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Comparing deliantra/server/common/object.C (file contents):
Revision 1.212 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.317 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 55};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
143{ 212{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
149 */ 216 */
150 217
151 /* For each field in wants, */ 218 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 220 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 221 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 222
169 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 224 return true;
171} 225}
172 226
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 228static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 230{
177 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
179 */ 233 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
181} 236}
182 237
183/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 239 * they can be merged together.
185 * 240 *
192 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
193 * check weight 248 * check weight
194 */ 249 */
195bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
196{ 251{
197 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
198 if (ob1 == ob2 253 if (ob1 == ob2
199 || ob1->type != ob2->type 254 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 255 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 258 return 0;
204 259
205 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 263 return 0;
212 264
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 273
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 276
225 if (ob1->arch->name != ob2->arch->name 277 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 278 || ob1->name != ob2->name
227 || ob1->title != ob2->title 279 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 286 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 302 return 0;
250 303
251 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
255 .any ()) 307 .any ())
256 return 0; 308 return 0;
257 309
258 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
330 382
331 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
332 return 1; 384 return 1;
333} 385}
334 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
335// adjust weight per container type ("of holding") 424// adjust weight per container type ("of holding")
336static sint32 425static sint32
337weight_adjust (object *op, sint32 weight) 426weight_adjust_for (object *op, sint32 weight)
338{ 427{
339 return op->type == CONTAINER 428 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight; 430 : weight;
342} 431}
348static void 437static void
349adjust_weight (object *op, sint32 weight) 438adjust_weight (object *op, sint32 weight)
350{ 439{
351 while (op) 440 while (op)
352 { 441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
353 weight = weight_adjust (op, weight); 444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
354 446
355 if (!weight) 447 if (!weight)
356 return; 448 return;
357 449
358 op->carrying += weight; 450 op->carrying += weight;
359 451
360 if (object *pl = op->visible_to ()) 452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 454 esrv_update_item (UPD_WEIGHT, pl, op);
362 455
363 op = op->env; 456 op = op->env;
364 } 457 }
365} 458}
366 459
380 op->update_weight (); 473 op->update_weight ();
381 474
382 sum += op->total_weight (); 475 sum += op->total_weight ();
383 } 476 }
384 477
385 sum = weight_adjust (this, sum); 478 sum = weight_adjust_for (this, sum);
386 479
387 if (sum != carrying) 480 if (sum != carrying)
388 { 481 {
389 carrying = sum; 482 carrying = sum;
390 483
391 if (object *pl = visible_to ()) 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 486 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 487 }
394} 488}
395 489
396/* 490/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
405 object_freezer freezer; 499 object_freezer freezer;
406 op->write (freezer); 500 op->write (freezer);
407 return freezer.as_string (); 501 return freezer.as_string ();
408} 502}
409 503
410/* 504char *
411 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
412 * multi-object 1 which is closest to the second object.
413 * If it's not a multi-object, it is returned.
414 */
415object *
416get_nearest_part (object *op, const object *pl)
417{ 506{
418 object *tmp, *closest; 507 return dump_object (this);
419 int last_dist, i;
420
421 if (!op->more)
422 return op;
423
424 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
425 tmp;
426 tmp = tmp->more)
427 if ((i = distance (tmp, pl)) < last_dist)
428 closest = tmp, last_dist = i;
429
430 return closest;
431} 508}
432 509
433/* 510/*
434 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
435 * VERRRY slow. 512 * VERRRY slow.
443 520
444 return 0; 521 return 0;
445} 522}
446 523
447/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
448 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
449 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
450 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
451 */ 543 */
452object * 544object *
453find_object_name (const char *str) 545find_object_name (const char *str)
454{ 546{
455 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
456 object *op;
457 548
549 if (str_)
458 for_all_objects (op) 550 for_all_objects (op)
459 if (op->name == str_) 551 if (op->name == str_)
460 break; 552 return op;
461 553
462 return op; 554 return 0;
463} 555}
464 556
465/* 557/*
466 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
467 * skill and experience objects. 559 * skill and experience objects.
505object::change_weapon (object *ob) 597object::change_weapon (object *ob)
506{ 598{
507 if (current_weapon == ob) 599 if (current_weapon == ob)
508 return true; 600 return true;
509 601
510 if (chosen_skill) 602 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
511 chosen_skill->flag [FLAG_APPLIED] = false;
512
513 current_weapon = ob;
514 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
515
516 if (chosen_skill)
517 chosen_skill->flag [FLAG_APPLIED] = true;
518
519 update_stats ();
520
521 if (ob)
522 {
523 // now check wether any body locations became invalid, in which case
524 // we cannot apply the weapon at the moment.
525 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
526 if (slot[i].used < 0)
527 {
528 current_weapon = chosen_skill = 0;
529 update_stats ();
530
531 new_draw_info_format (NDI_UNIQUE, 0, this,
532 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. "
534 "[You need to unapply some items first.]", &ob->name);
535 return false;
536 }
537
538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
539 } 603 {
540 else 604 manual_apply (this, current_weapon, AP_UNAPPLY);
541 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
542 605
543 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) 606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
544 { 607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
545 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", 608
546 &name, ob->debug_desc ()); 609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
547 return false; 610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
548 } 623 }
549 624
550 return true; 625 return true;
551} 626}
552 627
565 } 640 }
566 641
567 op->key_values = 0; 642 op->key_values = 0;
568} 643}
569 644
570object & 645/*
571object::operator =(const object &src) 646 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second
648 * object, allocating what needs to be allocated. Basically, any
649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
650 * if the first object is freed, the pointers in the new object
651 * will point at garbage.
652 */
653void
654object::copy_to (object *dst)
572{ 655{
573 bool is_freed = flag [FLAG_FREED]; 656 dst->remove ();
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src; 657 *(object_copy *)dst = *this;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed; 658 dst->flag [FLAG_REMOVED] = true;
580 659
581 /* Copy over key_values, if any. */ 660 /* Copy over key_values, if any. */
582 if (src.key_values) 661 if (key_values)
583 { 662 {
584 key_value *tail = 0; 663 key_value *tail = 0;
585 key_values = 0; 664 dst->key_values = 0;
586 665
587 for (key_value *i = src.key_values; i; i = i->next) 666 for (key_value *i = key_values; i; i = i->next)
588 { 667 {
589 key_value *new_link = new key_value; 668 key_value *new_link = new key_value;
590 669
591 new_link->next = 0; 670 new_link->next = 0;
592 new_link->key = i->key; 671 new_link->key = i->key;
593 new_link->value = i->value; 672 new_link->value = i->value;
594 673
595 /* Try and be clever here, too. */ 674 /* Try and be clever here, too. */
596 if (!key_values) 675 if (!dst->key_values)
597 { 676 {
598 key_values = new_link; 677 dst->key_values = new_link;
599 tail = new_link; 678 tail = new_link;
600 } 679 }
601 else 680 else
602 { 681 {
603 tail->next = new_link; 682 tail->next = new_link;
604 tail = new_link; 683 tail = new_link;
605 } 684 }
606 } 685 }
607 } 686 }
608}
609 687
610/* 688 dst->activate ();
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622
623 if (speed < 0)
624 dst->speed_left -= rndm ();
625
626 dst->set_speed (dst->speed);
627} 689}
628 690
629void 691void
630object::instantiate () 692object::instantiate ()
631{ 693{
632 if (!uuid.seq) // HACK 694 if (!uuid.seq) // HACK
633 uuid = UUID::gen (); 695 uuid = UUID::gen ();
634 696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
635 speed_left = -0.1f; 701 speed_left = -1.;
702
636 /* copy the body_info to the body_used - this is only really 703 /* copy the body_info to the body_used - this is only really
637 * need for monsters, but doesn't hurt to do it for everything. 704 * need for monsters, but doesn't hurt to do it for everything.
638 * by doing so, when a monster is created, it has good starting 705 * by doing so, when a monster is created, it has good starting
639 * values for the body_used info, so when items are created 706 * values for the body_used info, so when items are created
640 * for it, they can be properly equipped. 707 * for it, they can be properly equipped.
648object * 715object *
649object::clone () 716object::clone ()
650{ 717{
651 object *neu = create (); 718 object *neu = create ();
652 copy_to (neu); 719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
725 neu->map = map; // not copied by copy_to
653 return neu; 726 return neu;
654} 727}
655 728
656/* 729/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 730 * If an object with the IS_TURNABLE() flag needs to be turned due
674 * This function needs to be called whenever the speed of an object changes. 747 * This function needs to be called whenever the speed of an object changes.
675 */ 748 */
676void 749void
677object::set_speed (float speed) 750object::set_speed (float speed)
678{ 751{
679 if (flag [FLAG_FREED] && speed)
680 {
681 LOG (llevError, "Object %s is freed but has speed.\n", &name);
682 speed = 0;
683 }
684
685 this->speed = speed; 752 this->speed = speed;
686 753
687 if (has_active_speed ()) 754 if (has_active_speed ())
688 activate (); 755 activate ();
689 else 756 else
708 * UP_OBJ_FACE: only the objects face has changed. 775 * UP_OBJ_FACE: only the objects face has changed.
709 */ 776 */
710void 777void
711update_object (object *op, int action) 778update_object (object *op, int action)
712{ 779{
713 if (op == NULL) 780 if (!op)
714 { 781 {
715 /* this should never happen */ 782 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 783 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 784 return;
718 } 785 }
719 786
720 if (op->env) 787 if (!op->is_on_map ())
721 { 788 {
722 /* Animation is currently handled by client, so nothing 789 /* Animation is currently handled by client, so nothing
723 * to do in this case. 790 * to do in this case.
724 */ 791 */
725 return; 792 return;
726 } 793 }
727
728 /* If the map is saving, don't do anything as everything is
729 * going to get freed anyways.
730 */
731 if (!op->map || op->map->in_memory == MAP_SAVING)
732 return;
733 794
734 /* make sure the object is within map boundaries */ 795 /* make sure the object is within map boundaries */
735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 796 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
736 { 797 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 798 LOG (llevError, "update_object() called for object out of map!\n");
745 806
746 if (!(m.flags_ & P_UPTODATE)) 807 if (!(m.flags_ & P_UPTODATE))
747 /* nop */; 808 /* nop */;
748 else if (action == UP_OBJ_INSERT) 809 else if (action == UP_OBJ_INSERT)
749 { 810 {
811#if 0
750 // this is likely overkill, TODO: revisit (schmorp) 812 // this is likely overkill, TODO: revisit (schmorp)
751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 815 || (op->is_player () && !(m.flags_ & P_PLAYER))
754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 817 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 818 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
757 || (m.move_on | op->move_on ) != m.move_on 819 || (m.move_on | op->move_on ) != m.move_on
758 || (m.move_off | op->move_off ) != m.move_off 820 || (m.move_off | op->move_off ) != m.move_off
759 || (m.move_slow | op->move_slow) != m.move_slow 821 || (m.move_slow | op->move_slow) != m.move_slow
760 /* This isn't perfect, but I don't expect a lot of objects to 822 /* This isn't perfect, but I don't expect a lot of objects to
761 * to have move_allow right now. 823 * have move_allow right now.
762 */ 824 */
763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 825 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
826 m.invalidate ();
827#else
764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 828 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
765 m.flags_ = 0; 829 m.invalidate ();
830#endif
766 } 831 }
767 /* if the object is being removed, we can't make intelligent 832 /* if the object is being removed, we can't make intelligent
768 * decisions, because remove_ob can't really pass the object 833 * decisions, because remove_ob can't really pass the object
769 * that is being removed. 834 * that is being removed.
770 */ 835 */
771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 836 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
772 m.flags_ = 0; 837 m.invalidate ();
773 else if (action == UP_OBJ_FACE) 838 else if (action == UP_OBJ_FACE)
774 /* Nothing to do for that case */ ; 839 /* Nothing to do for that case */ ;
775 else 840 else
776 LOG (llevError, "update_object called with invalid action: %d\n", action); 841 LOG (llevError, "update_object called with invalid action: %d\n", action);
777 842
781 846
782object::object () 847object::object ()
783{ 848{
784 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
785 850
786 expmul = 1.0; 851 //expmul = 1.0; declared const for the time being
787 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
788} 854}
789 855
790object::~object () 856object::~object ()
791{ 857{
792 unlink (); 858 unlink ();
821 /* If already on active list, don't do anything */ 887 /* If already on active list, don't do anything */
822 if (active) 888 if (active)
823 return; 889 return;
824 890
825 if (has_active_speed ()) 891 if (has_active_speed ())
892 {
893 if (flag [FLAG_FREED])
894 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
895
826 actives.insert (this); 896 actives.insert (this);
897 }
827} 898}
828 899
829void 900void
830object::activate_recursive () 901object::activate_recursive ()
831{ 902{
880object::destroy_inv (bool drop_to_ground) 951object::destroy_inv (bool drop_to_ground)
881{ 952{
882 // need to check first, because the checks below might segfault 953 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 954 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 955 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 956 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 957 // cf will crash below with off-map x and y
887 if (!inv) 958 if (!inv)
888 return; 959 return;
889 960
890 /* Only if the space blocks everything do we not process - 961 /* Only if the space blocks everything do we not process -
892 * drop on that space. 963 * drop on that space.
893 */ 964 */
894 if (!drop_to_ground 965 if (!drop_to_ground
895 || !map 966 || !map
896 || map->in_memory != MAP_ACTIVE 967 || map->in_memory != MAP_ACTIVE
897 || map->nodrop 968 || map->no_drop
898 || ms ().move_block == MOVE_ALL) 969 || ms ().move_block == MOVE_ALL)
899 { 970 {
900 while (inv) 971 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy (); 972 inv->destroy ();
904 }
905 } 973 }
906 else 974 else
907 { /* Put objects in inventory onto this space */ 975 { /* Put objects in inventory onto this space */
908 while (inv) 976 while (inv)
909 { 977 {
927 object *op = new object; 995 object *op = new object;
928 op->link (); 996 op->link ();
929 return op; 997 return op;
930} 998}
931 999
1000static struct freed_map : maptile
1001{
1002 freed_map ()
1003 {
1004 path = "<freed objects map>";
1005 name = "/internal/freed_objects_map";
1006 width = 3;
1007 height = 3;
1008 no_drop = 1;
1009 no_reset = 1;
1010
1011 alloc ();
1012 in_memory = MAP_ACTIVE;
1013 }
1014
1015 ~freed_map ()
1016 {
1017 destroy ();
1018 }
1019} freed_map; // freed objects are moved here to avoid crashes
1020
932void 1021void
933object::do_destroy () 1022object::do_destroy ()
934{ 1023{
935 if (object *pl = visible_to ())
936 esrv_del_item (pl->contr, count);
937
938 attachable::do_destroy ();
939
940 if (flag [FLAG_IS_LINKED]) 1024 if (flag [FLAG_IS_LINKED])
941 remove_button_link (this); 1025 remove_link ();
942 1026
943 if (flag [FLAG_FRIENDLY]) 1027 if (flag [FLAG_FRIENDLY])
944 remove_friendly_object (this); 1028 remove_friendly_object (this);
945 1029
946 if (!flag [FLAG_REMOVED])
947 remove (); 1030 remove ();
948 1031
949 destroy_inv (true); 1032 attachable::do_destroy ();
950 1033
951 deactivate (); 1034 deactivate ();
952 unlink (); 1035 unlink ();
953 1036
954 flag [FLAG_FREED] = 1; 1037 flag [FLAG_FREED] = 1;
955 1038
956 // hack to ensure that freed objects still have a valid map 1039 // hack to ensure that freed objects still have a valid map
957 {
958 static maptile *freed_map; // freed objects are moved here to avoid crashes
959
960 if (!freed_map)
961 {
962 freed_map = new maptile;
963
964 freed_map->path = "<freed objects map>";
965 freed_map->name = "/internal/freed_objects_map";
966 freed_map->width = 3;
967 freed_map->height = 3;
968 freed_map->nodrop = 1;
969
970 freed_map->alloc ();
971 freed_map->in_memory = MAP_ACTIVE;
972 }
973
974 map = freed_map; 1040 map = &freed_map;
975 x = 1; 1041 x = 1;
976 y = 1; 1042 y = 1;
977 }
978 1043
979 if (more) 1044 if (more)
980 { 1045 {
981 more->destroy (); 1046 more->destroy ();
982 more = 0; 1047 more = 0;
990 attacked_by = 0; 1055 attacked_by = 0;
991 current_weapon = 0; 1056 current_weapon = 0;
992} 1057}
993 1058
994void 1059void
995object::destroy (bool destroy_inventory) 1060object::destroy ()
996{ 1061{
997 if (destroyed ()) 1062 if (destroyed ())
998 return; 1063 return;
999 1064
1000 if (destroy_inventory) 1065 if (!is_head () && !head->destroyed ())
1066 {
1067 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1068 head->destroy ();
1069 return;
1070 }
1071
1001 destroy_inv (false); 1072 destroy_inv (false);
1002 1073
1003 if (is_head ()) 1074 if (is_head ())
1004 if (sound_destroy) 1075 if (sound_destroy)
1005 play_sound (sound_destroy); 1076 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER]) 1077 else if (flag [FLAG_MONSTER])
1017 * the previous environment. 1088 * the previous environment.
1018 */ 1089 */
1019void 1090void
1020object::do_remove () 1091object::do_remove ()
1021{ 1092{
1022 object *tmp, *last = 0; 1093 if (flag [FLAG_REMOVED])
1023 object *otmp;
1024
1025 if (QUERY_FLAG (this, FLAG_REMOVED))
1026 return; 1094 return;
1027 1095
1028 SET_FLAG (this, FLAG_REMOVED);
1029 INVOKE_OBJECT (REMOVE, this); 1096 INVOKE_OBJECT (REMOVE, this);
1097
1098 flag [FLAG_REMOVED] = true;
1030 1099
1031 if (more) 1100 if (more)
1032 more->remove (); 1101 more->remove ();
1033 1102
1034 /* 1103 /*
1035 * In this case, the object to be removed is in someones 1104 * In this case, the object to be removed is in someones
1036 * inventory. 1105 * inventory.
1037 */ 1106 */
1038 if (env) 1107 if (env)
1039 { 1108 {
1109 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1110 if (object *pl = visible_to ())
1111 esrv_del_item (pl->contr, count);
1112 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1113
1040 adjust_weight (env, -total_weight ()); 1114 adjust_weight (env, -total_weight ());
1041 1115
1042 *(above ? &above->below : &env->inv) = below; 1116 object *pl = in_player ();
1043
1044 if (below)
1045 below->above = above;
1046 1117
1047 /* we set up values so that it could be inserted into 1118 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up 1119 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do. 1120 * to the caller to decide what we want to do.
1050 */ 1121 */
1051 map = env->map; 1122 map = env->map;
1052 x = env->x; 1123 x = env->x;
1053 y = env->y; 1124 y = env->y;
1125
1126 // make sure cmov optimisation is applicable
1127 *(above ? &above->below : &env->inv) = below;
1128 *(below ? &below->above : &above ) = above; // &above is just a dummy
1129
1054 above = 0; 1130 above = 0;
1055 below = 0; 1131 below = 0;
1056 env = 0; 1132 env = 0;
1057 1133
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1134 if (pl && pl->is_player ())
1059 * made to players inventory. If set, avoiding the call
1060 * to save cpu time.
1061 */ 1135 {
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1136 if (expect_false (pl->contr->combat_ob == this))
1063 otmp->update_stats (); 1137 {
1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1152 if (expect_false (glow_radius) && pl->is_on_map ())
1153 update_all_los (pl->map, pl->x, pl->y);
1154 }
1064 } 1155 }
1065 else if (map) 1156 else if (map)
1066 { 1157 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true; 1158 map->dirty = true;
1080 mapspace &ms = this->ms (); 1159 mapspace &ms = this->ms ();
1081 1160
1161 if (object *pl = ms.player ())
1162 {
1163 if (is_player ())
1164 {
1165 if (!flag [FLAG_WIZPASS])
1166 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1167
1168 // leaving a spot always closes any open container on the ground
1169 if (container && !container->env)
1170 // this causes spurious floorbox updates, but it ensures
1171 // that the CLOSE event is being sent.
1172 close_container ();
1173
1174 --map->players;
1175 map->touch ();
1176 }
1177 else if (pl->container_ () == this)
1178 {
1179 // removing a container should close it
1180 close_container ();
1181 }
1182
1183 esrv_del_item (pl->contr, count);
1184 }
1185
1082 /* link the object above us */ 1186 /* link the object above us */
1083 if (above) 1187 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1188 *(above ? &above->below : &ms.top) = below;
1085 else 1189 *(below ? &below->above : &ms.bot) = above;
1086 ms.top = below; /* we were top, set new top */
1087
1088 /* Relink the object below us, if there is one */
1089 if (below)
1090 below->above = above;
1091 else
1092 {
1093 /* Nothing below, which means we need to relink map object for this space
1094 * use translated coordinates in case some oddness with map tiling is
1095 * evident
1096 */
1097 if (GET_MAP_OB (map, x, y) != this)
1098 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1099
1100 ms.bot = above; /* goes on above it. */
1101 }
1102 1190
1103 above = 0; 1191 above = 0;
1104 below = 0; 1192 below = 0;
1105 1193
1194 ms.invalidate ();
1195
1106 if (map->in_memory == MAP_SAVING) 1196 if (map->in_memory == MAP_SAVING)
1107 return; 1197 return;
1108 1198
1109 int check_walk_off = !flag [FLAG_NO_APPLY]; 1199 int check_walk_off = !flag [FLAG_NO_APPLY];
1110 1200
1111 if (object *pl = ms.player ()) 1201 if (object *pl = ms.player ())
1112 { 1202 {
1113 if (pl->container == this) 1203 if (pl->container_ () == this)
1114 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1116 * appropriately. 1206 * appropriately.
1117 */ 1207 */
1118 pl->close_container (); 1208 pl->close_container ();
1119 1209
1210 //TODO: the floorbox prev/next might need updating
1211 //esrv_del_item (pl->contr, count);
1212 //TODO: update floorbox to preserve ordering
1213 if (pl->contr->ns)
1120 pl->contr->ns->floorbox_update (); 1214 pl->contr->ns->floorbox_update ();
1121 } 1215 }
1122 1216
1217 if (check_walk_off)
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1218 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1124 { 1219 {
1220 above = tmp->above;
1221
1125 /* No point updating the players look faces if he is the object 1222 /* No point updating the players look faces if he is the object
1126 * being removed. 1223 * being removed.
1127 */ 1224 */
1128 1225
1129 /* See if object moving off should effect something */ 1226 /* See if object moving off should effect something */
1130 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1227 if ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1228 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1133 {
1134 move_apply (tmp, this, 0); 1229 move_apply (tmp, this, 0);
1135
1136 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1230 }
1139 1231
1140 last = tmp; 1232 if (affects_los ())
1141 }
1142
1143 /* last == NULL if there are no objects on this space */
1144 //TODO: this makes little sense, why only update the topmost object?
1145 if (!last)
1146 map->at (x, y).flags_ = 0;
1147 else
1148 update_object (last, UP_OBJ_REMOVE);
1149
1150 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1151 update_all_los (map, x, y); 1233 update_all_los (map, x, y);
1152 } 1234 }
1153} 1235}
1154 1236
1155/* 1237/*
1169 if (!top) 1251 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1252 for (top = op; top && top->above; top = top->above)
1171 ; 1253 ;
1172 1254
1173 for (; top; top = top->below) 1255 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1256 if (object::can_merge (op, top))
1179 { 1257 {
1180 top->nrof += op->nrof; 1258 top->nrof += op->nrof;
1181 1259
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1260 if (object *pl = top->visible_to ())
1183 op->weight = 0; /* Don't want any adjustements now */ 1261 esrv_update_item (UPD_NROF, pl, top);
1262
1263 op->weight = 0; // cancel the addition above
1264 op->carrying = 0; // must be 0 already
1265
1184 op->destroy (); 1266 op->destroy ();
1267
1185 return top; 1268 return top;
1186 } 1269 }
1187 }
1188 1270
1189 return 0; 1271 return 0;
1190} 1272}
1191 1273
1192void 1274void
1197 1279
1198 object *prev = this; 1280 object *prev = this;
1199 1281
1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1201 { 1283 {
1202 object *op = arch_to_object (at); 1284 object *op = at->instance ();
1203 1285
1204 op->name = name; 1286 op->name = name;
1205 op->name_pl = name_pl; 1287 op->name_pl = name_pl;
1206 op->title = title; 1288 op->title = title;
1207 1289
1217 * job preparing multi-part monsters. 1299 * job preparing multi-part monsters.
1218 */ 1300 */
1219object * 1301object *
1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1302insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221{ 1303{
1304 op->remove ();
1305
1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1306 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 { 1307 {
1224 tmp->x = x + tmp->arch->x; 1308 tmp->x = x + tmp->arch->x;
1225 tmp->y = y + tmp->arch->y; 1309 tmp->y = y + tmp->arch->y;
1226 } 1310 }
1243 * Passing 0 for flag gives proper default values, so flag really only needs 1327 * Passing 0 for flag gives proper default values, so flag really only needs
1244 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1245 * 1329 *
1246 * Return value: 1330 * Return value:
1247 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1249 * just 'op' otherwise 1333 * just 'op' otherwise
1250 */ 1334 */
1251object * 1335object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1337{
1254 assert (!op->flag [FLAG_FREED]);
1255
1256 object *top, *floor = NULL;
1257
1258 op->remove (); 1338 op->remove ();
1339
1340 if (m == &freed_map)//D TODO: remove soon
1341 {//D
1342 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1343 }//D
1259 1344
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1345 /* Ideally, the caller figures this out. However, it complicates a lot
1261 * of areas of callers (eg, anything that uses find_free_spot would now 1346 * of areas of callers (eg, anything that uses find_free_spot would now
1262 * need extra work 1347 * need extra work
1263 */ 1348 */
1349 maptile *newmap = m;
1264 if (!xy_normalise (m, op->x, op->y)) 1350 if (!xy_normalise (newmap, op->x, op->y))
1265 { 1351 {
1266 op->destroy (); 1352 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1267 return 0; 1353 return 0;
1268 } 1354 }
1269 1355
1270 if (object *more = op->more) 1356 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1357 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0; 1358 return 0;
1273 1359
1274 CLEAR_FLAG (op, FLAG_REMOVED); 1360 op->flag [FLAG_REMOVED] = false;
1275 1361 op->env = 0;
1276 op->map = m; 1362 op->map = newmap;
1363
1277 mapspace &ms = op->ms (); 1364 mapspace &ms = op->ms ();
1278 1365
1279 /* this has to be done after we translate the coordinates. 1366 /* this has to be done after we translate the coordinates.
1280 */ 1367 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1368 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1369 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1370 if (object::can_merge (op, tmp))
1284 { 1371 {
1372 // TODO: we actually want to update tmp, not op,
1373 // but some caller surely breaks when we return tmp
1374 // from here :/
1285 op->nrof += tmp->nrof; 1375 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1376 tmp->destroy ();
1287 } 1377 }
1288 1378
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1290 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1380 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1291 1381
1298 { 1388 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1390 abort ();
1301 } 1391 }
1302 1392
1393 if (!originator->is_on_map ())
1394 {
1395 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1396 op->debug_desc (), originator->debug_desc ());
1397 abort ();
1398 }
1399
1303 op->above = originator; 1400 op->above = originator;
1304 op->below = originator->below; 1401 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op; 1402 originator->below = op;
1403
1404 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1405 }
1314 else 1406 else
1315 { 1407 {
1316 top = ms.bot; 1408 object *floor = 0;
1409 object *top = ms.top;
1317 1410
1318 /* If there are other objects, then */ 1411 /* If there are other objects, then */
1319 if (top) 1412 if (top)
1320 { 1413 {
1321 object *last = 0;
1322
1323 /* 1414 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1415 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1416 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1417 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1418 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1330 * once we get to them. This reduces the need to traverse over all of 1421 * once we get to them. This reduces the need to traverse over all of
1331 * them when adding another one - this saves quite a bit of cpu time 1422 * them when adding another one - this saves quite a bit of cpu time
1332 * when lots of spells are cast in one area. Currently, it is presumed 1423 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1424 * that flying non pickable objects are spell objects.
1334 */ 1425 */
1335 for (top = ms.bot; top; top = top->above) 1426 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1427 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1428 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1338 floor = top; 1429 floor = tmp;
1339 1430
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1431 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1341 { 1432 {
1342 /* We insert above top, so we want this object below this */ 1433 /* We insert above top, so we want this object below this */
1343 top = top->below; 1434 top = tmp->below;
1344 break; 1435 break;
1345 } 1436 }
1346 1437
1347 last = top; 1438 top = tmp;
1348 } 1439 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1440
1353 /* We let update_position deal with figuring out what the space 1441 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1442 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1443 * makes things faster, and effectively the same result.
1356 */ 1444 */
1363 */ 1451 */
1364 if (!(flag & INS_ON_TOP) 1452 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1453 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1454 && (op->face && !faces [op->face].visibility))
1367 { 1455 {
1456 object *last;
1457
1368 for (last = top; last != floor; last = last->below) 1458 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1459 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1370 break; 1460 break;
1371 1461
1372 /* Check to see if we found the object that blocks view, 1462 /* Check to see if we found the object that blocks view,
1380 } /* If objects on this space */ 1470 } /* If objects on this space */
1381 1471
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1472 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1473 top = floor;
1384 1474
1385 /* Top is the object that our object (op) is going to get inserted above. 1475 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1476 if (!top)
1390 { 1477 {
1478 op->below = 0;
1391 op->above = ms.bot; 1479 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1480 ms.bot = op;
1481
1482 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1483 }
1399 else 1484 else
1400 { /* get inserted into the stack above top */ 1485 {
1401 op->above = top->above; 1486 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1487 top->above = op;
1405 1488
1406 op->below = top; 1489 op->below = top;
1407 top->above = op; 1490 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1491 }
1492 }
1409 1493
1410 if (!op->above) 1494 if (op->is_player ())
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413
1414 if (op->type == PLAYER)
1415 { 1495 {
1416 op->contr->do_los = 1; 1496 op->contr->do_los = 1;
1417 ++op->map->players; 1497 ++op->map->players;
1418 op->map->touch (); 1498 op->map->touch ();
1419 } 1499 }
1420 1500
1421 op->map->dirty = true; 1501 op->map->dirty = true;
1422 1502
1423 if (object *pl = ms.player ()) 1503 if (object *pl = ms.player ())
1504 //TODO: the floorbox prev/next might need updating
1505 //esrv_send_item (pl, op);
1506 //TODO: update floorbox to preserve ordering
1507 if (pl->contr->ns)
1424 pl->contr->ns->floorbox_update (); 1508 pl->contr->ns->floorbox_update ();
1425 1509
1426 /* If this object glows, it may affect lighting conditions that are 1510 /* If this object glows, it may affect lighting conditions that are
1427 * visible to others on this map. But update_all_los is really 1511 * visible to others on this map. But update_all_los is really
1428 * an inefficient way to do this, as it means los for all players 1512 * an inefficient way to do this, as it means los for all players
1429 * on the map will get recalculated. The players could very well 1513 * on the map will get recalculated. The players could very well
1430 * be far away from this change and not affected in any way - 1514 * be far away from this change and not affected in any way -
1431 * this should get redone to only look for players within range, 1515 * this should get redone to only look for players within range,
1432 * or just updating the P_UPTODATE for spaces within this area 1516 * or just updating the P_UPTODATE for spaces within this area
1433 * of effect may be sufficient. 1517 * of effect may be sufficient.
1434 */ 1518 */
1435 if (op->map->darkness && (op->glow_radius != 0)) 1519 if (op->affects_los ())
1520 {
1521 op->ms ().invalidate ();
1436 update_all_los (op->map, op->x, op->y); 1522 update_all_los (op->map, op->x, op->y);
1523 }
1437 1524
1438 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1525 /* updates flags (blocked, alive, no magic, etc) for this map space */
1439 update_object (op, UP_OBJ_INSERT); 1526 update_object (op, UP_OBJ_INSERT);
1440 1527
1441 INVOKE_OBJECT (INSERT, op); 1528 INVOKE_OBJECT (INSERT, op);
1448 * blocked() and wall() work properly), and these flags are updated by 1535 * blocked() and wall() work properly), and these flags are updated by
1449 * update_object(). 1536 * update_object().
1450 */ 1537 */
1451 1538
1452 /* if this is not the head or flag has been passed, don't check walk on status */ 1539 /* if this is not the head or flag has been passed, don't check walk on status */
1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1540 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1454 { 1541 {
1455 if (check_move_on (op, originator)) 1542 if (check_move_on (op, originator))
1456 return 0; 1543 return 0;
1457 1544
1458 /* If we are a multi part object, lets work our way through the check 1545 /* If we are a multi part object, lets work our way through the check
1469/* this function inserts an object in the map, but if it 1556/* this function inserts an object in the map, but if it
1470 * finds an object of its own type, it'll remove that one first. 1557 * finds an object of its own type, it'll remove that one first.
1471 * op is the object to insert it under: supplies x and the map. 1558 * op is the object to insert it under: supplies x and the map.
1472 */ 1559 */
1473void 1560void
1474replace_insert_ob_in_map (const char *arch_string, object *op) 1561replace_insert_ob_in_map (shstr_tmp archname, object *op)
1475{ 1562{
1476 /* first search for itself and remove any old instances */ 1563 /* first search for itself and remove any old instances */
1477 1564
1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1480 tmp->destroy (1); 1567 tmp->destroy ();
1481 1568
1482 object *tmp = arch_to_object (archetype::find (arch_string)); 1569 object *tmp = archetype::find (archname)->instance ();
1483 1570
1484 tmp->x = op->x; 1571 tmp->x = op->x;
1485 tmp->y = op->y; 1572 tmp->y = op->y;
1486 1573
1487 insert_ob_in_map (tmp, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1494 return where->env->insert (this); 1581 return where->env->insert (this);
1495 else 1582 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1583 return where->map->insert (this, where->x, where->y, originator, flags);
1497} 1584}
1498 1585
1499// find player who can see this object 1586// check whether we can put this into the map, respect max_volume, max_items
1500object * 1587bool
1501object::visible_to () const 1588object::can_drop_at (maptile *m, int x, int y, object *originator)
1502{ 1589{
1503 if (!flag [FLAG_REMOVED]) 1590 mapspace &ms = m->at (x, y);
1504 {
1505 // see if we are in a container of sorts
1506 if (env)
1507 {
1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1511 1591
1512 // else a player could have our env open 1592 int items = ms.items ();
1513 object *envest = env->outer_env ();
1514 1593
1515 // the player itself is always on a map, so we will find him here 1594 if (!items // testing !items ensures we can drop at least one item
1516 // even if our inv is in a player. 1595 || (items < m->max_items
1517 if (envest->is_on_map ()) 1596 && ms.volume () < m->max_volume))
1518 if (object *pl = envest->ms ().player ()) 1597 return true;
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530 1598
1599 if (originator && originator->is_player ())
1600 originator->contr->failmsg (format (
1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1602 query_name ()
1603 ));
1604
1531 return 0; 1605 return false;
1532} 1606}
1533 1607
1534/* 1608/*
1535 * decrease(object, number) decreases a specified number from 1609 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1544 if (!nr) 1618 if (!nr)
1545 return true; 1619 return true;
1546 1620
1547 nr = min (nr, nrof); 1621 nr = min (nr, nrof);
1548 1622
1623 if (nrof > nr)
1624 {
1549 nrof -= nr; 1625 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1626 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1627
1555 if (object *pl = visible_to ()) 1628 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1629 esrv_update_item (UPD_NROF, pl, this);
1557 1630
1558 return true; 1631 return true;
1559 } 1632 }
1560 else 1633 else
1561 { 1634 {
1562 destroy (1); 1635 destroy ();
1563 return false; 1636 return false;
1564 } 1637 }
1565} 1638}
1566 1639
1567/* 1640/*
1584 } 1657 }
1585 else 1658 else
1586 { 1659 {
1587 decrease (nr); 1660 decrease (nr);
1588 1661
1589 object *op = object_create_clone (this); 1662 object *op = deep_clone ();
1590 op->nrof = nr; 1663 op->nrof = nr;
1591 return op; 1664 return op;
1592 } 1665 }
1593} 1666}
1594 1667
1638 if (object::can_merge (tmp, op)) 1711 if (object::can_merge (tmp, op))
1639 { 1712 {
1640 /* return the original object and remove inserted object 1713 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1714 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1715 tmp->nrof += op->nrof;
1716
1717 if (object *pl = tmp->visible_to ())
1718 esrv_update_item (UPD_NROF, pl, tmp);
1719
1643 adjust_weight (this, op->total_weight ()); 1720 adjust_weight (this, op->total_weight ());
1644 1721
1645 op->destroy (1); 1722 op->destroy ();
1646 op = tmp; 1723 op = tmp;
1647 goto inserted; 1724 goto inserted;
1648 } 1725 }
1649 1726
1650 op->owner = 0; // it's his/hers now. period. 1727 op->owner = 0; // it's his/hers now. period.
1661 1738
1662 inv = op; 1739 inv = op;
1663 1740
1664 op->flag [FLAG_REMOVED] = 0; 1741 op->flag [FLAG_REMOVED] = 0;
1665 1742
1743 if (object *pl = op->visible_to ())
1744 esrv_send_item (pl, op);
1745
1666 adjust_weight (this, op->total_weight ()); 1746 adjust_weight (this, op->total_weight ());
1667 1747
1668inserted: 1748inserted:
1669 /* reset the light list and los of the players on the map */ 1749 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1750 if (op->glow_radius && is_on_map ())
1751 {
1752 update_stats ();
1671 update_all_los (map, x, y); 1753 update_all_los (map, x, y);
1672 1754 }
1673 if (object *otmp = in_player ()) 1755 else if (is_player ())
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1756 // if this is a player's inventory, update stats
1675 otmp->update_stats (); 1757 contr->queue_stats_update ();
1676 1758
1677 INVOKE_OBJECT (INSERT, this); 1759 INVOKE_OBJECT (INSERT, this);
1678 1760
1679 return op; 1761 return op;
1680} 1762}
1700 * on top. 1782 * on top.
1701 */ 1783 */
1702int 1784int
1703check_move_on (object *op, object *originator) 1785check_move_on (object *op, object *originator)
1704{ 1786{
1787 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1788 return 0;
1789
1705 object *tmp; 1790 object *tmp;
1706 maptile *m = op->map; 1791 maptile *m = op->map;
1707 int x = op->x, y = op->y; 1792 int x = op->x, y = op->y;
1708 1793
1709 MoveType move_on, move_slow, move_block; 1794 mapspace &ms = m->at (x, y);
1710 1795
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1796 ms.update ();
1712 return 0;
1713 1797
1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1798 MoveType move_on = ms.move_on;
1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1799 MoveType move_slow = ms.move_slow;
1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1800 MoveType move_block = ms.move_block;
1717 1801
1718 /* if nothing on this space will slow op down or be applied, 1802 /* if nothing on this space will slow op down or be applied,
1719 * no need to do checking below. have to make sure move_type 1803 * no need to do checking below. have to make sure move_type
1720 * is set, as lots of objects don't have it set - we treat that 1804 * is set, as lots of objects don't have it set - we treat that
1721 * as walking. 1805 * as walking.
1732 return 0; 1816 return 0;
1733 1817
1734 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1735 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1736 */ 1820 */
1737 1821 for (object *next, *tmp = ms.top; tmp; tmp = next)
1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1739 {
1740 /* Trim the search when we find the first other spell effect
1741 * this helps performance so that if a space has 50 spell objects,
1742 * we don't need to check all of them.
1743 */
1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 } 1822 {
1823 next = tmp->below;
1747 1824
1748 for (; tmp; tmp = tmp->below)
1749 {
1750 if (tmp == op) 1825 if (tmp == op)
1751 continue; /* Can't apply yourself */ 1826 continue; /* Can't apply yourself */
1752 1827
1753 /* Check to see if one of the movement types should be slowed down. 1828 /* Check to see if one of the movement types should be slowed down.
1754 * Second check makes sure that the movement types not being slowed 1829 * Second check makes sure that the movement types not being slowed
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1834 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1760 { 1835 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 { 1838 {
1764
1765 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1839 float diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1840
1768 if (op->type == PLAYER) 1841 if (op->is_player ())
1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1842 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1843 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1771 diff /= 4.0; 1844 diff /= 4.0;
1772 1845
1773 op->speed_left -= diff; 1846 op->speed_left -= diff;
1774 } 1847 }
1775 } 1848 }
1808 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1882 return NULL;
1810 } 1883 }
1811 1884
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1814 return tmp; 1887 return tmp;
1815 1888
1816 return NULL; 1889 return NULL;
1817} 1890}
1818 1891
1882 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
1883 */ 1956 */
1884object * 1957object *
1885present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
1886{ 1959{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
1889 return tmp; 1962 return tmp;
1890 1963
1891 return NULL; 1964 return NULL;
1892} 1965}
1893 1966
1981 * head of the object should correspond for the entire object. 2054 * head of the object should correspond for the entire object.
1982 */ 2055 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 2057 continue;
1985 2058
1986 if (ob->blocked (m, pos.x, pos.y)) 2059 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 2060 continue;
1988 2061
1989 altern [index++] = i; 2062 altern [index++] = i;
1990 } 2063 }
1991 2064
2059 * there is capable of. 2132 * there is capable of.
2060 */ 2133 */
2061int 2134int
2062find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2136{
2064 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2138 MoveType move_type;
2071 2139
2072 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2073 { 2141 {
2074 exclude = exclude->head; 2142 exclude = exclude->head;
2075 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2078 { 2146 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2081 } 2149 }
2082 2150
2083 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2084 { 2152 {
2085 mp = m; 2153 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2154 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2155
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2157 max = maxfree[i];
2093 else 2158 else
2094 { 2159 {
2095 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2096 2161
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2163 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2102 { 2165 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2169 return freedir [i];
2110 } 2170 }
2111 } 2171 }
2112 } 2172 }
2113 2173
2114 return 0; 2174 return 0;
2189 * This basically means that if direction is 15, then it could either go 2249 * This basically means that if direction is 15, then it could either go
2190 * direction 4, 14, or 16 to get back to where we are. 2250 * direction 4, 14, or 16 to get back to where we are.
2191 * Moved from spell_util.c to object.c with the other related direction 2251 * Moved from spell_util.c to object.c with the other related direction
2192 * functions. 2252 * functions.
2193 */ 2253 */
2194int reduction_dir[SIZEOFFREE][3] = { 2254static const int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */ 2255 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */ 2256 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */ 2257 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */ 2258 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */ 2259 {0, 0, 0}, /* 4 */
2295int 2355int
2296can_pick (const object *who, const object *item) 2356can_pick (const object *who, const object *item)
2297{ 2357{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2301} 2361}
2302 2362
2303/* 2363/*
2304 * create clone from object to another 2364 * create clone from object to another
2305 */ 2365 */
2306object * 2366object *
2307object_create_clone (object *asrc) 2367object::deep_clone ()
2308{ 2368{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2369 assert (("deep_clone called on non-head object", is_head ()));
2310 2370
2311 if (!asrc) 2371 object *dst = clone ();
2312 return 0;
2313 2372
2314 src = asrc->head_ (); 2373 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2374 for (object *part = this->more; part; part = part->more)
2318 { 2375 {
2319 tmp = part->clone (); 2376 object *tmp = part->clone ();
2320 tmp->x -= src->x;
2321 tmp->y -= src->y;
2322
2323 if (!part->head)
2324 {
2325 dst = tmp;
2326 tmp->head = 0;
2327 }
2328 else
2329 tmp->head = dst; 2377 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2378 prev->more = tmp;
2335
2336 prev = tmp; 2379 prev = tmp;
2337 } 2380 }
2338 2381
2339 for (item = src->inv; item; item = item->below) 2382 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2383 insert_ob_in_ob (item->deep_clone (), dst);
2341 2384
2342 return dst; 2385 return dst;
2343} 2386}
2344 2387
2345/* This returns the first object in who's inventory that 2388/* This returns the first object in who's inventory that
2354 return tmp; 2397 return tmp;
2355 2398
2356 return 0; 2399 return 0;
2357} 2400}
2358 2401
2359/* If ob has a field named key, return the link from the list, 2402shstr_tmp
2360 * otherwise return NULL. 2403object::kv_get (shstr_tmp key) const
2361 *
2362 * key must be a passed in shared string - otherwise, this won't
2363 * do the desired thing.
2364 */
2365key_value *
2366get_ob_key_link (const object *ob, const char *key)
2367{ 2404{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (link->key == key) 2406 if (kv->key == key)
2370 return link;
2371
2372 return 0;
2373}
2374
2375/*
2376 * Returns the value of op has an extra_field for key, or NULL.
2377 *
2378 * The argument doesn't need to be a shared string.
2379 *
2380 * The returned string is shared.
2381 */
2382const char *
2383get_ob_key_value (const object *op, const char *const key)
2384{
2385 key_value *link;
2386 shstr_cmp canonical_key (key);
2387
2388 if (!canonical_key)
2389 {
2390 /* 1. There being a field named key on any object
2391 * implies there'd be a shared string to find.
2392 * 2. Since there isn't, no object has this field.
2393 * 3. Therefore, *this* object doesn't have this field.
2394 */
2395 return 0;
2396 }
2397
2398 /* This is copied from get_ob_key_link() above -
2399 * only 4 lines, and saves the function call overhead.
2400 */
2401 for (link = op->key_values; link; link = link->next)
2402 if (link->key == canonical_key)
2403 return link->value; 2407 return kv->value;
2404 2408
2405 return 0; 2409 return shstr ();
2406} 2410}
2407 2411
2408/* 2412void
2409 * Updates the canonical_key in op to value. 2413object::kv_set (shstr_tmp key, shstr_tmp value)
2410 *
2411 * canonical_key is a shared string (value doesn't have to be).
2412 *
2413 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2414 * keys.
2415 *
2416 * Returns TRUE on success.
2417 */
2418int
2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2420{ 2414{
2421 key_value *field = NULL, *last = NULL; 2415 for (key_value *kv = key_values; kv; kv = kv->next)
2422 2416 if (kv->key == key)
2423 for (field = op->key_values; field != NULL; field = field->next)
2424 {
2425 if (field->key != canonical_key)
2426 { 2417 {
2427 last = field; 2418 kv->value = value;
2428 continue; 2419 return;
2429 } 2420 }
2430 2421
2431 if (value) 2422 key_value *kv = new key_value;
2432 field->value = value; 2423
2433 else 2424 kv->next = key_values;
2425 kv->key = key;
2426 kv->value = value;
2427
2428 key_values = kv;
2429}
2430
2431void
2432object::kv_del (shstr_tmp key)
2433{
2434 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2435 if ((*kvp)->key == key)
2434 { 2436 {
2435 /* Basically, if the archetype has this key set, 2437 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2438 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2439 delete kv;
2438 * we get this value back again. 2440 return;
2439 */
2440 if (get_ob_key_link (op->arch, canonical_key))
2441 field->value = 0;
2442 else
2443 {
2444 if (last)
2445 last->next = field->next;
2446 else
2447 op->key_values = field->next;
2448
2449 delete field;
2450 }
2451 } 2441 }
2452 return TRUE;
2453 }
2454 /* IF we get here, key doesn't exist */
2455
2456 /* No field, we'll have to add it. */
2457
2458 if (!add_key)
2459 return FALSE;
2460
2461 /* There isn't any good reason to store a null
2462 * value in the key/value list. If the archetype has
2463 * this key, then we should also have it, so shouldn't
2464 * be here. If user wants to store empty strings,
2465 * should pass in ""
2466 */
2467 if (value == NULL)
2468 return TRUE;
2469
2470 field = new key_value;
2471
2472 field->key = canonical_key;
2473 field->value = value;
2474 /* Usual prepend-addition. */
2475 field->next = op->key_values;
2476 op->key_values = field;
2477
2478 return TRUE;
2479}
2480
2481/*
2482 * Updates the key in op to value.
2483 *
2484 * If add_key is FALSE, this will only update existing keys,
2485 * and not add new ones.
2486 * In general, should be little reason FALSE is ever passed in for add_key
2487 *
2488 * Returns TRUE on success.
2489 */
2490int
2491set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2492{
2493 shstr key_ (key);
2494
2495 return set_ob_key_value_s (op, key_, value, add_key);
2496} 2442}
2497 2443
2498object::depth_iterator::depth_iterator (object *container) 2444object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2445: iterator_base (container)
2500{ 2446{
2550{ 2496{
2551 char flagdesc[512]; 2497 char flagdesc[512];
2552 char info2[256 * 4]; 2498 char info2[256 * 4];
2553 char *p = info; 2499 char *p = info;
2554 2500
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2501 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2556 count, 2502 count,
2557 uuid.c_str (), 2503 uuid.c_str (),
2558 &name, 2504 &name,
2559 title ? "\",title:\"" : "", 2505 title ? ",title:\"" : "",
2560 title ? (const char *)title : "", 2506 title ? (const char *)title : "",
2507 title ? "\"" : "",
2561 flag_desc (flagdesc, 512), type); 2508 flag_desc (flagdesc, 512), type);
2562 2509
2563 if (!this->flag[FLAG_REMOVED] && env) 2510 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2511 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2512
2566 if (map) 2513 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2514 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2515
2583{ 2530{
2584 return map ? map->region (x, y) 2531 return map ? map->region (x, y)
2585 : region::default_region (); 2532 : region::default_region ();
2586} 2533}
2587 2534
2588const materialtype_t *
2589object::dominant_material () const
2590{
2591 if (materialtype_t *mt = name_to_material (materialname))
2592 return mt;
2593
2594 return name_to_material (shstr_unknown);
2595}
2596
2597void 2535void
2598object::open_container (object *new_container) 2536object::open_container (object *new_container)
2599{ 2537{
2600 if (container == new_container) 2538 if (container == new_container)
2601 return; 2539 return;
2602 2540
2603 if (object *old_container = container) 2541 object *old_container = container;
2542
2543 if (old_container)
2604 { 2544 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2545 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2546 return;
2607 2547
2608#if 0 2548#if 0
2610 if (object *closer = old_container->inv) 2550 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2551 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2552 closer->destroy ();
2613#endif 2553#endif
2614 2554
2555 // make sure the container is available
2556 esrv_send_item (this, old_container);
2557
2615 old_container->flag [FLAG_APPLIED] = 0; 2558 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2559 container = 0;
2617 2560
2561 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2562 esrv_update_item (UPD_FLAGS, this, old_container);
2563
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2564 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2620 play_sound (sound_find ("chest_close")); 2565 play_sound (sound_find ("chest_close"));
2621 } 2566 }
2622 2567
2623 if (new_container) 2568 if (new_container)
2624 { 2569 {
2628 // TODO: this does not seem to serve any purpose anymore? 2573 // TODO: this does not seem to serve any purpose anymore?
2629#if 0 2574#if 0
2630 // insert the "Close Container" object. 2575 // insert the "Close Container" object.
2631 if (archetype *closer = new_container->other_arch) 2576 if (archetype *closer = new_container->other_arch)
2632 { 2577 {
2633 object *closer = arch_to_object (new_container->other_arch); 2578 object *closer = new_container->other_arch->instance ();
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer); 2580 new_container->insert (closer);
2636 } 2581 }
2637#endif 2582#endif
2638 2583
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2584 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2640 2585
2586 // make sure the container is available, client bug requires this to be separate
2587 esrv_send_item (this, new_container);
2588
2641 new_container->flag [FLAG_APPLIED] = 1; 2589 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2590 container = new_container;
2643 2591
2592 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2593 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2594 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2595 play_sound (sound_find ("chest_open"));
2647 } 2596 }
2597// else if (!old_container->env && contr && contr->ns)
2598// contr->ns->floorbox_reset ();
2648} 2599}
2649 2600
2650object * 2601object *
2651object::force_find (const shstr name) 2602object::force_find (shstr_tmp name)
2652{ 2603{
2653 /* cycle through his inventory to look for the MARK we want to 2604 /* cycle through his inventory to look for the MARK we want to
2654 * place 2605 * place
2655 */ 2606 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below) 2607 for (object *tmp = inv; tmp; tmp = tmp->below)
2658 return splay (tmp); 2609 return splay (tmp);
2659 2610
2660 return 0; 2611 return 0;
2661} 2612}
2662 2613
2614//-GPL
2615
2663void 2616void
2617object::force_set_timer (int duration)
2618{
2619 this->duration = 1;
2620 this->speed_left = -1.f;
2621
2622 this->set_speed (duration ? 1.f / duration : 0.f);
2623}
2624
2625object *
2664object::force_add (const shstr name, int duration) 2626object::force_add (shstr_tmp name, int duration)
2665{ 2627{
2666 if (object *force = force_find (name)) 2628 if (object *force = force_find (name))
2667 force->destroy (); 2629 force->destroy ();
2668 2630
2669 object *force = get_archetype (FORCE_NAME); 2631 object *force = get_archetype (FORCE_NAME);
2670 2632
2671 force->slaying = name; 2633 force->slaying = name;
2672 force->stats.food = 1; 2634 force->force_set_timer (duration);
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true; 2635 force->flag [FLAG_APPLIED] = true;
2678 2636
2679 insert (force); 2637 return insert (force);
2680} 2638}
2681 2639
2682void 2640void
2683object::play_sound (faceidx sound) 2641object::play_sound (faceidx sound) const
2684{ 2642{
2685 if (!sound) 2643 if (!sound)
2686 return; 2644 return;
2687 2645
2688 if (flag [FLAG_REMOVED]) 2646 if (is_on_map ())
2647 map->play_sound (sound, x, y);
2648 else if (object *pl = in_player ())
2649 pl->contr->play_sound (sound);
2650}
2651
2652void
2653object::say_msg (const char *msg) const
2654{
2655 if (is_on_map ())
2656 map->say_msg (msg, x, y);
2657 else if (object *pl = in_player ())
2658 pl->contr->play_sound (sound);
2659}
2660
2661void
2662object::make_noise ()
2663{
2664 // we do not model noise in the map, so instead put
2665 // a temporary light into the noise source
2666 // could use the map instead, but that's less reliable for our
2667 // goal, which is to make invisibility a bit harder to exploit
2668
2669 // currently only works sensibly for players
2670 if (!is_player ())
2689 return; 2671 return;
2690 2672
2691 if (env) 2673 // find old force, or create new one
2692 { 2674 object *force = force_find (shstr_noise_force);
2693 if (object *pl = in_player ()) 2675
2694 pl->contr->play_sound (sound); 2676 if (force)
2695 } 2677 force->speed_left = -1.f; // patch old speed up
2696 else 2678 else
2697 map->play_sound (sound, x, y); 2679 {
2698} 2680 force = archetype::get (shstr_noise_force);
2699 2681
2682 force->slaying = shstr_noise_force;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (1.f / 4.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691 }
2692}
2693
2694void object::change_move_type (MoveType mt)
2695{
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708}
2709

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