415 /* this has to be done after we translate the coordinates.
1308 */ 1416 */
1309 if (op->nrof && !(flag & INS_NO_MERGE)) 1417 if (op->nrof && !(flag & INS_NO_MERGE))
1315 // from here :/ 1423 // from here :/
1316 op->nrof += tmp->nrof; 1424 op->nrof += tmp->nrof;
1317 tmp->destroy (); 1425 tmp->destroy ();
1318 } 1426 }
1319 1427
1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1428 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1321 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1429 op->clr_flag (FLAG_INV_LOCKED);
1322 1430
1323 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1431 if (!op->flag [FLAG_ALIVE])
1324 CLEAR_FLAG (op, FLAG_NO_STEAL); 1432 op->clr_flag (FLAG_NO_STEAL);
1325 1433
1326 if (flag & INS_BELOW_ORIGINATOR) 1434 if (flag & INS_BELOW_ORIGINATOR)
1327 { 1435 {
1328 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1329 { 1437 {
1330 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1331 abort (); 1439 abort ();
1332 } 1440 }
1333 1441
1334 if (!originator->is_on_map ()) 1442 if (!originator->is_on_map ())
1443 {
1335 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1444 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1336 op->debug_desc (), originator->debug_desc ()); 1445 op->debug_desc (), originator->debug_desc ());
1446 abort ();
1447 }
1337 1448
1338 op->above = originator; 1449 op->above = originator;
1339 op->below = originator->below; 1450 op->below = originator->below;
1340 originator->below = op; 1451 originator->below = op;
1341 1452
1361 * when lots of spells are cast in one area. Currently, it is presumed 1472 * when lots of spells are cast in one area. Currently, it is presumed
1362 * that flying non pickable objects are spell objects. 1473 * that flying non pickable objects are spell objects.
1363 */ 1474 */
1364 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1365 { 1476 {
1366 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1477 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1367 floor = tmp; 1478 floor = tmp;
1368 1479
1369 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1480 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1370 { 1481 {
1371 /* We insert above top, so we want this object below this */ 1482 /* We insert above top, so we want this object below this */
1372 top = tmp->below; 1483 top = tmp->below;
1373 break; 1484 break;
1374 } 1485 }
1392 && (op->face && !faces [op->face].visibility)) 1503 && (op->face && !faces [op->face].visibility))
1393 { 1504 {
1394 object *last; 1505 object *last;
1395 1506
1396 for (last = top; last != floor; last = last->below) 1507 for (last = top; last != floor; last = last->below)
1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1398 break; 1509 break;
1399 1510
1400 /* Check to see if we found the object that blocks view, 1511 /* Check to see if we found the object that blocks view,
1401 * and make sure we have a below pointer for it so that 1512 * and make sure we have a below pointer for it so that
1402 * we can get inserted below this one, which requires we 1513 * we can get inserted below this one, which requires we
1473 * blocked() and wall() work properly), and these flags are updated by 1584 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object(). 1585 * update_object().
1475 */ 1586 */
1476 1587
1477 /* if this is not the head or flag has been passed, don't check walk on status */ 1588 /* if this is not the head or flag has been passed, don't check walk on status */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1479 { 1590 {
1480 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1481 return 0; 1592 return 0;
1482 1593
1483 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1484 * walk on's. 1595 * walk on's.
1485 */ 1596 */
1486 for (object *tmp = op->more; tmp; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1487 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1488 return 0; 1599 return 0;
1489 } 1600 }
1490 1601
1491 return op; 1602 return op;
1492} 1603}
1502 1613
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1614 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (tmp->arch->archname == archname) /* same archetype */ 1615 if (tmp->arch->archname == archname) /* same archetype */
1505 tmp->destroy (); 1616 tmp->destroy ();
1506 1617
1507 object *tmp = arch_to_object (archetype::find (archname)); 1618 object *tmp = archetype::find (archname)->instance ();
1508 1619
1509 tmp->x = op->x; 1620 tmp->x = op->x;
1510 tmp->y = op->y; 1621 tmp->y = op->y;
1511 1622
1512 insert_ob_in_map (tmp, op->map, op, 0); 1623 insert_ob_in_map (tmp, op->map, op, 0);
1517{ 1628{
1518 if (where->env) 1629 if (where->env)
1519 return where->env->insert (this); 1630 return where->env->insert (this);
1520 else 1631 else
1521 return where->map->insert (this, where->x, where->y, originator, flags); 1632 return where->map->insert (this, where->x, where->y, originator, flags);
1633}
1634
1635// check whether we can put this into the map, respect max_volume, max_items
1636bool
1637object::can_drop_at (maptile *m, int x, int y, object *originator)
1638{
1639 mapspace &ms = m->at (x, y);
1640
1641 int items = ms.items ();
1642
1643 if (!items // testing !items ensures we can drop at least one item
1644 || (items < m->max_items
1645 && ms.volume () < m->max_volume))
1646 return true;
1647
1648 if (originator && originator->is_player ())
1649 originator->contr->failmsgf (
1650 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1651 query_name ()
1652 );
1653
1654 return false;
1522} 1655}
1523 1656
1524/* 1657/*
1525 * decrease(object, number) decreases a specified number from 1658 * decrease(object, number) decreases a specified number from
1526 * the amount of an object. If the amount reaches 0, the object 1659 * the amount of an object. If the amount reaches 0, the object
1536 1669
1537 nr = min (nr, nrof); 1670 nr = min (nr, nrof);
1538 1671
1539 if (nrof > nr) 1672 if (nrof > nr)
1540 { 1673 {
1674 sint64 oweight = total_weight ();
1675
1541 nrof -= nr; 1676 nrof -= nr;
1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1543 1677
1544 if (object *pl = visible_to ()) 1678 if (object *pl = visible_to ())
1545 esrv_update_item (UPD_NROF, pl, this); 1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1546 1682
1547 return true; 1683 return true;
1548 } 1684 }
1549 else 1685 else
1550 { 1686 {
1625 if (op->nrof) 1761 if (op->nrof)
1626 for (object *tmp = inv; tmp; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1627 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1628 { 1764 {
1629 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1630 (client needs the original object) */ 1766 (client prefers the original object) */
1767
1768 // carring must be 0 for mergable objects
1769 sint64 oweight = tmp->weight * tmp->nrof;
1770
1631 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1632 1772
1633 if (object *pl = tmp->visible_to ()) 1773 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp); 1774 esrv_update_item (UPD_NROF, pl, tmp);
1635 1775
1636 adjust_weight (this, op->total_weight ()); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1637 1777
1638 op->destroy (); 1778 op->destroy ();
1639 op = tmp; 1779 op = tmp;
1640 goto inserted; 1780 goto inserted;
1641 } 1781 }
1657 op->flag [FLAG_REMOVED] = 0; 1797 op->flag [FLAG_REMOVED] = 0;
1658 1798
1659 if (object *pl = op->visible_to ()) 1799 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op); 1800 esrv_send_item (pl, op);
1661 1801
1662 adjust_weight (this, op->total_weight ()); 1802 adjust_weight (this, 0, op->total_weight ());
1663 1803
1664inserted: 1804inserted:
1665 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1666 if (op->glow_radius && is_on_map ()) 1806 if (op->glow_radius && is_on_map ())
1667 { 1807 {
1668 update_stats (); 1808 update_stats ();
1669 update_all_los (map, x, y); 1809 update_all_los (map, x, y);
1670 } 1810 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1811 else if (is_player ())
1672 // if this is a player's inventory, update stats 1812 // if this is a player's inventory, update stats
1673 update_stats (); 1813 contr->queue_stats_update ();
1674 1814
1675 INVOKE_OBJECT (INSERT, this); 1815 INVOKE_OBJECT (INSERT, this);
1676 1816
1677 return op; 1817 return op;
1678} 1818}
1696 * MSW 2001-07-08: Check all objects on space, not just those below 1836 * MSW 2001-07-08: Check all objects on space, not just those below
1697 * object being inserted. insert_ob_in_map may not put new objects 1837 * object being inserted. insert_ob_in_map may not put new objects
1698 * on top. 1838 * on top.
1699 */ 1839 */
1700int 1840int
1701check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1702{ 1842{
1843 if (op->flag [FLAG_NO_APPLY])
1844 return 0;
1845
1703 object *tmp; 1846 object *tmp;
1704 maptile *m = op->map; 1847 maptile *m = op->map;
1705 int x = op->x, y = op->y; 1848 int x = op->x, y = op->y;
1706 1849
1707 MoveType move_on, move_slow, move_block; 1850 mapspace &ms = m->at (x, y);
1708 1851
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1852 ms.update ();
1710 return 0;
1711 1853
1712 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1854 MoveType move_on = ms.move_on;
1713 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1855 MoveType move_slow = ms.move_slow;
1714 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1856 MoveType move_block = ms.move_block;
1715 1857
1716 /* if nothing on this space will slow op down or be applied, 1858 /* if nothing on this space will slow op down or be applied,
1717 * no need to do checking below. have to make sure move_type 1859 * no need to do checking below. have to make sure move_type
1718 * is set, as lots of objects don't have it set - we treat that 1860 * is set, as lots of objects don't have it set - we treat that
1719 * as walking. 1861 * as walking.
1730 return 0; 1872 return 0;
1731 1873
1732 /* The objects have to be checked from top to bottom. 1874 /* The objects have to be checked from top to bottom.
1733 * Hence, we first go to the top: 1875 * Hence, we first go to the top:
1734 */ 1876 */
1735 1877 for (object *next, *tmp = ms.top; tmp; tmp = next)
1736 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1737 {
1738 /* Trim the search when we find the first other spell effect
1739 * this helps performance so that if a space has 50 spell objects,
1740 * we don't need to check all of them.
1741 */
1742 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1743 break;
1744 } 1878 {
1879 next = tmp->below;
1745 1880
1746 for (; tmp; tmp = tmp->below)
1747 {
1748 if (tmp == op) 1881 if (tmp == op)
1749 continue; /* Can't apply yourself */ 1882 continue; /* Can't apply yourself */
1750 1883
1751 /* Check to see if one of the movement types should be slowed down. 1884 /* Check to see if one of the movement types should be slowed down.
1752 * Second check makes sure that the movement types not being slowed 1885 * Second check makes sure that the movement types not being slowed
1753 * (~slow_move) is not blocked on this space - just because the 1886 * (~slow_move) is not blocked on this space - just because the
1754 * space doesn't slow down swimming (for example), if you can't actually 1887 * space doesn't slow down swimming (for example), if you can't actually
1755 * swim on that space, can't use it to avoid the penalty. 1888 * swim on that space, can't use it to avoid the penalty.
1756 */ 1889 */
1757 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1890 if (!op->flag [FLAG_WIZPASS])
1758 { 1891 {
1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1892 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1893 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761 { 1894 {
1762
1763 float
1764 diff = tmp->move_slow_penalty * fabs (op->speed); 1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
1765 1896
1766 if (op->is_player ()) 1897 if (op->is_player ())
1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1898 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1899 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1769 diff /= 4.0; 1900 diff /= 4.0;
1770 1901
1771 op->speed_left -= diff; 1902 op->speed_left -= diff;
1772 } 1903 }
1773 } 1904 }
1774 1905
1775 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1776 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1777 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1908 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1778 { 1909 {
1910 if ((flags & INS_NO_AUTO_EXIT)
1911 && (tmp->type == EXIT || tmp->type == TELEPORTER
1912 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1913 continue;
1914
1779 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1780 1916
1781 if (op->destroyed ()) 1917 if (op->destroyed ())
1782 return 1; 1918 return 1;
1783 1919
1895void 2031void
1896flag_inv (object *op, int flag) 2032flag_inv (object *op, int flag)
1897{ 2033{
1898 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 { 2035 {
1900 SET_FLAG (tmp, flag); 2036 tmp->set_flag (flag);
1901 flag_inv (tmp, flag); 2037 flag_inv (tmp, flag);
1902 } 2038 }
1903} 2039}
1904 2040
1905/* 2041/*
1908void 2044void
1909unflag_inv (object *op, int flag) 2045unflag_inv (object *op, int flag)
1910{ 2046{
1911 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 { 2048 {
1913 CLEAR_FLAG (tmp, flag); 2049 tmp->clr_flag (flag);
1914 unflag_inv (tmp, flag); 2050 unflag_inv (tmp, flag);
1915 } 2051 }
1916} 2052}
1917 2053
1918/* 2054/*
2108{ 2244{
2109 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2110} 2246}
2111 2247
2112/* 2248/*
2113 * find_dir_2(delta-x,delta-y) will return a direction in which 2249 * find_dir_2(delta-x,delta-y) will return a direction value
2114 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2115 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2116 */ 2252 */
2117int 2253int
2118find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2119{ 2255{
2256#if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298#else // old algorithm
2120 int q; 2299 int q;
2121 2300
2122 if (y) 2301 if (y)
2123 q = x * 100 / y; 2302 q = 128 * x / y;
2124 else if (x) 2303 else if (x)
2125 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2126 else 2305 else
2127 return 0; 2306 return 0;
2128 2307
2129 if (y > 0) 2308 if (y > 0)
2130 { 2309 {
2131 if (q < -242) 2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2132 return 3; 2315 return 3;
2133 if (q < -41) 2316 }
2134 return 2; 2317 else
2135 if (q < 41) 2318 {
2136 return 1; 2319 if (q < -309) return 3;
2137 if (q < 242) 2320 if (q < -52) return 2;
2138 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2139 return 7; 2324 return 7;
2140 } 2325 }
2141 2326#endif
2142 if (q < -242)
2143 return 7;
2144 if (q < -41)
2145 return 6;
2146 if (q < 41)
2147 return 5;
2148 if (q < 242)
2149 return 4;
2150
2151 return 3;
2152} 2327}
2153 2328
2154/* 2329/*
2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2156 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2157 */ 2332 */
2158int 2333int
2159dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2160{ 2335{
2161 int d;
2162
2163 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2164 if (d > 4)
2165 d = 8 - d;
2166 2337
2167 return d; 2338 return d > 4 ? 8 - d : d;
2168} 2339}
2169 2340
2170/* peterm: 2341/* peterm:
2171 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2172 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2174 * This basically means that if direction is 15, then it could either go 2345 * This basically means that if direction is 15, then it could either go
2175 * direction 4, 14, or 16 to get back to where we are. 2346 * direction 4, 14, or 16 to get back to where we are.
2176 * Moved from spell_util.c to object.c with the other related direction 2347 * Moved from spell_util.c to object.c with the other related direction
2177 * functions. 2348 * functions.
2178 */ 2349 */
2179const int reduction_dir[SIZEOFFREE][3] = { 2350static const int reduction_dir[SIZEOFFREE][3] = {
2180 {0, 0, 0}, /* 0 */ 2351 {0, 0, 0}, /* 0 */
2181 {0, 0, 0}, /* 1 */ 2352 {0, 0, 0}, /* 1 */
2182 {0, 0, 0}, /* 2 */ 2353 {0, 0, 0}, /* 2 */
2183 {0, 0, 0}, /* 3 */ 2354 {0, 0, 0}, /* 3 */
2184 {0, 0, 0}, /* 4 */ 2355 {0, 0, 0}, /* 4 */
2278 * Add a check so we can't pick up invisible objects (0.93.8) 2449 * Add a check so we can't pick up invisible objects (0.93.8)
2279 */ 2450 */
2280int 2451int
2281can_pick (const object *who, const object *item) 2452can_pick (const object *who, const object *item)
2282{ 2453{
2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2454 return /*who->flag [FLAG_WIZ]|| */
2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2456 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2286} 2457}
2287 2458
2288/* 2459/*
2289 * create clone from object to another 2460 * create clone from object to another
2290 */ 2461 */
2455{ 2626{
2456 return map ? map->region (x, y) 2627 return map ? map->region (x, y)
2457 : region::default_region (); 2628 : region::default_region ();
2458} 2629}
2459 2630
2460const materialtype_t *
2461object::dominant_material () const
2462{
2463 if (materialtype_t *mt = name_to_material (materialname))
2464 return mt;
2465
2466 return name_to_material (shstr_unknown);
2467}
2468
2469void 2631void
2470object::open_container (object *new_container) 2632object::open_container (object *new_container)
2471{ 2633{
2472 if (container == new_container) 2634 if (container == new_container)
2473 return; 2635 return;
2493 container = 0; 2655 container = 0;
2494 2656
2495 // client needs item update to make it work, client bug requires this to be separate 2657 // client needs item update to make it work, client bug requires this to be separate
2496 esrv_update_item (UPD_FLAGS, this, old_container); 2658 esrv_update_item (UPD_FLAGS, this, old_container);
2497 2659
2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2499 play_sound (sound_find ("chest_close")); 2661 play_sound (sound_find ("chest_close"));
2500 } 2662 }
2501 2663
2502 if (new_container) 2664 if (new_container)
2503 { 2665 {
2507 // TODO: this does not seem to serve any purpose anymore? 2669 // TODO: this does not seem to serve any purpose anymore?
2508#if 0 2670#if 0
2509 // insert the "Close Container" object. 2671 // insert the "Close Container" object.
2510 if (archetype *closer = new_container->other_arch) 2672 if (archetype *closer = new_container->other_arch)
2511 { 2673 {
2512 object *closer = arch_to_object (new_container->other_arch); 2674 object *closer = new_container->other_arch->instance ();
2513 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2514 new_container->insert (closer); 2676 new_container->insert (closer);
2515 } 2677 }
2516#endif 2678#endif
2517 2679
2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2519 2681
2520 // make sure the container is available, client bug requires this to be separate 2682 // make sure the container is available, client bug requires this to be separate
2521 esrv_send_item (this, new_container); 2683 esrv_send_item (this, new_container);
2522 2684
2523 new_container->flag [FLAG_APPLIED] = true; 2685 new_container->flag [FLAG_APPLIED] = true;
2543 return splay (tmp); 2705 return splay (tmp);
2544 2706
2545 return 0; 2707 return 0;
2546} 2708}
2547 2709
2710//-GPL
2711
2712void
2713object::force_set_timer (int duration)
2714{
2715 this->duration = 1;
2716 this->speed_left = -1.f;
2717
2718 this->set_speed (duration ? 1.f / duration : 0.f);
2719}
2720
2548object * 2721object *
2549object::force_add (shstr_tmp name, int duration) 2722object::force_add (shstr_tmp name, int duration)
2550{ 2723{
2551 if (object *force = force_find (name)) 2724 if (object *force = force_find (name))
2552 force->destroy (); 2725 force->destroy ();
2553 2726
2554 object *force = get_archetype (FORCE_NAME); 2727 object *force = get_archetype (FORCE_NAME);
2555 2728
2556 force->slaying = name; 2729 force->slaying = name;
2557 force->stats.food = 1; 2730 force->force_set_timer (duration);
2558 force->speed_left = -1.f;
2559
2560 force->set_speed (duration ? 1.f / duration : 0.f);
2561 force->flag [FLAG_IS_USED_UP] = true;
2562 force->flag [FLAG_APPLIED] = true; 2731 force->flag [FLAG_APPLIED] = true;
2563 2732
2564 return insert (force); 2733 return insert (force);
2565} 2734}
2566 2735
2567void 2736void
2568object::play_sound (faceidx sound) 2737object::play_sound (faceidx sound) const
2569{ 2738{
2570 if (!sound) 2739 if (!sound)
2571 return; 2740 return;
2572 2741
2573 if (flag [FLAG_REMOVED]) 2742 if (is_on_map ())
2574 return;
2575
2576 if (env)
2577 {
2578 if (object *pl = in_player ())
2579 pl->contr->play_sound (sound);
2580 }
2581 else
2582 map->play_sound (sound, x, y); 2743 map->play_sound (sound, x, y);
2744 else if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746}
2747
2748void
2749object::say_msg (const char *msg) const
2750{
2751 if (is_on_map ())
2752 map->say_msg (msg, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2583} 2755}
2584 2756
2585void 2757void
2586object::make_noise () 2758object::make_noise ()
2587{ 2759{
2613 2785
2614 insert (force); 2786 insert (force);
2615 } 2787 }
2616} 2788}
2617 2789
2790void object::change_move_type (MoveType mt)
2791{
2792 if (move_type == mt)
2793 return;
2794
2795 if (is_on_map ())
2796 {
2797 // we are on the map, so handle move_on/off effects
2798 remove ();
2799 move_type = mt;
2800 map->insert (this, x, y, this);
2801 }
2802 else
2803 move_type = mt;
2804}
2805
2806/* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2811 */
2812object *
2813object::mark () const
2814{
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2818 return 0;
2819}
2820

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