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Comparing deliantra/server/common/object.C (file contents):
Revision 1.234 by root, Tue May 6 18:47:52 2008 UTC vs.
Revision 1.296 by root, Fri Nov 6 13:31:47 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 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, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -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, 54 -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 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 56};
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] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 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, 60 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 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
186 || ob1->speed != ob2->speed 191 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 192 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
189 return 0; 194 return 0;
190 195
191 /* Do not merge objects if nrof would overflow. First part checks 196 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 197 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 198 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; 199 return 0;
198 200
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* 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 202 * 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 203 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 209
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 212
211 if (ob1->arch->name != ob2->arch->name 213 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 214 || ob1->name != ob2->name
213 || ob1->title != ob2->title 215 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 222 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 238 return 0;
236 239
237 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 241 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 242 .reset (FLAG_REMOVED)
241 .any ()) 243 .any ())
242 return 0; 244 return 0;
243 245
244 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
326 { 328 {
327 // see if we are in a container of sorts 329 // see if we are in a container of sorts
328 if (env) 330 if (env)
329 { 331 {
330 // the player inventory itself is always visible 332 // the player inventory itself is always visible
331 if (env->type == PLAYER) 333 if (env->is_player ())
332 return env; 334 return env;
333 335
334 // else a player could have our env open 336 // else a player could have our env open
335 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
336 338
337 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 340 // even if our inv is in a player.
339 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 343 if (pl->container_ () == env)
342 return pl; 344 return pl;
343 } 345 }
344 else 346 else
345 { 347 {
346 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
350 return pl; 353 return pl;
351 } 354 }
352 } 355 }
353 356
354 return 0; 357 return 0;
432 object_freezer freezer; 435 object_freezer freezer;
433 op->write (freezer); 436 op->write (freezer);
434 return freezer.as_string (); 437 return freezer.as_string ();
435} 438}
436 439
437/* 440char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 441object::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{ 442{
445 object *tmp, *closest; 443 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} 444}
459 445
460/* 446/*
461 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow. 448 * VERRRY slow.
478 */ 464 */
479object * 465object *
480find_object_name (const char *str) 466find_object_name (const char *str)
481{ 467{
482 shstr_cmp str_ (str); 468 shstr_cmp str_ (str);
483 object *op;
484 469
470 if (str_)
485 for_all_objects (op) 471 for_all_objects (op)
486 if (op->name == str_) 472 if (op->name == str_)
487 break; 473 return op;
488 474
489 return op; 475 return 0;
490} 476}
491 477
492/* 478/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 479 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 480 * skill and experience objects.
556 update_stats (); 542 update_stats ();
557 543
558 new_draw_info_format (NDI_UNIQUE, 0, this, 544 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, " 545 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. " 546 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name); 547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false; 549 return false;
563 } 550 }
564 551
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 } 553 }
638 } 625 }
639 626
640 if (speed < 0) 627 if (speed < 0)
641 dst->speed_left -= rndm (); 628 dst->speed_left -= rndm ();
642 629
643 dst->set_speed (dst->speed); 630 dst->activate ();
644} 631}
645 632
646void 633void
647object::instantiate () 634object::instantiate ()
648{ 635{
760 else if (action == UP_OBJ_INSERT) 747 else if (action == UP_OBJ_INSERT)
761 { 748 {
762 // this is likely overkill, TODO: revisit (schmorp) 749 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 750 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 751 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 752 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 753 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 754 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 755 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 756 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 757 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 758 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 759 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 760 * have move_allow right now.
774 */ 761 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 762 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 763 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 764 m.invalidate ();
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
793 780
794object::object () 781object::object ()
795{ 782{
796 SET_FLAG (this, FLAG_REMOVED); 783 SET_FLAG (this, 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;
800} 787}
801 788
802object::~object () 789object::~object ()
803{ 790{
833 /* If already on active list, don't do anything */ 820 /* If already on active list, don't do anything */
834 if (active) 821 if (active)
835 return; 822 return;
836 823
837 if (has_active_speed ()) 824 if (has_active_speed ())
825 {
826 if (flag [FLAG_FREED])
827 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
828
838 actives.insert (this); 829 actives.insert (this);
830 }
839} 831}
840 832
841void 833void
842object::activate_recursive () 834object::activate_recursive ()
843{ 835{
904 * drop on that space. 896 * drop on that space.
905 */ 897 */
906 if (!drop_to_ground 898 if (!drop_to_ground
907 || !map 899 || !map
908 || map->in_memory != MAP_ACTIVE 900 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 901 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 902 || ms ().move_block == MOVE_ALL)
911 { 903 {
912 while (inv) 904 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 905 inv->destroy ();
916 }
917 } 906 }
918 else 907 else
919 { /* Put objects in inventory onto this space */ 908 { /* Put objects in inventory onto this space */
920 while (inv) 909 while (inv)
921 { 910 {
925 || op->flag [FLAG_NO_DROP] 914 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 915 || op->type == RUNE
927 || op->type == TRAP 916 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 917 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 918 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 919 op->destroy ();
931 else 920 else
932 map->insert (op, x, y); 921 map->insert (op, x, y);
933 } 922 }
934 } 923 }
935} 924}
943 932
944static struct freed_map : maptile 933static struct freed_map : maptile
945{ 934{
946 freed_map () 935 freed_map ()
947 { 936 {
948 path = "<freed objects map>"; 937 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 938 name = "/internal/freed_objects_map";
950 width = 3; 939 width = 3;
951 height = 3; 940 height = 3;
952 nodrop = 1; 941 no_drop = 1;
942 no_reset = 1;
953 943
954 alloc (); 944 alloc ();
955 in_memory = MAP_ACTIVE; 945 in_memory = MAP_ACTIVE;
956 } 946 }
957 947
963 953
964void 954void
965object::do_destroy () 955object::do_destroy ()
966{ 956{
967 if (flag [FLAG_IS_LINKED]) 957 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 958 remove_link ();
969 959
970 if (flag [FLAG_FRIENDLY]) 960 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 961 remove_friendly_object (this);
972 962
973 remove (); 963 remove ();
998 attacked_by = 0; 988 attacked_by = 0;
999 current_weapon = 0; 989 current_weapon = 0;
1000} 990}
1001 991
1002void 992void
1003object::destroy (bool destroy_inventory) 993object::destroy ()
1004{ 994{
1005 if (destroyed ()) 995 if (destroyed ())
1006 return; 996 return;
1007 997
1008 if (!is_head () && !head->destroyed ()) 998 if (!is_head () && !head->destroyed ())
1009 { 999 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1000 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1001 head->destroy ();
1012 return; 1002 return;
1013 } 1003 }
1014 1004
1015 destroy_inv (!destroy_inventory); 1005 destroy_inv (false);
1016 1006
1017 if (is_head ()) 1007 if (is_head ())
1018 if (sound_destroy) 1008 if (sound_destroy)
1019 play_sound (sound_destroy); 1009 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1010 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1021 * the previous environment.
1032 */ 1022 */
1033void 1023void
1034object::do_remove () 1024object::do_remove ()
1035{ 1025{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1026 if (flag [FLAG_REMOVED])
1040 return; 1027 return;
1041 1028
1042 INVOKE_OBJECT (REMOVE, this); 1029 INVOKE_OBJECT (REMOVE, this);
1043 1030
1057 esrv_del_item (pl->contr, count); 1044 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1045 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1046
1060 adjust_weight (env, -total_weight ()); 1047 adjust_weight (env, -total_weight ());
1061 1048
1062 *(above ? &above->below : &env->inv) = below; 1049 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1050
1067 /* we set up values so that it could be inserted into 1051 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1052 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1053 * to the caller to decide what we want to do.
1070 */ 1054 */
1071 map = env->map; 1055 map = env->map;
1072 x = env->x; 1056 x = env->x;
1073 y = env->y; 1057 y = env->y;
1058
1059 // make sure cmov optimisation is applicable
1060 *(above ? &above->below : &env->inv) = below;
1061 *(below ? &below->above : &above ) = above; // &above is just a dummy
1062
1074 above = 0; 1063 above = 0;
1075 below = 0; 1064 below = 0;
1076 env = 0; 1065 env = 0;
1077 1066
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1067 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1068 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1069 * to save cpu time.
1081 */ 1070 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1071 if (pl)
1072 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1073 {
1083 otmp->update_stats (); 1074 pl->update_stats ();
1075
1076 if (glow_radius && pl->is_on_map ())
1077 update_all_los (pl->map, pl->x, pl->y);
1078 }
1084 } 1079 }
1085 else if (map) 1080 else if (map)
1086 { 1081 {
1087 map->dirty = true; 1082 map->dirty = true;
1088 mapspace &ms = this->ms (); 1083 mapspace &ms = this->ms ();
1089 1084
1090 if (object *pl = ms.player ()) 1085 if (object *pl = ms.player ())
1091 { 1086 {
1092 if (type == PLAYER) // this == pl(!) 1087 if (is_player ())
1093 { 1088 {
1089 if (!flag [FLAG_WIZPASS])
1090 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1091
1094 // leaving a spot always closes any open container on the ground 1092 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1093 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1094 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1095 // that the CLOSE event is being sent.
1098 close_container (); 1096 close_container ();
1099 1097
1100 --map->players; 1098 --map->players;
1101 map->touch (); 1099 map->touch ();
1102 } 1100 }
1103 else if (pl->container == this) 1101 else if (pl->container_ () == this)
1104 { 1102 {
1105 // removing a container should close it 1103 // removing a container should close it
1106 close_container (); 1104 close_container ();
1107 } 1105 }
1108 1106
1109 esrv_del_item (pl->contr, count); 1107 esrv_del_item (pl->contr, count);
1110 } 1108 }
1111 1109
1112 /* link the object above us */ 1110 /* link the object above us */
1113 if (above) 1111 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1112 *(above ? &above->below : &ms.top) = below;
1115 else 1113 *(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 {
1123 /* Nothing below, which means we need to relink map object for this space
1124 * use translated coordinates in case some oddness with map tiling is
1125 * evident
1126 */
1127 if (GET_MAP_OB (map, x, y) != this)
1128 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1129
1130 ms.bot = above; /* goes on above it. */
1131 }
1132 1114
1133 above = 0; 1115 above = 0;
1134 below = 0; 1116 below = 0;
1135 1117
1118 ms.invalidate ();
1119
1136 if (map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1137 return; 1121 return;
1138 1122
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1140 1124
1141 if (object *pl = ms.player ()) 1125 if (object *pl = ms.player ())
1142 { 1126 {
1143 if (pl->container == this) 1127 if (pl->container_ () == this)
1144 /* If a container that the player is currently using somehow gets 1128 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view 1129 * removed (most likely destroyed), update the player view
1146 * appropriately. 1130 * appropriately.
1147 */ 1131 */
1148 pl->close_container (); 1132 pl->close_container ();
1152 //TODO: update floorbox to preserve ordering 1136 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns) 1137 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update (); 1138 pl->contr->ns->floorbox_update ();
1155 } 1139 }
1156 1140
1141 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1142 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1143 {
1144 above = tmp->above;
1145
1159 /* No point updating the players look faces if he is the object 1146 /* No point updating the players look faces if he is the object
1160 * being removed. 1147 * being removed.
1161 */ 1148 */
1162 1149
1163 /* See if object moving off should effect something */ 1150 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1151 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1153 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 } 1154 }
1173 1155
1174 last = tmp; 1156 if (affects_los ())
1175 }
1176
1177 /* last == NULL if there are no objects on this space */
1178 //TODO: this makes little sense, why only update the topmost object?
1179 if (!last)
1180 map->at (x, y).flags_ = 0;
1181 else
1182 update_object (last, UP_OBJ_REMOVE);
1183
1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1185 update_all_los (map, x, y); 1157 update_all_los (map, x, y);
1186 } 1158 }
1187} 1159}
1188 1160
1189/* 1161/*
1213 esrv_update_item (UPD_NROF, pl, top); 1185 esrv_update_item (UPD_NROF, pl, top);
1214 1186
1215 op->weight = 0; // cancel the addition above 1187 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1188 op->carrying = 0; // must be 0 already
1217 1189
1218 op->destroy (1); 1190 op->destroy ();
1219 1191
1220 return top; 1192 return top;
1221 } 1193 }
1222 1194
1223 return 0; 1195 return 0;
1251 * job preparing multi-part monsters. 1223 * job preparing multi-part monsters.
1252 */ 1224 */
1253object * 1225object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1226insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1227{
1228 op->remove ();
1229
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1230 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1231 {
1258 tmp->x = x + tmp->arch->x; 1232 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1233 tmp->y = y + tmp->arch->y;
1260 } 1234 }
1283 * just 'op' otherwise 1257 * just 'op' otherwise
1284 */ 1258 */
1285object * 1259object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1261{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 op->remove (); 1262 op->remove ();
1263
1264 if (m == &freed_map)//D TODO: remove soon
1265 {//D
1266 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1267 }//D
1291 1268
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1269 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now 1270 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1271 * need extra work
1295 */ 1272 */
1273 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1274 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1275 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1276 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1277 return 0;
1300 } 1278 }
1301 1279
1302 if (object *more = op->more) 1280 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1281 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1282 return 0;
1305 1283
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1284 op->flag [FLAG_REMOVED] = false;
1307 1285 op->env = 0;
1308 op->map = m; 1286 op->map = newmap;
1287
1309 mapspace &ms = op->ms (); 1288 mapspace &ms = op->ms ();
1310 1289
1311 /* this has to be done after we translate the coordinates. 1290 /* this has to be done after we translate the coordinates.
1312 */ 1291 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1292 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1293 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp)) 1294 if (object::can_merge (op, tmp))
1316 { 1295 {
1317 // TODO: we atcually want to update tmp, not op, 1296 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1297 // but some caller surely breaks when we return tmp
1319 // from here :/ 1298 // from here :/
1320 op->nrof += tmp->nrof; 1299 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1300 tmp->destroy ();
1322 } 1301 }
1323 1302
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1303 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1304 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1305
1333 { 1312 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1313 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1314 abort ();
1336 } 1315 }
1337 1316
1317 if (!originator->is_on_map ())
1318 {
1319 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1320 op->debug_desc (), originator->debug_desc ());
1321 abort ();
1322 }
1323
1338 op->above = originator; 1324 op->above = originator;
1339 op->below = originator->below; 1325 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1326 originator->below = op;
1327
1328 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1329 }
1349 else 1330 else
1350 { 1331 {
1351 object *top, *floor = NULL; 1332 object *floor = 0;
1352 1333 object *top = ms.top;
1353 top = ms.bot;
1354 1334
1355 /* If there are other objects, then */ 1335 /* If there are other objects, then */
1356 if (top) 1336 if (top)
1357 { 1337 {
1358 object *last = 0;
1359
1360 /* 1338 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1339 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1340 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1341 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1342 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * once we get to them. This reduces the need to traverse over all of 1345 * once we get to them. This reduces the need to traverse over all of
1368 * them when adding another one - this saves quite a bit of cpu time 1346 * them when adding another one - this saves quite a bit of cpu time
1369 * when lots of spells are cast in one area. Currently, it is presumed 1347 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1348 * that flying non pickable objects are spell objects.
1371 */ 1349 */
1372 for (top = ms.bot; top; top = top->above) 1350 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1351 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1352 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1375 floor = top; 1353 floor = tmp;
1376 1354
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1378 { 1356 {
1379 /* We insert above top, so we want this object below this */ 1357 /* We insert above top, so we want this object below this */
1380 top = top->below; 1358 top = tmp->below;
1381 break; 1359 break;
1382 } 1360 }
1383 1361
1384 last = top; 1362 top = tmp;
1385 } 1363 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1364
1390 /* We let update_position deal with figuring out what the space 1365 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1366 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1367 * makes things faster, and effectively the same result.
1393 */ 1368 */
1400 */ 1375 */
1401 if (!(flag & INS_ON_TOP) 1376 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1377 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1378 && (op->face && !faces [op->face].visibility))
1404 { 1379 {
1380 object *last;
1381
1405 for (last = top; last != floor; last = last->below) 1382 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1383 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407 break; 1384 break;
1408 1385
1409 /* Check to see if we found the object that blocks view, 1386 /* Check to see if we found the object that blocks view,
1417 } /* If objects on this space */ 1394 } /* If objects on this space */
1418 1395
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1396 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1397 top = floor;
1421 1398
1422 /* Top is the object that our object (op) is going to get inserted above. 1399 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1400 if (!top)
1427 { 1401 {
1402 op->below = 0;
1428 op->above = ms.bot; 1403 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1404 ms.bot = op;
1405
1406 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1407 }
1436 else 1408 else
1437 { /* get inserted into the stack above top */ 1409 {
1438 op->above = top->above; 1410 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1411 top->above = op;
1442 1412
1443 op->below = top; 1413 op->below = top;
1444 top->above = op; 1414 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1415 }
1416 }
1446 1417
1447 if (!op->above) 1418 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1419 {
1453 op->contr->do_los = 1; 1420 op->contr->do_los = 1;
1454 ++op->map->players; 1421 ++op->map->players;
1455 op->map->touch (); 1422 op->map->touch ();
1456 } 1423 }
1471 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1472 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1473 * or just updating the P_UPTODATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1474 * of effect may be sufficient. 1441 * of effect may be sufficient.
1475 */ 1442 */
1476 if (op->map->darkness && (op->glow_radius != 0)) 1443 if (op->affects_los ())
1444 {
1445 op->ms ().invalidate ();
1477 update_all_los (op->map, op->x, op->y); 1446 update_all_los (op->map, op->x, op->y);
1447 }
1478 1448
1479 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1480 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1481 1451
1482 INVOKE_OBJECT (INSERT, op); 1452 INVOKE_OBJECT (INSERT, op);
1489 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1490 * update_object(). 1460 * update_object().
1491 */ 1461 */
1492 1462
1493 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1494 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1464 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1495 { 1465 {
1496 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1497 return 0; 1467 return 0;
1498 1468
1499 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1510/* this function inserts an object in the map, but if it 1480/* this function inserts an object in the map, but if it
1511 * finds an object of its own type, it'll remove that one first. 1481 * finds an object of its own type, it'll remove that one first.
1512 * op is the object to insert it under: supplies x and the map. 1482 * op is the object to insert it under: supplies x and the map.
1513 */ 1483 */
1514void 1484void
1515replace_insert_ob_in_map (const char *arch_string, object *op) 1485replace_insert_ob_in_map (shstr_tmp archname, object *op)
1516{ 1486{
1517 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1518 1488
1519 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1489 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1520 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1490 if (tmp->arch->archname == archname) /* same archetype */
1521 tmp->destroy (1); 1491 tmp->destroy ();
1522 1492
1523 object *tmp = arch_to_object (archetype::find (arch_string)); 1493 object *tmp = arch_to_object (archetype::find (archname));
1524 1494
1525 tmp->x = op->x; 1495 tmp->x = op->x;
1526 tmp->y = op->y; 1496 tmp->y = op->y;
1527 1497
1528 insert_ob_in_map (tmp, op->map, op, 0); 1498 insert_ob_in_map (tmp, op->map, op, 0);
1550 if (!nr) 1520 if (!nr)
1551 return true; 1521 return true;
1552 1522
1553 nr = min (nr, nrof); 1523 nr = min (nr, nrof);
1554 1524
1525 if (nrof > nr)
1526 {
1555 nrof -= nr; 1527 nrof -= nr;
1556
1557 if (nrof)
1558 {
1559 adjust_weight (env, -weight * nr); // carrying == 0 1528 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1560 1529
1561 if (object *pl = visible_to ()) 1530 if (object *pl = visible_to ())
1562 esrv_update_item (UPD_NROF, pl, this); 1531 esrv_update_item (UPD_NROF, pl, this);
1563 1532
1564 return true; 1533 return true;
1565 } 1534 }
1566 else 1535 else
1567 { 1536 {
1568 destroy (1); 1537 destroy ();
1569 return false; 1538 return false;
1570 } 1539 }
1571} 1540}
1572 1541
1573/* 1542/*
1650 if (object *pl = tmp->visible_to ()) 1619 if (object *pl = tmp->visible_to ())
1651 esrv_update_item (UPD_NROF, pl, tmp); 1620 esrv_update_item (UPD_NROF, pl, tmp);
1652 1621
1653 adjust_weight (this, op->total_weight ()); 1622 adjust_weight (this, op->total_weight ());
1654 1623
1655 op->destroy (1); 1624 op->destroy ();
1656 op = tmp; 1625 op = tmp;
1657 goto inserted; 1626 goto inserted;
1658 } 1627 }
1659 1628
1660 op->owner = 0; // it's his/hers now. period. 1629 op->owner = 0; // it's his/hers now. period.
1678 1647
1679 adjust_weight (this, op->total_weight ()); 1648 adjust_weight (this, op->total_weight ());
1680 1649
1681inserted: 1650inserted:
1682 /* reset the light list and los of the players on the map */ 1651 /* reset the light list and los of the players on the map */
1683 if (op->glow_radius && map && map->darkness) 1652 if (op->glow_radius && is_on_map ())
1653 {
1654 update_stats ();
1684 update_all_los (map, x, y); 1655 update_all_los (map, x, y);
1685 1656 }
1657 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1686 // if this is a player's inventory, update stats 1658 // if this is a player's inventory, update stats
1687 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1688 update_stats (); 1659 update_stats ();
1689 1660
1690 INVOKE_OBJECT (INSERT, this); 1661 INVOKE_OBJECT (INSERT, this);
1691 1662
1692 return op; 1663 return op;
1713 * on top. 1684 * on top.
1714 */ 1685 */
1715int 1686int
1716check_move_on (object *op, object *originator) 1687check_move_on (object *op, object *originator)
1717{ 1688{
1689 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1690 return 0;
1691
1718 object *tmp; 1692 object *tmp;
1719 maptile *m = op->map; 1693 maptile *m = op->map;
1720 int x = op->x, y = op->y; 1694 int x = op->x, y = op->y;
1721 1695
1722 MoveType move_on, move_slow, move_block; 1696 mapspace &ms = m->at (x, y);
1723 1697
1724 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1698 ms.update ();
1725 return 0;
1726 1699
1727 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1700 MoveType move_on = ms.move_on;
1728 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1701 MoveType move_slow = ms.move_slow;
1729 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1702 MoveType move_block = ms.move_block;
1730 1703
1731 /* if nothing on this space will slow op down or be applied, 1704 /* if nothing on this space will slow op down or be applied,
1732 * no need to do checking below. have to make sure move_type 1705 * no need to do checking below. have to make sure move_type
1733 * is set, as lots of objects don't have it set - we treat that 1706 * is set, as lots of objects don't have it set - we treat that
1734 * as walking. 1707 * as walking.
1745 return 0; 1718 return 0;
1746 1719
1747 /* The objects have to be checked from top to bottom. 1720 /* The objects have to be checked from top to bottom.
1748 * Hence, we first go to the top: 1721 * Hence, we first go to the top:
1749 */ 1722 */
1750 1723 for (object *next, *tmp = ms.top; tmp; tmp = next)
1751 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1752 {
1753 /* Trim the search when we find the first other spell effect
1754 * this helps performance so that if a space has 50 spell objects,
1755 * we don't need to check all of them.
1756 */
1757 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1758 break;
1759 } 1724 {
1725 next = tmp->below;
1760 1726
1761 for (; tmp; tmp = tmp->below)
1762 {
1763 if (tmp == op) 1727 if (tmp == op)
1764 continue; /* Can't apply yourself */ 1728 continue; /* Can't apply yourself */
1765 1729
1766 /* Check to see if one of the movement types should be slowed down. 1730 /* Check to see if one of the movement types should be slowed down.
1767 * Second check makes sure that the movement types not being slowed 1731 * Second check makes sure that the movement types not being slowed
1772 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1736 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1773 { 1737 {
1774 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1738 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1739 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1776 { 1740 {
1777
1778 float
1779 diff = tmp->move_slow_penalty * fabs (op->speed); 1741 float diff = tmp->move_slow_penalty * fabs (op->speed);
1780 1742
1781 if (op->type == PLAYER) 1743 if (op->is_player ())
1782 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1744 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1783 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1745 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1784 diff /= 4.0; 1746 diff /= 4.0;
1785 1747
1786 op->speed_left -= diff; 1748 op->speed_left -= diff;
1787 } 1749 }
1788 } 1750 }
1994 * head of the object should correspond for the entire object. 1956 * head of the object should correspond for the entire object.
1995 */ 1957 */
1996 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1958 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1997 continue; 1959 continue;
1998 1960
1999 if (ob->blocked (m, pos.x, pos.y)) 1961 if (ob->blocked (pos.m, pos.x, pos.y))
2000 continue; 1962 continue;
2001 1963
2002 altern [index++] = i; 1964 altern [index++] = i;
2003 } 1965 }
2004 1966
2072 * there is capable of. 2034 * there is capable of.
2073 */ 2035 */
2074int 2036int
2075find_dir (maptile *m, int x, int y, object *exclude) 2037find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2038{
2077 int i, max = SIZEOFFREE, mflags; 2039 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2040 MoveType move_type;
2084 2041
2085 if (exclude && exclude->head_ () != exclude) 2042 if (exclude && exclude->head_ () != exclude)
2086 { 2043 {
2087 exclude = exclude->head; 2044 exclude = exclude->head;
2088 move_type = exclude->move_type; 2045 move_type = exclude->move_type;
2091 { 2048 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2049 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2050 move_type = MOVE_ALL;
2094 } 2051 }
2095 2052
2096 for (i = 1; i < max; i++) 2053 for (int i = 1; i < max; i++)
2097 { 2054 {
2098 mp = m; 2055 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2056 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2057
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2058 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2059 max = maxfree[i];
2106 else 2060 else
2107 { 2061 {
2108 mapspace &ms = mp->at (nx, ny); 2062 mapspace &ms = *pos;
2109 2063
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2064 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2065 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2066 else if (ms.flags () & P_IS_ALIVE)
2115 { 2067 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2068 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2069 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2070 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2071 return freedir [i];
2123 } 2072 }
2124 } 2073 }
2125 } 2074 }
2126 2075
2127 return 0; 2076 return 0;
2202 * This basically means that if direction is 15, then it could either go 2151 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2152 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2153 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2154 * functions.
2206 */ 2155 */
2207int reduction_dir[SIZEOFFREE][3] = { 2156static const int reduction_dir[SIZEOFFREE][3] = {
2208 {0, 0, 0}, /* 0 */ 2157 {0, 0, 0}, /* 0 */
2209 {0, 0, 0}, /* 1 */ 2158 {0, 0, 0}, /* 1 */
2210 {0, 0, 0}, /* 2 */ 2159 {0, 0, 0}, /* 2 */
2211 {0, 0, 0}, /* 3 */ 2160 {0, 0, 0}, /* 3 */
2212 {0, 0, 0}, /* 4 */ 2161 {0, 0, 0}, /* 4 */
2308int 2257int
2309can_pick (const object *who, const object *item) 2258can_pick (const object *who, const object *item)
2310{ 2259{
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2260 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2261 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2262 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2314} 2263}
2315 2264
2316/* 2265/*
2317 * create clone from object to another 2266 * create clone from object to another
2318 */ 2267 */
2350 return tmp; 2299 return tmp;
2351 2300
2352 return 0; 2301 return 0;
2353} 2302}
2354 2303
2355const shstr & 2304shstr_tmp
2356object::kv_get (const shstr &key) const 2305object::kv_get (shstr_tmp key) const
2357{ 2306{
2358 for (key_value *kv = key_values; kv; kv = kv->next) 2307 for (key_value *kv = key_values; kv; kv = kv->next)
2359 if (kv->key == key) 2308 if (kv->key == key)
2360 return kv->value; 2309 return kv->value;
2361 2310
2362 return shstr_null; 2311 return shstr ();
2363} 2312}
2364 2313
2365void 2314void
2366object::kv_set (const shstr &key, const shstr &value) 2315object::kv_set (shstr_tmp key, shstr_tmp value)
2367{ 2316{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2317 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2318 if (kv->key == key)
2370 { 2319 {
2371 kv->value = value; 2320 kv->value = value;
2380 2329
2381 key_values = kv; 2330 key_values = kv;
2382} 2331}
2383 2332
2384void 2333void
2385object::kv_del (const shstr &key) 2334object::kv_del (shstr_tmp key)
2386{ 2335{
2387 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2336 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2388 if ((*kvp)->key == key) 2337 if ((*kvp)->key == key)
2389 { 2338 {
2390 key_value *kv = *kvp; 2339 key_value *kv = *kvp;
2449{ 2398{
2450 char flagdesc[512]; 2399 char flagdesc[512];
2451 char info2[256 * 4]; 2400 char info2[256 * 4];
2452 char *p = info; 2401 char *p = info;
2453 2402
2454 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2403 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2455 count, 2404 count,
2456 uuid.c_str (), 2405 uuid.c_str (),
2457 &name, 2406 &name,
2458 title ? "\",title:\"" : "", 2407 title ? ",title:\"" : "",
2459 title ? (const char *)title : "", 2408 title ? (const char *)title : "",
2409 title ? "\"" : "",
2460 flag_desc (flagdesc, 512), type); 2410 flag_desc (flagdesc, 512), type);
2461 2411
2462 if (!flag[FLAG_REMOVED] && env) 2412 if (!flag[FLAG_REMOVED] && env)
2463 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2413 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2464 2414
2520 container = 0; 2470 container = 0;
2521 2471
2522 // client needs item update to make it work, client bug requires this to be separate 2472 // client needs item update to make it work, client bug requires this to be separate
2523 esrv_update_item (UPD_FLAGS, this, old_container); 2473 esrv_update_item (UPD_FLAGS, this, old_container);
2524 2474
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2475 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2526 play_sound (sound_find ("chest_close")); 2476 play_sound (sound_find ("chest_close"));
2527 } 2477 }
2528 2478
2529 if (new_container) 2479 if (new_container)
2530 { 2480 {
2540 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2490 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2541 new_container->insert (closer); 2491 new_container->insert (closer);
2542 } 2492 }
2543#endif 2493#endif
2544 2494
2545 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2546 2496
2547 // make sure the container is available, client bug requires this to be separate 2497 // make sure the container is available, client bug requires this to be separate
2548 esrv_send_item (this, new_container); 2498 esrv_send_item (this, new_container);
2549 2499
2550 new_container->flag [FLAG_APPLIED] = true; 2500 new_container->flag [FLAG_APPLIED] = true;
2558// else if (!old_container->env && contr && contr->ns) 2508// else if (!old_container->env && contr && contr->ns)
2559// contr->ns->floorbox_reset (); 2509// contr->ns->floorbox_reset ();
2560} 2510}
2561 2511
2562object * 2512object *
2563object::force_find (const shstr name) 2513object::force_find (shstr_tmp name)
2564{ 2514{
2565 /* cycle through his inventory to look for the MARK we want to 2515 /* cycle through his inventory to look for the MARK we want to
2566 * place 2516 * place
2567 */ 2517 */
2568 for (object *tmp = inv; tmp; tmp = tmp->below) 2518 for (object *tmp = inv; tmp; tmp = tmp->below)
2570 return splay (tmp); 2520 return splay (tmp);
2571 2521
2572 return 0; 2522 return 0;
2573} 2523}
2574 2524
2525//-GPL
2526
2575void 2527void
2528object::force_set_timer (int duration)
2529{
2530 this->duration = 1;
2531 this->speed_left = -1.f;
2532
2533 this->set_speed (duration ? 1.f / duration : 0.f);
2534}
2535
2536object *
2576object::force_add (const shstr name, int duration) 2537object::force_add (shstr_tmp name, int duration)
2577{ 2538{
2578 if (object *force = force_find (name)) 2539 if (object *force = force_find (name))
2579 force->destroy (); 2540 force->destroy ();
2580 2541
2581 object *force = get_archetype (FORCE_NAME); 2542 object *force = get_archetype (FORCE_NAME);
2582 2543
2583 force->slaying = name; 2544 force->slaying = name;
2584 force->stats.food = 1; 2545 force->force_set_timer (duration);
2585 force->speed_left = -1.f;
2586
2587 force->set_speed (duration ? 1.f / duration : 0.f);
2588 force->flag [FLAG_IS_USED_UP] = true;
2589 force->flag [FLAG_APPLIED] = true; 2546 force->flag [FLAG_APPLIED] = true;
2590 2547
2591 insert (force); 2548 return insert (force);
2592} 2549}
2593 2550
2594void 2551void
2595object::play_sound (faceidx sound) 2552object::play_sound (faceidx sound) const
2596{ 2553{
2597 if (!sound) 2554 if (!sound)
2598 return; 2555 return;
2599 2556
2600 if (flag [FLAG_REMOVED]) 2557 if (is_on_map ())
2558 map->play_sound (sound, x, y);
2559 else if (object *pl = in_player ())
2560 pl->contr->play_sound (sound);
2561}
2562
2563void
2564object::say_msg (const char *msg) const
2565{
2566 if (is_on_map ())
2567 map->say_msg (msg, x, y);
2568 else if (object *pl = in_player ())
2569 pl->contr->play_sound (sound);
2570}
2571
2572void
2573object::make_noise ()
2574{
2575 // we do not model noise in the map, so instead put
2576 // a temporary light into the noise source
2577 // could use the map instead, but that's less reliable for our
2578 // goal, which is to make invisibility a bit harder to exploit
2579
2580 // currently only works sensibly for players
2581 if (!is_player ())
2601 return; 2582 return;
2602 2583
2603 if (env) 2584 // find old force, or create new one
2604 { 2585 object *force = force_find (shstr_noise_force);
2605 if (object *pl = in_player ()) 2586
2606 pl->contr->play_sound (sound); 2587 if (force)
2607 } 2588 force->speed_left = -1.f; // patch old speed up
2608 else 2589 else
2609 map->play_sound (sound, x, y); 2590 {
2610} 2591 force = archetype::get (shstr_noise_force);
2611 2592
2593 force->slaying = shstr_noise_force;
2594 force->stats.food = 1;
2595 force->speed_left = -1.f;
2596
2597 force->set_speed (1.f / 4.f);
2598 force->flag [FLAG_IS_USED_UP] = true;
2599 force->flag [FLAG_APPLIED] = true;
2600
2601 insert (force);
2602 }
2603}
2604

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