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Comparing deliantra/server/common/object.C (file contents):
Revision 1.208 by root, Mon Apr 21 06:16:01 2008 UTC vs.
Revision 1.321 by root, Sat Apr 10 04:54:09 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 <funcpoint.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41
42//+GPL
41 43
42short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
43 0, 45 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 46 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, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 51 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 52 -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, 53 -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 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
53}; 55};
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] = { 56int freedir[SIZEOFFREE] = {
61 0, 57 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 58 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, 59 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 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
65}; 61};
66 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
67static void 70static void
68write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
69{ 72{
70 CALL_BEGIN (2); 73 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 77 CALL_END;
75} 78}
76 79
77static void 80static void
78read_uuid (void) 81read_uuid ()
79{ 82{
80 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
81 84
82 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
83 86
97 100
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 102 _exit (1);
100 } 103 }
101 104
102 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 106 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
105 108
106 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
107 { 110 {
134 137
135void 138void
136UUID::init () 139UUID::init ()
137{ 140{
138 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;
139} 207}
140 208
141/* 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. */
142static bool 210static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
144{ 212{
145 key_value *wants_field;
146
147 /* 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
148 * 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
149 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
150 */ 216 */
151 217
152 /* For each field in wants, */ 218 /* For each field in wants, */
153 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)
154 { 220 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 221 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 222
170 /* 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. */
171 return 1; 224 return true;
172} 225}
173 226
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 228static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 230{
178 /* 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,
179 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
180 */ 233 */
181 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);
182} 236}
183 237
184/* 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
185 * they can be merged together. 239 * they can be merged together.
186 * 240 *
193 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
194 * check weight 248 * check weight
195 */ 249 */
196bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
197{ 251{
198 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
199 if (ob1 == ob2 253 if (ob1 == ob2
200 || ob1->type != ob2->type 254 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 255 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 258 return 0;
205 259
206 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 263 return 0;
213 264
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * 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
216 * 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
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 273
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 276
226 if (ob1->arch->name != ob2->arch->name 277 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 278 || ob1->name != ob2->name
228 || ob1->title != ob2->title 279 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 286 || ob1->value != ob2->value
236 || 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
237 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
239 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
242 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
243 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
244 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
245 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
247 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 302 return 0;
251 303
252 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
256 .any ()) 307 .any ())
257 return 0; 308 return 0;
258 309
259 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
331 382
332 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
333 return 1; 384 return 1;
334} 385}
335 386
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
336// adjust weight per container type ("of holding") 424// adjust weight per container type ("of holding")
337static sint32 425static sint32
338weight_adjust (object *op, sint32 weight) 426weight_adjust_for (object *op, sint32 weight)
339{ 427{
340 return op->type == CONTAINER 428 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 430 : weight;
343} 431}
349static void 437static void
350adjust_weight (object *op, sint32 weight) 438adjust_weight (object *op, sint32 weight)
351{ 439{
352 while (op) 440 while (op)
353 { 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
354 weight = weight_adjust (op, weight); 444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
355 449
356 op->carrying += weight; 450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
357 op = op->env; 456 op = op->env;
358 } 457 }
359} 458}
360 459
361/* 460/*
374 op->update_weight (); 473 op->update_weight ();
375 474
376 sum += op->total_weight (); 475 sum += op->total_weight ();
377 } 476 }
378 477
379 carrying = weight_adjust (this, sum); 478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
481 {
482 carrying = sum;
483
484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
380} 488}
381 489
382/* 490/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 492 */
391 object_freezer freezer; 499 object_freezer freezer;
392 op->write (freezer); 500 op->write (freezer);
393 return freezer.as_string (); 501 return freezer.as_string ();
394} 502}
395 503
396/* 504char *
397 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
398 * multi-object 1 which is closest to the second object.
399 * If it's not a multi-object, it is returned.
400 */
401object *
402get_nearest_part (object *op, const object *pl)
403{ 506{
404 object *tmp, *closest; 507 return dump_object (this);
405 int last_dist, i;
406
407 if (!op->more)
408 return op;
409
410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
413 if ((i = distance (tmp, pl)) < last_dist)
414 closest = tmp, last_dist = i;
415
416 return closest;
417} 508}
418 509
419/* 510/*
420 * 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.
421 * VERRRY slow. 512 * VERRRY slow.
429 520
430 return 0; 521 return 0;
431} 522}
432 523
433/* 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/*
434 * 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.
435 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
436 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
437 */ 543 */
438object * 544object *
439find_object_name (const char *str) 545find_object_name (const char *str)
440{ 546{
441 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
442 object *op;
443 548
549 if (str_)
444 for_all_objects (op) 550 for_all_objects (op)
445 if (op->name == str_) 551 if (op->name == str_)
446 break; 552 return op;
447 553
448 return op; 554 return 0;
449} 555}
450 556
451/* 557/*
452 * 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
453 * skill and experience objects. 559 * skill and experience objects.
468 } 574 }
469 575
470 this->owner = owner; 576 this->owner = owner;
471} 577}
472 578
473int
474object::slottype () const
475{
476 if (type == SKILL)
477 {
478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
513 {
514 current_weapon = chosen_skill = 0;
515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
530 {
531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
535
536 return true;
537}
538
539/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
540 * refcounts and freeing the links. 580 * refcounts and freeing the links.
541 */ 581 */
542static void 582static void
543free_key_values (object *op) 583free_key_values (object *op)
551 } 591 }
552 592
553 op->key_values = 0; 593 op->key_values = 0;
554} 594}
555 595
556object & 596/*
557object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
558{ 606{
559 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
566 610
567 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
568 if (src.key_values) 612 if (key_values)
569 { 613 {
570 key_value *tail = 0; 614 key_value *tail = 0;
571 key_values = 0; 615 dst->key_values = 0;
572 616
573 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
574 { 618 {
575 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
576 620
577 new_link->next = 0; 621 new_link->next = 0;
578 new_link->key = i->key; 622 new_link->key = i->key;
579 new_link->value = i->value; 623 new_link->value = i->value;
580 624
581 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
582 if (!key_values) 626 if (!dst->key_values)
583 { 627 {
584 key_values = new_link; 628 dst->key_values = new_link;
585 tail = new_link; 629 tail = new_link;
586 } 630 }
587 else 631 else
588 { 632 {
589 tail->next = new_link; 633 tail->next = new_link;
590 tail = new_link; 634 tail = new_link;
591 } 635 }
592 } 636 }
593 } 637 }
594}
595 638
596/* 639 dst->activate ();
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608
609 if (speed < 0)
610 dst->speed_left -= rndm ();
611
612 dst->set_speed (dst->speed);
613} 640}
614 641
615void 642void
616object::instantiate () 643object::instantiate ()
617{ 644{
618 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
619 uuid = UUID::gen (); 646 uuid = UUID::gen ();
620 647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
621 speed_left = -0.1f; 652 speed_left = -1.;
653
622 /* copy the body_info to the body_used - this is only really 654 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything. 655 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting 656 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
634object * 666object *
635object::clone () 667object::clone ()
636{ 668{
637 object *neu = create (); 669 object *neu = create ();
638 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
676 neu->map = map; // not copied by copy_to
639 return neu; 677 return neu;
640} 678}
641 679
642/* 680/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
660 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
661 */ 699 */
662void 700void
663object::set_speed (float speed) 701object::set_speed (float speed)
664{ 702{
665 if (flag [FLAG_FREED] && speed)
666 {
667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
668 speed = 0;
669 }
670
671 this->speed = speed; 703 this->speed = speed;
672 704
673 if (has_active_speed ()) 705 if (has_active_speed ())
674 activate (); 706 activate ();
675 else 707 else
694 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
695 */ 727 */
696void 728void
697update_object (object *op, int action) 729update_object (object *op, int action)
698{ 730{
699 if (op == NULL) 731 if (!op)
700 { 732 {
701 /* this should never happen */ 733 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 735 return;
704 } 736 }
705 737
706 if (op->env) 738 if (!op->is_on_map ())
707 { 739 {
708 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
709 * to do in this case. 741 * to do in this case.
710 */ 742 */
711 return; 743 return;
712 } 744 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 745
720 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 748 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
731 757
732 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
733 /* nop */; 759 /* nop */;
734 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
735 { 761 {
762#if 0
736 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 774 * have move_allow right now.
748 */ 775 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate ();
778#else
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
751 m.flags_ = 0; 780 m.invalidate ();
781#endif
752 } 782 }
753 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 785 * that is being removed.
756 */ 786 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 788 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
761 else 791 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 793
767 797
768object::object () 798object::object ()
769{ 799{
770 SET_FLAG (this, FLAG_REMOVED); 800 SET_FLAG (this, FLAG_REMOVED);
771 801
772 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
773 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
774} 805}
775 806
776object::~object () 807object::~object ()
777{ 808{
778 unlink (); 809 unlink ();
807 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
808 if (active) 839 if (active)
809 return; 840 return;
810 841
811 if (has_active_speed ()) 842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
812 actives.insert (this); 847 actives.insert (this);
848 }
813} 849}
814 850
815void 851void
816object::activate_recursive () 852object::activate_recursive ()
817{ 853{
866object::destroy_inv (bool drop_to_ground) 902object::destroy_inv (bool drop_to_ground)
867{ 903{
868 // need to check first, because the checks below might segfault 904 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 905 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 906 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 907 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 908 // cf will crash below with off-map x and y
873 if (!inv) 909 if (!inv)
874 return; 910 return;
875 911
876 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
878 * drop on that space. 914 * drop on that space.
879 */ 915 */
880 if (!drop_to_ground 916 if (!drop_to_ground
881 || !map 917 || !map
882 || map->in_memory != MAP_ACTIVE 918 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 919 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
885 { 921 {
886 while (inv) 922 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 923 inv->destroy ();
890 }
891 } 924 }
892 else 925 else
893 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
894 while (inv) 927 while (inv)
895 { 928 {
906 map->insert (op, x, y); 939 map->insert (op, x, y);
907 } 940 }
908 } 941 }
909} 942}
910 943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963}
964
911object *object::create () 965object *object::create ()
912{ 966{
913 object *op = new object; 967 object *op = new object;
914 op->link (); 968 op->link ();
915 return op; 969 return op;
916} 970}
917 971
972static struct freed_map : maptile
973{
974 freed_map ()
975 {
976 path = "<freed objects map>";
977 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1;
981 no_reset = 1;
982
983 alloc ();
984 in_memory = MAP_ACTIVE;
985 }
986
987 ~freed_map ()
988 {
989 destroy ();
990 }
991} freed_map; // freed objects are moved here to avoid crashes
992
918void 993void
919object::do_destroy () 994object::do_destroy ()
920{ 995{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 996 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 997 remove_link ();
925 998
926 if (flag [FLAG_FRIENDLY]) 999 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 1000 remove_friendly_object (this);
928 1001
929 if (!flag [FLAG_REMOVED])
930 remove (); 1002 remove ();
931 1003
932 destroy_inv (true); 1004 attachable::do_destroy ();
933 1005
934 deactivate (); 1006 deactivate ();
935 unlink (); 1007 unlink ();
936 1008
937 flag [FLAG_FREED] = 1; 1009 flag [FLAG_FREED] = 1;
938 1010
939 // hack to ensure that freed objects still have a valid map 1011 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 1012 map = &freed_map;
958 x = 1; 1013 x = 1;
959 y = 1; 1014 y = 1;
960 }
961 1015
962 if (more) 1016 if (more)
963 { 1017 {
964 more->destroy (); 1018 more->destroy ();
965 more = 0; 1019 more = 0;
973 attacked_by = 0; 1027 attacked_by = 0;
974 current_weapon = 0; 1028 current_weapon = 0;
975} 1029}
976 1030
977void 1031void
978object::destroy (bool destroy_inventory) 1032object::destroy ()
979{ 1033{
980 if (destroyed ()) 1034 if (destroyed ())
981 return; 1035 return;
982 1036
983 if (destroy_inventory) 1037 if (!is_head () && !head->destroyed ())
1038 {
1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1040 head->destroy ();
1041 return;
1042 }
1043
984 destroy_inv (false); 1044 destroy_inv_fast ();
985 1045
986 if (is_head ()) 1046 if (is_head ())
987 if (sound_destroy) 1047 if (sound_destroy)
988 play_sound (sound_destroy); 1048 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1049 else if (flag [FLAG_MONSTER])
1000 * the previous environment. 1060 * the previous environment.
1001 */ 1061 */
1002void 1062void
1003object::do_remove () 1063object::do_remove ()
1004{ 1064{
1005 object *tmp, *last = 0; 1065 if (flag [FLAG_REMOVED])
1006 object *otmp;
1007
1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1009 return; 1066 return;
1010 1067
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1068 INVOKE_OBJECT (REMOVE, this);
1069
1070 flag [FLAG_REMOVED] = true;
1013 1071
1014 if (more) 1072 if (more)
1015 more->remove (); 1073 more->remove ();
1016 1074
1017 /* 1075 /*
1018 * In this case, the object to be removed is in someones 1076 * In this case, the object to be removed is in someones
1019 * inventory. 1077 * inventory.
1020 */ 1078 */
1021 if (env) 1079 if (env)
1022 { 1080 {
1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1082 if (object *pl = visible_to ())
1083 esrv_del_item (pl->contr, count);
1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1085
1023 adjust_weight (env, -total_weight ()); 1086 adjust_weight (env, -total_weight ());
1024 1087
1025 *(above ? &above->below : &env->inv) = below; 1088 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1089
1030 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
1033 */ 1093 */
1034 map = env->map; 1094 map = env->map;
1035 x = env->x; 1095 x = env->x;
1036 y = env->y; 1096 y = env->y;
1097
1098 // make sure cmov optimisation is applicable
1099 *(above ? &above->below : &env->inv) = below;
1100 *(below ? &below->above : &above ) = above; // &above is just a dummy
1101
1037 above = 0; 1102 above = 0;
1038 below = 0; 1103 below = 0;
1039 env = 0; 1104 env = 0;
1040 1105
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1106 if (pl && pl->is_player ())
1042 * made to players inventory. If set, avoiding the call
1043 * to save cpu time.
1044 */ 1107 {
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1108 if (expect_false (pl->contr->combat_ob == this))
1046 otmp->update_stats (); 1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
1047 } 1127 }
1048 else if (map) 1128 else if (map)
1049 { 1129 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1130 map->dirty = true;
1063 mapspace &ms = this->ms (); 1131 mapspace &ms = this->ms ();
1064 1132
1133 if (object *pl = ms.player ())
1134 {
1135 if (is_player ())
1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1140 // leaving a spot always closes any open container on the ground
1141 if (container && !container->env)
1142 // this causes spurious floorbox updates, but it ensures
1143 // that the CLOSE event is being sent.
1144 close_container ();
1145
1146 --map->players;
1147 map->touch ();
1148 }
1149 else if (pl->container_ () == this)
1150 {
1151 // removing a container should close it
1152 close_container ();
1153 }
1154
1155 esrv_del_item (pl->contr, count);
1156 }
1157
1065 /* link the object above us */ 1158 /* link the object above us */
1066 if (above) 1159 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1160 *(above ? &above->below : &ms.top) = below;
1068 else 1161 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1162
1086 above = 0; 1163 above = 0;
1087 below = 0; 1164 below = 0;
1088 1165
1166 ms.invalidate ();
1167
1089 if (map->in_memory == MAP_SAVING) 1168 if (map->in_memory == MAP_SAVING)
1090 return; 1169 return;
1091 1170
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1172
1094 if (object *pl = ms.player ()) 1173 if (object *pl = ms.player ())
1095 { 1174 {
1096 if (pl->container == this) 1175 if (pl->container_ () == this)
1097 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1099 * appropriately. 1178 * appropriately.
1100 */ 1179 */
1101 pl->close_container (); 1180 pl->close_container ();
1102 1181
1182 //TODO: the floorbox prev/next might need updating
1183 //esrv_del_item (pl->contr, count);
1184 //TODO: update floorbox to preserve ordering
1185 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1186 pl->contr->ns->floorbox_update ();
1104 } 1187 }
1105 1188
1189 if (check_walk_off)
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1107 { 1191 {
1192 above = tmp->above;
1193
1108 /* No point updating the players look faces if he is the object 1194 /* No point updating the players look faces if he is the object
1109 * being removed. 1195 * being removed.
1110 */ 1196 */
1111 1197
1112 /* See if object moving off should effect something */ 1198 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1116 {
1117 move_apply (tmp, this, 0); 1201 move_apply (tmp, this, 0);
1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1121 } 1202 }
1122 1203
1123 last = tmp; 1204 if (affects_los ())
1124 }
1125
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1135 } 1206 }
1136} 1207}
1137 1208
1138/* 1209/*
1152 if (!top) 1223 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1224 for (top = op; top && top->above; top = top->above)
1154 ; 1225 ;
1155 1226
1156 for (; top; top = top->below) 1227 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1228 if (object::can_merge (op, top))
1162 { 1229 {
1163 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1164 1231
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1167 op->destroy (); 1238 op->destroy ();
1239
1168 return top; 1240 return top;
1169 } 1241 }
1170 }
1171 1242
1172 return 0; 1243 return 0;
1173} 1244}
1174 1245
1175void 1246void
1180 1251
1181 object *prev = this; 1252 object *prev = this;
1182 1253
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 { 1255 {
1185 object *op = arch_to_object (at); 1256 object *op = at->instance ();
1186 1257
1187 op->name = name; 1258 op->name = name;
1188 op->name_pl = name_pl; 1259 op->name_pl = name_pl;
1189 op->title = title; 1260 op->title = title;
1190 1261
1200 * job preparing multi-part monsters. 1271 * job preparing multi-part monsters.
1201 */ 1272 */
1202object * 1273object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1275{
1276 op->remove ();
1277
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1279 {
1207 tmp->x = x + tmp->arch->x; 1280 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1281 tmp->y = y + tmp->arch->y;
1209 } 1282 }
1226 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1227 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1228 * 1301 *
1229 * Return value: 1302 * Return value:
1230 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1305 * just 'op' otherwise
1233 */ 1306 */
1234object * 1307object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1309{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1310 op->remove ();
1311
1312 if (m == &freed_map)//D TODO: remove soon
1313 {//D
1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1315 }//D
1242 1316
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1319 * need extra work
1246 */ 1320 */
1321 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1322 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1323 {
1249 op->destroy (); 1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1325 return 0;
1251 } 1326 }
1252 1327
1253 if (object *more = op->more) 1328 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1329 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1330 return 0;
1256 1331
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1332 op->flag [FLAG_REMOVED] = false;
1258 1333 op->env = 0;
1259 op->map = m; 1334 op->map = newmap;
1335
1260 mapspace &ms = op->ms (); 1336 mapspace &ms = op->ms ();
1261 1337
1262 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1263 */ 1339 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1342 if (object::can_merge (op, tmp))
1267 { 1343 {
1344 // TODO: we actually want to update tmp, not op,
1345 // but some caller surely breaks when we return tmp
1346 // from here :/
1268 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1348 tmp->destroy ();
1270 } 1349 }
1271 1350
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1352 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274 1353
1281 { 1360 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1362 abort ();
1284 } 1363 }
1285 1364
1365 if (!originator->is_on_map ())
1366 {
1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1371
1286 op->above = originator; 1372 op->above = originator;
1287 op->below = originator->below; 1373 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1374 originator->below = op;
1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1377 }
1297 else 1378 else
1298 { 1379 {
1299 top = ms.bot; 1380 object *floor = 0;
1381 object *top = ms.top;
1300 1382
1301 /* If there are other objects, then */ 1383 /* If there are other objects, then */
1302 if (top) 1384 if (top)
1303 { 1385 {
1304 object *last = 0;
1305
1306 /* 1386 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1387 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1388 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1389 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * once we get to them. This reduces the need to traverse over all of 1393 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time 1394 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1317 */ 1397 */
1318 for (top = ms.bot; top; top = top->above) 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1399 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1400 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1401 floor = tmp;
1322 1402
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1403 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1404 {
1325 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1326 top = top->below; 1406 top = tmp->below;
1327 break; 1407 break;
1328 } 1408 }
1329 1409
1330 last = top; 1410 top = tmp;
1331 } 1411 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1412
1336 /* We let update_position deal with figuring out what the space 1413 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1414 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1415 * makes things faster, and effectively the same result.
1339 */ 1416 */
1346 */ 1423 */
1347 if (!(flag & INS_ON_TOP) 1424 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1425 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1426 && (op->face && !faces [op->face].visibility))
1350 { 1427 {
1428 object *last;
1429
1351 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1432 break;
1354 1433
1355 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1442 } /* If objects on this space */
1364 1443
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1445 top = floor;
1367 1446
1368 /* Top is the object that our object (op) is going to get inserted above. 1447 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1448 if (!top)
1373 { 1449 {
1450 op->below = 0;
1374 op->above = ms.bot; 1451 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1455 }
1382 else 1456 else
1383 { /* get inserted into the stack above top */ 1457 {
1384 op->above = top->above; 1458 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1459 top->above = op;
1388 1460
1389 op->below = top; 1461 op->below = top;
1390 top->above = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1463 }
1464 }
1392 1465
1393 if (!op->above) 1466 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1467 {
1399 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1400 ++op->map->players; 1469 ++op->map->players;
1401 op->map->touch (); 1470 op->map->touch ();
1402 } 1471 }
1403 1472
1404 op->map->dirty = true; 1473 op->map->dirty = true;
1405 1474
1406 if (object *pl = ms.player ()) 1475 if (object *pl = ms.player ())
1476 //TODO: the floorbox prev/next might need updating
1477 //esrv_send_item (pl, op);
1478 //TODO: update floorbox to preserve ordering
1479 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1480 pl->contr->ns->floorbox_update ();
1408 1481
1409 /* If this object glows, it may affect lighting conditions that are 1482 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1483 * visible to others on this map. But update_all_los is really
1411 * an inefficient way to do this, as it means los for all players 1484 * an inefficient way to do this, as it means los for all players
1412 * on the map will get recalculated. The players could very well 1485 * on the map will get recalculated. The players could very well
1413 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1414 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1489 * of effect may be sufficient.
1417 */ 1490 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1420 1496
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1423 1499
1424 INVOKE_OBJECT (INSERT, op); 1500 INVOKE_OBJECT (INSERT, op);
1431 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1432 * update_object(). 1508 * update_object().
1433 */ 1509 */
1434 1510
1435 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1437 { 1513 {
1438 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1439 return 0; 1515 return 0;
1440 1516
1441 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1452/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1453 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1454 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1455 */ 1531 */
1456void 1532void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1534{
1459 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1460 1536
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1539 tmp->destroy ();
1464 1540
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1466 1542
1467 tmp->x = op->x; 1543 tmp->x = op->x;
1468 tmp->y = op->y; 1544 tmp->y = op->y;
1469 1545
1470 insert_ob_in_map (tmp, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1477 return where->env->insert (this); 1553 return where->env->insert (this);
1478 else 1554 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1556}
1481 1557
1482/* 1558// check whether we can put this into the map, respect max_volume, max_items
1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1559bool
1484 * is returned contains nr objects, and the remaining parts contains 1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1485 * the rest (or is removed and freed if that number is 0).
1486 * On failure, NULL is returned, and the reason put into the
1487 * global static errmsg array.
1488 */
1489object *
1490object::split_nr (sint32 nr)
1491{ 1561{
1492 if (nrof < nr) 1562 mapspace &ms = m->at (x, y);
1563
1564 int items = ms.items ();
1565
1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1493 return 0; 1569 return true;
1494 else if (nrof == nr)
1495 {
1496 remove ();
1497 return this;
1498 }
1499 else
1500 {
1501 decrease_nr (nr);
1502 1570
1503 object *op = object_create_clone (this); 1571 if (originator && originator->is_player ())
1504 op->nrof = nr; 1572 originator->contr->failmsgf (
1505 return op; 1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1506 } 1574 query_name ()
1507} 1575 );
1508 1576
1509//TODO: remove, but semantics differs from split_nr
1510object *
1511get_split_ob (object *orig_ob, uint32 nr)
1512{
1513 if (orig_ob->nrof < nr)
1514 {
1515 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1516 return 0;
1517 }
1518
1519 return orig_ob->split_nr (nr);
1520}
1521
1522// find player who can see this object
1523static object *
1524visible_to (object *op)
1525{
1526 if (!op->flag [FLAG_REMOVED])
1527 {
1528 // see if we are in a container of sorts
1529 if (object *env = op->env)
1530 {
1531 // the player inventory itself is always visible
1532 if (env->type == PLAYER)
1533 return env;
1534
1535 // else a player could have our env open
1536 env = env->outer_env ();
1537
1538 // the player itself is always on a map, so we will find him here
1539 // even if our inv is in a player.
1540 if (env->is_on_map ())
1541 if (object *pl = env->ms ().player ())
1542 if (pl->container == op->env)
1543 return pl;
1544 }
1545 else
1546 {
1547 // maybe there is a player standing on the same mapspace
1548 if (object *pl = env->ms ().player ())
1549 return pl;
1550 }
1551 }
1552
1553 return 0; 1577 return false;
1554} 1578}
1555 1579
1556/* 1580/*
1557 * decrease_ob_nr(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1558 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1559 * is subsequently removed and freed. 1583 * is subsequently removed and freed.
1560 * 1584 *
1561 * Return value: 'op' if something is left, NULL if the amount reached 0 1585 * Return value: 'op' if something is left, NULL if the amount reached 0
1562 */ 1586 */
1563bool 1587bool
1564object::decrease_nr (sint32 nr) 1588object::decrease (sint32 nr)
1565{ 1589{
1590 if (!nr)
1591 return true;
1592
1566 nr = min (nr, nrof); 1593 nr = min (nr, nrof);
1567 1594
1568 if (!nr) 1595 if (nrof > nr)
1569 return 1; 1596 {
1570
1571 nrof -= nr; 1597 nrof -= nr;
1572
1573 object *visible = visible_to (this);
1574
1575 if (nrof)
1576 {
1577 adjust_weight (env, -weight * nr); // carrying == 0 1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1578 1599
1579 if (visible) 1600 if (object *pl = visible_to ())
1580 esrv_send_item (visible, this); 1601 esrv_update_item (UPD_NROF, pl, this);
1581 1602
1582 return 1; 1603 return true;
1583 } 1604 }
1584 else 1605 else
1585 { 1606 {
1586 if (visible)
1587 esrv_del_item (visible->contr, count);
1588
1589 this->destroy (1); 1607 destroy ();
1590 return 0; 1608 return false;
1591 } 1609 }
1592} 1610}
1593 1611
1594//TODO: remove 1612/*
1613 * split(ob,nr) splits up ob into two parts. The part which
1614 * is returned contains nr objects, and the remaining parts contains
1615 * the rest (or is removed and returned if that number is 0).
1616 * On failure, NULL is returned.
1617 */
1595object * 1618object *
1596decrease_ob_nr (object *op, uint32 i) 1619object::split (sint32 nr)
1597{ 1620{
1598 return op->decrease_nr (i) ? op : 0; 1621 int have = number_of ();
1622
1623 if (have < nr)
1624 return 0;
1625 else if (have == nr)
1626 {
1627 remove ();
1628 return this;
1629 }
1630 else
1631 {
1632 decrease (nr);
1633
1634 object *op = deep_clone ();
1635 op->nrof = nr;
1636 return op;
1637 }
1599} 1638}
1600 1639
1601object * 1640object *
1602insert_ob_in_ob (object *op, object *where) 1641insert_ob_in_ob (object *op, object *where)
1603{ 1642{
1644 if (object::can_merge (tmp, op)) 1683 if (object::can_merge (tmp, op))
1645 { 1684 {
1646 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1686 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1688
1689 if (object *pl = tmp->visible_to ())
1690 esrv_update_item (UPD_NROF, pl, tmp);
1691
1692 adjust_weight (this, op->total_weight ());
1693
1649 op->destroy (1); 1694 op->destroy ();
1650 op = tmp; 1695 op = tmp;
1651 goto inserted; 1696 goto inserted;
1652 } 1697 }
1653 1698
1654 op->owner = 0; // it's his/hers now. period. 1699 op->owner = 0; // it's his/hers now. period.
1665 1710
1666 inv = op; 1711 inv = op;
1667 1712
1668 op->flag [FLAG_REMOVED] = 0; 1713 op->flag [FLAG_REMOVED] = 0;
1669 1714
1715 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op);
1717
1670 adjust_weight (this, op->total_weight ()); 1718 adjust_weight (this, op->total_weight ());
1671 1719
1672inserted: 1720inserted:
1673 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1722 if (op->glow_radius && is_on_map ())
1723 {
1724 update_stats ();
1675 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1676 1726 }
1677 if (object *otmp = in_player ()) 1727 else if (is_player ())
1678 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1728 // if this is a player's inventory, update stats
1679 otmp->update_stats (); 1729 contr->queue_stats_update ();
1680 1730
1681 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1682 1732
1683 return op; 1733 return op;
1684} 1734}
1704 * on top. 1754 * on top.
1705 */ 1755 */
1706int 1756int
1707check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1708{ 1758{
1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1760 return 0;
1761
1709 object *tmp; 1762 object *tmp;
1710 maptile *m = op->map; 1763 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1712 1765
1713 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1714 1767
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1716 return 0;
1717 1769
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1721 1773
1722 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1723 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1724 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1725 * as walking. 1777 * as walking.
1736 return 0; 1788 return 0;
1737 1789
1738 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1740 */ 1792 */
1741 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 } 1794 {
1795 next = tmp->below;
1751 1796
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1797 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1756 1799
1757 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1758 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764 { 1807 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1810 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1812
1772 if (op->type == PLAYER) 1813 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1816 diff /= 4.0;
1776 1817
1777 op->speed_left -= diff; 1818 op->speed_left -= diff;
1778 } 1819 }
1779 } 1820 }
1812 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1813 return NULL; 1854 return NULL;
1814 } 1855 }
1815 1856
1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 if (tmp->arch == at) 1858 if (tmp->arch->archname == at->archname)
1818 return tmp; 1859 return tmp;
1819 1860
1820 return NULL; 1861 return NULL;
1821} 1862}
1822 1863
1886 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1887 */ 1928 */
1888object * 1929object *
1889present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
1890{ 1931{
1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892 if (tmp->arch == at) 1933 if (tmp->arch->archname == at->archname)
1893 return tmp; 1934 return tmp;
1894 1935
1895 return NULL; 1936 return NULL;
1896} 1937}
1897 1938
1985 * head of the object should correspond for the entire object. 2026 * head of the object should correspond for the entire object.
1986 */ 2027 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 2029 continue;
1989 2030
1990 if (ob->blocked (m, pos.x, pos.y)) 2031 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 2032 continue;
1992 2033
1993 altern [index++] = i; 2034 altern [index++] = i;
1994 } 2035 }
1995 2036
2063 * there is capable of. 2104 * there is capable of.
2064 */ 2105 */
2065int 2106int
2066find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2067{ 2108{
2068 int i, max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2069
2070 sint16 nx, ny;
2071 object *tmp;
2072 maptile *mp;
2073
2074 MoveType blocked, move_type; 2110 MoveType move_type;
2075 2111
2076 if (exclude && exclude->head_ () != exclude) 2112 if (exclude && exclude->head_ () != exclude)
2077 { 2113 {
2078 exclude = exclude->head; 2114 exclude = exclude->head;
2079 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2082 { 2118 {
2083 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2084 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2085 } 2121 }
2086 2122
2087 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2088 { 2124 {
2089 mp = m; 2125 mapxy pos (m, x, y);
2090 nx = x + freearr_x[i]; 2126 pos.move (i);
2091 ny = y + freearr_y[i];
2092 2127
2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2094
2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i]; 2129 max = maxfree[i];
2097 else 2130 else
2098 { 2131 {
2099 mapspace &ms = mp->at (nx, ny); 2132 mapspace &ms = *pos;
2100 2133
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2104 max = maxfree[i]; 2135 max = maxfree [i];
2105 else if (mflags & P_IS_ALIVE) 2136 else if (ms.flags () & P_IS_ALIVE)
2106 { 2137 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break;
2111
2112 if (tmp)
2113 return freedir[i]; 2141 return freedir [i];
2114 } 2142 }
2115 } 2143 }
2116 } 2144 }
2117 2145
2118 return 0; 2146 return 0;
2193 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2194 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2195 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2196 * functions. 2224 * functions.
2197 */ 2225 */
2198int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2199 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2200 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2201 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2202 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2203 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2299int 2327int
2300can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2301{ 2329{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2305} 2333}
2306 2334
2307/* 2335/*
2308 * create clone from object to another 2336 * create clone from object to another
2309 */ 2337 */
2310object * 2338object *
2311object_create_clone (object *asrc) 2339object::deep_clone ()
2312{ 2340{
2313 object *dst = 0, *tmp, *src, *prev, *item; 2341 assert (("deep_clone called on non-head object", is_head ()));
2314 2342
2315 if (!asrc) 2343 object *dst = clone ();
2316 return 0;
2317 2344
2318 src = asrc->head_ (); 2345 object *prev = dst;
2319
2320 prev = 0;
2321 for (object *part = src; part; part = part->more) 2346 for (object *part = this->more; part; part = part->more)
2322 { 2347 {
2323 tmp = part->clone (); 2348 object *tmp = part->clone ();
2324 tmp->x -= src->x;
2325 tmp->y -= src->y;
2326
2327 if (!part->head)
2328 {
2329 dst = tmp;
2330 tmp->head = 0;
2331 }
2332 else
2333 tmp->head = dst; 2349 tmp->head = dst;
2334
2335 tmp->more = 0;
2336
2337 if (prev)
2338 prev->more = tmp; 2350 prev->more = tmp;
2339
2340 prev = tmp; 2351 prev = tmp;
2341 } 2352 }
2342 2353
2343 for (item = src->inv; item; item = item->below) 2354 for (object *item = inv; item; item = item->below)
2344 insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (item->deep_clone (), dst);
2345 2356
2346 return dst; 2357 return dst;
2347} 2358}
2348 2359
2349/* This returns the first object in who's inventory that 2360/* This returns the first object in who's inventory that
2358 return tmp; 2369 return tmp;
2359 2370
2360 return 0; 2371 return 0;
2361} 2372}
2362 2373
2363/* If ob has a field named key, return the link from the list, 2374shstr_tmp
2364 * otherwise return NULL. 2375object::kv_get (shstr_tmp key) const
2365 *
2366 * key must be a passed in shared string - otherwise, this won't
2367 * do the desired thing.
2368 */
2369key_value *
2370get_ob_key_link (const object *ob, const char *key)
2371{ 2376{
2372 for (key_value *link = ob->key_values; link; link = link->next) 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2373 if (link->key == key) 2378 if (kv->key == key)
2374 return link;
2375
2376 return 0;
2377}
2378
2379/*
2380 * Returns the value of op has an extra_field for key, or NULL.
2381 *
2382 * The argument doesn't need to be a shared string.
2383 *
2384 * The returned string is shared.
2385 */
2386const char *
2387get_ob_key_value (const object *op, const char *const key)
2388{
2389 key_value *link;
2390 shstr_cmp canonical_key (key);
2391
2392 if (!canonical_key)
2393 {
2394 /* 1. There being a field named key on any object
2395 * implies there'd be a shared string to find.
2396 * 2. Since there isn't, no object has this field.
2397 * 3. Therefore, *this* object doesn't have this field.
2398 */
2399 return 0;
2400 }
2401
2402 /* This is copied from get_ob_key_link() above -
2403 * only 4 lines, and saves the function call overhead.
2404 */
2405 for (link = op->key_values; link; link = link->next)
2406 if (link->key == canonical_key)
2407 return link->value; 2379 return kv->value;
2408 2380
2409 return 0; 2381 return shstr ();
2410} 2382}
2411 2383
2412/* 2384void
2413 * Updates the canonical_key in op to value. 2385object::kv_set (shstr_tmp key, shstr_tmp value)
2414 *
2415 * canonical_key is a shared string (value doesn't have to be).
2416 *
2417 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2418 * keys.
2419 *
2420 * Returns TRUE on success.
2421 */
2422int
2423set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2424{ 2386{
2425 key_value *field = NULL, *last = NULL; 2387 for (key_value *kv = key_values; kv; kv = kv->next)
2426 2388 if (kv->key == key)
2427 for (field = op->key_values; field != NULL; field = field->next)
2428 {
2429 if (field->key != canonical_key)
2430 { 2389 {
2431 last = field; 2390 kv->value = value;
2432 continue; 2391 return;
2433 } 2392 }
2434 2393
2435 if (value) 2394 key_value *kv = new key_value;
2436 field->value = value; 2395
2437 else 2396 kv->next = key_values;
2397 kv->key = key;
2398 kv->value = value;
2399
2400 key_values = kv;
2401}
2402
2403void
2404object::kv_del (shstr_tmp key)
2405{
2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2407 if ((*kvp)->key == key)
2438 { 2408 {
2439 /* Basically, if the archetype has this key set, 2409 key_value *kv = *kvp;
2440 * we need to store the null value so when we save 2410 *kvp = (*kvp)->next;
2441 * it, we save the empty value so that when we load, 2411 delete kv;
2442 * we get this value back again. 2412 return;
2443 */
2444 if (get_ob_key_link (op->arch, canonical_key))
2445 field->value = 0;
2446 else
2447 {
2448 if (last)
2449 last->next = field->next;
2450 else
2451 op->key_values = field->next;
2452
2453 delete field;
2454 }
2455 } 2413 }
2456 return TRUE;
2457 }
2458 /* IF we get here, key doesn't exist */
2459
2460 /* No field, we'll have to add it. */
2461
2462 if (!add_key)
2463 return FALSE;
2464
2465 /* There isn't any good reason to store a null
2466 * value in the key/value list. If the archetype has
2467 * this key, then we should also have it, so shouldn't
2468 * be here. If user wants to store empty strings,
2469 * should pass in ""
2470 */
2471 if (value == NULL)
2472 return TRUE;
2473
2474 field = new key_value;
2475
2476 field->key = canonical_key;
2477 field->value = value;
2478 /* Usual prepend-addition. */
2479 field->next = op->key_values;
2480 op->key_values = field;
2481
2482 return TRUE;
2483}
2484
2485/*
2486 * Updates the key in op to value.
2487 *
2488 * If add_key is FALSE, this will only update existing keys,
2489 * and not add new ones.
2490 * In general, should be little reason FALSE is ever passed in for add_key
2491 *
2492 * Returns TRUE on success.
2493 */
2494int
2495set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2496{
2497 shstr key_ (key);
2498
2499 return set_ob_key_value_s (op, key_, value, add_key);
2500} 2414}
2501 2415
2502object::depth_iterator::depth_iterator (object *container) 2416object::depth_iterator::depth_iterator (object *container)
2503: iterator_base (container) 2417: iterator_base (container)
2504{ 2418{
2554{ 2468{
2555 char flagdesc[512]; 2469 char flagdesc[512];
2556 char info2[256 * 4]; 2470 char info2[256 * 4];
2557 char *p = info; 2471 char *p = info;
2558 2472
2559 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2473 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2560 count, 2474 count,
2561 uuid.c_str (), 2475 uuid.c_str (),
2562 &name, 2476 &name,
2563 title ? "\",title:\"" : "", 2477 title ? ",title:\"" : "",
2564 title ? (const char *)title : "", 2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2565 flag_desc (flagdesc, 512), type); 2480 flag_desc (flagdesc, 512), type);
2566 2481
2567 if (!this->flag[FLAG_REMOVED] && env) 2482 if (!flag[FLAG_REMOVED] && env)
2568 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2569 2484
2570 if (map) 2485 if (map)
2571 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2486 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2572 2487
2587{ 2502{
2588 return map ? map->region (x, y) 2503 return map ? map->region (x, y)
2589 : region::default_region (); 2504 : region::default_region ();
2590} 2505}
2591 2506
2592const materialtype_t *
2593object::dominant_material () const
2594{
2595 if (materialtype_t *mt = name_to_material (materialname))
2596 return mt;
2597
2598 return name_to_material (shstr_unknown);
2599}
2600
2601void 2507void
2602object::open_container (object *new_container) 2508object::open_container (object *new_container)
2603{ 2509{
2604 if (container == new_container) 2510 if (container == new_container)
2605 return; 2511 return;
2606 2512
2607 if (object *old_container = container) 2513 object *old_container = container;
2514
2515 if (old_container)
2608 { 2516 {
2609 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2517 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2610 return; 2518 return;
2611 2519
2612#if 0 2520#if 0
2614 if (object *closer = old_container->inv) 2522 if (object *closer = old_container->inv)
2615 if (closer->type == CLOSE_CON) 2523 if (closer->type == CLOSE_CON)
2616 closer->destroy (); 2524 closer->destroy ();
2617#endif 2525#endif
2618 2526
2527 // make sure the container is available
2528 esrv_send_item (this, old_container);
2529
2619 old_container->flag [FLAG_APPLIED] = 0; 2530 old_container->flag [FLAG_APPLIED] = false;
2620 container = 0; 2531 container = 0;
2621 2532
2533 // client needs item update to make it work, client bug requires this to be separate
2622 esrv_update_item (UPD_FLAGS, this, old_container); 2534 esrv_update_item (UPD_FLAGS, this, old_container);
2535
2623 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2624 play_sound (sound_find ("chest_close")); 2537 play_sound (sound_find ("chest_close"));
2625 } 2538 }
2626 2539
2627 if (new_container) 2540 if (new_container)
2628 { 2541 {
2632 // TODO: this does not seem to serve any purpose anymore? 2545 // TODO: this does not seem to serve any purpose anymore?
2633#if 0 2546#if 0
2634 // insert the "Close Container" object. 2547 // insert the "Close Container" object.
2635 if (archetype *closer = new_container->other_arch) 2548 if (archetype *closer = new_container->other_arch)
2636 { 2549 {
2637 object *closer = arch_to_object (new_container->other_arch); 2550 object *closer = new_container->other_arch->instance ();
2638 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2639 new_container->insert (closer); 2552 new_container->insert (closer);
2640 } 2553 }
2641#endif 2554#endif
2642 2555
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2644 2557
2558 // make sure the container is available, client bug requires this to be separate
2559 esrv_send_item (this, new_container);
2560
2645 new_container->flag [FLAG_APPLIED] = 1; 2561 new_container->flag [FLAG_APPLIED] = true;
2646 container = new_container; 2562 container = new_container;
2647 2563
2564 // client needs flag change
2648 esrv_update_item (UPD_FLAGS, this, new_container); 2565 esrv_update_item (UPD_FLAGS, this, new_container);
2649 esrv_send_inventory (this, new_container); 2566 esrv_send_inventory (this, new_container);
2650 play_sound (sound_find ("chest_open")); 2567 play_sound (sound_find ("chest_open"));
2651 } 2568 }
2569// else if (!old_container->env && contr && contr->ns)
2570// contr->ns->floorbox_reset ();
2652} 2571}
2653 2572
2654object * 2573object *
2655object::force_find (const shstr name) 2574object::force_find (shstr_tmp name)
2656{ 2575{
2657 /* cycle through his inventory to look for the MARK we want to 2576 /* cycle through his inventory to look for the MARK we want to
2658 * place 2577 * place
2659 */ 2578 */
2660 for (object *tmp = inv; tmp; tmp = tmp->below) 2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2662 return splay (tmp); 2581 return splay (tmp);
2663 2582
2664 return 0; 2583 return 0;
2665} 2584}
2666 2585
2586//-GPL
2587
2667void 2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2668object::force_add (const shstr name, int duration) 2598object::force_add (shstr_tmp name, int duration)
2669{ 2599{
2670 if (object *force = force_find (name)) 2600 if (object *force = force_find (name))
2671 force->destroy (); 2601 force->destroy ();
2672 2602
2673 object *force = get_archetype (FORCE_NAME); 2603 object *force = get_archetype (FORCE_NAME);
2674 2604
2675 force->slaying = name; 2605 force->slaying = name;
2676 force->stats.food = 1; 2606 force->force_set_timer (duration);
2677 force->speed_left = -1.f;
2678
2679 force->set_speed (duration ? 1.f / duration : 0.f);
2680 force->flag [FLAG_IS_USED_UP] = true;
2681 force->flag [FLAG_APPLIED] = true; 2607 force->flag [FLAG_APPLIED] = true;
2682 2608
2683 insert (force); 2609 return insert (force);
2684} 2610}
2685 2611
2686void 2612void
2687object::play_sound (faceidx sound) 2613object::play_sound (faceidx sound) const
2688{ 2614{
2689 if (!sound) 2615 if (!sound)
2690 return; 2616 return;
2691 2617
2692 if (flag [FLAG_REMOVED]) 2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2693 return; 2643 return;
2694 2644
2695 if (env) 2645 // find old force, or create new one
2696 { 2646 object *force = force_find (shstr_noise_force);
2697 if (object *pl = in_player ()) 2647
2698 pl->contr->play_sound (sound); 2648 if (force)
2699 } 2649 force->speed_left = -1.f; // patch old speed up
2700 else 2650 else
2701 map->play_sound (sound, x, y); 2651 {
2702} 2652 force = archetype::get (shstr_noise_force);
2703 2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

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