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Comparing deliantra/server/common/object.C (file contents):
Revision 1.202 by root, Thu Apr 10 15:35:15 2008 UTC vs.
Revision 1.337 by root, Thu May 6 21:45:49 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 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/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save;
39static const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41objectvec objects; 39objectvec objects;
42activevec actives; 40activevec actives;
43 41
44short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46}; 55};
47short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
48 -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
49};
50int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
51 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
52}; 61};
53int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
54 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
55 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
56}; 67};
57 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
58static void 76static void
59write_uuid (void) 77write_uuid (uval64 skip, bool sync)
60{ 78{
61 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
62 80 CALL_ARG_SV (newSVval64 (skip));
63 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
64 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
65 83 CALL_END;
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)UUID::cur.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77} 84}
78 85
79static void 86static void
80read_uuid (void) 87read_uuid ()
81{ 88{
82 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
83 90
84 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
85 94
86 FILE *fp; 95 FILE *fp;
87 96
88 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
89 { 98 {
90 if (errno == ENOENT) 99 if (errno == ENOENT)
91 { 100 {
92 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0; 102 UUID::cur.seq = 0;
94 write_uuid (); 103 write_uuid (UUID_GAP, true);
95 return; 104 return;
96 } 105 }
97 106
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 108 _exit (1);
100 } 109 }
101 110
102 int version; 111 char buf [UUID::MAX_LEN];
103 unsigned long long uid; 112 buf[0] = 0;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
105 { 116 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
107 _exit (1); 118 _exit (1);
108 } 119 }
109 120
110 UUID::cur.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
111 write_uuid (); 122
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
113 fclose (fp); 124 fclose (fp);
114} 125}
115 126
116UUID 127UUID
117UUID::gen () 128UUID::gen ()
118{ 129{
119 UUID uid; 130 UUID uid;
120 131
121 uid.seq = ++cur.seq; 132 uid.seq = ++cur.seq;
122 133
123 if (!(cur.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
124 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
125 140
126 return uid; 141 return uid;
127} 142}
128 143
129void 144void
130UUID::init () 145UUID::init ()
131{ 146{
132 read_uuid (); 147 read_uuid ();
133} 148}
134 149
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;
213}
214
135/* 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. */
136static int 216static bool
137compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
138{ 218{
139 key_value *wants_field;
140
141 /* 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
142 * 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
143 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
144 */ 222 */
145 223
146 /* For each field in wants, */ 224 /* For each field in wants, */
147 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)
148 { 226 if (has->kv_get (kv->key) != kv->value)
149 key_value *has_field; 227 return false;
150
151 /* Look for a field in has with the same key. */
152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
155 {
156 /* No field with that name. */
157 return FALSE;
158 }
159
160 /* Found the matching field. */
161 if (has_field->value != wants_field->value)
162 {
163 /* Values don't match, so this half of the comparison is false. */
164 return FALSE;
165 }
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 228
170 /* 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. */
171 return TRUE; 230 return true;
172} 231}
173 232
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int 234static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 236{
178 /* 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,
179 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
180 */ 239 */
181 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);
182} 242}
183 243
184/* 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
185 * they can be merged together. 245 * they can be merged together.
186 * 246 *
193 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
194 * check weight 254 * check weight
195 */ 255 */
196bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if (ob1 == ob2 259 if (ob1 == ob2
200 || ob1->type != ob2->type 260 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 261 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 264 return 0;
205 265
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
209 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 269 return 0;
213 270
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
217 * 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
218 * flags lose any meaning. 275 * flags lose any meaning.
219 */ 276 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
222 279
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
225 282
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 284 || ob1->name != ob2->name
229 || ob1->title != ob2->title 285 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 292 || ob1->value != ob2->value
239 || 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
240 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 308 return 0;
252 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
253 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
255 */ 319 */
256 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
257 { 321 {
258 if (!(ob1->inv && ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
259 return 0; /* inventories differ in length */ 323 return 0; /* inventories differ in length */
260 324
261 if (ob1->inv->below || ob2->inv->below) 325 if (ob1->inv->below || ob2->inv->below)
262 return 0; /* more than one object in inv */ 326 return 0; /* more than one object in inv */
263 327
264 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; /* inventory objexts differ */ 329 return 0; /* inventory objects differ */
266 330
267 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 332 * if it is valid.
269 */ 333 */
270 } 334 }
271 335
272 /* 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,
273 * 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
274 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
275 */ 339 */
276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
277 return 0; 341 return 0;
278 342
279 /* 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
280 * 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
281 * check? 345 * check?
282 */ 346 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
284 return 0; 348 return 0;
285 349
286 switch (ob1->type) 350 switch (ob1->type)
287 { 351 {
288 case SCROLL: 352 case SCROLL:
289 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
290 return 0; 354 return 0;
291 break; 355 break;
292 } 356 }
293 357
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
295 { 359 {
296 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
299 return 0; 363
300 else if (!compare_ob_value_lists (ob1, ob2)) 364 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 365 return 0;
302 } 366 }
303 367
304 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
305 { 369 {
311 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
313 377
314 if (k1 != k2) 378 if (k1 != k2)
315 return 0; 379 return 0;
380
316 else if (k1 == 0) 381 if (k1 == 0)
317 return 1; 382 return 1;
383
318 else if (!cfperl_can_merge (ob1, ob2)) 384 if (!cfperl_can_merge (ob1, ob2))
319 return 0; 385 return 0;
320 } 386 }
321 } 387 }
322 388
323 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
324 return 1; 390 return 1;
325} 391}
326 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static uint32
432weight_adjust_for (object *op, uint32 weight)
433{
434 return op->type == CONTAINER
435 ? weight - weight * op->stats.Str / 100
436 : weight;
437}
438
327/* 439/*
440 * subtracts, then adds, the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 sub, sint32 add)
445{
446 while (op)
447 {
448 sint32 ocarrying = op->carrying;
449
450 op->carrying -= weight_adjust_for (op, sub);
451 op->carrying += weight_adjust_for (op, add);
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 sub = ocarrying;
458 add = op->carrying;
459
460 op = op->env;
461 }
462}
463
464/*
328 * sum_weight() is a recursive function which calculates the weight 465 * this is a recursive function which calculates the weight
329 * an object is carrying. It goes through in figures out how much 466 * an object is carrying. It goes through op and figures out how much
330 * containers are carrying, and sums it up. 467 * containers are carrying, and sums it up.
331 */ 468 */
332long 469void
333sum_weight (object *op) 470object::update_weight ()
334{ 471{
335 long sum; 472 sint32 sum = 0;
336 object *inv;
337 473
338 for (sum = 0, inv = op->inv; inv; inv = inv->below) 474 for (object *op = inv; op; op = op->below)
339 {
340 if (inv->inv)
341 sum_weight (inv);
342
343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
344 } 475 {
476 op->update_weight ();
345 477
346 if (op->type == CONTAINER && op->stats.Str) 478 sum += weight_adjust_for (this, op->total_weight ());
347 sum = (sum * (100 - op->stats.Str)) / 100; 479 }
348 480
349 if (op->carrying != sum) 481 if (sum != carrying)
482 {
483 if (carrying != sum && carrying)//D
484 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
485 (long long)sum, (long long)carrying, debug_desc ());
486
350 op->carrying = sum; 487 carrying = sum;
351 488
352 return sum; 489 if (object *pl = visible_to ())
490 if (pl != this) // player is handled lazily
491 esrv_update_item (UPD_WEIGHT, pl, this);
492 }
353} 493}
354 494
355/** 495/*
356 * Return the outermost environment object for a given object. 496 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
357 */
358
359object *
360object_get_env_recursive (object *op)
361{
362 while (op->env != NULL)
363 op = op->env;
364 return op;
365}
366
367/*
368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
369 * Some error messages.
370 * The result of the dump is stored in the static global errmsg array.
371 */ 497 */
372char * 498char *
373dump_object (object *op) 499dump_object (object *op)
374{ 500{
375 if (!op) 501 if (!op)
378 object_freezer freezer; 504 object_freezer freezer;
379 op->write (freezer); 505 op->write (freezer);
380 return freezer.as_string (); 506 return freezer.as_string ();
381} 507}
382 508
383/* 509char *
384 * get_nearest_part(multi-object, object 2) returns the part of the 510object::as_string ()
385 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned.
387 */
388object *
389get_nearest_part (object *op, const object *pl)
390{ 511{
391 object *tmp, *closest; 512 return dump_object (this);
392 int last_dist, i;
393
394 if (op->more == NULL)
395 return op;
396 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if ((i = distance (tmp, pl)) < last_dist)
398 closest = tmp, last_dist = i;
399 return closest;
400} 513}
401 514
402/* 515/*
403 * Returns the object which has the count-variable equal to the argument. 516 * Returns the object which has the count-variable equal to the argument.
517 * VERRRY slow.
404 */ 518 */
405object * 519object *
406find_object (tag_t i) 520find_object (tag_t i)
407{ 521{
408 for_all_objects (op) 522 for_all_objects (op)
411 525
412 return 0; 526 return 0;
413} 527}
414 528
415/* 529/*
530 * Returns the object which has the uuid equal to the argument.
531 * MOAR VERRRY slow.
532 */
533
534object *
535find_object_uuid (UUID i)
536{
537 for_all_objects (op)
538 if (op->uuid == i)
539 return op;
540
541 return 0;
542}
543
544/*
416 * Returns the first object which has a name equal to the argument. 545 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 546 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999" 547 * Enables features like "patch <name-of-other-player> food 999"
419 */ 548 */
420object * 549object *
421find_object_name (const char *str) 550find_object_name (const char *str)
422{ 551{
423 shstr_cmp str_ (str); 552 shstr_cmp str_ (str);
424 object *op;
425 553
554 if (str_)
426 for_all_objects (op) 555 for_all_objects (op)
427 if (op->name == str_) 556 if (op->name == str_)
428 break; 557 return op;
429 558
430 return op; 559 return 0;
431} 560}
432 561
433/* 562/*
434 * Sets the owner and sets the skill and exp pointers to owner's current 563 * Sets the owner and sets the skill and exp pointers to owner's current
435 * skill and experience objects. 564 * skill and experience objects.
450 } 579 }
451 580
452 this->owner = owner; 581 this->owner = owner;
453} 582}
454 583
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
521/* Zero the key_values on op, decrementing the shared-string 584/* Zero the key_values on op, decrementing the shared-string
522 * refcounts and freeing the links. 585 * refcounts and freeing the links.
523 */ 586 */
524static void 587static void
525free_key_values (object *op) 588free_key_values (object *op)
533 } 596 }
534 597
535 op->key_values = 0; 598 op->key_values = 0;
536} 599}
537 600
538object & 601/*
539object::operator =(const object &src) 602 * copy_to first frees everything allocated by the dst object,
603 * and then copies the contents of itself into the second
604 * object, allocating what needs to be allocated. Basically, any
605 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
606 * if the first object is freed, the pointers in the new object
607 * will point at garbage.
608 */
609void
610object::copy_to (object *dst)
540{ 611{
541 bool is_freed = flag [FLAG_FREED]; 612 dst->remove ();
542 bool is_removed = flag [FLAG_REMOVED];
543
544 *(object_copy *)this = src; 613 *(object_copy *)dst = *this;
545
546 flag [FLAG_FREED] = is_freed;
547 flag [FLAG_REMOVED] = is_removed; 614 dst->flag [FLAG_REMOVED] = true;
548 615
549 /* Copy over key_values, if any. */ 616 /* Copy over key_values, if any. */
550 if (src.key_values) 617 if (key_values)
551 { 618 {
552 key_value *tail = 0; 619 key_value *tail = 0;
553 key_values = 0; 620 dst->key_values = 0;
554 621
555 for (key_value *i = src.key_values; i; i = i->next) 622 for (key_value *i = key_values; i; i = i->next)
556 { 623 {
557 key_value *new_link = new key_value; 624 key_value *new_link = new key_value;
558 625
559 new_link->next = 0; 626 new_link->next = 0;
560 new_link->key = i->key; 627 new_link->key = i->key;
561 new_link->value = i->value; 628 new_link->value = i->value;
562 629
563 /* Try and be clever here, too. */ 630 /* Try and be clever here, too. */
564 if (!key_values) 631 if (!dst->key_values)
565 { 632 {
566 key_values = new_link; 633 dst->key_values = new_link;
567 tail = new_link; 634 tail = new_link;
568 } 635 }
569 else 636 else
570 { 637 {
571 tail->next = new_link; 638 tail->next = new_link;
572 tail = new_link; 639 tail = new_link;
573 } 640 }
574 } 641 }
575 } 642 }
576}
577 643
578/* 644 dst->activate ();
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left -= rndm ();
593
594 dst->set_speed (dst->speed);
595} 645}
596 646
597void 647void
598object::instantiate () 648object::instantiate ()
599{ 649{
600 if (!uuid.seq) // HACK 650 if (!uuid.seq) // HACK
601 uuid = UUID::gen (); 651 uuid = UUID::gen ();
602 652
653 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
654 if (flag [FLAG_RANDOM_SPEED] && speed)
655 speed_left = - speed - rndm (); // TODO animation
656 else
603 speed_left = -0.1f; 657 speed_left = -1.;
658
604 /* copy the body_info to the body_used - this is only really 659 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything. 660 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting 661 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created 662 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped. 663 * for it, they can be properly equipped.
616object * 671object *
617object::clone () 672object::clone ()
618{ 673{
619 object *neu = create (); 674 object *neu = create ();
620 copy_to (neu); 675 copy_to (neu);
676
677 // TODO: unclean state changes, should not be done in clone AND instantiate
678 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
679 neu->speed_left = - neu->speed - rndm (); // TODO animation
680
681 neu->map = map; // not copied by copy_to
621 return neu; 682 return neu;
622} 683}
623 684
624/* 685/*
625 * If an object with the IS_TURNABLE() flag needs to be turned due 686 * If an object with the IS_TURNABLE() flag needs to be turned due
627 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
628 */ 689 */
629void 690void
630update_turn_face (object *op) 691update_turn_face (object *op)
631{ 692{
632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 693 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
633 return; 694 return;
634 695
635 SET_ANIMATION (op, op->direction); 696 SET_ANIMATION (op, op->direction);
636 update_object (op, UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
637} 698}
642 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
643 */ 704 */
644void 705void
645object::set_speed (float speed) 706object::set_speed (float speed)
646{ 707{
647 if (flag [FLAG_FREED] && speed)
648 {
649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
650 speed = 0;
651 }
652
653 this->speed = speed; 708 this->speed = speed;
654 709
655 if (has_active_speed ()) 710 if (has_active_speed ())
656 activate (); 711 activate ();
657 else 712 else
676 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
677 */ 732 */
678void 733void
679update_object (object *op, int action) 734update_object (object *op, int action)
680{ 735{
681 if (op == NULL) 736 if (!op)
682 { 737 {
683 /* this should never happen */ 738 /* this should never happen */
684 LOG (llevDebug, "update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
685 return; 740 return;
686 } 741 }
687 742
688 if (op->env) 743 if (!op->is_on_map ())
689 { 744 {
690 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
691 * to do in this case. 746 * to do in this case.
692 */ 747 */
693 return; 748 return;
694 } 749 }
695
696 /* If the map is saving, don't do anything as everything is
697 * going to get freed anyways.
698 */
699 if (!op->map || op->map->in_memory == MAP_SAVING)
700 return;
701 750
702 /* make sure the object is within map boundaries */ 751 /* make sure the object is within map boundaries */
703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 752 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
704 { 753 {
705 LOG (llevError, "update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
713 762
714 if (!(m.flags_ & P_UPTODATE)) 763 if (!(m.flags_ & P_UPTODATE))
715 /* nop */; 764 /* nop */;
716 else if (action == UP_OBJ_INSERT) 765 else if (action == UP_OBJ_INSERT)
717 { 766 {
767#if 0
718 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
725 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
726 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
727 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
728 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
729 * to have move_allow right now. 779 * have move_allow right now.
730 */ 780 */
731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
782 m.invalidate ();
783#else
732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 784 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
733 m.flags_ = 0; 785 m.invalidate ();
786#endif
734 } 787 }
735 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
736 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
737 * that is being removed. 790 * that is being removed.
738 */ 791 */
739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
740 m.flags_ = 0; 793 m.invalidate ();
741 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
742 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
743 else 796 else
744 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
745 798
747 update_object (op->more, action); 800 update_object (op->more, action);
748} 801}
749 802
750object::object () 803object::object ()
751{ 804{
752 SET_FLAG (this, FLAG_REMOVED); 805 this->set_flag (FLAG_REMOVED);
753 806
754 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
755 face = blank_face; 808 face = blank_face;
809 material = MATERIAL_NULL;
756} 810}
757 811
758object::~object () 812object::~object ()
759{ 813{
760 unlink (); 814 unlink ();
761 815
762 free_key_values (this); 816 free_key_values (this);
763} 817}
764
765static int object_count;
766 818
767void object::link () 819void object::link ()
768{ 820{
769 assert (!index);//D 821 assert (!index);//D
770 uuid = UUID::gen (); 822 uuid = UUID::gen ();
771 count = ++object_count;
772 823
773 refcnt_inc (); 824 refcnt_inc ();
774 objects.insert (this); 825 objects.insert (this);
826
827 ++create_count;
828
775} 829}
776 830
777void object::unlink () 831void object::unlink ()
778{ 832{
779 if (!index) 833 if (!index)
780 return; 834 return;
835
836 ++destroy_count;
781 837
782 objects.erase (this); 838 objects.erase (this);
783 refcnt_dec (); 839 refcnt_dec ();
784} 840}
785 841
789 /* If already on active list, don't do anything */ 845 /* If already on active list, don't do anything */
790 if (active) 846 if (active)
791 return; 847 return;
792 848
793 if (has_active_speed ()) 849 if (has_active_speed ())
850 {
851 if (flag [FLAG_FREED])
852 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
853
794 actives.insert (this); 854 actives.insert (this);
855 }
795} 856}
796 857
797void 858void
798object::activate_recursive () 859object::activate_recursive ()
799{ 860{
848object::destroy_inv (bool drop_to_ground) 909object::destroy_inv (bool drop_to_ground)
849{ 910{
850 // need to check first, because the checks below might segfault 911 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code 912 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty. 913 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory, 914 // corollary: if you create arrows etc. with stuff in its inventory,
854 // cf will crash below with off-map x and y 915 // cf will crash below with off-map x and y
855 if (!inv) 916 if (!inv)
856 return; 917 return;
857 918
858 /* Only if the space blocks everything do we not process - 919 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects 920 * if some form of movement is allowed, let objects
860 * drop on that space. 921 * drop on that space.
861 */ 922 */
862 if (!drop_to_ground 923 if (!drop_to_ground
863 || !map 924 || !map
864 || map->in_memory != MAP_IN_MEMORY 925 || map->in_memory != MAP_ACTIVE
865 || map->nodrop 926 || map->no_drop
866 || ms ().move_block == MOVE_ALL) 927 || ms ().move_block == MOVE_ALL)
867 { 928 {
868 while (inv) 929 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy (); 930 inv->destroy ();
872 }
873 } 931 }
874 else 932 else
875 { /* Put objects in inventory onto this space */ 933 { /* Put objects in inventory onto this space */
876 while (inv) 934 while (inv)
877 { 935 {
888 map->insert (op, x, y); 946 map->insert (op, x, y);
889 } 947 }
890 } 948 }
891} 949}
892 950
951/*
952 * Remove and free all objects in the inventory of the given object.
953 * Unlike destroy_inv, this assumes the *this is destroyed as well
954 * well, so we can (and have to!) take shortcuts.
955 */
956void
957object::destroy_inv_fast ()
958{
959 while (object *op = inv)
960 {
961 // remove from object the fast way
962 op->flag [FLAG_REMOVED] = true;
963 op->env = 0;
964 if ((inv = inv->below))
965 inv->above = 0;
966
967 // then destroy
968 op->destroy ();
969 }
970}
971
972void
973object::freelist_free (int count)
974{
975 while (count-- && freelist)
976 {
977 freelist_item *next = freelist->next;
978 // count is being "destroyed"
979
980 sfree ((char *)freelist, sizeof (object));
981
982 freelist = next;
983 --free_count;
984 }
985}
986
987object *
893object *object::create () 988object::create ()
894{ 989{
895 object *op = new object; 990 object *op;
991
992 if (freelist)
993 {
994 freelist_item li = *freelist;
995 memset (freelist, 0, sizeof (object));
996
997 op = new (freelist) object;
998 op->count = li.count;
999
1000 freelist = li.next;
1001 --free_count;
1002 }
1003 else
1004 {
1005 void *ni = salloc0<char> (sizeof (object));
1006
1007 op = new(ni) object;
1008
1009 op->count = ++object_count;
1010 }
1011
896 op->link (); 1012 op->link ();
1013
897 return op; 1014 return op;
898} 1015}
899 1016
900void 1017void
1018object::do_delete ()
1019{
1020 uint32_t count = this->count;
1021
1022 this->~object ();
1023
1024 freelist_item *li = (freelist_item *)this;
1025 li->next = freelist;
1026 li->count = count;
1027
1028 freelist = li;
1029 ++free_count;
1030}
1031
1032static struct freed_map : maptile
1033{
1034 freed_map ()
1035 : maptile (3, 3)
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 no_drop = 1;
1040 no_reset = 1;
1041
1042 in_memory = MAP_ACTIVE;
1043 }
1044
1045 ~freed_map ()
1046 {
1047 destroy ();
1048 }
1049} freed_map; // freed objects are moved here to avoid crashes
1050
1051void
901object::do_destroy () 1052object::do_destroy ()
902{ 1053{
903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED]) 1054 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this); 1055 remove_link ();
907 1056
908 if (flag [FLAG_FRIENDLY]) 1057 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this); 1058 remove_friendly_object (this);
910 1059
911 if (!flag [FLAG_REMOVED])
912 remove (); 1060 remove ();
913 1061
914 destroy_inv (true); 1062 attachable::do_destroy ();
915 1063
916 deactivate (); 1064 deactivate ();
917 unlink (); 1065 unlink ();
918 1066
919 flag [FLAG_FREED] = 1; 1067 flag [FLAG_FREED] = 1;
920 1068
921 // hack to ensure that freed objects still have a valid map 1069 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->path = "<freed objects map>";
930 freed_map->name = "/internal/freed_objects_map";
931 freed_map->width = 3;
932 freed_map->height = 3;
933 freed_map->nodrop = 1;
934
935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
937 }
938
939 map = freed_map; 1070 map = &freed_map;
940 x = 1; 1071 x = 1;
941 y = 1; 1072 y = 1;
942 }
943 1073
944 if (more) 1074 if (more)
945 { 1075 {
946 more->destroy (); 1076 more->destroy ();
947 more = 0; 1077 more = 0;
955 attacked_by = 0; 1085 attacked_by = 0;
956 current_weapon = 0; 1086 current_weapon = 0;
957} 1087}
958 1088
959void 1089void
960object::destroy (bool destroy_inventory) 1090object::destroy ()
961{ 1091{
962 if (destroyed ()) 1092 if (destroyed ())
963 return; 1093 return;
964 1094
965 if (destroy_inventory) 1095 if (!is_head () && !head->destroyed ())
1096 {
1097 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1098 head->destroy ();
1099 return;
1100 }
1101
966 destroy_inv (false); 1102 destroy_inv_fast ();
967 1103
968 if (is_head ()) 1104 if (is_head ())
969 if (sound_destroy) 1105 if (sound_destroy)
970 play_sound (sound_destroy); 1106 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER]) 1107 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1108 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
973 1109
974 attachable::destroy (); 1110 attachable::destroy ();
975}
976
977/*
978 * sub_weight() recursively (outwards) subtracts a number from the
979 * weight of an object (and what is carried by it's environment(s)).
980 */
981void
982sub_weight (object *op, signed long weight)
983{
984 while (op != NULL)
985 {
986 if (op->type == CONTAINER)
987 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
988
989 op->carrying -= weight;
990 op = op->env;
991 }
992} 1111}
993 1112
994/* op->remove (): 1113/* op->remove ():
995 * This function removes the object op from the linked list of objects 1114 * This function removes the object op from the linked list of objects
996 * which it is currently tied to. When this function is done, the 1115 * which it is currently tied to. When this function is done, the
999 * the previous environment. 1118 * the previous environment.
1000 */ 1119 */
1001void 1120void
1002object::do_remove () 1121object::do_remove ()
1003{ 1122{
1004 object *tmp, *last = 0; 1123 if (flag [FLAG_REMOVED])
1005 object *otmp;
1006
1007 if (QUERY_FLAG (this, FLAG_REMOVED))
1008 return; 1124 return;
1009 1125
1010 SET_FLAG (this, FLAG_REMOVED);
1011 INVOKE_OBJECT (REMOVE, this); 1126 INVOKE_OBJECT (REMOVE, this);
1127
1128 flag [FLAG_REMOVED] = true;
1012 1129
1013 if (more) 1130 if (more)
1014 more->remove (); 1131 more->remove ();
1015 1132
1016 /* 1133 /*
1017 * In this case, the object to be removed is in someones 1134 * In this case, the object to be removed is in someones
1018 * inventory. 1135 * inventory.
1019 */ 1136 */
1020 if (env) 1137 if (env)
1021 { 1138 {
1022 if (nrof) 1139 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1023 sub_weight (env, weight * nrof); 1140 if (object *pl = visible_to ())
1024 else 1141 esrv_del_item (pl->contr, count);
1025 sub_weight (env, weight + carrying); 1142 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1026 1143
1027 /* NO_FIX_PLAYER is set when a great many changes are being 1144 adjust_weight (env, total_weight (), 0);
1028 * made to players inventory. If set, avoiding the call
1029 * to save cpu time.
1030 */
1031 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1032 otmp->update_stats ();
1033 1145
1034 if (above) 1146 object *pl = in_player ();
1035 above->below = below;
1036 else
1037 env->inv = below;
1038
1039 if (below)
1040 below->above = above;
1041 1147
1042 /* we set up values so that it could be inserted into 1148 /* we set up values so that it could be inserted into
1043 * the map, but we don't actually do that - it is up 1149 * the map, but we don't actually do that - it is up
1044 * to the caller to decide what we want to do. 1150 * to the caller to decide what we want to do.
1045 */ 1151 */
1046 x = env->x, y = env->y;
1047 map = env->map; 1152 map = env->map;
1048 above = 0, below = 0; 1153 x = env->x;
1154 y = env->y;
1155
1156 // make sure cmov optimisation is applicable
1157 *(above ? &above->below : &env->inv) = below;
1158 *(below ? &below->above : &above ) = above; // &above is just a dummy
1159
1160 above = 0;
1161 below = 0;
1049 env = 0; 1162 env = 0;
1163
1164 if (pl && pl->is_player ())
1165 {
1166 if (expect_false (pl->contr->combat_ob == this))
1167 {
1168 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1169 pl->contr->combat_ob = 0;
1170 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1171 }
1172
1173 if (expect_false (pl->contr->ranged_ob == this))
1174 {
1175 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1176 pl->contr->ranged_ob = 0;
1177 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1178 }
1179
1180 pl->contr->queue_stats_update ();
1181
1182 if (expect_false (glow_radius) && pl->is_on_map ())
1183 update_all_los (pl->map, pl->x, pl->y);
1184 }
1050 } 1185 }
1051 else if (map) 1186 else if (map)
1052 { 1187 {
1053 if (type == PLAYER)
1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
1061 --map->players;
1062 map->touch ();
1063 }
1064
1065 map->dirty = true; 1188 map->dirty = true;
1066 mapspace &ms = this->ms (); 1189 mapspace &ms = this->ms ();
1067 1190
1191 if (object *pl = ms.player ())
1192 {
1193 if (is_player ())
1194 {
1195 if (!flag [FLAG_WIZPASS])
1196 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1197
1198 // leaving a spot always closes any open container on the ground
1199 if (container && !container->env)
1200 // this causes spurious floorbox updates, but it ensures
1201 // that the CLOSE event is being sent.
1202 close_container ();
1203
1204 --map->players;
1205 map->touch ();
1206 }
1207 else if (pl->container_ () == this)
1208 {
1209 // removing a container should close it
1210 close_container ();
1211 }
1212 else
1213 esrv_del_item (pl->contr, count);
1214 }
1215
1068 /* link the object above us */ 1216 /* link the object above us */
1069 if (above) 1217 // re-link, make sure compiler can easily use cmove
1070 above->below = below; 1218 *(above ? &above->below : &ms.top) = below;
1071 else 1219 *(below ? &below->above : &ms.bot) = above;
1072 ms.top = below; /* we were top, set new top */
1073
1074 /* Relink the object below us, if there is one */
1075 if (below)
1076 below->above = above;
1077 else
1078 {
1079 /* Nothing below, which means we need to relink map object for this space
1080 * use translated coordinates in case some oddness with map tiling is
1081 * evident
1082 */
1083 if (GET_MAP_OB (map, x, y) != this)
1084 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 ());
1085
1086 ms.bot = above; /* goes on above it. */
1087 }
1088 1220
1089 above = 0; 1221 above = 0;
1090 below = 0; 1222 below = 0;
1091 1223
1224 ms.invalidate ();
1225
1092 if (map->in_memory == MAP_SAVING) 1226 if (map->in_memory == MAP_SAVING)
1093 return; 1227 return;
1094 1228
1095 int check_walk_off = !flag [FLAG_NO_APPLY]; 1229 int check_walk_off = !flag [FLAG_NO_APPLY];
1096 1230
1097 if (object *pl = ms.player ()) 1231 if (object *pl = ms.player ())
1098 { 1232 {
1099 if (pl->container == this) 1233 if (pl->container_ () == this)
1100 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1102 * appropriately. 1236 * appropriately.
1103 */ 1237 */
1104 pl->close_container (); 1238 pl->close_container ();
1105 1239
1240 //TODO: the floorbox prev/next might need updating
1241 //esrv_del_item (pl->contr, count);
1242 //TODO: update floorbox to preserve ordering
1243 if (pl->contr->ns)
1106 pl->contr->ns->floorbox_update (); 1244 pl->contr->ns->floorbox_update ();
1107 } 1245 }
1108 1246
1247 if (check_walk_off)
1109 for (tmp = ms.bot; tmp; tmp = tmp->above) 1248 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1110 { 1249 {
1250 above = tmp->above;
1251
1111 /* No point updating the players look faces if he is the object 1252 /* No point updating the players look faces if he is the object
1112 * being removed. 1253 * being removed.
1113 */ 1254 */
1114 1255
1115 /* See if object moving off should effect something */ 1256 /* See if object moving off should effect something */
1116 if (check_walk_off
1117 && ((move_type & tmp->move_off) 1257 if ((move_type & tmp->move_off)
1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1258 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1119 {
1120 move_apply (tmp, this, 0); 1259 move_apply (tmp, this, 0);
1121
1122 if (destroyed ())
1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1124 } 1260 }
1125 1261
1126 last = tmp; 1262 if (affects_los ())
1127 }
1128
1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1131 if (!last)
1132 map->at (x, y).flags_ = 0;
1133 else
1134 update_object (last, UP_OBJ_REMOVE);
1135
1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1137 update_all_los (map, x, y); 1263 update_all_los (map, x, y);
1138 } 1264 }
1139} 1265}
1140 1266
1141/* 1267/*
1155 if (!top) 1281 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1282 for (top = op; top && top->above; top = top->above)
1157 ; 1283 ;
1158 1284
1159 for (; top; top = top->below) 1285 for (; top; top = top->below)
1160 {
1161 if (top == op)
1162 continue;
1163
1164 if (object::can_merge (op, top)) 1286 if (object::can_merge (op, top))
1165 { 1287 {
1166 top->nrof += op->nrof; 1288 top->nrof += op->nrof;
1167 1289
1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1290 if (object *pl = top->visible_to ())
1169 op->weight = 0; /* Don't want any adjustements now */ 1291 esrv_update_item (UPD_NROF, pl, top);
1292
1293 op->weight = 0; // cancel the addition above
1294 op->carrying = 0; // must be 0 already
1295
1170 op->destroy (); 1296 op->destroy ();
1297
1171 return top; 1298 return top;
1172 } 1299 }
1173 }
1174 1300
1175 return 0; 1301 return 0;
1176} 1302}
1177 1303
1178void 1304void
1183 1309
1184 object *prev = this; 1310 object *prev = this;
1185 1311
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1312 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1313 {
1188 object *op = arch_to_object (at); 1314 object *op = at->instance ();
1189 1315
1190 op->name = name; 1316 op->name = name;
1191 op->name_pl = name_pl; 1317 op->name_pl = name_pl;
1192 op->title = title; 1318 op->title = title;
1193 1319
1203 * job preparing multi-part monsters. 1329 * job preparing multi-part monsters.
1204 */ 1330 */
1205object * 1331object *
1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1332insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207{ 1333{
1334 op->remove ();
1335
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1336 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1337 {
1210 tmp->x = x + tmp->arch->x; 1338 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->y; 1339 tmp->y = y + tmp->arch->y;
1212 } 1340 }
1229 * Passing 0 for flag gives proper default values, so flag really only needs 1357 * Passing 0 for flag gives proper default values, so flag really only needs
1230 * to be set if special handling is needed. 1358 * to be set if special handling is needed.
1231 * 1359 *
1232 * Return value: 1360 * Return value:
1233 * new object if 'op' was merged with other object 1361 * new object if 'op' was merged with other object
1234 * NULL if 'op' was destroyed 1362 * NULL if there was an error (destroyed, blocked etc.)
1235 * just 'op' otherwise 1363 * just 'op' otherwise
1236 */ 1364 */
1237object * 1365object *
1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1366insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1239{ 1367{
1240 assert (!op->flag [FLAG_FREED]);
1241
1242 object *top, *floor = NULL;
1243
1244 op->remove (); 1368 op->remove ();
1369
1370 if (m == &freed_map)//D TODO: remove soon
1371 {//D
1372 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1373 }//D
1245 1374
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1375 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1376 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1377 * need extra work
1249 */ 1378 */
1379 maptile *newmap = m;
1250 if (!xy_normalise (m, op->x, op->y)) 1380 if (!xy_normalise (newmap, op->x, op->y))
1251 { 1381 {
1252 op->destroy (); 1382 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1253 return 0; 1383 return 0;
1254 } 1384 }
1255 1385
1256 if (object *more = op->more) 1386 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag)) 1387 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0; 1388 return 0;
1259 1389
1260 CLEAR_FLAG (op, FLAG_REMOVED); 1390 op->flag [FLAG_REMOVED] = false;
1261 1391 op->env = 0;
1262 op->map = m; 1392 op->map = newmap;
1393
1263 mapspace &ms = op->ms (); 1394 mapspace &ms = op->ms ();
1264 1395
1265 /* this has to be done after we translate the coordinates. 1396 /* this has to be done after we translate the coordinates.
1266 */ 1397 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1398 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1399 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1400 if (object::can_merge (op, tmp))
1270 { 1401 {
1402 // TODO: we actually want to update tmp, not op,
1403 // but some caller surely breaks when we return tmp
1404 // from here :/
1271 op->nrof += tmp->nrof; 1405 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1406 tmp->destroy ();
1273 } 1407 }
1274 1408
1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1409 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1410 op->clr_flag (FLAG_INV_LOCKED);
1277 1411
1278 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1412 if (!op->flag [FLAG_ALIVE])
1279 CLEAR_FLAG (op, FLAG_NO_STEAL); 1413 op->clr_flag (FLAG_NO_STEAL);
1280 1414
1281 if (flag & INS_BELOW_ORIGINATOR) 1415 if (flag & INS_BELOW_ORIGINATOR)
1282 { 1416 {
1283 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1417 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1284 { 1418 {
1285 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1419 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1286 abort (); 1420 abort ();
1287 } 1421 }
1288 1422
1423 if (!originator->is_on_map ())
1424 {
1425 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1426 op->debug_desc (), originator->debug_desc ());
1427 abort ();
1428 }
1429
1289 op->above = originator; 1430 op->above = originator;
1290 op->below = originator->below; 1431 op->below = originator->below;
1291
1292 if (op->below)
1293 op->below->above = op;
1294 else
1295 ms.bot = op;
1296
1297 /* since *below* originator, no need to update top */
1298 originator->below = op; 1432 originator->below = op;
1433
1434 *(op->below ? &op->below->above : &ms.bot) = op;
1299 } 1435 }
1300 else 1436 else
1301 { 1437 {
1302 top = ms.bot; 1438 object *floor = 0;
1439 object *top = ms.top;
1303 1440
1304 /* If there are other objects, then */ 1441 /* If there are other objects, then */
1305 if (top) 1442 if (top)
1306 { 1443 {
1307 object *last = 0;
1308
1309 /* 1444 /*
1310 * If there are multiple objects on this space, we do some trickier handling. 1445 * If there are multiple objects on this space, we do some trickier handling.
1311 * We've already dealt with merging if appropriate. 1446 * We've already dealt with merging if appropriate.
1312 * Generally, we want to put the new object on top. But if 1447 * Generally, we want to put the new object on top. But if
1313 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1448 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1316 * once we get to them. This reduces the need to traverse over all of 1451 * once we get to them. This reduces the need to traverse over all of
1317 * them when adding another one - this saves quite a bit of cpu time 1452 * them when adding another one - this saves quite a bit of cpu time
1318 * when lots of spells are cast in one area. Currently, it is presumed 1453 * when lots of spells are cast in one area. Currently, it is presumed
1319 * that flying non pickable objects are spell objects. 1454 * that flying non pickable objects are spell objects.
1320 */ 1455 */
1321 for (top = ms.bot; top; top = top->above) 1456 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1322 { 1457 {
1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1458 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1324 floor = top; 1459 floor = tmp;
1325 1460
1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1461 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1327 { 1462 {
1328 /* We insert above top, so we want this object below this */ 1463 /* We insert above top, so we want this object below this */
1329 top = top->below; 1464 top = tmp->below;
1330 break; 1465 break;
1331 } 1466 }
1332 1467
1333 last = top; 1468 top = tmp;
1334 } 1469 }
1335
1336 /* Don't want top to be NULL, so set it to the last valid object */
1337 top = last;
1338 1470
1339 /* We let update_position deal with figuring out what the space 1471 /* We let update_position deal with figuring out what the space
1340 * looks like instead of lots of conditions here. 1472 * looks like instead of lots of conditions here.
1341 * makes things faster, and effectively the same result. 1473 * makes things faster, and effectively the same result.
1342 */ 1474 */
1349 */ 1481 */
1350 if (!(flag & INS_ON_TOP) 1482 if (!(flag & INS_ON_TOP)
1351 && ms.flags () & P_BLOCKSVIEW 1483 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility)) 1484 && (op->face && !faces [op->face].visibility))
1353 { 1485 {
1486 object *last;
1487
1354 for (last = top; last != floor; last = last->below) 1488 for (last = top; last != floor; last = last->below)
1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1489 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1356 break; 1490 break;
1357 1491
1358 /* Check to see if we found the object that blocks view, 1492 /* Check to see if we found the object that blocks view,
1359 * and make sure we have a below pointer for it so that 1493 * and make sure we have a below pointer for it so that
1360 * we can get inserted below this one, which requires we 1494 * we can get inserted below this one, which requires we
1366 } /* If objects on this space */ 1500 } /* If objects on this space */
1367 1501
1368 if (flag & INS_ABOVE_FLOOR_ONLY) 1502 if (flag & INS_ABOVE_FLOOR_ONLY)
1369 top = floor; 1503 top = floor;
1370 1504
1371 /* Top is the object that our object (op) is going to get inserted above. 1505 // insert object above top, or bottom-most if top = 0
1372 */
1373
1374 /* First object on this space */
1375 if (!top) 1506 if (!top)
1376 { 1507 {
1508 op->below = 0;
1377 op->above = ms.bot; 1509 op->above = ms.bot;
1378
1379 if (op->above)
1380 op->above->below = op;
1381
1382 op->below = 0;
1383 ms.bot = op; 1510 ms.bot = op;
1511
1512 *(op->above ? &op->above->below : &ms.top) = op;
1384 } 1513 }
1385 else 1514 else
1386 { /* get inserted into the stack above top */ 1515 {
1387 op->above = top->above; 1516 op->above = top->above;
1388
1389 if (op->above)
1390 op->above->below = op; 1517 top->above = op;
1391 1518
1392 op->below = top; 1519 op->below = top;
1393 top->above = op; 1520 *(op->above ? &op->above->below : &ms.top) = op;
1394 } 1521 }
1522 }
1395 1523
1396 if (!op->above) 1524 if (op->is_player ())
1397 ms.top = op;
1398 } /* else not INS_BELOW_ORIGINATOR */
1399
1400 if (op->type == PLAYER)
1401 { 1525 {
1402 op->contr->do_los = 1; 1526 op->contr->do_los = 1;
1403 ++op->map->players; 1527 ++op->map->players;
1404 op->map->touch (); 1528 op->map->touch ();
1405 } 1529 }
1406 1530
1407 op->map->dirty = true; 1531 op->map->dirty = true;
1408 1532
1409 if (object *pl = ms.player ()) 1533 if (object *pl = ms.player ())
1534 //TODO: the floorbox prev/next might need updating
1535 //esrv_send_item (pl, op);
1536 //TODO: update floorbox to preserve ordering
1537 if (pl->contr->ns)
1410 pl->contr->ns->floorbox_update (); 1538 pl->contr->ns->floorbox_update ();
1411 1539
1412 /* If this object glows, it may affect lighting conditions that are 1540 /* If this object glows, it may affect lighting conditions that are
1413 * visible to others on this map. But update_all_los is really 1541 * visible to others on this map. But update_all_los is really
1414 * an inefficient way to do this, as it means los for all players 1542 * an inefficient way to do this, as it means los for all players
1415 * on the map will get recalculated. The players could very well 1543 * on the map will get recalculated. The players could very well
1416 * be far away from this change and not affected in any way - 1544 * be far away from this change and not affected in any way -
1417 * this should get redone to only look for players within range, 1545 * this should get redone to only look for players within range,
1418 * or just updating the P_UPTODATE for spaces within this area 1546 * or just updating the P_UPTODATE for spaces within this area
1419 * of effect may be sufficient. 1547 * of effect may be sufficient.
1420 */ 1548 */
1421 if (op->map->darkness && (op->glow_radius != 0)) 1549 if (op->affects_los ())
1550 {
1551 op->ms ().invalidate ();
1422 update_all_los (op->map, op->x, op->y); 1552 update_all_los (op->map, op->x, op->y);
1553 }
1423 1554
1424 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1555 /* updates flags (blocked, alive, no magic, etc) for this map space */
1425 update_object (op, UP_OBJ_INSERT); 1556 update_object (op, UP_OBJ_INSERT);
1426 1557
1427 INVOKE_OBJECT (INSERT, op); 1558 INVOKE_OBJECT (INSERT, op);
1434 * blocked() and wall() work properly), and these flags are updated by 1565 * blocked() and wall() work properly), and these flags are updated by
1435 * update_object(). 1566 * update_object().
1436 */ 1567 */
1437 1568
1438 /* if this is not the head or flag has been passed, don't check walk on status */ 1569 /* if this is not the head or flag has been passed, don't check walk on status */
1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1570 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1440 { 1571 {
1441 if (check_move_on (op, originator)) 1572 if (check_move_on (op, originator, flag))
1442 return 0; 1573 return 0;
1443 1574
1444 /* If we are a multi part object, lets work our way through the check 1575 /* If we are a multi part object, let's work our way through the check
1445 * walk on's. 1576 * walk on's.
1446 */ 1577 */
1447 for (object *tmp = op->more; tmp; tmp = tmp->more) 1578 for (object *tmp = op->more; tmp; tmp = tmp->more)
1448 if (check_move_on (tmp, originator)) 1579 if (check_move_on (tmp, originator, flag))
1449 return 0; 1580 return 0;
1450 } 1581 }
1451 1582
1452 return op; 1583 return op;
1453} 1584}
1455/* this function inserts an object in the map, but if it 1586/* this function inserts an object in the map, but if it
1456 * finds an object of its own type, it'll remove that one first. 1587 * finds an object of its own type, it'll remove that one first.
1457 * op is the object to insert it under: supplies x and the map. 1588 * op is the object to insert it under: supplies x and the map.
1458 */ 1589 */
1459void 1590void
1460replace_insert_ob_in_map (const char *arch_string, object *op) 1591replace_insert_ob_in_map (shstr_tmp archname, object *op)
1461{ 1592{
1462 object *tmp, *tmp1;
1463
1464 /* first search for itself and remove any old instances */ 1593 /* first search for itself and remove any old instances */
1465 1594
1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1595 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1596 if (tmp->arch->archname == archname) /* same archetype */
1468 tmp->destroy (); 1597 tmp->destroy ();
1469 1598
1470 tmp1 = arch_to_object (archetype::find (arch_string)); 1599 object *tmp = archetype::find (archname)->instance ();
1471 1600
1472 tmp1->x = op->x; 1601 tmp->x = op->x;
1473 tmp1->y = op->y; 1602 tmp->y = op->y;
1603
1474 insert_ob_in_map (tmp1, op->map, op, 0); 1604 insert_ob_in_map (tmp, op->map, op, 0);
1475} 1605}
1476 1606
1477object * 1607object *
1478object::insert_at (object *where, object *originator, int flags) 1608object::insert_at (object *where, object *originator, int flags)
1479{ 1609{
1610 if (where->env)
1611 return where->env->insert (this);
1612 else
1480 return where->map->insert (this, where->x, where->y, originator, flags); 1613 return where->map->insert (this, where->x, where->y, originator, flags);
1481} 1614}
1482 1615
1483/* 1616// check whether we can put this into the map, respect max_volume, max_items
1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1617bool
1485 * is returned contains nr objects, and the remaining parts contains 1618object::can_drop_at (maptile *m, int x, int y, object *originator)
1486 * the rest (or is removed and freed if that number is 0).
1487 * On failure, NULL is returned, and the reason put into the
1488 * global static errmsg array.
1489 */
1490object *
1491get_split_ob (object *orig_ob, uint32 nr)
1492{ 1619{
1493 object *newob; 1620 mapspace &ms = m->at (x, y);
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1495 1621
1496 if (orig_ob->nrof < nr) 1622 int items = ms.items ();
1497 {
1498 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1499 return NULL;
1500 }
1501 1623
1502 newob = object_create_clone (orig_ob); 1624 if (!items // testing !items ensures we can drop at least one item
1625 || (items < m->max_items
1626 && ms.volume () < m->max_volume))
1627 return true;
1503 1628
1504 if ((orig_ob->nrof -= nr) < 1) 1629 if (originator && originator->is_player ())
1505 orig_ob->destroy (1); 1630 originator->contr->failmsgf (
1506 else if (!is_removed) 1631 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1507 { 1632 query_name ()
1508 if (orig_ob->env != NULL) 1633 );
1509 sub_weight (orig_ob->env, orig_ob->weight * nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1511 {
1512 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1513 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL;
1515 }
1516 }
1517 1634
1518 newob->nrof = nr; 1635 return false;
1519
1520 return newob;
1521} 1636}
1522 1637
1523/* 1638/*
1524 * decrease_ob_nr(object, number) decreases a specified number from 1639 * decrease(object, number) decreases a specified number from
1525 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1526 * is subsequently removed and freed. 1641 * is subsequently removed and freed.
1527 * 1642 *
1528 * Return value: 'op' if something is left, NULL if the amount reached 0 1643 * Return value: 'op' if something is left, NULL if the amount reached 0
1529 */ 1644 */
1645bool
1646object::decrease (sint32 nr)
1647{
1648 if (!nr)
1649 return true;
1650
1651 nr = min (nr, nrof);
1652
1653 if (nrof > nr)
1654 {
1655 sint64 oweight = total_weight ();
1656
1657 nrof -= nr;
1658
1659 if (object *pl = visible_to ())
1660 esrv_update_item (UPD_NROF, pl, this);
1661
1662 adjust_weight (env, oweight, total_weight ());
1663
1664 return true;
1665 }
1666 else
1667 {
1668 destroy ();
1669 return false;
1670 }
1671}
1672
1673/*
1674 * split(ob,nr) splits up ob into two parts. The part which
1675 * is returned contains nr objects, and the remaining parts contains
1676 * the rest (or is removed and returned if that number is 0).
1677 * On failure, NULL is returned.
1678 */
1530object * 1679object *
1531decrease_ob_nr (object *op, uint32 i) 1680object::split (sint32 nr)
1532{ 1681{
1533 object *tmp; 1682 int have = number_of ();
1534 1683
1535 if (i == 0) /* objects with op->nrof require this check */ 1684 if (have < nr)
1536 return op; 1685 return 0;
1537 1686 else if (have == nr)
1538 if (i > op->nrof)
1539 i = op->nrof;
1540
1541 if (QUERY_FLAG (op, FLAG_REMOVED))
1542 op->nrof -= i;
1543 else if (op->env)
1544 { 1687 {
1545 /* is this object in the players inventory, or sub container
1546 * therein?
1547 */
1548 tmp = op->in_player ();
1549 /* nope. Is this a container the player has opened?
1550 * If so, set tmp to that player.
1551 * IMO, searching through all the players will mostly
1552 * likely be quicker than following op->env to the map,
1553 * and then searching the map for a player.
1554 */
1555 if (!tmp)
1556 for_all_players (pl)
1557 if (pl->ob->container == op->env)
1558 {
1559 tmp = pl->ob;
1560 break;
1561 }
1562
1563 if (i < op->nrof)
1564 {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp)
1568 esrv_send_item (tmp, op);
1569 }
1570 else
1571 {
1572 op->remove (); 1688 remove ();
1573 op->nrof = 0; 1689 return this;
1574 if (tmp)
1575 esrv_del_item (tmp->contr, op->count);
1576 }
1577 } 1690 }
1578 else 1691 else
1579 { 1692 {
1580 object *above = op->above; 1693 decrease (nr);
1581 1694
1582 if (i < op->nrof) 1695 object *op = deep_clone ();
1583 op->nrof -= i; 1696 op->nrof = nr;
1584 else
1585 {
1586 op->remove ();
1587 op->nrof = 0;
1588 }
1589
1590 /* Since we just removed op, op->above is null */
1591 for (tmp = above; tmp; tmp = tmp->above)
1592 if (tmp->type == PLAYER)
1593 {
1594 if (op->nrof)
1595 esrv_send_item (tmp, op);
1596 else
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 }
1600
1601 if (op->nrof)
1602 return op; 1697 return op;
1603 else
1604 {
1605 op->destroy ();
1606 return 0;
1607 }
1608}
1609
1610/*
1611 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying.
1613 */
1614void
1615add_weight (object *op, signed long weight)
1616{
1617 while (op != NULL)
1618 {
1619 if (op->type == CONTAINER)
1620 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1621
1622 op->carrying += weight;
1623 op = op->env;
1624 } 1698 }
1625} 1699}
1626 1700
1627object * 1701object *
1628insert_ob_in_ob (object *op, object *where) 1702insert_ob_in_ob (object *op, object *where)
1653 * be != op, if items are merged. -Tero 1727 * be != op, if items are merged. -Tero
1654 */ 1728 */
1655object * 1729object *
1656object::insert (object *op) 1730object::insert (object *op)
1657{ 1731{
1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1659 op->remove ();
1660
1661 if (op->more) 1732 if (op->more)
1662 { 1733 {
1663 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1734 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1664 return op; 1735 return op;
1665 } 1736 }
1666 1737
1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1738 op->remove ();
1668 CLEAR_FLAG (op, FLAG_REMOVED); 1739
1740 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1669 1741
1670 if (op->nrof) 1742 if (op->nrof)
1671 {
1672 for (object *tmp = inv; tmp; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1673 if (object::can_merge (tmp, op)) 1744 if (object::can_merge (tmp, op))
1674 { 1745 {
1675 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1676 (client needs the original object) */ 1747 (client prefers the original object) */
1748
1749 // carring must be 0 for mergable objects
1750 sint64 oweight = tmp->weight * tmp->nrof;
1751
1677 tmp->nrof += op->nrof; 1752 tmp->nrof += op->nrof;
1678 /* Weight handling gets pretty funky. Since we are adding to 1753
1679 * tmp->nrof, we need to increase the weight. 1754 if (object *pl = tmp->visible_to ())
1680 */ 1755 esrv_update_item (UPD_NROF, pl, tmp);
1756
1681 add_weight (this, op->weight * op->nrof); 1757 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1682 SET_FLAG (op, FLAG_REMOVED); 1758
1683 op->destroy (); /* free the inserted object */ 1759 op->destroy ();
1684 op = tmp; 1760 op = tmp;
1685 op->remove (); /* and fix old object's links */ 1761 goto inserted;
1686 CLEAR_FLAG (op, FLAG_REMOVED);
1687 break;
1688 } 1762 }
1689 1763
1690 /* I assume combined objects have no inventory
1691 * We add the weight - this object could have just been removed
1692 * (if it was possible to merge). calling remove_ob will subtract
1693 * the weight, so we need to add it in again, since we actually do
1694 * the linking below
1695 */
1696 add_weight (this, op->weight * op->nrof);
1697 }
1698 else
1699 add_weight (this, (op->weight + op->carrying));
1700
1701 if (object *otmp = this->in_player ())
1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1703 otmp->update_stats ();
1704
1705 op->owner = 0; // its his/hers now. period. 1764 op->owner = 0; // it's his/hers now. period.
1706 op->map = 0; 1765 op->map = 0;
1766 op->x = 0;
1767 op->y = 0;
1768
1769 op->above = 0;
1770 op->below = inv;
1707 op->env = this; 1771 op->env = this;
1708 op->above = 0;
1709 op->below = 0;
1710 op->x = op->y = 0;
1711 1772
1773 if (inv)
1774 inv->above = op;
1775
1776 inv = op;
1777
1778 op->flag [FLAG_REMOVED] = 0;
1779
1780 if (object *pl = op->visible_to ())
1781 esrv_send_item (pl, op);
1782
1783 adjust_weight (this, 0, op->total_weight ());
1784
1785inserted:
1712 /* reset the light list and los of the players on the map */ 1786 /* reset the light list and los of the players on the map */
1713 if (op->glow_radius && map) 1787 if (op->glow_radius && is_on_map ())
1714 { 1788 {
1715#ifdef DEBUG_LIGHTS 1789 update_stats ();
1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1717#endif /* DEBUG_LIGHTS */
1718 if (map->darkness)
1719 update_all_los (map, x, y); 1790 update_all_los (map, x, y);
1720 }
1721
1722 /* Client has no idea of ordering so lets not bother ordering it here.
1723 * It sure simplifies this function...
1724 */
1725 if (!inv)
1726 inv = op;
1727 else
1728 { 1791 }
1729 op->below = inv; 1792 else if (is_player ())
1730 op->below->above = op; 1793 // if this is a player's inventory, update stats
1731 inv = op; 1794 contr->queue_stats_update ();
1732 }
1733 1795
1734 INVOKE_OBJECT (INSERT, this); 1796 INVOKE_OBJECT (INSERT, this);
1735 1797
1736 return op; 1798 return op;
1737} 1799}
1755 * MSW 2001-07-08: Check all objects on space, not just those below 1817 * MSW 2001-07-08: Check all objects on space, not just those below
1756 * object being inserted. insert_ob_in_map may not put new objects 1818 * object being inserted. insert_ob_in_map may not put new objects
1757 * on top. 1819 * on top.
1758 */ 1820 */
1759int 1821int
1760check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator, int flags)
1761{ 1823{
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1762 object *tmp; 1827 object *tmp;
1763 maptile *m = op->map; 1828 maptile *m = op->map;
1764 int x = op->x, y = op->y; 1829 int x = op->x, y = op->y;
1765 1830
1766 MoveType move_on, move_slow, move_block; 1831 mapspace &ms = m->at (x, y);
1767 1832
1768 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1833 ms.update ();
1769 return 0;
1770 1834
1771 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1835 MoveType move_on = ms.move_on;
1772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1836 MoveType move_slow = ms.move_slow;
1773 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1837 MoveType move_block = ms.move_block;
1774 1838
1775 /* if nothing on this space will slow op down or be applied, 1839 /* if nothing on this space will slow op down or be applied,
1776 * no need to do checking below. have to make sure move_type 1840 * no need to do checking below. have to make sure move_type
1777 * is set, as lots of objects don't have it set - we treat that 1841 * is set, as lots of objects don't have it set - we treat that
1778 * as walking. 1842 * as walking.
1789 return 0; 1853 return 0;
1790 1854
1791 /* The objects have to be checked from top to bottom. 1855 /* The objects have to be checked from top to bottom.
1792 * Hence, we first go to the top: 1856 * Hence, we first go to the top:
1793 */ 1857 */
1794 1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1796 {
1797 /* Trim the search when we find the first other spell effect
1798 * this helps performance so that if a space has 50 spell objects,
1799 * we don't need to check all of them.
1800 */
1801 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1802 break;
1803 } 1859 {
1860 next = tmp->below;
1804 1861
1805 for (; tmp; tmp = tmp->below)
1806 {
1807 if (tmp == op) 1862 if (tmp == op)
1808 continue; /* Can't apply yourself */ 1863 continue; /* Can't apply yourself */
1809 1864
1810 /* Check to see if one of the movement types should be slowed down. 1865 /* Check to see if one of the movement types should be slowed down.
1811 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1812 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1813 * space doesn't slow down swimming (for example), if you can't actually 1868 * space doesn't slow down swimming (for example), if you can't actually
1814 * swim on that space, can't use it to avoid the penalty. 1869 * swim on that space, can't use it to avoid the penalty.
1815 */ 1870 */
1816 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1871 if (!op->flag [FLAG_WIZPASS])
1817 { 1872 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1820 { 1875 {
1821
1822 float
1823 diff = tmp->move_slow_penalty * fabs (op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1824 1877
1825 if (op->type == PLAYER) 1878 if (op->is_player ())
1826 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1879 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1880 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1881 diff /= 4.0;
1829 1882
1830 op->speed_left -= diff; 1883 op->speed_left -= diff;
1831 } 1884 }
1832 } 1885 }
1833 1886
1834 /* Basically same logic as above, except now for actual apply. */ 1887 /* Basically same logic as above, except now for actual apply. */
1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1836 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1889 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1837 { 1890 {
1891 if ((flags & INS_NO_AUTO_EXIT)
1892 && (tmp->type == EXIT || tmp->type == TELEPORTER
1893 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1894 continue;
1895
1838 move_apply (tmp, op, originator); 1896 move_apply (tmp, op, originator);
1839 1897
1840 if (op->destroyed ()) 1898 if (op->destroyed ())
1841 return 1; 1899 return 1;
1842 1900
1865 LOG (llevError, "Present_arch called outside map.\n"); 1923 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1924 return NULL;
1867 } 1925 }
1868 1926
1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1927 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1870 if (tmp->arch == at) 1928 if (tmp->arch->archname == at->archname)
1871 return tmp; 1929 return tmp;
1872 1930
1873 return NULL; 1931 return NULL;
1874} 1932}
1875 1933
1939 * The first matching object is returned, or NULL if none. 1997 * The first matching object is returned, or NULL if none.
1940 */ 1998 */
1941object * 1999object *
1942present_arch_in_ob (const archetype *at, const object *op) 2000present_arch_in_ob (const archetype *at, const object *op)
1943{ 2001{
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2002 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 if (tmp->arch == at) 2003 if (tmp->arch->archname == at->archname)
1946 return tmp; 2004 return tmp;
1947 2005
1948 return NULL; 2006 return NULL;
1949} 2007}
1950 2008
1954void 2012void
1955flag_inv (object *op, int flag) 2013flag_inv (object *op, int flag)
1956{ 2014{
1957 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2015 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 { 2016 {
1959 SET_FLAG (tmp, flag); 2017 tmp->set_flag (flag);
1960 flag_inv (tmp, flag); 2018 flag_inv (tmp, flag);
1961 } 2019 }
1962} 2020}
1963 2021
1964/* 2022/*
1967void 2025void
1968unflag_inv (object *op, int flag) 2026unflag_inv (object *op, int flag)
1969{ 2027{
1970 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2028 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1971 { 2029 {
1972 CLEAR_FLAG (tmp, flag); 2030 tmp->clr_flag (flag);
1973 unflag_inv (tmp, flag); 2031 unflag_inv (tmp, flag);
1974 } 2032 }
1975} 2033}
1976 2034
1977/* 2035/*
2038 * head of the object should correspond for the entire object. 2096 * head of the object should correspond for the entire object.
2039 */ 2097 */
2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2098 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue; 2099 continue;
2042 2100
2043 if (ob->blocked (m, pos.x, pos.y)) 2101 if (ob->blocked (pos.m, pos.x, pos.y))
2044 continue; 2102 continue;
2045 2103
2046 altern [index++] = i; 2104 altern [index++] = i;
2047 } 2105 }
2048 2106
2116 * there is capable of. 2174 * there is capable of.
2117 */ 2175 */
2118int 2176int
2119find_dir (maptile *m, int x, int y, object *exclude) 2177find_dir (maptile *m, int x, int y, object *exclude)
2120{ 2178{
2121 int i, max = SIZEOFFREE, mflags; 2179 int max = SIZEOFFREE, mflags;
2122
2123 sint16 nx, ny;
2124 object *tmp;
2125 maptile *mp;
2126
2127 MoveType blocked, move_type; 2180 MoveType move_type;
2128 2181
2129 if (exclude && exclude->head_ () != exclude) 2182 if (exclude && exclude->head_ () != exclude)
2130 { 2183 {
2131 exclude = exclude->head; 2184 exclude = exclude->head;
2132 move_type = exclude->move_type; 2185 move_type = exclude->move_type;
2135 { 2188 {
2136 /* If we don't have anything, presume it can use all movement types. */ 2189 /* If we don't have anything, presume it can use all movement types. */
2137 move_type = MOVE_ALL; 2190 move_type = MOVE_ALL;
2138 } 2191 }
2139 2192
2140 for (i = 1; i < max; i++) 2193 for (int i = 1; i < max; i++)
2141 { 2194 {
2142 mp = m; 2195 mapxy pos (m, x, y);
2143 nx = x + freearr_x[i]; 2196 pos.move (i);
2144 ny = y + freearr_y[i];
2145 2197
2146 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2198 if (!pos.normalise ())
2147
2148 if (mflags & P_OUT_OF_MAP)
2149 max = maxfree[i]; 2199 max = maxfree[i];
2150 else 2200 else
2151 { 2201 {
2152 mapspace &ms = mp->at (nx, ny); 2202 mapspace &ms = *pos;
2153 2203
2154 blocked = ms.move_block;
2155
2156 if ((move_type & blocked) == move_type) 2204 if ((move_type & ms.move_block) == move_type)
2157 max = maxfree[i]; 2205 max = maxfree [i];
2158 else if (mflags & P_IS_ALIVE) 2206 else if (ms.flags () & P_IS_ALIVE)
2159 { 2207 {
2160 for (tmp = ms.bot; tmp; tmp = tmp->above) 2208 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2161 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2209 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2162 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2210 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2163 break;
2164
2165 if (tmp)
2166 return freedir[i]; 2211 return freedir [i];
2167 } 2212 }
2168 } 2213 }
2169 } 2214 }
2170 2215
2171 return 0; 2216 return 0;
2180{ 2225{
2181 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2226 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2182} 2227}
2183 2228
2184/* 2229/*
2185 * find_dir_2(delta-x,delta-y) will return a direction in which 2230 * find_dir_2(delta-x,delta-y) will return a direction value
2186 * an object which has subtracted the x and y coordinates of another 2231 * for running into direct [dx, dy].
2187 * object, needs to travel toward it. 2232 * (the opposite of crossfire's find_dir_2!)
2188 */ 2233 */
2189int 2234int
2190find_dir_2 (int x, int y) 2235find_dir_2 (int x, int y)
2191{ 2236{
2237#if 1 // new algorithm
2238 // this works by putting x, y into 16 sectors, which
2239 // are not equal sized, but are a better approximation
2240 // then the old algorithm, and then using a mapping
2241 // table to map it into a direction value.
2242 // basically, it maps these comparisons to each bit
2243 // bit #3: x < 0
2244 // bit #2: y < 0
2245 // bit #1: x > y
2246 // bit #0: x > 2y
2247
2248 static const uint8 dir[16] = {
2249 4, 5, 4, 3,
2250 2, 1, 2, 3,
2251 6, 5, 6, 7,
2252 8, 1, 8, 7,
2253 };
2254 int sector = 0;
2255
2256 // this is a bit ugly, but more likely to result in branchless code
2257 sector |= x < 0 ? 8 : 0;
2258 x = x < 0 ? -x : x; // abs
2259
2260 sector |= y < 0 ? 4 : 0;
2261 y = y < 0 ? -y : y; // abs
2262
2263 if (x > y)
2264 {
2265 sector |= 2;
2266
2267 if (x > y * 2)
2268 sector |= 1;
2269 }
2270 else
2271 {
2272 if (y > x * 2)
2273 sector |= 1;
2274 else if (!y)
2275 return 0; // x == 0 here
2276 }
2277
2278 return dir [sector];
2279#else // old algorithm
2192 int q; 2280 int q;
2193 2281
2194 if (y) 2282 if (y)
2195 q = x * 100 / y; 2283 q = 128 * x / y;
2196 else if (x) 2284 else if (x)
2197 q = -300 * x; 2285 q = -512 * x; // to make it > 309
2198 else 2286 else
2199 return 0; 2287 return 0;
2200 2288
2201 if (y > 0) 2289 if (y > 0)
2202 { 2290 {
2203 if (q < -242) 2291 if (q < -309) return 7;
2292 if (q < -52) return 6;
2293 if (q < 52) return 5;
2294 if (q < 309) return 4;
2295
2204 return 3; 2296 return 3;
2205 if (q < -41) 2297 }
2206 return 2; 2298 else
2207 if (q < 41) 2299 {
2208 return 1; 2300 if (q < -309) return 3;
2209 if (q < 242) 2301 if (q < -52) return 2;
2210 return 8; 2302 if (q < 52) return 1;
2303 if (q < 309) return 8;
2304
2211 return 7; 2305 return 7;
2212 } 2306 }
2213 2307#endif
2214 if (q < -242)
2215 return 7;
2216 if (q < -41)
2217 return 6;
2218 if (q < 41)
2219 return 5;
2220 if (q < 242)
2221 return 4;
2222
2223 return 3;
2224} 2308}
2225 2309
2226/* 2310/*
2227 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2311 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2228 * between two directions (which are expected to be absolute (see absdir()) 2312 * between two directions (which are expected to be absolute (see absdir())
2229 */ 2313 */
2230int 2314int
2231dirdiff (int dir1, int dir2) 2315dirdiff (int dir1, int dir2)
2232{ 2316{
2233 int d;
2234
2235 d = abs (dir1 - dir2); 2317 int d = abs (dir1 - dir2);
2236 if (d > 4)
2237 d = 8 - d;
2238 2318
2239 return d; 2319 return d > 4 ? 8 - d : d;
2240} 2320}
2241 2321
2242/* peterm: 2322/* peterm:
2243 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2323 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2244 * Basically, this is a table of directions, and what directions 2324 * Basically, this is a table of directions, and what directions
2246 * This basically means that if direction is 15, then it could either go 2326 * This basically means that if direction is 15, then it could either go
2247 * direction 4, 14, or 16 to get back to where we are. 2327 * direction 4, 14, or 16 to get back to where we are.
2248 * Moved from spell_util.c to object.c with the other related direction 2328 * Moved from spell_util.c to object.c with the other related direction
2249 * functions. 2329 * functions.
2250 */ 2330 */
2251int reduction_dir[SIZEOFFREE][3] = { 2331static const int reduction_dir[SIZEOFFREE][3] = {
2252 {0, 0, 0}, /* 0 */ 2332 {0, 0, 0}, /* 0 */
2253 {0, 0, 0}, /* 1 */ 2333 {0, 0, 0}, /* 1 */
2254 {0, 0, 0}, /* 2 */ 2334 {0, 0, 0}, /* 2 */
2255 {0, 0, 0}, /* 3 */ 2335 {0, 0, 0}, /* 3 */
2256 {0, 0, 0}, /* 4 */ 2336 {0, 0, 0}, /* 4 */
2350 * Add a check so we can't pick up invisible objects (0.93.8) 2430 * Add a check so we can't pick up invisible objects (0.93.8)
2351 */ 2431 */
2352int 2432int
2353can_pick (const object *who, const object *item) 2433can_pick (const object *who, const object *item)
2354{ 2434{
2355 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*who->flag [FLAG_WIZ]|| */
2356 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2357 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2437 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2358} 2438}
2359 2439
2360/* 2440/*
2361 * create clone from object to another 2441 * create clone from object to another
2362 */ 2442 */
2363object * 2443object *
2364object_create_clone (object *asrc) 2444object::deep_clone ()
2365{ 2445{
2366 object *dst = 0, *tmp, *src, *prev, *item; 2446 assert (("deep_clone called on non-head object", is_head ()));
2367 2447
2368 if (!asrc) 2448 object *dst = clone ();
2369 return 0;
2370 2449
2371 src = asrc->head_ (); 2450 object *prev = dst;
2372
2373 prev = 0;
2374 for (object *part = src; part; part = part->more) 2451 for (object *part = this->more; part; part = part->more)
2375 { 2452 {
2376 tmp = part->clone (); 2453 object *tmp = part->clone ();
2377 tmp->x -= src->x;
2378 tmp->y -= src->y;
2379
2380 if (!part->head)
2381 {
2382 dst = tmp;
2383 tmp->head = 0;
2384 }
2385 else
2386 tmp->head = dst; 2454 tmp->head = dst;
2387
2388 tmp->more = 0;
2389
2390 if (prev)
2391 prev->more = tmp; 2455 prev->more = tmp;
2392
2393 prev = tmp; 2456 prev = tmp;
2394 } 2457 }
2395 2458
2396 for (item = src->inv; item; item = item->below) 2459 for (object *item = inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2460 insert_ob_in_ob (item->deep_clone (), dst);
2398 2461
2399 return dst; 2462 return dst;
2400} 2463}
2401 2464
2402/* This returns the first object in who's inventory that 2465/* This returns the first object in who's inventory that
2411 return tmp; 2474 return tmp;
2412 2475
2413 return 0; 2476 return 0;
2414} 2477}
2415 2478
2416/* If ob has a field named key, return the link from the list, 2479shstr_tmp
2417 * otherwise return NULL. 2480object::kv_get (shstr_tmp key) const
2418 *
2419 * key must be a passed in shared string - otherwise, this won't
2420 * do the desired thing.
2421 */
2422key_value *
2423get_ob_key_link (const object *ob, const char *key)
2424{ 2481{
2425 for (key_value *link = ob->key_values; link; link = link->next) 2482 for (key_value *kv = key_values; kv; kv = kv->next)
2426 if (link->key == key) 2483 if (kv->key == key)
2427 return link;
2428
2429 return 0;
2430}
2431
2432/*
2433 * Returns the value of op has an extra_field for key, or NULL.
2434 *
2435 * The argument doesn't need to be a shared string.
2436 *
2437 * The returned string is shared.
2438 */
2439const char *
2440get_ob_key_value (const object *op, const char *const key)
2441{
2442 key_value *link;
2443 shstr_cmp canonical_key (key);
2444
2445 if (!canonical_key)
2446 {
2447 /* 1. There being a field named key on any object
2448 * implies there'd be a shared string to find.
2449 * 2. Since there isn't, no object has this field.
2450 * 3. Therefore, *this* object doesn't have this field.
2451 */
2452 return 0;
2453 }
2454
2455 /* This is copied from get_ob_key_link() above -
2456 * only 4 lines, and saves the function call overhead.
2457 */
2458 for (link = op->key_values; link; link = link->next)
2459 if (link->key == canonical_key)
2460 return link->value; 2484 return kv->value;
2461 2485
2462 return 0; 2486 return shstr ();
2463} 2487}
2464 2488
2465/* 2489void
2466 * Updates the canonical_key in op to value. 2490object::kv_set (shstr_tmp key, shstr_tmp value)
2467 *
2468 * canonical_key is a shared string (value doesn't have to be).
2469 *
2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2471 * keys.
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477{ 2491{
2478 key_value *field = NULL, *last = NULL; 2492 for (key_value *kv = key_values; kv; kv = kv->next)
2479 2493 if (kv->key == key)
2480 for (field = op->key_values; field != NULL; field = field->next)
2481 {
2482 if (field->key != canonical_key)
2483 { 2494 {
2484 last = field; 2495 kv->value = value;
2485 continue; 2496 return;
2486 } 2497 }
2487 2498
2488 if (value) 2499 key_value *kv = new key_value;
2489 field->value = value; 2500
2490 else 2501 kv->next = key_values;
2502 kv->key = key;
2503 kv->value = value;
2504
2505 key_values = kv;
2506}
2507
2508void
2509object::kv_del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2491 { 2513 {
2492 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2493 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2494 * it, we save the empty value so that when we load, 2516 delete kv;
2495 * we get this value back again. 2517 return;
2496 */
2497 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0;
2499 else
2500 {
2501 if (last)
2502 last->next = field->next;
2503 else
2504 op->key_values = field->next;
2505
2506 delete field;
2507 }
2508 } 2518 }
2509 return TRUE;
2510 }
2511 /* IF we get here, key doesn't exist */
2512
2513 /* No field, we'll have to add it. */
2514
2515 if (!add_key)
2516 return FALSE;
2517
2518 /* There isn't any good reason to store a null
2519 * value in the key/value list. If the archetype has
2520 * this key, then we should also have it, so shouldn't
2521 * be here. If user wants to store empty strings,
2522 * should pass in ""
2523 */
2524 if (value == NULL)
2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2536}
2537
2538/*
2539 * Updates the key in op to value.
2540 *
2541 * If add_key is FALSE, this will only update existing keys,
2542 * and not add new ones.
2543 * In general, should be little reason FALSE is ever passed in for add_key
2544 *
2545 * Returns TRUE on success.
2546 */
2547int
2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2549{
2550 shstr key_ (key);
2551
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553} 2519}
2554 2520
2555object::depth_iterator::depth_iterator (object *container) 2521object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container) 2522: iterator_base (container)
2557{ 2523{
2607{ 2573{
2608 char flagdesc[512]; 2574 char flagdesc[512];
2609 char info2[256 * 4]; 2575 char info2[256 * 4];
2610 char *p = info; 2576 char *p = info;
2611 2577
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2578 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2613 count, uuid.seq, 2579 count,
2580 uuid.c_str (),
2614 &name, 2581 &name,
2615 title ? "\",title:\"" : "", 2582 title ? ",title:\"" : "",
2616 title ? (const char *)title : "", 2583 title ? (const char *)title : "",
2584 title ? "\"" : "",
2617 flag_desc (flagdesc, 512), type); 2585 flag_desc (flagdesc, 512), type);
2618 2586
2619 if (!this->flag[FLAG_REMOVED] && env) 2587 if (!flag[FLAG_REMOVED] && env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621 2589
2622 if (map) 2590 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624 2592
2639{ 2607{
2640 return map ? map->region (x, y) 2608 return map ? map->region (x, y)
2641 : region::default_region (); 2609 : region::default_region ();
2642} 2610}
2643 2611
2644const materialtype_t *
2645object::dominant_material () const
2646{
2647 if (materialtype_t *mt = name_to_material (materialname))
2648 return mt;
2649
2650 return name_to_material (shstr_unknown);
2651}
2652
2653void 2612void
2654object::open_container (object *new_container) 2613object::open_container (object *new_container)
2655{ 2614{
2656 if (container == new_container) 2615 if (container == new_container)
2657 return; 2616 return;
2658 2617
2659 if (object *old_container = container) 2618 object *old_container = container;
2619
2620 if (old_container)
2660 { 2621 {
2661 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2662 return; 2623 return;
2663 2624
2664#if 0 2625#if 0
2666 if (object *closer = old_container->inv) 2627 if (object *closer = old_container->inv)
2667 if (closer->type == CLOSE_CON) 2628 if (closer->type == CLOSE_CON)
2668 closer->destroy (); 2629 closer->destroy ();
2669#endif 2630#endif
2670 2631
2632 // make sure the container is available
2633 esrv_send_item (this, old_container);
2634
2671 old_container->flag [FLAG_APPLIED] = 0; 2635 old_container->flag [FLAG_APPLIED] = false;
2672 container = 0; 2636 container = 0;
2673 2637
2638 // client needs item update to make it work, client bug requires this to be separate
2674 esrv_update_item (UPD_FLAGS, this, old_container); 2639 esrv_update_item (UPD_FLAGS, this, old_container);
2640
2675 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2676 play_sound (sound_find ("chest_close")); 2642 play_sound (sound_find ("chest_close"));
2677 } 2643 }
2678 2644
2679 if (new_container) 2645 if (new_container)
2680 { 2646 {
2684 // TODO: this does not seem to serve any purpose anymore? 2650 // TODO: this does not seem to serve any purpose anymore?
2685#if 0 2651#if 0
2686 // insert the "Close Container" object. 2652 // insert the "Close Container" object.
2687 if (archetype *closer = new_container->other_arch) 2653 if (archetype *closer = new_container->other_arch)
2688 { 2654 {
2689 object *closer = arch_to_object (new_container->other_arch); 2655 object *closer = new_container->other_arch->instance ();
2690 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2656 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691 new_container->insert (closer); 2657 new_container->insert (closer);
2692 } 2658 }
2693#endif 2659#endif
2694 2660
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2696 2662
2663 // make sure the container is available, client bug requires this to be separate
2664 esrv_send_item (this, new_container);
2665
2697 new_container->flag [FLAG_APPLIED] = 1; 2666 new_container->flag [FLAG_APPLIED] = true;
2698 container = new_container; 2667 container = new_container;
2699 2668
2669 // client needs flag change
2700 esrv_update_item (UPD_FLAGS, this, new_container); 2670 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container); 2671 esrv_send_inventory (this, new_container);
2702 play_sound (sound_find ("chest_open")); 2672 play_sound (sound_find ("chest_open"));
2703 } 2673 }
2674// else if (!old_container->env && contr && contr->ns)
2675// contr->ns->floorbox_reset ();
2704} 2676}
2705 2677
2706object * 2678object *
2707object::force_find (const shstr name) 2679object::force_find (shstr_tmp name)
2708{ 2680{
2709 /* cycle through his inventory to look for the MARK we want to 2681 /* cycle through his inventory to look for the MARK we want to
2710 * place 2682 * place
2711 */ 2683 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below) 2684 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 return splay (tmp); 2686 return splay (tmp);
2715 2687
2716 return 0; 2688 return 0;
2717} 2689}
2718 2690
2691//-GPL
2692
2719void 2693void
2694object::force_set_timer (int duration)
2695{
2696 this->duration = 1;
2697 this->speed_left = -1.f;
2698
2699 this->set_speed (duration ? 1.f / duration : 0.f);
2700}
2701
2702object *
2720object::force_add (const shstr name, int duration) 2703object::force_add (shstr_tmp name, int duration)
2721{ 2704{
2722 if (object *force = force_find (name)) 2705 if (object *force = force_find (name))
2723 force->destroy (); 2706 force->destroy ();
2724 2707
2725 object *force = get_archetype (FORCE_NAME); 2708 object *force = get_archetype (FORCE_NAME);
2726 2709
2727 force->slaying = name; 2710 force->slaying = name;
2728 force->stats.food = 1; 2711 force->force_set_timer (duration);
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true; 2712 force->flag [FLAG_APPLIED] = true;
2734 2713
2735 insert (force); 2714 return insert (force);
2736} 2715}
2737 2716
2738void 2717void
2739object::play_sound (faceidx sound) const 2718object::play_sound (faceidx sound) const
2740{ 2719{
2741 if (!sound) 2720 if (!sound)
2742 return; 2721 return;
2743 2722
2744 if (flag [FLAG_REMOVED]) 2723 if (is_on_map ())
2724 map->play_sound (sound, x, y);
2725 else if (object *pl = in_player ())
2726 pl->contr->play_sound (sound);
2727}
2728
2729void
2730object::say_msg (const char *msg) const
2731{
2732 if (is_on_map ())
2733 map->say_msg (msg, x, y);
2734 else if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736}
2737
2738void
2739object::make_noise ()
2740{
2741 // we do not model noise in the map, so instead put
2742 // a temporary light into the noise source
2743 // could use the map instead, but that's less reliable for our
2744 // goal, which is to make invisibility a bit harder to exploit
2745
2746 // currently only works sensibly for players
2747 if (!is_player ())
2745 return; 2748 return;
2746 2749
2747 if (env) 2750 // find old force, or create new one
2748 { 2751 object *force = force_find (shstr_noise_force);
2749 if (object *pl = in_player ()) 2752
2750 pl->contr->play_sound (sound); 2753 if (force)
2751 } 2754 force->speed_left = -1.f; // patch old speed up
2752 else 2755 else
2753 map->play_sound (sound, x, y); 2756 {
2754} 2757 force = archetype::get (shstr_noise_force);
2755 2758
2759 force->slaying = shstr_noise_force;
2760 force->stats.food = 1;
2761 force->speed_left = -1.f;
2762
2763 force->set_speed (1.f / 4.f);
2764 force->flag [FLAG_IS_USED_UP] = true;
2765 force->flag [FLAG_APPLIED] = true;
2766
2767 insert (force);
2768 }
2769}
2770
2771void object::change_move_type (MoveType mt)
2772{
2773 if (move_type == mt)
2774 return;
2775
2776 if (is_on_map ())
2777 {
2778 // we are on the map, so handle move_on/off effects
2779 remove ();
2780 move_type = mt;
2781 map->insert (this, x, y, this);
2782 }
2783 else
2784 move_type = mt;
2785}
2786
2787/* object should be a player.
2788 * we return the object the player has marked with the 'mark' command
2789 * below. If no match is found (or object has changed), we return
2790 * NULL. We leave it up to the calling function to print messages if
2791 * nothing is found.
2792 */
2793object *
2794object::mark () const
2795{
2796 if (contr && contr->mark && contr->mark->env == this)
2797 return contr->mark;
2798 else
2799 return 0;
2800}
2801

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