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Comparing deliantra/server/common/object.C (file contents):
Revision 1.253 by root, Sun Aug 17 22:46:26 2008 UTC vs.
Revision 1.324 by root, Mon Apr 12 05:22:37 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 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
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 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, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -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, 59 -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 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
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] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 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, 65 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 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
66static void 76static void
67write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
68{ 78{
69 CALL_BEGIN (2); 79 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 83 CALL_END;
74} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
82 92
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 112 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
104 114
105 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
106 { 116 {
133 143
134void 144void
135UUID::init () 145UUID::init ()
136{ 146{
137 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
138} 213}
139 214
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 216static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
179 * check weight 254 * check weight
180 */ 255 */
181bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
182{ 257{
183 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
184 if (ob1 == ob2 259 if (ob1 == ob2
185 || ob1->type != ob2->type 260 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 261 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 264 return 0;
190 265
191 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 269 return 0;
198 270
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 275 * flags lose any meaning.
204 */ 276 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
207 279
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
210 282
211 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 284 || ob1->name != ob2->name
213 || ob1->title != ob2->title 285 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
217 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 292 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
223 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
225 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 308 return 0;
237 309
238 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
242 .any ()) 313 .any ())
243 return 0; 314 return 0;
244 315
245 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
264 335
265 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
266 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
267 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
268 */ 339 */
269 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
270 return 0; 341 return 0;
271 342
272 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
273 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
274 * check? 345 * check?
275 */ 346 */
276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
277 return 0; 348 return 0;
278 349
279 switch (ob1->type) 350 switch (ob1->type)
280 { 351 {
281 case SCROLL: 352 case SCROLL:
327 { 398 {
328 // see if we are in a container of sorts 399 // see if we are in a container of sorts
329 if (env) 400 if (env)
330 { 401 {
331 // the player inventory itself is always visible 402 // the player inventory itself is always visible
332 if (env->type == PLAYER) 403 if (env->is_player ())
333 return env; 404 return env;
334 405
335 // else a player could have our env open 406 // else a player could have our env open
336 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
337 408
338 // the player itself is always on a map, so we will find him here 409 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player. 410 // even if our inv is in a player.
340 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 413 if (pl->container_ () == env)
343 return pl; 414 return pl;
344 } 415 }
345 else 416 else
346 { 417 {
347 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 422 || pl->container_ () == this)
352 return pl; 423 return pl;
353 } 424 }
354 } 425 }
355 426
356 return 0; 427 return 0;
434 object_freezer freezer; 505 object_freezer freezer;
435 op->write (freezer); 506 op->write (freezer);
436 return freezer.as_string (); 507 return freezer.as_string ();
437} 508}
438 509
439/* 510char *
440 * get_nearest_part(multi-object, object 2) returns the part of the 511object::as_string ()
441 * multi-object 1 which is closest to the second object.
442 * If it's not a multi-object, it is returned.
443 */
444object *
445get_nearest_part (object *op, const object *pl)
446{ 512{
447 object *tmp, *closest; 513 return dump_object (this);
448 int last_dist, i;
449
450 if (!op->more)
451 return op;
452
453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
456 if ((i = distance (tmp, pl)) < last_dist)
457 closest = tmp, last_dist = i;
458
459 return closest;
460} 514}
461 515
462/* 516/*
463 * Returns the object which has the count-variable equal to the argument. 517 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow. 518 * VERRRY slow.
466object * 520object *
467find_object (tag_t i) 521find_object (tag_t i)
468{ 522{
469 for_all_objects (op) 523 for_all_objects (op)
470 if (op->count == i) 524 if (op->count == i)
525 return op;
526
527 return 0;
528}
529
530/*
531 * Returns the object which has the uuid equal to the argument.
532 * MOAR VERRRY slow.
533 */
534
535object *
536find_object_uuid (UUID i)
537{
538 for_all_objects (op)
539 if (op->uuid == i)
471 return op; 540 return op;
472 541
473 return 0; 542 return 0;
474} 543}
475 544
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 578 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510 return; 579 return;
511 } 580 }
512 581
513 this->owner = owner; 582 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
580} 583}
581 584
582/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
583 * refcounts and freeing the links. 586 * refcounts and freeing the links.
584 */ 587 */
637 tail = new_link; 640 tail = new_link;
638 } 641 }
639 } 642 }
640 } 643 }
641 644
642 if (speed < 0) 645 dst->activate ();
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646} 646}
647 647
648void 648void
649object::instantiate () 649object::instantiate ()
650{ 650{
651 if (!uuid.seq) // HACK 651 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 652 uuid = UUID::gen ();
653 653
654 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
655 if (flag [FLAG_RANDOM_SPEED] && speed)
656 speed_left = - speed - rndm (); // TODO animation
657 else
654 speed_left = -0.1f; 658 speed_left = -1.;
659
655 /* copy the body_info to the body_used - this is only really 660 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything. 661 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting 662 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created 663 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped. 664 * for it, they can be properly equipped.
667object * 672object *
668object::clone () 673object::clone ()
669{ 674{
670 object *neu = create (); 675 object *neu = create ();
671 copy_to (neu); 676 copy_to (neu);
677
678 // TODO: unclean state changes, should not be done in clone AND instantiate
679 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
680 neu->speed_left = - neu->speed - rndm (); // TODO animation
681
672 neu->map = map; // not copied by copy_to 682 neu->map = map; // not copied by copy_to
673 return neu; 683 return neu;
674} 684}
675 685
676/* 686/*
679 * be called to update the face variable, _and_ how it looks on the map. 689 * be called to update the face variable, _and_ how it looks on the map.
680 */ 690 */
681void 691void
682update_turn_face (object *op) 692update_turn_face (object *op)
683{ 693{
684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
685 return; 695 return;
686 696
687 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
689} 699}
694 * This function needs to be called whenever the speed of an object changes. 704 * This function needs to be called whenever the speed of an object changes.
695 */ 705 */
696void 706void
697object::set_speed (float speed) 707object::set_speed (float speed)
698{ 708{
699 if (flag [FLAG_FREED] && speed)
700 {
701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
702 speed = 0;
703 }
704
705 this->speed = speed; 709 this->speed = speed;
706 710
707 if (has_active_speed ()) 711 if (has_active_speed ())
708 activate (); 712 activate ();
709 else 713 else
759 763
760 if (!(m.flags_ & P_UPTODATE)) 764 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 765 /* nop */;
762 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
763 { 767 {
768#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
774 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
775 * have move_allow right now. 780 * have move_allow right now.
776 */ 781 */
777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 m.invalidate ();
784#else
778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
779 m.flags_ = 0; 786 m.invalidate ();
787#endif
780 } 788 }
781 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 791 * that is being removed.
784 */ 792 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 794 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
789 else 797 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 799
793 update_object (op->more, action); 801 update_object (op->more, action);
794} 802}
795 803
796object::object () 804object::object ()
797{ 805{
798 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
799 807
800 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
801 face = blank_face; 809 face = blank_face;
810 material = MATERIAL_NULL;
802} 811}
803 812
804object::~object () 813object::~object ()
805{ 814{
806 unlink (); 815 unlink ();
807 816
808 free_key_values (this); 817 free_key_values (this);
809} 818}
810
811static int object_count;
812 819
813void object::link () 820void object::link ()
814{ 821{
815 assert (!index);//D 822 assert (!index);//D
816 uuid = UUID::gen (); 823 uuid = UUID::gen ();
817 count = ++object_count;
818 824
819 refcnt_inc (); 825 refcnt_inc ();
820 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
821} 830}
822 831
823void object::unlink () 832void object::unlink ()
824{ 833{
825 if (!index) 834 if (!index)
826 return; 835 return;
836
837 ++destroy_count;
827 838
828 objects.erase (this); 839 objects.erase (this);
829 refcnt_dec (); 840 refcnt_dec ();
830} 841}
831 842
835 /* If already on active list, don't do anything */ 846 /* If already on active list, don't do anything */
836 if (active) 847 if (active)
837 return; 848 return;
838 849
839 if (has_active_speed ()) 850 if (has_active_speed ())
851 {
852 if (flag [FLAG_FREED])
853 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
854
840 actives.insert (this); 855 actives.insert (this);
856 }
841} 857}
842 858
843void 859void
844object::activate_recursive () 860object::activate_recursive ()
845{ 861{
910 || map->in_memory != MAP_ACTIVE 926 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 927 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 928 || ms ().move_block == MOVE_ALL)
913 { 929 {
914 while (inv) 930 while (inv)
915 inv->destroy (true); 931 inv->destroy ();
916 } 932 }
917 else 933 else
918 { /* Put objects in inventory onto this space */ 934 { /* Put objects in inventory onto this space */
919 while (inv) 935 while (inv)
920 { 936 {
924 || op->flag [FLAG_NO_DROP] 940 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE 941 || op->type == RUNE
926 || op->type == TRAP 942 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE] 943 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH]) 944 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true); 945 op->destroy ();
930 else 946 else
931 map->insert (op, x, y); 947 map->insert (op, x, y);
932 } 948 }
933 } 949 }
934} 950}
935 951
952/*
953 * Remove and free all objects in the inventory of the given object.
954 * Unlike destroy_inv, this assumes the *this is destroyed as well
955 * well, so we can (and have to!) take shortcuts.
956 */
957void
958object::destroy_inv_fast ()
959{
960 while (object *op = inv)
961 {
962 // remove from object the fast way
963 op->flag [FLAG_REMOVED] = true;
964 op->env = 0;
965 if ((inv = inv->below))
966 inv->above = 0;
967
968 // then destroy
969 op->destroy ();
970 }
971}
972
973void
974object::freelist_free (int count)
975{
976 while (count-- && freelist)
977 {
978 freelist_item *next = freelist->next;
979 // count is being "destroyed"
980
981 sfree ((char *)freelist, sizeof (object));
982
983 freelist = next;
984 --free_count;
985 }
986}
987
988object *
936object *object::create () 989object::create ()
937{ 990{
938 object *op = new object; 991 object *op;
992
993 if (freelist)
994 {
995 freelist_item li = *freelist;
996 memset (freelist, 0, sizeof (object));
997
998 op = new (freelist) object;
999 op->count = li.count;
1000
1001 freelist = li.next;
1002 --free_count;
1003 }
1004 else
1005 {
1006 void *ni = salloc0<char> (sizeof (object));
1007
1008 op = new(ni) object;
1009
1010 op->count = ++object_count;
1011 }
1012
939 op->link (); 1013 op->link ();
1014
940 return op; 1015 return op;
1016}
1017
1018void
1019object::do_delete ()
1020{
1021 uint32_t count = this->count;
1022
1023 this->~object ();
1024
1025 freelist_item *li = (freelist_item *)this;
1026 li->next = freelist;
1027 li->count = count;
1028
1029 freelist = li;
1030 ++free_count;
941} 1031}
942 1032
943static struct freed_map : maptile 1033static struct freed_map : maptile
944{ 1034{
945 freed_map () 1035 freed_map ()
963 1053
964void 1054void
965object::do_destroy () 1055object::do_destroy ()
966{ 1056{
967 if (flag [FLAG_IS_LINKED]) 1057 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1058 remove_link ();
969 1059
970 if (flag [FLAG_FRIENDLY]) 1060 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1061 remove_friendly_object (this);
972 1062
973 remove (); 1063 remove ();
998 attacked_by = 0; 1088 attacked_by = 0;
999 current_weapon = 0; 1089 current_weapon = 0;
1000} 1090}
1001 1091
1002void 1092void
1003object::destroy (bool destroy_inventory) 1093object::destroy ()
1004{ 1094{
1005 if (destroyed ()) 1095 if (destroyed ())
1006 return; 1096 return;
1007 1097
1008 if (!is_head () && !head->destroyed ()) 1098 if (!is_head () && !head->destroyed ())
1009 { 1099 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1101 head->destroy ();
1012 return; 1102 return;
1013 } 1103 }
1014 1104
1015 destroy_inv (!destroy_inventory); 1105 destroy_inv_fast ();
1016 1106
1017 if (is_head ()) 1107 if (is_head ())
1018 if (sound_destroy) 1108 if (sound_destroy)
1019 play_sound (sound_destroy); 1109 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1110 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1121 * the previous environment.
1032 */ 1122 */
1033void 1123void
1034object::do_remove () 1124object::do_remove ()
1035{ 1125{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1126 if (flag [FLAG_REMOVED])
1040 return; 1127 return;
1041 1128
1042 INVOKE_OBJECT (REMOVE, this); 1129 INVOKE_OBJECT (REMOVE, this);
1043 1130
1056 if (object *pl = visible_to ()) 1143 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1144 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1146
1060 adjust_weight (env, -total_weight ()); 1147 adjust_weight (env, -total_weight ());
1148
1149 object *pl = in_player ();
1061 1150
1062 /* we set up values so that it could be inserted into 1151 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up 1152 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do. 1153 * to the caller to decide what we want to do.
1065 */ 1154 */
1073 1162
1074 above = 0; 1163 above = 0;
1075 below = 0; 1164 below = 0;
1076 env = 0; 1165 env = 0;
1077 1166
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1167 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1168 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1169 if (expect_false (pl->contr->combat_ob == this))
1083 otmp->update_stats (); 1170 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1172 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 }
1175
1176 if (expect_false (pl->contr->ranged_ob == this))
1177 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1179 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 }
1182
1183 pl->contr->queue_stats_update ();
1184
1185 if (expect_false (glow_radius) && pl->is_on_map ())
1186 update_all_los (pl->map, pl->x, pl->y);
1187 }
1084 } 1188 }
1085 else if (map) 1189 else if (map)
1086 { 1190 {
1087 map->dirty = true; 1191 map->dirty = true;
1088 mapspace &ms = this->ms (); 1192 mapspace &ms = this->ms ();
1089 1193
1090 if (object *pl = ms.player ()) 1194 if (object *pl = ms.player ())
1091 { 1195 {
1092 if (type == PLAYER) // this == pl(!) 1196 if (is_player ())
1093 { 1197 {
1198 if (!flag [FLAG_WIZPASS])
1199 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1200
1094 // leaving a spot always closes any open container on the ground 1201 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1202 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1203 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1204 // that the CLOSE event is being sent.
1098 close_container (); 1205 close_container ();
1099 1206
1100 --map->players; 1207 --map->players;
1101 map->touch (); 1208 map->touch ();
1102 } 1209 }
1103 else if (pl->container == this) 1210 else if (pl->container_ () == this)
1104 { 1211 {
1105 // removing a container should close it 1212 // removing a container should close it
1106 close_container (); 1213 close_container ();
1107 } 1214 }
1108 1215 else
1109 esrv_del_item (pl->contr, count); 1216 esrv_del_item (pl->contr, count);
1110 } 1217 }
1111 1218
1112 /* link the object above us */ 1219 /* link the object above us */
1113 // re-link, make sure compiler can easily use cmove 1220 // re-link, make sure compiler can easily use cmove
1114 *(above ? &above->below : &ms.top) = below; 1221 *(above ? &above->below : &ms.top) = below;
1115 *(below ? &below->above : &ms.bot) = above; 1222 *(below ? &below->above : &ms.bot) = above;
1116 1223
1117 above = 0; 1224 above = 0;
1118 below = 0; 1225 below = 0;
1119 1226
1120 ms.flags_ = 0; 1227 ms.invalidate ();
1121 1228
1122 if (map->in_memory == MAP_SAVING) 1229 if (map->in_memory == MAP_SAVING)
1123 return; 1230 return;
1124 1231
1125 int check_walk_off = !flag [FLAG_NO_APPLY]; 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1233
1127 if (object *pl = ms.player ()) 1234 if (object *pl = ms.player ())
1128 { 1235 {
1129 if (pl->container == this) 1236 if (pl->container_ () == this)
1130 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1132 * appropriately. 1239 * appropriately.
1133 */ 1240 */
1134 pl->close_container (); 1241 pl->close_container ();
1138 //TODO: update floorbox to preserve ordering 1245 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns) 1246 if (pl->contr->ns)
1140 pl->contr->ns->floorbox_update (); 1247 pl->contr->ns->floorbox_update ();
1141 } 1248 }
1142 1249
1250 if (check_walk_off)
1143 for (tmp = ms.bot; tmp; tmp = tmp->above) 1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1144 { 1252 {
1253 above = tmp->above;
1254
1145 /* No point updating the players look faces if he is the object 1255 /* No point updating the players look faces if he is the object
1146 * being removed. 1256 * being removed.
1147 */ 1257 */
1148 1258
1149 /* See if object moving off should effect something */ 1259 /* See if object moving off should effect something */
1150 if (check_walk_off
1151 && ((move_type & tmp->move_off) 1260 if ((move_type & tmp->move_off)
1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1153 {
1154 move_apply (tmp, this, 0); 1262 move_apply (tmp, this, 0);
1155
1156 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 } 1263 }
1159 1264
1160 last = tmp; 1265 if (affects_los ())
1161 }
1162
1163 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1164 update_all_los (map, x, y); 1266 update_all_los (map, x, y);
1165 } 1267 }
1166} 1268}
1167 1269
1168/* 1270/*
1192 esrv_update_item (UPD_NROF, pl, top); 1294 esrv_update_item (UPD_NROF, pl, top);
1193 1295
1194 op->weight = 0; // cancel the addition above 1296 op->weight = 0; // cancel the addition above
1195 op->carrying = 0; // must be 0 already 1297 op->carrying = 0; // must be 0 already
1196 1298
1197 op->destroy (1); 1299 op->destroy ();
1198 1300
1199 return top; 1301 return top;
1200 } 1302 }
1201 1303
1202 return 0; 1304 return 0;
1210 1312
1211 object *prev = this; 1313 object *prev = this;
1212 1314
1213 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1214 { 1316 {
1215 object *op = arch_to_object (at); 1317 object *op = at->instance ();
1216 1318
1217 op->name = name; 1319 op->name = name;
1218 op->name_pl = name_pl; 1320 op->name_pl = name_pl;
1219 op->title = title; 1321 op->title = title;
1220 1322
1258 * Passing 0 for flag gives proper default values, so flag really only needs 1360 * Passing 0 for flag gives proper default values, so flag really only needs
1259 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1260 * 1362 *
1261 * Return value: 1363 * Return value:
1262 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1263 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1264 * just 'op' otherwise 1366 * just 'op' otherwise
1265 */ 1367 */
1266object * 1368object *
1267insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1268{ 1370{
1269 if (op->is_on_map ())
1270 {
1271 LOG (llevError, "insert_ob_in_map called for object already on map");
1272 abort ();
1273 }
1274
1275 if (op->env)
1276 {
1277 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1278 op->remove (); 1371 op->remove ();
1279 }
1280 1372
1281 if (op->face && !face_info (op->face))//D TODO: remove soon 1373 if (m == &freed_map)//D TODO: remove soon
1282 {//D 1374 {//D
1283 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1375 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1284 op->face = 1;//D
1285 }//D 1376 }//D
1286 1377
1287 /* Ideally, the caller figures this out. However, it complicates a lot 1378 /* Ideally, the caller figures this out. However, it complicates a lot
1288 * of areas of callers (eg, anything that uses find_free_spot would now 1379 * of areas of callers (eg, anything that uses find_free_spot would now
1289 * need extra work 1380 * need extra work
1290 */ 1381 */
1382 maptile *newmap = m;
1291 if (!xy_normalise (m, op->x, op->y)) 1383 if (!xy_normalise (newmap, op->x, op->y))
1292 { 1384 {
1293 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1385 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1294 return 0; 1386 return 0;
1295 } 1387 }
1296 1388
1297 if (object *more = op->more) 1389 if (object *more = op->more)
1298 if (!insert_ob_in_map (more, m, originator, flag)) 1390 if (!insert_ob_in_map (more, m, originator, flag))
1299 return 0; 1391 return 0;
1300 1392
1301 CLEAR_FLAG (op, FLAG_REMOVED); 1393 op->flag [FLAG_REMOVED] = false;
1302 1394 op->env = 0;
1303 op->map = m; 1395 op->map = newmap;
1396
1304 mapspace &ms = op->ms (); 1397 mapspace &ms = op->ms ();
1305 1398
1306 /* this has to be done after we translate the coordinates. 1399 /* this has to be done after we translate the coordinates.
1307 */ 1400 */
1308 if (op->nrof && !(flag & INS_NO_MERGE)) 1401 if (op->nrof && !(flag & INS_NO_MERGE))
1311 { 1404 {
1312 // TODO: we actually want to update tmp, not op, 1405 // TODO: we actually want to update tmp, not op,
1313 // but some caller surely breaks when we return tmp 1406 // but some caller surely breaks when we return tmp
1314 // from here :/ 1407 // from here :/
1315 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1316 tmp->destroy (1); 1409 tmp->destroy ();
1317 } 1410 }
1318 1411
1319 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1412 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1320 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1321 1414
1322 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1323 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1324 1417
1325 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1326 { 1419 {
1327 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1420 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1328 { 1421 {
1329 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1422 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1330 abort (); 1423 abort ();
1331 } 1424 }
1332 1425
1333 if (!originator->is_on_map ()) 1426 if (!originator->is_on_map ())
1427 {
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1428 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ()); 1429 op->debug_desc (), originator->debug_desc ());
1430 abort ();
1431 }
1336 1432
1337 op->above = originator; 1433 op->above = originator;
1338 op->below = originator->below; 1434 op->below = originator->below;
1339 originator->below = op; 1435 originator->below = op;
1340 1436
1360 * when lots of spells are cast in one area. Currently, it is presumed 1456 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1362 */ 1458 */
1363 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 { 1460 {
1365 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1461 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1366 floor = tmp; 1462 floor = tmp;
1367 1463
1368 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1464 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1369 { 1465 {
1370 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1371 top = tmp->below; 1467 top = tmp->below;
1372 break; 1468 break;
1373 } 1469 }
1391 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1392 { 1488 {
1393 object *last; 1489 object *last;
1394 1490
1395 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1396 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1397 break; 1493 break;
1398 1494
1399 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1400 * and make sure we have a below pointer for it so that 1496 * and make sure we have a below pointer for it so that
1401 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1426 op->below = top; 1522 op->below = top;
1427 *(op->above ? &op->above->below : &ms.top) = op; 1523 *(op->above ? &op->above->below : &ms.top) = op;
1428 } 1524 }
1429 } 1525 }
1430 1526
1431 if (op->type == PLAYER) 1527 if (op->is_player ())
1432 { 1528 {
1433 op->contr->do_los = 1; 1529 op->contr->do_los = 1;
1434 ++op->map->players; 1530 ++op->map->players;
1435 op->map->touch (); 1531 op->map->touch ();
1436 } 1532 }
1451 * be far away from this change and not affected in any way - 1547 * be far away from this change and not affected in any way -
1452 * this should get redone to only look for players within range, 1548 * this should get redone to only look for players within range,
1453 * or just updating the P_UPTODATE for spaces within this area 1549 * or just updating the P_UPTODATE for spaces within this area
1454 * of effect may be sufficient. 1550 * of effect may be sufficient.
1455 */ 1551 */
1456 if (op->map->darkness && (op->glow_radius != 0)) 1552 if (op->affects_los ())
1553 {
1554 op->ms ().invalidate ();
1457 update_all_los (op->map, op->x, op->y); 1555 update_all_los (op->map, op->x, op->y);
1556 }
1458 1557
1459 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1558 /* updates flags (blocked, alive, no magic, etc) for this map space */
1460 update_object (op, UP_OBJ_INSERT); 1559 update_object (op, UP_OBJ_INSERT);
1461 1560
1462 INVOKE_OBJECT (INSERT, op); 1561 INVOKE_OBJECT (INSERT, op);
1469 * blocked() and wall() work properly), and these flags are updated by 1568 * blocked() and wall() work properly), and these flags are updated by
1470 * update_object(). 1569 * update_object().
1471 */ 1570 */
1472 1571
1473 /* if this is not the head or flag has been passed, don't check walk on status */ 1572 /* if this is not the head or flag has been passed, don't check walk on status */
1474 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1475 { 1574 {
1476 if (check_move_on (op, originator)) 1575 if (check_move_on (op, originator))
1477 return 0; 1576 return 0;
1478 1577
1479 /* If we are a multi part object, lets work our way through the check 1578 /* If we are a multi part object, lets work our way through the check
1490/* this function inserts an object in the map, but if it 1589/* this function inserts an object in the map, but if it
1491 * finds an object of its own type, it'll remove that one first. 1590 * finds an object of its own type, it'll remove that one first.
1492 * op is the object to insert it under: supplies x and the map. 1591 * op is the object to insert it under: supplies x and the map.
1493 */ 1592 */
1494void 1593void
1495replace_insert_ob_in_map (const char *arch_string, object *op) 1594replace_insert_ob_in_map (shstr_tmp archname, object *op)
1496{ 1595{
1497 /* first search for itself and remove any old instances */ 1596 /* first search for itself and remove any old instances */
1498 1597
1499 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1500 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1501 tmp->destroy (1); 1600 tmp->destroy ();
1502 1601
1503 object *tmp = arch_to_object (archetype::find (arch_string)); 1602 object *tmp = archetype::find (archname)->instance ();
1504 1603
1505 tmp->x = op->x; 1604 tmp->x = op->x;
1506 tmp->y = op->y; 1605 tmp->y = op->y;
1507 1606
1508 insert_ob_in_map (tmp, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1513{ 1612{
1514 if (where->env) 1613 if (where->env)
1515 return where->env->insert (this); 1614 return where->env->insert (this);
1516 else 1615 else
1517 return where->map->insert (this, where->x, where->y, originator, flags); 1616 return where->map->insert (this, where->x, where->y, originator, flags);
1617}
1618
1619// check whether we can put this into the map, respect max_volume, max_items
1620bool
1621object::can_drop_at (maptile *m, int x, int y, object *originator)
1622{
1623 mapspace &ms = m->at (x, y);
1624
1625 int items = ms.items ();
1626
1627 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items
1629 && ms.volume () < m->max_volume))
1630 return true;
1631
1632 if (originator && originator->is_player ())
1633 originator->contr->failmsgf (
1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1635 query_name ()
1636 );
1637
1638 return false;
1518} 1639}
1519 1640
1520/* 1641/*
1521 * decrease(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1522 * the amount of an object. If the amount reaches 0, the object 1643 * the amount of an object. If the amount reaches 0, the object
1629 if (object *pl = tmp->visible_to ()) 1750 if (object *pl = tmp->visible_to ())
1630 esrv_update_item (UPD_NROF, pl, tmp); 1751 esrv_update_item (UPD_NROF, pl, tmp);
1631 1752
1632 adjust_weight (this, op->total_weight ()); 1753 adjust_weight (this, op->total_weight ());
1633 1754
1634 op->destroy (1); 1755 op->destroy ();
1635 op = tmp; 1756 op = tmp;
1636 goto inserted; 1757 goto inserted;
1637 } 1758 }
1638 1759
1639 op->owner = 0; // it's his/hers now. period. 1760 op->owner = 0; // it's his/hers now. period.
1657 1778
1658 adjust_weight (this, op->total_weight ()); 1779 adjust_weight (this, op->total_weight ());
1659 1780
1660inserted: 1781inserted:
1661 /* reset the light list and los of the players on the map */ 1782 /* reset the light list and los of the players on the map */
1662 if (op->glow_radius && map && map->darkness) 1783 if (op->glow_radius && is_on_map ())
1784 {
1785 update_stats ();
1663 update_all_los (map, x, y); 1786 update_all_los (map, x, y);
1664 1787 }
1788 else if (is_player ())
1665 // if this is a player's inventory, update stats 1789 // if this is a player's inventory, update stats
1666 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1790 contr->queue_stats_update ();
1667 update_stats ();
1668 1791
1669 INVOKE_OBJECT (INSERT, this); 1792 INVOKE_OBJECT (INSERT, this);
1670 1793
1671 return op; 1794 return op;
1672} 1795}
1692 * on top. 1815 * on top.
1693 */ 1816 */
1694int 1817int
1695check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1696{ 1819{
1820 if (op->flag [FLAG_NO_APPLY])
1821 return 0;
1822
1697 object *tmp; 1823 object *tmp;
1698 maptile *m = op->map; 1824 maptile *m = op->map;
1699 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1700 1826
1701 MoveType move_on, move_slow, move_block; 1827 mapspace &ms = m->at (x, y);
1702 1828
1703 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1829 ms.update ();
1704 return 0;
1705 1830
1706 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1831 MoveType move_on = ms.move_on;
1707 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1832 MoveType move_slow = ms.move_slow;
1708 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1833 MoveType move_block = ms.move_block;
1709 1834
1710 /* if nothing on this space will slow op down or be applied, 1835 /* if nothing on this space will slow op down or be applied,
1711 * no need to do checking below. have to make sure move_type 1836 * no need to do checking below. have to make sure move_type
1712 * is set, as lots of objects don't have it set - we treat that 1837 * is set, as lots of objects don't have it set - we treat that
1713 * as walking. 1838 * as walking.
1724 return 0; 1849 return 0;
1725 1850
1726 /* The objects have to be checked from top to bottom. 1851 /* The objects have to be checked from top to bottom.
1727 * Hence, we first go to the top: 1852 * Hence, we first go to the top:
1728 */ 1853 */
1729 1854 for (object *next, *tmp = ms.top; tmp; tmp = next)
1730 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1731 {
1732 /* Trim the search when we find the first other spell effect
1733 * this helps performance so that if a space has 50 spell objects,
1734 * we don't need to check all of them.
1735 */
1736 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1737 break;
1738 } 1855 {
1856 next = tmp->below;
1739 1857
1740 for (; tmp; tmp = tmp->below)
1741 {
1742 if (tmp == op) 1858 if (tmp == op)
1743 continue; /* Can't apply yourself */ 1859 continue; /* Can't apply yourself */
1744 1860
1745 /* Check to see if one of the movement types should be slowed down. 1861 /* Check to see if one of the movement types should be slowed down.
1746 * Second check makes sure that the movement types not being slowed 1862 * Second check makes sure that the movement types not being slowed
1747 * (~slow_move) is not blocked on this space - just because the 1863 * (~slow_move) is not blocked on this space - just because the
1748 * space doesn't slow down swimming (for example), if you can't actually 1864 * space doesn't slow down swimming (for example), if you can't actually
1749 * swim on that space, can't use it to avoid the penalty. 1865 * swim on that space, can't use it to avoid the penalty.
1750 */ 1866 */
1751 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1752 { 1868 {
1753 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1754 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1870 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1755 { 1871 {
1756
1757 float
1758 diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1759 1873
1760 if (op->type == PLAYER) 1874 if (op->is_player ())
1761 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1875 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1762 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1876 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1763 diff /= 4.0; 1877 diff /= 4.0;
1764 1878
1765 op->speed_left -= diff; 1879 op->speed_left -= diff;
1766 } 1880 }
1767 } 1881 }
1889void 2003void
1890flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1891{ 2005{
1892 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 { 2007 {
1894 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1895 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1896 } 2010 }
1897} 2011}
1898 2012
1899/* 2013/*
1902void 2016void
1903unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1904{ 2018{
1905 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1906 { 2020 {
1907 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1908 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1909 } 2023 }
1910} 2024}
1911 2025
1912/* 2026/*
1973 * head of the object should correspond for the entire object. 2087 * head of the object should correspond for the entire object.
1974 */ 2088 */
1975 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2089 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1976 continue; 2090 continue;
1977 2091
1978 if (ob->blocked (m, pos.x, pos.y)) 2092 if (ob->blocked (pos.m, pos.x, pos.y))
1979 continue; 2093 continue;
1980 2094
1981 altern [index++] = i; 2095 altern [index++] = i;
1982 } 2096 }
1983 2097
2051 * there is capable of. 2165 * there is capable of.
2052 */ 2166 */
2053int 2167int
2054find_dir (maptile *m, int x, int y, object *exclude) 2168find_dir (maptile *m, int x, int y, object *exclude)
2055{ 2169{
2056 int i, max = SIZEOFFREE, mflags; 2170 int max = SIZEOFFREE, mflags;
2057
2058 sint16 nx, ny;
2059 object *tmp;
2060 maptile *mp;
2061
2062 MoveType blocked, move_type; 2171 MoveType move_type;
2063 2172
2064 if (exclude && exclude->head_ () != exclude) 2173 if (exclude && exclude->head_ () != exclude)
2065 { 2174 {
2066 exclude = exclude->head; 2175 exclude = exclude->head;
2067 move_type = exclude->move_type; 2176 move_type = exclude->move_type;
2070 { 2179 {
2071 /* If we don't have anything, presume it can use all movement types. */ 2180 /* If we don't have anything, presume it can use all movement types. */
2072 move_type = MOVE_ALL; 2181 move_type = MOVE_ALL;
2073 } 2182 }
2074 2183
2075 for (i = 1; i < max; i++) 2184 for (int i = 1; i < max; i++)
2076 { 2185 {
2077 mp = m; 2186 mapxy pos (m, x, y);
2078 nx = x + freearr_x[i]; 2187 pos.move (i);
2079 ny = y + freearr_y[i];
2080 2188
2081 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2189 if (!pos.normalise ())
2082
2083 if (mflags & P_OUT_OF_MAP)
2084 max = maxfree[i]; 2190 max = maxfree[i];
2085 else 2191 else
2086 { 2192 {
2087 mapspace &ms = mp->at (nx, ny); 2193 mapspace &ms = *pos;
2088 2194
2089 blocked = ms.move_block;
2090
2091 if ((move_type & blocked) == move_type) 2195 if ((move_type & ms.move_block) == move_type)
2092 max = maxfree[i]; 2196 max = maxfree [i];
2093 else if (mflags & P_IS_ALIVE) 2197 else if (ms.flags () & P_IS_ALIVE)
2094 { 2198 {
2095 for (tmp = ms.bot; tmp; tmp = tmp->above) 2199 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2096 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2200 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2201 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2098 break;
2099
2100 if (tmp)
2101 return freedir[i]; 2202 return freedir [i];
2102 } 2203 }
2103 } 2204 }
2104 } 2205 }
2105 2206
2106 return 0; 2207 return 0;
2181 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2182 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2183 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2184 * functions. 2285 * functions.
2185 */ 2286 */
2186int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2187 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2188 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2189 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2190 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2191 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2285 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2286 */ 2387 */
2287int 2388int
2288can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2289{ 2390{
2290 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2291 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2292 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2293} 2394}
2294 2395
2295/* 2396/*
2296 * create clone from object to another 2397 * create clone from object to another
2297 */ 2398 */
2329 return tmp; 2430 return tmp;
2330 2431
2331 return 0; 2432 return 0;
2332} 2433}
2333 2434
2334const shstr & 2435shstr_tmp
2335object::kv_get (const shstr &key) const 2436object::kv_get (shstr_tmp key) const
2336{ 2437{
2337 for (key_value *kv = key_values; kv; kv = kv->next) 2438 for (key_value *kv = key_values; kv; kv = kv->next)
2338 if (kv->key == key) 2439 if (kv->key == key)
2339 return kv->value; 2440 return kv->value;
2340 2441
2341 return shstr_null; 2442 return shstr ();
2342} 2443}
2343 2444
2344void 2445void
2345object::kv_set (const shstr &key, const shstr &value) 2446object::kv_set (shstr_tmp key, shstr_tmp value)
2346{ 2447{
2347 for (key_value *kv = key_values; kv; kv = kv->next) 2448 for (key_value *kv = key_values; kv; kv = kv->next)
2348 if (kv->key == key) 2449 if (kv->key == key)
2349 { 2450 {
2350 kv->value = value; 2451 kv->value = value;
2359 2460
2360 key_values = kv; 2461 key_values = kv;
2361} 2462}
2362 2463
2363void 2464void
2364object::kv_del (const shstr &key) 2465object::kv_del (shstr_tmp key)
2365{ 2466{
2366 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2367 if ((*kvp)->key == key) 2468 if ((*kvp)->key == key)
2368 { 2469 {
2369 key_value *kv = *kvp; 2470 key_value *kv = *kvp;
2462{ 2563{
2463 return map ? map->region (x, y) 2564 return map ? map->region (x, y)
2464 : region::default_region (); 2565 : region::default_region ();
2465} 2566}
2466 2567
2467const materialtype_t *
2468object::dominant_material () const
2469{
2470 if (materialtype_t *mt = name_to_material (materialname))
2471 return mt;
2472
2473 return name_to_material (shstr_unknown);
2474}
2475
2476void 2568void
2477object::open_container (object *new_container) 2569object::open_container (object *new_container)
2478{ 2570{
2479 if (container == new_container) 2571 if (container == new_container)
2480 return; 2572 return;
2500 container = 0; 2592 container = 0;
2501 2593
2502 // client needs item update to make it work, client bug requires this to be separate 2594 // client needs item update to make it work, client bug requires this to be separate
2503 esrv_update_item (UPD_FLAGS, this, old_container); 2595 esrv_update_item (UPD_FLAGS, this, old_container);
2504 2596
2505 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2597 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2506 play_sound (sound_find ("chest_close")); 2598 play_sound (sound_find ("chest_close"));
2507 } 2599 }
2508 2600
2509 if (new_container) 2601 if (new_container)
2510 { 2602 {
2514 // TODO: this does not seem to serve any purpose anymore? 2606 // TODO: this does not seem to serve any purpose anymore?
2515#if 0 2607#if 0
2516 // insert the "Close Container" object. 2608 // insert the "Close Container" object.
2517 if (archetype *closer = new_container->other_arch) 2609 if (archetype *closer = new_container->other_arch)
2518 { 2610 {
2519 object *closer = arch_to_object (new_container->other_arch); 2611 object *closer = new_container->other_arch->instance ();
2520 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2521 new_container->insert (closer); 2613 new_container->insert (closer);
2522 } 2614 }
2523#endif 2615#endif
2524 2616
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2617 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2526 2618
2527 // make sure the container is available, client bug requires this to be separate 2619 // make sure the container is available, client bug requires this to be separate
2528 esrv_send_item (this, new_container); 2620 esrv_send_item (this, new_container);
2529 2621
2530 new_container->flag [FLAG_APPLIED] = true; 2622 new_container->flag [FLAG_APPLIED] = true;
2538// else if (!old_container->env && contr && contr->ns) 2630// else if (!old_container->env && contr && contr->ns)
2539// contr->ns->floorbox_reset (); 2631// contr->ns->floorbox_reset ();
2540} 2632}
2541 2633
2542object * 2634object *
2543object::force_find (const shstr name) 2635object::force_find (shstr_tmp name)
2544{ 2636{
2545 /* cycle through his inventory to look for the MARK we want to 2637 /* cycle through his inventory to look for the MARK we want to
2546 * place 2638 * place
2547 */ 2639 */
2548 for (object *tmp = inv; tmp; tmp = tmp->below) 2640 for (object *tmp = inv; tmp; tmp = tmp->below)
2550 return splay (tmp); 2642 return splay (tmp);
2551 2643
2552 return 0; 2644 return 0;
2553} 2645}
2554 2646
2647//-GPL
2648
2555void 2649void
2650object::force_set_timer (int duration)
2651{
2652 this->duration = 1;
2653 this->speed_left = -1.f;
2654
2655 this->set_speed (duration ? 1.f / duration : 0.f);
2656}
2657
2658object *
2556object::force_add (const shstr name, int duration) 2659object::force_add (shstr_tmp name, int duration)
2557{ 2660{
2558 if (object *force = force_find (name)) 2661 if (object *force = force_find (name))
2559 force->destroy (); 2662 force->destroy ();
2560 2663
2561 object *force = get_archetype (FORCE_NAME); 2664 object *force = get_archetype (FORCE_NAME);
2562 2665
2563 force->slaying = name; 2666 force->slaying = name;
2564 force->stats.food = 1; 2667 force->force_set_timer (duration);
2565 force->speed_left = -1.f;
2566
2567 force->set_speed (duration ? 1.f / duration : 0.f);
2568 force->flag [FLAG_IS_USED_UP] = true;
2569 force->flag [FLAG_APPLIED] = true; 2668 force->flag [FLAG_APPLIED] = true;
2570 2669
2571 insert (force); 2670 return insert (force);
2572} 2671}
2573 2672
2574void 2673void
2575object::play_sound (faceidx sound) 2674object::play_sound (faceidx sound) const
2576{ 2675{
2577 if (!sound) 2676 if (!sound)
2578 return; 2677 return;
2579 2678
2580 if (flag [FLAG_REMOVED]) 2679 if (is_on_map ())
2680 map->play_sound (sound, x, y);
2681 else if (object *pl = in_player ())
2682 pl->contr->play_sound (sound);
2683}
2684
2685void
2686object::say_msg (const char *msg) const
2687{
2688 if (is_on_map ())
2689 map->say_msg (msg, x, y);
2690 else if (object *pl = in_player ())
2691 pl->contr->play_sound (sound);
2692}
2693
2694void
2695object::make_noise ()
2696{
2697 // we do not model noise in the map, so instead put
2698 // a temporary light into the noise source
2699 // could use the map instead, but that's less reliable for our
2700 // goal, which is to make invisibility a bit harder to exploit
2701
2702 // currently only works sensibly for players
2703 if (!is_player ())
2581 return; 2704 return;
2582 2705
2583 if (env) 2706 // find old force, or create new one
2584 { 2707 object *force = force_find (shstr_noise_force);
2585 if (object *pl = in_player ()) 2708
2586 pl->contr->play_sound (sound); 2709 if (force)
2587 } 2710 force->speed_left = -1.f; // patch old speed up
2588 else 2711 else
2589 map->play_sound (sound, x, y); 2712 {
2590} 2713 force = archetype::get (shstr_noise_force);
2591 2714
2715 force->slaying = shstr_noise_force;
2716 force->stats.food = 1;
2717 force->speed_left = -1.f;
2718
2719 force->set_speed (1.f / 4.f);
2720 force->flag [FLAG_IS_USED_UP] = true;
2721 force->flag [FLAG_APPLIED] = true;
2722
2723 insert (force);
2724 }
2725}
2726
2727void object::change_move_type (MoveType mt)
2728{
2729 if (move_type == mt)
2730 return;
2731
2732 if (is_on_map ())
2733 {
2734 // we are on the map, so handle move_on/off effects
2735 remove ();
2736 move_type = mt;
2737 map->insert (this, x, y, this);
2738 }
2739 else
2740 move_type = mt;
2741}
2742

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