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Comparing deliantra/server/common/object.C (file contents):
Revision 1.227 by root, Sat May 3 09:04:17 2008 UTC vs.
Revision 1.332 by root, Thu Apr 22 03:49:13 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 + weight)
451 - weight_adjust_for (op, op->carrying);
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.
518 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 ());
519 return; 583 return;
520 } 584 }
521 585
522 this->owner = owner; 586 this->owner = owner;
523}
524
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} 587}
590 588
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 */
646 tail = new_link; 644 tail = new_link;
647 } 645 }
648 } 646 }
649 } 647 }
650 648
651 if (speed < 0) 649 dst->activate ();
652 dst->speed_left -= rndm ();
653
654 dst->set_speed (dst->speed);
655} 650}
656 651
657void 652void
658object::instantiate () 653object::instantiate ()
659{ 654{
660 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
661 uuid = UUID::gen (); 656 uuid = UUID::gen ();
662 657
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
663 speed_left = -0.1f; 662 speed_left = -1.;
663
664 /* 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
665 * 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.
666 * 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
667 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
676object * 676object *
677object::clone () 677object::clone ()
678{ 678{
679 object *neu = create (); 679 object *neu = create ();
680 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
681 neu->map = map; // not copied by copy_to 686 neu->map = map; // not copied by copy_to
682 return neu; 687 return neu;
683} 688}
684 689
685/* 690/*
688 * 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.
689 */ 694 */
690void 695void
691update_turn_face (object *op) 696update_turn_face (object *op)
692{ 697{
693 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
694 return; 699 return;
695 700
696 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
697 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
698} 703}
703 * 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.
704 */ 709 */
705void 710void
706object::set_speed (float speed) 711object::set_speed (float speed)
707{ 712{
708 if (flag [FLAG_FREED] && speed)
709 {
710 LOG (llevError, "Object %s is freed but has speed.\n", &name);
711 speed = 0;
712 }
713
714 this->speed = speed; 713 this->speed = speed;
715 714
716 if (has_active_speed ()) 715 if (has_active_speed ())
717 activate (); 716 activate ();
718 else 717 else
768 767
769 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
770 /* nop */; 769 /* nop */;
771 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
772 { 771 {
772#if 0
773 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
774 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
775 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
776 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
778 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
779 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
780 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
781 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
782 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
783 /* 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
784 * to have move_allow right now. 784 * have move_allow right now.
785 */ 785 */
786 || ((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
787 || 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)
788 m.flags_ = 0; 790 m.invalidate ();
791#endif
789 } 792 }
790 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
791 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
792 * that is being removed. 795 * that is being removed.
793 */ 796 */
794 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
795 m.flags_ = 0; 798 m.invalidate ();
796 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
797 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
798 else 801 else
799 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
800 803
802 update_object (op->more, action); 805 update_object (op->more, action);
803} 806}
804 807
805object::object () 808object::object ()
806{ 809{
807 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
808 811
809 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
810 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
811} 815}
812 816
813object::~object () 817object::~object ()
814{ 818{
815 unlink (); 819 unlink ();
816 820
817 free_key_values (this); 821 free_key_values (this);
818} 822}
819
820static int object_count;
821 823
822void object::link () 824void object::link ()
823{ 825{
824 assert (!index);//D 826 assert (!index);//D
825 uuid = UUID::gen (); 827 uuid = UUID::gen ();
826 count = ++object_count;
827 828
828 refcnt_inc (); 829 refcnt_inc ();
829 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
830} 834}
831 835
832void object::unlink () 836void object::unlink ()
833{ 837{
834 if (!index) 838 if (!index)
835 return; 839 return;
840
841 ++destroy_count;
836 842
837 objects.erase (this); 843 objects.erase (this);
838 refcnt_dec (); 844 refcnt_dec ();
839} 845}
840 846
844 /* If already on active list, don't do anything */ 850 /* If already on active list, don't do anything */
845 if (active) 851 if (active)
846 return; 852 return;
847 853
848 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
849 actives.insert (this); 859 actives.insert (this);
860 }
850} 861}
851 862
852void 863void
853object::activate_recursive () 864object::activate_recursive ()
854{ 865{
915 * drop on that space. 926 * drop on that space.
916 */ 927 */
917 if (!drop_to_ground 928 if (!drop_to_ground
918 || !map 929 || !map
919 || map->in_memory != MAP_ACTIVE 930 || map->in_memory != MAP_ACTIVE
920 || map->nodrop 931 || map->no_drop
921 || ms ().move_block == MOVE_ALL) 932 || ms ().move_block == MOVE_ALL)
922 { 933 {
923 while (inv) 934 while (inv)
924 {
925 inv->destroy_inv (false);
926 inv->destroy (); 935 inv->destroy ();
927 }
928 } 936 }
929 else 937 else
930 { /* Put objects in inventory onto this space */ 938 { /* Put objects in inventory onto this space */
931 while (inv) 939 while (inv)
932 { 940 {
936 || op->flag [FLAG_NO_DROP] 944 || op->flag [FLAG_NO_DROP]
937 || op->type == RUNE 945 || op->type == RUNE
938 || op->type == TRAP 946 || op->type == TRAP
939 || op->flag [FLAG_IS_A_TEMPLATE] 947 || op->flag [FLAG_IS_A_TEMPLATE]
940 || op->flag [FLAG_DESTROY_ON_DEATH]) 948 || op->flag [FLAG_DESTROY_ON_DEATH])
941 op->destroy (true); 949 op->destroy ();
942 else 950 else
943 map->insert (op, x, y); 951 map->insert (op, x, y);
944 } 952 }
945 } 953 }
946} 954}
947 955
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 *
948object *object::create () 993object::create ()
949{ 994{
950 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
951 op->link (); 1017 op->link ();
1018
952 return op; 1019 return op;
953} 1020}
954 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
955static struct freed_map : maptile 1037static struct freed_map : maptile
956{ 1038{
957 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
958 { 1041 {
959 path = "<freed objects map>"; 1042 path = "<freed objects map>";
960 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
961 width = 3;
962 height = 3;
963 nodrop = 1; 1044 no_drop = 1;
1045 no_reset = 1;
964 1046
965 alloc ();
966 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
967 } 1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
968} freed_map; // freed objects are moved here to avoid crashes 1054} freed_map; // freed objects are moved here to avoid crashes
969 1055
970void 1056void
971object::do_destroy () 1057object::do_destroy ()
972{ 1058{
973 if (flag [FLAG_IS_LINKED]) 1059 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 1060 remove_link ();
975 1061
976 if (flag [FLAG_FRIENDLY]) 1062 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 1063 remove_friendly_object (this);
978 1064
979 remove (); 1065 remove ();
1004 attacked_by = 0; 1090 attacked_by = 0;
1005 current_weapon = 0; 1091 current_weapon = 0;
1006} 1092}
1007 1093
1008void 1094void
1009object::destroy (bool destroy_inventory) 1095object::destroy ()
1010{ 1096{
1011 if (destroyed ()) 1097 if (destroyed ())
1012 return; 1098 return;
1013 1099
1014 if (!is_head () && !head->destroyed ()) 1100 if (!is_head () && !head->destroyed ())
1015 { 1101 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1103 head->destroy ();
1018 return; 1104 return;
1019 } 1105 }
1020 1106
1021 destroy_inv (!destroy_inventory); 1107 destroy_inv_fast ();
1022 1108
1023 if (is_head ()) 1109 if (is_head ())
1024 if (sound_destroy) 1110 if (sound_destroy)
1025 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1037 * the previous environment. 1123 * the previous environment.
1038 */ 1124 */
1039void 1125void
1040object::do_remove () 1126object::do_remove ()
1041{ 1127{
1042 object *tmp, *last = 0;
1043 object *otmp;
1044
1045 if (flag [FLAG_REMOVED]) 1128 if (flag [FLAG_REMOVED])
1046 return; 1129 return;
1047 1130
1048 INVOKE_OBJECT (REMOVE, this); 1131 INVOKE_OBJECT (REMOVE, this);
1049 1132
1063 esrv_del_item (pl->contr, count); 1146 esrv_del_item (pl->contr, count);
1064 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
1065 1148
1066 adjust_weight (env, -total_weight ()); 1149 adjust_weight (env, -total_weight ());
1067 1150
1068 *(above ? &above->below : &env->inv) = below; 1151 object *pl = in_player ();
1069
1070 if (below)
1071 below->above = above;
1072 1152
1073 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1074 * 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
1075 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1076 */ 1156 */
1077 map = env->map; 1157 map = env->map;
1078 x = env->x; 1158 x = env->x;
1079 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
1080 above = 0; 1165 above = 0;
1081 below = 0; 1166 below = 0;
1082 env = 0; 1167 env = 0;
1083 1168
1084 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1085 * made to players inventory. If set, avoiding the call
1086 * to save cpu time.
1087 */ 1170 {
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1171 if (expect_false (pl->contr->combat_ob == this))
1089 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 }
1090 } 1190 }
1091 else if (map) 1191 else if (map)
1092 { 1192 {
1093 map->dirty = true; 1193 map->dirty = true;
1094 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1095 1195
1096 if (object *pl = ms.player ()) 1196 if (object *pl = ms.player ())
1097 { 1197 {
1098 if (type == PLAYER) // this == pl(!) 1198 if (is_player ())
1099 { 1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1100 // leaving a spot always closes any open container on the ground 1203 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env) 1204 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures 1205 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent. 1206 // that the CLOSE event is being sent.
1104 close_container (); 1207 close_container ();
1105 1208
1106 --map->players; 1209 --map->players;
1107 map->touch (); 1210 map->touch ();
1108 } 1211 }
1109 else if (pl->container == this) 1212 else if (pl->container_ () == this)
1110 { 1213 {
1111 // removing a container should close it 1214 // removing a container should close it
1112 close_container (); 1215 close_container ();
1113 } 1216 }
1114 1217 else
1115 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1116 } 1219 }
1117 1220
1118 /* link the object above us */ 1221 /* link the object above us */
1119 if (above) 1222 // re-link, make sure compiler can easily use cmove
1120 above->below = below; 1223 *(above ? &above->below : &ms.top) = below;
1121 else 1224 *(below ? &below->above : &ms.bot) = above;
1122 ms.top = below; /* we were top, set new top */
1123
1124 /* Relink the object below us, if there is one */
1125 if (below)
1126 below->above = above;
1127 else
1128 {
1129 /* Nothing below, which means we need to relink map object for this space
1130 * use translated coordinates in case some oddness with map tiling is
1131 * evident
1132 */
1133 if (GET_MAP_OB (map, x, y) != this)
1134 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 ());
1135
1136 ms.bot = above; /* goes on above it. */
1137 }
1138 1225
1139 above = 0; 1226 above = 0;
1140 below = 0; 1227 below = 0;
1141 1228
1229 ms.invalidate ();
1230
1142 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1143 return; 1232 return;
1144 1233
1145 int check_walk_off = !flag [FLAG_NO_APPLY]; 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1146 1235
1147 if (object *pl = ms.player ()) 1236 if (object *pl = ms.player ())
1148 { 1237 {
1149 if (pl->container == this) 1238 if (pl->container_ () == this)
1150 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1151 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1152 * appropriately. 1241 * appropriately.
1153 */ 1242 */
1154 pl->close_container (); 1243 pl->close_container ();
1158 //TODO: update floorbox to preserve ordering 1247 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns) 1248 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1161 } 1250 }
1162 1251
1252 if (check_walk_off)
1163 for (tmp = ms.bot; tmp; tmp = tmp->above) 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1164 { 1254 {
1255 above = tmp->above;
1256
1165 /* 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
1166 * being removed. 1258 * being removed.
1167 */ 1259 */
1168 1260
1169 /* See if object moving off should effect something */ 1261 /* See if object moving off should effect something */
1170 if (check_walk_off
1171 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1173 {
1174 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1175
1176 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1265 }
1179 1266
1180 last = tmp; 1267 if (affects_los ())
1181 }
1182
1183 /* last == NULL if there are no objects on this space */
1184 //TODO: this makes little sense, why only update the topmost object?
1185 if (!last)
1186 map->at (x, y).flags_ = 0;
1187 else
1188 update_object (last, UP_OBJ_REMOVE);
1189
1190 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1191 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1192 } 1269 }
1193} 1270}
1194 1271
1195/* 1272/*
1219 esrv_update_item (UPD_NROF, pl, top); 1296 esrv_update_item (UPD_NROF, pl, top);
1220 1297
1221 op->weight = 0; // cancel the addition above 1298 op->weight = 0; // cancel the addition above
1222 op->carrying = 0; // must be 0 already 1299 op->carrying = 0; // must be 0 already
1223 1300
1224 op->destroy (1); 1301 op->destroy ();
1225 1302
1226 return top; 1303 return top;
1227 } 1304 }
1228 1305
1229 return 0; 1306 return 0;
1237 1314
1238 object *prev = this; 1315 object *prev = this;
1239 1316
1240 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1241 { 1318 {
1242 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1243 1320
1244 op->name = name; 1321 op->name = name;
1245 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1246 op->title = title; 1323 op->title = title;
1247 1324
1257 * job preparing multi-part monsters. 1334 * job preparing multi-part monsters.
1258 */ 1335 */
1259object * 1336object *
1260insert_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)
1261{ 1338{
1339 op->remove ();
1340
1262 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1263 { 1342 {
1264 tmp->x = x + tmp->arch->x; 1343 tmp->x = x + tmp->arch->x;
1265 tmp->y = y + tmp->arch->y; 1344 tmp->y = y + tmp->arch->y;
1266 } 1345 }
1283 * 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
1284 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1285 * 1364 *
1286 * Return value: 1365 * Return value:
1287 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1288 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1289 * just 'op' otherwise 1368 * just 'op' otherwise
1290 */ 1369 */
1291object * 1370object *
1292insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1293{ 1372{
1294 assert (!op->flag [FLAG_FREED]);
1295
1296 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
1297 1379
1298 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1299 * 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
1300 * need extra work 1382 * need extra work
1301 */ 1383 */
1384 maptile *newmap = m;
1302 if (!xy_normalise (m, op->x, op->y)) 1385 if (!xy_normalise (newmap, op->x, op->y))
1303 { 1386 {
1304 op->destroy (1); 1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1305 return 0; 1388 return 0;
1306 } 1389 }
1307 1390
1308 if (object *more = op->more) 1391 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag)) 1392 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0; 1393 return 0;
1311 1394
1312 CLEAR_FLAG (op, FLAG_REMOVED); 1395 op->flag [FLAG_REMOVED] = false;
1313 1396 op->env = 0;
1314 op->map = m; 1397 op->map = newmap;
1398
1315 mapspace &ms = op->ms (); 1399 mapspace &ms = op->ms ();
1316 1400
1317 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1318 */ 1402 */
1319 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1322 { 1406 {
1323 // TODO: we atcually want to update tmp, not op, 1407 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp 1408 // but some caller surely breaks when we return tmp
1325 // from here :/ 1409 // from here :/
1326 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1327 tmp->destroy (1); 1411 tmp->destroy ();
1328 } 1412 }
1329 1413
1330 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 */
1331 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1332 1416
1333 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1334 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1335 1419
1336 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1337 { 1421 {
1338 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)
1339 { 1423 {
1340 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");
1341 abort (); 1425 abort ();
1342 } 1426 }
1343 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
1344 op->above = originator; 1435 op->above = originator;
1345 op->below = originator->below; 1436 op->below = originator->below;
1346
1347 if (op->below)
1348 op->below->above = op;
1349 else
1350 ms.bot = op;
1351
1352 /* since *below* originator, no need to update top */
1353 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1354 } 1440 }
1355 else 1441 else
1356 { 1442 {
1357 object *top, *floor = NULL; 1443 object *floor = 0;
1358 1444 object *top = ms.top;
1359 top = ms.bot;
1360 1445
1361 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1362 if (top) 1447 if (top)
1363 { 1448 {
1364 object *last = 0;
1365
1366 /* 1449 /*
1367 * 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.
1368 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1369 * 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
1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1373 * 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
1374 * 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
1375 * 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
1376 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1377 */ 1460 */
1378 for (top = ms.bot; top; top = top->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1379 { 1462 {
1380 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])
1381 floor = top; 1464 floor = tmp;
1382 1465
1383 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])
1384 { 1467 {
1385 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1386 top = top->below; 1469 top = tmp->below;
1387 break; 1470 break;
1388 } 1471 }
1389 1472
1390 last = top; 1473 top = tmp;
1391 } 1474 }
1392
1393 /* Don't want top to be NULL, so set it to the last valid object */
1394 top = last;
1395 1475
1396 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1397 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1398 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1399 */ 1479 */
1406 */ 1486 */
1407 if (!(flag & INS_ON_TOP) 1487 if (!(flag & INS_ON_TOP)
1408 && ms.flags () & P_BLOCKSVIEW 1488 && ms.flags () & P_BLOCKSVIEW
1409 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1410 { 1490 {
1491 object *last;
1492
1411 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1412 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1413 break; 1495 break;
1414 1496
1415 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1416 * 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
1417 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1423 } /* If objects on this space */ 1505 } /* If objects on this space */
1424 1506
1425 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1426 top = floor; 1508 top = floor;
1427 1509
1428 /* 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
1429 */
1430
1431 /* First object on this space */
1432 if (!top) 1511 if (!top)
1433 { 1512 {
1513 op->below = 0;
1434 op->above = ms.bot; 1514 op->above = ms.bot;
1435
1436 if (op->above)
1437 op->above->below = op;
1438
1439 op->below = 0;
1440 ms.bot = op; 1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1441 } 1518 }
1442 else 1519 else
1443 { /* get inserted into the stack above top */ 1520 {
1444 op->above = top->above; 1521 op->above = top->above;
1445
1446 if (op->above)
1447 op->above->below = op; 1522 top->above = op;
1448 1523
1449 op->below = top; 1524 op->below = top;
1450 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1451 } 1526 }
1527 }
1452 1528
1453 if (!op->above) 1529 if (op->is_player ())
1454 ms.top = op;
1455 } /* else not INS_BELOW_ORIGINATOR */
1456
1457 if (op->type == PLAYER)
1458 { 1530 {
1459 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1460 ++op->map->players; 1532 ++op->map->players;
1461 op->map->touch (); 1533 op->map->touch ();
1462 } 1534 }
1477 * 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 -
1478 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1479 * or just updating the P_UPTODATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1480 * of effect may be sufficient. 1552 * of effect may be sufficient.
1481 */ 1553 */
1482 if (op->map->darkness && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1483 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1484 1559
1485 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1486 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1487 1562
1488 INVOKE_OBJECT (INSERT, op); 1563 INVOKE_OBJECT (INSERT, op);
1495 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1496 * update_object(). 1571 * update_object().
1497 */ 1572 */
1498 1573
1499 /* 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 */
1500 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1501 { 1576 {
1502 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1503 return 0; 1578 return 0;
1504 1579
1505 /* 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
1516/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1517 * 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.
1518 * 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.
1519 */ 1594 */
1520void 1595void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1522{ 1597{
1523 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1524 1599
1525 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1526 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1527 tmp->destroy (1); 1602 tmp->destroy ();
1528 1603
1529 object *tmp = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1530 1605
1531 tmp->x = op->x; 1606 tmp->x = op->x;
1532 tmp->y = op->y; 1607 tmp->y = op->y;
1533 1608
1534 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1539{ 1614{
1540 if (where->env) 1615 if (where->env)
1541 return where->env->insert (this); 1616 return where->env->insert (this);
1542 else 1617 else
1543 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;
1544} 1641}
1545 1642
1546/* 1643/*
1547 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1548 * 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
1556 if (!nr) 1653 if (!nr)
1557 return true; 1654 return true;
1558 1655
1559 nr = min (nr, nrof); 1656 nr = min (nr, nrof);
1560 1657
1658 if (nrof > nr)
1659 {
1561 nrof -= nr; 1660 nrof -= nr;
1562
1563 if (nrof)
1564 {
1565 adjust_weight (env, -weight * nr); // carrying == 0 1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1566 1662
1567 if (object *pl = visible_to ()) 1663 if (object *pl = visible_to ())
1568 esrv_update_item (UPD_NROF, pl, this); 1664 esrv_update_item (UPD_NROF, pl, this);
1569 1665
1570 return true; 1666 return true;
1571 } 1667 }
1572 else 1668 else
1573 { 1669 {
1574 destroy (1); 1670 destroy ();
1575 return false; 1671 return false;
1576 } 1672 }
1577} 1673}
1578 1674
1579/* 1675/*
1596 } 1692 }
1597 else 1693 else
1598 { 1694 {
1599 decrease (nr); 1695 decrease (nr);
1600 1696
1601 object *op = object_create_clone (this); 1697 object *op = deep_clone ();
1602 op->nrof = nr; 1698 op->nrof = nr;
1603 return op; 1699 return op;
1604 } 1700 }
1605} 1701}
1606 1702
1656 if (object *pl = tmp->visible_to ()) 1752 if (object *pl = tmp->visible_to ())
1657 esrv_update_item (UPD_NROF, pl, tmp); 1753 esrv_update_item (UPD_NROF, pl, tmp);
1658 1754
1659 adjust_weight (this, op->total_weight ()); 1755 adjust_weight (this, op->total_weight ());
1660 1756
1661 op->destroy (1); 1757 op->destroy ();
1662 op = tmp; 1758 op = tmp;
1663 goto inserted; 1759 goto inserted;
1664 } 1760 }
1665 1761
1666 op->owner = 0; // it's his/hers now. period. 1762 op->owner = 0; // it's his/hers now. period.
1684 1780
1685 adjust_weight (this, op->total_weight ()); 1781 adjust_weight (this, op->total_weight ());
1686 1782
1687inserted: 1783inserted:
1688 /* 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 */
1689 if (op->glow_radius && map && map->darkness) 1785 if (op->glow_radius && is_on_map ())
1786 {
1787 update_stats ();
1690 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1691 1789 }
1790 else if (is_player ())
1692 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1693 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1792 contr->queue_stats_update ();
1694 update_stats ();
1695 1793
1696 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1697 1795
1698 return op; 1796 return op;
1699} 1797}
1719 * on top. 1817 * on top.
1720 */ 1818 */
1721int 1819int
1722check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1723{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1724 object *tmp; 1825 object *tmp;
1725 maptile *m = op->map; 1826 maptile *m = op->map;
1726 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1727 1828
1728 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1729 1830
1730 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1731 return 0;
1732 1832
1733 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1734 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1735 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1736 1836
1737 /* 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,
1738 * 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
1739 * 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
1740 * as walking. 1840 * as walking.
1751 return 0; 1851 return 0;
1752 1852
1753 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1754 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1755 */ 1855 */
1756 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1758 {
1759 /* Trim the search when we find the first other spell effect
1760 * this helps performance so that if a space has 50 spell objects,
1761 * we don't need to check all of them.
1762 */
1763 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1764 break;
1765 } 1857 {
1858 next = tmp->below;
1766 1859
1767 for (; tmp; tmp = tmp->below)
1768 {
1769 if (tmp == op) 1860 if (tmp == op)
1770 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1771 1862
1772 /* 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.
1773 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1774 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1775 * 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
1776 * 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.
1777 */ 1868 */
1778 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1779 { 1870 {
1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1781 ((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))
1782 { 1873 {
1783
1784 float
1785 diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1786 1875
1787 if (op->type == PLAYER) 1876 if (op->is_player ())
1788 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)) ||
1789 (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)))
1790 diff /= 4.0; 1879 diff /= 4.0;
1791 1880
1792 op->speed_left -= diff; 1881 op->speed_left -= diff;
1793 } 1882 }
1794 } 1883 }
1827 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1828 return NULL; 1917 return NULL;
1829 } 1918 }
1830 1919
1831 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)
1832 if (tmp->arch == at) 1921 if (tmp->arch->archname == at->archname)
1833 return tmp; 1922 return tmp;
1834 1923
1835 return NULL; 1924 return NULL;
1836} 1925}
1837 1926
1901 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
1902 */ 1991 */
1903object * 1992object *
1904present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
1905{ 1994{
1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
1908 return tmp; 1997 return tmp;
1909 1998
1910 return NULL; 1999 return NULL;
1911} 2000}
1912 2001
1916void 2005void
1917flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1918{ 2007{
1919 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920 { 2009 {
1921 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1922 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1923 } 2012 }
1924} 2013}
1925 2014
1926/* 2015/*
1929void 2018void
1930unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1931{ 2020{
1932 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1933 { 2022 {
1934 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1935 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1936 } 2025 }
1937} 2026}
1938 2027
1939/* 2028/*
2000 * head of the object should correspond for the entire object. 2089 * head of the object should correspond for the entire object.
2001 */ 2090 */
2002 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2003 continue; 2092 continue;
2004 2093
2005 if (ob->blocked (m, pos.x, pos.y)) 2094 if (ob->blocked (pos.m, pos.x, pos.y))
2006 continue; 2095 continue;
2007 2096
2008 altern [index++] = i; 2097 altern [index++] = i;
2009 } 2098 }
2010 2099
2078 * there is capable of. 2167 * there is capable of.
2079 */ 2168 */
2080int 2169int
2081find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2082{ 2171{
2083 int i, max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2084
2085 sint16 nx, ny;
2086 object *tmp;
2087 maptile *mp;
2088
2089 MoveType blocked, move_type; 2173 MoveType move_type;
2090 2174
2091 if (exclude && exclude->head_ () != exclude) 2175 if (exclude && exclude->head_ () != exclude)
2092 { 2176 {
2093 exclude = exclude->head; 2177 exclude = exclude->head;
2094 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2097 { 2181 {
2098 /* 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. */
2099 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2100 } 2184 }
2101 2185
2102 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2103 { 2187 {
2104 mp = m; 2188 mapxy pos (m, x, y);
2105 nx = x + freearr_x[i]; 2189 pos.move (i);
2106 ny = y + freearr_y[i];
2107 2190
2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2109
2110 if (mflags & P_OUT_OF_MAP)
2111 max = maxfree[i]; 2192 max = maxfree[i];
2112 else 2193 else
2113 { 2194 {
2114 mapspace &ms = mp->at (nx, ny); 2195 mapspace &ms = *pos;
2115 2196
2116 blocked = ms.move_block;
2117
2118 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2119 max = maxfree[i]; 2198 max = maxfree [i];
2120 else if (mflags & P_IS_ALIVE) 2199 else if (ms.flags () & P_IS_ALIVE)
2121 { 2200 {
2122 for (tmp = ms.bot; tmp; tmp = tmp->above) 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2124 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2125 break;
2126
2127 if (tmp)
2128 return freedir[i]; 2204 return freedir [i];
2129 } 2205 }
2130 } 2206 }
2131 } 2207 }
2132 2208
2133 return 0; 2209 return 0;
2142{ 2218{
2143 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);
2144} 2220}
2145 2221
2146/* 2222/*
2147 * 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
2148 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2149 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2150 */ 2226 */
2151int 2227int
2152find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2153{ 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 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2154 int q; 2273 int q;
2155 2274
2156 if (y) 2275 if (y)
2157 q = x * 100 / y; 2276 q = 128 * x / y;
2158 else if (x) 2277 else if (x)
2159 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2160 else 2279 else
2161 return 0; 2280 return 0;
2162 2281
2163 if (y > 0) 2282 if (y > 0)
2164 { 2283 {
2165 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2166 return 3; 2289 return 3;
2167 if (q < -41) 2290 }
2168 return 2; 2291 else
2169 if (q < 41) 2292 {
2170 return 1; 2293 if (q < -309) return 3;
2171 if (q < 242) 2294 if (q < -52) return 2;
2172 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2173 return 7; 2298 return 7;
2174 } 2299 }
2175 2300#endif
2176 if (q < -242)
2177 return 7;
2178 if (q < -41)
2179 return 6;
2180 if (q < 41)
2181 return 5;
2182 if (q < 242)
2183 return 4;
2184
2185 return 3;
2186} 2301}
2187 2302
2188/* 2303/*
2189 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2190 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2191 */ 2306 */
2192int 2307int
2193dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2194{ 2309{
2195 int d;
2196
2197 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2198 if (d > 4)
2199 d = 8 - d;
2200 2311
2201 return d; 2312 return d > 4 ? 8 - d : d;
2202} 2313}
2203 2314
2204/* peterm: 2315/* peterm:
2205 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2206 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2208 * This basically means that if direction is 15, then it could either go 2319 * This basically means that if direction is 15, then it could either go
2209 * direction 4, 14, or 16 to get back to where we are. 2320 * direction 4, 14, or 16 to get back to where we are.
2210 * Moved from spell_util.c to object.c with the other related direction 2321 * Moved from spell_util.c to object.c with the other related direction
2211 * functions. 2322 * functions.
2212 */ 2323 */
2213int reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2214 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2215 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2216 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2217 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2218 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2424 */
2314int 2425int
2315can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2316{ 2427{
2317 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2318 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2319 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2320} 2431}
2321 2432
2322/* 2433/*
2323 * create clone from object to another 2434 * create clone from object to another
2324 */ 2435 */
2325object * 2436object *
2326object_create_clone (object *asrc) 2437object::deep_clone ()
2327{ 2438{
2439 assert (("deep_clone called on non-head object", is_head ()));
2440
2328 object *dst = 0; 2441 object *dst = clone ();
2329 2442
2330 if (!asrc)
2331 return 0;
2332
2333 object *src = asrc->head_ ();
2334
2335 object *prev = 0; 2443 object *prev = dst;
2336 for (object *part = src; part; part = part->more) 2444 for (object *part = this->more; part; part = part->more)
2337 { 2445 {
2338 object *tmp = part->clone (); 2446 object *tmp = part->clone ();
2339
2340 tmp->x -= src->x;
2341 tmp->y -= src->y;
2342
2343 if (!part->head)
2344 {
2345 dst = tmp;
2346 tmp->head = 0;
2347 }
2348 else
2349 tmp->head = dst; 2447 tmp->head = dst;
2350
2351 tmp->more = 0;
2352
2353 if (prev)
2354 prev->more = tmp; 2448 prev->more = tmp;
2355
2356 prev = tmp; 2449 prev = tmp;
2357 } 2450 }
2358 2451
2359 for (object *item = src->inv; item; item = item->below) 2452 for (object *item = inv; item; item = item->below)
2360 insert_ob_in_ob (object_create_clone (item), dst); 2453 insert_ob_in_ob (item->deep_clone (), dst);
2361 2454
2362 return dst; 2455 return dst;
2363} 2456}
2364 2457
2365/* This returns the first object in who's inventory that 2458/* This returns the first object in who's inventory that
2374 return tmp; 2467 return tmp;
2375 2468
2376 return 0; 2469 return 0;
2377} 2470}
2378 2471
2379/* If ob has a field named key, return the link from the list, 2472shstr_tmp
2380 * otherwise return NULL. 2473object::kv_get (shstr_tmp key) const
2381 *
2382 * key must be a passed in shared string - otherwise, this won't
2383 * do the desired thing.
2384 */
2385key_value *
2386get_ob_key_link (const object *ob, const char *key)
2387{ 2474{
2388 for (key_value *link = ob->key_values; link; link = link->next) 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2389 if (link->key == key) 2476 if (kv->key == key)
2390 return link;
2391
2392 return 0;
2393}
2394
2395/*
2396 * Returns the value of op has an extra_field for key, or NULL.
2397 *
2398 * The argument doesn't need to be a shared string.
2399 *
2400 * The returned string is shared.
2401 */
2402const char *
2403get_ob_key_value (const object *op, const char *const key)
2404{
2405 key_value *link;
2406 shstr_cmp canonical_key (key);
2407
2408 if (!canonical_key)
2409 {
2410 /* 1. There being a field named key on any object
2411 * implies there'd be a shared string to find.
2412 * 2. Since there isn't, no object has this field.
2413 * 3. Therefore, *this* object doesn't have this field.
2414 */
2415 return 0;
2416 }
2417
2418 /* This is copied from get_ob_key_link() above -
2419 * only 4 lines, and saves the function call overhead.
2420 */
2421 for (link = op->key_values; link; link = link->next)
2422 if (link->key == canonical_key)
2423 return link->value; 2477 return kv->value;
2424 2478
2425 return 0; 2479 return shstr ();
2426} 2480}
2427 2481
2428/* 2482void
2429 * Updates the canonical_key in op to value. 2483object::kv_set (shstr_tmp key, shstr_tmp value)
2430 *
2431 * canonical_key is a shared string (value doesn't have to be).
2432 *
2433 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2434 * keys.
2435 *
2436 * Returns TRUE on success.
2437 */
2438int
2439set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2440{ 2484{
2441 key_value *field = NULL, *last = NULL; 2485 for (key_value *kv = key_values; kv; kv = kv->next)
2442 2486 if (kv->key == key)
2443 for (field = op->key_values; field != NULL; field = field->next)
2444 {
2445 if (field->key != canonical_key)
2446 { 2487 {
2447 last = field; 2488 kv->value = value;
2448 continue; 2489 return;
2449 } 2490 }
2450 2491
2451 if (value) 2492 key_value *kv = new key_value;
2452 field->value = value; 2493
2453 else 2494 kv->next = key_values;
2495 kv->key = key;
2496 kv->value = value;
2497
2498 key_values = kv;
2499}
2500
2501void
2502object::kv_del (shstr_tmp key)
2503{
2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2505 if ((*kvp)->key == key)
2454 { 2506 {
2455 /* Basically, if the archetype has this key set, 2507 key_value *kv = *kvp;
2456 * we need to store the null value so when we save 2508 *kvp = (*kvp)->next;
2457 * it, we save the empty value so that when we load, 2509 delete kv;
2458 * we get this value back again. 2510 return;
2459 */
2460 if (get_ob_key_link (op->arch, canonical_key))
2461 field->value = 0;
2462 else
2463 {
2464 if (last)
2465 last->next = field->next;
2466 else
2467 op->key_values = field->next;
2468
2469 delete field;
2470 }
2471 } 2511 }
2472 return TRUE;
2473 }
2474 /* IF we get here, key doesn't exist */
2475
2476 /* No field, we'll have to add it. */
2477
2478 if (!add_key)
2479 return FALSE;
2480
2481 /* There isn't any good reason to store a null
2482 * value in the key/value list. If the archetype has
2483 * this key, then we should also have it, so shouldn't
2484 * be here. If user wants to store empty strings,
2485 * should pass in ""
2486 */
2487 if (value == NULL)
2488 return TRUE;
2489
2490 field = new key_value;
2491
2492 field->key = canonical_key;
2493 field->value = value;
2494 /* Usual prepend-addition. */
2495 field->next = op->key_values;
2496 op->key_values = field;
2497
2498 return TRUE;
2499}
2500
2501/*
2502 * Updates the key in op to value.
2503 *
2504 * If add_key is FALSE, this will only update existing keys,
2505 * and not add new ones.
2506 * In general, should be little reason FALSE is ever passed in for add_key
2507 *
2508 * Returns TRUE on success.
2509 */
2510int
2511set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2512{
2513 shstr key_ (key);
2514
2515 return set_ob_key_value_s (op, key_, value, add_key);
2516} 2512}
2517 2513
2518object::depth_iterator::depth_iterator (object *container) 2514object::depth_iterator::depth_iterator (object *container)
2519: iterator_base (container) 2515: iterator_base (container)
2520{ 2516{
2570{ 2566{
2571 char flagdesc[512]; 2567 char flagdesc[512];
2572 char info2[256 * 4]; 2568 char info2[256 * 4];
2573 char *p = info; 2569 char *p = info;
2574 2570
2575 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2576 count, 2572 count,
2577 uuid.c_str (), 2573 uuid.c_str (),
2578 &name, 2574 &name,
2579 title ? "\",title:\"" : "", 2575 title ? ",title:\"" : "",
2580 title ? (const char *)title : "", 2576 title ? (const char *)title : "",
2577 title ? "\"" : "",
2581 flag_desc (flagdesc, 512), type); 2578 flag_desc (flagdesc, 512), type);
2582 2579
2583 if (!flag[FLAG_REMOVED] && env) 2580 if (!flag[FLAG_REMOVED] && env)
2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2585 2582
2601struct region * 2598struct region *
2602object::region () const 2599object::region () const
2603{ 2600{
2604 return map ? map->region (x, y) 2601 return map ? map->region (x, y)
2605 : region::default_region (); 2602 : region::default_region ();
2606}
2607
2608const materialtype_t *
2609object::dominant_material () const
2610{
2611 if (materialtype_t *mt = name_to_material (materialname))
2612 return mt;
2613
2614 return name_to_material (shstr_unknown);
2615} 2603}
2616 2604
2617void 2605void
2618object::open_container (object *new_container) 2606object::open_container (object *new_container)
2619{ 2607{
2641 container = 0; 2629 container = 0;
2642 2630
2643 // client needs item update to make it work, client bug requires this to be separate 2631 // client needs item update to make it work, client bug requires this to be separate
2644 esrv_update_item (UPD_FLAGS, this, old_container); 2632 esrv_update_item (UPD_FLAGS, this, old_container);
2645 2633
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2634 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2647 play_sound (sound_find ("chest_close")); 2635 play_sound (sound_find ("chest_close"));
2648 } 2636 }
2649 2637
2650 if (new_container) 2638 if (new_container)
2651 { 2639 {
2655 // TODO: this does not seem to serve any purpose anymore? 2643 // TODO: this does not seem to serve any purpose anymore?
2656#if 0 2644#if 0
2657 // insert the "Close Container" object. 2645 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch) 2646 if (archetype *closer = new_container->other_arch)
2659 { 2647 {
2660 object *closer = arch_to_object (new_container->other_arch); 2648 object *closer = new_container->other_arch->instance ();
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer); 2650 new_container->insert (closer);
2663 } 2651 }
2664#endif 2652#endif
2665 2653
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2667 2655
2668 // make sure the container is available, client bug requires this to be separate 2656 // make sure the container is available, client bug requires this to be separate
2669 esrv_send_item (this, new_container); 2657 esrv_send_item (this, new_container);
2670 2658
2671 new_container->flag [FLAG_APPLIED] = true; 2659 new_container->flag [FLAG_APPLIED] = true;
2679// else if (!old_container->env && contr && contr->ns) 2667// else if (!old_container->env && contr && contr->ns)
2680// contr->ns->floorbox_reset (); 2668// contr->ns->floorbox_reset ();
2681} 2669}
2682 2670
2683object * 2671object *
2684object::force_find (const shstr name) 2672object::force_find (shstr_tmp name)
2685{ 2673{
2686 /* cycle through his inventory to look for the MARK we want to 2674 /* cycle through his inventory to look for the MARK we want to
2687 * place 2675 * place
2688 */ 2676 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below) 2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 return splay (tmp); 2679 return splay (tmp);
2692 2680
2693 return 0; 2681 return 0;
2694} 2682}
2695 2683
2684//-GPL
2685
2696void 2686void
2687object::force_set_timer (int duration)
2688{
2689 this->duration = 1;
2690 this->speed_left = -1.f;
2691
2692 this->set_speed (duration ? 1.f / duration : 0.f);
2693}
2694
2695object *
2697object::force_add (const shstr name, int duration) 2696object::force_add (shstr_tmp name, int duration)
2698{ 2697{
2699 if (object *force = force_find (name)) 2698 if (object *force = force_find (name))
2700 force->destroy (); 2699 force->destroy ();
2701 2700
2702 object *force = get_archetype (FORCE_NAME); 2701 object *force = get_archetype (FORCE_NAME);
2703 2702
2704 force->slaying = name; 2703 force->slaying = name;
2705 force->stats.food = 1; 2704 force->force_set_timer (duration);
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true; 2705 force->flag [FLAG_APPLIED] = true;
2711 2706
2712 insert (force); 2707 return insert (force);
2713} 2708}
2714 2709
2715void 2710void
2716object::play_sound (faceidx sound) 2711object::play_sound (faceidx sound) const
2717{ 2712{
2718 if (!sound) 2713 if (!sound)
2719 return; 2714 return;
2720 2715
2721 if (flag [FLAG_REMOVED]) 2716 if (is_on_map ())
2717 map->play_sound (sound, x, y);
2718 else if (object *pl = in_player ())
2719 pl->contr->play_sound (sound);
2720}
2721
2722void
2723object::say_msg (const char *msg) const
2724{
2725 if (is_on_map ())
2726 map->say_msg (msg, x, y);
2727 else if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729}
2730
2731void
2732object::make_noise ()
2733{
2734 // we do not model noise in the map, so instead put
2735 // a temporary light into the noise source
2736 // could use the map instead, but that's less reliable for our
2737 // goal, which is to make invisibility a bit harder to exploit
2738
2739 // currently only works sensibly for players
2740 if (!is_player ())
2722 return; 2741 return;
2723 2742
2724 if (env) 2743 // find old force, or create new one
2725 { 2744 object *force = force_find (shstr_noise_force);
2726 if (object *pl = in_player ()) 2745
2727 pl->contr->play_sound (sound); 2746 if (force)
2728 } 2747 force->speed_left = -1.f; // patch old speed up
2729 else 2748 else
2730 map->play_sound (sound, x, y); 2749 {
2731} 2750 force = archetype::get (shstr_noise_force);
2732 2751
2752 force->slaying = shstr_noise_force;
2753 force->stats.food = 1;
2754 force->speed_left = -1.f;
2755
2756 force->set_speed (1.f / 4.f);
2757 force->flag [FLAG_IS_USED_UP] = true;
2758 force->flag [FLAG_APPLIED] = true;
2759
2760 insert (force);
2761 }
2762}
2763
2764void object::change_move_type (MoveType mt)
2765{
2766 if (move_type == mt)
2767 return;
2768
2769 if (is_on_map ())
2770 {
2771 // we are on the map, so handle move_on/off effects
2772 remove ();
2773 move_type = mt;
2774 map->insert (this, x, y, this);
2775 }
2776 else
2777 move_type = mt;
2778}
2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2785 */
2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2792 return 0;
2793}
2794

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