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Comparing deliantra/server/common/object.C (file contents):
Revision 1.203 by root, Fri Apr 11 13:59:05 2008 UTC vs.
Revision 1.345 by root, Sun May 1 16:58:15 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;
35static uint64_t seq_next_save;
39static const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41objectvec objects; 39objectvec objects;
42activevec actives; 40activevec actives;
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
43 49
44short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
45 0, 51 0,
46 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
47 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,
51 0, 57 0,
52 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
53 -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,
54 -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
55}; 61};
56int maxfree[SIZEOFFREE] = {
57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
61};
62int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
63 0, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 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 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
67}; 67};
68 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
69static void 95static void
70write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
71{ 97{
72 CALL_BEGIN (2); 98 CALL_BEGIN (2);
73 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
75 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
76 CALL_END; 102 CALL_END;
77} 103}
78 104
79static void 105static void
80read_uuid (void) 106read_uuid ()
81{ 107{
82 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
83 109
84 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
85 113
86 FILE *fp; 114 FILE *fp;
87 115
88 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
89 { 117 {
90 if (errno == ENOENT) 118 if (errno == ENOENT)
91 { 119 {
92 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0; 121 UUID::cur.seq = 0;
94 write_uuid (UUID_SKIP, true); 122 write_uuid (UUID_GAP, true);
95 return; 123 return;
96 } 124 }
97 125
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 127 _exit (1);
100 } 128 }
101 129
102 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 131 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
105 133
106 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
107 { 135 {
109 _exit (1); 137 _exit (1);
110 } 138 }
111 139
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 141
114 write_uuid (UUID_SKIP, true); 142 write_uuid (UUID_GAP, true);
115 fclose (fp); 143 fclose (fp);
116} 144}
117 145
118UUID 146UUID
119UUID::gen () 147UUID::gen ()
120{ 148{
121 UUID uid; 149 UUID uid;
122 150
123 uid.seq = ++cur.seq; 151 uid.seq = ++cur.seq;
124 152
125 if (expect_false (!(cur.seq & (UUID_SKIP - 1)))) 153 if (expect_false (cur.seq >= seq_next_save))
154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
126 write_uuid (UUID_SKIP, false); 156 write_uuid (UUID_GAP, false);
157 }
158
127 159
128 return uid; 160 return uid;
129} 161}
130 162
131void 163void
132UUID::init () 164UUID::init ()
133{ 165{
134 read_uuid (); 166 read_uuid ();
135} 167}
136 168
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;
232}
233
137/* 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. */
138static int 235static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
140{ 237{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
146 */ 241 */
147 242
148 /* For each field in wants, */ 243 /* For each field in wants, */
149 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)
150 { 245 if (has->kv.get (kv->key) != kv->value)
151 key_value *has_field; 246 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 247
172 /* 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. */
173 return TRUE; 249 return true;
174} 250}
175 251
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 253static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 255{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
182 */ 258 */
183 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);
184} 261}
185 262
186/* 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
187 * they can be merged together. 264 * they can be merged together.
188 * 265 *
195 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
196 * check weight 273 * check weight
197 */ 274 */
198bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
199{ 276{
200 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
201 if (ob1 == ob2 278 if (ob1 == ob2
202 || ob1->type != ob2->type 279 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 280 || ob1->value != ob2->value
205 || 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)
206 return 0; 284 return 0;
207 285
208 //TODO: this ain't working well, use nicer and correct overflow check
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
210 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
211 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
212 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
214 return 0; 289 return 0;
215 290
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * 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
218 * 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
219 * 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
220 * flags lose any meaning. 295 * flags lose any meaning.
221 */ 296 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
224 299
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
227 302
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 304 || ob1->name != ob2->name
231 || ob1->title != ob2->title 305 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 312 || ob1->value != ob2->value
241 || 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
242 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
244 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
252 || 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)))
253 return 0; 328 return 0;
254 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
255 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
257 */ 339 */
258 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
259 { 341 {
260 if (!(ob1->inv && ob2->inv)) 342 if (!(ob1->inv && ob2->inv))
261 return 0; /* inventories differ in length */ 343 return 0; /* inventories differ in length */
262 344
263 if (ob1->inv->below || ob2->inv->below) 345 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */ 346 return 0; /* more than one object in inv */
265 347
266 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */ 349 return 0; /* inventory objects differ */
268 350
269 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
270 * if it is valid. 352 * if it is valid.
271 */ 353 */
272 } 354 }
273 355
274 /* 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,
275 * 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
276 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
277 */ 359 */
278 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
279 return 0; 361 return 0;
280 362
281 /* 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
282 * 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
283 * check? 365 * check?
284 */ 366 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
286 return 0; 368 return 0;
287 369
288 switch (ob1->type) 370 switch (ob1->type)
289 { 371 {
290 case SCROLL: 372 case SCROLL:
291 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
292 return 0; 374 return 0;
293 break; 375 break;
294 } 376 }
295 377
296 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
297 { 379 {
298 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
300 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
301 return 0; 383
302 else if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
303 return 0; 385 return 0;
304 } 386 }
305 387
306 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
307 { 389 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315 397
316 if (k1 != k2) 398 if (k1 != k2)
317 return 0; 399 return 0;
400
318 else if (k1 == 0) 401 if (k1 == 0)
319 return 1; 402 return 1;
403
320 else if (!cfperl_can_merge (ob1, ob2)) 404 if (!cfperl_can_merge (ob1, ob2))
321 return 0; 405 return 0;
322 } 406 }
323 } 407 }
324 408
325 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
326 return 1; 410 return 1;
327} 411}
328 412
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
329/* 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/*
330 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
331 * 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
332 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
333 */ 488 */
334long 489void
335sum_weight (object *op) 490object::update_weight ()
336{ 491{
337 long sum; 492 sint32 sum = 0;
338 object *inv;
339 493
340 for (sum = 0, inv = op->inv; inv; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
341 {
342 if (inv->inv)
343 sum_weight (inv);
344
345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
346 } 495 {
496 op->update_weight ();
347 497
348 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
349 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
350 500
351 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
352 op->carrying = sum; 507 carrying = sum;
353 508
354 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 }
355} 513}
356 514
357/** 515/*
358 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
359 */
360
361object *
362object_get_env_recursive (object *op)
363{
364 while (op->env != NULL)
365 op = op->env;
366 return op;
367}
368
369/*
370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
371 * Some error messages.
372 * The result of the dump is stored in the static global errmsg array.
373 */ 517 */
374char * 518char *
375dump_object (object *op) 519dump_object (object *op)
376{ 520{
377 if (!op) 521 if (!op)
380 object_freezer freezer; 524 object_freezer freezer;
381 op->write (freezer); 525 op->write (freezer);
382 return freezer.as_string (); 526 return freezer.as_string ();
383} 527}
384 528
385/* 529char *
386 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
387 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned.
389 */
390object *
391get_nearest_part (object *op, const object *pl)
392{ 531{
393 object *tmp, *closest; 532 return dump_object (this);
394 int last_dist, i;
395
396 if (op->more == NULL)
397 return op;
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i;
401 return closest;
402} 533}
403 534
404/* 535/*
405 * 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.
406 */ 538 */
407object * 539object *
408find_object (tag_t i) 540find_object (tag_t i)
409{ 541{
410 for_all_objects (op) 542 for_all_objects (op)
413 545
414 return 0; 546 return 0;
415} 547}
416 548
417/* 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/*
418 * 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.
419 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
420 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
421 */ 568 */
422object * 569object *
423find_object_name (const char *str) 570find_object_name (const char *str)
424{ 571{
425 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
426 object *op;
427 573
574 if (str_)
428 for_all_objects (op) 575 for_all_objects (op)
429 if (op->name == str_) 576 if (op->name == str_)
430 break; 577 return op;
431 578
432 return op; 579 return 0;
433} 580}
434 581
435/* 582/*
436 * 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
437 * skill and experience objects. 584 * skill and experience objects.
450 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 ());
451 return; 598 return;
452 } 599 }
453 600
454 this->owner = owner; 601 this->owner = owner;
455}
456
457int
458object::slottype () const
459{
460 if (type == SKILL)
461 {
462 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
463 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
464 }
465 else
466 {
467 if (slot [body_combat].info) return slot_combat;
468 if (slot [body_range ].info) return slot_ranged;
469 }
470
471 return slot_none;
472}
473
474bool
475object::change_weapon (object *ob)
476{
477 if (current_weapon == ob)
478 return true;
479
480 if (chosen_skill)
481 chosen_skill->flag [FLAG_APPLIED] = false;
482
483 current_weapon = ob;
484 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
485
486 if (chosen_skill)
487 chosen_skill->flag [FLAG_APPLIED] = true;
488
489 update_stats ();
490
491 if (ob)
492 {
493 // now check wether any body locations became invalid, in which case
494 // we cannot apply the weapon at the moment.
495 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
496 if (slot[i].used < 0)
497 {
498 current_weapon = chosen_skill = 0;
499 update_stats ();
500
501 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name);
505 return false;
506 }
507
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 }
510 else
511 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
512
513 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
514 {
515 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
516 &name, ob->debug_desc ());
517 return false;
518 }
519
520 return true;
521}
522
523/* Zero the key_values on op, decrementing the shared-string
524 * refcounts and freeing the links.
525 */
526static void
527free_key_values (object *op)
528{
529 for (key_value *i = op->key_values; i; )
530 {
531 key_value *next = i->next;
532 delete i;
533
534 i = next;
535 }
536
537 op->key_values = 0;
538}
539
540object &
541object::operator =(const object &src)
542{
543 bool is_freed = flag [FLAG_FREED];
544 bool is_removed = flag [FLAG_REMOVED];
545
546 *(object_copy *)this = src;
547
548 flag [FLAG_FREED] = is_freed;
549 flag [FLAG_REMOVED] = is_removed;
550
551 /* Copy over key_values, if any. */
552 if (src.key_values)
553 {
554 key_value *tail = 0;
555 key_values = 0;
556
557 for (key_value *i = src.key_values; i; i = i->next)
558 {
559 key_value *new_link = new key_value;
560
561 new_link->next = 0;
562 new_link->key = i->key;
563 new_link->value = i->value;
564
565 /* Try and be clever here, too. */
566 if (!key_values)
567 {
568 key_values = new_link;
569 tail = new_link;
570 }
571 else
572 {
573 tail->next = new_link;
574 tail = new_link;
575 }
576 }
577 }
578} 602}
579 603
580/* 604/*
581 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
586 * will point at garbage. 610 * will point at garbage.
587 */ 611 */
588void 612void
589object::copy_to (object *dst) 613object::copy_to (object *dst)
590{ 614{
591 *dst = *this; 615 dst->remove ();
616 *(object_copy *)dst = *this;
592 617
593 if (speed < 0) 618 // maybe move to object_copy?
594 dst->speed_left -= rndm (); 619 dst->kv = kv;
595 620
596 dst->set_speed (dst->speed); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
597} 623}
598 624
599void 625void
600object::instantiate () 626object::instantiate ()
601{ 627{
602 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
603 uuid = UUID::gen (); 629 uuid = UUID::gen ();
604 630
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
605 speed_left = -0.1f; 635 speed_left = -1.;
636
606 /* 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
607 * 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.
608 * 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
609 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
610 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
618object * 649object *
619object::clone () 650object::clone ()
620{ 651{
621 object *neu = create (); 652 object *neu = create ();
622 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
623 return neu; 660 return neu;
624} 661}
625 662
626/* 663/*
627 * 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
629 * 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.
630 */ 667 */
631void 668void
632update_turn_face (object *op) 669update_turn_face (object *op)
633{ 670{
634 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
635 return; 672 return;
636 673
637 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
638 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
639} 676}
644 * 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.
645 */ 682 */
646void 683void
647object::set_speed (float speed) 684object::set_speed (float speed)
648{ 685{
649 if (flag [FLAG_FREED] && speed)
650 {
651 LOG (llevError, "Object %s is freed but has speed.\n", &name);
652 speed = 0;
653 }
654
655 this->speed = speed; 686 this->speed = speed;
656 687
657 if (has_active_speed ()) 688 if (has_active_speed ())
658 activate (); 689 activate ();
659 else 690 else
678 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
679 */ 710 */
680void 711void
681update_object (object *op, int action) 712update_object (object *op, int action)
682{ 713{
683 if (op == NULL) 714 if (!op)
684 { 715 {
685 /* this should never happen */ 716 /* this should never happen */
686 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
687 return; 718 return;
688 } 719 }
689 720
690 if (op->env) 721 if (!op->is_on_map ())
691 { 722 {
692 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
693 * to do in this case. 724 * to do in this case.
694 */ 725 */
695 return; 726 return;
696 } 727 }
697
698 /* If the map is saving, don't do anything as everything is
699 * going to get freed anyways.
700 */
701 if (!op->map || op->map->in_memory == MAP_SAVING)
702 return;
703 728
704 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
705 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)
706 { 731 {
707 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
715 740
716 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
717 /* nop */; 742 /* nop */;
718 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
719 { 744 {
745#if 0
720 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
722 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
723 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
724 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
725 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
726 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
727 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
728 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
729 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
730 /* 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
731 * to have move_allow right now. 757 * have move_allow right now.
732 */ 758 */
733 || ((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
734 || 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)
735 m.flags_ = 0; 763 m.invalidate ();
764#endif
736 } 765 }
737 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
738 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
739 * that is being removed. 768 * that is being removed.
740 */ 769 */
741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
742 m.flags_ = 0; 771 m.invalidate ();
743 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
744 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
745 else 774 else
746 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
747 776
749 update_object (op->more, action); 778 update_object (op->more, action);
750} 779}
751 780
752object::object () 781object::object ()
753{ 782{
754 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
755 784
756 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
757 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
758} 788}
759 789
760object::~object () 790object::~object ()
761{ 791{
762 unlink (); 792 unlink ();
763 793
764 free_key_values (this); 794 kv.clear ();
765} 795}
766
767static int object_count;
768 796
769void object::link () 797void object::link ()
770{ 798{
771 assert (!index);//D 799 assert (!index);//D
772 uuid = UUID::gen (); 800 uuid = UUID::gen ();
773 count = ++object_count;
774 801
775 refcnt_inc (); 802 refcnt_inc ();
776 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
777} 807}
778 808
779void object::unlink () 809void object::unlink ()
780{ 810{
781 if (!index) 811 if (!index)
782 return; 812 return;
813
814 ++destroy_count;
783 815
784 objects.erase (this); 816 objects.erase (this);
785 refcnt_dec (); 817 refcnt_dec ();
786} 818}
787 819
791 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
792 if (active) 824 if (active)
793 return; 825 return;
794 826
795 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
796 actives.insert (this); 832 actives.insert (this);
833 }
797} 834}
798 835
799void 836void
800object::activate_recursive () 837object::activate_recursive ()
801{ 838{
850object::destroy_inv (bool drop_to_ground) 887object::destroy_inv (bool drop_to_ground)
851{ 888{
852 // need to check first, because the checks below might segfault 889 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code 890 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty. 891 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory, 892 // corollary: if you create arrows etc. with stuff in its inventory,
856 // cf will crash below with off-map x and y 893 // cf will crash below with off-map x and y
857 if (!inv) 894 if (!inv)
858 return; 895 return;
859 896
860 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
862 * drop on that space. 899 * drop on that space.
863 */ 900 */
864 if (!drop_to_ground 901 if (!drop_to_ground
865 || !map 902 || !map
866 || map->in_memory != MAP_IN_MEMORY 903 || map->in_memory != MAP_ACTIVE
867 || map->nodrop 904 || map->no_drop
868 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
869 { 906 {
870 while (inv) 907 while (inv)
871 {
872 inv->destroy_inv (drop_to_ground);
873 inv->destroy (); 908 inv->destroy ();
874 }
875 } 909 }
876 else 910 else
877 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
878 while (inv) 912 while (inv)
879 { 913 {
890 map->insert (op, x, y); 924 map->insert (op, x, y);
891 } 925 }
892 } 926 }
893} 927}
894 928
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 *
895object *object::create () 966object::create ()
896{ 967{
897 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
898 op->link (); 990 op->link ();
991
899 return op; 992 return op;
900} 993}
901 994
902void 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
903object::do_destroy () 1030object::do_destroy ()
904{ 1031{
905 attachable::do_destroy ();
906
907 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this); 1033 remove_link ();
909 1034
910 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 1036 remove_friendly_object (this);
912 1037
913 if (!flag [FLAG_REMOVED])
914 remove (); 1038 remove ();
915 1039
916 destroy_inv (true); 1040 attachable::do_destroy ();
917 1041
918 deactivate (); 1042 deactivate ();
919 unlink (); 1043 unlink ();
920 1044
921 flag [FLAG_FREED] = 1; 1045 flag [FLAG_FREED] = 1;
922 1046
923 // hack to ensure that freed objects still have a valid map 1047 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->path = "<freed objects map>";
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935 freed_map->nodrop = 1;
936
937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
939 }
940
941 map = freed_map; 1048 map = &freed_map;
942 x = 1; 1049 x = 1;
943 y = 1; 1050 y = 1;
944 }
945 1051
946 if (more) 1052 if (more)
947 { 1053 {
948 more->destroy (); 1054 more->destroy ();
949 more = 0; 1055 more = 0;
957 attacked_by = 0; 1063 attacked_by = 0;
958 current_weapon = 0; 1064 current_weapon = 0;
959} 1065}
960 1066
961void 1067void
962object::destroy (bool destroy_inventory) 1068object::destroy ()
963{ 1069{
964 if (destroyed ()) 1070 if (destroyed ())
965 return; 1071 return;
966 1072
967 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
968 destroy_inv (false); 1080 destroy_inv_fast ();
969 1081
970 if (is_head ()) 1082 if (is_head ())
971 if (sound_destroy) 1083 if (sound_destroy)
972 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
974 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
975 1087
976 attachable::destroy (); 1088 attachable::destroy ();
977}
978
979/*
980 * sub_weight() recursively (outwards) subtracts a number from the
981 * weight of an object (and what is carried by it's environment(s)).
982 */
983void
984sub_weight (object *op, signed long weight)
985{
986 while (op != NULL)
987 {
988 if (op->type == CONTAINER)
989 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
990
991 op->carrying -= weight;
992 op = op->env;
993 }
994} 1089}
995 1090
996/* op->remove (): 1091/* op->remove ():
997 * 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
998 * 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
1001 * the previous environment. 1096 * the previous environment.
1002 */ 1097 */
1003void 1098void
1004object::do_remove () 1099object::do_remove ()
1005{ 1100{
1006 object *tmp, *last = 0; 1101 if (flag [FLAG_REMOVED])
1007 object *otmp;
1008
1009 if (QUERY_FLAG (this, FLAG_REMOVED))
1010 return; 1102 return;
1011 1103
1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1105
1106 flag [FLAG_REMOVED] = true;
1014 1107
1015 if (more) 1108 if (more)
1016 more->remove (); 1109 more->remove ();
1017 1110
1018 /* 1111 /*
1019 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1020 * inventory. 1113 * inventory.
1021 */ 1114 */
1022 if (env) 1115 if (env)
1023 { 1116 {
1024 if (nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1025 sub_weight (env, weight * nrof); 1118 if (object *pl = visible_to ())
1026 else 1119 esrv_del_item (pl->contr, count);
1027 sub_weight (env, weight + carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1028 1121
1029 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
1030 * made to players inventory. If set, avoiding the call
1031 * to save cpu time.
1032 */
1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1034 otmp->update_stats ();
1035 1123
1036 if (above) 1124 object *pl = in_player ();
1037 above->below = below;
1038 else
1039 env->inv = below;
1040
1041 if (below)
1042 below->above = above;
1043 1125
1044 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1045 * 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
1046 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1047 */ 1129 */
1048 x = env->x, y = env->y;
1049 map = env->map; 1130 map = env->map;
1050 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;
1051 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 }
1052 } 1163 }
1053 else if (map) 1164 else if (map)
1054 { 1165 {
1055 if (type == PLAYER)
1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true; 1166 map->dirty = true;
1068 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1069 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
1070 /* link the object above us */ 1194 /* link the object above us */
1071 if (above) 1195 // re-link, make sure compiler can easily use cmove
1072 above->below = below; 1196 *(above ? &above->below : &ms.top) = below;
1073 else 1197 *(below ? &below->above : &ms.bot) = above;
1074 ms.top = below; /* we were top, set new top */
1075
1076 /* Relink the object below us, if there is one */
1077 if (below)
1078 below->above = above;
1079 else
1080 {
1081 /* Nothing below, which means we need to relink map object for this space
1082 * use translated coordinates in case some oddness with map tiling is
1083 * evident
1084 */
1085 if (GET_MAP_OB (map, x, y) != this)
1086 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 ());
1087
1088 ms.bot = above; /* goes on above it. */
1089 }
1090 1198
1091 above = 0; 1199 above = 0;
1092 below = 0; 1200 below = 0;
1093 1201
1202 ms.invalidate ();
1203
1094 if (map->in_memory == MAP_SAVING) 1204 if (map->in_memory == MAP_SAVING)
1095 return; 1205 return;
1096 1206
1097 int check_walk_off = !flag [FLAG_NO_APPLY]; 1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 1208
1099 if (object *pl = ms.player ()) 1209 if (object *pl = ms.player ())
1100 { 1210 {
1101 if (pl->container == this) 1211 if (pl->container_ () == this)
1102 /* If a container that the player is currently using somehow gets 1212 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view 1213 * removed (most likely destroyed), update the player view
1104 * appropriately. 1214 * appropriately.
1105 */ 1215 */
1106 pl->close_container (); 1216 pl->close_container ();
1107 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)
1108 pl->contr->ns->floorbox_update (); 1222 pl->contr->ns->floorbox_update ();
1109 } 1223 }
1110 1224
1225 if (check_walk_off)
1111 for (tmp = ms.bot; tmp; tmp = tmp->above) 1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1112 { 1227 {
1228 above = tmp->above;
1229
1113 /* 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
1114 * being removed. 1231 * being removed.
1115 */ 1232 */
1116 1233
1117 /* See if object moving off should effect something */ 1234 /* See if object moving off should effect something */
1118 if (check_walk_off
1119 && ((move_type & tmp->move_off) 1235 if ((move_type & tmp->move_off)
1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1121 {
1122 move_apply (tmp, this, 0); 1237 move_apply (tmp, this, 0);
1123
1124 if (destroyed ())
1125 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1126 } 1238 }
1127 1239
1128 last = tmp; 1240 if (affects_los ())
1129 }
1130
1131 /* last == NULL if there are no objects on this space */
1132 //TODO: this makes little sense, why only update the topmost object?
1133 if (!last)
1134 map->at (x, y).flags_ = 0;
1135 else
1136 update_object (last, UP_OBJ_REMOVE);
1137
1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1139 update_all_los (map, x, y); 1241 update_all_los (map, x, y);
1140 } 1242 }
1141} 1243}
1142 1244
1143/* 1245/*
1157 if (!top) 1259 if (!top)
1158 for (top = op; top && top->above; top = top->above) 1260 for (top = op; top && top->above; top = top->above)
1159 ; 1261 ;
1160 1262
1161 for (; top; top = top->below) 1263 for (; top; top = top->below)
1162 {
1163 if (top == op)
1164 continue;
1165
1166 if (object::can_merge (op, top)) 1264 if (object::can_merge (op, top))
1167 { 1265 {
1168 top->nrof += op->nrof; 1266 top->nrof += op->nrof;
1169 1267
1170/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1268 if (object *pl = top->visible_to ())
1171 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
1172 op->destroy (); 1274 op->destroy ();
1275
1173 return top; 1276 return top;
1174 } 1277 }
1175 }
1176 1278
1177 return 0; 1279 return 0;
1178} 1280}
1179 1281
1180void 1282void
1185 1287
1186 object *prev = this; 1288 object *prev = this;
1187 1289
1188 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1189 { 1291 {
1190 object *op = arch_to_object (at); 1292 object *op = at->instance ();
1191 1293
1192 op->name = name; 1294 op->name = name;
1193 op->name_pl = name_pl; 1295 op->name_pl = name_pl;
1194 op->title = title; 1296 op->title = title;
1195 1297
1205 * job preparing multi-part monsters. 1307 * job preparing multi-part monsters.
1206 */ 1308 */
1207object * 1309object *
1208insert_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)
1209{ 1311{
1312 op->remove ();
1313
1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1314 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1211 { 1315 {
1212 tmp->x = x + tmp->arch->x; 1316 tmp->x = x + tmp->arch->x;
1213 tmp->y = y + tmp->arch->y; 1317 tmp->y = y + tmp->arch->y;
1214 } 1318 }
1231 * 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
1232 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1233 * 1337 *
1234 * Return value: 1338 * Return value:
1235 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1236 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1237 * just 'op' otherwise 1341 * just 'op' otherwise
1238 */ 1342 */
1239object * 1343object *
1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1241{ 1345{
1242 assert (!op->flag [FLAG_FREED]);
1243
1244 object *top, *floor = NULL;
1245
1246 op->remove (); 1346 op->remove ();
1347
1348 if (m == &freed_map)//D TODO: remove soon
1349 {//D
1350 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1351 }//D
1247 1352
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * 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
1250 * need extra work 1355 * need extra work
1251 */ 1356 */
1357 maptile *newmap = m;
1252 if (!xy_normalise (m, op->x, op->y)) 1358 if (!xy_normalise (newmap, op->x, op->y))
1253 { 1359 {
1254 op->destroy (); 1360 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1255 return 0; 1361 return 0;
1256 } 1362 }
1257 1363
1258 if (object *more = op->more) 1364 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag)) 1365 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0; 1366 return 0;
1261 1367
1262 CLEAR_FLAG (op, FLAG_REMOVED); 1368 op->flag [FLAG_REMOVED] = false;
1263 1369 op->env = 0;
1264 op->map = m; 1370 op->map = newmap;
1371
1265 mapspace &ms = op->ms (); 1372 mapspace &ms = op->ms ();
1266 1373
1267 /* this has to be done after we translate the coordinates. 1374 /* this has to be done after we translate the coordinates.
1268 */ 1375 */
1269 if (op->nrof && !(flag & INS_NO_MERGE)) 1376 if (op->nrof && !(flag & INS_NO_MERGE))
1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 if (object::can_merge (op, tmp)) 1378 if (object::can_merge (op, tmp))
1272 { 1379 {
1380 // TODO: we actually want to update tmp, not op,
1381 // but some caller surely breaks when we return tmp
1382 // from here :/
1273 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1274 tmp->destroy (); 1384 tmp->destroy ();
1275 } 1385 }
1276 1386
1277 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 */
1278 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1279 1389
1280 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1281 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1282 1392
1283 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1284 { 1394 {
1285 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)
1286 { 1396 {
1287 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");
1288 abort (); 1398 abort ();
1289 } 1399 }
1290 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
1291 op->above = originator; 1408 op->above = originator;
1292 op->below = originator->below; 1409 op->below = originator->below;
1293
1294 if (op->below)
1295 op->below->above = op;
1296 else
1297 ms.bot = op;
1298
1299 /* since *below* originator, no need to update top */
1300 originator->below = op; 1410 originator->below = op;
1411
1412 *(op->below ? &op->below->above : &ms.bot) = op;
1301 } 1413 }
1302 else 1414 else
1303 { 1415 {
1304 top = ms.bot; 1416 object *floor = 0;
1417 object *top = ms.top;
1305 1418
1306 /* If there are other objects, then */ 1419 /* If there are other objects, then */
1307 if (top) 1420 if (top)
1308 { 1421 {
1309 object *last = 0;
1310
1311 /* 1422 /*
1312 * 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.
1313 * We've already dealt with merging if appropriate. 1424 * We've already dealt with merging if appropriate.
1314 * 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
1315 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1318 * 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
1319 * 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
1320 * 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
1321 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1322 */ 1433 */
1323 for (top = ms.bot; top; top = top->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1324 { 1435 {
1325 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])
1326 floor = top; 1437 floor = tmp;
1327 1438
1328 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])
1329 { 1440 {
1330 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1331 top = top->below; 1442 top = tmp->below;
1332 break; 1443 break;
1333 } 1444 }
1334 1445
1335 last = top; 1446 top = tmp;
1336 } 1447 }
1337
1338 /* Don't want top to be NULL, so set it to the last valid object */
1339 top = last;
1340 1448
1341 /* We let update_position deal with figuring out what the space 1449 /* We let update_position deal with figuring out what the space
1342 * looks like instead of lots of conditions here. 1450 * looks like instead of lots of conditions here.
1343 * makes things faster, and effectively the same result. 1451 * makes things faster, and effectively the same result.
1344 */ 1452 */
1351 */ 1459 */
1352 if (!(flag & INS_ON_TOP) 1460 if (!(flag & INS_ON_TOP)
1353 && ms.flags () & P_BLOCKSVIEW 1461 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1355 { 1463 {
1464 object *last;
1465
1356 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1358 break; 1468 break;
1359 1469
1360 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1361 * 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
1362 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1368 } /* If objects on this space */ 1478 } /* If objects on this space */
1369 1479
1370 if (flag & INS_ABOVE_FLOOR_ONLY) 1480 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor; 1481 top = floor;
1372 1482
1373 /* 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
1374 */
1375
1376 /* First object on this space */
1377 if (!top) 1484 if (!top)
1378 { 1485 {
1486 op->below = 0;
1379 op->above = ms.bot; 1487 op->above = ms.bot;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op; 1488 ms.bot = op;
1489
1490 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1491 }
1387 else 1492 else
1388 { /* get inserted into the stack above top */ 1493 {
1389 op->above = top->above; 1494 op->above = top->above;
1390
1391 if (op->above)
1392 op->above->below = op; 1495 top->above = op;
1393 1496
1394 op->below = top; 1497 op->below = top;
1395 top->above = op; 1498 *(op->above ? &op->above->below : &ms.top) = op;
1396 } 1499 }
1500 }
1397 1501
1398 if (!op->above) 1502 if (op->is_player ())
1399 ms.top = op;
1400 } /* else not INS_BELOW_ORIGINATOR */
1401
1402 if (op->type == PLAYER)
1403 { 1503 {
1404 op->contr->do_los = 1; 1504 op->contr->do_los = 1;
1405 ++op->map->players; 1505 ++op->map->players;
1406 op->map->touch (); 1506 op->map->touch ();
1407 } 1507 }
1408 1508
1409 op->map->dirty = true; 1509 op->map->dirty = true;
1410 1510
1411 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)
1412 pl->contr->ns->floorbox_update (); 1516 pl->contr->ns->floorbox_update ();
1413 1517
1414 /* If this object glows, it may affect lighting conditions that are 1518 /* If this object glows, it may affect lighting conditions that are
1415 * 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
1416 * 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
1417 * on the map will get recalculated. The players could very well 1521 * on the map will get recalculated. The players could very well
1418 * 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 -
1419 * this should get redone to only look for players within range, 1523 * this should get redone to only look for players within range,
1420 * or just updating the P_UPTODATE for spaces within this area 1524 * or just updating the P_UPTODATE for spaces within this area
1421 * of effect may be sufficient. 1525 * of effect may be sufficient.
1422 */ 1526 */
1423 if (op->map->darkness && (op->glow_radius != 0)) 1527 if (op->affects_los ())
1528 {
1529 op->ms ().invalidate ();
1424 update_all_los (op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1531 }
1425 1532
1426 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1533 /* updates flags (blocked, alive, no magic, etc) for this map space */
1427 update_object (op, UP_OBJ_INSERT); 1534 update_object (op, UP_OBJ_INSERT);
1428 1535
1429 INVOKE_OBJECT (INSERT, op); 1536 INVOKE_OBJECT (INSERT, op);
1436 * blocked() and wall() work properly), and these flags are updated by 1543 * blocked() and wall() work properly), and these flags are updated by
1437 * update_object(). 1544 * update_object().
1438 */ 1545 */
1439 1546
1440 /* 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 */
1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1442 { 1549 {
1443 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1444 return 0; 1551 return 0;
1445 1552
1446 /* 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
1447 * walk on's. 1554 * walk on's.
1448 */ 1555 */
1449 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1450 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1451 return 0; 1558 return 0;
1452 } 1559 }
1453 1560
1454 return op; 1561 return op;
1455} 1562}
1457/* this function inserts an object in the map, but if it 1564/* this function inserts an object in the map, but if it
1458 * 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.
1459 * 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.
1460 */ 1567 */
1461void 1568void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1569replace_insert_ob_in_map (shstr_tmp archname, object *op)
1463{ 1570{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1571 /* first search for itself and remove any old instances */
1467 1572
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1470 tmp->destroy (); 1575 tmp->destroy ();
1471 1576
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1577 object *tmp = archetype::find (archname)->instance ();
1473 1578
1474 tmp1->x = op->x; 1579 tmp->x = op->x;
1475 tmp1->y = op->y; 1580 tmp->y = op->y;
1581
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1583}
1478 1584
1479object * 1585object *
1480object::insert_at (object *where, object *originator, int flags) 1586object::insert_at (object *where, object *originator, int flags)
1481{ 1587{
1588 if (where->env)
1589 return where->env->insert (this);
1590 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1592}
1484 1593
1485/* 1594// check whether we can put this into the map, respect max_volume, max_items
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1595bool
1487 * is returned contains nr objects, and the remaining parts contains 1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{ 1597{
1495 object *newob; 1598 mapspace &ms = m->at (x, y);
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 1599
1498 if (orig_ob->nrof < nr) 1600 int items = ms.items ();
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503 1601
1504 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;
1505 1606
1506 if ((orig_ob->nrof -= nr) < 1) 1607 if (originator && originator->is_player ())
1507 orig_ob->destroy (1); 1608 originator->contr->failmsgf (
1508 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.>",
1509 { 1610 query_name ()
1510 if (orig_ob->env != NULL) 1611 );
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519 1612
1520 newob->nrof = nr; 1613 return false;
1521
1522 return newob;
1523} 1614}
1524 1615
1525/* 1616/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1527 * 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
1528 * is subsequently removed and freed. 1619 * is subsequently removed and freed.
1529 * 1620 *
1530 * 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
1531 */ 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 */
1532object * 1657object *
1533decrease_ob_nr (object *op, uint32 i) 1658object::split (sint32 nr)
1534{ 1659{
1535 object *tmp; 1660 int have = number_of ();
1536 1661
1537 if (i == 0) /* objects with op->nrof require this check */ 1662 if (have < nr)
1538 return op; 1663 return 0;
1539 1664 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1665 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1666 remove ();
1575 op->nrof = 0; 1667 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1668 }
1580 else 1669 else
1581 { 1670 {
1582 object *above = op->above; 1671 decrease (nr);
1583 1672
1584 if (i < op->nrof) 1673 object *op = deep_clone ();
1585 op->nrof -= i; 1674 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1675 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1676 }
1627} 1677}
1628 1678
1629object * 1679object *
1630insert_ob_in_ob (object *op, object *where) 1680insert_ob_in_ob (object *op, object *where)
1655 * be != op, if items are merged. -Tero 1705 * be != op, if items are merged. -Tero
1656 */ 1706 */
1657object * 1707object *
1658object::insert (object *op) 1708object::insert (object *op)
1659{ 1709{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1710 if (op->more)
1664 { 1711 {
1665 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);
1666 return op; 1713 return op;
1667 } 1714 }
1668 1715
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1716 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1717
1718 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1719
1672 if (op->nrof) 1720 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1676 { 1723 {
1677 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1678 (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
1679 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1731
1681 * tmp->nrof, we need to increase the weight. 1732 if (object *pl = tmp->visible_to ())
1682 */ 1733 esrv_update_item (UPD_NROF, pl, tmp);
1734
1683 add_weight (this, op->weight * op->nrof); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1684 SET_FLAG (op, FLAG_REMOVED); 1736
1685 op->destroy (); /* free the inserted object */ 1737 op->destroy ();
1686 op = tmp; 1738 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1739 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1740 }
1691 1741
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1742 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1743 op->map = 0;
1744 op->x = 0;
1745 op->y = 0;
1746
1747 op->above = 0;
1748 op->below = inv;
1709 op->env = this; 1749 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 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:
1714 /* 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 */
1715 if (op->glow_radius && map) 1765 if (op->glow_radius && is_on_map ())
1716 { 1766 {
1717#ifdef DEBUG_LIGHTS 1767 update_stats ();
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1722 }
1723
1724 /* Client has no idea of ordering so lets not bother ordering it here.
1725 * It sure simplifies this function...
1726 */
1727 if (!inv)
1728 inv = op;
1729 else
1730 { 1769 }
1731 op->below = inv; 1770 else if (is_player ())
1732 op->below->above = op; 1771 // if this is a player's inventory, update stats
1733 inv = op; 1772 contr->queue_stats_update ();
1734 }
1735 1773
1736 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1737 1775
1738 return op; 1776 return op;
1739} 1777}
1757 * 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
1758 * 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
1759 * on top. 1797 * on top.
1760 */ 1798 */
1761int 1799int
1762check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1763{ 1801{
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1764 object *tmp; 1805 object *tmp;
1765 maptile *m = op->map; 1806 maptile *m = op->map;
1766 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1767 1808
1768 MoveType move_on, move_slow, move_block; 1809 mapspace &ms = m->at (x, y);
1769 1810
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1811 ms.update ();
1771 return 0;
1772 1812
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1813 MoveType move_on = ms.move_on;
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1814 MoveType move_slow = ms.move_slow;
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1815 MoveType move_block = ms.move_block;
1776 1816
1777 /* 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,
1778 * 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
1779 * 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
1780 * as walking. 1820 * as walking.
1791 return 0; 1831 return 0;
1792 1832
1793 /* The objects have to be checked from top to bottom. 1833 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top: 1834 * Hence, we first go to the top:
1795 */ 1835 */
1796 1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 } 1837 {
1838 next = tmp->below;
1806 1839
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op) 1840 if (tmp == op)
1810 continue; /* Can't apply yourself */ 1841 continue; /* Can't apply yourself */
1811 1842
1812 /* 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.
1813 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1814 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1815 * 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
1816 * 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.
1817 */ 1848 */
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1819 { 1850 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((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))
1822 { 1853 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1826 1855
1827 if (op->type == PLAYER) 1856 if (op->is_player ())
1828 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)) ||
1829 (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)))
1830 diff /= 4.0; 1859 diff /= 4.0;
1831 1860
1832 op->speed_left -= diff; 1861 op->speed_left -= diff;
1833 } 1862 }
1834 } 1863 }
1835 1864
1836 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1838 ((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))
1839 { 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
1840 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1841 1875
1842 if (op->destroyed ()) 1876 if (op->destroyed ())
1843 return 1; 1877 return 1;
1844 1878
1867 LOG (llevError, "Present_arch called outside map.\n"); 1901 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1902 return NULL;
1869 } 1903 }
1870 1904
1871 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)
1872 if (tmp->arch == at) 1906 if (tmp->arch->archname == at->archname)
1873 return tmp; 1907 return tmp;
1874 1908
1875 return NULL; 1909 return NULL;
1876} 1910}
1877 1911
1941 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
1942 */ 1976 */
1943object * 1977object *
1944present_arch_in_ob (const archetype *at, const object *op) 1978present_arch_in_ob (const archetype *at, const object *op)
1945{ 1979{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 1981 if (tmp->arch->archname == at->archname)
1948 return tmp; 1982 return tmp;
1949 1983
1950 return NULL; 1984 return NULL;
1951} 1985}
1952 1986
1956void 1990void
1957flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1958{ 1992{
1959 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 { 1994 {
1961 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1962 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1963 } 1997 }
1964} 1998}
1965 1999
1966/* 2000/*
1969void 2003void
1970unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1971{ 2005{
1972 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 2007 {
1974 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1975 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1976 } 2010 }
1977} 2011}
1978 2012
1979/* 2013/*
2040 * head of the object should correspond for the entire object. 2074 * head of the object should correspond for the entire object.
2041 */ 2075 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2076 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue; 2077 continue;
2044 2078
2045 if (ob->blocked (m, pos.x, pos.y)) 2079 if (ob->blocked (pos.m, pos.x, pos.y))
2046 continue; 2080 continue;
2047 2081
2048 altern [index++] = i; 2082 altern [index++] = i;
2049 } 2083 }
2050 2084
2118 * there is capable of. 2152 * there is capable of.
2119 */ 2153 */
2120int 2154int
2121find_dir (maptile *m, int x, int y, object *exclude) 2155find_dir (maptile *m, int x, int y, object *exclude)
2122{ 2156{
2123 int i, max = SIZEOFFREE, mflags; 2157 int max = SIZEOFFREE, mflags;
2124
2125 sint16 nx, ny;
2126 object *tmp;
2127 maptile *mp;
2128
2129 MoveType blocked, move_type; 2158 MoveType move_type;
2130 2159
2131 if (exclude && exclude->head_ () != exclude) 2160 if (exclude && exclude->head_ () != exclude)
2132 { 2161 {
2133 exclude = exclude->head; 2162 exclude = exclude->head;
2134 move_type = exclude->move_type; 2163 move_type = exclude->move_type;
2137 { 2166 {
2138 /* 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. */
2139 move_type = MOVE_ALL; 2168 move_type = MOVE_ALL;
2140 } 2169 }
2141 2170
2142 for (i = 1; i < max; i++) 2171 for (int i = 1; i < max; i++)
2143 { 2172 {
2144 mp = m; 2173 mapxy pos (m, x, y);
2145 nx = x + freearr_x[i]; 2174 pos.move (i);
2146 ny = y + freearr_y[i];
2147 2175
2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2176 if (!pos.normalise ())
2149
2150 if (mflags & P_OUT_OF_MAP)
2151 max = maxfree[i]; 2177 max = maxfree[i];
2152 else 2178 else
2153 { 2179 {
2154 mapspace &ms = mp->at (nx, ny); 2180 mapspace &ms = *pos;
2155 2181
2156 blocked = ms.move_block;
2157
2158 if ((move_type & blocked) == move_type) 2182 if ((move_type & ms.move_block) == move_type)
2159 max = maxfree[i]; 2183 max = maxfree [i];
2160 else if (mflags & P_IS_ALIVE) 2184 else if (ms.flags () & P_IS_ALIVE)
2161 { 2185 {
2162 for (tmp = ms.bot; tmp; tmp = tmp->above) 2186 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2187 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2188 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2165 break;
2166
2167 if (tmp)
2168 return freedir[i]; 2189 return freedir [i];
2169 } 2190 }
2170 } 2191 }
2171 } 2192 }
2172 2193
2173 return 0; 2194 return 0;
2182{ 2203{
2183 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);
2184} 2205}
2185 2206
2186/* 2207/*
2187 * 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
2188 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2189 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2190 */ 2211 */
2191int 2212int
2192find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2193{ 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
2194 int q; 2258 int q;
2195 2259
2196 if (y) 2260 if (y)
2197 q = x * 100 / y; 2261 q = 128 * x / y;
2198 else if (x) 2262 else if (x)
2199 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2200 else 2264 else
2201 return 0; 2265 return 0;
2202 2266
2203 if (y > 0) 2267 if (y > 0)
2204 { 2268 {
2205 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
2206 return 3; 2274 return 3;
2207 if (q < -41) 2275 }
2208 return 2; 2276 else
2209 if (q < 41) 2277 {
2210 return 1; 2278 if (q < -309) return 3;
2211 if (q < 242) 2279 if (q < -52) return 2;
2212 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2213 return 7; 2283 return 7;
2214 } 2284 }
2215 2285#endif
2216 if (q < -242)
2217 return 7;
2218 if (q < -41)
2219 return 6;
2220 if (q < 41)
2221 return 5;
2222 if (q < 242)
2223 return 4;
2224
2225 return 3;
2226} 2286}
2227 2287
2228/* 2288/*
2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2230 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2231 */ 2291 */
2232int 2292int
2233dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2234{ 2294{
2235 int d;
2236
2237 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2238 if (d > 4)
2239 d = 8 - d;
2240 2296
2241 return d; 2297 return d > 4 ? 8 - d : d;
2242} 2298}
2243 2299
2244/* peterm: 2300/* peterm:
2245 * 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.
2246 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2248 * 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
2249 * 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.
2250 * 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
2251 * functions. 2307 * functions.
2252 */ 2308 */
2253int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2254 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2255 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2256 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2257 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2258 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2352 * 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)
2353 */ 2409 */
2354int 2410int
2355can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2356{ 2412{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2359 !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));
2360} 2416}
2361 2417
2362/* 2418/*
2363 * create clone from object to another 2419 * create clone from object to another
2364 */ 2420 */
2365object * 2421object *
2366object_create_clone (object *asrc) 2422object::deep_clone ()
2367{ 2423{
2368 object *dst = 0, *tmp, *src, *prev, *item; 2424 assert (("deep_clone called on non-head object", is_head ()));
2369 2425
2370 if (!asrc) 2426 object *dst = clone ();
2371 return 0;
2372 2427
2373 src = asrc->head_ (); 2428 object *prev = dst;
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more) 2429 for (object *part = this->more; part; part = part->more)
2377 { 2430 {
2378 tmp = part->clone (); 2431 object *tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst; 2432 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp; 2433 prev->more = tmp;
2394
2395 prev = tmp; 2434 prev = tmp;
2396 } 2435 }
2397 2436
2398 for (item = src->inv; item; item = item->below) 2437 for (object *item = inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst); 2438 insert_ob_in_ob (item->deep_clone (), dst);
2400 2439
2401 return dst; 2440 return dst;
2402} 2441}
2403 2442
2404/* This returns the first object in who's inventory that 2443/* This returns the first object in who's inventory that
2413 return tmp; 2452 return tmp;
2414 2453
2415 return 0; 2454 return 0;
2416} 2455}
2417 2456
2418/* If ob has a field named key, return the link from the list, 2457/* Zero the key_values on op, decrementing the shared-string
2419 * otherwise return NULL. 2458 * refcounts and freeing the links.
2420 * 2459 */
2421 * key must be a passed in shared string - otherwise, this won't 2460void
2422 * do the desired thing. 2461key_values::clear ()
2423 */
2424key_value *
2425get_ob_key_link (const object *ob, const char *key)
2426{ 2462{
2427 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)
2428 if (link->key == key) 2477 if (kv->key == key)
2429 return link;
2430
2431 return 0;
2432}
2433
2434/*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char *
2442get_ob_key_value (const object *op, const char *const key)
2443{
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value; 2478 return kv->value;
2463 2479
2464 return 0; 2480 return shstr ();
2465} 2481}
2466 2482
2467/* 2483void
2468 * Updates the canonical_key in op to value. 2484key_values::add (shstr_tmp key, shstr_tmp value)
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2485{
2480 key_value *field = NULL, *last = NULL; 2486 key_value *kv = new key_value;
2481 2487
2482 for (field = op->key_values; field != NULL; field = field->next) 2488 kv->next = first;
2483 { 2489 kv->key = key;
2484 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)
2485 { 2500 {
2486 last = field; 2501 kv->value = value;
2487 continue; 2502 return;
2488 } 2503 }
2489 2504
2490 if (value) 2505 add (key, value);
2491 field->value = value; 2506}
2492 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)
2493 { 2513 {
2494 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2516 delete kv;
2497 * we get this value back again. 2517 return;
2498 */
2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2518 }
2511 return TRUE; 2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2512 } 2528 {
2513 /* 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 }
2514 2534
2515 /* No field, we'll have to add it. */ 2535 first = prev;
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538} 2536}
2539 2537
2540/* 2538key_values &
2541 * Updates the key in op to value. 2539key_values::operator =(const key_values &kv)
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{ 2540{
2552 shstr key_ (key); 2541 clear ();
2553 2542
2554 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 ();
2555} 2547}
2556 2548
2557object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2550: iterator_base (container)
2559{ 2551{
2609{ 2601{
2610 char flagdesc[512]; 2602 char flagdesc[512];
2611 char info2[256 * 4]; 2603 char info2[256 * 4];
2612 char *p = info; 2604 char *p = info;
2613 2605
2614 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}",
2615 count, 2607 count,
2616 uuid.c_str (), 2608 uuid.c_str (),
2617 &name, 2609 &name,
2618 title ? "\",title:\"" : "", 2610 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2611 title ? (const char *)title : "",
2612 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2613 flag_desc (flagdesc, 512), type);
2621 2614
2622 if (!this->flag[FLAG_REMOVED] && env) 2615 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2617
2625 if (map) 2618 if (map)
2626 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);
2627 2620
2642{ 2635{
2643 return map ? map->region (x, y) 2636 return map ? map->region (x, y)
2644 : region::default_region (); 2637 : region::default_region ();
2645} 2638}
2646 2639
2647const materialtype_t *
2648object::dominant_material () const
2649{
2650 if (materialtype_t *mt = name_to_material (materialname))
2651 return mt;
2652
2653 return name_to_material (shstr_unknown);
2654}
2655
2656void 2640void
2657object::open_container (object *new_container) 2641object::open_container (object *new_container)
2658{ 2642{
2659 if (container == new_container) 2643 if (container == new_container)
2660 return; 2644 return;
2661 2645
2662 if (object *old_container = container) 2646 object *old_container = container;
2647
2648 if (old_container)
2663 { 2649 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2650 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return; 2651 return;
2666 2652
2667#if 0 2653#if 0
2669 if (object *closer = old_container->inv) 2655 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON) 2656 if (closer->type == CLOSE_CON)
2671 closer->destroy (); 2657 closer->destroy ();
2672#endif 2658#endif
2673 2659
2660 // make sure the container is available
2661 esrv_send_item (this, old_container);
2662
2674 old_container->flag [FLAG_APPLIED] = 0; 2663 old_container->flag [FLAG_APPLIED] = false;
2675 container = 0; 2664 container = 0;
2676 2665
2666 // client needs item update to make it work, client bug requires this to be separate
2677 esrv_update_item (UPD_FLAGS, this, old_container); 2667 esrv_update_item (UPD_FLAGS, this, old_container);
2668
2678 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 ());
2679 play_sound (sound_find ("chest_close")); 2670 play_sound (sound_find ("chest_close"));
2680 } 2671 }
2681 2672
2682 if (new_container) 2673 if (new_container)
2683 { 2674 {
2687 // TODO: this does not seem to serve any purpose anymore? 2678 // TODO: this does not seem to serve any purpose anymore?
2688#if 0 2679#if 0
2689 // insert the "Close Container" object. 2680 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch) 2681 if (archetype *closer = new_container->other_arch)
2691 { 2682 {
2692 object *closer = arch_to_object (new_container->other_arch); 2683 object *closer = new_container->other_arch->instance ();
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer); 2685 new_container->insert (closer);
2695 } 2686 }
2696#endif 2687#endif
2697 2688
2698 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 ());
2699 2690
2691 // make sure the container is available, client bug requires this to be separate
2692 esrv_send_item (this, new_container);
2693
2700 new_container->flag [FLAG_APPLIED] = 1; 2694 new_container->flag [FLAG_APPLIED] = true;
2701 container = new_container; 2695 container = new_container;
2702 2696
2697 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2698 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2699 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open")); 2700 play_sound (sound_find ("chest_open"));
2706 } 2701 }
2702// else if (!old_container->env && contr && contr->ns)
2703// contr->ns->floorbox_reset ();
2707} 2704}
2708 2705
2709object * 2706object *
2710object::force_find (const shstr name) 2707object::force_find (shstr_tmp name)
2711{ 2708{
2712 /* 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
2713 * place 2710 * place
2714 */ 2711 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below) 2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2717 return splay (tmp); 2714 return splay (tmp);
2718 2715
2719 return 0; 2716 return 0;
2720} 2717}
2721 2718
2719//-GPL
2720
2722void 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 *
2723object::force_add (const shstr name, int duration) 2731object::force_add (shstr_tmp name, int duration)
2724{ 2732{
2725 if (object *force = force_find (name)) 2733 if (object *force = force_find (name))
2726 force->destroy (); 2734 force->destroy ();
2727 2735
2728 object *force = get_archetype (FORCE_NAME); 2736 object *force = archetype::get (FORCE_NAME);
2729 2737
2730 force->slaying = name; 2738 force->slaying = name;
2731 force->stats.food = 1; 2739 force->force_set_timer (duration);
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true; 2740 force->flag [FLAG_APPLIED] = true;
2737 2741
2738 insert (force); 2742 return insert (force);
2739} 2743}
2740 2744
2741void 2745void
2742object::play_sound (faceidx sound) const 2746object::play_sound (faceidx sound) const
2743{ 2747{
2744 if (!sound) 2748 if (!sound)
2745 return; 2749 return;
2746 2750
2747 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 ())
2748 return; 2776 return;
2749 2777
2750 if (env) 2778 // find old force, or create new one
2751 { 2779 object *force = force_find (shstr_noise_force);
2752 if (object *pl = in_player ()) 2780
2753 pl->contr->play_sound (sound); 2781 if (force)
2754 } 2782 force->speed_left = -1.f; // patch old speed up
2755 else 2783 else
2756 map->play_sound (sound, x, y); 2784 {
2757} 2785 force = archetype::get (shstr_noise_force);
2758 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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