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Comparing deliantra/server/common/object.C (file contents):
Revision 1.235 by root, Tue May 6 20:00:12 2008 UTC vs.
Revision 1.347 by root, Wed May 4 07:41:13 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 (©) 2005,2006,2007,2008 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#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
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
66static void 95static void
67write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
68{ 97{
69 CALL_BEGIN (2); 98 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 102 CALL_END;
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
82 111
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 131 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
104 133
105 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
106 { 135 {
133 162
134void 163void
135UUID::init () 164UUID::init ()
136{ 165{
137 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
138} 232}
139 233
140/* 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. */
141static bool 235static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
143{ 237{
144 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
145 * 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
146 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
147 */ 241 */
148 242
149 /* For each field in wants, */ 243 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
152 return false; 246 return false;
153 247
154 /* 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. */
155 return true; 249 return true;
156} 250}
178 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
179 * check weight 273 * check weight
180 */ 274 */
181bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
182{ 276{
183 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
184 if (ob1 == ob2 278 if (ob1 == ob2
185 || ob1->type != ob2->type 279 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 280 || ob1->value != ob2->value
188 || 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)
189 return 0; 284 return 0;
190 285
191 /* Do not merge objects if nrof would overflow. First part checks 286 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 287 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 289 return 0;
198 290
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * 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
201 * 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
202 * 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
203 * flags lose any meaning. 295 * flags lose any meaning.
204 */ 296 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
207 299
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
210 302
211 if (ob1->arch->name != ob2->arch->name 303 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 304 || ob1->name != ob2->name
213 || ob1->title != ob2->title 305 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 312 || ob1->value != ob2->value
221 || 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
222 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 328 return 0;
236 329
237 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 331 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 332 .reset (FLAG_REMOVED)
241 .any ()) 333 .any ())
242 return 0; 334 return 0;
243 335
244 /* This is really a spellbook check - we should in general 336 /* This is really a spellbook check - we should in general
263 355
264 /* 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,
265 * 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
266 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
267 */ 359 */
268 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
269 return 0; 361 return 0;
270 362
271 /* 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
272 * 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
273 * check? 365 * check?
274 */ 366 */
275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
276 return 0; 368 return 0;
277 369
278 switch (ob1->type) 370 switch (ob1->type)
279 { 371 {
280 case SCROLL: 372 case SCROLL:
281 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
282 return 0; 374 return 0;
283 break; 375 break;
284 } 376 }
285 377
286 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
287 { 379 {
288 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
289 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
290 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
291 383
292 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
293 return 0; 385 return 0;
294 } 386 }
326 { 418 {
327 // see if we are in a container of sorts 419 // see if we are in a container of sorts
328 if (env) 420 if (env)
329 { 421 {
330 // the player inventory itself is always visible 422 // the player inventory itself is always visible
331 if (env->type == PLAYER) 423 if (env->is_player ())
332 return env; 424 return env;
333 425
334 // else a player could have our env open 426 // else a player could have our env open
335 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
336 428
337 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 430 // even if our inv is in a player.
339 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 433 if (pl->container_ () == env)
342 return pl; 434 return pl;
343 } 435 }
344 else 436 else
345 { 437 {
346 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
350 return pl; 443 return pl;
351 } 444 }
352 } 445 }
353 446
354 return 0; 447 return 0;
355} 448}
356 449
357// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
358static sint32 451static uint32
359weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
360{ 453{
361 return op->type == CONTAINER 454 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
363 : weight; 456 : weight;
364} 457}
365 458
366/* 459/*
367 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
369 */ 462 */
370static void 463static void
371adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
372{ 465{
373 while (op) 466 while (op)
374 { 467 {
375 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379 469
380 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
381 return; 471 op->carrying += weight_adjust_for (op, add);
382
383 op->carrying += weight;
384 472
385 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
388 476
477 sub = ocarrying;
478 add = op->carrying;
479
389 op = op->env; 480 op = op->env;
390 } 481 }
391} 482}
392 483
393/* 484/*
400{ 491{
401 sint32 sum = 0; 492 sint32 sum = 0;
402 493
403 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
404 { 495 {
405 if (op->inv)
406 op->update_weight (); 496 op->update_weight ();
407 497
408 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
409 } 499 }
410
411 sum = weight_adjust_for (this, sum);
412 500
413 if (sum != carrying) 501 if (sum != carrying)
414 { 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
415 carrying = sum; 507 carrying = sum;
416 508
417 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
432 object_freezer freezer; 524 object_freezer freezer;
433 op->write (freezer); 525 op->write (freezer);
434 return freezer.as_string (); 526 return freezer.as_string ();
435} 527}
436 528
437/* 529char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
439 * multi-object 1 which is closest to the second object.
440 * If it's not a multi-object, it is returned.
441 */
442object *
443get_nearest_part (object *op, const object *pl)
444{ 531{
445 object *tmp, *closest; 532 return dump_object (this);
446 int last_dist, i;
447
448 if (!op->more)
449 return op;
450
451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
454 if ((i = distance (tmp, pl)) < last_dist)
455 closest = tmp, last_dist = i;
456
457 return closest;
458} 533}
459 534
460/* 535/*
461 * 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.
462 * VERRRY slow. 537 * VERRRY slow.
470 545
471 return 0; 546 return 0;
472} 547}
473 548
474/* 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/*
475 * 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.
476 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
477 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
478 */ 568 */
479object * 569object *
480find_object_name (const char *str) 570find_object_name (const char *str)
481{ 571{
482 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
483 object *op;
484 573
574 if (str_)
485 for_all_objects (op) 575 for_all_objects (op)
486 if (op->name == str_) 576 if (op->name == str_)
487 break; 577 return op;
488 578
489 return op; 579 return 0;
490} 580}
491 581
492/* 582/*
493 * 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
494 * skill and experience objects. 584 * skill and experience objects.
507 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 ());
508 return; 598 return;
509 } 599 }
510 600
511 this->owner = owner; 601 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578}
579
580/* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links.
582 */
583static void
584free_key_values (object *op)
585{
586 for (key_value *i = op->key_values; i; )
587 {
588 key_value *next = i->next;
589 delete i;
590
591 i = next;
592 }
593
594 op->key_values = 0;
595} 602}
596 603
597/* 604/*
598 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
605void 612void
606object::copy_to (object *dst) 613object::copy_to (object *dst)
607{ 614{
608 dst->remove (); 615 dst->remove ();
609 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
610 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
611 622 dst->activate ();
612 /* Copy over key_values, if any. */
613 if (key_values)
614 {
615 key_value *tail = 0;
616 dst->key_values = 0;
617
618 for (key_value *i = key_values; i; i = i->next)
619 {
620 key_value *new_link = new key_value;
621
622 new_link->next = 0;
623 new_link->key = i->key;
624 new_link->value = i->value;
625
626 /* Try and be clever here, too. */
627 if (!dst->key_values)
628 {
629 dst->key_values = new_link;
630 tail = new_link;
631 }
632 else
633 {
634 tail->next = new_link;
635 tail = new_link;
636 }
637 }
638 }
639
640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644} 623}
645 624
646void 625void
647object::instantiate () 626object::instantiate ()
648{ 627{
649 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 629 uuid = UUID::gen ();
651 630
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
652 speed_left = -0.1f; 635 speed_left = -1.;
636
653 /* 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
654 * 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.
655 * 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
656 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
665object * 649object *
666object::clone () 650object::clone ()
667{ 651{
668 object *neu = create (); 652 object *neu = create ();
669 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
670 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
671 return neu; 660 return neu;
672} 661}
673 662
674/* 663/*
677 * 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.
678 */ 667 */
679void 668void
680update_turn_face (object *op) 669update_turn_face (object *op)
681{ 670{
682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
683 return; 672 return;
684 673
685 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
686 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
687} 676}
692 * 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.
693 */ 682 */
694void 683void
695object::set_speed (float speed) 684object::set_speed (float speed)
696{ 685{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 686 this->speed = speed;
704 687
705 if (has_active_speed ()) 688 if (has_active_speed ())
706 activate (); 689 activate ();
707 else 690 else
757 740
758 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 742 /* nop */;
760 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
761 { 744 {
745#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
772 /* 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
773 * to have move_allow right now. 757 * have move_allow right now.
774 */ 758 */
775 || ((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
776 || 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)
777 m.flags_ = 0; 763 m.invalidate ();
764#endif
778 } 765 }
779 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 768 * that is being removed.
782 */ 769 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 771 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
787 else 774 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 776
791 update_object (op->more, action); 778 update_object (op->more, action);
792} 779}
793 780
794object::object () 781object::object ()
795{ 782{
796 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
797 784
798 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
799 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
800} 788}
801 789
802object::~object () 790object::~object ()
803{ 791{
804 unlink (); 792 unlink ();
805 793
806 free_key_values (this); 794 kv.clear ();
807} 795}
808
809static int object_count;
810 796
811void object::link () 797void object::link ()
812{ 798{
813 assert (!index);//D 799 assert (!index);//D
814 uuid = UUID::gen (); 800 uuid = UUID::gen ();
815 count = ++object_count;
816 801
817 refcnt_inc (); 802 refcnt_inc ();
818 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
819} 807}
820 808
821void object::unlink () 809void object::unlink ()
822{ 810{
823 if (!index) 811 if (!index)
824 return; 812 return;
813
814 ++destroy_count;
825 815
826 objects.erase (this); 816 objects.erase (this);
827 refcnt_dec (); 817 refcnt_dec ();
828} 818}
829 819
833 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
834 if (active) 824 if (active)
835 return; 825 return;
836 826
837 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
838 actives.insert (this); 832 actives.insert (this);
833 }
839} 834}
840 835
841void 836void
842object::activate_recursive () 837object::activate_recursive ()
843{ 838{
903 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
904 * drop on that space. 899 * drop on that space.
905 */ 900 */
906 if (!drop_to_ground 901 if (!drop_to_ground
907 || !map 902 || !map
908 || map->in_memory != MAP_ACTIVE 903 || !map->linkable ()
909 || map->nodrop 904 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
911 { 906 {
912 while (inv) 907 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 908 inv->destroy ();
916 }
917 } 909 }
918 else 910 else
919 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
920 while (inv) 912 while (inv)
921 { 913 {
925 || op->flag [FLAG_NO_DROP] 917 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 918 || op->type == RUNE
927 || op->type == TRAP 919 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 920 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 921 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 922 op->destroy ();
931 else 923 else
932 map->insert (op, x, y); 924 map->insert (op, x, y);
933 } 925 }
934 } 926 }
935} 927}
936 928
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 *
937object *object::create () 966object::create ()
938{ 967{
939 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
940 op->link (); 990 op->link ();
991
941 return op; 992 return op;
942} 993}
943 994
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
944static struct freed_map : maptile 1010static struct freed_map : maptile
945{ 1011{
946 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
947 { 1014 {
948 path = "<freed objects map>"; 1015 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 nodrop = 1; 1017 no_drop = 1;
1018 no_reset = 1;
953 1019
954 alloc ();
955 in_memory = MAP_ACTIVE; 1020 state = MAP_ACTIVE;
956 } 1021 }
957 1022
958 ~freed_map () 1023 ~freed_map ()
959 { 1024 {
960 destroy (); 1025 destroy ();
963 1028
964void 1029void
965object::do_destroy () 1030object::do_destroy ()
966{ 1031{
967 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1033 remove_link ();
969 1034
970 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1036 remove_friendly_object (this);
972 1037
973 remove (); 1038 remove ();
998 attacked_by = 0; 1063 attacked_by = 0;
999 current_weapon = 0; 1064 current_weapon = 0;
1000} 1065}
1001 1066
1002void 1067void
1003object::destroy (bool destroy_inventory) 1068object::destroy ()
1004{ 1069{
1005 if (destroyed ()) 1070 if (destroyed ())
1006 return; 1071 return;
1007 1072
1008 if (!is_head () && !head->destroyed ()) 1073 if (!is_head () && !head->destroyed ())
1009 { 1074 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1076 head->destroy ();
1012 return; 1077 return;
1013 } 1078 }
1014 1079
1015 destroy_inv (!destroy_inventory); 1080 destroy_inv_fast ();
1016 1081
1017 if (is_head ()) 1082 if (is_head ())
1018 if (sound_destroy) 1083 if (sound_destroy)
1019 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1096 * the previous environment.
1032 */ 1097 */
1033void 1098void
1034object::do_remove () 1099object::do_remove ()
1035{ 1100{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1101 if (flag [FLAG_REMOVED])
1040 return; 1102 return;
1041 1103
1042 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1043 1105
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1121
1060 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1061 1123
1062 *(above ? &above->below : &env->inv) = below; 1124 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1125
1067 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1068 * 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
1069 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1070 */ 1129 */
1071 map = env->map; 1130 map = env->map;
1072 x = env->x; 1131 x = env->x;
1073 y = env->y; 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
1074 above = 0; 1138 above = 0;
1075 below = 0; 1139 below = 0;
1076 env = 0; 1140 env = 0;
1077 1141
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1143 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1144 if (expect_false (pl->contr->combat_ob == this))
1083 otmp->update_stats (); 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 }
1084 } 1163 }
1085 else if (map) 1164 else if (map)
1086 { 1165 {
1087 map->dirty = true; 1166 map->dirty = true;
1088 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1089 1168
1090 if (object *pl = ms.player ()) 1169 if (object *pl = ms.player ())
1091 { 1170 {
1092 if (type == PLAYER) // this == pl(!) 1171 if (is_player ())
1093 { 1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1094 // leaving a spot always closes any open container on the ground 1176 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1177 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1178 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1179 // that the CLOSE event is being sent.
1098 close_container (); 1180 close_container ();
1099 1181
1100 --map->players; 1182 --map->players;
1101 map->touch (); 1183 map->touch ();
1102 } 1184 }
1103 else if (pl->container == this) 1185 else if (pl->container_ () == this)
1104 { 1186 {
1105 // removing a container should close it 1187 // removing a container should close it
1106 close_container (); 1188 close_container ();
1107 } 1189 }
1108 1190 else
1109 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1110 } 1192 }
1111 1193
1112 /* link the object above us */ 1194 /* link the object above us */
1113 if (above) 1195 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1196 *(above ? &above->below : &ms.top) = below;
1115 else 1197 *(below ? &below->above : &ms.bot) = above;
1116 ms.top = below; /* we were top, set new top */
1117
1118 /* Relink the object below us, if there is one */
1119 if (below)
1120 below->above = above;
1121 else
1122 ms.bot = above;
1123 1198
1124 above = 0; 1199 above = 0;
1125 below = 0; 1200 below = 0;
1126 1201
1127 if (map->in_memory == MAP_SAVING) 1202 ms.invalidate ();
1128 return;
1129 1203
1130 int check_walk_off = !flag [FLAG_NO_APPLY]; 1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1205
1132 if (object *pl = ms.player ()) 1206 if (object *pl = ms.player ())
1133 { 1207 {
1134 if (pl->container == this) 1208 if (pl->container_ () == this)
1135 /* If a container that the player is currently using somehow gets 1209 /* If a container that the player is currently using somehow gets
1136 * removed (most likely destroyed), update the player view 1210 * removed (most likely destroyed), update the player view
1137 * appropriately. 1211 * appropriately.
1138 */ 1212 */
1139 pl->close_container (); 1213 pl->close_container ();
1143 //TODO: update floorbox to preserve ordering 1217 //TODO: update floorbox to preserve ordering
1144 if (pl->contr->ns) 1218 if (pl->contr->ns)
1145 pl->contr->ns->floorbox_update (); 1219 pl->contr->ns->floorbox_update ();
1146 } 1220 }
1147 1221
1222 if (check_walk_off)
1148 for (tmp = ms.bot; tmp; tmp = tmp->above) 1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1149 { 1224 {
1225 above = tmp->above;
1226
1150 /* No point updating the players look faces if he is the object 1227 /* No point updating the players look faces if he is the object
1151 * being removed. 1228 * being removed.
1152 */ 1229 */
1153 1230
1154 /* See if object moving off should effect something */ 1231 /* See if object moving off should effect something */
1155 if (check_walk_off
1156 && ((move_type & tmp->move_off) 1232 if ((move_type & tmp->move_off)
1157 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1158 {
1159 move_apply (tmp, this, 0); 1234 move_apply (tmp, this, 0);
1160
1161 if (destroyed ())
1162 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1163 } 1235 }
1164 1236
1165 last = tmp; 1237 if (affects_los ())
1166 }
1167
1168 /* last == NULL if there are no objects on this space */
1169 //TODO: this makes little sense, why only update the topmost object?
1170 if (!last)
1171 map->at (x, y).flags_ = 0;
1172 else
1173 update_object (last, UP_OBJ_REMOVE);
1174
1175 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1176 update_all_los (map, x, y); 1238 update_all_los (map, x, y);
1177 } 1239 }
1178} 1240}
1179 1241
1180/* 1242/*
1204 esrv_update_item (UPD_NROF, pl, top); 1266 esrv_update_item (UPD_NROF, pl, top);
1205 1267
1206 op->weight = 0; // cancel the addition above 1268 op->weight = 0; // cancel the addition above
1207 op->carrying = 0; // must be 0 already 1269 op->carrying = 0; // must be 0 already
1208 1270
1209 op->destroy (1); 1271 op->destroy ();
1210 1272
1211 return top; 1273 return top;
1212 } 1274 }
1213 1275
1214 return 0; 1276 return 0;
1222 1284
1223 object *prev = this; 1285 object *prev = this;
1224 1286
1225 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1226 { 1288 {
1227 object *op = arch_to_object (at); 1289 object *op = at->instance ();
1228 1290
1229 op->name = name; 1291 op->name = name;
1230 op->name_pl = name_pl; 1292 op->name_pl = name_pl;
1231 op->title = title; 1293 op->title = title;
1232 1294
1242 * job preparing multi-part monsters. 1304 * job preparing multi-part monsters.
1243 */ 1305 */
1244object * 1306object *
1245insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1307insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1246{ 1308{
1309 op->remove ();
1310
1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1311 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1248 { 1312 {
1249 tmp->x = x + tmp->arch->x; 1313 tmp->x = x + tmp->arch->x;
1250 tmp->y = y + tmp->arch->y; 1314 tmp->y = y + tmp->arch->y;
1251 } 1315 }
1268 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1269 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1270 * 1334 *
1271 * Return value: 1335 * Return value:
1272 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1273 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1274 * just 'op' otherwise 1338 * just 'op' otherwise
1275 */ 1339 */
1276object * 1340object *
1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278{ 1342{
1279 assert (!op->flag [FLAG_FREED]);
1280
1281 op->remove (); 1343 op->remove ();
1344
1345 if (m == &freed_map)//D TODO: remove soon
1346 {//D
1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1348 }//D
1282 1349
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1352 * need extra work
1286 */ 1353 */
1354 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1355 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1356 {
1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1358 return 0;
1291 } 1359 }
1292 1360
1293 if (object *more = op->more) 1361 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1362 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1363 return 0;
1296 1364
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1365 op->flag [FLAG_REMOVED] = false;
1298 1366 op->env = 0;
1299 op->map = m; 1367 op->map = newmap;
1368
1300 mapspace &ms = op->ms (); 1369 mapspace &ms = op->ms ();
1301 1370
1302 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1303 */ 1372 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 if (object::can_merge (op, tmp)) 1375 if (object::can_merge (op, tmp))
1307 { 1376 {
1308 // TODO: we atcually want to update tmp, not op, 1377 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp 1378 // but some caller surely breaks when we return tmp
1310 // from here :/ 1379 // from here :/
1311 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1312 tmp->destroy (1); 1381 tmp->destroy ();
1313 } 1382 }
1314 1383
1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1317 1386
1318 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1319 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1320 1389
1321 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1322 { 1391 {
1323 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1324 { 1393 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1394 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1395 abort ();
1327 } 1396 }
1328 1397
1398 if (!originator->is_on_map ())
1399 {
1400 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1401 op->debug_desc (), originator->debug_desc ());
1402 abort ();
1403 }
1404
1329 op->above = originator; 1405 op->above = originator;
1330 op->below = originator->below; 1406 op->below = originator->below;
1331
1332 if (op->below)
1333 op->below->above = op;
1334 else
1335 ms.bot = op;
1336
1337 /* since *below* originator, no need to update top */
1338 originator->below = op; 1407 originator->below = op;
1408
1409 *(op->below ? &op->below->above : &ms.bot) = op;
1339 } 1410 }
1340 else 1411 else
1341 { 1412 {
1342 object *top, *floor = NULL; 1413 object *floor = 0;
1343 1414 object *top = ms.top;
1344 top = ms.bot;
1345 1415
1346 /* If there are other objects, then */ 1416 /* If there are other objects, then */
1347 if (top) 1417 if (top)
1348 { 1418 {
1349 object *last = 0;
1350
1351 /* 1419 /*
1352 * If there are multiple objects on this space, we do some trickier handling. 1420 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate. 1421 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if 1422 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1423 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1358 * once we get to them. This reduces the need to traverse over all of 1426 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time 1427 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed 1428 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1362 */ 1430 */
1363 for (top = ms.bot; top; top = top->above) 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 { 1432 {
1365 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1366 floor = top; 1434 floor = tmp;
1367 1435
1368 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1369 { 1437 {
1370 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1371 top = top->below; 1439 top = tmp->below;
1372 break; 1440 break;
1373 } 1441 }
1374 1442
1375 last = top; 1443 top = tmp;
1376 } 1444 }
1377
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380 1445
1381 /* We let update_position deal with figuring out what the space 1446 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here. 1447 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result. 1448 * makes things faster, and effectively the same result.
1384 */ 1449 */
1391 */ 1456 */
1392 if (!(flag & INS_ON_TOP) 1457 if (!(flag & INS_ON_TOP)
1393 && ms.flags () & P_BLOCKSVIEW 1458 && ms.flags () & P_BLOCKSVIEW
1394 && (op->face && !faces [op->face].visibility)) 1459 && (op->face && !faces [op->face].visibility))
1395 { 1460 {
1461 object *last;
1462
1396 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1398 break; 1465 break;
1399 1466
1400 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1401 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1402 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1408 } /* If objects on this space */ 1475 } /* If objects on this space */
1409 1476
1410 if (flag & INS_ABOVE_FLOOR_ONLY) 1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1411 top = floor; 1478 top = floor;
1412 1479
1413 /* Top is the object that our object (op) is going to get inserted above. 1480 // insert object above top, or bottom-most if top = 0
1414 */
1415
1416 /* First object on this space */
1417 if (!top) 1481 if (!top)
1418 { 1482 {
1483 op->below = 0;
1419 op->above = ms.bot; 1484 op->above = ms.bot;
1420
1421 if (op->above)
1422 op->above->below = op;
1423
1424 op->below = 0;
1425 ms.bot = op; 1485 ms.bot = op;
1486
1487 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1488 }
1427 else 1489 else
1428 { /* get inserted into the stack above top */ 1490 {
1429 op->above = top->above; 1491 op->above = top->above;
1430
1431 if (op->above)
1432 op->above->below = op; 1492 top->above = op;
1433 1493
1434 op->below = top; 1494 op->below = top;
1435 top->above = op; 1495 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1496 }
1497 }
1437 1498
1438 if (!op->above) 1499 if (op->is_player ())
1439 ms.top = op;
1440 } /* else not INS_BELOW_ORIGINATOR */
1441
1442 if (op->type == PLAYER)
1443 { 1500 {
1444 op->contr->do_los = 1; 1501 op->contr->do_los = 1;
1445 ++op->map->players; 1502 ++op->map->players;
1446 op->map->touch (); 1503 op->map->touch ();
1447 } 1504 }
1462 * be far away from this change and not affected in any way - 1519 * be far away from this change and not affected in any way -
1463 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1464 * or just updating the P_UPTODATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1465 * of effect may be sufficient. 1522 * of effect may be sufficient.
1466 */ 1523 */
1467 if (op->map->darkness && (op->glow_radius != 0)) 1524 if (op->affects_los ())
1525 {
1526 op->ms ().invalidate ();
1468 update_all_los (op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1528 }
1469 1529
1470 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1530 /* updates flags (blocked, alive, no magic, etc) for this map space */
1471 update_object (op, UP_OBJ_INSERT); 1531 update_object (op, UP_OBJ_INSERT);
1472 1532
1473 INVOKE_OBJECT (INSERT, op); 1533 INVOKE_OBJECT (INSERT, op);
1480 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1481 * update_object(). 1541 * update_object().
1482 */ 1542 */
1483 1543
1484 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* if this is not the head or flag has been passed, don't check walk on status */
1485 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1486 { 1546 {
1487 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1488 return 0; 1548 return 0;
1489 1549
1490 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1491 * walk on's. 1551 * walk on's.
1492 */ 1552 */
1493 for (object *tmp = op->more; tmp; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1494 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1495 return 0; 1555 return 0;
1496 } 1556 }
1497 1557
1498 return op; 1558 return op;
1499} 1559}
1501/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1502 * finds an object of its own type, it'll remove that one first. 1562 * finds an object of its own type, it'll remove that one first.
1503 * op is the object to insert it under: supplies x and the map. 1563 * op is the object to insert it under: supplies x and the map.
1504 */ 1564 */
1505void 1565void
1506replace_insert_ob_in_map (const char *arch_string, object *op) 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1507{ 1567{
1508 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1509 1569
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1512 tmp->destroy (1); 1572 tmp->destroy ();
1513 1573
1514 object *tmp = arch_to_object (archetype::find (arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1515 1575
1516 tmp->x = op->x; 1576 tmp->x = op->x;
1517 tmp->y = op->y; 1577 tmp->y = op->y;
1518 1578
1519 insert_ob_in_map (tmp, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1524{ 1584{
1525 if (where->env) 1585 if (where->env)
1526 return where->env->insert (this); 1586 return where->env->insert (this);
1527 else 1587 else
1528 return where->map->insert (this, where->x, where->y, originator, flags); 1588 return where->map->insert (this, where->x, where->y, originator, flags);
1589}
1590
1591// check whether we can put this into the map, respect max_volume, max_items
1592bool
1593object::can_drop_at (maptile *m, int x, int y, object *originator)
1594{
1595 mapspace &ms = m->at (x, y);
1596
1597 int items = ms.items ();
1598
1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1602 return true;
1603
1604 if (originator && originator->is_player ())
1605 originator->contr->failmsgf (
1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1607 query_name ()
1608 );
1609
1610 return false;
1529} 1611}
1530 1612
1531/* 1613/*
1532 * decrease(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1541 if (!nr) 1623 if (!nr)
1542 return true; 1624 return true;
1543 1625
1544 nr = min (nr, nrof); 1626 nr = min (nr, nrof);
1545 1627
1628 if (nrof > nr)
1629 {
1630 sint64 oweight = total_weight ();
1631
1546 nrof -= nr; 1632 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0
1551 1633
1552 if (object *pl = visible_to ()) 1634 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this); 1635 esrv_update_item (UPD_NROF, pl, this);
1554 1636
1637 adjust_weight (env, oweight, total_weight ());
1638
1555 return true; 1639 return true;
1556 } 1640 }
1557 else 1641 else
1558 { 1642 {
1559 destroy (1); 1643 destroy ();
1560 return false; 1644 return false;
1561 } 1645 }
1562} 1646}
1563 1647
1564/* 1648/*
1633 if (op->nrof) 1717 if (op->nrof)
1634 for (object *tmp = inv; tmp; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1635 if (object::can_merge (tmp, op)) 1719 if (object::can_merge (tmp, op))
1636 { 1720 {
1637 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1638 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1639 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1640 1728
1641 if (object *pl = tmp->visible_to ()) 1729 if (object *pl = tmp->visible_to ())
1642 esrv_update_item (UPD_NROF, pl, tmp); 1730 esrv_update_item (UPD_NROF, pl, tmp);
1643 1731
1644 adjust_weight (this, op->total_weight ()); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1645 1733
1646 op->destroy (1); 1734 op->destroy ();
1647 op = tmp; 1735 op = tmp;
1648 goto inserted; 1736 goto inserted;
1649 } 1737 }
1650 1738
1651 op->owner = 0; // it's his/hers now. period. 1739 op->owner = 0; // it's his/hers now. period.
1665 op->flag [FLAG_REMOVED] = 0; 1753 op->flag [FLAG_REMOVED] = 0;
1666 1754
1667 if (object *pl = op->visible_to ()) 1755 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op); 1756 esrv_send_item (pl, op);
1669 1757
1670 adjust_weight (this, op->total_weight ()); 1758 adjust_weight (this, 0, op->total_weight ());
1671 1759
1672inserted: 1760inserted:
1673 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1762 if (op->glow_radius && is_on_map ())
1763 {
1764 update_stats ();
1675 update_all_los (map, x, y); 1765 update_all_los (map, x, y);
1676 1766 }
1767 else if (is_player ())
1677 // if this is a player's inventory, update stats 1768 // if this is a player's inventory, update stats
1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1769 contr->queue_stats_update ();
1679 update_stats ();
1680 1770
1681 INVOKE_OBJECT (INSERT, this); 1771 INVOKE_OBJECT (INSERT, this);
1682 1772
1683 return op; 1773 return op;
1684} 1774}
1702 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * MSW 2001-07-08: Check all objects on space, not just those below
1703 * object being inserted. insert_ob_in_map may not put new objects 1793 * object being inserted. insert_ob_in_map may not put new objects
1704 * on top. 1794 * on top.
1705 */ 1795 */
1706int 1796int
1707check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1708{ 1798{
1799 if (op->flag [FLAG_NO_APPLY])
1800 return 0;
1801
1709 object *tmp; 1802 object *tmp;
1710 maptile *m = op->map; 1803 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1712 1805
1713 MoveType move_on, move_slow, move_block; 1806 mapspace &ms = m->at (x, y);
1714 1807
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1808 ms.update ();
1716 return 0;
1717 1809
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1810 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1811 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1812 MoveType move_block = ms.move_block;
1721 1813
1722 /* if nothing on this space will slow op down or be applied, 1814 /* if nothing on this space will slow op down or be applied,
1723 * no need to do checking below. have to make sure move_type 1815 * no need to do checking below. have to make sure move_type
1724 * is set, as lots of objects don't have it set - we treat that 1816 * is set, as lots of objects don't have it set - we treat that
1725 * as walking. 1817 * as walking.
1736 return 0; 1828 return 0;
1737 1829
1738 /* The objects have to be checked from top to bottom. 1830 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1831 * Hence, we first go to the top:
1740 */ 1832 */
1741 1833 for (object *next, *tmp = ms.top; tmp; tmp = next)
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 } 1834 {
1835 next = tmp->below;
1751 1836
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1837 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1838 continue; /* Can't apply yourself */
1756 1839
1757 /* Check to see if one of the movement types should be slowed down. 1840 /* Check to see if one of the movement types should be slowed down.
1758 * Second check makes sure that the movement types not being slowed 1841 * Second check makes sure that the movement types not being slowed
1759 * (~slow_move) is not blocked on this space - just because the 1842 * (~slow_move) is not blocked on this space - just because the
1760 * space doesn't slow down swimming (for example), if you can't actually 1843 * space doesn't slow down swimming (for example), if you can't actually
1761 * swim on that space, can't use it to avoid the penalty. 1844 * swim on that space, can't use it to avoid the penalty.
1762 */ 1845 */
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1764 { 1847 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1850 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1852
1772 if (op->type == PLAYER) 1853 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1854 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1855 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1856 diff /= 4.0;
1776 1857
1777 op->speed_left -= diff; 1858 op->speed_left -= diff;
1778 } 1859 }
1779 } 1860 }
1780 1861
1781 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1782 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1783 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1784 { 1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
1785 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1786 1872
1787 if (op->destroyed ()) 1873 if (op->destroyed ())
1788 return 1; 1874 return 1;
1789 1875
1901void 1987void
1902flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
1903{ 1989{
1904 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 { 1991 {
1906 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
1907 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
1908 } 1994 }
1909} 1995}
1910 1996
1911/* 1997/*
1914void 2000void
1915unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
1916{ 2002{
1917 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 { 2004 {
1919 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
1920 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
1921 } 2007 }
1922} 2008}
1923 2009
1924/* 2010/*
1985 * head of the object should correspond for the entire object. 2071 * head of the object should correspond for the entire object.
1986 */ 2072 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2073 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 2074 continue;
1989 2075
1990 if (ob->blocked (m, pos.x, pos.y)) 2076 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 2077 continue;
1992 2078
1993 altern [index++] = i; 2079 altern [index++] = i;
1994 } 2080 }
1995 2081
2063 * there is capable of. 2149 * there is capable of.
2064 */ 2150 */
2065int 2151int
2066find_dir (maptile *m, int x, int y, object *exclude) 2152find_dir (maptile *m, int x, int y, object *exclude)
2067{ 2153{
2068 int i, max = SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2069
2070 sint16 nx, ny;
2071 object *tmp;
2072 maptile *mp;
2073
2074 MoveType blocked, move_type; 2155 MoveType move_type;
2075 2156
2076 if (exclude && exclude->head_ () != exclude) 2157 if (exclude && exclude->head_ () != exclude)
2077 { 2158 {
2078 exclude = exclude->head; 2159 exclude = exclude->head;
2079 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2082 { 2163 {
2083 /* If we don't have anything, presume it can use all movement types. */ 2164 /* If we don't have anything, presume it can use all movement types. */
2084 move_type = MOVE_ALL; 2165 move_type = MOVE_ALL;
2085 } 2166 }
2086 2167
2087 for (i = 1; i < max; i++) 2168 for (int i = 1; i < max; i++)
2088 { 2169 {
2089 mp = m; 2170 mapxy pos (m, x, y);
2090 nx = x + freearr_x[i]; 2171 pos.move (i);
2091 ny = y + freearr_y[i];
2092 2172
2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2173 if (!pos.normalise ())
2094
2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i]; 2174 max = maxfree[i];
2097 else 2175 else
2098 { 2176 {
2099 mapspace &ms = mp->at (nx, ny); 2177 mapspace &ms = *pos;
2100 2178
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type) 2179 if ((move_type & ms.move_block) == move_type)
2104 max = maxfree[i]; 2180 max = maxfree [i];
2105 else if (mflags & P_IS_ALIVE) 2181 else if (ms.flags () & P_IS_ALIVE)
2106 { 2182 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break;
2111
2112 if (tmp)
2113 return freedir[i]; 2186 return freedir [i];
2114 } 2187 }
2115 } 2188 }
2116 } 2189 }
2117 2190
2118 return 0; 2191 return 0;
2127{ 2200{
2128 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2129} 2202}
2130 2203
2131/* 2204/*
2132 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * find_dir_2(delta-x,delta-y) will return a direction value
2133 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2134 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2135 */ 2208 */
2136int 2209int
2137find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2138{ 2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2139 int q; 2255 int q;
2140 2256
2141 if (y) 2257 if (y)
2142 q = x * 100 / y; 2258 q = 128 * x / y;
2143 else if (x) 2259 else if (x)
2144 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2145 else 2261 else
2146 return 0; 2262 return 0;
2147 2263
2148 if (y > 0) 2264 if (y > 0)
2149 { 2265 {
2150 if (q < -242) 2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2151 return 3; 2271 return 3;
2152 if (q < -41) 2272 }
2153 return 2; 2273 else
2154 if (q < 41) 2274 {
2155 return 1; 2275 if (q < -309) return 3;
2156 if (q < 242) 2276 if (q < -52) return 2;
2157 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2158 return 7; 2280 return 7;
2159 } 2281 }
2160 2282#endif
2161 if (q < -242)
2162 return 7;
2163 if (q < -41)
2164 return 6;
2165 if (q < 41)
2166 return 5;
2167 if (q < 242)
2168 return 4;
2169
2170 return 3;
2171} 2283}
2172 2284
2173/* 2285/*
2174 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2175 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2176 */ 2288 */
2177int 2289int
2178dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2179{ 2291{
2180 int d;
2181
2182 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2183 if (d > 4)
2184 d = 8 - d;
2185 2293
2186 return d; 2294 return d > 4 ? 8 - d : d;
2187} 2295}
2188 2296
2189/* peterm: 2297/* peterm:
2190 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2191 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2193 * This basically means that if direction is 15, then it could either go 2301 * This basically means that if direction is 15, then it could either go
2194 * direction 4, 14, or 16 to get back to where we are. 2302 * direction 4, 14, or 16 to get back to where we are.
2195 * Moved from spell_util.c to object.c with the other related direction 2303 * Moved from spell_util.c to object.c with the other related direction
2196 * functions. 2304 * functions.
2197 */ 2305 */
2198int reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2199 {0, 0, 0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2200 {0, 0, 0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2201 {0, 0, 0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2202 {0, 0, 0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2203 {0, 0, 0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2297 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2298 */ 2406 */
2299int 2407int
2300can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2301{ 2409{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2305} 2413}
2306 2414
2307/* 2415/*
2308 * create clone from object to another 2416 * create clone from object to another
2309 */ 2417 */
2341 return tmp; 2449 return tmp;
2342 2450
2343 return 0; 2451 return 0;
2344} 2452}
2345 2453
2346const shstr & 2454/* Zero the key_values on op, decrementing the shared-string
2347object::kv_get (const shstr &key) const 2455 * refcounts and freeing the links.
2456 */
2457void
2458key_values::clear ()
2348{ 2459{
2460 for (key_value *kvp = first; kvp; )
2461 {
2462 key_value *next = kvp->next;
2463 delete kvp;
2464 kvp = next;
2465 }
2466
2467 first = 0;
2468}
2469
2470shstr_tmp
2471key_values::get (shstr_tmp key) const
2472{
2349 for (key_value *kv = key_values; kv; kv = kv->next) 2473 for (key_value *kv = first; kv; kv = kv->next)
2350 if (kv->key == key) 2474 if (kv->key == key)
2351 return kv->value; 2475 return kv->value;
2352 2476
2353 return shstr_null; 2477 return shstr ();
2354} 2478}
2355 2479
2356void 2480void
2357object::kv_set (const shstr &key, const shstr &value) 2481key_values::add (shstr_tmp key, shstr_tmp value)
2358{ 2482{
2483 key_value *kv = new key_value;
2484
2485 kv->next = first;
2486 kv->key = key;
2487 kv->value = value;
2488
2489 first = kv;
2490}
2491
2492void
2493key_values::set (shstr_tmp key, shstr_tmp value)
2494{
2359 for (key_value *kv = key_values; kv; kv = kv->next) 2495 for (key_value *kv = first; kv; kv = kv->next)
2360 if (kv->key == key) 2496 if (kv->key == key)
2361 { 2497 {
2362 kv->value = value; 2498 kv->value = value;
2363 return; 2499 return;
2364 } 2500 }
2365 2501
2366 key_value *kv = new key_value; 2502 add (key, value);
2367
2368 kv->next = key_values;
2369 kv->key = key;
2370 kv->value = value;
2371
2372 key_values = kv;
2373} 2503}
2374 2504
2375void 2505void
2376object::kv_del (const shstr &key) 2506key_values::del (shstr_tmp key)
2377{ 2507{
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2508 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key) 2509 if ((*kvp)->key == key)
2380 { 2510 {
2381 key_value *kv = *kvp; 2511 key_value *kv = *kvp;
2382 *kvp = (*kvp)->next; 2512 *kvp = (*kvp)->next;
2383 delete kv; 2513 delete kv;
2384 return; 2514 return;
2385 } 2515 }
2386} 2516}
2387 2517
2518void
2519key_values::reverse ()
2520{
2521 key_value *prev = 0;
2522 key_value *head = first;
2523
2524 while (head)
2525 {
2526 key_value *node = head;
2527 head = head->next;
2528 node->next = prev;
2529 prev = node;
2530 }
2531
2532 first = prev;
2533}
2534
2535key_values &
2536key_values::operator =(const key_values &kv)
2537{
2538 clear ();
2539
2540 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2541 add (kvp->key, kvp->value);
2542
2543 reverse ();
2544}
2545
2388object::depth_iterator::depth_iterator (object *container) 2546object::depth_iterator::depth_iterator (object *container)
2389: iterator_base (container) 2547: iterator_base (container)
2390{ 2548{
2391 while (item->inv) 2549 while (item->inv)
2392 item = item->inv; 2550 item = item->inv;
2440{ 2598{
2441 char flagdesc[512]; 2599 char flagdesc[512];
2442 char info2[256 * 4]; 2600 char info2[256 * 4];
2443 char *p = info; 2601 char *p = info;
2444 2602
2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2603 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2446 count, 2604 count,
2447 uuid.c_str (), 2605 uuid.c_str (),
2448 &name, 2606 &name,
2449 title ? "\",title:\"" : "", 2607 title ? ",title:\"" : "",
2450 title ? (const char *)title : "", 2608 title ? (const char *)title : "",
2609 title ? "\"" : "",
2451 flag_desc (flagdesc, 512), type); 2610 flag_desc (flagdesc, 512), type);
2452 2611
2453 if (!flag[FLAG_REMOVED] && env) 2612 if (!flag[FLAG_REMOVED] && env)
2454 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2455 2614
2471struct region * 2630struct region *
2472object::region () const 2631object::region () const
2473{ 2632{
2474 return map ? map->region (x, y) 2633 return map ? map->region (x, y)
2475 : region::default_region (); 2634 : region::default_region ();
2476}
2477
2478const materialtype_t *
2479object::dominant_material () const
2480{
2481 if (materialtype_t *mt = name_to_material (materialname))
2482 return mt;
2483
2484 return name_to_material (shstr_unknown);
2485} 2635}
2486 2636
2487void 2637void
2488object::open_container (object *new_container) 2638object::open_container (object *new_container)
2489{ 2639{
2511 container = 0; 2661 container = 0;
2512 2662
2513 // client needs item update to make it work, client bug requires this to be separate 2663 // client needs item update to make it work, client bug requires this to be separate
2514 esrv_update_item (UPD_FLAGS, this, old_container); 2664 esrv_update_item (UPD_FLAGS, this, old_container);
2515 2665
2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2517 play_sound (sound_find ("chest_close")); 2667 play_sound (sound_find ("chest_close"));
2518 } 2668 }
2519 2669
2520 if (new_container) 2670 if (new_container)
2521 { 2671 {
2525 // TODO: this does not seem to serve any purpose anymore? 2675 // TODO: this does not seem to serve any purpose anymore?
2526#if 0 2676#if 0
2527 // insert the "Close Container" object. 2677 // insert the "Close Container" object.
2528 if (archetype *closer = new_container->other_arch) 2678 if (archetype *closer = new_container->other_arch)
2529 { 2679 {
2530 object *closer = arch_to_object (new_container->other_arch); 2680 object *closer = new_container->other_arch->instance ();
2531 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2681 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2532 new_container->insert (closer); 2682 new_container->insert (closer);
2533 } 2683 }
2534#endif 2684#endif
2535 2685
2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2686 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2537 2687
2538 // make sure the container is available, client bug requires this to be separate 2688 // make sure the container is available, client bug requires this to be separate
2539 esrv_send_item (this, new_container); 2689 esrv_send_item (this, new_container);
2540 2690
2541 new_container->flag [FLAG_APPLIED] = true; 2691 new_container->flag [FLAG_APPLIED] = true;
2549// else if (!old_container->env && contr && contr->ns) 2699// else if (!old_container->env && contr && contr->ns)
2550// contr->ns->floorbox_reset (); 2700// contr->ns->floorbox_reset ();
2551} 2701}
2552 2702
2553object * 2703object *
2554object::force_find (const shstr name) 2704object::force_find (shstr_tmp name)
2555{ 2705{
2556 /* cycle through his inventory to look for the MARK we want to 2706 /* cycle through his inventory to look for the MARK we want to
2557 * place 2707 * place
2558 */ 2708 */
2559 for (object *tmp = inv; tmp; tmp = tmp->below) 2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2561 return splay (tmp); 2711 return splay (tmp);
2562 2712
2563 return 0; 2713 return 0;
2564} 2714}
2565 2715
2716//-GPL
2717
2566void 2718void
2719object::force_set_timer (int duration)
2720{
2721 this->duration = 1;
2722 this->speed_left = -1.f;
2723
2724 this->set_speed (duration ? 1.f / duration : 0.f);
2725}
2726
2727object *
2567object::force_add (const shstr name, int duration) 2728object::force_add (shstr_tmp name, int duration)
2568{ 2729{
2569 if (object *force = force_find (name)) 2730 if (object *force = force_find (name))
2570 force->destroy (); 2731 force->destroy ();
2571 2732
2572 object *force = get_archetype (FORCE_NAME); 2733 object *force = archetype::get (FORCE_NAME);
2573 2734
2574 force->slaying = name; 2735 force->slaying = name;
2575 force->stats.food = 1; 2736 force->force_set_timer (duration);
2576 force->speed_left = -1.f;
2577
2578 force->set_speed (duration ? 1.f / duration : 0.f);
2579 force->flag [FLAG_IS_USED_UP] = true;
2580 force->flag [FLAG_APPLIED] = true; 2737 force->flag [FLAG_APPLIED] = true;
2581 2738
2582 insert (force); 2739 return insert (force);
2583} 2740}
2584 2741
2585void 2742void
2586object::play_sound (faceidx sound) 2743object::play_sound (faceidx sound) const
2587{ 2744{
2588 if (!sound) 2745 if (!sound)
2589 return; 2746 return;
2590 2747
2591 if (flag [FLAG_REMOVED]) 2748 if (is_on_map ())
2749 map->play_sound (sound, x, y);
2750 else if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752}
2753
2754void
2755object::say_msg (const char *msg) const
2756{
2757 if (is_on_map ())
2758 map->say_msg (msg, x, y);
2759 else if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761}
2762
2763void
2764object::make_noise ()
2765{
2766 // we do not model noise in the map, so instead put
2767 // a temporary light into the noise source
2768 // could use the map instead, but that's less reliable for our
2769 // goal, which is to make invisibility a bit harder to exploit
2770
2771 // currently only works sensibly for players
2772 if (!is_player ())
2592 return; 2773 return;
2593 2774
2594 if (env) 2775 // find old force, or create new one
2595 { 2776 object *force = force_find (shstr_noise_force);
2596 if (object *pl = in_player ()) 2777
2597 pl->contr->play_sound (sound); 2778 if (force)
2598 } 2779 force->speed_left = -1.f; // patch old speed up
2599 else 2780 else
2600 map->play_sound (sound, x, y); 2781 {
2601} 2782 force = archetype::get (shstr_noise_force);
2602 2783
2784 force->slaying = shstr_noise_force;
2785 force->stats.food = 1;
2786 force->speed_left = -1.f;
2787
2788 force->set_speed (1.f / 4.f);
2789 force->flag [FLAG_IS_USED_UP] = true;
2790 force->flag [FLAG_APPLIED] = true;
2791
2792 insert (force);
2793 }
2794}
2795
2796void object::change_move_type (MoveType mt)
2797{
2798 if (move_type == mt)
2799 return;
2800
2801 if (is_on_map ())
2802 {
2803 // we are on the map, so handle move_on/off effects
2804 remove ();
2805 move_type = mt;
2806 map->insert (this, x, y, this);
2807 }
2808 else
2809 move_type = mt;
2810}
2811
2812/* object should be a player.
2813 * we return the object the player has marked with the 'mark' command
2814 * below. If no match is found (or object has changed), we return
2815 * NULL. We leave it up to the calling function to print messages if
2816 * nothing is found.
2817 */
2818object *
2819object::mark () const
2820{
2821 if (contr && contr->mark && contr->mark->env == this)
2822 return contr->mark;
2823 else
2824 return 0;
2825}
2826
2827// put marked object first in the inventory
2828// this is used by identify-like spells so players can influence
2829// the order a bit.
2830void
2831object::splay_marked ()
2832{
2833 if (object *marked = mark ())
2834 splay (marked);
2835}
2836

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