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Comparing deliantra/server/common/object.C (file contents):
Revision 1.223 by root, Wed Apr 30 08:29:31 2008 UTC vs.
Revision 1.330 by root, Sun Apr 18 14:01:33 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)
143{ 218{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
149 */ 222 */
150 223
151 /* For each field in wants, */ 224 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 226 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 227 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
196{ 257{
197 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
198 if (ob1 == ob2 259 if (ob1 == ob2
199 || ob1->type != ob2->type 260 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 261 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
203 return 0; 264 return 0;
204 265
205 /* Do not merge objects if nrof would overflow. First part checks 266 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 267 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 269 return 0;
212 270
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
216 * 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
217 * flags lose any meaning. 275 * flags lose any meaning.
218 */ 276 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
221 279
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
224 282
225 if (ob1->arch->name != ob2->arch->name 283 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 284 || ob1->name != ob2->name
227 || ob1->title != ob2->title 285 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 292 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
236 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
238 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
241 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
242 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
243 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
244 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 308 return 0;
250 309
251 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 311 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 312 .reset (FLAG_REMOVED)
255 .any ()) 313 .any ())
256 return 0; 314 return 0;
257 315
258 /* This is really a spellbook check - we should in general 316 /* This is really a spellbook check - we should in general
277 335
278 /* 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,
279 * 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
280 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
281 */ 339 */
282 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
283 return 0; 341 return 0;
284 342
285 /* 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
286 * 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
287 * check? 345 * check?
288 */ 346 */
289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
290 return 0; 348 return 0;
291 349
292 switch (ob1->type) 350 switch (ob1->type)
293 { 351 {
294 case SCROLL: 352 case SCROLL:
340 { 398 {
341 // see if we are in a container of sorts 399 // see if we are in a container of sorts
342 if (env) 400 if (env)
343 { 401 {
344 // the player inventory itself is always visible 402 // the player inventory itself is always visible
345 if (env->type == PLAYER) 403 if (env->is_player ())
346 return env; 404 return env;
347 405
348 // else a player could have our env open 406 // else a player could have our env open
349 object *envest = env->outer_env (); 407 object *envest = env->outer_env_or_self ();
350 408
351 // 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
352 // even if our inv is in a player. 410 // even if our inv is in a player.
353 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 413 if (pl->container_ () == env)
356 return pl; 414 return pl;
357 } 415 }
358 else 416 else
359 { 417 {
360 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
364 return pl; 423 return pl;
365 } 424 }
366 } 425 }
367 426
368 return 0; 427 return 0;
369} 428}
370 429
371// adjust weight per container type ("of holding") 430// adjust weight per container type ("of holding")
372static sint32 431static sint32
373weight_adjust (object *op, sint32 weight) 432weight_adjust_for (object *op, sint32 weight)
374{ 433{
375 return op->type == CONTAINER 434 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 436 : weight;
378} 437}
384static void 443static void
385adjust_weight (object *op, sint32 weight) 444adjust_weight (object *op, sint32 weight)
386{ 445{
387 while (op) 446 while (op)
388 { 447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
390 452
391 if (!weight) 453 if (!weight)
392 return; 454 return;
393 455
394 op->carrying += weight; 456 op->carrying += weight;
417 op->update_weight (); 479 op->update_weight ();
418 480
419 sum += op->total_weight (); 481 sum += op->total_weight ();
420 } 482 }
421 483
422 sum = weight_adjust (this, sum); 484 sum = weight_adjust_for (this, sum);
423 485
424 if (sum != carrying) 486 if (sum != carrying)
425 { 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
426 carrying = sum; 492 carrying = sum;
427 493
428 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
443 object_freezer freezer; 509 object_freezer freezer;
444 op->write (freezer); 510 op->write (freezer);
445 return freezer.as_string (); 511 return freezer.as_string ();
446} 512}
447 513
448/* 514char *
449 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
450 * multi-object 1 which is closest to the second object.
451 * If it's not a multi-object, it is returned.
452 */
453object *
454get_nearest_part (object *op, const object *pl)
455{ 516{
456 object *tmp, *closest; 517 return dump_object (this);
457 int last_dist, i;
458
459 if (!op->more)
460 return op;
461
462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
465 if ((i = distance (tmp, pl)) < last_dist)
466 closest = tmp, last_dist = i;
467
468 return closest;
469} 518}
470 519
471/* 520/*
472 * 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.
473 * VERRRY slow. 522 * VERRRY slow.
481 530
482 return 0; 531 return 0;
483} 532}
484 533
485/* 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)
544 return op;
545
546 return 0;
547}
548
549/*
486 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
487 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
488 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
489 */ 553 */
490object * 554object *
491find_object_name (const char *str) 555find_object_name (const char *str)
492{ 556{
493 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
494 object *op;
495 558
559 if (str_)
496 for_all_objects (op) 560 for_all_objects (op)
497 if (op->name == str_) 561 if (op->name == str_)
498 break; 562 return op;
499 563
500 return op; 564 return 0;
501} 565}
502 566
503/* 567/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 569 * skill and experience objects.
520 } 584 }
521 585
522 this->owner = owner; 586 this->owner = owner;
523} 587}
524 588
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
589}
590
591/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
592 * refcounts and freeing the links. 590 * refcounts and freeing the links.
593 */ 591 */
594static void 592static void
595free_key_values (object *op) 593free_key_values (object *op)
603 } 601 }
604 602
605 op->key_values = 0; 603 op->key_values = 0;
606} 604}
607 605
608object & 606/*
609object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
610{ 616{
611 bool is_freed = flag [FLAG_FREED]; 617 dst->remove ();
612 bool is_removed = flag [FLAG_REMOVED];
613
614 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
615
616 flag [FLAG_FREED] = is_freed;
617 flag [FLAG_REMOVED] = is_removed; 619 dst->flag [FLAG_REMOVED] = true;
618 620
619 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
620 if (src.key_values) 622 if (key_values)
621 { 623 {
622 key_value *tail = 0; 624 key_value *tail = 0;
623 key_values = 0; 625 dst->key_values = 0;
624 626
625 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
626 { 628 {
627 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
628 630
629 new_link->next = 0; 631 new_link->next = 0;
630 new_link->key = i->key; 632 new_link->key = i->key;
631 new_link->value = i->value; 633 new_link->value = i->value;
632 634
633 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
634 if (!key_values) 636 if (!dst->key_values)
635 { 637 {
636 key_values = new_link; 638 dst->key_values = new_link;
637 tail = new_link; 639 tail = new_link;
638 } 640 }
639 else 641 else
640 { 642 {
641 tail->next = new_link; 643 tail->next = new_link;
642 tail = new_link; 644 tail = new_link;
643 } 645 }
644 } 646 }
645 } 647 }
646}
647 648
648/* 649 dst->activate ();
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
663
664 dst->set_speed (dst->speed);
665} 650}
666 651
667void 652void
668object::instantiate () 653object::instantiate ()
669{ 654{
670 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
671 uuid = UUID::gen (); 656 uuid = UUID::gen ();
672 657
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
673 speed_left = -0.1f; 662 speed_left = -1.;
663
674 /* 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
675 * 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.
676 * 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
677 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
686object * 676object *
687object::clone () 677object::clone ()
688{ 678{
689 object *neu = create (); 679 object *neu = create ();
690 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
686 neu->map = map; // not copied by copy_to
691 return neu; 687 return neu;
692} 688}
693 689
694/* 690/*
695 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
697 * 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.
698 */ 694 */
699void 695void
700update_turn_face (object *op) 696update_turn_face (object *op)
701{ 697{
702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
703 return; 699 return;
704 700
705 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
706 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
707} 703}
712 * 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.
713 */ 709 */
714void 710void
715object::set_speed (float speed) 711object::set_speed (float speed)
716{ 712{
717 if (flag [FLAG_FREED] && speed)
718 {
719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
720 speed = 0;
721 }
722
723 this->speed = speed; 713 this->speed = speed;
724 714
725 if (has_active_speed ()) 715 if (has_active_speed ())
726 activate (); 716 activate ();
727 else 717 else
777 767
778 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
779 /* nop */; 769 /* nop */;
780 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
781 { 771 {
772#if 0
782 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
783 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
784 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
785 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
786 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
787 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
788 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
789 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
790 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
791 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
792 /* 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
793 * to have move_allow right now. 784 * have move_allow right now.
794 */ 785 */
795 || ((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
796 || 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)
797 m.flags_ = 0; 790 m.invalidate ();
791#endif
798 } 792 }
799 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
800 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
801 * that is being removed. 795 * that is being removed.
802 */ 796 */
803 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
804 m.flags_ = 0; 798 m.invalidate ();
805 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
806 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
807 else 801 else
808 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
809 803
811 update_object (op->more, action); 805 update_object (op->more, action);
812} 806}
813 807
814object::object () 808object::object ()
815{ 809{
816 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
817 811
818 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
819 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
820} 815}
821 816
822object::~object () 817object::~object ()
823{ 818{
824 unlink (); 819 unlink ();
825 820
826 free_key_values (this); 821 free_key_values (this);
827} 822}
828
829static int object_count;
830 823
831void object::link () 824void object::link ()
832{ 825{
833 assert (!index);//D 826 assert (!index);//D
834 uuid = UUID::gen (); 827 uuid = UUID::gen ();
835 count = ++object_count;
836 828
837 refcnt_inc (); 829 refcnt_inc ();
838 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
839} 834}
840 835
841void object::unlink () 836void object::unlink ()
842{ 837{
843 if (!index) 838 if (!index)
844 return; 839 return;
840
841 ++destroy_count;
845 842
846 objects.erase (this); 843 objects.erase (this);
847 refcnt_dec (); 844 refcnt_dec ();
848} 845}
849 846
853 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
854 if (active) 851 if (active)
855 return; 852 return;
856 853
857 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
858 actives.insert (this); 859 actives.insert (this);
860 }
859} 861}
860 862
861void 863void
862object::activate_recursive () 864object::activate_recursive ()
863{ 865{
924 * drop on that space. 926 * drop on that space.
925 */ 927 */
926 if (!drop_to_ground 928 if (!drop_to_ground
927 || !map 929 || !map
928 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
929 || map->nodrop 931 || map->no_drop
930 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
931 { 933 {
932 while (inv) 934 while (inv)
933 {
934 inv->destroy_inv (false);
935 inv->destroy (); 935 inv->destroy ();
936 }
937 } 936 }
938 else 937 else
939 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
940 while (inv) 939 while (inv)
941 { 940 {
945 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
946 || op->type == RUNE 945 || op->type == RUNE
947 || op->type == TRAP 946 || op->type == TRAP
948 || op->flag [FLAG_IS_A_TEMPLATE] 947 || op->flag [FLAG_IS_A_TEMPLATE]
949 || op->flag [FLAG_DESTROY_ON_DEATH]) 948 || op->flag [FLAG_DESTROY_ON_DEATH])
950 op->destroy (true); 949 op->destroy ();
951 else 950 else
952 map->insert (op, x, y); 951 map->insert (op, x, y);
953 } 952 }
954 } 953 }
955} 954}
956 955
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 *
957object *object::create () 993object::create ()
958{ 994{
959 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
960 op->link (); 1017 op->link ();
1018
961 return op; 1019 return op;
962} 1020}
963 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
964static struct freed_map : maptile 1037static struct freed_map : maptile
965{ 1038{
966 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
967 { 1041 {
968 path = "<freed objects map>"; 1042 path = "<freed objects map>";
969 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
970 width = 3;
971 height = 3;
972 nodrop = 1; 1044 no_drop = 1;
1045 no_reset = 1;
973 1046
974 alloc ();
975 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
976 } 1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
977} freed_map; // freed objects are moved here to avoid crashes 1054} freed_map; // freed objects are moved here to avoid crashes
978 1055
979void 1056void
980object::do_destroy () 1057object::do_destroy ()
981{ 1058{
982 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
983 remove_button_link (this); 1060 remove_link ();
984 1061
985 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
986 remove_friendly_object (this); 1063 remove_friendly_object (this);
987 1064
988 remove (); 1065 remove ();
1013 attacked_by = 0; 1090 attacked_by = 0;
1014 current_weapon = 0; 1091 current_weapon = 0;
1015} 1092}
1016 1093
1017void 1094void
1018object::destroy (bool destroy_inventory) 1095object::destroy ()
1019{ 1096{
1020 if (destroyed ()) 1097 if (destroyed ())
1021 return; 1098 return;
1022 1099
1023 if (!is_head () && !head->destroyed ()) 1100 if (!is_head () && !head->destroyed ())
1024 { 1101 {
1025 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1026 head->destroy (destroy_inventory); 1103 head->destroy ();
1027 return; 1104 return;
1028 } 1105 }
1029 1106
1030 destroy_inv (!destroy_inventory); 1107 destroy_inv_fast ();
1031 1108
1032 if (is_head ()) 1109 if (is_head ())
1033 if (sound_destroy) 1110 if (sound_destroy)
1034 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1035 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1046 * the previous environment. 1123 * the previous environment.
1047 */ 1124 */
1048void 1125void
1049object::do_remove () 1126object::do_remove ()
1050{ 1127{
1051 object *tmp, *last = 0;
1052 object *otmp;
1053
1054 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1055 return; 1129 return;
1056 1130
1057 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1058 1132
1072 esrv_del_item (pl->contr, count); 1146 esrv_del_item (pl->contr, count);
1073 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
1074 1148
1075 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1076 1150
1077 *(above ? &above->below : &env->inv) = below; 1151 object *pl = in_player ();
1078
1079 if (below)
1080 below->above = above;
1081 1152
1082 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1083 * 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
1084 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1085 */ 1156 */
1086 map = env->map; 1157 map = env->map;
1087 x = env->x; 1158 x = env->x;
1088 y = env->y; 1159 y = env->y;
1160
1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1089 above = 0; 1165 above = 0;
1090 below = 0; 1166 below = 0;
1091 env = 0; 1167 env = 0;
1092 1168
1093 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1094 * made to players inventory. If set, avoiding the call
1095 * to save cpu time.
1096 */ 1170 {
1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1098 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 }
1099 } 1190 }
1100 else if (map) 1191 else if (map)
1101 { 1192 {
1102 map->dirty = true; 1193 map->dirty = true;
1103 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1104 1195
1105 if (object *pl = ms.player ()) 1196 if (object *pl = ms.player ())
1106 { 1197 {
1107 if (type == PLAYER) // this == pl(!) 1198 if (is_player ())
1108 { 1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1109 // leaving a spot always closes any open container on the ground 1203 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env) 1204 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures 1205 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent. 1206 // that the CLOSE event is being sent.
1113 close_container (); 1207 close_container ();
1114 1208
1115 --map->players; 1209 --map->players;
1116 map->touch (); 1210 map->touch ();
1117 } 1211 }
1118 else if (pl->container == this) 1212 else if (pl->container_ () == this)
1119 { 1213 {
1120 // removing a container should close it 1214 // removing a container should close it
1121 close_container (); 1215 close_container ();
1122 } 1216 }
1123 1217 else
1124 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1125 } 1219 }
1126 1220
1127 /* link the object above us */ 1221 /* link the object above us */
1128 if (above) 1222 // re-link, make sure compiler can easily use cmove
1129 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1130 else 1224 *(below ? &below->above : &ms.bot) = above;
1131 ms.top = below; /* we were top, set new top */
1132
1133 /* Relink the object below us, if there is one */
1134 if (below)
1135 below->above = above;
1136 else
1137 {
1138 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is
1140 * evident
1141 */
1142 if (GET_MAP_OB (map, x, y) != this)
1143 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1144
1145 ms.bot = above; /* goes on above it. */
1146 }
1147 1225
1148 above = 0; 1226 above = 0;
1149 below = 0; 1227 below = 0;
1150 1228
1229 ms.invalidate ();
1230
1151 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1152 return; 1232 return;
1153 1233
1154 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1155 1235
1156 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1157 { 1237 {
1158 if (pl->container == this) 1238 if (pl->container_ () == this)
1159 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1160 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1161 * appropriately. 1241 * appropriately.
1162 */ 1242 */
1163 pl->close_container (); 1243 pl->close_container ();
1164 1244
1165 //TODO: the floorbox prev/next might need updating 1245 //TODO: the floorbox prev/next might need updating
1166 esrv_del_item (pl->contr, count); 1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1249 pl->contr->ns->floorbox_update ();
1167 } 1250 }
1168 1251
1252 if (check_walk_off)
1169 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1170 { 1254 {
1255 above = tmp->above;
1256
1171 /* 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
1172 * being removed. 1258 * being removed.
1173 */ 1259 */
1174 1260
1175 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1176 if (check_walk_off
1177 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1178 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1179 {
1180 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1181
1182 if (destroyed ())
1183 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1184 } 1265 }
1185 1266
1186 last = tmp; 1267 if (affects_los ())
1187 }
1188
1189 /* last == NULL if there are no objects on this space */
1190 //TODO: this makes little sense, why only update the topmost object?
1191 if (!last)
1192 map->at (x, y).flags_ = 0;
1193 else
1194 update_object (last, UP_OBJ_REMOVE);
1195
1196 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1197 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1198 } 1269 }
1199} 1270}
1200 1271
1201/* 1272/*
1225 esrv_update_item (UPD_NROF, pl, top); 1296 esrv_update_item (UPD_NROF, pl, top);
1226 1297
1227 op->weight = 0; // cancel the addition above 1298 op->weight = 0; // cancel the addition above
1228 op->carrying = 0; // must be 0 already 1299 op->carrying = 0; // must be 0 already
1229 1300
1230 op->destroy (1); 1301 op->destroy ();
1231 1302
1232 return top; 1303 return top;
1233 } 1304 }
1234 1305
1235 return 0; 1306 return 0;
1243 1314
1244 object *prev = this; 1315 object *prev = this;
1245 1316
1246 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1247 { 1318 {
1248 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1249 1320
1250 op->name = name; 1321 op->name = name;
1251 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1252 op->title = title; 1323 op->title = title;
1253 1324
1263 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1264 */ 1335 */
1265object * 1336object *
1266insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1267{ 1338{
1339 op->remove ();
1340
1268 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1342 {
1270 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1271 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1272 } 1345 }
1289 * 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
1290 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1291 * 1364 *
1292 * Return value: 1365 * Return value:
1293 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1295 * just 'op' otherwise 1368 * just 'op' otherwise
1296 */ 1369 */
1297object * 1370object *
1298insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1299{ 1372{
1300 assert (!op->flag [FLAG_FREED]);
1301
1302 op->remove (); 1373 op->remove ();
1374
1375 if (m == &freed_map)//D TODO: remove soon
1376 {//D
1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1378 }//D
1303 1379
1304 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1305 * 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
1306 * need extra work 1382 * need extra work
1307 */ 1383 */
1384 maptile *newmap = m;
1308 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1309 { 1386 {
1310 op->destroy (1); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1311 return 0; 1388 return 0;
1312 } 1389 }
1313 1390
1314 if (object *more = op->more) 1391 if (object *more = op->more)
1315 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1316 return 0; 1393 return 0;
1317 1394
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1319 1396 op->env = 0;
1320 op->map = m; 1397 op->map = newmap;
1398
1321 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1322 1400
1323 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1324 */ 1402 */
1325 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1326 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1327 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1328 { 1406 {
1329 // TODO: we atcually want to update tmp, not op, 1407 // TODO: we actually want to update tmp, not op,
1330 // but some caller surely breaks when we return tmp 1408 // but some caller surely breaks when we return tmp
1331 // from here :/ 1409 // from here :/
1332 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1333 tmp->destroy (1); 1411 tmp->destroy ();
1334 } 1412 }
1335 1413
1336 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 */
1337 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1338 1416
1339 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1340 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1341 1419
1342 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1343 { 1421 {
1344 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)
1345 { 1423 {
1346 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");
1347 abort (); 1425 abort ();
1348 } 1426 }
1349 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1350 op->above = originator; 1435 op->above = originator;
1351 op->below = originator->below; 1436 op->below = originator->below;
1352
1353 if (op->below)
1354 op->below->above = op;
1355 else
1356 ms.bot = op;
1357
1358 /* since *below* originator, no need to update top */
1359 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1360 } 1440 }
1361 else 1441 else
1362 { 1442 {
1363 object *top, *floor = NULL; 1443 object *floor = 0;
1364 1444 object *top = ms.top;
1365 top = ms.bot;
1366 1445
1367 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1368 if (top) 1447 if (top)
1369 { 1448 {
1370 object *last = 0;
1371
1372 /* 1449 /*
1373 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1374 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1375 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1376 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1379 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1380 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1381 * 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
1382 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1383 */ 1460 */
1384 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1385 { 1462 {
1386 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1387 floor = top; 1464 floor = tmp;
1388 1465
1389 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1390 { 1467 {
1391 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1392 top = top->below; 1469 top = tmp->below;
1393 break; 1470 break;
1394 } 1471 }
1395 1472
1396 last = top; 1473 top = tmp;
1397 } 1474 }
1398
1399 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last;
1401 1475
1402 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1403 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1405 */ 1479 */
1412 */ 1486 */
1413 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1414 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1415 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1416 { 1490 {
1491 object *last;
1492
1417 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1418 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1419 break; 1495 break;
1420 1496
1421 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1422 * 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
1423 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1429 } /* If objects on this space */ 1505 } /* If objects on this space */
1430 1506
1431 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1432 top = floor; 1508 top = floor;
1433 1509
1434 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1435 */
1436
1437 /* First object on this space */
1438 if (!top) 1511 if (!top)
1439 { 1512 {
1513 op->below = 0;
1440 op->above = ms.bot; 1514 op->above = ms.bot;
1441
1442 if (op->above)
1443 op->above->below = op;
1444
1445 op->below = 0;
1446 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1447 } 1518 }
1448 else 1519 else
1449 { /* get inserted into the stack above top */ 1520 {
1450 op->above = top->above; 1521 op->above = top->above;
1451
1452 if (op->above)
1453 op->above->below = op; 1522 top->above = op;
1454 1523
1455 op->below = top; 1524 op->below = top;
1456 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1457 } 1526 }
1527 }
1458 1528
1459 if (!op->above) 1529 if (op->is_player ())
1460 ms.top = op;
1461 } /* else not INS_BELOW_ORIGINATOR */
1462
1463 if (op->type == PLAYER)
1464 { 1530 {
1465 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1466 ++op->map->players; 1532 ++op->map->players;
1467 op->map->touch (); 1533 op->map->touch ();
1468 } 1534 }
1469 1535
1470 op->map->dirty = true; 1536 op->map->dirty = true;
1471 1537
1472 if (object *pl = ms.player ()) 1538 if (object *pl = ms.player ())
1473 //TODO: the floorbox prev/next might need updating 1539 //TODO: the floorbox prev/next might need updating
1474 esrv_send_item (pl, op); 1540 //esrv_send_item (pl, op);
1541 //TODO: update floorbox to preserve ordering
1542 if (pl->contr->ns)
1543 pl->contr->ns->floorbox_update ();
1475 1544
1476 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1477 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1478 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1479 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1480 * 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 -
1481 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1482 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1483 * of effect may be sufficient. 1552 * of effect may be sufficient.
1484 */ 1553 */
1485 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1486 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1487 1559
1488 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1489 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1490 1562
1491 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1498 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1499 * update_object(). 1571 * update_object().
1500 */ 1572 */
1501 1573
1502 /* 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 */
1503 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1504 { 1576 {
1505 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1506 return 0; 1578 return 0;
1507 1579
1508 /* 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
1519/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1520 * 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.
1521 * 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.
1522 */ 1594 */
1523void 1595void
1524replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1525{ 1597{
1526 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1527 1599
1528 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1529 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1530 tmp->destroy (1); 1602 tmp->destroy ();
1531 1603
1532 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1533 1605
1534 tmp->x = op->x; 1606 tmp->x = op->x;
1535 tmp->y = op->y; 1607 tmp->y = op->y;
1536 1608
1537 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1542{ 1614{
1543 if (where->env) 1615 if (where->env)
1544 return where->env->insert (this); 1616 return where->env->insert (this);
1545 else 1617 else
1546 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;
1547} 1641}
1548 1642
1549/* 1643/*
1550 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1551 * 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
1559 if (!nr) 1653 if (!nr)
1560 return true; 1654 return true;
1561 1655
1562 nr = min (nr, nrof); 1656 nr = min (nr, nrof);
1563 1657
1658 if (nrof > nr)
1659 {
1564 nrof -= nr; 1660 nrof -= nr;
1565
1566 if (nrof)
1567 {
1568 adjust_weight (env, -weight * nr); // carrying == 0 1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1569 1662
1570 if (object *pl = visible_to ()) 1663 if (object *pl = visible_to ())
1571 esrv_update_item (UPD_NROF, pl, this); 1664 esrv_update_item (UPD_NROF, pl, this);
1572 1665
1573 return true; 1666 return true;
1574 } 1667 }
1575 else 1668 else
1576 { 1669 {
1577 destroy (1); 1670 destroy ();
1578 return false; 1671 return false;
1579 } 1672 }
1580} 1673}
1581 1674
1582/* 1675/*
1599 } 1692 }
1600 else 1693 else
1601 { 1694 {
1602 decrease (nr); 1695 decrease (nr);
1603 1696
1604 object *op = object_create_clone (this); 1697 object *op = deep_clone ();
1605 op->nrof = nr; 1698 op->nrof = nr;
1606 return op; 1699 return op;
1607 } 1700 }
1608} 1701}
1609 1702
1659 if (object *pl = tmp->visible_to ()) 1752 if (object *pl = tmp->visible_to ())
1660 esrv_update_item (UPD_NROF, pl, tmp); 1753 esrv_update_item (UPD_NROF, pl, tmp);
1661 1754
1662 adjust_weight (this, op->total_weight ()); 1755 adjust_weight (this, op->total_weight ());
1663 1756
1664 op->destroy (1); 1757 op->destroy ();
1665 op = tmp; 1758 op = tmp;
1666 goto inserted; 1759 goto inserted;
1667 } 1760 }
1668 1761
1669 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1687 1780
1688 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1689 1782
1690inserted: 1783inserted:
1691 /* 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 */
1692 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1693 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1694 1789 }
1790 else if (is_player ())
1695 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1696 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1792 contr->queue_stats_update ();
1697 update_stats ();
1698 1793
1699 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1700 1795
1701 return op; 1796 return op;
1702} 1797}
1722 * on top. 1817 * on top.
1723 */ 1818 */
1724int 1819int
1725check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1726{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1727 object *tmp; 1825 object *tmp;
1728 maptile *m = op->map; 1826 maptile *m = op->map;
1729 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1730 1828
1731 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1732 1830
1733 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1734 return 0;
1735 1832
1736 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1737 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1738 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1739 1836
1740 /* 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,
1741 * 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
1742 * 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
1743 * as walking. 1840 * as walking.
1754 return 0; 1851 return 0;
1755 1852
1756 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1757 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1758 */ 1855 */
1759 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1760 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1761 {
1762 /* Trim the search when we find the first other spell effect
1763 * this helps performance so that if a space has 50 spell objects,
1764 * we don't need to check all of them.
1765 */
1766 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1767 break;
1768 } 1857 {
1858 next = tmp->below;
1769 1859
1770 for (; tmp; tmp = tmp->below)
1771 {
1772 if (tmp == op) 1860 if (tmp == op)
1773 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1774 1862
1775 /* 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.
1776 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1777 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1778 * 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
1779 * 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.
1780 */ 1868 */
1781 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1782 { 1870 {
1783 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1784 ((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))
1785 { 1873 {
1786
1787 float
1788 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1789 1875
1790 if (op->type == PLAYER) 1876 if (op->is_player ())
1791 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)) ||
1792 (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)))
1793 diff /= 4.0; 1879 diff /= 4.0;
1794 1880
1795 op->speed_left -= diff; 1881 op->speed_left -= diff;
1796 } 1882 }
1797 } 1883 }
1830 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1831 return NULL; 1917 return NULL;
1832 } 1918 }
1833 1919
1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1835 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1836 return tmp; 1922 return tmp;
1837 1923
1838 return NULL; 1924 return NULL;
1839} 1925}
1840 1926
1904 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1905 */ 1991 */
1906object * 1992object *
1907present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1908{ 1994{
1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1911 return tmp; 1997 return tmp;
1912 1998
1913 return NULL; 1999 return NULL;
1914} 2000}
1915 2001
1919void 2005void
1920flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1921{ 2007{
1922 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 { 2009 {
1924 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1925 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1926 } 2012 }
1927} 2013}
1928 2014
1929/* 2015/*
1932void 2018void
1933unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1934{ 2020{
1935 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 { 2022 {
1937 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1938 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1939 } 2025 }
1940} 2026}
1941 2027
1942/* 2028/*
2003 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
2004 */ 2090 */
2005 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2006 continue; 2092 continue;
2007 2093
2008 if (ob->blocked (m, pos.x, pos.y)) 2094 if (ob->blocked (pos.m, pos.x, pos.y))
2009 continue; 2095 continue;
2010 2096
2011 altern [index++] = i; 2097 altern [index++] = i;
2012 } 2098 }
2013 2099
2081 * there is capable of. 2167 * there is capable of.
2082 */ 2168 */
2083int 2169int
2084find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2085{ 2171{
2086 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2087
2088 sint16 nx, ny;
2089 object *tmp;
2090 maptile *mp;
2091
2092 MoveType blocked, move_type; 2173 MoveType move_type;
2093 2174
2094 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2095 { 2176 {
2096 exclude = exclude->head; 2177 exclude = exclude->head;
2097 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2100 { 2181 {
2101 /* 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. */
2102 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2103 } 2184 }
2104 2185
2105 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2106 { 2187 {
2107 mp = m; 2188 mapxy pos (m, x, y);
2108 nx = x + freearr_x[i]; 2189 pos.move (i);
2109 ny = y + freearr_y[i];
2110 2190
2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2112
2113 if (mflags & P_OUT_OF_MAP)
2114 max = maxfree[i]; 2192 max = maxfree[i];
2115 else 2193 else
2116 { 2194 {
2117 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2118 2196
2119 blocked = ms.move_block;
2120
2121 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2122 max = maxfree[i]; 2198 max = maxfree [i];
2123 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2124 { 2200 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2127 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2128 break;
2129
2130 if (tmp)
2131 return freedir[i]; 2204 return freedir [i];
2132 } 2205 }
2133 } 2206 }
2134 } 2207 }
2135 2208
2136 return 0; 2209 return 0;
2145{ 2218{
2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147} 2220}
2148 2221
2149/* 2222/*
2150 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2151 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2152 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2153 */ 2226 */
2154int 2227int
2155find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2156{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235
2236 static const uint8 dir[16] = {
2237 4, 5, 4, 3,
2238 2, 1, 2, 3,
2239 6, 5, 6, 7,
2240 8, 1, 8, 7,
2241 };
2242 int sector = 0;
2243
2244 // this is a bit ugly, but more likely to result in branchless code
2245 sector |= x < 0 ? 8 : 0;
2246 x = x < 0 ? -x : x; // abs
2247
2248 sector |= y < 0 ? 4 : 0;
2249 y = y < 0 ? -y : y; // abs
2250
2251 if (x > y)
2252 {
2253 sector |= 2;
2254
2255 if (x > y * 2)
2256 sector |= 1;
2257 }
2258 else
2259 {
2260 if (y > x * 2)
2261 sector |= 1;
2262 else if (!y)
2263 return 0; // x == 0 here
2264 }
2265
2266 return dir [sector];
2267#else // old algorithm
2157 int q; 2268 int q;
2158 2269
2159 if (y) 2270 if (y)
2160 q = x * 100 / y; 2271 q = 128 * x / y;
2161 else if (x) 2272 else if (x)
2162 q = -300 * x; 2273 q = -512 * x; // to make it > 309
2163 else 2274 else
2164 return 0; 2275 return 0;
2165 2276
2166 if (y > 0) 2277 if (y > 0)
2167 { 2278 {
2168 if (q < -242) 2279 if (q < -309) return 7;
2280 if (q < -52) return 6;
2281 if (q < 52) return 5;
2282 if (q < 309) return 4;
2283
2169 return 3; 2284 return 3;
2170 if (q < -41) 2285 }
2171 return 2; 2286 else
2172 if (q < 41) 2287 {
2173 return 1; 2288 if (q < -309) return 3;
2174 if (q < 242) 2289 if (q < -52) return 2;
2175 return 8; 2290 if (q < 52) return 1;
2291 if (q < 309) return 8;
2292
2176 return 7; 2293 return 7;
2177 } 2294 }
2178 2295#endif
2179 if (q < -242)
2180 return 7;
2181 if (q < -41)
2182 return 6;
2183 if (q < 41)
2184 return 5;
2185 if (q < 242)
2186 return 4;
2187
2188 return 3;
2189} 2296}
2190 2297
2191/* 2298/*
2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2299 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2193 * between two directions (which are expected to be absolute (see absdir()) 2300 * between two directions (which are expected to be absolute (see absdir())
2194 */ 2301 */
2195int 2302int
2196dirdiff (int dir1, int dir2) 2303dirdiff (int dir1, int dir2)
2197{ 2304{
2198 int d;
2199
2200 d = abs (dir1 - dir2); 2305 int d = abs (dir1 - dir2);
2201 if (d > 4)
2202 d = 8 - d;
2203 2306
2204 return d; 2307 return d > 4 ? 8 - d : d;
2205} 2308}
2206 2309
2207/* peterm: 2310/* peterm:
2208 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2311 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2209 * Basically, this is a table of directions, and what directions 2312 * Basically, this is a table of directions, and what directions
2211 * This basically means that if direction is 15, then it could either go 2314 * This basically means that if direction is 15, then it could either go
2212 * direction 4, 14, or 16 to get back to where we are. 2315 * direction 4, 14, or 16 to get back to where we are.
2213 * Moved from spell_util.c to object.c with the other related direction 2316 * Moved from spell_util.c to object.c with the other related direction
2214 * functions. 2317 * functions.
2215 */ 2318 */
2216int reduction_dir[SIZEOFFREE][3] = { 2319static const int reduction_dir[SIZEOFFREE][3] = {
2217 {0, 0, 0}, /* 0 */ 2320 {0, 0, 0}, /* 0 */
2218 {0, 0, 0}, /* 1 */ 2321 {0, 0, 0}, /* 1 */
2219 {0, 0, 0}, /* 2 */ 2322 {0, 0, 0}, /* 2 */
2220 {0, 0, 0}, /* 3 */ 2323 {0, 0, 0}, /* 3 */
2221 {0, 0, 0}, /* 4 */ 2324 {0, 0, 0}, /* 4 */
2315 * Add a check so we can't pick up invisible objects (0.93.8) 2418 * Add a check so we can't pick up invisible objects (0.93.8)
2316 */ 2419 */
2317int 2420int
2318can_pick (const object *who, const object *item) 2421can_pick (const object *who, const object *item)
2319{ 2422{
2320 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2423 return /*who->flag [FLAG_WIZ]|| */
2321 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2424 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2322 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2425 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2323} 2426}
2324 2427
2325/* 2428/*
2326 * create clone from object to another 2429 * create clone from object to another
2327 */ 2430 */
2328object * 2431object *
2329object_create_clone (object *asrc) 2432object::deep_clone ()
2330{ 2433{
2331 object *dst = 0, *tmp, *src, *prev, *item; 2434 assert (("deep_clone called on non-head object", is_head ()));
2332 2435
2333 if (!asrc) 2436 object *dst = clone ();
2334 return 0;
2335 2437
2336 src = asrc->head_ (); 2438 object *prev = dst;
2337
2338 prev = 0;
2339 for (object *part = src; part; part = part->more) 2439 for (object *part = this->more; part; part = part->more)
2340 { 2440 {
2341 tmp = part->clone (); 2441 object *tmp = part->clone ();
2342 tmp->x -= src->x;
2343 tmp->y -= src->y;
2344
2345 if (!part->head)
2346 {
2347 dst = tmp;
2348 tmp->head = 0;
2349 }
2350 else
2351 tmp->head = dst; 2442 tmp->head = dst;
2352
2353 tmp->more = 0;
2354
2355 if (prev)
2356 prev->more = tmp; 2443 prev->more = tmp;
2357
2358 prev = tmp; 2444 prev = tmp;
2359 } 2445 }
2360 2446
2361 for (item = src->inv; item; item = item->below) 2447 for (object *item = inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2448 insert_ob_in_ob (item->deep_clone (), dst);
2363 2449
2364 return dst; 2450 return dst;
2365} 2451}
2366 2452
2367/* This returns the first object in who's inventory that 2453/* This returns the first object in who's inventory that
2376 return tmp; 2462 return tmp;
2377 2463
2378 return 0; 2464 return 0;
2379} 2465}
2380 2466
2381/* If ob has a field named key, return the link from the list, 2467shstr_tmp
2382 * otherwise return NULL. 2468object::kv_get (shstr_tmp key) const
2383 *
2384 * key must be a passed in shared string - otherwise, this won't
2385 * do the desired thing.
2386 */
2387key_value *
2388get_ob_key_link (const object *ob, const char *key)
2389{ 2469{
2390 for (key_value *link = ob->key_values; link; link = link->next) 2470 for (key_value *kv = key_values; kv; kv = kv->next)
2391 if (link->key == key) 2471 if (kv->key == key)
2392 return link;
2393
2394 return 0;
2395}
2396
2397/*
2398 * Returns the value of op has an extra_field for key, or NULL.
2399 *
2400 * The argument doesn't need to be a shared string.
2401 *
2402 * The returned string is shared.
2403 */
2404const char *
2405get_ob_key_value (const object *op, const char *const key)
2406{
2407 key_value *link;
2408 shstr_cmp canonical_key (key);
2409
2410 if (!canonical_key)
2411 {
2412 /* 1. There being a field named key on any object
2413 * implies there'd be a shared string to find.
2414 * 2. Since there isn't, no object has this field.
2415 * 3. Therefore, *this* object doesn't have this field.
2416 */
2417 return 0;
2418 }
2419
2420 /* This is copied from get_ob_key_link() above -
2421 * only 4 lines, and saves the function call overhead.
2422 */
2423 for (link = op->key_values; link; link = link->next)
2424 if (link->key == canonical_key)
2425 return link->value; 2472 return kv->value;
2426 2473
2427 return 0; 2474 return shstr ();
2428} 2475}
2429 2476
2430/* 2477void
2431 * Updates the canonical_key in op to value. 2478object::kv_set (shstr_tmp key, shstr_tmp value)
2432 *
2433 * canonical_key is a shared string (value doesn't have to be).
2434 *
2435 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2436 * keys.
2437 *
2438 * Returns TRUE on success.
2439 */
2440int
2441set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2442{ 2479{
2443 key_value *field = NULL, *last = NULL; 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2444 2481 if (kv->key == key)
2445 for (field = op->key_values; field != NULL; field = field->next)
2446 {
2447 if (field->key != canonical_key)
2448 { 2482 {
2449 last = field; 2483 kv->value = value;
2450 continue; 2484 return;
2451 } 2485 }
2452 2486
2453 if (value) 2487 key_value *kv = new key_value;
2454 field->value = value; 2488
2455 else 2489 kv->next = key_values;
2490 kv->key = key;
2491 kv->value = value;
2492
2493 key_values = kv;
2494}
2495
2496void
2497object::kv_del (shstr_tmp key)
2498{
2499 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2500 if ((*kvp)->key == key)
2456 { 2501 {
2457 /* Basically, if the archetype has this key set, 2502 key_value *kv = *kvp;
2458 * we need to store the null value so when we save 2503 *kvp = (*kvp)->next;
2459 * it, we save the empty value so that when we load, 2504 delete kv;
2460 * we get this value back again. 2505 return;
2461 */
2462 if (get_ob_key_link (op->arch, canonical_key))
2463 field->value = 0;
2464 else
2465 {
2466 if (last)
2467 last->next = field->next;
2468 else
2469 op->key_values = field->next;
2470
2471 delete field;
2472 }
2473 } 2506 }
2474 return TRUE;
2475 }
2476 /* IF we get here, key doesn't exist */
2477
2478 /* No field, we'll have to add it. */
2479
2480 if (!add_key)
2481 return FALSE;
2482
2483 /* There isn't any good reason to store a null
2484 * value in the key/value list. If the archetype has
2485 * this key, then we should also have it, so shouldn't
2486 * be here. If user wants to store empty strings,
2487 * should pass in ""
2488 */
2489 if (value == NULL)
2490 return TRUE;
2491
2492 field = new key_value;
2493
2494 field->key = canonical_key;
2495 field->value = value;
2496 /* Usual prepend-addition. */
2497 field->next = op->key_values;
2498 op->key_values = field;
2499
2500 return TRUE;
2501}
2502
2503/*
2504 * Updates the key in op to value.
2505 *
2506 * If add_key is FALSE, this will only update existing keys,
2507 * and not add new ones.
2508 * In general, should be little reason FALSE is ever passed in for add_key
2509 *
2510 * Returns TRUE on success.
2511 */
2512int
2513set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2514{
2515 shstr key_ (key);
2516
2517 return set_ob_key_value_s (op, key_, value, add_key);
2518} 2507}
2519 2508
2520object::depth_iterator::depth_iterator (object *container) 2509object::depth_iterator::depth_iterator (object *container)
2521: iterator_base (container) 2510: iterator_base (container)
2522{ 2511{
2572{ 2561{
2573 char flagdesc[512]; 2562 char flagdesc[512];
2574 char info2[256 * 4]; 2563 char info2[256 * 4];
2575 char *p = info; 2564 char *p = info;
2576 2565
2577 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2578 count, 2567 count,
2579 uuid.c_str (), 2568 uuid.c_str (),
2580 &name, 2569 &name,
2581 title ? "\",title:\"" : "", 2570 title ? ",title:\"" : "",
2582 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2572 title ? "\"" : "",
2583 flag_desc (flagdesc, 512), type); 2573 flag_desc (flagdesc, 512), type);
2584 2574
2585 if (!flag[FLAG_REMOVED] && env) 2575 if (!flag[FLAG_REMOVED] && env)
2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2587 2577
2603struct region * 2593struct region *
2604object::region () const 2594object::region () const
2605{ 2595{
2606 return map ? map->region (x, y) 2596 return map ? map->region (x, y)
2607 : region::default_region (); 2597 : region::default_region ();
2608}
2609
2610const materialtype_t *
2611object::dominant_material () const
2612{
2613 if (materialtype_t *mt = name_to_material (materialname))
2614 return mt;
2615
2616 return name_to_material (shstr_unknown);
2617} 2598}
2618 2599
2619void 2600void
2620object::open_container (object *new_container) 2601object::open_container (object *new_container)
2621{ 2602{
2643 container = 0; 2624 container = 0;
2644 2625
2645 // client needs item update to make it work, client bug requires this to be separate 2626 // client needs item update to make it work, client bug requires this to be separate
2646 esrv_update_item (UPD_FLAGS, this, old_container); 2627 esrv_update_item (UPD_FLAGS, this, old_container);
2647 2628
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2629 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2649 play_sound (sound_find ("chest_close")); 2630 play_sound (sound_find ("chest_close"));
2650 } 2631 }
2651 2632
2652 if (new_container) 2633 if (new_container)
2653 { 2634 {
2657 // TODO: this does not seem to serve any purpose anymore? 2638 // TODO: this does not seem to serve any purpose anymore?
2658#if 0 2639#if 0
2659 // insert the "Close Container" object. 2640 // insert the "Close Container" object.
2660 if (archetype *closer = new_container->other_arch) 2641 if (archetype *closer = new_container->other_arch)
2661 { 2642 {
2662 object *closer = arch_to_object (new_container->other_arch); 2643 object *closer = new_container->other_arch->instance ();
2663 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2644 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2664 new_container->insert (closer); 2645 new_container->insert (closer);
2665 } 2646 }
2666#endif 2647#endif
2667 2648
2668 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2649 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2669 2650
2670 // make sure the container is available, client bug requires this to be separate 2651 // make sure the container is available, client bug requires this to be separate
2671 esrv_send_item (this, new_container); 2652 esrv_send_item (this, new_container);
2672 2653
2673 new_container->flag [FLAG_APPLIED] = true; 2654 new_container->flag [FLAG_APPLIED] = true;
2681// else if (!old_container->env && contr && contr->ns) 2662// else if (!old_container->env && contr && contr->ns)
2682// contr->ns->floorbox_reset (); 2663// contr->ns->floorbox_reset ();
2683} 2664}
2684 2665
2685object * 2666object *
2686object::force_find (const shstr name) 2667object::force_find (shstr_tmp name)
2687{ 2668{
2688 /* cycle through his inventory to look for the MARK we want to 2669 /* cycle through his inventory to look for the MARK we want to
2689 * place 2670 * place
2690 */ 2671 */
2691 for (object *tmp = inv; tmp; tmp = tmp->below) 2672 for (object *tmp = inv; tmp; tmp = tmp->below)
2693 return splay (tmp); 2674 return splay (tmp);
2694 2675
2695 return 0; 2676 return 0;
2696} 2677}
2697 2678
2679//-GPL
2680
2698void 2681void
2682object::force_set_timer (int duration)
2683{
2684 this->duration = 1;
2685 this->speed_left = -1.f;
2686
2687 this->set_speed (duration ? 1.f / duration : 0.f);
2688}
2689
2690object *
2699object::force_add (const shstr name, int duration) 2691object::force_add (shstr_tmp name, int duration)
2700{ 2692{
2701 if (object *force = force_find (name)) 2693 if (object *force = force_find (name))
2702 force->destroy (); 2694 force->destroy ();
2703 2695
2704 object *force = get_archetype (FORCE_NAME); 2696 object *force = get_archetype (FORCE_NAME);
2705 2697
2706 force->slaying = name; 2698 force->slaying = name;
2707 force->stats.food = 1; 2699 force->force_set_timer (duration);
2708 force->speed_left = -1.f;
2709
2710 force->set_speed (duration ? 1.f / duration : 0.f);
2711 force->flag [FLAG_IS_USED_UP] = true;
2712 force->flag [FLAG_APPLIED] = true; 2700 force->flag [FLAG_APPLIED] = true;
2713 2701
2714 insert (force); 2702 return insert (force);
2715} 2703}
2716 2704
2717void 2705void
2718object::play_sound (faceidx sound) 2706object::play_sound (faceidx sound) const
2719{ 2707{
2720 if (!sound) 2708 if (!sound)
2721 return; 2709 return;
2722 2710
2723 if (flag [FLAG_REMOVED]) 2711 if (is_on_map ())
2712 map->play_sound (sound, x, y);
2713 else if (object *pl = in_player ())
2714 pl->contr->play_sound (sound);
2715}
2716
2717void
2718object::say_msg (const char *msg) const
2719{
2720 if (is_on_map ())
2721 map->say_msg (msg, x, y);
2722 else if (object *pl = in_player ())
2723 pl->contr->play_sound (sound);
2724}
2725
2726void
2727object::make_noise ()
2728{
2729 // we do not model noise in the map, so instead put
2730 // a temporary light into the noise source
2731 // could use the map instead, but that's less reliable for our
2732 // goal, which is to make invisibility a bit harder to exploit
2733
2734 // currently only works sensibly for players
2735 if (!is_player ())
2724 return; 2736 return;
2725 2737
2726 if (env) 2738 // find old force, or create new one
2727 { 2739 object *force = force_find (shstr_noise_force);
2728 if (object *pl = in_player ()) 2740
2729 pl->contr->play_sound (sound); 2741 if (force)
2730 } 2742 force->speed_left = -1.f; // patch old speed up
2731 else 2743 else
2732 map->play_sound (sound, x, y); 2744 {
2733} 2745 force = archetype::get (shstr_noise_force);
2734 2746
2747 force->slaying = shstr_noise_force;
2748 force->stats.food = 1;
2749 force->speed_left = -1.f;
2750
2751 force->set_speed (1.f / 4.f);
2752 force->flag [FLAG_IS_USED_UP] = true;
2753 force->flag [FLAG_APPLIED] = true;
2754
2755 insert (force);
2756 }
2757}
2758
2759void object::change_move_type (MoveType mt)
2760{
2761 if (move_type == mt)
2762 return;
2763
2764 if (is_on_map ())
2765 {
2766 // we are on the map, so handle move_on/off effects
2767 remove ();
2768 move_type = mt;
2769 map->insert (this, x, y, this);
2770 }
2771 else
2772 move_type = mt;
2773}
2774
2775/* object should be a player.
2776 * we return the object the player has marked with the 'mark' command
2777 * below. If no match is found (or object has changed), we return
2778 * NULL. We leave it up to the calling function to print messages if
2779 * nothing is found.
2780 */
2781object *
2782object::mark () const
2783{
2784 if (contr && contr->mark && contr->mark->env == this)
2785 return contr->mark;
2786 else
2787 return 0;
2788}
2789

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