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Comparing deliantra/server/common/object.C (file contents):
Revision 1.288 by root, Sat Oct 3 22:36:08 2009 UTC vs.
Revision 1.324 by root, Mon Apr 12 05:22:37 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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
67static void 76static void
68write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
69{ 78{
70 CALL_BEGIN (2); 79 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 83 CALL_END;
75} 84}
76 85
77static void 86static void
78read_uuid (void) 87read_uuid ()
79{ 88{
80 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
81 90
82 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
83 92
97 106
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 108 _exit (1);
100 } 109 }
101 110
102 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 112 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
105 114
106 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
107 { 116 {
134 143
135void 144void
136UUID::init () 145UUID::init ()
137{ 146{
138 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
139} 213}
140 214
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 216static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
179 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
180 * check weight 254 * check weight
181 */ 255 */
182bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
183{ 257{
184 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
185 if (ob1 == ob2 259 if (ob1 == ob2
186 || ob1->type != ob2->type 260 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value 261 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 264 return 0;
191 265
192 /* Do not merge objects if nrof would overflow, assume nrof 266 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 267 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
199 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
200 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
201 * flags lose any meaning. 275 * flags lose any meaning.
202 */ 276 */
203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
204 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
205 279
206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
207 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
208 282
209 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
210 || ob1->name != ob2->name 284 || ob1->name != ob2->name
211 || ob1->title != ob2->title 285 || ob1->title != ob2->title
212 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
215 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 292 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
221 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 308 return 0;
235 309
236 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
261 335
262 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
263 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
264 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
265 */ 339 */
266 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
267 return 0; 341 return 0;
268 342
269 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
270 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
271 * check? 345 * check?
272 */ 346 */
273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
274 return 0; 348 return 0;
275 349
276 switch (ob1->type) 350 switch (ob1->type)
277 { 351 {
278 case SCROLL: 352 case SCROLL:
334 408
335 // the player itself is always on a map, so we will find him here 409 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 410 // even if our inv is in a player.
337 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 413 if (pl->container_ () == env)
340 return pl; 414 return pl;
341 } 415 }
342 else 416 else
343 { 417 {
344 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 422 || pl->container_ () == this)
349 return pl; 423 return pl;
350 } 424 }
351 } 425 }
352 426
353 return 0; 427 return 0;
431 object_freezer freezer; 505 object_freezer freezer;
432 op->write (freezer); 506 op->write (freezer);
433 return freezer.as_string (); 507 return freezer.as_string ();
434} 508}
435 509
436/* 510char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 511object::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{ 512{
444 object *tmp, *closest; 513 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} 514}
458 515
459/* 516/*
460 * Returns the object which has the count-variable equal to the argument. 517 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow. 518 * VERRRY slow.
463object * 520object *
464find_object (tag_t i) 521find_object (tag_t i)
465{ 522{
466 for_all_objects (op) 523 for_all_objects (op)
467 if (op->count == i) 524 if (op->count == i)
525 return op;
526
527 return 0;
528}
529
530/*
531 * Returns the object which has the uuid equal to the argument.
532 * MOAR VERRRY slow.
533 */
534
535object *
536find_object_uuid (UUID i)
537{
538 for_all_objects (op)
539 if (op->uuid == i)
468 return op; 540 return op;
469 541
470 return 0; 542 return 0;
471} 543}
472 544
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 578 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return; 579 return;
508 } 580 }
509 581
510 this->owner = owner; 582 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 - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578} 583}
579 584
580/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links. 586 * refcounts and freeing the links.
582 */ 587 */
635 tail = new_link; 640 tail = new_link;
636 } 641 }
637 } 642 }
638 } 643 }
639 644
640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->activate (); 645 dst->activate ();
644} 646}
645 647
646void 648void
647object::instantiate () 649object::instantiate ()
648{ 650{
649 if (!uuid.seq) // HACK 651 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 652 uuid = UUID::gen ();
651 653
654 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
655 if (flag [FLAG_RANDOM_SPEED] && speed)
656 speed_left = - speed - rndm (); // TODO animation
657 else
652 speed_left = -0.1f; 658 speed_left = -1.;
659
653 /* copy the body_info to the body_used - this is only really 660 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything. 661 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting 662 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created 663 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 664 * for it, they can be properly equipped.
665object * 672object *
666object::clone () 673object::clone ()
667{ 674{
668 object *neu = create (); 675 object *neu = create ();
669 copy_to (neu); 676 copy_to (neu);
677
678 // TODO: unclean state changes, should not be done in clone AND instantiate
679 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
680 neu->speed_left = - neu->speed - rndm (); // TODO animation
681
670 neu->map = map; // not copied by copy_to 682 neu->map = map; // not copied by copy_to
671 return neu; 683 return neu;
672} 684}
673 685
674/* 686/*
677 * be called to update the face variable, _and_ how it looks on the map. 689 * be called to update the face variable, _and_ how it looks on the map.
678 */ 690 */
679void 691void
680update_turn_face (object *op) 692update_turn_face (object *op)
681{ 693{
682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
683 return; 695 return;
684 696
685 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
686 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
687} 699}
692 * This function needs to be called whenever the speed of an object changes. 704 * This function needs to be called whenever the speed of an object changes.
693 */ 705 */
694void 706void
695object::set_speed (float speed) 707object::set_speed (float speed)
696{ 708{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 709 this->speed = speed;
704 710
705 if (has_active_speed ()) 711 if (has_active_speed ())
706 activate (); 712 activate ();
707 else 713 else
757 763
758 if (!(m.flags_ & P_UPTODATE)) 764 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 765 /* nop */;
760 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
761 { 767 {
768#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
765 || (op->is_player () && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
773 * have move_allow right now. 780 * have move_allow right now.
774 */ 781 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.invalidate (); 783 m.invalidate ();
784#else
785 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
786 m.invalidate ();
787#endif
778 } 788 }
779 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 791 * that is being removed.
782 */ 792 */
791 update_object (op->more, action); 801 update_object (op->more, action);
792} 802}
793 803
794object::object () 804object::object ()
795{ 805{
796 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
797 807
798 //expmul = 1.0; declared const for the time being 808 //expmul = 1.0; declared const for the time being
799 face = blank_face; 809 face = blank_face;
810 material = MATERIAL_NULL;
800} 811}
801 812
802object::~object () 813object::~object ()
803{ 814{
804 unlink (); 815 unlink ();
805 816
806 free_key_values (this); 817 free_key_values (this);
807} 818}
808
809static int object_count;
810 819
811void object::link () 820void object::link ()
812{ 821{
813 assert (!index);//D 822 assert (!index);//D
814 uuid = UUID::gen (); 823 uuid = UUID::gen ();
815 count = ++object_count;
816 824
817 refcnt_inc (); 825 refcnt_inc ();
818 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
819} 830}
820 831
821void object::unlink () 832void object::unlink ()
822{ 833{
823 if (!index) 834 if (!index)
824 return; 835 return;
836
837 ++destroy_count;
825 838
826 objects.erase (this); 839 objects.erase (this);
827 refcnt_dec (); 840 refcnt_dec ();
828} 841}
829 842
934 map->insert (op, x, y); 947 map->insert (op, x, y);
935 } 948 }
936 } 949 }
937} 950}
938 951
952/*
953 * Remove and free all objects in the inventory of the given object.
954 * Unlike destroy_inv, this assumes the *this is destroyed as well
955 * well, so we can (and have to!) take shortcuts.
956 */
957void
958object::destroy_inv_fast ()
959{
960 while (object *op = inv)
961 {
962 // remove from object the fast way
963 op->flag [FLAG_REMOVED] = true;
964 op->env = 0;
965 if ((inv = inv->below))
966 inv->above = 0;
967
968 // then destroy
969 op->destroy ();
970 }
971}
972
973void
974object::freelist_free (int count)
975{
976 while (count-- && freelist)
977 {
978 freelist_item *next = freelist->next;
979 // count is being "destroyed"
980
981 sfree ((char *)freelist, sizeof (object));
982
983 freelist = next;
984 --free_count;
985 }
986}
987
988object *
939object *object::create () 989object::create ()
940{ 990{
941 object *op = new object; 991 object *op;
992
993 if (freelist)
994 {
995 freelist_item li = *freelist;
996 memset (freelist, 0, sizeof (object));
997
998 op = new (freelist) object;
999 op->count = li.count;
1000
1001 freelist = li.next;
1002 --free_count;
1003 }
1004 else
1005 {
1006 void *ni = salloc0<char> (sizeof (object));
1007
1008 op = new(ni) object;
1009
1010 op->count = ++object_count;
1011 }
1012
942 op->link (); 1013 op->link ();
1014
943 return op; 1015 return op;
1016}
1017
1018void
1019object::do_delete ()
1020{
1021 uint32_t count = this->count;
1022
1023 this->~object ();
1024
1025 freelist_item *li = (freelist_item *)this;
1026 li->next = freelist;
1027 li->count = count;
1028
1029 freelist = li;
1030 ++free_count;
944} 1031}
945 1032
946static struct freed_map : maptile 1033static struct freed_map : maptile
947{ 1034{
948 freed_map () 1035 freed_map ()
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (); 1101 head->destroy ();
1015 return; 1102 return;
1016 } 1103 }
1017 1104
1018 destroy_inv (false); 1105 destroy_inv_fast ();
1019 1106
1020 if (is_head ()) 1107 if (is_head ())
1021 if (sound_destroy) 1108 if (sound_destroy)
1022 play_sound (sound_destroy); 1109 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER]) 1110 else if (flag [FLAG_MONSTER])
1034 * the previous environment. 1121 * the previous environment.
1035 */ 1122 */
1036void 1123void
1037object::do_remove () 1124object::do_remove ()
1038{ 1125{
1039 object *tmp, *last = 0;
1040 object *otmp;
1041
1042 if (flag [FLAG_REMOVED]) 1126 if (flag [FLAG_REMOVED])
1043 return; 1127 return;
1044 1128
1045 INVOKE_OBJECT (REMOVE, this); 1129 INVOKE_OBJECT (REMOVE, this);
1046 1130
1078 1162
1079 above = 0; 1163 above = 0;
1080 below = 0; 1164 below = 0;
1081 env = 0; 1165 env = 0;
1082 1166
1083 /* NO_FIX_PLAYER is set when a great many changes are being 1167 if (pl && pl->is_player ())
1084 * made to players inventory. If set, avoiding the call
1085 * to save cpu time.
1086 */ 1168 {
1087 if (pl) 1169 if (expect_false (pl->contr->combat_ob == this))
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 { 1170 {
1090 pl->update_stats (); 1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1172 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 }
1091 1175
1176 if (expect_false (pl->contr->ranged_ob == this))
1177 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1179 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 }
1182
1183 pl->contr->queue_stats_update ();
1184
1092 if (glow_radius && pl->is_on_map ()) 1185 if (expect_false (glow_radius) && pl->is_on_map ())
1093 update_all_los (pl->map, pl->x, pl->y); 1186 update_all_los (pl->map, pl->x, pl->y);
1094 } 1187 }
1095 } 1188 }
1096 else if (map) 1189 else if (map)
1097 { 1190 {
1098 map->dirty = true; 1191 map->dirty = true;
1099 mapspace &ms = this->ms (); 1192 mapspace &ms = this->ms ();
1112 close_container (); 1205 close_container ();
1113 1206
1114 --map->players; 1207 --map->players;
1115 map->touch (); 1208 map->touch ();
1116 } 1209 }
1117 else if (pl->container == this) 1210 else if (pl->container_ () == this)
1118 { 1211 {
1119 // removing a container should close it 1212 // removing a container should close it
1120 close_container (); 1213 close_container ();
1121 } 1214 }
1122 1215 else
1123 esrv_del_item (pl->contr, count); 1216 esrv_del_item (pl->contr, count);
1124 } 1217 }
1125 1218
1126 /* link the object above us */ 1219 /* link the object above us */
1127 // re-link, make sure compiler can easily use cmove 1220 // re-link, make sure compiler can easily use cmove
1128 *(above ? &above->below : &ms.top) = below; 1221 *(above ? &above->below : &ms.top) = below;
1138 1231
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1140 1233
1141 if (object *pl = ms.player ()) 1234 if (object *pl = ms.player ())
1142 { 1235 {
1143 if (pl->container == this) 1236 if (pl->container_ () == this)
1144 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1146 * appropriately. 1239 * appropriately.
1147 */ 1240 */
1148 pl->close_container (); 1241 pl->close_container ();
1152 //TODO: update floorbox to preserve ordering 1245 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns) 1246 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update (); 1247 pl->contr->ns->floorbox_update ();
1155 } 1248 }
1156 1249
1250 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1252 {
1253 above = tmp->above;
1254
1159 /* No point updating the players look faces if he is the object 1255 /* No point updating the players look faces if he is the object
1160 * being removed. 1256 * being removed.
1161 */ 1257 */
1162 1258
1163 /* See if object moving off should effect something */ 1259 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1260 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1262 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 } 1263 }
1173
1174 last = tmp;
1175 }
1176 1264
1177 if (affects_los ()) 1265 if (affects_los ())
1178 update_all_los (map, x, y); 1266 update_all_los (map, x, y);
1179 } 1267 }
1180} 1268}
1224 1312
1225 object *prev = this; 1313 object *prev = this;
1226 1314
1227 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1228 { 1316 {
1229 object *op = arch_to_object (at); 1317 object *op = at->instance ();
1230 1318
1231 op->name = name; 1319 op->name = name;
1232 op->name_pl = name_pl; 1320 op->name_pl = name_pl;
1233 op->title = title; 1321 op->title = title;
1234 1322
1272 * Passing 0 for flag gives proper default values, so flag really only needs 1360 * Passing 0 for flag gives proper default values, so flag really only needs
1273 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1274 * 1362 *
1275 * Return value: 1363 * Return value:
1276 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1277 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1278 * just 'op' otherwise 1366 * just 'op' otherwise
1279 */ 1367 */
1280object * 1368object *
1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1282{ 1370{
1319 // from here :/ 1407 // from here :/
1320 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1321 tmp->destroy (); 1409 tmp->destroy ();
1322 } 1410 }
1323 1411
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1412 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1326 1414
1327 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1328 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1329 1417
1330 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1331 { 1419 {
1332 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1420 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1333 { 1421 {
1368 * when lots of spells are cast in one area. Currently, it is presumed 1456 * when lots of spells are cast in one area. Currently, it is presumed
1369 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1370 */ 1458 */
1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 { 1460 {
1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1461 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1374 floor = tmp; 1462 floor = tmp;
1375 1463
1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1464 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1377 { 1465 {
1378 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1379 top = tmp->below; 1467 top = tmp->below;
1380 break; 1468 break;
1381 } 1469 }
1399 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1400 { 1488 {
1401 object *last; 1489 object *last;
1402 1490
1403 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1405 break; 1493 break;
1406 1494
1407 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1408 * and make sure we have a below pointer for it so that 1496 * and make sure we have a below pointer for it so that
1409 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1509 1597
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (tmp->arch->archname == archname) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1512 tmp->destroy (); 1600 tmp->destroy ();
1513 1601
1514 object *tmp = arch_to_object (archetype::find (archname)); 1602 object *tmp = archetype::find (archname)->instance ();
1515 1603
1516 tmp->x = op->x; 1604 tmp->x = op->x;
1517 tmp->y = op->y; 1605 tmp->y = op->y;
1518 1606
1519 insert_ob_in_map (tmp, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1524{ 1612{
1525 if (where->env) 1613 if (where->env)
1526 return where->env->insert (this); 1614 return where->env->insert (this);
1527 else 1615 else
1528 return where->map->insert (this, where->x, where->y, originator, flags); 1616 return where->map->insert (this, where->x, where->y, originator, flags);
1617}
1618
1619// check whether we can put this into the map, respect max_volume, max_items
1620bool
1621object::can_drop_at (maptile *m, int x, int y, object *originator)
1622{
1623 mapspace &ms = m->at (x, y);
1624
1625 int items = ms.items ();
1626
1627 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items
1629 && ms.volume () < m->max_volume))
1630 return true;
1631
1632 if (originator && originator->is_player ())
1633 originator->contr->failmsgf (
1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1635 query_name ()
1636 );
1637
1638 return false;
1529} 1639}
1530 1640
1531/* 1641/*
1532 * decrease(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object 1643 * the amount of an object. If the amount reaches 0, the object
1673 if (op->glow_radius && is_on_map ()) 1783 if (op->glow_radius && is_on_map ())
1674 { 1784 {
1675 update_stats (); 1785 update_stats ();
1676 update_all_los (map, x, y); 1786 update_all_los (map, x, y);
1677 } 1787 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1788 else if (is_player ())
1679 // if this is a player's inventory, update stats 1789 // if this is a player's inventory, update stats
1680 update_stats (); 1790 contr->queue_stats_update ();
1681 1791
1682 INVOKE_OBJECT (INSERT, this); 1792 INVOKE_OBJECT (INSERT, this);
1683 1793
1684 return op; 1794 return op;
1685} 1795}
1705 * on top. 1815 * on top.
1706 */ 1816 */
1707int 1817int
1708check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1709{ 1819{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1820 if (op->flag [FLAG_NO_APPLY])
1711 return 0; 1821 return 0;
1712 1822
1713 object *tmp; 1823 object *tmp;
1714 maptile *m = op->map; 1824 maptile *m = op->map;
1715 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1752 * Second check makes sure that the movement types not being slowed 1862 * Second check makes sure that the movement types not being slowed
1753 * (~slow_move) is not blocked on this space - just because the 1863 * (~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 1864 * 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. 1865 * swim on that space, can't use it to avoid the penalty.
1756 */ 1866 */
1757 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1758 { 1868 {
1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 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)) 1870 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761 { 1871 {
1762 float diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1893void 2003void
1894flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1895{ 2005{
1896 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 { 2007 {
1898 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1899 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1900 } 2010 }
1901} 2011}
1902 2012
1903/* 2013/*
1906void 2016void
1907unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1908{ 2018{
1909 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 2020 {
1911 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1912 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1913 } 2023 }
1914} 2024}
1915 2025
1916/* 2026/*
2172 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2173 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2174 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2175 * functions. 2285 * functions.
2176 */ 2286 */
2177const int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2178 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2179 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2180 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2181 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2182 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2276 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2277 */ 2387 */
2278int 2388int
2279can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2280{ 2390{
2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2284} 2394}
2285 2395
2286/* 2396/*
2287 * create clone from object to another 2397 * create clone from object to another
2288 */ 2398 */
2453{ 2563{
2454 return map ? map->region (x, y) 2564 return map ? map->region (x, y)
2455 : region::default_region (); 2565 : region::default_region ();
2456} 2566}
2457 2567
2458const materialtype_t *
2459object::dominant_material () const
2460{
2461 if (materialtype_t *mt = name_to_material (materialname))
2462 return mt;
2463
2464 return name_to_material (shstr_unknown);
2465}
2466
2467void 2568void
2468object::open_container (object *new_container) 2569object::open_container (object *new_container)
2469{ 2570{
2470 if (container == new_container) 2571 if (container == new_container)
2471 return; 2572 return;
2505 // TODO: this does not seem to serve any purpose anymore? 2606 // TODO: this does not seem to serve any purpose anymore?
2506#if 0 2607#if 0
2507 // insert the "Close Container" object. 2608 // insert the "Close Container" object.
2508 if (archetype *closer = new_container->other_arch) 2609 if (archetype *closer = new_container->other_arch)
2509 { 2610 {
2510 object *closer = arch_to_object (new_container->other_arch); 2611 object *closer = new_container->other_arch->instance ();
2511 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2512 new_container->insert (closer); 2613 new_container->insert (closer);
2513 } 2614 }
2514#endif 2615#endif
2515 2616
2541 return splay (tmp); 2642 return splay (tmp);
2542 2643
2543 return 0; 2644 return 0;
2544} 2645}
2545 2646
2647//-GPL
2648
2649void
2650object::force_set_timer (int duration)
2651{
2652 this->duration = 1;
2653 this->speed_left = -1.f;
2654
2655 this->set_speed (duration ? 1.f / duration : 0.f);
2656}
2657
2546object * 2658object *
2547object::force_add (shstr_tmp name, int duration) 2659object::force_add (shstr_tmp name, int duration)
2548{ 2660{
2549 if (object *force = force_find (name)) 2661 if (object *force = force_find (name))
2550 force->destroy (); 2662 force->destroy ();
2551 2663
2552 object *force = get_archetype (FORCE_NAME); 2664 object *force = get_archetype (FORCE_NAME);
2553 2665
2554 force->slaying = name; 2666 force->slaying = name;
2555 force->stats.food = 1; 2667 force->force_set_timer (duration);
2556 force->speed_left = -1.f;
2557
2558 force->set_speed (duration ? 1.f / duration : 0.f);
2559 force->flag [FLAG_IS_USED_UP] = true;
2560 force->flag [FLAG_APPLIED] = true; 2668 force->flag [FLAG_APPLIED] = true;
2561 2669
2562 return insert (force); 2670 return insert (force);
2563} 2671}
2564 2672
2565void 2673void
2614 2722
2615 insert (force); 2723 insert (force);
2616 } 2724 }
2617} 2725}
2618 2726
2727void object::change_move_type (MoveType mt)
2728{
2729 if (move_type == mt)
2730 return;
2731
2732 if (is_on_map ())
2733 {
2734 // we are on the map, so handle move_on/off effects
2735 remove ();
2736 move_type = mt;
2737 map->insert (this, x, y, this);
2738 }
2739 else
2740 move_type = mt;
2741}
2742

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