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Comparing deliantra/server/common/object.C (file contents):
Revision 1.205 by root, Sun Apr 13 01:34:08 2008 UTC vs.
Revision 1.344 by root, Sun May 1 13:18:23 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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;
39static uint64_t seq_next_save; 35static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42objectvec objects; 39objectvec objects;
43activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
44 49
45short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
46 0, 51 0,
47 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
52 0, 57 0,
53 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
55 -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
56}; 61};
57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
62};
63int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
64 0, 63 0,
65 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 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
68}; 67};
69 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
70static void 95static void
71write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
72{ 97{
73 CALL_BEGIN (2); 98 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
76 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END; 102 CALL_END;
78} 103}
79 104
80static void 105static void
81read_uuid (void) 106read_uuid ()
82{ 107{
83 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
84 109
85 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
86 111
100 125
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1); 127 _exit (1);
103 } 128 }
104 129
105 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
106 buf[0] = 0; 131 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
108 133
109 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
110 { 135 {
137 162
138void 163void
139UUID::init () 164UUID::init ()
140{ 165{
141 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
142} 232}
143 233
144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
145static bool 235static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
147{ 237{
148 key_value *wants_field;
149
150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
151 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
152 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
153 */ 241 */
154 242
155 /* For each field in wants, */ 243 /* For each field in wants, */
156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
157 { 245 if (has->kv.get (kv->key) != kv->value)
158 key_value *has_field; 246 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (!has_field)
164 return 0; /* No field with that name. */
165
166 /* Found the matching field. */
167 if (has_field->value != wants_field->value)
168 return 0; /* Values don't match, so this half of the comparison is false. */
169
170 /* If we get here, we found a match. Now for the next field in wants. */
171 }
172 247
173 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
174 return 1; 249 return true;
175} 250}
176 251
177/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
178static bool 253static bool
179compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
180{ 255{
181 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
182 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
183 */ 258 */
184 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
185} 261}
186 262
187/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
188 * they can be merged together. 264 * they can be merged together.
189 * 265 *
196 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
197 * check weight 273 * check weight
198 */ 274 */
199bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
200{ 276{
201 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
202 if (ob1 == ob2 278 if (ob1 == ob2
203 || ob1->type != ob2->type 279 || ob1->type != ob2->type
204 || ob1->speed != ob2->speed
205 || ob1->value != ob2->value 280 || ob1->value != ob2->value
206 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
207 return 0; 284 return 0;
208 285
209 /* Do not merge objects if nrof would overflow. First part checks 286 /* Do not merge objects if nrof would overflow, assume nrof
210 * for unsigned overflow (2c), second part checks wether the result 287 * is always 0 .. 2**31-1 */
211 * would fit into a 32 bit signed int, which is often used to hold 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 * nrof values.
213 */
214 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
215 return 0; 289 return 0;
216 290
217 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
218 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
219 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
220 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
221 * flags lose any meaning. 295 * flags lose any meaning.
222 */ 296 */
223 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
225 299
226 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
227 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
228 302
229 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
230 || ob1->arch != ob2->arch
231 || ob1->name != ob2->name 304 || ob1->name != ob2->name
232 || ob1->title != ob2->title 305 || ob1->title != ob2->title
233 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
234 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
235 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
237 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
238 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
239 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
240 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
241 || ob1->value != ob2->value 312 || ob1->value != ob2->value
242 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
243 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
244 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
245 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
246 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
247 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
248 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
249 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
250 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
251 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
252 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
253 || ob1->move_slow_penalty != ob2->move_slow_penalty) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
328 return 0;
329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
254 return 0; 334 return 0;
255 335
256 /* This is really a spellbook check - we should in general 336 /* This is really a spellbook check - we should in general
257 * not merge objects with real inventories, as splitting them 337 * not merge objects with real inventories, as splitting them
258 * is hard. 338 * is hard.
275 355
276 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
277 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
278 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
279 */ 359 */
280 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
281 return 0; 361 return 0;
282 362
283 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
284 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
285 * check? 365 * check?
286 */ 366 */
287 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
288 return 0; 368 return 0;
289 369
290 switch (ob1->type) 370 switch (ob1->type)
291 { 371 {
292 case SCROLL: 372 case SCROLL:
293 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
294 return 0; 374 return 0;
295 break; 375 break;
296 } 376 }
297 377
298 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
299 { 379 {
300 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
301 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
302 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
303 return 0; 383
304 else if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
305 return 0; 385 return 0;
306 } 386 }
307 387
308 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
309 { 389 {
315 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
316 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
317 397
318 if (k1 != k2) 398 if (k1 != k2)
319 return 0; 399 return 0;
400
320 else if (k1 == 0) 401 if (k1 == 0)
321 return 1; 402 return 1;
403
322 else if (!cfperl_can_merge (ob1, ob2)) 404 if (!cfperl_can_merge (ob1, ob2))
323 return 0; 405 return 0;
324 } 406 }
325 } 407 }
326 408
327 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
328 return 1; 410 return 1;
329} 411}
330 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
331/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
332 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
333 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
334 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
335 */ 488 */
336long 489void
337sum_weight (object *op) 490object::update_weight ()
338{ 491{
339 long sum; 492 sint32 sum = 0;
340 object *inv;
341 493
342 for (sum = 0, inv = op->inv; inv; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
343 {
344 if (inv->inv)
345 sum_weight (inv);
346
347 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
348 } 495 {
496 op->update_weight ();
349 497
350 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
351 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
352 500
353 if (op->carrying != sum) 501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
354 op->carrying = sum; 507 carrying = sum;
355 508
356 return sum; 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
357} 513}
358 514
359/** 515/*
360 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
361 */
362
363object *
364object_get_env_recursive (object *op)
365{
366 while (op->env != NULL)
367 op = op->env;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array.
375 */ 517 */
376char * 518char *
377dump_object (object *op) 519dump_object (object *op)
378{ 520{
379 if (!op) 521 if (!op)
382 object_freezer freezer; 524 object_freezer freezer;
383 op->write (freezer); 525 op->write (freezer);
384 return freezer.as_string (); 526 return freezer.as_string ();
385} 527}
386 528
387/* 529char *
388 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
389 * multi-object 1 which is closest to the second object.
390 * If it's not a multi-object, it is returned.
391 */
392object *
393get_nearest_part (object *op, const object *pl)
394{ 531{
395 object *tmp, *closest; 532 return dump_object (this);
396 int last_dist, i;
397
398 if (op->more == NULL)
399 return op;
400 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
401 if ((i = distance (tmp, pl)) < last_dist)
402 closest = tmp, last_dist = i;
403 return closest;
404} 533}
405 534
406/* 535/*
407 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
408 */ 538 */
409object * 539object *
410find_object (tag_t i) 540find_object (tag_t i)
411{ 541{
412 for_all_objects (op) 542 for_all_objects (op)
415 545
416 return 0; 546 return 0;
417} 547}
418 548
419/* 549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
562}
563
564/*
420 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
423 */ 568 */
424object * 569object *
425find_object_name (const char *str) 570find_object_name (const char *str)
426{ 571{
427 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
428 object *op;
429 573
574 if (str_)
430 for_all_objects (op) 575 for_all_objects (op)
431 if (op->name == str_) 576 if (op->name == str_)
432 break; 577 return op;
433 578
434 return op; 579 return 0;
435} 580}
436 581
437/* 582/*
438 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
439 * skill and experience objects. 584 * skill and experience objects.
452 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return; 598 return;
454 } 599 }
455 600
456 this->owner = owner; 601 this->owner = owner;
457}
458
459int
460object::slottype () const
461{
462 if (type == SKILL)
463 {
464 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
465 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
466 }
467 else
468 {
469 if (slot [body_combat].info) return slot_combat;
470 if (slot [body_range ].info) return slot_ranged;
471 }
472
473 return slot_none;
474}
475
476bool
477object::change_weapon (object *ob)
478{
479 if (current_weapon == ob)
480 return true;
481
482 if (chosen_skill)
483 chosen_skill->flag [FLAG_APPLIED] = false;
484
485 current_weapon = ob;
486 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
487
488 if (chosen_skill)
489 chosen_skill->flag [FLAG_APPLIED] = true;
490
491 update_stats ();
492
493 if (ob)
494 {
495 // now check wether any body locations became invalid, in which case
496 // we cannot apply the weapon at the moment.
497 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
498 if (slot[i].used < 0)
499 {
500 current_weapon = chosen_skill = 0;
501 update_stats ();
502
503 new_draw_info_format (NDI_UNIQUE, 0, this,
504 "You try to balance all your items at once, "
505 "but the %s is just too much for your body. "
506 "[You need to unapply some items first.]", &ob->name);
507 return false;
508 }
509
510 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
511 }
512 else
513 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
514
515 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
516 {
517 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
518 &name, ob->debug_desc ());
519 return false;
520 }
521
522 return true;
523}
524
525/* Zero the key_values on op, decrementing the shared-string
526 * refcounts and freeing the links.
527 */
528static void
529free_key_values (object *op)
530{
531 for (key_value *i = op->key_values; i; )
532 {
533 key_value *next = i->next;
534 delete i;
535
536 i = next;
537 }
538
539 op->key_values = 0;
540}
541
542object &
543object::operator =(const object &src)
544{
545 bool is_freed = flag [FLAG_FREED];
546 bool is_removed = flag [FLAG_REMOVED];
547
548 *(object_copy *)this = src;
549
550 flag [FLAG_FREED] = is_freed;
551 flag [FLAG_REMOVED] = is_removed;
552
553 /* Copy over key_values, if any. */
554 if (src.key_values)
555 {
556 key_value *tail = 0;
557 key_values = 0;
558
559 for (key_value *i = src.key_values; i; i = i->next)
560 {
561 key_value *new_link = new key_value;
562
563 new_link->next = 0;
564 new_link->key = i->key;
565 new_link->value = i->value;
566
567 /* Try and be clever here, too. */
568 if (!key_values)
569 {
570 key_values = new_link;
571 tail = new_link;
572 }
573 else
574 {
575 tail->next = new_link;
576 tail = new_link;
577 }
578 }
579 }
580} 602}
581 603
582/* 604/*
583 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
584 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
588 * will point at garbage. 610 * will point at garbage.
589 */ 611 */
590void 612void
591object::copy_to (object *dst) 613object::copy_to (object *dst)
592{ 614{
593 *dst = *this; 615 dst->remove ();
616 *(object_copy *)dst = *this;
594 617
595 if (speed < 0) 618 // maybe move to object_copy?
596 dst->speed_left -= rndm (); 619 dst->kv = kv;
597 620
598 dst->set_speed (dst->speed); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
599} 623}
600 624
601void 625void
602object::instantiate () 626object::instantiate ()
603{ 627{
604 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
605 uuid = UUID::gen (); 629 uuid = UUID::gen ();
606 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
607 speed_left = -0.1f; 635 speed_left = -1.;
636
608 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
609 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
610 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
611 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
612 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
620object * 649object *
621object::clone () 650object::clone ()
622{ 651{
623 object *neu = create (); 652 object *neu = create ();
624 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
625 return neu; 660 return neu;
626} 661}
627 662
628/* 663/*
629 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
631 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
632 */ 667 */
633void 668void
634update_turn_face (object *op) 669update_turn_face (object *op)
635{ 670{
636 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
637 return; 672 return;
638 673
639 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
640 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
641} 676}
646 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
647 */ 682 */
648void 683void
649object::set_speed (float speed) 684object::set_speed (float speed)
650{ 685{
651 if (flag [FLAG_FREED] && speed)
652 {
653 LOG (llevError, "Object %s is freed but has speed.\n", &name);
654 speed = 0;
655 }
656
657 this->speed = speed; 686 this->speed = speed;
658 687
659 if (has_active_speed ()) 688 if (has_active_speed ())
660 activate (); 689 activate ();
661 else 690 else
680 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
681 */ 710 */
682void 711void
683update_object (object *op, int action) 712update_object (object *op, int action)
684{ 713{
685 if (op == NULL) 714 if (!op)
686 { 715 {
687 /* this should never happen */ 716 /* this should never happen */
688 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
689 return; 718 return;
690 } 719 }
691 720
692 if (op->env) 721 if (!op->is_on_map ())
693 { 722 {
694 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
695 * to do in this case. 724 * to do in this case.
696 */ 725 */
697 return; 726 return;
698 } 727 }
699
700 /* If the map is saving, don't do anything as everything is
701 * going to get freed anyways.
702 */
703 if (!op->map || op->map->in_memory == MAP_SAVING)
704 return;
705 728
706 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
707 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
708 { 731 {
709 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
717 740
718 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
719 /* nop */; 742 /* nop */;
720 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
721 { 744 {
745#if 0
722 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
723 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
724 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
725 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
726 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
727 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
728 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
729 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
730 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
731 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
732 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
733 * to have move_allow right now. 757 * have move_allow right now.
734 */ 758 */
735 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
736 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
737 m.flags_ = 0; 763 m.invalidate ();
764#endif
738 } 765 }
739 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
740 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
741 * that is being removed. 768 * that is being removed.
742 */ 769 */
743 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
744 m.flags_ = 0; 771 m.invalidate ();
745 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
746 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
747 else 774 else
748 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
749 776
751 update_object (op->more, action); 778 update_object (op->more, action);
752} 779}
753 780
754object::object () 781object::object ()
755{ 782{
756 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
757 784
758 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
759 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
760} 788}
761 789
762object::~object () 790object::~object ()
763{ 791{
764 unlink (); 792 unlink ();
765 793
766 free_key_values (this); 794 kv.clear ();
767} 795}
768
769static int object_count;
770 796
771void object::link () 797void object::link ()
772{ 798{
773 assert (!index);//D 799 assert (!index);//D
774 uuid = UUID::gen (); 800 uuid = UUID::gen ();
775 count = ++object_count;
776 801
777 refcnt_inc (); 802 refcnt_inc ();
778 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
779} 807}
780 808
781void object::unlink () 809void object::unlink ()
782{ 810{
783 if (!index) 811 if (!index)
784 return; 812 return;
813
814 ++destroy_count;
785 815
786 objects.erase (this); 816 objects.erase (this);
787 refcnt_dec (); 817 refcnt_dec ();
788} 818}
789 819
793 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
794 if (active) 824 if (active)
795 return; 825 return;
796 826
797 if (has_active_speed ()) 827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
798 actives.insert (this); 832 actives.insert (this);
833 }
799} 834}
800 835
801void 836void
802object::activate_recursive () 837object::activate_recursive ()
803{ 838{
852object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
853{ 888{
854 // need to check first, because the checks below might segfault 889 // need to check first, because the checks below might segfault
855 // as we might be on an invalid mapspace and crossfire code 890 // as we might be on an invalid mapspace and crossfire code
856 // is too buggy to ensure that the inventory is empty. 891 // is too buggy to ensure that the inventory is empty.
857 // corollary: if you create arrows etc. with stuff in tis inventory, 892 // corollary: if you create arrows etc. with stuff in its inventory,
858 // cf will crash below with off-map x and y 893 // cf will crash below with off-map x and y
859 if (!inv) 894 if (!inv)
860 return; 895 return;
861 896
862 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
863 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
864 * drop on that space. 899 * drop on that space.
865 */ 900 */
866 if (!drop_to_ground 901 if (!drop_to_ground
867 || !map 902 || !map
868 || map->in_memory != MAP_IN_MEMORY 903 || map->in_memory != MAP_ACTIVE
869 || map->nodrop 904 || map->no_drop
870 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
871 { 906 {
872 while (inv) 907 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 908 inv->destroy ();
876 }
877 } 909 }
878 else 910 else
879 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
880 while (inv) 912 while (inv)
881 { 913 {
892 map->insert (op, x, y); 924 map->insert (op, x, y);
893 } 925 }
894 } 926 }
895} 927}
896 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
897object *object::create () 966object::create ()
898{ 967{
899 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
900 op->link (); 990 op->link ();
991
901 return op; 992 return op;
902} 993}
903 994
904void 995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 in_memory = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
905object::do_destroy () 1030object::do_destroy ()
906{ 1031{
907 attachable::do_destroy ();
908
909 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
910 remove_button_link (this); 1033 remove_link ();
911 1034
912 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 1036 remove_friendly_object (this);
914 1037
915 if (!flag [FLAG_REMOVED])
916 remove (); 1038 remove ();
917 1039
918 destroy_inv (true); 1040 attachable::do_destroy ();
919 1041
920 deactivate (); 1042 deactivate ();
921 unlink (); 1043 unlink ();
922 1044
923 flag [FLAG_FREED] = 1; 1045 flag [FLAG_FREED] = 1;
924 1046
925 // hack to ensure that freed objects still have a valid map 1047 // hack to ensure that freed objects still have a valid map
926 {
927 static maptile *freed_map; // freed objects are moved here to avoid crashes
928
929 if (!freed_map)
930 {
931 freed_map = new maptile;
932
933 freed_map->path = "<freed objects map>";
934 freed_map->name = "/internal/freed_objects_map";
935 freed_map->width = 3;
936 freed_map->height = 3;
937 freed_map->nodrop = 1;
938
939 freed_map->alloc ();
940 freed_map->in_memory = MAP_IN_MEMORY;
941 }
942
943 map = freed_map; 1048 map = &freed_map;
944 x = 1; 1049 x = 1;
945 y = 1; 1050 y = 1;
946 }
947 1051
948 if (more) 1052 if (more)
949 { 1053 {
950 more->destroy (); 1054 more->destroy ();
951 more = 0; 1055 more = 0;
959 attacked_by = 0; 1063 attacked_by = 0;
960 current_weapon = 0; 1064 current_weapon = 0;
961} 1065}
962 1066
963void 1067void
964object::destroy (bool destroy_inventory) 1068object::destroy ()
965{ 1069{
966 if (destroyed ()) 1070 if (destroyed ())
967 return; 1071 return;
968 1072
969 if (destroy_inventory) 1073 if (!is_head () && !head->destroyed ())
1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
1079
970 destroy_inv (false); 1080 destroy_inv_fast ();
971 1081
972 if (is_head ()) 1082 if (is_head ())
973 if (sound_destroy) 1083 if (sound_destroy)
974 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
975 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
976 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
977 1087
978 attachable::destroy (); 1088 attachable::destroy ();
979}
980
981/*
982 * sub_weight() recursively (outwards) subtracts a number from the
983 * weight of an object (and what is carried by it's environment(s)).
984 */
985void
986sub_weight (object *op, signed long weight)
987{
988 while (op != NULL)
989 {
990 if (op->type == CONTAINER)
991 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
992
993 op->carrying -= weight;
994 op = op->env;
995 }
996} 1089}
997 1090
998/* op->remove (): 1091/* op->remove ():
999 * This function removes the object op from the linked list of objects 1092 * This function removes the object op from the linked list of objects
1000 * which it is currently tied to. When this function is done, the 1093 * which it is currently tied to. When this function is done, the
1003 * the previous environment. 1096 * the previous environment.
1004 */ 1097 */
1005void 1098void
1006object::do_remove () 1099object::do_remove ()
1007{ 1100{
1008 object *tmp, *last = 0; 1101 if (flag [FLAG_REMOVED])
1009 object *otmp;
1010
1011 if (QUERY_FLAG (this, FLAG_REMOVED))
1012 return; 1102 return;
1013 1103
1014 SET_FLAG (this, FLAG_REMOVED);
1015 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1105
1106 flag [FLAG_REMOVED] = true;
1016 1107
1017 if (more) 1108 if (more)
1018 more->remove (); 1109 more->remove ();
1019 1110
1020 /* 1111 /*
1021 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1022 * inventory. 1113 * inventory.
1023 */ 1114 */
1024 if (env) 1115 if (env)
1025 { 1116 {
1026 if (nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1027 sub_weight (env, weight * nrof); 1118 if (object *pl = visible_to ())
1028 else 1119 esrv_del_item (pl->contr, count);
1029 sub_weight (env, weight + carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1030 1121
1031 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
1032 * made to players inventory. If set, avoiding the call
1033 * to save cpu time.
1034 */
1035 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1036 otmp->update_stats ();
1037 1123
1038 if (above) 1124 object *pl = in_player ();
1039 above->below = below;
1040 else
1041 env->inv = below;
1042
1043 if (below)
1044 below->above = above;
1045 1125
1046 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1047 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1048 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1049 */ 1129 */
1050 x = env->x, y = env->y;
1051 map = env->map; 1130 map = env->map;
1052 above = 0, below = 0; 1131 x = env->x;
1132 y = env->y;
1133
1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1138 above = 0;
1139 below = 0;
1053 env = 0; 1140 env = 0;
1141
1142 if (pl && pl->is_player ())
1143 {
1144 if (expect_false (pl->contr->combat_ob == this))
1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1054 } 1163 }
1055 else if (map) 1164 else if (map)
1056 { 1165 {
1057 if (type == PLAYER)
1058 {
1059 // leaving a spot always closes any open container on the ground
1060 if (container && !container->env)
1061 // this causes spurious floorbox updates, but it ensures
1062 // that the CLOSE event is being sent.
1063 close_container ();
1064
1065 --map->players;
1066 map->touch ();
1067 }
1068
1069 map->dirty = true; 1166 map->dirty = true;
1070 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1071 1168
1169 if (object *pl = ms.player ())
1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1193
1072 /* link the object above us */ 1194 /* link the object above us */
1073 if (above) 1195 // re-link, make sure compiler can easily use cmove
1074 above->below = below; 1196 *(above ? &above->below : &ms.top) = below;
1075 else 1197 *(below ? &below->above : &ms.bot) = above;
1076 ms.top = below; /* we were top, set new top */
1077
1078 /* Relink the object below us, if there is one */
1079 if (below)
1080 below->above = above;
1081 else
1082 {
1083 /* Nothing below, which means we need to relink map object for this space
1084 * use translated coordinates in case some oddness with map tiling is
1085 * evident
1086 */
1087 if (GET_MAP_OB (map, x, y) != this)
1088 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 ());
1089
1090 ms.bot = above; /* goes on above it. */
1091 }
1092 1198
1093 above = 0; 1199 above = 0;
1094 below = 0; 1200 below = 0;
1095 1201
1202 ms.invalidate ();
1203
1096 if (map->in_memory == MAP_SAVING) 1204 if (map->in_memory == MAP_SAVING)
1097 return; 1205 return;
1098 1206
1099 int check_walk_off = !flag [FLAG_NO_APPLY]; 1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1100 1208
1101 if (object *pl = ms.player ()) 1209 if (object *pl = ms.player ())
1102 { 1210 {
1103 if (pl->container == this) 1211 if (pl->container_ () == this)
1104 /* If a container that the player is currently using somehow gets 1212 /* If a container that the player is currently using somehow gets
1105 * removed (most likely destroyed), update the player view 1213 * removed (most likely destroyed), update the player view
1106 * appropriately. 1214 * appropriately.
1107 */ 1215 */
1108 pl->close_container (); 1216 pl->close_container ();
1109 1217
1218 //TODO: the floorbox prev/next might need updating
1219 //esrv_del_item (pl->contr, count);
1220 //TODO: update floorbox to preserve ordering
1221 if (pl->contr->ns)
1110 pl->contr->ns->floorbox_update (); 1222 pl->contr->ns->floorbox_update ();
1111 } 1223 }
1112 1224
1225 if (check_walk_off)
1113 for (tmp = ms.bot; tmp; tmp = tmp->above) 1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1114 { 1227 {
1228 above = tmp->above;
1229
1115 /* No point updating the players look faces if he is the object 1230 /* No point updating the players look faces if he is the object
1116 * being removed. 1231 * being removed.
1117 */ 1232 */
1118 1233
1119 /* See if object moving off should effect something */ 1234 /* See if object moving off should effect something */
1120 if (check_walk_off
1121 && ((move_type & tmp->move_off) 1235 if ((move_type & tmp->move_off)
1122 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1123 {
1124 move_apply (tmp, this, 0); 1237 move_apply (tmp, this, 0);
1125
1126 if (destroyed ())
1127 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1128 } 1238 }
1129 1239
1130 last = tmp; 1240 if (affects_los ())
1131 }
1132
1133 /* last == NULL if there are no objects on this space */
1134 //TODO: this makes little sense, why only update the topmost object?
1135 if (!last)
1136 map->at (x, y).flags_ = 0;
1137 else
1138 update_object (last, UP_OBJ_REMOVE);
1139
1140 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1141 update_all_los (map, x, y); 1241 update_all_los (map, x, y);
1142 } 1242 }
1143} 1243}
1144 1244
1145/* 1245/*
1159 if (!top) 1259 if (!top)
1160 for (top = op; top && top->above; top = top->above) 1260 for (top = op; top && top->above; top = top->above)
1161 ; 1261 ;
1162 1262
1163 for (; top; top = top->below) 1263 for (; top; top = top->below)
1164 {
1165 if (top == op)
1166 continue;
1167
1168 if (object::can_merge (op, top)) 1264 if (object::can_merge (op, top))
1169 { 1265 {
1170 top->nrof += op->nrof; 1266 top->nrof += op->nrof;
1171 1267
1172/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1268 if (object *pl = top->visible_to ())
1173 op->weight = 0; /* Don't want any adjustements now */ 1269 esrv_update_item (UPD_NROF, pl, top);
1270
1271 op->weight = 0; // cancel the addition above
1272 op->carrying = 0; // must be 0 already
1273
1174 op->destroy (); 1274 op->destroy ();
1275
1175 return top; 1276 return top;
1176 } 1277 }
1177 }
1178 1278
1179 return 0; 1279 return 0;
1180} 1280}
1181 1281
1182void 1282void
1187 1287
1188 object *prev = this; 1288 object *prev = this;
1189 1289
1190 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1191 { 1291 {
1192 object *op = arch_to_object (at); 1292 object *op = at->instance ();
1193 1293
1194 op->name = name; 1294 op->name = name;
1195 op->name_pl = name_pl; 1295 op->name_pl = name_pl;
1196 op->title = title; 1296 op->title = title;
1197 1297
1207 * job preparing multi-part monsters. 1307 * job preparing multi-part monsters.
1208 */ 1308 */
1209object * 1309object *
1210insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1310insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1211{ 1311{
1312 op->remove ();
1313
1212 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1314 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1213 { 1315 {
1214 tmp->x = x + tmp->arch->x; 1316 tmp->x = x + tmp->arch->x;
1215 tmp->y = y + tmp->arch->y; 1317 tmp->y = y + tmp->arch->y;
1216 } 1318 }
1233 * Passing 0 for flag gives proper default values, so flag really only needs 1335 * Passing 0 for flag gives proper default values, so flag really only needs
1234 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1235 * 1337 *
1236 * Return value: 1338 * Return value:
1237 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1238 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1239 * just 'op' otherwise 1341 * just 'op' otherwise
1240 */ 1342 */
1241object * 1343object *
1242insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1243{ 1345{
1244 assert (!op->flag [FLAG_FREED]);
1245
1246 object *top, *floor = NULL;
1247
1248 op->remove (); 1346 op->remove ();
1347
1348 if (m == &freed_map)//D TODO: remove soon
1349 {//D
1350 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1351 }//D
1249 1352
1250 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1251 * of areas of callers (eg, anything that uses find_free_spot would now 1354 * of areas of callers (eg, anything that uses find_free_spot would now
1252 * need extra work 1355 * need extra work
1253 */ 1356 */
1357 maptile *newmap = m;
1254 if (!xy_normalise (m, op->x, op->y)) 1358 if (!xy_normalise (newmap, op->x, op->y))
1255 { 1359 {
1256 op->destroy (); 1360 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1257 return 0; 1361 return 0;
1258 } 1362 }
1259 1363
1260 if (object *more = op->more) 1364 if (object *more = op->more)
1261 if (!insert_ob_in_map (more, m, originator, flag)) 1365 if (!insert_ob_in_map (more, m, originator, flag))
1262 return 0; 1366 return 0;
1263 1367
1264 CLEAR_FLAG (op, FLAG_REMOVED); 1368 op->flag [FLAG_REMOVED] = false;
1265 1369 op->env = 0;
1266 op->map = m; 1370 op->map = newmap;
1371
1267 mapspace &ms = op->ms (); 1372 mapspace &ms = op->ms ();
1268 1373
1269 /* this has to be done after we translate the coordinates. 1374 /* this has to be done after we translate the coordinates.
1270 */ 1375 */
1271 if (op->nrof && !(flag & INS_NO_MERGE)) 1376 if (op->nrof && !(flag & INS_NO_MERGE))
1272 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1273 if (object::can_merge (op, tmp)) 1378 if (object::can_merge (op, tmp))
1274 { 1379 {
1380 // TODO: we actually want to update tmp, not op,
1381 // but some caller surely breaks when we return tmp
1382 // from here :/
1275 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1276 tmp->destroy (); 1384 tmp->destroy ();
1277 } 1385 }
1278 1386
1279 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1280 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1281 1389
1282 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1283 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1284 1392
1285 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1286 { 1394 {
1287 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1288 { 1396 {
1289 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1290 abort (); 1398 abort ();
1291 } 1399 }
1292 1400
1401 if (!originator->is_on_map ())
1402 {
1403 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1404 op->debug_desc (), originator->debug_desc ());
1405 abort ();
1406 }
1407
1293 op->above = originator; 1408 op->above = originator;
1294 op->below = originator->below; 1409 op->below = originator->below;
1295
1296 if (op->below)
1297 op->below->above = op;
1298 else
1299 ms.bot = op;
1300
1301 /* since *below* originator, no need to update top */
1302 originator->below = op; 1410 originator->below = op;
1411
1412 *(op->below ? &op->below->above : &ms.bot) = op;
1303 } 1413 }
1304 else 1414 else
1305 { 1415 {
1306 top = ms.bot; 1416 object *floor = 0;
1417 object *top = ms.top;
1307 1418
1308 /* If there are other objects, then */ 1419 /* If there are other objects, then */
1309 if (top) 1420 if (top)
1310 { 1421 {
1311 object *last = 0;
1312
1313 /* 1422 /*
1314 * If there are multiple objects on this space, we do some trickier handling. 1423 * If there are multiple objects on this space, we do some trickier handling.
1315 * We've already dealt with merging if appropriate. 1424 * We've already dealt with merging if appropriate.
1316 * Generally, we want to put the new object on top. But if 1425 * Generally, we want to put the new object on top. But if
1317 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1320 * once we get to them. This reduces the need to traverse over all of 1429 * once we get to them. This reduces the need to traverse over all of
1321 * them when adding another one - this saves quite a bit of cpu time 1430 * them when adding another one - this saves quite a bit of cpu time
1322 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1323 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1324 */ 1433 */
1325 for (top = ms.bot; top; top = top->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1326 { 1435 {
1327 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1328 floor = top; 1437 floor = tmp;
1329 1438
1330 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1331 { 1440 {
1332 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1333 top = top->below; 1442 top = tmp->below;
1334 break; 1443 break;
1335 } 1444 }
1336 1445
1337 last = top; 1446 top = tmp;
1338 } 1447 }
1339
1340 /* Don't want top to be NULL, so set it to the last valid object */
1341 top = last;
1342 1448
1343 /* We let update_position deal with figuring out what the space 1449 /* We let update_position deal with figuring out what the space
1344 * looks like instead of lots of conditions here. 1450 * looks like instead of lots of conditions here.
1345 * makes things faster, and effectively the same result. 1451 * makes things faster, and effectively the same result.
1346 */ 1452 */
1353 */ 1459 */
1354 if (!(flag & INS_ON_TOP) 1460 if (!(flag & INS_ON_TOP)
1355 && ms.flags () & P_BLOCKSVIEW 1461 && ms.flags () & P_BLOCKSVIEW
1356 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1357 { 1463 {
1464 object *last;
1465
1358 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1359 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1360 break; 1468 break;
1361 1469
1362 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1363 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1364 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1370 } /* If objects on this space */ 1478 } /* If objects on this space */
1371 1479
1372 if (flag & INS_ABOVE_FLOOR_ONLY) 1480 if (flag & INS_ABOVE_FLOOR_ONLY)
1373 top = floor; 1481 top = floor;
1374 1482
1375 /* Top is the object that our object (op) is going to get inserted above. 1483 // insert object above top, or bottom-most if top = 0
1376 */
1377
1378 /* First object on this space */
1379 if (!top) 1484 if (!top)
1380 { 1485 {
1486 op->below = 0;
1381 op->above = ms.bot; 1487 op->above = ms.bot;
1382
1383 if (op->above)
1384 op->above->below = op;
1385
1386 op->below = 0;
1387 ms.bot = op; 1488 ms.bot = op;
1489
1490 *(op->above ? &op->above->below : &ms.top) = op;
1388 } 1491 }
1389 else 1492 else
1390 { /* get inserted into the stack above top */ 1493 {
1391 op->above = top->above; 1494 op->above = top->above;
1392
1393 if (op->above)
1394 op->above->below = op; 1495 top->above = op;
1395 1496
1396 op->below = top; 1497 op->below = top;
1397 top->above = op; 1498 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1499 }
1500 }
1399 1501
1400 if (!op->above) 1502 if (op->is_player ())
1401 ms.top = op;
1402 } /* else not INS_BELOW_ORIGINATOR */
1403
1404 if (op->type == PLAYER)
1405 { 1503 {
1406 op->contr->do_los = 1; 1504 op->contr->do_los = 1;
1407 ++op->map->players; 1505 ++op->map->players;
1408 op->map->touch (); 1506 op->map->touch ();
1409 } 1507 }
1410 1508
1411 op->map->dirty = true; 1509 op->map->dirty = true;
1412 1510
1413 if (object *pl = ms.player ()) 1511 if (object *pl = ms.player ())
1512 //TODO: the floorbox prev/next might need updating
1513 //esrv_send_item (pl, op);
1514 //TODO: update floorbox to preserve ordering
1515 if (pl->contr->ns)
1414 pl->contr->ns->floorbox_update (); 1516 pl->contr->ns->floorbox_update ();
1415 1517
1416 /* If this object glows, it may affect lighting conditions that are 1518 /* If this object glows, it may affect lighting conditions that are
1417 * visible to others on this map. But update_all_los is really 1519 * visible to others on this map. But update_all_los is really
1418 * an inefficient way to do this, as it means los for all players 1520 * an inefficient way to do this, as it means los for all players
1419 * on the map will get recalculated. The players could very well 1521 * on the map will get recalculated. The players could very well
1420 * be far away from this change and not affected in any way - 1522 * be far away from this change and not affected in any way -
1421 * this should get redone to only look for players within range, 1523 * this should get redone to only look for players within range,
1422 * or just updating the P_UPTODATE for spaces within this area 1524 * or just updating the P_UPTODATE for spaces within this area
1423 * of effect may be sufficient. 1525 * of effect may be sufficient.
1424 */ 1526 */
1425 if (op->map->darkness && (op->glow_radius != 0)) 1527 if (op->affects_los ())
1528 {
1529 op->ms ().invalidate ();
1426 update_all_los (op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1531 }
1427 1532
1428 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1533 /* updates flags (blocked, alive, no magic, etc) for this map space */
1429 update_object (op, UP_OBJ_INSERT); 1534 update_object (op, UP_OBJ_INSERT);
1430 1535
1431 INVOKE_OBJECT (INSERT, op); 1536 INVOKE_OBJECT (INSERT, op);
1438 * blocked() and wall() work properly), and these flags are updated by 1543 * blocked() and wall() work properly), and these flags are updated by
1439 * update_object(). 1544 * update_object().
1440 */ 1545 */
1441 1546
1442 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1443 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1444 { 1549 {
1445 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1446 return 0; 1551 return 0;
1447 1552
1448 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1449 * walk on's. 1554 * walk on's.
1450 */ 1555 */
1451 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1452 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1453 return 0; 1558 return 0;
1454 } 1559 }
1455 1560
1456 return op; 1561 return op;
1457} 1562}
1459/* this function inserts an object in the map, but if it 1564/* this function inserts an object in the map, but if it
1460 * finds an object of its own type, it'll remove that one first. 1565 * finds an object of its own type, it'll remove that one first.
1461 * op is the object to insert it under: supplies x and the map. 1566 * op is the object to insert it under: supplies x and the map.
1462 */ 1567 */
1463void 1568void
1464replace_insert_ob_in_map (const char *arch_string, object *op) 1569replace_insert_ob_in_map (shstr_tmp archname, object *op)
1465{ 1570{
1466 object *tmp, *tmp1;
1467
1468 /* first search for itself and remove any old instances */ 1571 /* first search for itself and remove any old instances */
1469 1572
1470 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1472 tmp->destroy (); 1575 tmp->destroy ();
1473 1576
1474 tmp1 = arch_to_object (archetype::find (arch_string)); 1577 object *tmp = archetype::find (archname)->instance ();
1475 1578
1476 tmp1->x = op->x; 1579 tmp->x = op->x;
1477 tmp1->y = op->y; 1580 tmp->y = op->y;
1581
1478 insert_ob_in_map (tmp1, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1479} 1583}
1480 1584
1481object * 1585object *
1482object::insert_at (object *where, object *originator, int flags) 1586object::insert_at (object *where, object *originator, int flags)
1483{ 1587{
1485 return where->env->insert (this); 1589 return where->env->insert (this);
1486 else 1590 else
1487 return where->map->insert (this, where->x, where->y, originator, flags); 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1488} 1592}
1489 1593
1490/* 1594// check whether we can put this into the map, respect max_volume, max_items
1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1595bool
1492 * is returned contains nr objects, and the remaining parts contains 1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1493 * the rest (or is removed and freed if that number is 0).
1494 * On failure, NULL is returned, and the reason put into the
1495 * global static errmsg array.
1496 */
1497object *
1498get_split_ob (object *orig_ob, uint32 nr)
1499{ 1597{
1500 object *newob; 1598 mapspace &ms = m->at (x, y);
1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1502 1599
1503 if (orig_ob->nrof < nr) 1600 int items = ms.items ();
1504 {
1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1506 return NULL;
1507 }
1508 1601
1509 newob = object_create_clone (orig_ob); 1602 if (!items // testing !items ensures we can drop at least one item
1603 || (items < m->max_items
1604 && ms.volume () < m->max_volume))
1605 return true;
1510 1606
1511 if ((orig_ob->nrof -= nr) < 1) 1607 if (originator && originator->is_player ())
1512 orig_ob->destroy (1); 1608 originator->contr->failmsgf (
1513 else if (!is_removed) 1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1514 { 1610 query_name ()
1515 if (orig_ob->env != NULL) 1611 );
1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1518 {
1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1521 return NULL;
1522 }
1523 }
1524 1612
1525 newob->nrof = nr; 1613 return false;
1526
1527 return newob;
1528} 1614}
1529 1615
1530/* 1616/*
1531 * decrease_ob_nr(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1532 * the amount of an object. If the amount reaches 0, the object 1618 * the amount of an object. If the amount reaches 0, the object
1533 * is subsequently removed and freed. 1619 * is subsequently removed and freed.
1534 * 1620 *
1535 * Return value: 'op' if something is left, NULL if the amount reached 0 1621 * Return value: 'op' if something is left, NULL if the amount reached 0
1536 */ 1622 */
1623bool
1624object::decrease (sint32 nr)
1625{
1626 if (!nr)
1627 return true;
1628
1629 nr = min (nr, nrof);
1630
1631 if (nrof > nr)
1632 {
1633 sint64 oweight = total_weight ();
1634
1635 nrof -= nr;
1636
1637 if (object *pl = visible_to ())
1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1641
1642 return true;
1643 }
1644 else
1645 {
1646 destroy ();
1647 return false;
1648 }
1649}
1650
1651/*
1652 * split(ob,nr) splits up ob into two parts. The part which
1653 * is returned contains nr objects, and the remaining parts contains
1654 * the rest (or is removed and returned if that number is 0).
1655 * On failure, NULL is returned.
1656 */
1537object * 1657object *
1538decrease_ob_nr (object *op, uint32 i) 1658object::split (sint32 nr)
1539{ 1659{
1540 object *tmp; 1660 int have = number_of ();
1541 1661
1542 if (i == 0) /* objects with op->nrof require this check */ 1662 if (have < nr)
1543 return op; 1663 return 0;
1544 1664 else if (have == nr)
1545 if (i > op->nrof)
1546 i = op->nrof;
1547
1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1549 op->nrof -= i;
1550 else if (op->env)
1551 { 1665 {
1552 /* is this object in the players inventory, or sub container
1553 * therein?
1554 */
1555 tmp = op->in_player ();
1556 /* nope. Is this a container the player has opened?
1557 * If so, set tmp to that player.
1558 * IMO, searching through all the players will mostly
1559 * likely be quicker than following op->env to the map,
1560 * and then searching the map for a player.
1561 */
1562 if (!tmp)
1563 for_all_players (pl)
1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1567 break;
1568 }
1569
1570 if (i < op->nrof)
1571 {
1572 sub_weight (op->env, op->weight * i);
1573 op->nrof -= i;
1574 if (tmp)
1575 esrv_send_item (tmp, op);
1576 }
1577 else
1578 {
1579 op->remove (); 1666 remove ();
1580 op->nrof = 0; 1667 return this;
1581 if (tmp)
1582 esrv_del_item (tmp->contr, op->count);
1583 }
1584 } 1668 }
1585 else 1669 else
1586 { 1670 {
1587 object *above = op->above; 1671 decrease (nr);
1588 1672
1589 if (i < op->nrof) 1673 object *op = deep_clone ();
1590 op->nrof -= i; 1674 op->nrof = nr;
1591 else
1592 {
1593 op->remove ();
1594 op->nrof = 0;
1595 }
1596
1597 /* Since we just removed op, op->above is null */
1598 for (tmp = above; tmp; tmp = tmp->above)
1599 if (tmp->type == PLAYER)
1600 {
1601 if (op->nrof)
1602 esrv_send_item (tmp, op);
1603 else
1604 esrv_del_item (tmp->contr, op->count);
1605 }
1606 }
1607
1608 if (op->nrof)
1609 return op; 1675 return op;
1610 else
1611 {
1612 op->destroy ();
1613 return 0;
1614 }
1615}
1616
1617/*
1618 * add_weight(object, weight) adds the specified weight to an object,
1619 * and also updates how much the environment(s) is/are carrying.
1620 */
1621void
1622add_weight (object *op, signed long weight)
1623{
1624 while (op != NULL)
1625 {
1626 if (op->type == CONTAINER)
1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1628
1629 op->carrying += weight;
1630 op = op->env;
1631 } 1676 }
1632} 1677}
1633 1678
1634object * 1679object *
1635insert_ob_in_ob (object *op, object *where) 1680insert_ob_in_ob (object *op, object *where)
1660 * be != op, if items are merged. -Tero 1705 * be != op, if items are merged. -Tero
1661 */ 1706 */
1662object * 1707object *
1663object::insert (object *op) 1708object::insert (object *op)
1664{ 1709{
1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1666 op->remove ();
1667
1668 if (op->more) 1710 if (op->more)
1669 { 1711 {
1670 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1712 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1671 return op; 1713 return op;
1672 } 1714 }
1673 1715
1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1716 op->remove ();
1675 CLEAR_FLAG (op, FLAG_REMOVED); 1717
1718 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676 1719
1677 if (op->nrof) 1720 if (op->nrof)
1678 {
1679 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1680 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1681 { 1723 {
1682 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1684 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1731
1686 * tmp->nrof, we need to increase the weight. 1732 if (object *pl = tmp->visible_to ())
1687 */ 1733 esrv_update_item (UPD_NROF, pl, tmp);
1734
1688 add_weight (this, op->weight * op->nrof); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1689 SET_FLAG (op, FLAG_REMOVED); 1736
1690 op->destroy (); /* free the inserted object */ 1737 op->destroy ();
1691 op = tmp; 1738 op = tmp;
1692 op->remove (); /* and fix old object's links */ 1739 goto inserted;
1693 CLEAR_FLAG (op, FLAG_REMOVED);
1694 break;
1695 } 1740 }
1696 1741
1697 /* I assume combined objects have no inventory
1698 * We add the weight - this object could have just been removed
1699 * (if it was possible to merge). calling remove_ob will subtract
1700 * the weight, so we need to add it in again, since we actually do
1701 * the linking below
1702 */
1703 add_weight (this, op->weight * op->nrof);
1704 }
1705 else
1706 add_weight (this, (op->weight + op->carrying));
1707
1708 if (object *otmp = this->in_player ())
1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1710 otmp->update_stats ();
1711
1712 op->owner = 0; // its his/hers now. period. 1742 op->owner = 0; // it's his/hers now. period.
1713 op->map = 0; 1743 op->map = 0;
1744 op->x = 0;
1745 op->y = 0;
1746
1747 op->above = 0;
1748 op->below = inv;
1714 op->env = this; 1749 op->env = this;
1715 op->above = 0;
1716 op->below = 0;
1717 op->x = op->y = 0;
1718 1750
1751 if (inv)
1752 inv->above = op;
1753
1754 inv = op;
1755
1756 op->flag [FLAG_REMOVED] = 0;
1757
1758 if (object *pl = op->visible_to ())
1759 esrv_send_item (pl, op);
1760
1761 adjust_weight (this, 0, op->total_weight ());
1762
1763inserted:
1719 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1720 if (op->glow_radius && map) 1765 if (op->glow_radius && is_on_map ())
1721 { 1766 {
1722#ifdef DEBUG_LIGHTS 1767 update_stats ();
1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1724#endif /* DEBUG_LIGHTS */
1725 if (map->darkness)
1726 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1727 }
1728
1729 /* Client has no idea of ordering so lets not bother ordering it here.
1730 * It sure simplifies this function...
1731 */
1732 if (!inv)
1733 inv = op;
1734 else
1735 { 1769 }
1736 op->below = inv; 1770 else if (is_player ())
1737 op->below->above = op; 1771 // if this is a player's inventory, update stats
1738 inv = op; 1772 contr->queue_stats_update ();
1739 }
1740 1773
1741 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1742 1775
1743 return op; 1776 return op;
1744} 1777}
1762 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1763 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1764 * on top. 1797 * on top.
1765 */ 1798 */
1766int 1799int
1767check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1768{ 1801{
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1769 object *tmp; 1805 object *tmp;
1770 maptile *m = op->map; 1806 maptile *m = op->map;
1771 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1772 1808
1773 MoveType move_on, move_slow, move_block; 1809 mapspace &ms = m->at (x, y);
1774 1810
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1811 ms.update ();
1776 return 0;
1777 1812
1778 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1813 MoveType move_on = ms.move_on;
1779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1814 MoveType move_slow = ms.move_slow;
1780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1815 MoveType move_block = ms.move_block;
1781 1816
1782 /* if nothing on this space will slow op down or be applied, 1817 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1818 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1819 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1820 * as walking.
1796 return 0; 1831 return 0;
1797 1832
1798 /* The objects have to be checked from top to bottom. 1833 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1834 * Hence, we first go to the top:
1800 */ 1835 */
1801 1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1803 {
1804 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them.
1807 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1809 break;
1810 } 1837 {
1838 next = tmp->below;
1811 1839
1812 for (; tmp; tmp = tmp->below)
1813 {
1814 if (tmp == op) 1840 if (tmp == op)
1815 continue; /* Can't apply yourself */ 1841 continue; /* Can't apply yourself */
1816 1842
1817 /* Check to see if one of the movement types should be slowed down. 1843 /* Check to see if one of the movement types should be slowed down.
1818 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1819 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1820 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1821 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1822 */ 1848 */
1823 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1824 { 1850 {
1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1827 { 1853 {
1828
1829 float
1830 diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1831 1855
1832 if (op->type == PLAYER) 1856 if (op->is_player ())
1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1857 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1858 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1835 diff /= 4.0; 1859 diff /= 4.0;
1836 1860
1837 op->speed_left -= diff; 1861 op->speed_left -= diff;
1838 } 1862 }
1839 } 1863 }
1840 1864
1841 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1842 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1844 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1845 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1846 1875
1847 if (op->destroyed ()) 1876 if (op->destroyed ())
1848 return 1; 1877 return 1;
1849 1878
1872 LOG (llevError, "Present_arch called outside map.\n"); 1901 LOG (llevError, "Present_arch called outside map.\n");
1873 return NULL; 1902 return NULL;
1874 } 1903 }
1875 1904
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1905 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->arch == at) 1906 if (tmp->arch->archname == at->archname)
1878 return tmp; 1907 return tmp;
1879 1908
1880 return NULL; 1909 return NULL;
1881} 1910}
1882 1911
1946 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1947 */ 1976 */
1948object * 1977object *
1949present_arch_in_ob (const archetype *at, const object *op) 1978present_arch_in_ob (const archetype *at, const object *op)
1950{ 1979{
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 if (tmp->arch == at) 1981 if (tmp->arch->archname == at->archname)
1953 return tmp; 1982 return tmp;
1954 1983
1955 return NULL; 1984 return NULL;
1956} 1985}
1957 1986
1961void 1990void
1962flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1963{ 1992{
1964 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 { 1994 {
1966 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1967 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1968 } 1997 }
1969} 1998}
1970 1999
1971/* 2000/*
1974void 2003void
1975unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1976{ 2005{
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 { 2007 {
1979 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1980 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1981 } 2010 }
1982} 2011}
1983 2012
1984/* 2013/*
2045 * head of the object should correspond for the entire object. 2074 * head of the object should correspond for the entire object.
2046 */ 2075 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2076 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue; 2077 continue;
2049 2078
2050 if (ob->blocked (m, pos.x, pos.y)) 2079 if (ob->blocked (pos.m, pos.x, pos.y))
2051 continue; 2080 continue;
2052 2081
2053 altern [index++] = i; 2082 altern [index++] = i;
2054 } 2083 }
2055 2084
2123 * there is capable of. 2152 * there is capable of.
2124 */ 2153 */
2125int 2154int
2126find_dir (maptile *m, int x, int y, object *exclude) 2155find_dir (maptile *m, int x, int y, object *exclude)
2127{ 2156{
2128 int i, max = SIZEOFFREE, mflags; 2157 int max = SIZEOFFREE, mflags;
2129
2130 sint16 nx, ny;
2131 object *tmp;
2132 maptile *mp;
2133
2134 MoveType blocked, move_type; 2158 MoveType move_type;
2135 2159
2136 if (exclude && exclude->head_ () != exclude) 2160 if (exclude && exclude->head_ () != exclude)
2137 { 2161 {
2138 exclude = exclude->head; 2162 exclude = exclude->head;
2139 move_type = exclude->move_type; 2163 move_type = exclude->move_type;
2142 { 2166 {
2143 /* If we don't have anything, presume it can use all movement types. */ 2167 /* If we don't have anything, presume it can use all movement types. */
2144 move_type = MOVE_ALL; 2168 move_type = MOVE_ALL;
2145 } 2169 }
2146 2170
2147 for (i = 1; i < max; i++) 2171 for (int i = 1; i < max; i++)
2148 { 2172 {
2149 mp = m; 2173 mapxy pos (m, x, y);
2150 nx = x + freearr_x[i]; 2174 pos.move (i);
2151 ny = y + freearr_y[i];
2152 2175
2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2176 if (!pos.normalise ())
2154
2155 if (mflags & P_OUT_OF_MAP)
2156 max = maxfree[i]; 2177 max = maxfree[i];
2157 else 2178 else
2158 { 2179 {
2159 mapspace &ms = mp->at (nx, ny); 2180 mapspace &ms = *pos;
2160 2181
2161 blocked = ms.move_block;
2162
2163 if ((move_type & blocked) == move_type) 2182 if ((move_type & ms.move_block) == move_type)
2164 max = maxfree[i]; 2183 max = maxfree [i];
2165 else if (mflags & P_IS_ALIVE) 2184 else if (ms.flags () & P_IS_ALIVE)
2166 { 2185 {
2167 for (tmp = ms.bot; tmp; tmp = tmp->above) 2186 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2187 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2188 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2170 break;
2171
2172 if (tmp)
2173 return freedir[i]; 2189 return freedir [i];
2174 } 2190 }
2175 } 2191 }
2176 } 2192 }
2177 2193
2178 return 0; 2194 return 0;
2187{ 2203{
2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189} 2205}
2190 2206
2191/* 2207/*
2192 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2193 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2194 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2195 */ 2211 */
2196int 2212int
2197find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2198{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2199 int q; 2258 int q;
2200 2259
2201 if (y) 2260 if (y)
2202 q = x * 100 / y; 2261 q = 128 * x / y;
2203 else if (x) 2262 else if (x)
2204 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2205 else 2264 else
2206 return 0; 2265 return 0;
2207 2266
2208 if (y > 0) 2267 if (y > 0)
2209 { 2268 {
2210 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2211 return 3; 2274 return 3;
2212 if (q < -41) 2275 }
2213 return 2; 2276 else
2214 if (q < 41) 2277 {
2215 return 1; 2278 if (q < -309) return 3;
2216 if (q < 242) 2279 if (q < -52) return 2;
2217 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2218 return 7; 2283 return 7;
2219 } 2284 }
2220 2285#endif
2221 if (q < -242)
2222 return 7;
2223 if (q < -41)
2224 return 6;
2225 if (q < 41)
2226 return 5;
2227 if (q < 242)
2228 return 4;
2229
2230 return 3;
2231} 2286}
2232 2287
2233/* 2288/*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2236 */ 2291 */
2237int 2292int
2238dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2239{ 2294{
2240 int d;
2241
2242 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245 2296
2246 return d; 2297 return d > 4 ? 8 - d : d;
2247} 2298}
2248 2299
2249/* peterm: 2300/* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2253 * This basically means that if direction is 15, then it could either go 2304 * This basically means that if direction is 15, then it could either go
2254 * direction 4, 14, or 16 to get back to where we are. 2305 * direction 4, 14, or 16 to get back to where we are.
2255 * Moved from spell_util.c to object.c with the other related direction 2306 * Moved from spell_util.c to object.c with the other related direction
2256 * functions. 2307 * functions.
2257 */ 2308 */
2258int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2259 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2260 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2261 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2262 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2263 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2409 */
2359int 2410int
2360can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2361{ 2412{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2365} 2416}
2366 2417
2367/* 2418/*
2368 * create clone from object to another 2419 * create clone from object to another
2369 */ 2420 */
2370object * 2421object *
2371object_create_clone (object *asrc) 2422object::deep_clone ()
2372{ 2423{
2373 object *dst = 0, *tmp, *src, *prev, *item; 2424 assert (("deep_clone called on non-head object", is_head ()));
2374 2425
2375 if (!asrc) 2426 object *dst = clone ();
2376 return 0;
2377 2427
2378 src = asrc->head_ (); 2428 object *prev = dst;
2379
2380 prev = 0;
2381 for (object *part = src; part; part = part->more) 2429 for (object *part = this->more; part; part = part->more)
2382 { 2430 {
2383 tmp = part->clone (); 2431 object *tmp = part->clone ();
2384 tmp->x -= src->x;
2385 tmp->y -= src->y;
2386
2387 if (!part->head)
2388 {
2389 dst = tmp;
2390 tmp->head = 0;
2391 }
2392 else
2393 tmp->head = dst; 2432 tmp->head = dst;
2394
2395 tmp->more = 0;
2396
2397 if (prev)
2398 prev->more = tmp; 2433 prev->more = tmp;
2399
2400 prev = tmp; 2434 prev = tmp;
2401 } 2435 }
2402 2436
2403 for (item = src->inv; item; item = item->below) 2437 for (object *item = inv; item; item = item->below)
2404 insert_ob_in_ob (object_create_clone (item), dst); 2438 insert_ob_in_ob (item->deep_clone (), dst);
2405 2439
2406 return dst; 2440 return dst;
2407} 2441}
2408 2442
2409/* This returns the first object in who's inventory that 2443/* This returns the first object in who's inventory that
2418 return tmp; 2452 return tmp;
2419 2453
2420 return 0; 2454 return 0;
2421} 2455}
2422 2456
2423/* If ob has a field named key, return the link from the list, 2457/* Zero the key_values on op, decrementing the shared-string
2424 * otherwise return NULL. 2458 * refcounts and freeing the links.
2425 * 2459 */
2426 * key must be a passed in shared string - otherwise, this won't 2460void
2427 * do the desired thing. 2461key_values::clear ()
2428 */
2429key_value *
2430get_ob_key_link (const object *ob, const char *key)
2431{ 2462{
2432 for (key_value *link = ob->key_values; link; link = link->next) 2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2473shstr_tmp
2474key_values::get (shstr_tmp key) const
2475{
2476 for (key_value *kv = first; kv; kv = kv->next)
2433 if (link->key == key) 2477 if (kv->key == key)
2434 return link;
2435
2436 return 0;
2437}
2438
2439/*
2440 * Returns the value of op has an extra_field for key, or NULL.
2441 *
2442 * The argument doesn't need to be a shared string.
2443 *
2444 * The returned string is shared.
2445 */
2446const char *
2447get_ob_key_value (const object *op, const char *const key)
2448{
2449 key_value *link;
2450 shstr_cmp canonical_key (key);
2451
2452 if (!canonical_key)
2453 {
2454 /* 1. There being a field named key on any object
2455 * implies there'd be a shared string to find.
2456 * 2. Since there isn't, no object has this field.
2457 * 3. Therefore, *this* object doesn't have this field.
2458 */
2459 return 0;
2460 }
2461
2462 /* This is copied from get_ob_key_link() above -
2463 * only 4 lines, and saves the function call overhead.
2464 */
2465 for (link = op->key_values; link; link = link->next)
2466 if (link->key == canonical_key)
2467 return link->value; 2478 return kv->value;
2468 2479
2469 return 0; 2480 return shstr ();
2470} 2481}
2471 2482
2472/* 2483void
2473 * Updates the canonical_key in op to value. 2484key_values::add (shstr_tmp key, shstr_tmp value)
2474 *
2475 * canonical_key is a shared string (value doesn't have to be).
2476 *
2477 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2478 * keys.
2479 *
2480 * Returns TRUE on success.
2481 */
2482int
2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2484{ 2485{
2485 key_value *field = NULL, *last = NULL; 2486 key_value *kv = new key_value;
2486 2487
2487 for (field = op->key_values; field != NULL; field = field->next) 2488 kv->next = first;
2488 { 2489 kv->key = key;
2489 if (field->key != canonical_key) 2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2496key_values::set (shstr_tmp key, shstr_tmp value)
2497{
2498 for (key_value *kv = first; kv; kv = kv->next)
2499 if (kv->key == key)
2490 { 2500 {
2491 last = field; 2501 kv->value = value;
2492 continue; 2502 return;
2493 } 2503 }
2494 2504
2495 if (value) 2505 add (key, value);
2496 field->value = value; 2506}
2497 else 2507
2508void
2509key_values::del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2498 { 2513 {
2499 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2500 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2501 * it, we save the empty value so that when we load, 2516 delete kv;
2502 * we get this value back again. 2517 return;
2503 */
2504 if (get_ob_key_link (op->arch, canonical_key))
2505 field->value = 0;
2506 else
2507 {
2508 if (last)
2509 last->next = field->next;
2510 else
2511 op->key_values = field->next;
2512
2513 delete field;
2514 }
2515 } 2518 }
2516 return TRUE; 2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2517 } 2528 {
2518 /* IF we get here, key doesn't exist */ 2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2519 2534
2520 /* No field, we'll have to add it. */ 2535 first = prev;
2521
2522 if (!add_key)
2523 return FALSE;
2524
2525 /* There isn't any good reason to store a null
2526 * value in the key/value list. If the archetype has
2527 * this key, then we should also have it, so shouldn't
2528 * be here. If user wants to store empty strings,
2529 * should pass in ""
2530 */
2531 if (value == NULL)
2532 return TRUE;
2533
2534 field = new key_value;
2535
2536 field->key = canonical_key;
2537 field->value = value;
2538 /* Usual prepend-addition. */
2539 field->next = op->key_values;
2540 op->key_values = field;
2541
2542 return TRUE;
2543} 2536}
2544 2537
2545/* 2538key_values &
2546 * Updates the key in op to value. 2539key_values::operator =(const key_values &kv)
2547 *
2548 * If add_key is FALSE, this will only update existing keys,
2549 * and not add new ones.
2550 * In general, should be little reason FALSE is ever passed in for add_key
2551 *
2552 * Returns TRUE on success.
2553 */
2554int
2555set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2556{ 2540{
2557 shstr key_ (key); 2541 clear ();
2558 2542
2559 return set_ob_key_value_s (op, key_, value, add_key); 2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2560} 2547}
2561 2548
2562object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2563: iterator_base (container) 2550: iterator_base (container)
2564{ 2551{
2614{ 2601{
2615 char flagdesc[512]; 2602 char flagdesc[512];
2616 char info2[256 * 4]; 2603 char info2[256 * 4];
2617 char *p = info; 2604 char *p = info;
2618 2605
2619 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2606 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2620 count, 2607 count,
2621 uuid.c_str (), 2608 uuid.c_str (),
2622 &name, 2609 &name,
2623 title ? "\",title:\"" : "", 2610 title ? ",title:\"" : "",
2624 title ? (const char *)title : "", 2611 title ? (const char *)title : "",
2612 title ? "\"" : "",
2625 flag_desc (flagdesc, 512), type); 2613 flag_desc (flagdesc, 512), type);
2626 2614
2627 if (!this->flag[FLAG_REMOVED] && env) 2615 if (!flag[FLAG_REMOVED] && env)
2628 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2629 2617
2630 if (map) 2618 if (map)
2631 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2619 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2632 2620
2647{ 2635{
2648 return map ? map->region (x, y) 2636 return map ? map->region (x, y)
2649 : region::default_region (); 2637 : region::default_region ();
2650} 2638}
2651 2639
2652const materialtype_t *
2653object::dominant_material () const
2654{
2655 if (materialtype_t *mt = name_to_material (materialname))
2656 return mt;
2657
2658 return name_to_material (shstr_unknown);
2659}
2660
2661void 2640void
2662object::open_container (object *new_container) 2641object::open_container (object *new_container)
2663{ 2642{
2664 if (container == new_container) 2643 if (container == new_container)
2665 return; 2644 return;
2666 2645
2667 if (object *old_container = container) 2646 object *old_container = container;
2647
2648 if (old_container)
2668 { 2649 {
2669 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2650 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2670 return; 2651 return;
2671 2652
2672#if 0 2653#if 0
2674 if (object *closer = old_container->inv) 2655 if (object *closer = old_container->inv)
2675 if (closer->type == CLOSE_CON) 2656 if (closer->type == CLOSE_CON)
2676 closer->destroy (); 2657 closer->destroy ();
2677#endif 2658#endif
2678 2659
2660 // make sure the container is available
2661 esrv_send_item (this, old_container);
2662
2679 old_container->flag [FLAG_APPLIED] = 0; 2663 old_container->flag [FLAG_APPLIED] = false;
2680 container = 0; 2664 container = 0;
2681 2665
2666 // client needs item update to make it work, client bug requires this to be separate
2682 esrv_update_item (UPD_FLAGS, this, old_container); 2667 esrv_update_item (UPD_FLAGS, this, old_container);
2668
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2684 play_sound (sound_find ("chest_close")); 2670 play_sound (sound_find ("chest_close"));
2685 } 2671 }
2686 2672
2687 if (new_container) 2673 if (new_container)
2688 { 2674 {
2692 // TODO: this does not seem to serve any purpose anymore? 2678 // TODO: this does not seem to serve any purpose anymore?
2693#if 0 2679#if 0
2694 // insert the "Close Container" object. 2680 // insert the "Close Container" object.
2695 if (archetype *closer = new_container->other_arch) 2681 if (archetype *closer = new_container->other_arch)
2696 { 2682 {
2697 object *closer = arch_to_object (new_container->other_arch); 2683 object *closer = new_container->other_arch->instance ();
2698 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2699 new_container->insert (closer); 2685 new_container->insert (closer);
2700 } 2686 }
2701#endif 2687#endif
2702 2688
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2689 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2704 2690
2691 // make sure the container is available, client bug requires this to be separate
2692 esrv_send_item (this, new_container);
2693
2705 new_container->flag [FLAG_APPLIED] = 1; 2694 new_container->flag [FLAG_APPLIED] = true;
2706 container = new_container; 2695 container = new_container;
2707 2696
2697 // client needs flag change
2708 esrv_update_item (UPD_FLAGS, this, new_container); 2698 esrv_update_item (UPD_FLAGS, this, new_container);
2709 esrv_send_inventory (this, new_container); 2699 esrv_send_inventory (this, new_container);
2710 play_sound (sound_find ("chest_open")); 2700 play_sound (sound_find ("chest_open"));
2711 } 2701 }
2702// else if (!old_container->env && contr && contr->ns)
2703// contr->ns->floorbox_reset ();
2712} 2704}
2713 2705
2714object * 2706object *
2715object::force_find (const shstr name) 2707object::force_find (shstr_tmp name)
2716{ 2708{
2717 /* cycle through his inventory to look for the MARK we want to 2709 /* cycle through his inventory to look for the MARK we want to
2718 * place 2710 * place
2719 */ 2711 */
2720 for (object *tmp = inv; tmp; tmp = tmp->below) 2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2722 return splay (tmp); 2714 return splay (tmp);
2723 2715
2724 return 0; 2716 return 0;
2725} 2717}
2726 2718
2719//-GPL
2720
2727void 2721void
2722object::force_set_timer (int duration)
2723{
2724 this->duration = 1;
2725 this->speed_left = -1.f;
2726
2727 this->set_speed (duration ? 1.f / duration : 0.f);
2728}
2729
2730object *
2728object::force_add (const shstr name, int duration) 2731object::force_add (shstr_tmp name, int duration)
2729{ 2732{
2730 if (object *force = force_find (name)) 2733 if (object *force = force_find (name))
2731 force->destroy (); 2734 force->destroy ();
2732 2735
2733 object *force = get_archetype (FORCE_NAME); 2736 object *force = get_archetype (FORCE_NAME);
2734 2737
2735 force->slaying = name; 2738 force->slaying = name;
2736 force->stats.food = 1; 2739 force->force_set_timer (duration);
2737 force->speed_left = -1.f;
2738
2739 force->set_speed (duration ? 1.f / duration : 0.f);
2740 force->flag [FLAG_IS_USED_UP] = true;
2741 force->flag [FLAG_APPLIED] = true; 2740 force->flag [FLAG_APPLIED] = true;
2742 2741
2743 insert (force); 2742 return insert (force);
2744} 2743}
2745 2744
2746void 2745void
2747object::play_sound (faceidx sound) const 2746object::play_sound (faceidx sound) const
2748{ 2747{
2749 if (!sound) 2748 if (!sound)
2750 return; 2749 return;
2751 2750
2752 if (flag [FLAG_REMOVED]) 2751 if (is_on_map ())
2752 map->play_sound (sound, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::say_msg (const char *msg) const
2759{
2760 if (is_on_map ())
2761 map->say_msg (msg, x, y);
2762 else if (object *pl = in_player ())
2763 pl->contr->play_sound (sound);
2764}
2765
2766void
2767object::make_noise ()
2768{
2769 // we do not model noise in the map, so instead put
2770 // a temporary light into the noise source
2771 // could use the map instead, but that's less reliable for our
2772 // goal, which is to make invisibility a bit harder to exploit
2773
2774 // currently only works sensibly for players
2775 if (!is_player ())
2753 return; 2776 return;
2754 2777
2755 if (env) 2778 // find old force, or create new one
2756 { 2779 object *force = force_find (shstr_noise_force);
2757 if (object *pl = in_player ()) 2780
2758 pl->contr->play_sound (sound); 2781 if (force)
2759 } 2782 force->speed_left = -1.f; // patch old speed up
2760 else 2783 else
2761 map->play_sound (sound, x, y); 2784 {
2762} 2785 force = archetype::get (shstr_noise_force);
2763 2786
2787 force->slaying = shstr_noise_force;
2788 force->stats.food = 1;
2789 force->speed_left = -1.f;
2790
2791 force->set_speed (1.f / 4.f);
2792 force->flag [FLAG_IS_USED_UP] = true;
2793 force->flag [FLAG_APPLIED] = true;
2794
2795 insert (force);
2796 }
2797}
2798
2799void object::change_move_type (MoveType mt)
2800{
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2805 {
2806 // we are on the map, so handle move_on/off effects
2807 remove ();
2808 move_type = mt;
2809 map->insert (this, x, y, this);
2810 }
2811 else
2812 move_type = mt;
2813}
2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

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