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Comparing deliantra/server/common/object.C (file contents):
Revision 1.233 by root, Tue May 6 18:47:32 2008 UTC vs.
Revision 1.293 by root, Wed Oct 21 00:44:39 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;
40 42
41short freearr_x[SIZEOFFREE] = { 43short freearr_x[SIZEOFFREE] = {
186 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 189 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
189 return 0; 191 return 0;
190 192
191 /* Do not merge objects if nrof would overflow. First part checks 193 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 194 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 195 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; 196 return 0;
198 197
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* 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 199 * 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 200 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 206
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 209
211 if (ob1->arch->name != ob2->arch->name 210 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 211 || ob1->name != ob2->name
213 || ob1->title != ob2->title 212 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 219 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 220 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 235 return 0;
236 236
237 if ((ob1->flag ^ ob2->flag) 237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 239 .reset (FLAG_REMOVED)
241 .any ()) 240 .any ())
242 return 0; 241 return 0;
243 242
244 /* This is really a spellbook check - we should in general 243 /* This is really a spellbook check - we should in general
326 { 325 {
327 // see if we are in a container of sorts 326 // see if we are in a container of sorts
328 if (env) 327 if (env)
329 { 328 {
330 // the player inventory itself is always visible 329 // the player inventory itself is always visible
331 if (env->type == PLAYER) 330 if (env->is_player ())
332 return env; 331 return env;
333 332
334 // else a player could have our env open 333 // else a player could have our env open
335 object *envest = env->outer_env (); 334 object *envest = env->outer_env_or_self ();
336 335
337 // the player itself is always on a map, so we will find him here 336 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 337 // even if our inv is in a player.
339 if (envest->is_on_map ()) 338 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 339 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 340 if (pl->container_ () == env)
342 return pl; 341 return pl;
343 } 342 }
344 else 343 else
345 { 344 {
346 // maybe there is a player standing on the same mapspace 345 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 346 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 347 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || pl->container_ () == this)
350 return pl; 350 return pl;
351 } 351 }
352 } 352 }
353 353
354 return 0; 354 return 0;
406 op->update_weight (); 406 op->update_weight ();
407 407
408 sum += op->total_weight (); 408 sum += op->total_weight ();
409 } 409 }
410 410
411 sum = weight_adjust (this, sum); 411 sum = weight_adjust_for (this, sum);
412 412
413 if (sum != carrying) 413 if (sum != carrying)
414 { 414 {
415 carrying = sum; 415 carrying = sum;
416 416
430 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
431 431
432 object_freezer freezer; 432 object_freezer freezer;
433 op->write (freezer); 433 op->write (freezer);
434 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
435} 441}
436 442
437/* 443/*
438 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
439 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
478 */ 484 */
479object * 485object *
480find_object_name (const char *str) 486find_object_name (const char *str)
481{ 487{
482 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
483 object *op;
484 489
490 if (str_)
485 for_all_objects (op) 491 for_all_objects (op)
486 if (op->name == str_) 492 if (op->name == str_)
487 break; 493 return op;
488 494
489 return op; 495 return 0;
490} 496}
491 497
492/* 498/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 499 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 500 * skill and experience objects.
556 update_stats (); 562 update_stats ();
557 563
558 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false; 569 return false;
563 } 570 }
564 571
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 } 573 }
638 } 645 }
639 646
640 if (speed < 0) 647 if (speed < 0)
641 dst->speed_left -= rndm (); 648 dst->speed_left -= rndm ();
642 649
643 dst->set_speed (dst->speed); 650 dst->activate ();
644} 651}
645 652
646void 653void
647object::instantiate () 654object::instantiate ()
648{ 655{
760 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
761 { 768 {
762 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 780 * have move_allow right now.
774 */ 781 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((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) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 784 m.invalidate ();
778 } 785 }
779 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 788 * that is being removed.
782 */ 789 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 791 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
787 else 794 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 796
793 800
794object::object () 801object::object ()
795{ 802{
796 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
797 804
798 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
799 face = blank_face; 806 face = blank_face;
800} 807}
801 808
802object::~object () 809object::~object ()
803{ 810{
833 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
834 if (active) 841 if (active)
835 return; 842 return;
836 843
837 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
838 actives.insert (this); 849 actives.insert (this);
850 }
839} 851}
840 852
841void 853void
842object::activate_recursive () 854object::activate_recursive ()
843{ 855{
904 * drop on that space. 916 * drop on that space.
905 */ 917 */
906 if (!drop_to_ground 918 if (!drop_to_ground
907 || !map 919 || !map
908 || map->in_memory != MAP_ACTIVE 920 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 921 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
911 { 923 {
912 while (inv) 924 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 925 inv->destroy ();
916 }
917 } 926 }
918 else 927 else
919 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
920 while (inv) 929 while (inv)
921 { 930 {
925 || op->flag [FLAG_NO_DROP] 934 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 935 || op->type == RUNE
927 || op->type == TRAP 936 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 937 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 938 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 939 op->destroy ();
931 else 940 else
932 map->insert (op, x, y); 941 map->insert (op, x, y);
933 } 942 }
934 } 943 }
935} 944}
943 952
944static struct freed_map : maptile 953static struct freed_map : maptile
945{ 954{
946 freed_map () 955 freed_map ()
947 { 956 {
948 path = "<freed objects map>"; 957 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 958 name = "/internal/freed_objects_map";
950 width = 3; 959 width = 3;
951 height = 3; 960 height = 3;
952 nodrop = 1; 961 no_drop = 1;
962 no_reset = 1;
953 963
954 alloc (); 964 alloc ();
955 in_memory = MAP_ACTIVE; 965 in_memory = MAP_ACTIVE;
956 } 966 }
957 967
963 973
964void 974void
965object::do_destroy () 975object::do_destroy ()
966{ 976{
967 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 978 remove_link ();
969 979
970 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 981 remove_friendly_object (this);
972 982
973 remove (); 983 remove ();
998 attacked_by = 0; 1008 attacked_by = 0;
999 current_weapon = 0; 1009 current_weapon = 0;
1000} 1010}
1001 1011
1002void 1012void
1003object::destroy (bool destroy_inventory) 1013object::destroy ()
1004{ 1014{
1005 if (destroyed ()) 1015 if (destroyed ())
1006 return; 1016 return;
1007 1017
1008 if (!is_head () && !head->destroyed ()) 1018 if (!is_head () && !head->destroyed ())
1009 { 1019 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1021 head->destroy ();
1012 return; 1022 return;
1013 } 1023 }
1014 1024
1015 destroy_inv (!destroy_inventory); 1025 destroy_inv (false);
1016 1026
1017 if (is_head ()) 1027 if (is_head ())
1018 if (sound_destroy) 1028 if (sound_destroy)
1019 play_sound (sound_destroy); 1029 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1030 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1041 * the previous environment.
1032 */ 1042 */
1033void 1043void
1034object::do_remove () 1044object::do_remove ()
1035{ 1045{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1046 if (flag [FLAG_REMOVED])
1040 return; 1047 return;
1041 1048
1042 INVOKE_OBJECT (REMOVE, this); 1049 INVOKE_OBJECT (REMOVE, this);
1043 1050
1057 esrv_del_item (pl->contr, count); 1064 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1065 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1066
1060 adjust_weight (env, -total_weight ()); 1067 adjust_weight (env, -total_weight ());
1061 1068
1062 *(above ? &above->below : &env->inv) = below; 1069 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1070
1067 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1072 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1070 */ 1074 */
1071 map = env->map; 1075 map = env->map;
1072 x = env->x; 1076 x = env->x;
1073 y = env->y; 1077 y = env->y;
1078
1079 // make sure cmov optimisation is applicable
1080 *(above ? &above->below : &env->inv) = below;
1081 *(below ? &below->above : &above ) = above; // &above is just a dummy
1082
1074 above = 0; 1083 above = 0;
1075 below = 0; 1084 below = 0;
1076 env = 0; 1085 env = 0;
1077 1086
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1087 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1088 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1089 * to save cpu time.
1081 */ 1090 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1091 if (pl)
1092 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1093 {
1083 otmp->update_stats (); 1094 pl->update_stats ();
1095
1096 if (glow_radius && pl->is_on_map ())
1097 update_all_los (pl->map, pl->x, pl->y);
1098 }
1084 } 1099 }
1085 else if (map) 1100 else if (map)
1086 { 1101 {
1087 map->dirty = true; 1102 map->dirty = true;
1088 mapspace &ms = this->ms (); 1103 mapspace &ms = this->ms ();
1089 1104
1090 if (object *pl = ms.player ()) 1105 if (object *pl = ms.player ())
1091 { 1106 {
1092 if (type == PLAYER) // this == pl(!) 1107 if (is_player ())
1093 { 1108 {
1109 if (!flag [FLAG_WIZPASS])
1110 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1111
1094 // leaving a spot always closes any open container on the ground 1112 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1113 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1114 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1115 // that the CLOSE event is being sent.
1098 close_container (); 1116 close_container ();
1099 1117
1100 --map->players; 1118 --map->players;
1101 map->touch (); 1119 map->touch ();
1102 } 1120 }
1103 else if (pl->container == this) 1121 else if (pl->container_ () == this)
1104 { 1122 {
1105 // removing a container should close it 1123 // removing a container should close it
1106 close_container (); 1124 close_container ();
1107 } 1125 }
1108 1126
1109 esrv_del_item (pl->contr, count); 1127 esrv_del_item (pl->contr, count);
1110 } 1128 }
1111 1129
1112 /* link the object above us */ 1130 /* link the object above us */
1113 if (above) 1131 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1132 *(above ? &above->below : &ms.top) = below;
1115 else 1133 *(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 1134
1133 above = 0; 1135 above = 0;
1134 below = 0; 1136 below = 0;
1135 1137
1138 ms.invalidate ();
1139
1136 if (map->in_memory == MAP_SAVING) 1140 if (map->in_memory == MAP_SAVING)
1137 return; 1141 return;
1138 1142
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1140 1144
1141 if (object *pl = ms.player ()) 1145 if (object *pl = ms.player ())
1142 { 1146 {
1143 if (pl->container == this) 1147 if (pl->container_ () == this)
1144 /* If a container that the player is currently using somehow gets 1148 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view 1149 * removed (most likely destroyed), update the player view
1146 * appropriately. 1150 * appropriately.
1147 */ 1151 */
1148 pl->close_container (); 1152 pl->close_container ();
1152 //TODO: update floorbox to preserve ordering 1156 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns) 1157 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update (); 1158 pl->contr->ns->floorbox_update ();
1155 } 1159 }
1156 1160
1161 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1162 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1163 {
1164 above = tmp->above;
1165
1159 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1160 * being removed. 1167 * being removed.
1161 */ 1168 */
1162 1169
1163 /* See if object moving off should effect something */ 1170 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1171 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1173 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 } 1174 }
1173 1175
1174 last = tmp; 1176 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); 1177 update_all_los (map, x, y);
1186 } 1178 }
1187} 1179}
1188 1180
1189/* 1181/*
1213 esrv_update_item (UPD_NROF, pl, top); 1205 esrv_update_item (UPD_NROF, pl, top);
1214 1206
1215 op->weight = 0; // cancel the addition above 1207 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1208 op->carrying = 0; // must be 0 already
1217 1209
1218 op->destroy (1); 1210 op->destroy ();
1219 1211
1220 return top; 1212 return top;
1221 } 1213 }
1222 1214
1223 return 0; 1215 return 0;
1251 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1252 */ 1244 */
1253object * 1245object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1247{
1248 op->remove ();
1249
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1251 {
1258 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1260 } 1254 }
1283 * just 'op' otherwise 1277 * just 'op' otherwise
1284 */ 1278 */
1285object * 1279object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1281{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 op->remove (); 1282 op->remove ();
1283
1284 if (m == &freed_map)//D TODO: remove soon
1285 {//D
1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1287 }//D
1291 1288
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* 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 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1291 * need extra work
1295 */ 1292 */
1293 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1295 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1297 return 0;
1300 } 1298 }
1301 1299
1302 if (object *more = op->more) 1300 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1302 return 0;
1305 1303
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1307 1305 op->env = 0;
1308 op->map = m; 1306 op->map = newmap;
1307
1309 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1310 1309
1311 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1312 */ 1311 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1316 { 1315 {
1317 // TODO: we atcually want to update tmp, not op, 1316 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1317 // but some caller surely breaks when we return tmp
1319 // from here :/ 1318 // from here :/
1320 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1320 tmp->destroy ();
1322 } 1321 }
1323 1322
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1325
1333 { 1332 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1334 abort ();
1336 } 1335 }
1337 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1338 op->above = originator; 1344 op->above = originator;
1339 op->below = originator->below; 1345 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; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1349 }
1349 else 1350 else
1350 { 1351 {
1351 object *top, *floor = NULL; 1352 object *floor = 0;
1352 1353 object *top = ms.top;
1353 top = ms.bot;
1354 1354
1355 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1356 if (top) 1356 if (top)
1357 { 1357 {
1358 object *last = 0;
1359
1360 /* 1358 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * 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 1365 * 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 1366 * 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 1367 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1371 */ 1369 */
1372 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1371 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1375 floor = top; 1373 floor = tmp;
1376 1374
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1378 { 1376 {
1379 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1380 top = top->below; 1378 top = tmp->below;
1381 break; 1379 break;
1382 } 1380 }
1383 1381
1384 last = top; 1382 top = tmp;
1385 } 1383 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1384
1390 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1393 */ 1388 */
1400 */ 1395 */
1401 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1404 { 1399 {
1400 object *last;
1401
1405 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407 break; 1404 break;
1408 1405
1409 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1417 } /* If objects on this space */ 1414 } /* If objects on this space */
1418 1415
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1417 top = floor;
1421 1418
1422 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1420 if (!top)
1427 { 1421 {
1422 op->below = 0;
1428 op->above = ms.bot; 1423 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1427 }
1436 else 1428 else
1437 { /* get inserted into the stack above top */ 1429 {
1438 op->above = top->above; 1430 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1431 top->above = op;
1442 1432
1443 op->below = top; 1433 op->below = top;
1444 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1435 }
1436 }
1446 1437
1447 if (!op->above) 1438 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1439 {
1453 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1454 ++op->map->players; 1441 ++op->map->players;
1455 op->map->touch (); 1442 op->map->touch ();
1456 } 1443 }
1471 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1472 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1473 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1474 * of effect may be sufficient. 1461 * of effect may be sufficient.
1475 */ 1462 */
1476 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1477 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1478 1468
1479 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1480 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1481 1471
1482 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1489 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1490 * update_object(). 1480 * update_object().
1491 */ 1481 */
1492 1482
1493 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* 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) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1495 { 1485 {
1496 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1497 return 0; 1487 return 0;
1498 1488
1499 /* If we are a multi part object, lets work our way through the check 1489 /* 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 1500/* 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. 1501 * 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. 1502 * op is the object to insert it under: supplies x and the map.
1513 */ 1503 */
1514void 1504void
1515replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1516{ 1506{
1517 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1518 1508
1519 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1520 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1521 tmp->destroy (1); 1511 tmp->destroy ();
1522 1512
1523 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1524 1514
1525 tmp->x = op->x; 1515 tmp->x = op->x;
1526 tmp->y = op->y; 1516 tmp->y = op->y;
1527 1517
1528 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1550 if (!nr) 1540 if (!nr)
1551 return true; 1541 return true;
1552 1542
1553 nr = min (nr, nrof); 1543 nr = min (nr, nrof);
1554 1544
1545 if (nrof > nr)
1546 {
1555 nrof -= nr; 1547 nrof -= nr;
1556
1557 if (nrof)
1558 {
1559 adjust_weight (env, -weight * nr); // carrying == 0 1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1560 1549
1561 if (object *pl = visible_to ()) 1550 if (object *pl = visible_to ())
1562 esrv_update_item (UPD_NROF, pl, this); 1551 esrv_update_item (UPD_NROF, pl, this);
1563 1552
1564 return true; 1553 return true;
1565 } 1554 }
1566 else 1555 else
1567 { 1556 {
1568 destroy (1); 1557 destroy ();
1569 return false; 1558 return false;
1570 } 1559 }
1571} 1560}
1572 1561
1573/* 1562/*
1650 if (object *pl = tmp->visible_to ()) 1639 if (object *pl = tmp->visible_to ())
1651 esrv_update_item (UPD_NROF, pl, tmp); 1640 esrv_update_item (UPD_NROF, pl, tmp);
1652 1641
1653 adjust_weight (this, op->total_weight ()); 1642 adjust_weight (this, op->total_weight ());
1654 1643
1655 op->destroy (1); 1644 op->destroy ();
1656 op = tmp; 1645 op = tmp;
1657 goto inserted; 1646 goto inserted;
1658 } 1647 }
1659 1648
1660 op->owner = 0; // it's his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1678 1667
1679 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1680 1669
1681inserted: 1670inserted:
1682 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1683 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1684 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1685 1676 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1686 // if this is a player's inventory, update stats 1678 // if this is a player's inventory, update stats
1687 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1688 update_stats (); 1679 update_stats ();
1689 1680
1690 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1691 1682
1692 return op; 1683 return op;
1713 * on top. 1704 * on top.
1714 */ 1705 */
1715int 1706int
1716check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1717{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1718 object *tmp; 1712 object *tmp;
1719 maptile *m = op->map; 1713 maptile *m = op->map;
1720 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1721 1715
1722 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1723 1717
1724 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1725 return 0;
1726 1719
1727 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1728 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1729 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1730 1723
1731 /* if nothing on this space will slow op down or be applied, 1724 /* 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 1725 * 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 1726 * is set, as lots of objects don't have it set - we treat that
1734 * as walking. 1727 * as walking.
1745 return 0; 1738 return 0;
1746 1739
1747 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1748 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1749 */ 1742 */
1750 1743 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 } 1744 {
1745 next = tmp->below;
1760 1746
1761 for (; tmp; tmp = tmp->below)
1762 {
1763 if (tmp == op) 1747 if (tmp == op)
1764 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1765 1749
1766 /* Check to see if one of the movement types should be slowed down. 1750 /* 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 1751 * Second check makes sure that the movement types not being slowed
1772 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1773 { 1757 {
1774 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 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)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1776 { 1760 {
1777
1778 float
1779 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1780 1762
1781 if (op->type == PLAYER) 1763 if (op->is_player ())
1782 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 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))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1784 diff /= 4.0; 1766 diff /= 4.0;
1785 1767
1786 op->speed_left -= diff; 1768 op->speed_left -= diff;
1787 } 1769 }
1788 } 1770 }
1994 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
1995 */ 1977 */
1996 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1997 continue; 1979 continue;
1998 1980
1999 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
2000 continue; 1982 continue;
2001 1983
2002 altern [index++] = i; 1984 altern [index++] = i;
2003 } 1985 }
2004 1986
2072 * there is capable of. 2054 * there is capable of.
2073 */ 2055 */
2074int 2056int
2075find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2058{
2077 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2060 MoveType move_type;
2084 2061
2085 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2086 { 2063 {
2087 exclude = exclude->head; 2064 exclude = exclude->head;
2088 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2091 { 2068 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2094 } 2071 }
2095 2072
2096 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2097 { 2074 {
2098 mp = m; 2075 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2076 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2077
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2079 max = maxfree[i];
2106 else 2080 else
2107 { 2081 {
2108 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2109 2083
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2085 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2115 { 2087 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2091 return freedir [i];
2123 } 2092 }
2124 } 2093 }
2125 } 2094 }
2126 2095
2127 return 0; 2096 return 0;
2202 * This basically means that if direction is 15, then it could either go 2171 * 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. 2172 * 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 2173 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2174 * functions.
2206 */ 2175 */
2207int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2208 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2209 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2210 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2211 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2212 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2308int 2277int
2309can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2310{ 2279{
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (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)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2314} 2283}
2315 2284
2316/* 2285/*
2317 * create clone from object to another 2286 * create clone from object to another
2318 */ 2287 */
2350 return tmp; 2319 return tmp;
2351 2320
2352 return 0; 2321 return 0;
2353} 2322}
2354 2323
2355const shstr & 2324shstr_tmp
2356object::kv_get (const shstr &key) const 2325object::kv_get (shstr_tmp key) const
2357{ 2326{
2358 for (key_value *kv = key_values; kv; kv = kv->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2359 if (kv->key == key) 2328 if (kv->key == key)
2360 return kv->value; 2329 return kv->value;
2361 2330
2362 return shstr_null; 2331 return shstr ();
2363} 2332}
2364 2333
2365void 2334void
2366object::kv_set (const shstr &key, const shstr &value) 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2367{ 2336{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2338 if (kv->key == key)
2370 { 2339 {
2371 kv->value = value; 2340 kv->value = value;
2380 2349
2381 key_values = kv; 2350 key_values = kv;
2382} 2351}
2383 2352
2384void 2353void
2385object::kv_del (const shstr &key) 2354object::kv_del (shstr_tmp key)
2386{ 2355{
2387 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2388 if ((*kvp)->key == key) 2357 if ((*kvp)->key == key)
2389 { 2358 {
2390 key_value *kv = *kvp; 2359 key_value *kv = *kvp;
2449{ 2418{
2450 char flagdesc[512]; 2419 char flagdesc[512];
2451 char info2[256 * 4]; 2420 char info2[256 * 4];
2452 char *p = info; 2421 char *p = info;
2453 2422
2454 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2423 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2455 count, 2424 count,
2456 uuid.c_str (), 2425 uuid.c_str (),
2457 &name, 2426 &name,
2458 title ? "\",title:\"" : "", 2427 title ? ",title:\"" : "",
2459 title ? (const char *)title : "", 2428 title ? (const char *)title : "",
2429 title ? "\"" : "",
2460 flag_desc (flagdesc, 512), type); 2430 flag_desc (flagdesc, 512), type);
2461 2431
2462 if (!flag[FLAG_REMOVED] && env) 2432 if (!flag[FLAG_REMOVED] && env)
2463 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2433 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2464 2434
2520 container = 0; 2490 container = 0;
2521 2491
2522 // client needs item update to make it work, client bug requires this to be separate 2492 // client needs item update to make it work, client bug requires this to be separate
2523 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2524 2494
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2526 play_sound (sound_find ("chest_close")); 2496 play_sound (sound_find ("chest_close"));
2527 } 2497 }
2528 2498
2529 if (new_container) 2499 if (new_container)
2530 { 2500 {
2540 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2541 new_container->insert (closer); 2511 new_container->insert (closer);
2542 } 2512 }
2543#endif 2513#endif
2544 2514
2545 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2546 2516
2547 // make sure the container is available, client bug requires this to be separate 2517 // make sure the container is available, client bug requires this to be separate
2548 esrv_send_item (this, new_container); 2518 esrv_send_item (this, new_container);
2549 2519
2550 new_container->flag [FLAG_APPLIED] = true; 2520 new_container->flag [FLAG_APPLIED] = true;
2558// else if (!old_container->env && contr && contr->ns) 2528// else if (!old_container->env && contr && contr->ns)
2559// contr->ns->floorbox_reset (); 2529// contr->ns->floorbox_reset ();
2560} 2530}
2561 2531
2562object * 2532object *
2563object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2564{ 2534{
2565 /* cycle through his inventory to look for the MARK we want to 2535 /* cycle through his inventory to look for the MARK we want to
2566 * place 2536 * place
2567 */ 2537 */
2568 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2571 2541
2572 return 0; 2542 return 0;
2573} 2543}
2574 2544
2575void 2545void
2546object::force_set_timer (int duration)
2547{
2548 this->duration = 1;
2549 this->speed_left = -1.f;
2550
2551 this->set_speed (duration ? 1.f / duration : 0.f);
2552}
2553
2554object *
2576object::force_add (const shstr name, int duration) 2555object::force_add (shstr_tmp name, int duration)
2577{ 2556{
2578 if (object *force = force_find (name)) 2557 if (object *force = force_find (name))
2579 force->destroy (); 2558 force->destroy ();
2580 2559
2581 object *force = get_archetype (FORCE_NAME); 2560 object *force = get_archetype (FORCE_NAME);
2582 2561
2583 force->slaying = name; 2562 force->slaying = name;
2584 force->stats.food = 1;
2585 force->speed_left = -1.f;
2586 2563
2587 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->force_set_timer (duration);
2588 force->flag [FLAG_IS_USED_UP] = true; 2565
2589 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2590 2567
2591 insert (force); 2568 return insert (force);
2592} 2569}
2593 2570
2594void 2571void
2595object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2596{ 2573{
2597 if (!sound) 2574 if (!sound)
2598 return; 2575 return;
2599 2576
2600 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2601 return; 2602 return;
2602 2603
2603 if (env) 2604 // find old force, or create new one
2604 { 2605 object *force = force_find (shstr_noise_force);
2605 if (object *pl = in_player ()) 2606
2606 pl->contr->play_sound (sound); 2607 if (force)
2607 } 2608 force->speed_left = -1.f; // patch old speed up
2608 else 2609 else
2609 map->play_sound (sound, x, y); 2610 {
2610} 2611 force = archetype::get (shstr_noise_force);
2611 2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

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