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Comparing deliantra/server/common/object.C (file contents):
Revision 1.286 by root, Wed Sep 2 16:54:20 2009 UTC vs.
Revision 1.344 by root, Sun May 1 13:18:23 2011 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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)
144{ 237{
145 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* 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 239 * objects with lists are rare, and lists stay short. If not, use a
147 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
148 */ 241 */
149 242
150 /* For each field in wants, */ 243 /* For each field in wants, */
151 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
152 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
153 return false; 246 return false;
154 247
155 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
156 return true; 249 return true;
157} 250}
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 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 284 return 0;
191 285
192 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * This is to the comparison of the flags below will be OK. We 292 * 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 293 * 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 294 * are not equal - just if it has been identified, the been_applied
201 * flags lose any meaning. 295 * flags lose any meaning.
202 */ 296 */
203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
204 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
205 299
206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
207 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
208 302
209 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
210 || ob1->name != ob2->name 304 || ob1->name != ob2->name
211 || ob1->title != ob2->title 305 || ob1->title != ob2->title
212 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
215 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 312 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
221 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 328 return 0;
235 329
236 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
261 355
262 /* Don't merge objects that are applied. With the new 'body' code, 356 /* 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 357 * 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. 358 * some items equipped, and we don't want those to merge.
265 */ 359 */
266 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
267 return 0; 361 return 0;
268 362
269 /* Note sure why the following is the case - either the object has to 363 /* 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 364 * be animated or have a very low speed. Is this an attempted monster
271 * check? 365 * check?
272 */ 366 */
273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
274 return 0; 368 return 0;
275 369
276 switch (ob1->type) 370 switch (ob1->type)
277 { 371 {
278 case SCROLL: 372 case SCROLL:
279 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
280 return 0; 374 return 0;
281 break; 375 break;
282 } 376 }
283 377
284 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
285 { 379 {
286 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
287 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
288 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
289 383
290 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
291 return 0; 385 return 0;
292 } 386 }
334 428
335 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 430 // even if our inv is in a player.
337 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 433 if (pl->container_ () == env)
340 return pl; 434 return pl;
341 } 435 }
342 else 436 else
343 { 437 {
344 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 442 || pl->container_ () == this)
349 return pl; 443 return pl;
350 } 444 }
351 } 445 }
352 446
353 return 0; 447 return 0;
354} 448}
355 449
356// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
357static sint32 451static uint32
358weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
359{ 453{
360 return op->type == CONTAINER 454 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
362 : weight; 456 : weight;
363} 457}
364 458
365/* 459/*
366 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
368 */ 462 */
369static void 463static void
370adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
371{ 465{
372 while (op) 466 while (op)
373 { 467 {
374 // adjust by actual difference to account for rounding errors 468 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);
378 469
379 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
380 return; 471 op->carrying += weight_adjust_for (op, add);
381
382 op->carrying += weight;
383 472
384 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
387 476
477 sub = ocarrying;
478 add = op->carrying;
479
388 op = op->env; 480 op = op->env;
389 } 481 }
390} 482}
391 483
392/* 484/*
399{ 491{
400 sint32 sum = 0; 492 sint32 sum = 0;
401 493
402 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
403 { 495 {
404 if (op->inv)
405 op->update_weight (); 496 op->update_weight ();
406 497
407 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
408 } 499 }
409
410 sum = weight_adjust_for (this, sum);
411 500
412 if (sum != carrying) 501 if (sum != carrying)
413 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
414 carrying = sum; 507 carrying = sum;
415 508
416 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
431 object_freezer freezer; 524 object_freezer freezer;
432 op->write (freezer); 525 op->write (freezer);
433 return freezer.as_string (); 526 return freezer.as_string ();
434} 527}
435 528
436/* 529char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 530object::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{ 531{
444 object *tmp, *closest; 532 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} 533}
458 534
459/* 535/*
460 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow. 537 * VERRRY slow.
463object * 539object *
464find_object (tag_t i) 540find_object (tag_t i)
465{ 541{
466 for_all_objects (op) 542 for_all_objects (op)
467 if (op->count == i) 543 if (op->count == i)
544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
468 return op; 559 return op;
469 560
470 return 0; 561 return 0;
471} 562}
472 563
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return; 598 return;
508 } 599 }
509 600
510 this->owner = owner; 601 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} 602}
595 603
596/* 604/*
597 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
604void 612void
605object::copy_to (object *dst) 613object::copy_to (object *dst)
606{ 614{
607 dst->remove (); 615 dst->remove ();
608 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
609 dst->flag [FLAG_REMOVED] = true; 621 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 (); 622 dst->activate ();
643} 623}
644 624
645void 625void
646object::instantiate () 626object::instantiate ()
647{ 627{
648 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
649 uuid = UUID::gen (); 629 uuid = UUID::gen ();
650 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
651 speed_left = -0.1f; 635 speed_left = -1.;
636
652 /* copy the body_info to the body_used - this is only really 637 /* 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. 638 * 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 639 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
664object * 649object *
665object::clone () 650object::clone ()
666{ 651{
667 object *neu = create (); 652 object *neu = create ();
668 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
669 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
670 return neu; 660 return neu;
671} 661}
672 662
673/* 663/*
676 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
677 */ 667 */
678void 668void
679update_turn_face (object *op) 669update_turn_face (object *op)
680{ 670{
681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
682 return; 672 return;
683 673
684 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
685 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
686} 676}
691 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
692 */ 682 */
693void 683void
694object::set_speed (float speed) 684object::set_speed (float speed)
695{ 685{
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; 686 this->speed = speed;
703 687
704 if (has_active_speed ()) 688 if (has_active_speed ())
705 activate (); 689 activate ();
706 else 690 else
756 740
757 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 742 /* nop */;
759 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
760 { 744 {
745#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
764 || (op->is_player () && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
768 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
769 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
770 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 757 * have move_allow right now.
773 */ 758 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((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 (); 760 m.invalidate ();
761#else
762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
763 m.invalidate ();
764#endif
777 } 765 }
778 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 768 * that is being removed.
781 */ 769 */
790 update_object (op->more, action); 778 update_object (op->more, action);
791} 779}
792 780
793object::object () 781object::object ()
794{ 782{
795 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
796 784
797 //expmul = 1.0; declared const for the time being 785 //expmul = 1.0; declared const for the time being
798 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
799} 788}
800 789
801object::~object () 790object::~object ()
802{ 791{
803 unlink (); 792 unlink ();
804 793
805 free_key_values (this); 794 kv.clear ();
806} 795}
807
808static int object_count;
809 796
810void object::link () 797void object::link ()
811{ 798{
812 assert (!index);//D 799 assert (!index);//D
813 uuid = UUID::gen (); 800 uuid = UUID::gen ();
814 count = ++object_count;
815 801
816 refcnt_inc (); 802 refcnt_inc ();
817 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
818} 807}
819 808
820void object::unlink () 809void object::unlink ()
821{ 810{
822 if (!index) 811 if (!index)
823 return; 812 return;
813
814 ++destroy_count;
824 815
825 objects.erase (this); 816 objects.erase (this);
826 refcnt_dec (); 817 refcnt_dec ();
827} 818}
828 819
933 map->insert (op, x, y); 924 map->insert (op, x, y);
934 } 925 }
935 } 926 }
936} 927}
937 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
938object *object::create () 966object::create ()
939{ 967{
940 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
941 op->link (); 990 op->link ();
991
942 return op; 992 return op;
943} 993}
944 994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
945static struct freed_map : maptile 1010static struct freed_map : maptile
946{ 1011{
947 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
948 { 1014 {
949 path = "<freed objects map>"; 1015 path = "<freed objects map>";
950 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1; 1017 no_drop = 1;
954 no_reset = 1; 1018 no_reset = 1;
955 1019
956 alloc ();
957 in_memory = MAP_ACTIVE; 1020 in_memory = MAP_ACTIVE;
958 } 1021 }
959 1022
960 ~freed_map () 1023 ~freed_map ()
961 { 1024 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy (); 1076 head->destroy ();
1014 return; 1077 return;
1015 } 1078 }
1016 1079
1017 destroy_inv (false); 1080 destroy_inv_fast ();
1018 1081
1019 if (is_head ()) 1082 if (is_head ())
1020 if (sound_destroy) 1083 if (sound_destroy)
1021 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1033 * the previous environment. 1096 * the previous environment.
1034 */ 1097 */
1035void 1098void
1036object::do_remove () 1099object::do_remove ()
1037{ 1100{
1038 object *tmp, *last = 0;
1039 object *otmp;
1040
1041 if (flag [FLAG_REMOVED]) 1101 if (flag [FLAG_REMOVED])
1042 return; 1102 return;
1043 1103
1044 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1045 1105
1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1059 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061 1121
1062 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1063 1123
1064 object *pl = in_player (); 1124 object *pl = in_player ();
1065 1125
1066 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1067 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1077 1137
1078 above = 0; 1138 above = 0;
1079 below = 0; 1139 below = 0;
1080 env = 0; 1140 env = 0;
1081 1141
1082 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1083 * made to players inventory. If set, avoiding the call
1084 * to save cpu time.
1085 */ 1143 {
1086 if (pl) 1144 if (expect_false (pl->contr->combat_ob == this))
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 { 1145 {
1089 pl->update_stats (); 1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1090 1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1091 if (glow_radius && pl->is_on_map ()) 1160 if (expect_false (glow_radius) && pl->is_on_map ())
1092 update_all_los (pl->map, pl->x, pl->y); 1161 update_all_los (pl->map, pl->x, pl->y);
1093 } 1162 }
1094 } 1163 }
1095 else if (map) 1164 else if (map)
1096 { 1165 {
1097 map->dirty = true; 1166 map->dirty = true;
1098 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1111 close_container (); 1180 close_container ();
1112 1181
1113 --map->players; 1182 --map->players;
1114 map->touch (); 1183 map->touch ();
1115 } 1184 }
1116 else if (pl->container == this) 1185 else if (pl->container_ () == this)
1117 { 1186 {
1118 // removing a container should close it 1187 // removing a container should close it
1119 close_container (); 1188 close_container ();
1120 } 1189 }
1121 1190 else
1122 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1123 } 1192 }
1124 1193
1125 /* link the object above us */ 1194 /* link the object above us */
1126 // re-link, make sure compiler can easily use cmove 1195 // re-link, make sure compiler can easily use cmove
1127 *(above ? &above->below : &ms.top) = below; 1196 *(above ? &above->below : &ms.top) = below;
1137 1206
1138 int check_walk_off = !flag [FLAG_NO_APPLY]; 1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1139 1208
1140 if (object *pl = ms.player ()) 1209 if (object *pl = ms.player ())
1141 { 1210 {
1142 if (pl->container == this) 1211 if (pl->container_ () == this)
1143 /* If a container that the player is currently using somehow gets 1212 /* If a container that the player is currently using somehow gets
1144 * removed (most likely destroyed), update the player view 1213 * removed (most likely destroyed), update the player view
1145 * appropriately. 1214 * appropriately.
1146 */ 1215 */
1147 pl->close_container (); 1216 pl->close_container ();
1151 //TODO: update floorbox to preserve ordering 1220 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns) 1221 if (pl->contr->ns)
1153 pl->contr->ns->floorbox_update (); 1222 pl->contr->ns->floorbox_update ();
1154 } 1223 }
1155 1224
1225 if (check_walk_off)
1156 for (tmp = ms.bot; tmp; tmp = tmp->above) 1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1157 { 1227 {
1228 above = tmp->above;
1229
1158 /* No point updating the players look faces if he is the object 1230 /* No point updating the players look faces if he is the object
1159 * being removed. 1231 * being removed.
1160 */ 1232 */
1161 1233
1162 /* See if object moving off should effect something */ 1234 /* See if object moving off should effect something */
1163 if (check_walk_off
1164 && ((move_type & tmp->move_off) 1235 if ((move_type & tmp->move_off)
1165 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1166 {
1167 move_apply (tmp, this, 0); 1237 move_apply (tmp, this, 0);
1168
1169 if (destroyed ())
1170 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1171 } 1238 }
1172
1173 last = tmp;
1174 }
1175 1239
1176 if (affects_los ()) 1240 if (affects_los ())
1177 update_all_los (map, x, y); 1241 update_all_los (map, x, y);
1178 } 1242 }
1179} 1243}
1223 1287
1224 object *prev = this; 1288 object *prev = this;
1225 1289
1226 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1227 { 1291 {
1228 object *op = arch_to_object (at); 1292 object *op = at->instance ();
1229 1293
1230 op->name = name; 1294 op->name = name;
1231 op->name_pl = name_pl; 1295 op->name_pl = name_pl;
1232 op->title = title; 1296 op->title = title;
1233 1297
1271 * Passing 0 for flag gives proper default values, so flag really only needs 1335 * Passing 0 for flag gives proper default values, so flag really only needs
1272 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1273 * 1337 *
1274 * Return value: 1338 * Return value:
1275 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1276 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1277 * just 'op' otherwise 1341 * just 'op' otherwise
1278 */ 1342 */
1279object * 1343object *
1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1281{ 1345{
1318 // from here :/ 1382 // from here :/
1319 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1320 tmp->destroy (); 1384 tmp->destroy ();
1321 } 1385 }
1322 1386
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1325 1389
1326 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1327 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1328 1392
1329 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1330 { 1394 {
1331 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1332 { 1396 {
1367 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1368 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1369 */ 1433 */
1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1371 { 1435 {
1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1373 floor = tmp; 1437 floor = tmp;
1374 1438
1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1376 { 1440 {
1377 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1378 top = tmp->below; 1442 top = tmp->below;
1379 break; 1443 break;
1380 } 1444 }
1398 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1399 { 1463 {
1400 object *last; 1464 object *last;
1401 1465
1402 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1404 break; 1468 break;
1405 1469
1406 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1407 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1408 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1479 * blocked() and wall() work properly), and these flags are updated by 1543 * blocked() and wall() work properly), and these flags are updated by
1480 * update_object(). 1544 * update_object().
1481 */ 1545 */
1482 1546
1483 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1484 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1485 { 1549 {
1486 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1487 return 0; 1551 return 0;
1488 1552
1489 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1490 * walk on's. 1554 * walk on's.
1491 */ 1555 */
1492 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1493 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1494 return 0; 1558 return 0;
1495 } 1559 }
1496 1560
1497 return op; 1561 return op;
1498} 1562}
1508 1572
1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1510 if (tmp->arch->archname == archname) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1511 tmp->destroy (); 1575 tmp->destroy ();
1512 1576
1513 object *tmp = arch_to_object (archetype::find (archname)); 1577 object *tmp = archetype::find (archname)->instance ();
1514 1578
1515 tmp->x = op->x; 1579 tmp->x = op->x;
1516 tmp->y = op->y; 1580 tmp->y = op->y;
1517 1581
1518 insert_ob_in_map (tmp, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1523{ 1587{
1524 if (where->env) 1588 if (where->env)
1525 return where->env->insert (this); 1589 return where->env->insert (this);
1526 else 1590 else
1527 return where->map->insert (this, where->x, where->y, originator, flags); 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1592}
1593
1594// check whether we can put this into the map, respect max_volume, max_items
1595bool
1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1597{
1598 mapspace &ms = m->at (x, y);
1599
1600 int items = ms.items ();
1601
1602 if (!items // testing !items ensures we can drop at least one item
1603 || (items < m->max_items
1604 && ms.volume () < m->max_volume))
1605 return true;
1606
1607 if (originator && originator->is_player ())
1608 originator->contr->failmsgf (
1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1610 query_name ()
1611 );
1612
1613 return false;
1528} 1614}
1529 1615
1530/* 1616/*
1531 * decrease(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1532 * the amount of an object. If the amount reaches 0, the object 1618 * the amount of an object. If the amount reaches 0, the object
1542 1628
1543 nr = min (nr, nrof); 1629 nr = min (nr, nrof);
1544 1630
1545 if (nrof > nr) 1631 if (nrof > nr)
1546 { 1632 {
1633 sint64 oweight = total_weight ();
1634
1547 nrof -= nr; 1635 nrof -= nr;
1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1549 1636
1550 if (object *pl = visible_to ()) 1637 if (object *pl = visible_to ())
1551 esrv_update_item (UPD_NROF, pl, this); 1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1552 1641
1553 return true; 1642 return true;
1554 } 1643 }
1555 else 1644 else
1556 { 1645 {
1631 if (op->nrof) 1720 if (op->nrof)
1632 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1633 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1634 { 1723 {
1635 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1636 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1637 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1638 1731
1639 if (object *pl = tmp->visible_to ()) 1732 if (object *pl = tmp->visible_to ())
1640 esrv_update_item (UPD_NROF, pl, tmp); 1733 esrv_update_item (UPD_NROF, pl, tmp);
1641 1734
1642 adjust_weight (this, op->total_weight ()); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1643 1736
1644 op->destroy (); 1737 op->destroy ();
1645 op = tmp; 1738 op = tmp;
1646 goto inserted; 1739 goto inserted;
1647 } 1740 }
1663 op->flag [FLAG_REMOVED] = 0; 1756 op->flag [FLAG_REMOVED] = 0;
1664 1757
1665 if (object *pl = op->visible_to ()) 1758 if (object *pl = op->visible_to ())
1666 esrv_send_item (pl, op); 1759 esrv_send_item (pl, op);
1667 1760
1668 adjust_weight (this, op->total_weight ()); 1761 adjust_weight (this, 0, op->total_weight ());
1669 1762
1670inserted: 1763inserted:
1671 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1672 if (op->glow_radius && is_on_map ()) 1765 if (op->glow_radius && is_on_map ())
1673 { 1766 {
1674 update_stats (); 1767 update_stats ();
1675 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1676 } 1769 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1770 else if (is_player ())
1678 // if this is a player's inventory, update stats 1771 // if this is a player's inventory, update stats
1679 update_stats (); 1772 contr->queue_stats_update ();
1680 1773
1681 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1682 1775
1683 return op; 1776 return op;
1684} 1777}
1702 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1703 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1704 * on top. 1797 * on top.
1705 */ 1798 */
1706int 1799int
1707check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1708{ 1801{
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1709 object *tmp; 1805 object *tmp;
1710 maptile *m = op->map; 1806 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1712 1808
1713 MoveType move_on, move_slow, move_block; 1809 mapspace &ms = m->at (x, y);
1714 1810
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1811 ms.update ();
1716 return 0;
1717 1812
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1813 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1814 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1815 MoveType move_block = ms.move_block;
1721 1816
1722 /* if nothing on this space will slow op down or be applied, 1817 /* if nothing on this space will slow op down or be applied,
1723 * no need to do checking below. have to make sure move_type 1818 * no need to do checking below. have to make sure move_type
1724 * is set, as lots of objects don't have it set - we treat that 1819 * is set, as lots of objects don't have it set - we treat that
1725 * as walking. 1820 * as walking.
1736 return 0; 1831 return 0;
1737 1832
1738 /* The objects have to be checked from top to bottom. 1833 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1834 * Hence, we first go to the top:
1740 */ 1835 */
1741 1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 } 1837 {
1838 next = tmp->below;
1751 1839
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1840 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1841 continue; /* Can't apply yourself */
1756 1842
1757 /* Check to see if one of the movement types should be slowed down. 1843 /* Check to see if one of the movement types should be slowed down.
1758 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1759 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1760 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1761 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1762 */ 1848 */
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1764 { 1850 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1853 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1855
1772 if (op->is_player ()) 1856 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1857 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1858 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1859 diff /= 4.0;
1776 1860
1777 op->speed_left -= diff; 1861 op->speed_left -= diff;
1778 } 1862 }
1779 } 1863 }
1780 1864
1781 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1782 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1783 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1784 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1785 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1786 1875
1787 if (op->destroyed ()) 1876 if (op->destroyed ())
1788 return 1; 1877 return 1;
1789 1878
1901void 1990void
1902flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1903{ 1992{
1904 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 { 1994 {
1906 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1907 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1908 } 1997 }
1909} 1998}
1910 1999
1911/* 2000/*
1914void 2003void
1915unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1916{ 2005{
1917 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 { 2007 {
1919 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1920 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1921 } 2010 }
1922} 2011}
1923 2012
1924/* 2013/*
2114{ 2203{
2115 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2116} 2205}
2117 2206
2118/* 2207/*
2119 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2120 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2121 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2122 */ 2211 */
2123int 2212int
2124find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2125{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2126 int q; 2258 int q;
2127 2259
2128 if (y) 2260 if (y)
2129 q = x * 100 / y; 2261 q = 128 * x / y;
2130 else if (x) 2262 else if (x)
2131 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2132 else 2264 else
2133 return 0; 2265 return 0;
2134 2266
2135 if (y > 0) 2267 if (y > 0)
2136 { 2268 {
2137 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2138 return 3; 2274 return 3;
2139 if (q < -41) 2275 }
2140 return 2; 2276 else
2141 if (q < 41) 2277 {
2142 return 1; 2278 if (q < -309) return 3;
2143 if (q < 242) 2279 if (q < -52) return 2;
2144 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2145 return 7; 2283 return 7;
2146 } 2284 }
2147 2285#endif
2148 if (q < -242)
2149 return 7;
2150 if (q < -41)
2151 return 6;
2152 if (q < 41)
2153 return 5;
2154 if (q < 242)
2155 return 4;
2156
2157 return 3;
2158} 2286}
2159 2287
2160/* 2288/*
2161 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2162 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2163 */ 2291 */
2164int 2292int
2165dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2166{ 2294{
2167 int d;
2168
2169 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2170 if (d > 4)
2171 d = 8 - d;
2172 2296
2173 return d; 2297 return d > 4 ? 8 - d : d;
2174} 2298}
2175 2299
2176/* peterm: 2300/* peterm:
2177 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2178 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2180 * This basically means that if direction is 15, then it could either go 2304 * This basically means that if direction is 15, then it could either go
2181 * direction 4, 14, or 16 to get back to where we are. 2305 * direction 4, 14, or 16 to get back to where we are.
2182 * Moved from spell_util.c to object.c with the other related direction 2306 * Moved from spell_util.c to object.c with the other related direction
2183 * functions. 2307 * functions.
2184 */ 2308 */
2185const int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2186 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2187 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2188 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2189 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2190 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2284 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2285 */ 2409 */
2286int 2410int
2287can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2288{ 2412{
2289 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2290 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2291 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2292} 2416}
2293 2417
2294/* 2418/*
2295 * create clone from object to another 2419 * create clone from object to another
2296 */ 2420 */
2328 return tmp; 2452 return tmp;
2329 2453
2330 return 0; 2454 return 0;
2331} 2455}
2332 2456
2457/* Zero the key_values on op, decrementing the shared-string
2458 * refcounts and freeing the links.
2459 */
2460void
2461key_values::clear ()
2462{
2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2333shstr_tmp 2473shstr_tmp
2334object::kv_get (shstr_tmp key) const 2474key_values::get (shstr_tmp key) const
2335{ 2475{
2336 for (key_value *kv = key_values; kv; kv = kv->next) 2476 for (key_value *kv = first; kv; kv = kv->next)
2337 if (kv->key == key) 2477 if (kv->key == key)
2338 return kv->value; 2478 return kv->value;
2339 2479
2340 return shstr (); 2480 return shstr ();
2341} 2481}
2342 2482
2343void 2483void
2484key_values::add (shstr_tmp key, shstr_tmp value)
2485{
2486 key_value *kv = new key_value;
2487
2488 kv->next = first;
2489 kv->key = key;
2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2344object::kv_set (shstr_tmp key, shstr_tmp value) 2496key_values::set (shstr_tmp key, shstr_tmp value)
2345{ 2497{
2346 for (key_value *kv = key_values; kv; kv = kv->next) 2498 for (key_value *kv = first; kv; kv = kv->next)
2347 if (kv->key == key) 2499 if (kv->key == key)
2348 { 2500 {
2349 kv->value = value; 2501 kv->value = value;
2350 return; 2502 return;
2351 } 2503 }
2352 2504
2353 key_value *kv = new key_value; 2505 add (key, value);
2354
2355 kv->next = key_values;
2356 kv->key = key;
2357 kv->value = value;
2358
2359 key_values = kv;
2360} 2506}
2361 2507
2362void 2508void
2363object::kv_del (shstr_tmp key) 2509key_values::del (shstr_tmp key)
2364{ 2510{
2365 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2366 if ((*kvp)->key == key) 2512 if ((*kvp)->key == key)
2367 { 2513 {
2368 key_value *kv = *kvp; 2514 key_value *kv = *kvp;
2369 *kvp = (*kvp)->next; 2515 *kvp = (*kvp)->next;
2370 delete kv; 2516 delete kv;
2371 return; 2517 return;
2372 } 2518 }
2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2528 {
2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2534
2535 first = prev;
2536}
2537
2538key_values &
2539key_values::operator =(const key_values &kv)
2540{
2541 clear ();
2542
2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2373} 2547}
2374 2548
2375object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2376: iterator_base (container) 2550: iterator_base (container)
2377{ 2551{
2461{ 2635{
2462 return map ? map->region (x, y) 2636 return map ? map->region (x, y)
2463 : region::default_region (); 2637 : region::default_region ();
2464} 2638}
2465 2639
2466const materialtype_t *
2467object::dominant_material () const
2468{
2469 if (materialtype_t *mt = name_to_material (materialname))
2470 return mt;
2471
2472 return name_to_material (shstr_unknown);
2473}
2474
2475void 2640void
2476object::open_container (object *new_container) 2641object::open_container (object *new_container)
2477{ 2642{
2478 if (container == new_container) 2643 if (container == new_container)
2479 return; 2644 return;
2513 // TODO: this does not seem to serve any purpose anymore? 2678 // TODO: this does not seem to serve any purpose anymore?
2514#if 0 2679#if 0
2515 // insert the "Close Container" object. 2680 // insert the "Close Container" object.
2516 if (archetype *closer = new_container->other_arch) 2681 if (archetype *closer = new_container->other_arch)
2517 { 2682 {
2518 object *closer = arch_to_object (new_container->other_arch); 2683 object *closer = new_container->other_arch->instance ();
2519 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2520 new_container->insert (closer); 2685 new_container->insert (closer);
2521 } 2686 }
2522#endif 2687#endif
2523 2688
2549 return splay (tmp); 2714 return splay (tmp);
2550 2715
2551 return 0; 2716 return 0;
2552} 2717}
2553 2718
2719//-GPL
2720
2721void
2722object::force_set_timer (int duration)
2723{
2724 this->duration = 1;
2725 this->speed_left = -1.f;
2726
2727 this->set_speed (duration ? 1.f / duration : 0.f);
2728}
2729
2554object * 2730object *
2555object::force_add (shstr_tmp name, int duration) 2731object::force_add (shstr_tmp name, int duration)
2556{ 2732{
2557 if (object *force = force_find (name)) 2733 if (object *force = force_find (name))
2558 force->destroy (); 2734 force->destroy ();
2559 2735
2560 object *force = get_archetype (FORCE_NAME); 2736 object *force = get_archetype (FORCE_NAME);
2561 2737
2562 force->slaying = name; 2738 force->slaying = name;
2563 force->stats.food = 1; 2739 force->force_set_timer (duration);
2564 force->speed_left = -1.f;
2565
2566 force->set_speed (duration ? 1.f / duration : 0.f);
2567 force->flag [FLAG_IS_USED_UP] = true;
2568 force->flag [FLAG_APPLIED] = true; 2740 force->flag [FLAG_APPLIED] = true;
2569 2741
2570 return insert (force); 2742 return insert (force);
2571} 2743}
2572 2744
2573void 2745void
2622 2794
2623 insert (force); 2795 insert (force);
2624 } 2796 }
2625} 2797}
2626 2798
2799void object::change_move_type (MoveType mt)
2800{
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2805 {
2806 // we are on the map, so handle move_on/off effects
2807 remove ();
2808 move_type = mt;
2809 map->insert (this, x, y, this);
2810 }
2811 else
2812 move_type = mt;
2813}
2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

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