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Comparing deliantra/server/common/object.C (file contents):
Revision 1.263 by root, Sat Dec 20 16:29:41 2008 UTC vs.
Revision 1.327 by root, Fri Apr 16 02:32:25 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, assume nrof 266 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */ 267 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof) 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
197 * 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
198 * 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
199 * 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
200 * flags lose any meaning. 275 * flags lose any meaning.
201 */ 276 */
202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
203 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
204 279
205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
207 282
208 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
209 || ob1->name != ob2->name 284 || ob1->name != ob2->name
210 || ob1->title != ob2->title 285 || ob1->title != ob2->title
211 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
214 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
215 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
216 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
217 || ob1->value != ob2->value 292 || ob1->value != ob2->value
218 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
219 || (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
220 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
221 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
222 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
223 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
224 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
225 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 308 return 0;
234 309
235 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
260 335
261 /* 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,
262 * 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
263 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
264 */ 339 */
265 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
266 return 0; 341 return 0;
267 342
268 /* 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
269 * 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
270 * check? 345 * check?
271 */ 346 */
272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
273 return 0; 348 return 0;
274 349
275 switch (ob1->type) 350 switch (ob1->type)
276 { 351 {
277 case SCROLL: 352 case SCROLL:
323 { 398 {
324 // see if we are in a container of sorts 399 // see if we are in a container of sorts
325 if (env) 400 if (env)
326 { 401 {
327 // the player inventory itself is always visible 402 // the player inventory itself is always visible
328 if (env->type == PLAYER) 403 if (env->is_player ())
329 return env; 404 return env;
330 405
331 // else a player could have our env open 406 // else a player could have our env open
332 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
333 408
334 // 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
335 // even if our inv is in a player. 410 // even if our inv is in a player.
336 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 413 if (pl->container_ () == env)
339 return pl; 414 return pl;
340 } 415 }
341 else 416 else
342 { 417 {
343 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 422 || pl->container_ () == this)
348 return pl; 423 return pl;
349 } 424 }
350 } 425 }
351 426
352 return 0; 427 return 0;
408 483
409 sum = weight_adjust_for (this, sum); 484 sum = weight_adjust_for (this, sum);
410 485
411 if (sum != carrying) 486 if (sum != carrying)
412 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
413 carrying = sum; 492 carrying = sum;
414 493
415 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
430 object_freezer freezer; 509 object_freezer freezer;
431 op->write (freezer); 510 op->write (freezer);
432 return freezer.as_string (); 511 return freezer.as_string ();
433} 512}
434 513
435/* 514char *
436 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
437 * multi-object 1 which is closest to the second object.
438 * If it's not a multi-object, it is returned.
439 */
440object *
441get_nearest_part (object *op, const object *pl)
442{ 516{
443 object *tmp, *closest; 517 return dump_object (this);
444 int last_dist, i;
445
446 if (!op->more)
447 return op;
448
449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
452 if ((i = distance (tmp, pl)) < last_dist)
453 closest = tmp, last_dist = i;
454
455 return closest;
456} 518}
457 519
458/* 520/*
459 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow. 522 * VERRRY slow.
462object * 524object *
463find_object (tag_t i) 525find_object (tag_t i)
464{ 526{
465 for_all_objects (op) 527 for_all_objects (op)
466 if (op->count == i) 528 if (op->count == i)
529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
467 return op; 544 return op;
468 545
469 return 0; 546 return 0;
470} 547}
471 548
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return; 583 return;
507 } 584 }
508 585
509 this->owner = owner; 586 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
576} 587}
577 588
578/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
579 * refcounts and freeing the links. 590 * refcounts and freeing the links.
580 */ 591 */
633 tail = new_link; 644 tail = new_link;
634 } 645 }
635 } 646 }
636 } 647 }
637 648
638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate (); 649 dst->activate ();
642} 650}
643 651
644void 652void
645object::instantiate () 653object::instantiate ()
646{ 654{
647 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
648 uuid = UUID::gen (); 656 uuid = UUID::gen ();
649 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
650 speed_left = -0.1f; 662 speed_left = -1.;
663
651 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
663object * 676object *
664object::clone () 677object::clone ()
665{ 678{
666 object *neu = create (); 679 object *neu = create ();
667 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
668 neu->map = map; // not copied by copy_to 686 neu->map = map; // not copied by copy_to
669 return neu; 687 return neu;
670} 688}
671 689
672/* 690/*
675 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
676 */ 694 */
677void 695void
678update_turn_face (object *op) 696update_turn_face (object *op)
679{ 697{
680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
681 return; 699 return;
682 700
683 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
684 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
685} 703}
690 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
691 */ 709 */
692void 710void
693object::set_speed (float speed) 711object::set_speed (float speed)
694{ 712{
695 if (flag [FLAG_FREED] && speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698 speed = 0;
699 }
700
701 this->speed = speed; 713 this->speed = speed;
702 714
703 if (has_active_speed ()) 715 if (has_active_speed ())
704 activate (); 716 activate ();
705 else 717 else
755 767
756 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
757 /* nop */; 769 /* nop */;
758 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
759 { 771 {
772#if 0
760 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
770 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 784 * have move_allow right now.
772 */ 785 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
787 m.invalidate ();
788#else
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.flags_ = 0; 790 m.invalidate ();
791#endif
776 } 792 }
777 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 795 * that is being removed.
780 */ 796 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 798 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
785 else 801 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 803
789 update_object (op->more, action); 805 update_object (op->more, action);
790} 806}
791 807
792object::object () 808object::object ()
793{ 809{
794 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
795 811
796 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
797 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
798} 815}
799 816
800object::~object () 817object::~object ()
801{ 818{
802 unlink (); 819 unlink ();
803 820
804 free_key_values (this); 821 free_key_values (this);
805} 822}
806
807static int object_count;
808 823
809void object::link () 824void object::link ()
810{ 825{
811 assert (!index);//D 826 assert (!index);//D
812 uuid = UUID::gen (); 827 uuid = UUID::gen ();
813 count = ++object_count;
814 828
815 refcnt_inc (); 829 refcnt_inc ();
816 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
817} 834}
818 835
819void object::unlink () 836void object::unlink ()
820{ 837{
821 if (!index) 838 if (!index)
822 return; 839 return;
840
841 ++destroy_count;
823 842
824 objects.erase (this); 843 objects.erase (this);
825 refcnt_dec (); 844 refcnt_dec ();
826} 845}
827 846
830{ 849{
831 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
832 if (active) 851 if (active)
833 return; 852 return;
834 853
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ()) 854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
839 actives.insert (this); 859 actives.insert (this);
860 }
840} 861}
841 862
842void 863void
843object::activate_recursive () 864object::activate_recursive ()
844{ 865{
930 map->insert (op, x, y); 951 map->insert (op, x, y);
931 } 952 }
932 } 953 }
933} 954}
934 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
935object *object::create () 993object::create ()
936{ 994{
937 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
938 op->link (); 1017 op->link ();
1018
939 return op; 1019 return op;
940} 1020}
941 1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
942static struct freed_map : maptile 1037static struct freed_map : maptile
943{ 1038{
944 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
945 { 1041 {
946 path = "<freed objects map>"; 1042 path = "<freed objects map>";
947 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1; 1044 no_drop = 1;
951 no_reset = 1; 1045 no_reset = 1;
952 1046
953 alloc ();
954 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
955 } 1048 }
956 1049
957 ~freed_map () 1050 ~freed_map ()
958 { 1051 {
962 1055
963void 1056void
964object::do_destroy () 1057object::do_destroy ()
965{ 1058{
966 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 1060 remove_link ();
968 1061
969 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 1063 remove_friendly_object (this);
971 1064
972 remove (); 1065 remove ();
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (); 1103 head->destroy ();
1011 return; 1104 return;
1012 } 1105 }
1013 1106
1014 destroy_inv (false); 1107 destroy_inv_fast ();
1015 1108
1016 if (is_head ()) 1109 if (is_head ())
1017 if (sound_destroy) 1110 if (sound_destroy)
1018 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1030 * the previous environment. 1123 * the previous environment.
1031 */ 1124 */
1032void 1125void
1033object::do_remove () 1126object::do_remove ()
1034{ 1127{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1039 return; 1129 return;
1040 1130
1041 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1042 1132
1055 if (object *pl = visible_to ()) 1145 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1146 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1148
1059 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1150
1151 object *pl = in_player ();
1060 1152
1061 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1064 */ 1156 */
1072 1164
1073 above = 0; 1165 above = 0;
1074 below = 0; 1166 below = 0;
1075 env = 0; 1167 env = 0;
1076 1168
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1078 * made to players inventory. If set, avoiding the call
1079 * to save cpu time.
1080 */ 1170 {
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1082 otmp->update_stats (); 1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1083 } 1190 }
1084 else if (map) 1191 else if (map)
1085 { 1192 {
1086 map->dirty = true; 1193 map->dirty = true;
1087 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1088 1195
1089 if (object *pl = ms.player ()) 1196 if (object *pl = ms.player ())
1090 { 1197 {
1091 if (type == PLAYER) // this == pl(!) 1198 if (is_player ())
1092 { 1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1093 // leaving a spot always closes any open container on the ground 1203 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1204 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1205 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1206 // that the CLOSE event is being sent.
1097 close_container (); 1207 close_container ();
1098 1208
1099 --map->players; 1209 --map->players;
1100 map->touch (); 1210 map->touch ();
1101 } 1211 }
1102 else if (pl->container == this) 1212 else if (pl->container_ () == this)
1103 { 1213 {
1104 // removing a container should close it 1214 // removing a container should close it
1105 close_container (); 1215 close_container ();
1106 } 1216 }
1107 1217 else
1108 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1109 } 1219 }
1110 1220
1111 /* link the object above us */ 1221 /* link the object above us */
1112 // re-link, make sure compiler can easily use cmove 1222 // re-link, make sure compiler can easily use cmove
1113 *(above ? &above->below : &ms.top) = below; 1223 *(above ? &above->below : &ms.top) = below;
1114 *(below ? &below->above : &ms.bot) = above; 1224 *(below ? &below->above : &ms.bot) = above;
1115 1225
1116 above = 0; 1226 above = 0;
1117 below = 0; 1227 below = 0;
1118 1228
1119 ms.flags_ = 0; 1229 ms.invalidate ();
1120 1230
1121 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1122 return; 1232 return;
1123 1233
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1235
1126 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1127 { 1237 {
1128 if (pl->container == this) 1238 if (pl->container_ () == this)
1129 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1131 * appropriately. 1241 * appropriately.
1132 */ 1242 */
1133 pl->close_container (); 1243 pl->close_container ();
1137 //TODO: update floorbox to preserve ordering 1247 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns) 1248 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1140 } 1250 }
1141 1251
1252 if (check_walk_off)
1142 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1143 { 1254 {
1255 above = tmp->above;
1256
1144 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1145 * being removed. 1258 * being removed.
1146 */ 1259 */
1147 1260
1148 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1152 {
1153 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1154
1155 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1265 }
1158 1266
1159 last = tmp; 1267 if (affects_los ())
1160 }
1161
1162 if (glow_radius || flag [FLAG_BLOCKSVIEW])
1163 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1164 } 1269 }
1165} 1270}
1166 1271
1167/* 1272/*
1209 1314
1210 object *prev = this; 1315 object *prev = this;
1211 1316
1212 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1213 { 1318 {
1214 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1215 1320
1216 op->name = name; 1321 op->name = name;
1217 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1218 op->title = title; 1323 op->title = title;
1219 1324
1257 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1258 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1259 * 1364 *
1260 * Return value: 1365 * Return value:
1261 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1262 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1263 * just 'op' otherwise 1368 * just 'op' otherwise
1264 */ 1369 */
1265object * 1370object *
1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1267{ 1372{
1274 1379
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1382 * need extra work
1278 */ 1383 */
1384 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1386 {
1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1388 return 0;
1283 } 1389 }
1284 1390
1285 if (object *more = op->more) 1391 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1393 return 0;
1288 1394
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1290 1396 op->env = 0;
1291 op->map = m; 1397 op->map = newmap;
1398
1292 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1293 1400
1294 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1295 */ 1402 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1302 // from here :/ 1409 // from here :/
1303 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1304 tmp->destroy (); 1411 tmp->destroy ();
1305 } 1412 }
1306 1413
1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1308 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1309 1416
1310 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1311 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1312 1419
1313 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1314 { 1421 {
1315 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1316 { 1423 {
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1425 abort ();
1319 } 1426 }
1320 1427
1321 if (!originator->is_on_map ()) 1428 if (!originator->is_on_map ())
1429 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ()); 1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1324 1434
1325 op->above = originator; 1435 op->above = originator;
1326 op->below = originator->below; 1436 op->below = originator->below;
1327 originator->below = op; 1437 originator->below = op;
1328 1438
1348 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1349 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1350 */ 1460 */
1351 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1352 { 1462 {
1353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1354 floor = tmp; 1464 floor = tmp;
1355 1465
1356 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1357 { 1467 {
1358 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1359 top = tmp->below; 1469 top = tmp->below;
1360 break; 1470 break;
1361 } 1471 }
1379 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1380 { 1490 {
1381 object *last; 1491 object *last;
1382 1492
1383 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1384 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1385 break; 1495 break;
1386 1496
1387 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1414 op->below = top; 1524 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1526 }
1417 } 1527 }
1418 1528
1419 if (op->type == PLAYER) 1529 if (op->is_player ())
1420 { 1530 {
1421 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1422 ++op->map->players; 1532 ++op->map->players;
1423 op->map->touch (); 1533 op->map->touch ();
1424 } 1534 }
1439 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1552 * of effect may be sufficient.
1443 */ 1553 */
1444 if (op->map->darkness && (op->glow_radius || op->flag [FLAG_BLOCKSVIEW])) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1446 1559
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1449 1562
1450 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1571 * update_object().
1459 */ 1572 */
1460 1573
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1576 {
1464 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1465 return 0; 1578 return 0;
1466 1579
1467 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1478/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1481 */ 1594 */
1482void 1595void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1597{
1485 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1486 1599
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1602 tmp->destroy ();
1490 1603
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1492 1605
1493 tmp->x = op->x; 1606 tmp->x = op->x;
1494 tmp->y = op->y; 1607 tmp->y = op->y;
1495 1608
1496 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1501{ 1614{
1502 if (where->env) 1615 if (where->env)
1503 return where->env->insert (this); 1616 return where->env->insert (this);
1504 else 1617 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1619}
1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1506} 1641}
1507 1642
1508/* 1643/*
1509 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1510 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1645 1780
1646 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1647 1782
1648inserted: 1783inserted:
1649 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1651 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1652 1789 }
1790 else if (is_player ())
1653 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1792 contr->queue_stats_update ();
1655 update_stats ();
1656 1793
1657 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1658 1795
1659 return op; 1796 return op;
1660} 1797}
1680 * on top. 1817 * on top.
1681 */ 1818 */
1682int 1819int
1683check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1684{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1685 object *tmp; 1825 object *tmp;
1686 maptile *m = op->map; 1826 maptile *m = op->map;
1687 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1688 1828
1689 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1690 1830
1691 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1692 return 0;
1693 1832
1694 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1695 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1696 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1697 1836
1698 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1699 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1700 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1701 * as walking. 1840 * as walking.
1712 return 0; 1851 return 0;
1713 1852
1714 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1715 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1716 */ 1855 */
1717 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1718 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1719 {
1720 /* Trim the search when we find the first other spell effect
1721 * this helps performance so that if a space has 50 spell objects,
1722 * we don't need to check all of them.
1723 */
1724 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1725 break;
1726 } 1857 {
1858 next = tmp->below;
1727 1859
1728 for (; tmp; tmp = tmp->below)
1729 {
1730 if (tmp == op) 1860 if (tmp == op)
1731 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1732 1862
1733 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1734 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1735 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1736 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1737 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1738 */ 1868 */
1739 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1740 { 1870 {
1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1742 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1743 { 1873 {
1744
1745 float
1746 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1747 1875
1748 if (op->type == PLAYER) 1876 if (op->is_player ())
1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1750 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1751 diff /= 4.0; 1879 diff /= 4.0;
1752 1880
1753 op->speed_left -= diff; 1881 op->speed_left -= diff;
1754 } 1882 }
1755 } 1883 }
1877void 2005void
1878flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1879{ 2007{
1880 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1881 { 2009 {
1882 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1883 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1884 } 2012 }
1885} 2013}
1886 2014
1887/* 2015/*
1890void 2018void
1891unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1892{ 2020{
1893 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894 { 2022 {
1895 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1896 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1897 } 2025 }
1898} 2026}
1899 2027
1900/* 2028/*
2039 * there is capable of. 2167 * there is capable of.
2040 */ 2168 */
2041int 2169int
2042find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2043{ 2171{
2044 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2045
2046 sint16 nx, ny;
2047 object *tmp;
2048 maptile *mp;
2049
2050 MoveType blocked, move_type; 2173 MoveType move_type;
2051 2174
2052 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2053 { 2176 {
2054 exclude = exclude->head; 2177 exclude = exclude->head;
2055 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2058 { 2181 {
2059 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2060 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2061 } 2184 }
2062 2185
2063 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2064 { 2187 {
2065 mp = m; 2188 mapxy pos (m, x, y);
2066 nx = x + freearr_x[i]; 2189 pos.move (i);
2067 ny = y + freearr_y[i];
2068 2190
2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2070
2071 if (mflags & P_OUT_OF_MAP)
2072 max = maxfree[i]; 2192 max = maxfree[i];
2073 else 2193 else
2074 { 2194 {
2075 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2076 2196
2077 blocked = ms.move_block;
2078
2079 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2080 max = maxfree[i]; 2198 max = maxfree [i];
2081 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2082 { 2200 {
2083 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 break;
2087
2088 if (tmp)
2089 return freedir[i]; 2204 return freedir [i];
2090 } 2205 }
2091 } 2206 }
2092 } 2207 }
2093 2208
2094 return 0; 2209 return 0;
2169 * This basically means that if direction is 15, then it could either go 2284 * This basically means that if direction is 15, then it could either go
2170 * direction 4, 14, or 16 to get back to where we are. 2285 * direction 4, 14, or 16 to get back to where we are.
2171 * Moved from spell_util.c to object.c with the other related direction 2286 * Moved from spell_util.c to object.c with the other related direction
2172 * functions. 2287 * functions.
2173 */ 2288 */
2174int reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2175 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2176 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2177 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2178 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2179 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2273 * Add a check so we can't pick up invisible objects (0.93.8) 2388 * Add a check so we can't pick up invisible objects (0.93.8)
2274 */ 2389 */
2275int 2390int
2276can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2277{ 2392{
2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2280 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2395 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2281} 2396}
2282 2397
2283/* 2398/*
2284 * create clone from object to another 2399 * create clone from object to another
2285 */ 2400 */
2317 return tmp; 2432 return tmp;
2318 2433
2319 return 0; 2434 return 0;
2320} 2435}
2321 2436
2322const shstr & 2437shstr_tmp
2323object::kv_get (const shstr &key) const 2438object::kv_get (shstr_tmp key) const
2324{ 2439{
2325 for (key_value *kv = key_values; kv; kv = kv->next) 2440 for (key_value *kv = key_values; kv; kv = kv->next)
2326 if (kv->key == key) 2441 if (kv->key == key)
2327 return kv->value; 2442 return kv->value;
2328 2443
2329 return shstr_null; 2444 return shstr ();
2330} 2445}
2331 2446
2332void 2447void
2333object::kv_set (const shstr &key, const shstr &value) 2448object::kv_set (shstr_tmp key, shstr_tmp value)
2334{ 2449{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2450 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2451 if (kv->key == key)
2337 { 2452 {
2338 kv->value = value; 2453 kv->value = value;
2347 2462
2348 key_values = kv; 2463 key_values = kv;
2349} 2464}
2350 2465
2351void 2466void
2352object::kv_del (const shstr &key) 2467object::kv_del (shstr_tmp key)
2353{ 2468{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2469 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key) 2470 if ((*kvp)->key == key)
2356 { 2471 {
2357 key_value *kv = *kvp; 2472 key_value *kv = *kvp;
2450{ 2565{
2451 return map ? map->region (x, y) 2566 return map ? map->region (x, y)
2452 : region::default_region (); 2567 : region::default_region ();
2453} 2568}
2454 2569
2455const materialtype_t *
2456object::dominant_material () const
2457{
2458 if (materialtype_t *mt = name_to_material (materialname))
2459 return mt;
2460
2461 return name_to_material (shstr_unknown);
2462}
2463
2464void 2570void
2465object::open_container (object *new_container) 2571object::open_container (object *new_container)
2466{ 2572{
2467 if (container == new_container) 2573 if (container == new_container)
2468 return; 2574 return;
2488 container = 0; 2594 container = 0;
2489 2595
2490 // client needs item update to make it work, client bug requires this to be separate 2596 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container); 2597 esrv_update_item (UPD_FLAGS, this, old_container);
2492 2598
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2599 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2494 play_sound (sound_find ("chest_close")); 2600 play_sound (sound_find ("chest_close"));
2495 } 2601 }
2496 2602
2497 if (new_container) 2603 if (new_container)
2498 { 2604 {
2502 // TODO: this does not seem to serve any purpose anymore? 2608 // TODO: this does not seem to serve any purpose anymore?
2503#if 0 2609#if 0
2504 // insert the "Close Container" object. 2610 // insert the "Close Container" object.
2505 if (archetype *closer = new_container->other_arch) 2611 if (archetype *closer = new_container->other_arch)
2506 { 2612 {
2507 object *closer = arch_to_object (new_container->other_arch); 2613 object *closer = new_container->other_arch->instance ();
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2614 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer); 2615 new_container->insert (closer);
2510 } 2616 }
2511#endif 2617#endif
2512 2618
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2514 2620
2515 // make sure the container is available, client bug requires this to be separate 2621 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container); 2622 esrv_send_item (this, new_container);
2517 2623
2518 new_container->flag [FLAG_APPLIED] = true; 2624 new_container->flag [FLAG_APPLIED] = true;
2526// else if (!old_container->env && contr && contr->ns) 2632// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset (); 2633// contr->ns->floorbox_reset ();
2528} 2634}
2529 2635
2530object * 2636object *
2531object::force_find (const shstr name) 2637object::force_find (shstr_tmp name)
2532{ 2638{
2533 /* cycle through his inventory to look for the MARK we want to 2639 /* cycle through his inventory to look for the MARK we want to
2534 * place 2640 * place
2535 */ 2641 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below) 2642 for (object *tmp = inv; tmp; tmp = tmp->below)
2538 return splay (tmp); 2644 return splay (tmp);
2539 2645
2540 return 0; 2646 return 0;
2541} 2647}
2542 2648
2649//-GPL
2650
2543void 2651void
2652object::force_set_timer (int duration)
2653{
2654 this->duration = 1;
2655 this->speed_left = -1.f;
2656
2657 this->set_speed (duration ? 1.f / duration : 0.f);
2658}
2659
2660object *
2544object::force_add (const shstr name, int duration) 2661object::force_add (shstr_tmp name, int duration)
2545{ 2662{
2546 if (object *force = force_find (name)) 2663 if (object *force = force_find (name))
2547 force->destroy (); 2664 force->destroy ();
2548 2665
2549 object *force = get_archetype (FORCE_NAME); 2666 object *force = get_archetype (FORCE_NAME);
2550 2667
2551 force->slaying = name; 2668 force->slaying = name;
2552 force->stats.food = 1; 2669 force->force_set_timer (duration);
2553 force->speed_left = -1.f;
2554
2555 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true; 2670 force->flag [FLAG_APPLIED] = true;
2558 2671
2559 insert (force); 2672 return insert (force);
2560} 2673}
2561 2674
2562void 2675void
2563object::play_sound (faceidx sound) 2676object::play_sound (faceidx sound) const
2564{ 2677{
2565 if (!sound) 2678 if (!sound)
2566 return; 2679 return;
2567 2680
2568 if (flag [FLAG_REMOVED]) 2681 if (is_on_map ())
2682 map->play_sound (sound, x, y);
2683 else if (object *pl = in_player ())
2684 pl->contr->play_sound (sound);
2685}
2686
2687void
2688object::say_msg (const char *msg) const
2689{
2690 if (is_on_map ())
2691 map->say_msg (msg, x, y);
2692 else if (object *pl = in_player ())
2693 pl->contr->play_sound (sound);
2694}
2695
2696void
2697object::make_noise ()
2698{
2699 // we do not model noise in the map, so instead put
2700 // a temporary light into the noise source
2701 // could use the map instead, but that's less reliable for our
2702 // goal, which is to make invisibility a bit harder to exploit
2703
2704 // currently only works sensibly for players
2705 if (!is_player ())
2569 return; 2706 return;
2570 2707
2571 if (env) 2708 // find old force, or create new one
2572 { 2709 object *force = force_find (shstr_noise_force);
2573 if (object *pl = in_player ()) 2710
2574 pl->contr->play_sound (sound); 2711 if (force)
2575 } 2712 force->speed_left = -1.f; // patch old speed up
2576 else 2713 else
2577 map->play_sound (sound, x, y); 2714 {
2578} 2715 force = archetype::get (shstr_noise_force);
2579 2716
2717 force->slaying = shstr_noise_force;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (1.f / 4.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726 }
2727}
2728
2729void object::change_move_type (MoveType mt)
2730{
2731 if (move_type == mt)
2732 return;
2733
2734 if (is_on_map ())
2735 {
2736 // we are on the map, so handle move_on/off effects
2737 remove ();
2738 move_type = mt;
2739 map->insert (this, x, y, this);
2740 }
2741 else
2742 move_type = mt;
2743}
2744
2745/* object should be a player.
2746 * we return the object the player has marked with the 'mark' command
2747 * below. If no match is found (or object has changed), we return
2748 * NULL. We leave it up to the calling function to print messages if
2749 * nothing is found.
2750 */
2751object *
2752object::mark () const
2753{
2754 if (contr && contr->mark && contr->mark->env == this)
2755 return contr->mark;
2756 else
2757 return 0;
2758}
2759

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