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Comparing deliantra/server/common/object.C (file contents):
Revision 1.243 by root, Sat May 17 00:17:02 2008 UTC vs.
Revision 1.362 by root, Thu Jan 19 21:51:43 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
193 return 0;
194
195 /* Do not merge objects if nrof would overflow. First part checks 286 /* Do not merge objects if nrof would overflow, assume nrof
196 * for unsigned overflow (2c), second part checks whether the result 287 * is always 0 .. 2**31-1 */
197 * would fit into a 32 bit signed int, which is often used to hold 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * nrof values.
199 */
200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 289 return 0;
202 290
203 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
204 * 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
205 * 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
206 * 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
207 * flags lose any meaning. 295 * flags lose any meaning.
208 */ 296 */
209 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
210 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
211 299
212 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
213 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
214 302
215 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
216 || ob1->name != ob2->name 304 || ob1->name != ob2->name
217 || ob1->title != ob2->title 305 || ob1->title != ob2->title
218 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
221 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
222 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
223 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
224 || ob1->value != ob2->value 312 || ob1->value != ob2->value
225 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
226 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
227 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
228 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
229 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
230 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
231 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
232 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
233 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
234 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
235 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
236 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
237 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
238 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
240 return 0; 328 return 0;
241 329
242 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED) 331 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED) 332 .reset (FLAG_REMOVED)
246 .any ()) 333 .any ())
247 return 0; 334 return 0;
248 335
249 /* This is really a spellbook check - we should in general 336 /* This is really a spellbook check - we should in general
264 /* 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
265 * if it is valid. 352 * if it is valid.
266 */ 353 */
267 } 354 }
268 355
269 /* 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,
270 * 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
271 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
272 */ 359 */
273 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
274 return 0; 361 return 0;
275 362
276 /* Note sure why the following is the case - either the object has to 363 /* Not sure why the following is the case - either the object has to
277 * 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
278 * check? 365 * check?
279 */ 366 */
280 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
281 return 0; 368 return 0;
282 369
283 switch (ob1->type) 370 switch (ob1->type)
284 { 371 {
285 case SCROLL: 372 case SCROLL:
286 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
287 return 0; 374 return 0;
288 break; 375 break;
289 } 376 }
290 377
291 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
292 { 379 {
293 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
294 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
295 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
296 383
297 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 385 return 0;
299 } 386 }
331 { 418 {
332 // see if we are in a container of sorts 419 // see if we are in a container of sorts
333 if (env) 420 if (env)
334 { 421 {
335 // the player inventory itself is always visible 422 // the player inventory itself is always visible
336 if (env->type == PLAYER) 423 if (env->is_player ())
337 return env; 424 return env;
338 425
339 // else a player could have our env open 426 // else a player could have our env open
340 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
341 428
342 // 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
343 // even if our inv is in a player. 430 // even if our inv is in a player.
344 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
346 if (pl->container == env) 433 if (pl->container_ () == env)
347 return pl; 434 return pl;
348 } 435 }
349 else 436 else
350 { 437 {
351 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
354 if (!pl->container || this == pl->container) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
355 return pl; 443 return pl;
356 } 444 }
357 } 445 }
358 446
359 return 0; 447 return 0;
360} 448}
361 449
362// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
363static sint32 451static weight_t
364weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, weight_t weight)
365{ 453{
366 return op->type == CONTAINER 454 if (op->type == CONTAINER)
367 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 weight -= weight * op->stats.Str / 100;
368 : weight;
369}
370 456
457 return weight;
458}
459
371/* 460/*
372 * adjust_weight(object, weight) adds the specified weight to an object, 461 * subtracts, then adds, the specified weight to an object,
373 * and also updates how much the environment(s) is/are carrying. 462 * and also updates how much the environment(s) is/are carrying.
374 */ 463 */
375static void 464static void
376adjust_weight (object *op, sint32 weight) 465adjust_weight (object *op, weight_t sub, weight_t add)
377{ 466{
378 while (op) 467 while (op)
379 { 468 {
380 // adjust by actual difference to account for rounding errors 469 weight_t carrying = (weight_t)op->carrying
381 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 470 - weight_adjust_for (op, sub)
382 weight = weight_adjust_for (op, op->carrying) 471 + weight_adjust_for (op, add);
383 - weight_adjust_for (op, op->carrying - weight);
384 472
385 if (!weight) 473 sub = op->carrying;
386 return;
387
388 op->carrying += weight; 474 op->carrying = carrying;
475 add = op->carrying;
389 476
390 if (object *pl = op->visible_to ()) 477 if (object *pl = op->visible_to ())
391 if (pl != op) // player is handled lazily 478 if (pl != op) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, op); 479 esrv_update_item (UPD_WEIGHT, pl, op);
393 480
401 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
402 */ 489 */
403void 490void
404object::update_weight () 491object::update_weight ()
405{ 492{
406 sint32 sum = 0; 493 weight_t sum = 0;
407 494
408 for (object *op = inv; op; op = op->below) 495 for (object *op = inv; op; op = op->below)
409 { 496 {
410 if (op->inv)
411 op->update_weight (); 497 op->update_weight ();
412 498
413 sum += op->total_weight (); 499 sum += weight_adjust_for (this, op->total_weight ());
414 } 500 }
415
416 sum = weight_adjust_for (this, sum);
417 501
418 if (sum != carrying) 502 if (sum != carrying)
419 { 503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
420 carrying = sum; 508 carrying = sum;
421 509
422 if (object *pl = visible_to ()) 510 if (object *pl = visible_to ())
423 if (pl != this) // player is handled lazily 511 if (pl != this) // player is handled lazily
424 esrv_update_item (UPD_WEIGHT, pl, this); 512 esrv_update_item (UPD_WEIGHT, pl, this);
437 object_freezer freezer; 525 object_freezer freezer;
438 op->write (freezer); 526 op->write (freezer);
439 return freezer.as_string (); 527 return freezer.as_string ();
440} 528}
441 529
442/* 530char *
443 * get_nearest_part(multi-object, object 2) returns the part of the 531object::as_string ()
444 * multi-object 1 which is closest to the second object.
445 * If it's not a multi-object, it is returned.
446 */
447object *
448get_nearest_part (object *op, const object *pl)
449{ 532{
450 object *tmp, *closest; 533 return dump_object (this);
451 int last_dist, i;
452
453 if (!op->more)
454 return op;
455
456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
459 if ((i = distance (tmp, pl)) < last_dist)
460 closest = tmp, last_dist = i;
461
462 return closest;
463} 534}
464 535
465/* 536/*
466 * Returns the object which has the count-variable equal to the argument. 537 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow. 538 * VERRRY slow.
469object * 540object *
470find_object (tag_t i) 541find_object (tag_t i)
471{ 542{
472 for_all_objects (op) 543 for_all_objects (op)
473 if (op->count == i) 544 if (op->count == i)
545 return op;
546
547 return 0;
548}
549
550/*
551 * Returns the object which has the uuid equal to the argument.
552 * MOAR VERRRY slow.
553 */
554
555object *
556find_object_uuid (UUID i)
557{
558 for_all_objects (op)
559 if (op->uuid == i)
474 return op; 560 return op;
475 561
476 return 0; 562 return 0;
477} 563}
478 564
512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
513 return; 599 return;
514 } 600 }
515 601
516 this->owner = owner; 602 this->owner = owner;
517}
518
519int
520object::slottype () const
521{
522 if (type == SKILL)
523 {
524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534}
535
536bool
537object::change_weapon (object *ob)
538{
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
559 {
560 current_weapon = chosen_skill = 0;
561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first.]", &ob->name);
567 return false;
568 }
569
570 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 }
572 else
573 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
574
575 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
576 {
577 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
578 &name, ob->debug_desc ());
579 return false;
580 }
581
582 return true;
583}
584
585/* Zero the key_values on op, decrementing the shared-string
586 * refcounts and freeing the links.
587 */
588static void
589free_key_values (object *op)
590{
591 for (key_value *i = op->key_values; i; )
592 {
593 key_value *next = i->next;
594 delete i;
595
596 i = next;
597 }
598
599 op->key_values = 0;
600} 603}
601 604
602/* 605/*
603 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
604 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
610void 613void
611object::copy_to (object *dst) 614object::copy_to (object *dst)
612{ 615{
613 dst->remove (); 616 dst->remove ();
614 *(object_copy *)dst = *this; 617 *(object_copy *)dst = *this;
618
619 // maybe move to object_copy?
620 dst->kv = kv;
621
615 dst->flag [FLAG_REMOVED] = true; 622 dst->flag [FLAG_REMOVED] = true;
616 623 dst->activate ();
617 /* Copy over key_values, if any. */
618 if (key_values)
619 {
620 key_value *tail = 0;
621 dst->key_values = 0;
622
623 for (key_value *i = key_values; i; i = i->next)
624 {
625 key_value *new_link = new key_value;
626
627 new_link->next = 0;
628 new_link->key = i->key;
629 new_link->value = i->value;
630
631 /* Try and be clever here, too. */
632 if (!dst->key_values)
633 {
634 dst->key_values = new_link;
635 tail = new_link;
636 }
637 else
638 {
639 tail->next = new_link;
640 tail = new_link;
641 }
642 }
643 }
644
645 if (speed < 0)
646 dst->speed_left -= rndm ();
647
648 dst->set_speed (dst->speed);
649} 624}
650 625
651void 626void
652object::instantiate () 627object::instantiate ()
653{ 628{
654 if (!uuid.seq) // HACK 629 if (!uuid.seq) // HACK
655 uuid = UUID::gen (); 630 uuid = UUID::gen ();
656 631
632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
633 if (flag [FLAG_RANDOM_SPEED] && speed)
634 speed_left = - speed - rndm (); // TODO animation
635 else
657 speed_left = -0.1f; 636 speed_left = -1.;
637
658 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
659 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
660 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
661 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
662 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
663 */ 643 */
664 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = NUM_BODY_LOCATIONS; i--; )
665 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
666 646
670object * 650object *
671object::clone () 651object::clone ()
672{ 652{
673 object *neu = create (); 653 object *neu = create ();
674 copy_to (neu); 654 copy_to (neu);
655
656 // TODO: unclean state changes, should not be done in clone AND instantiate
657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
658 neu->speed_left = - neu->speed - rndm (); // TODO animation
659
675 neu->map = map; // not copied by copy_to 660 neu->map = map; // not copied by copy_to
676 return neu; 661 return neu;
677} 662}
678 663
679/* 664/*
682 * be called to update the face variable, _and_ how it looks on the map. 667 * be called to update the face variable, _and_ how it looks on the map.
683 */ 668 */
684void 669void
685update_turn_face (object *op) 670update_turn_face (object *op)
686{ 671{
687 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
688 return; 673 return;
689 674
690 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
691 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
692} 677}
697 * This function needs to be called whenever the speed of an object changes. 682 * This function needs to be called whenever the speed of an object changes.
698 */ 683 */
699void 684void
700object::set_speed (float speed) 685object::set_speed (float speed)
701{ 686{
702 if (flag [FLAG_FREED] && speed)
703 {
704 LOG (llevError, "Object %s is freed but has speed.\n", &name);
705 speed = 0;
706 }
707
708 this->speed = speed; 687 this->speed = speed;
709 688
710 if (has_active_speed ()) 689 if (has_active_speed ())
711 activate (); 690 activate ();
712 else 691 else
759 } 738 }
760 739
761 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
762 741
763 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
764 /* nop */; 743 m.update_up (); // nothing to do except copy up
765 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
766 { 745 {
746#if 0
767 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
768 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
774 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
775 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
776 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
777 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
778 * to have move_allow right now. 758 * have move_allow right now.
779 */ 759 */
780 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
761 m.invalidate ();
762#else
781 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
782 m.flags_ = 0; 764 m.invalidate ();
765#endif
783 } 766 }
784 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
785 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
786 * that is being removed. 769 * that is being removed.
787 */ 770 */
788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
789 m.flags_ = 0; 772 m.invalidate ();
790 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
791 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
792 else 775 else
793 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
794 777
795 if (op->more) 778 if (op->more)
796 update_object (op->more, action); 779 update_object (op->more, action);
797} 780}
798 781
799object::object () 782object::object ()
800{ 783{
801 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
802 785
803 expmul = 1.0; 786 //expmul = 1.0; declared const for the time being
804 face = blank_face; 787 face = blank_face;
788 material = MATERIAL_NULL;
805} 789}
806 790
807object::~object () 791object::~object ()
808{ 792{
809 unlink (); 793 unlink ();
810 794
811 free_key_values (this); 795 kv.clear ();
812} 796}
813
814static int object_count;
815 797
816void object::link () 798void object::link ()
817{ 799{
818 assert (!index);//D 800 assert (!index);//D
819 uuid = UUID::gen (); 801 uuid = UUID::gen ();
820 count = ++object_count;
821 802
822 refcnt_inc (); 803 refcnt_inc ();
823 objects.insert (this); 804 objects.insert (this);
805
806 ++create_count;
807
824} 808}
825 809
826void object::unlink () 810void object::unlink ()
827{ 811{
828 if (!index) 812 if (!index)
829 return; 813 return;
814
815 ++destroy_count;
830 816
831 objects.erase (this); 817 objects.erase (this);
832 refcnt_dec (); 818 refcnt_dec ();
833} 819}
834 820
838 /* If already on active list, don't do anything */ 824 /* If already on active list, don't do anything */
839 if (active) 825 if (active)
840 return; 826 return;
841 827
842 if (has_active_speed ()) 828 if (has_active_speed ())
829 {
830 if (flag [FLAG_FREED])
831 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
832
843 actives.insert (this); 833 actives.insert (this);
834 }
844} 835}
845 836
846void 837void
847object::activate_recursive () 838object::activate_recursive ()
848{ 839{
908 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
909 * drop on that space. 900 * drop on that space.
910 */ 901 */
911 if (!drop_to_ground 902 if (!drop_to_ground
912 || !map 903 || !map
913 || map->in_memory != MAP_ACTIVE 904 || !map->linkable ()
914 || map->no_drop 905 || map->no_drop
915 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
916 { 907 {
917 while (inv) 908 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy (); 909 inv->destroy ();
921 }
922 } 910 }
923 else 911 else
924 { /* Put objects in inventory onto this space */ 912 { /* Put objects in inventory onto this space */
925 while (inv) 913 while (inv)
926 { 914 {
930 || op->flag [FLAG_NO_DROP] 918 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE 919 || op->type == RUNE
932 || op->type == TRAP 920 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE] 921 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH]) 922 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true); 923 op->destroy ();
936 else 924 else
937 map->insert (op, x, y); 925 map->insert (op, x, y);
938 } 926 }
939 } 927 }
940} 928}
941 929
930/*
931 * Remove and free all objects in the inventory of the given object.
932 * Unlike destroy_inv, this assumes the *this is destroyed as well
933 * well, so we can (and have to!) take shortcuts.
934 */
935void
936object::destroy_inv_fast ()
937{
938 while (object *op = inv)
939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
945
946 // then destroy
947 op->destroy ();
948 }
949}
950
951void
952object::freelist_free (int count)
953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964}
965
966object *
942object *object::create () 967object::create ()
943{ 968{
944 object *op = new object; 969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
945 op->link (); 991 op->link ();
992
946 return op; 993 return op;
947} 994}
948 995
949static struct freed_map : maptile 996void
997object::do_delete ()
950{ 998{
951 freed_map () 999 uint32_t count = this->count;
952 {
953 path = "<freed objects map>";
954 name = "/internal/freed_objects_map";
955 width = 3;
956 height = 3;
957 no_drop = 1;
958 no_reset = 1;
959 1000
960 alloc (); 1001 this->~object ();
961 in_memory = MAP_ACTIVE;
962 }
963 1002
964 ~freed_map () 1003 freelist_item *li = (freelist_item *)this;
965 { 1004 li->next = freelist;
966 destroy (); 1005 li->count = count;
967 } 1006
968} freed_map; // freed objects are moved here to avoid crashes 1007 freelist = li;
1008 ++free_count;
1009}
969 1010
970void 1011void
971object::do_destroy () 1012object::do_destroy ()
972{ 1013{
973 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 1015 remove_link ();
975 1016
976 if (flag [FLAG_FRIENDLY]) 1017 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 1018 remove_friendly_object (this);
978 1019
979 remove (); 1020 remove ();
1004 attacked_by = 0; 1045 attacked_by = 0;
1005 current_weapon = 0; 1046 current_weapon = 0;
1006} 1047}
1007 1048
1008void 1049void
1009object::destroy (bool destroy_inventory) 1050object::destroy ()
1010{ 1051{
1011 if (destroyed ()) 1052 if (destroyed ())
1012 return; 1053 return;
1013 1054
1014 if (!is_head () && !head->destroyed ()) 1055 if (!is_head () && !head->destroyed ())
1015 { 1056 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1058 head->destroy ();
1018 return; 1059 return;
1019 } 1060 }
1020 1061
1021 destroy_inv (!destroy_inventory); 1062 destroy_inv_fast ();
1022 1063
1023 if (is_head ()) 1064 if (is_head ())
1024 if (sound_destroy) 1065 if (sound_destroy)
1025 play_sound (sound_destroy); 1066 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1067 else if (flag [FLAG_MONSTER])
1037 * the previous environment. 1078 * the previous environment.
1038 */ 1079 */
1039void 1080void
1040object::do_remove () 1081object::do_remove ()
1041{ 1082{
1042 object *tmp, *last = 0;
1043 object *otmp;
1044
1045 if (flag [FLAG_REMOVED]) 1083 if (flag [FLAG_REMOVED])
1046 return; 1084 return;
1047 1085
1048 INVOKE_OBJECT (REMOVE, this); 1086 INVOKE_OBJECT (REMOVE, this);
1049 1087
1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 if (object *pl = visible_to ()) 1100 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count); 1101 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065 1103
1066 adjust_weight (env, -total_weight ()); 1104 adjust_weight (env, total_weight (), 0);
1105
1106 object *pl = in_player ();
1067 1107
1068 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do. 1110 * to the caller to decide what we want to do.
1071 */ 1111 */
1079 1119
1080 above = 0; 1120 above = 0;
1081 below = 0; 1121 below = 0;
1082 env = 0; 1122 env = 0;
1083 1123
1084 /* NO_FIX_PLAYER is set when a great many changes are being 1124 if (pl && pl->is_player ())
1085 * made to players inventory. If set, avoiding the call
1086 * to save cpu time.
1087 */ 1125 {
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1126 if (expect_false (pl->contr->combat_ob == this))
1089 otmp->update_stats (); 1127 {
1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1140 pl->contr->queue_stats_update ();
1141
1142 if (expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1090 } 1145 }
1091 else if (map) 1146 else if (map)
1092 { 1147 {
1093 map->dirty = true; 1148 map->dirty = true;
1094 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1095 1150
1096 if (object *pl = ms.player ()) 1151 if (object *pl = ms.player ())
1097 { 1152 {
1098 if (type == PLAYER) // this == pl(!) 1153 if (is_player ())
1099 { 1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1100 // leaving a spot always closes any open container on the ground 1158 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env) 1159 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures 1160 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent. 1161 // that the CLOSE event is being sent.
1104 close_container (); 1162 close_container ();
1105 1163
1106 --map->players; 1164 --map->players;
1107 map->touch (); 1165 map->touch ();
1108 } 1166 }
1109 else if (pl->container == this) 1167 else if (pl->container_ () == this)
1110 { 1168 {
1111 // removing a container should close it 1169 // removing a container should close it
1112 close_container (); 1170 close_container ();
1113 } 1171 }
1114 1172 else
1115 esrv_del_item (pl->contr, count); 1173 esrv_del_item (pl->contr, count);
1116 } 1174 }
1117 1175
1118 /* link the object above us */ 1176 /* link the object above us */
1119 // re-link, make sure compiler can easily use cmove 1177 // re-link, make sure compiler can easily use cmove
1120 *(above ? &above->below : &ms.top) = below; 1178 *(above ? &above->below : &ms.top) = below;
1121 *(below ? &below->above : &ms.bot) = above; 1179 *(below ? &below->above : &ms.bot) = above;
1122 1180
1123 above = 0; 1181 above = 0;
1124 below = 0; 1182 below = 0;
1125 1183
1126 if (map->in_memory == MAP_SAVING) 1184 ms.invalidate ();
1127 return;
1128 1185
1129 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1130 1187
1131 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1132 { 1189 {
1133 if (pl->container == this) 1190 if (pl->container_ () == this)
1134 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1135 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1136 * appropriately. 1193 * appropriately.
1137 */ 1194 */
1138 pl->close_container (); 1195 pl->close_container ();
1142 //TODO: update floorbox to preserve ordering 1199 //TODO: update floorbox to preserve ordering
1143 if (pl->contr->ns) 1200 if (pl->contr->ns)
1144 pl->contr->ns->floorbox_update (); 1201 pl->contr->ns->floorbox_update ();
1145 } 1202 }
1146 1203
1204 if (check_walk_off)
1147 for (tmp = ms.bot; tmp; tmp = tmp->above) 1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1148 { 1206 {
1207 above = tmp->above;
1208
1149 /* No point updating the players look faces if he is the object 1209 /* No point updating the players look faces if he is the object
1150 * being removed. 1210 * being removed.
1151 */ 1211 */
1152 1212
1153 /* See if object moving off should effect something */ 1213 /* See if object moving off should effect something */
1154 if (check_walk_off
1155 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1156 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1157 {
1158 move_apply (tmp, this, 0); 1216 move_apply (tmp, this, 0);
1159
1160 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1217 }
1163 1218
1164 last = tmp; 1219 if (affects_los ())
1165 }
1166
1167 /* last == NULL if there are no objects on this space */
1168 //TODO: this makes little sense, why only update the topmost object?
1169 if (!last)
1170 map->at (x, y).flags_ = 0;
1171 else
1172 update_object (last, UP_OBJ_REMOVE);
1173
1174 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1175 update_all_los (map, x, y); 1220 update_all_los (map, x, y);
1176 } 1221 }
1177} 1222}
1178 1223
1179/* 1224/*
1203 esrv_update_item (UPD_NROF, pl, top); 1248 esrv_update_item (UPD_NROF, pl, top);
1204 1249
1205 op->weight = 0; // cancel the addition above 1250 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already 1251 op->carrying = 0; // must be 0 already
1207 1252
1208 op->destroy (1); 1253 op->destroy ();
1209 1254
1210 return top; 1255 return top;
1211 } 1256 }
1212 1257
1213 return 0; 1258 return 0;
1221 1266
1222 object *prev = this; 1267 object *prev = this;
1223 1268
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 { 1270 {
1226 object *op = arch_to_object (at); 1271 object *op = at->instance ();
1227 1272
1228 op->name = name; 1273 op->name = name;
1229 op->name_pl = name_pl; 1274 op->name_pl = name_pl;
1230 op->title = title; 1275 op->title = title;
1231 1276
1241 * job preparing multi-part monsters. 1286 * job preparing multi-part monsters.
1242 */ 1287 */
1243object * 1288object *
1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{ 1290{
1291 op->remove ();
1292
1246 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1247 { 1294 {
1248 tmp->x = x + tmp->arch->x; 1295 tmp->x = x + tmp->arch->x;
1249 tmp->y = y + tmp->arch->y; 1296 tmp->y = y + tmp->arch->y;
1250 } 1297 }
1267 * Passing 0 for flag gives proper default values, so flag really only needs 1314 * Passing 0 for flag gives proper default values, so flag really only needs
1268 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1269 * 1316 *
1270 * Return value: 1317 * Return value:
1271 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1272 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1273 * just 'op' otherwise 1320 * just 'op' otherwise
1274 */ 1321 */
1275object * 1322object *
1276insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1277{ 1324{
1278 op->remove (); 1325 op->remove ();
1326
1327 if (m == &freed_map)//D TODO: remove soon
1328 {//D
1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1330 }//D
1279 1331
1280 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1281 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1282 * need extra work 1334 * need extra work
1283 */ 1335 */
1336 maptile *newmap = m;
1284 if (!xy_normalise (m, op->x, op->y)) 1337 if (!xy_normalise (newmap, op->x, op->y))
1285 { 1338 {
1286 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1287 return 0; 1340 return 0;
1288 } 1341 }
1289 1342
1290 if (object *more = op->more) 1343 if (object *more = op->more)
1291 if (!insert_ob_in_map (more, m, originator, flag)) 1344 if (!insert_ob_in_map (more, m, originator, flag))
1292 return 0; 1345 return 0;
1293 1346
1294 CLEAR_FLAG (op, FLAG_REMOVED); 1347 op->flag [FLAG_REMOVED] = false;
1295 1348 op->env = 0;
1296 op->map = m; 1349 op->map = newmap;
1350
1297 mapspace &ms = op->ms (); 1351 mapspace &ms = op->ms ();
1298 1352
1299 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1300 */ 1354 */
1301 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1304 { 1358 {
1305 // TODO: we actually want to update tmp, not op, 1359 // TODO: we actually want to update tmp, not op,
1306 // but some caller surely breaks when we return tmp 1360 // but some caller surely breaks when we return tmp
1307 // from here :/ 1361 // from here :/
1308 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1309 tmp->destroy (1); 1363 tmp->destroy ();
1310 } 1364 }
1311 1365
1312 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1314 1368
1315 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1316 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1317 1371
1318 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1319 { 1373 {
1320 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1321 { 1375 {
1322 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1323 abort (); 1377 abort ();
1324 } 1378 }
1325 1379
1326 if (!originator->is_on_map ()) 1380 if (!originator->is_on_map ())
1381 {
1327 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1328 op->debug_desc (), originator->debug_desc ()); 1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1329 1386
1330 op->above = originator; 1387 op->above = originator;
1331 op->below = originator->below; 1388 op->below = originator->below;
1332 originator->below = op; 1389 originator->below = op;
1333 1390
1353 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1354 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1355 */ 1412 */
1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 { 1414 {
1358 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1359 floor = tmp; 1416 floor = tmp;
1360 1417
1361 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1362 { 1419 {
1363 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1364 top = tmp->below; 1421 top = tmp->below;
1365 break; 1422 break;
1366 } 1423 }
1384 && (op->face && !faces [op->face].visibility)) 1441 && (op->face && !faces [op->face].visibility))
1385 { 1442 {
1386 object *last; 1443 object *last;
1387 1444
1388 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1389 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1390 break; 1447 break;
1391 1448
1392 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1393 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1394 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1419 op->below = top; 1476 op->below = top;
1420 *(op->above ? &op->above->below : &ms.top) = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1421 } 1478 }
1422 } 1479 }
1423 1480
1424 if (op->type == PLAYER) 1481 if (op->is_player ())
1425 { 1482 {
1426 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1427 ++op->map->players; 1484 ++op->map->players;
1428 op->map->touch (); 1485 op->map->touch ();
1429 } 1486 }
1444 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1446 * or just updating the P_UPTODATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient. 1504 * of effect may be sufficient.
1448 */ 1505 */
1449 if (op->map->darkness && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1450 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1451 1511
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1454 1514
1455 INVOKE_OBJECT (INSERT, op); 1515 INVOKE_OBJECT (INSERT, op);
1462 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1523 * update_object().
1464 */ 1524 */
1465 1525
1466 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1467 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1468 { 1528 {
1469 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1470 return 0; 1530 return 0;
1471 1531
1472 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1473 * walk on's. 1533 * walk on's.
1474 */ 1534 */
1475 for (object *tmp = op->more; tmp; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1477 return 0; 1537 return 0;
1478 } 1538 }
1479 1539
1480 return op; 1540 return op;
1481} 1541}
1483/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1484 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1485 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1486 */ 1546 */
1487void 1547void
1488replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1489{ 1549{
1490 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1491 1551
1492 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1494 tmp->destroy (1); 1554 tmp->destroy ();
1495 1555
1496 object *tmp = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = archetype::find (archname)->instance ();
1497 1557
1498 tmp->x = op->x; 1558 tmp->x = op->x;
1499 tmp->y = op->y; 1559 tmp->y = op->y;
1500 1560
1501 insert_ob_in_map (tmp, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1506{ 1566{
1507 if (where->env) 1567 if (where->env)
1508 return where->env->insert (this); 1568 return where->env->insert (this);
1509 else 1569 else
1510 return where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1571}
1572
1573// check whether we can put this into the map, respect max_volume, max_items
1574bool
1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1576{
1577 mapspace &ms = m->at (x, y);
1578
1579 int items = ms.items ();
1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1585
1586 if (originator)
1587 originator->failmsgf (
1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1589 query_name ()
1590 );
1591
1592 return false;
1511} 1593}
1512 1594
1513/* 1595/*
1514 * decrease(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1515 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1523 if (!nr) 1605 if (!nr)
1524 return true; 1606 return true;
1525 1607
1526 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1527 1609
1610 if (nrof > nr)
1611 {
1612 weight_t oweight = total_weight ();
1613
1528 nrof -= nr; 1614 nrof -= nr;
1529
1530 if (nrof)
1531 {
1532 adjust_weight (env, -weight * nr); // carrying == 0
1533 1615
1534 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1535 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1536 1618
1619 adjust_weight (env, oweight, total_weight ());
1620
1537 return true; 1621 return true;
1538 } 1622 }
1539 else 1623 else
1540 { 1624 {
1541 destroy (1); 1625 destroy ();
1542 return false; 1626 return false;
1543 } 1627 }
1544} 1628}
1545 1629
1546/* 1630/*
1594/* 1678/*
1595 * env->insert (op) 1679 * env->insert (op)
1596 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1597 * inside the object environment. 1681 * inside the object environment.
1598 * 1682 *
1599 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1600 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1601 */ 1685 */
1602object * 1686object *
1603object::insert (object *op) 1687object::insert (object *op)
1604{ 1688{
1615 if (op->nrof) 1699 if (op->nrof)
1616 for (object *tmp = inv; tmp; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1617 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1618 { 1702 {
1619 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1620 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1621 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1622 1710
1623 if (object *pl = tmp->visible_to ()) 1711 if (object *pl = tmp->visible_to ())
1624 esrv_update_item (UPD_NROF, pl, tmp); 1712 esrv_update_item (UPD_NROF, pl, tmp);
1625 1713
1626 adjust_weight (this, op->total_weight ()); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1627 1715
1628 op->destroy (1); 1716 op->destroy ();
1629 op = tmp; 1717 op = tmp;
1630 goto inserted; 1718 goto inserted;
1631 } 1719 }
1632 1720
1633 op->owner = 0; // it's his/hers now. period. 1721 op->owner = 0; // it's his/hers now. period.
1647 op->flag [FLAG_REMOVED] = 0; 1735 op->flag [FLAG_REMOVED] = 0;
1648 1736
1649 if (object *pl = op->visible_to ()) 1737 if (object *pl = op->visible_to ())
1650 esrv_send_item (pl, op); 1738 esrv_send_item (pl, op);
1651 1739
1652 adjust_weight (this, op->total_weight ()); 1740 adjust_weight (this, 0, op->total_weight ());
1653 1741
1654inserted: 1742inserted:
1655 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1656 if (op->glow_radius && map && map->darkness) 1744 if (op->glow_radius && is_on_map ())
1745 {
1746 update_stats ();
1657 update_all_los (map, x, y); 1747 update_all_los (map, x, y);
1658 1748 }
1749 else if (is_player ())
1659 // if this is a player's inventory, update stats 1750 // if this is a player's inventory, update stats
1660 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1751 contr->queue_stats_update ();
1661 update_stats ();
1662 1752
1663 INVOKE_OBJECT (INSERT, this); 1753 INVOKE_OBJECT (INSERT, this);
1664 1754
1665 return op; 1755 return op;
1666} 1756}
1684 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * MSW 2001-07-08: Check all objects on space, not just those below
1685 * object being inserted. insert_ob_in_map may not put new objects 1775 * object being inserted. insert_ob_in_map may not put new objects
1686 * on top. 1776 * on top.
1687 */ 1777 */
1688int 1778int
1689check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1690{ 1780{
1781 if (op->flag [FLAG_NO_APPLY])
1782 return 0;
1783
1691 object *tmp; 1784 object *tmp;
1692 maptile *m = op->map; 1785 maptile *m = op->map;
1693 int x = op->x, y = op->y; 1786 int x = op->x, y = op->y;
1694 1787
1695 MoveType move_on, move_slow, move_block; 1788 mapspace &ms = m->at (x, y);
1696 1789
1697 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1790 ms.update ();
1698 return 0;
1699 1791
1700 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1792 MoveType move_on = ms.move_on;
1701 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1793 MoveType move_slow = ms.move_slow;
1702 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1794 MoveType move_block = ms.move_block;
1703 1795
1704 /* if nothing on this space will slow op down or be applied, 1796 /* if nothing on this space will slow op down or be applied,
1705 * no need to do checking below. have to make sure move_type 1797 * no need to do checking below. have to make sure move_type
1706 * is set, as lots of objects don't have it set - we treat that 1798 * is set, as lots of objects don't have it set - we treat that
1707 * as walking. 1799 * as walking.
1718 return 0; 1810 return 0;
1719 1811
1720 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1721 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1722 */ 1814 */
1723 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1724 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1725 {
1726 /* Trim the search when we find the first other spell effect
1727 * this helps performance so that if a space has 50 spell objects,
1728 * we don't need to check all of them.
1729 */
1730 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1731 break;
1732 } 1816 {
1817 next = tmp->below;
1733 1818
1734 for (; tmp; tmp = tmp->below)
1735 {
1736 if (tmp == op) 1819 if (tmp == op)
1737 continue; /* Can't apply yourself */ 1820 continue; /* Can't apply yourself */
1738 1821
1739 /* Check to see if one of the movement types should be slowed down. 1822 /* Check to see if one of the movement types should be slowed down.
1740 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1741 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1742 * space doesn't slow down swimming (for example), if you can't actually 1825 * space doesn't slow down swimming (for example), if you can't actually
1743 * swim on that space, can't use it to avoid the penalty. 1826 * swim on that space, can't use it to avoid the penalty.
1744 */ 1827 */
1745 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1746 { 1829 {
1747 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1748 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1749 { 1832 {
1750
1751 float
1752 diff = tmp->move_slow_penalty * fabs (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1753 1834
1754 if (op->type == PLAYER) 1835 if (op->is_player ())
1755 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1836 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1756 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1837 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1757 diff /= 4.0; 1838 diff /= 4.0;
1758 1839
1759 op->speed_left -= diff; 1840 op->speed_left -= diff;
1760 } 1841 }
1761 } 1842 }
1762 1843
1763 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1764 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1765 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1766 { 1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1767 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1768 1854
1769 if (op->destroyed ()) 1855 if (op->destroyed ())
1770 return 1; 1856 return 1;
1771 1857
1883void 1969void
1884flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
1885{ 1971{
1886 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 { 1973 {
1888 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
1889 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
1890 } 1976 }
1891} 1977}
1892 1978
1893/* 1979/*
1896void 1982void
1897unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
1898{ 1984{
1899 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1900 { 1986 {
1901 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
1902 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
1903 } 1989 }
1904} 1990}
1905 1991
1906/* 1992/*
1923 */ 2009 */
1924int 2010int
1925find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1926{ 2012{
1927 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
1928 int index = 0, flag; 2014 int index = 0;
1929 2015
1930 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
1931 { 2017 {
1932 mapxy pos (m, x, y); pos.move (i); 2018 mapxy pos (m, x, y); pos.move (i);
1933 2019
1967 * head of the object should correspond for the entire object. 2053 * head of the object should correspond for the entire object.
1968 */ 2054 */
1969 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2055 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1970 continue; 2056 continue;
1971 2057
1972 if (ob->blocked (m, pos.x, pos.y)) 2058 if (ob->blocked (pos.m, pos.x, pos.y))
1973 continue; 2059 continue;
1974 2060
1975 altern [index++] = i; 2061 altern [index++] = i;
1976 } 2062 }
1977 2063
2045 * there is capable of. 2131 * there is capable of.
2046 */ 2132 */
2047int 2133int
2048find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2049{ 2135{
2050 int i, max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2051
2052 sint16 nx, ny;
2053 object *tmp;
2054 maptile *mp;
2055
2056 MoveType blocked, move_type; 2137 MoveType move_type;
2057 2138
2058 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2059 { 2140 {
2060 exclude = exclude->head; 2141 exclude = exclude->head;
2061 move_type = exclude->move_type; 2142 move_type = exclude->move_type;
2064 { 2145 {
2065 /* If we don't have anything, presume it can use all movement types. */ 2146 /* If we don't have anything, presume it can use all movement types. */
2066 move_type = MOVE_ALL; 2147 move_type = MOVE_ALL;
2067 } 2148 }
2068 2149
2069 for (i = 1; i < max; i++) 2150 for (int i = 1; i < max; i++)
2070 { 2151 {
2071 mp = m; 2152 mapxy pos (m, x, y);
2072 nx = x + freearr_x[i]; 2153 pos.move (i);
2073 ny = y + freearr_y[i];
2074 2154
2075 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 if (!pos.normalise ())
2076
2077 if (mflags & P_OUT_OF_MAP)
2078 max = maxfree[i]; 2156 max = maxfree[i];
2079 else 2157 else
2080 { 2158 {
2081 mapspace &ms = mp->at (nx, ny); 2159 mapspace &ms = *pos;
2082 2160
2083 blocked = ms.move_block;
2084
2085 if ((move_type & blocked) == move_type) 2161 if ((move_type & ms.move_block) == move_type)
2086 max = maxfree[i]; 2162 max = maxfree [i];
2087 else if (mflags & P_IS_ALIVE) 2163 else if (ms.flags () & P_IS_ALIVE)
2088 { 2164 {
2089 for (tmp = ms.bot; tmp; tmp = tmp->above) 2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2090 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2092 break;
2093
2094 if (tmp)
2095 return freedir[i]; 2168 return freedir [i];
2096 } 2169 }
2097 } 2170 }
2098 } 2171 }
2099 2172
2100 return 0; 2173 return 0;
2109{ 2182{
2110 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2111} 2184}
2112 2185
2113/* 2186/*
2114 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction value
2115 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2116 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2117 */ 2190 */
2118int 2191int
2119find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2120{ 2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2121 int q; 2237 int q;
2122 2238
2123 if (y) 2239 if (y)
2124 q = x * 100 / y; 2240 q = 128 * x / y;
2125 else if (x) 2241 else if (x)
2126 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2127 else 2243 else
2128 return 0; 2244 return 0;
2129 2245
2130 if (y > 0) 2246 if (y > 0)
2131 { 2247 {
2132 if (q < -242) 2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2133 return 3; 2253 return 3;
2134 if (q < -41) 2254 }
2135 return 2; 2255 else
2136 if (q < 41) 2256 {
2137 return 1; 2257 if (q < -309) return 3;
2138 if (q < 242) 2258 if (q < -52) return 2;
2139 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2140 return 7; 2262 return 7;
2141 } 2263 }
2142 2264#endif
2143 if (q < -242)
2144 return 7;
2145 if (q < -41)
2146 return 6;
2147 if (q < 41)
2148 return 5;
2149 if (q < 242)
2150 return 4;
2151
2152 return 3;
2153} 2265}
2154 2266
2155/* 2267/*
2156 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2157 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2158 */ 2270 */
2159int 2271int
2160dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2161{ 2273{
2162 int d;
2163
2164 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2165 if (d > 4)
2166 d = 8 - d;
2167 2275
2168 return d; 2276 return d > 4 ? 8 - d : d;
2169} 2277}
2170 2278
2171/* peterm: 2279/* peterm:
2172 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2173 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2175 * This basically means that if direction is 15, then it could either go 2283 * This basically means that if direction is 15, then it could either go
2176 * direction 4, 14, or 16 to get back to where we are. 2284 * direction 4, 14, or 16 to get back to where we are.
2177 * Moved from spell_util.c to object.c with the other related direction 2285 * Moved from spell_util.c to object.c with the other related direction
2178 * functions. 2286 * functions.
2179 */ 2287 */
2180int reduction_dir[SIZEOFFREE][3] = { 2288static const int reduction_dir[SIZEOFFREE][3] = {
2181 {0, 0, 0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2182 {0, 0, 0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2183 {0, 0, 0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2184 {0, 0, 0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2185 {0, 0, 0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2279 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2280 */ 2388 */
2281int 2389int
2282can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2283{ 2391{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2286 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2287} 2395}
2396
2397//-GPL
2288 2398
2289/* 2399/*
2290 * create clone from object to another 2400 * create clone from object to another
2291 */ 2401 */
2292object * 2402object *
2323 return tmp; 2433 return tmp;
2324 2434
2325 return 0; 2435 return 0;
2326} 2436}
2327 2437
2328const shstr & 2438/* Zero the key_values on op, decrementing the shared-string
2329object::kv_get (const shstr &key) const 2439 * refcounts and freeing the links.
2440 */
2441void
2442key_values::clear ()
2330{ 2443{
2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2454shstr_tmp
2455key_values::get (shstr_tmp key) const
2456{
2331 for (key_value *kv = key_values; kv; kv = kv->next) 2457 for (key_value *kv = first; kv; kv = kv->next)
2332 if (kv->key == key) 2458 if (kv->key == key)
2333 return kv->value; 2459 return kv->value;
2334 2460
2335 return shstr_null; 2461 return shstr ();
2336} 2462}
2337 2463
2338void 2464void
2339object::kv_set (const shstr &key, const shstr &value) 2465key_values::add (shstr_tmp key, shstr_tmp value)
2340{ 2466{
2467 key_value *kv = new key_value;
2468
2469 kv->next = first;
2470 kv->key = key;
2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2477key_values::set (shstr_tmp key, shstr_tmp value)
2478{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2479 for (key_value *kv = first; kv; kv = kv->next)
2342 if (kv->key == key) 2480 if (kv->key == key)
2343 { 2481 {
2344 kv->value = value; 2482 kv->value = value;
2345 return; 2483 return;
2346 } 2484 }
2347 2485
2348 key_value *kv = new key_value; 2486 add (key, value);
2349
2350 kv->next = key_values;
2351 kv->key = key;
2352 kv->value = value;
2353
2354 key_values = kv;
2355} 2487}
2356 2488
2357void 2489void
2358object::kv_del (const shstr &key) 2490key_values::del (shstr_tmp key)
2359{ 2491{
2360 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2361 if ((*kvp)->key == key) 2493 if ((*kvp)->key == key)
2362 { 2494 {
2363 key_value *kv = *kvp; 2495 key_value *kv = *kvp;
2364 *kvp = (*kvp)->next; 2496 *kvp = (*kvp)->next;
2365 delete kv; 2497 delete kv;
2366 return; 2498 return;
2367 } 2499 }
2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2509 {
2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2515
2516 first = prev;
2517}
2518
2519key_values &
2520key_values::operator =(const key_values &kv)
2521{
2522 clear ();
2523
2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2368} 2528}
2369 2529
2370object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2371: iterator_base (container) 2531: iterator_base (container)
2372{ 2532{
2456{ 2616{
2457 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2458 : region::default_region (); 2618 : region::default_region ();
2459} 2619}
2460 2620
2461const materialtype_t * 2621//+GPL
2462object::dominant_material () const
2463{
2464 if (materialtype_t *mt = name_to_material (materialname))
2465 return mt;
2466
2467 return name_to_material (shstr_unknown);
2468}
2469 2622
2470void 2623void
2471object::open_container (object *new_container) 2624object::open_container (object *new_container)
2472{ 2625{
2473 if (container == new_container) 2626 if (container == new_container)
2494 container = 0; 2647 container = 0;
2495 2648
2496 // client needs item update to make it work, client bug requires this to be separate 2649 // client needs item update to make it work, client bug requires this to be separate
2497 esrv_update_item (UPD_FLAGS, this, old_container); 2650 esrv_update_item (UPD_FLAGS, this, old_container);
2498 2651
2499 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2500 play_sound (sound_find ("chest_close")); 2653 play_sound (sound_find ("chest_close"));
2501 } 2654 }
2502 2655
2503 if (new_container) 2656 if (new_container)
2504 { 2657 {
2508 // TODO: this does not seem to serve any purpose anymore? 2661 // TODO: this does not seem to serve any purpose anymore?
2509#if 0 2662#if 0
2510 // insert the "Close Container" object. 2663 // insert the "Close Container" object.
2511 if (archetype *closer = new_container->other_arch) 2664 if (archetype *closer = new_container->other_arch)
2512 { 2665 {
2513 object *closer = arch_to_object (new_container->other_arch); 2666 object *closer = new_container->other_arch->instance ();
2514 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2515 new_container->insert (closer); 2668 new_container->insert (closer);
2516 } 2669 }
2517#endif 2670#endif
2518 2671
2519 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2520 2673
2521 // make sure the container is available, client bug requires this to be separate 2674 // make sure the container is available, client bug requires this to be separate
2522 esrv_send_item (this, new_container); 2675 esrv_send_item (this, new_container);
2523 2676
2524 new_container->flag [FLAG_APPLIED] = true; 2677 new_container->flag [FLAG_APPLIED] = true;
2531 } 2684 }
2532// else if (!old_container->env && contr && contr->ns) 2685// else if (!old_container->env && contr && contr->ns)
2533// contr->ns->floorbox_reset (); 2686// contr->ns->floorbox_reset ();
2534} 2687}
2535 2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2536object * 2721object *
2537object::force_find (const shstr name) 2722object::force_find (shstr_tmp name)
2538{ 2723{
2539 /* cycle through his inventory to look for the MARK we want to 2724 /* cycle through his inventory to look for the MARK we want to
2540 * place 2725 * place
2541 */ 2726 */
2542 for (object *tmp = inv; tmp; tmp = tmp->below) 2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2545 2730
2546 return 0; 2731 return 0;
2547} 2732}
2548 2733
2549void 2734void
2735object::force_set_timer (int duration)
2736{
2737 this->duration = 1;
2738 this->speed_left = -1.f;
2739
2740 this->set_speed (duration ? 1.f / duration : 0.f);
2741}
2742
2743object *
2550object::force_add (const shstr name, int duration) 2744object::force_add (shstr_tmp name, int duration)
2551{ 2745{
2552 if (object *force = force_find (name)) 2746 if (object *force = force_find (name))
2553 force->destroy (); 2747 force->destroy ();
2554 2748
2555 object *force = get_archetype (FORCE_NAME); 2749 object *force = archetype::get (FORCE_NAME);
2556 2750
2557 force->slaying = name; 2751 force->slaying = name;
2558 force->stats.food = 1; 2752 force->force_set_timer (duration);
2559 force->speed_left = -1.f;
2560
2561 force->set_speed (duration ? 1.f / duration : 0.f);
2562 force->flag [FLAG_IS_USED_UP] = true;
2563 force->flag [FLAG_APPLIED] = true; 2753 force->flag [FLAG_APPLIED] = true;
2564 2754
2565 insert (force); 2755 return insert (force);
2566} 2756}
2567 2757
2568void 2758void
2569object::play_sound (faceidx sound) 2759object::play_sound (faceidx sound) const
2570{ 2760{
2571 if (!sound) 2761 if (!sound)
2572 return; 2762 return;
2573 2763
2574 if (flag [FLAG_REMOVED]) 2764 if (is_on_map ())
2765 map->play_sound (sound, x, y);
2766 else if (object *pl = in_player ())
2767 pl->contr->play_sound (sound);
2768}
2769
2770void
2771object::say_msg (const char *msg) const
2772{
2773 if (is_on_map ())
2774 map->say_msg (msg, x, y);
2775 else if (object *pl = in_player ())
2776 pl->contr->play_sound (sound);
2777}
2778
2779void
2780object::make_noise ()
2781{
2782 // we do not model noise in the map, so instead put
2783 // a temporary light into the noise source
2784 // could use the map instead, but that's less reliable for our
2785 // goal, which is to make invisibility a bit harder to exploit
2786
2787 // currently only works sensibly for players
2788 if (!is_player ())
2575 return; 2789 return;
2576 2790
2577 if (env) 2791 // find old force, or create new one
2578 { 2792 object *force = force_find (shstr_noise_force);
2579 if (object *pl = in_player ()) 2793
2580 pl->contr->play_sound (sound); 2794 if (force)
2581 } 2795 force->speed_left = -1.f; // patch old speed up
2582 else 2796 else
2583 map->play_sound (sound, x, y); 2797 {
2584} 2798 force = archetype::get (shstr_noise_force);
2585 2799
2800 force->slaying = shstr_noise_force;
2801 force->stats.food = 1;
2802 force->speed_left = -1.f;
2803
2804 force->set_speed (1.f / 4.f);
2805 force->flag [FLAG_IS_USED_UP] = true;
2806 force->flag [FLAG_APPLIED] = true;
2807
2808 insert (force);
2809 }
2810}
2811
2812void object::change_move_type (MoveType mt)
2813{
2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2818 {
2819 // we are on the map, so handle move_on/off effects
2820 remove ();
2821 move_type = mt;
2822 map->insert (this, x, y, this);
2823 }
2824 else
2825 move_type = mt;
2826}
2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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