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Comparing deliantra/server/common/object.C (file contents):
Revision 1.228 by root, Sat May 3 11:14:50 2008 UTC vs.
Revision 1.292 by root, Mon Oct 19 21:48:49 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;
355} 355}
356 356
357// adjust weight per container type ("of holding") 357// adjust weight per container type ("of holding")
358static sint32 358static sint32
359weight_adjust (object *op, sint32 weight) 359weight_adjust_for (object *op, sint32 weight)
360{ 360{
361 return op->type == CONTAINER 361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 363 : weight;
364} 364}
370static void 370static void
371adjust_weight (object *op, sint32 weight) 371adjust_weight (object *op, sint32 weight)
372{ 372{
373 while (op) 373 while (op)
374 { 374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust (op, weight); 377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
376 379
377 if (!weight) 380 if (!weight)
378 return; 381 return;
379 382
380 op->carrying += weight; 383 op->carrying += weight;
403 op->update_weight (); 406 op->update_weight ();
404 407
405 sum += op->total_weight (); 408 sum += op->total_weight ();
406 } 409 }
407 410
408 sum = weight_adjust (this, sum); 411 sum = weight_adjust_for (this, sum);
409 412
410 if (sum != carrying) 413 if (sum != carrying)
411 { 414 {
412 carrying = sum; 415 carrying = sum;
413 416
427 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
428 431
429 object_freezer freezer; 432 object_freezer freezer;
430 op->write (freezer); 433 op->write (freezer);
431 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
432} 441}
433 442
434/* 443/*
435 * 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
436 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
475 */ 484 */
476object * 485object *
477find_object_name (const char *str) 486find_object_name (const char *str)
478{ 487{
479 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
480 object *op;
481 489
490 if (str_)
482 for_all_objects (op) 491 for_all_objects (op)
483 if (op->name == str_) 492 if (op->name == str_)
484 break; 493 return op;
485 494
486 return op; 495 return 0;
487} 496}
488 497
489/* 498/*
490 * 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
491 * skill and experience objects. 500 * skill and experience objects.
553 update_stats (); 562 update_stats ();
554 563
555 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
558 "[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);
559 return false; 569 return false;
560 } 570 }
561 571
562 //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);
563 } 573 }
635 } 645 }
636 646
637 if (speed < 0) 647 if (speed < 0)
638 dst->speed_left -= rndm (); 648 dst->speed_left -= rndm ();
639 649
640 dst->set_speed (dst->speed); 650 dst->activate ();
641} 651}
642 652
643void 653void
644object::instantiate () 654object::instantiate ()
645{ 655{
757 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
758 { 768 {
759 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
769 /* 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
770 * to have move_allow right now. 780 * have move_allow right now.
771 */ 781 */
772 || ((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
773 || 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)
774 m.flags_ = 0; 784 m.invalidate ();
775 } 785 }
776 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 788 * that is being removed.
779 */ 789 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 791 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
784 else 794 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 796
790 800
791object::object () 801object::object ()
792{ 802{
793 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
794 804
795 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
796 face = blank_face; 806 face = blank_face;
797} 807}
798 808
799object::~object () 809object::~object ()
800{ 810{
830 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
831 if (active) 841 if (active)
832 return; 842 return;
833 843
834 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
835 actives.insert (this); 849 actives.insert (this);
850 }
836} 851}
837 852
838void 853void
839object::activate_recursive () 854object::activate_recursive ()
840{ 855{
901 * drop on that space. 916 * drop on that space.
902 */ 917 */
903 if (!drop_to_ground 918 if (!drop_to_ground
904 || !map 919 || !map
905 || map->in_memory != MAP_ACTIVE 920 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 921 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
908 { 923 {
909 while (inv) 924 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 925 inv->destroy ();
913 }
914 } 926 }
915 else 927 else
916 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
917 while (inv) 929 while (inv)
918 { 930 {
922 || op->flag [FLAG_NO_DROP] 934 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 935 || op->type == RUNE
924 || op->type == TRAP 936 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 937 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 938 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 939 op->destroy ();
928 else 940 else
929 map->insert (op, x, y); 941 map->insert (op, x, y);
930 } 942 }
931 } 943 }
932} 944}
940 952
941static struct freed_map : maptile 953static struct freed_map : maptile
942{ 954{
943 freed_map () 955 freed_map ()
944 { 956 {
945 path = "<freed objects map>"; 957 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 958 name = "/internal/freed_objects_map";
947 width = 3; 959 width = 3;
948 height = 3; 960 height = 3;
949 nodrop = 1; 961 no_drop = 1;
962 no_reset = 1;
950 963
951 alloc (); 964 alloc ();
952 in_memory = MAP_ACTIVE; 965 in_memory = MAP_ACTIVE;
953 } 966 }
967
968 ~freed_map ()
969 {
970 destroy ();
971 }
954} freed_map; // freed objects are moved here to avoid crashes 972} freed_map; // freed objects are moved here to avoid crashes
955 973
956void 974void
957object::do_destroy () 975object::do_destroy ()
958{ 976{
959 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
960 remove_button_link (this); 978 remove_link ();
961 979
962 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
963 remove_friendly_object (this); 981 remove_friendly_object (this);
964 982
965 remove (); 983 remove ();
990 attacked_by = 0; 1008 attacked_by = 0;
991 current_weapon = 0; 1009 current_weapon = 0;
992} 1010}
993 1011
994void 1012void
995object::destroy (bool destroy_inventory) 1013object::destroy ()
996{ 1014{
997 if (destroyed ()) 1015 if (destroyed ())
998 return; 1016 return;
999 1017
1000 if (!is_head () && !head->destroyed ()) 1018 if (!is_head () && !head->destroyed ())
1001 { 1019 {
1002 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1003 head->destroy (destroy_inventory); 1021 head->destroy ();
1004 return; 1022 return;
1005 } 1023 }
1006 1024
1007 destroy_inv (!destroy_inventory); 1025 destroy_inv (false);
1008 1026
1009 if (is_head ()) 1027 if (is_head ())
1010 if (sound_destroy) 1028 if (sound_destroy)
1011 play_sound (sound_destroy); 1029 play_sound (sound_destroy);
1012 else if (flag [FLAG_MONSTER]) 1030 else if (flag [FLAG_MONSTER])
1049 esrv_del_item (pl->contr, count); 1067 esrv_del_item (pl->contr, count);
1050 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1051 1069
1052 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1053 1071
1054 *(above ? &above->below : &env->inv) = below; 1072 object *pl = in_player ();
1055
1056 if (below)
1057 below->above = above;
1058 1073
1059 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up 1075 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1062 */ 1077 */
1063 map = env->map; 1078 map = env->map;
1064 x = env->x; 1079 x = env->x;
1065 y = env->y; 1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1066 above = 0; 1086 above = 0;
1067 below = 0; 1087 below = 0;
1068 env = 0; 1088 env = 0;
1069 1089
1070 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1071 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1072 * to save cpu time. 1092 * to save cpu time.
1073 */ 1093 */
1074 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1075 otmp->update_stats (); 1097 pl->update_stats ();
1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1076 } 1102 }
1077 else if (map) 1103 else if (map)
1078 { 1104 {
1079 map->dirty = true; 1105 map->dirty = true;
1080 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1081 1107
1082 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1083 { 1109 {
1084 if (type == PLAYER) // this == pl(!) 1110 if (is_player ())
1085 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1086 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1087 if (container && !container->env) 1116 if (container && !container->env)
1088 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1089 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1090 close_container (); 1119 close_container ();
1091 1120
1092 --map->players; 1121 --map->players;
1093 map->touch (); 1122 map->touch ();
1094 } 1123 }
1095 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1096 { 1125 {
1097 // removing a container should close it 1126 // removing a container should close it
1098 close_container (); 1127 close_container ();
1099 } 1128 }
1100 1129
1101 esrv_del_item (pl->contr, count); 1130 esrv_del_item (pl->contr, count);
1102 } 1131 }
1103 1132
1104 /* link the object above us */ 1133 /* link the object above us */
1105 if (above) 1134 // re-link, make sure compiler can easily use cmove
1106 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
1107 else 1136 *(below ? &below->above : &ms.bot) = above;
1108 ms.top = below; /* we were top, set new top */
1109
1110 /* Relink the object below us, if there is one */
1111 if (below)
1112 below->above = above;
1113 else
1114 {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if (GET_MAP_OB (map, x, y) != this)
1120 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 ());
1121
1122 ms.bot = above; /* goes on above it. */
1123 }
1124 1137
1125 above = 0; 1138 above = 0;
1126 below = 0; 1139 below = 0;
1127 1140
1141 ms.invalidate ();
1142
1128 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1129 return; 1144 return;
1130 1145
1131 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1132 1147
1133 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1134 { 1149 {
1135 if (pl->container == this) 1150 if (pl->container_ () == this)
1136 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1138 * appropriately. 1153 * appropriately.
1139 */ 1154 */
1140 pl->close_container (); 1155 pl->close_container ();
1164 } 1179 }
1165 1180
1166 last = tmp; 1181 last = tmp;
1167 } 1182 }
1168 1183
1169 /* last == NULL if there are no objects on this space */ 1184 if (affects_los ())
1170 //TODO: this makes little sense, why only update the topmost object?
1171 if (!last)
1172 map->at (x, y).flags_ = 0;
1173 else
1174 update_object (last, UP_OBJ_REMOVE);
1175
1176 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1178 } 1186 }
1179} 1187}
1180 1188
1181/* 1189/*
1205 esrv_update_item (UPD_NROF, pl, top); 1213 esrv_update_item (UPD_NROF, pl, top);
1206 1214
1207 op->weight = 0; // cancel the addition above 1215 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already 1216 op->carrying = 0; // must be 0 already
1209 1217
1210 op->destroy (1); 1218 op->destroy ();
1211 1219
1212 return top; 1220 return top;
1213 } 1221 }
1214 1222
1215 return 0; 1223 return 0;
1243 * job preparing multi-part monsters. 1251 * job preparing multi-part monsters.
1244 */ 1252 */
1245object * 1253object *
1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1247{ 1255{
1256 op->remove ();
1257
1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1258 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1249 { 1259 {
1250 tmp->x = x + tmp->arch->x; 1260 tmp->x = x + tmp->arch->x;
1251 tmp->y = y + tmp->arch->y; 1261 tmp->y = y + tmp->arch->y;
1252 } 1262 }
1275 * just 'op' otherwise 1285 * just 'op' otherwise
1276 */ 1286 */
1277object * 1287object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1289{
1280 assert (!op->flag [FLAG_FREED]);
1281
1282 op->remove (); 1290 op->remove ();
1291
1292 if (m == &freed_map)//D TODO: remove soon
1293 {//D
1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1295 }//D
1283 1296
1284 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1285 * of areas of callers (eg, anything that uses find_free_spot would now 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1286 * need extra work 1299 * need extra work
1287 */ 1300 */
1301 maptile *newmap = m;
1288 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (newmap, op->x, op->y))
1289 { 1303 {
1290 op->destroy (1); 1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1291 return 0; 1305 return 0;
1292 } 1306 }
1293 1307
1294 if (object *more = op->more) 1308 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0; 1310 return 0;
1297 1311
1298 CLEAR_FLAG (op, FLAG_REMOVED); 1312 op->flag [FLAG_REMOVED] = false;
1299 1313 op->env = 0;
1300 op->map = m; 1314 op->map = newmap;
1315
1301 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1302 1317
1303 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1304 */ 1319 */
1305 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1307 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1308 { 1323 {
1309 // TODO: we atcually want to update tmp, not op, 1324 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp 1325 // but some caller surely breaks when we return tmp
1311 // from here :/ 1326 // from here :/
1312 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1313 tmp->destroy (1); 1328 tmp->destroy ();
1314 } 1329 }
1315 1330
1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1317 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1332 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1318 1333
1325 { 1340 {
1326 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1327 abort (); 1342 abort ();
1328 } 1343 }
1329 1344
1345 if (!originator->is_on_map ())
1346 {
1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1351
1330 op->above = originator; 1352 op->above = originator;
1331 op->below = originator->below; 1353 op->below = originator->below;
1332
1333 if (op->below)
1334 op->below->above = op;
1335 else
1336 ms.bot = op;
1337
1338 /* since *below* originator, no need to update top */
1339 originator->below = op; 1354 originator->below = op;
1355
1356 *(op->below ? &op->below->above : &ms.bot) = op;
1340 } 1357 }
1341 else 1358 else
1342 { 1359 {
1343 object *top, *floor = NULL; 1360 object *floor = 0;
1344 1361 object *top = ms.top;
1345 top = ms.bot;
1346 1362
1347 /* If there are other objects, then */ 1363 /* If there are other objects, then */
1348 if (top) 1364 if (top)
1349 { 1365 {
1350 object *last = 0;
1351
1352 /* 1366 /*
1353 * If there are multiple objects on this space, we do some trickier handling. 1367 * If there are multiple objects on this space, we do some trickier handling.
1354 * We've already dealt with merging if appropriate. 1368 * We've already dealt with merging if appropriate.
1355 * Generally, we want to put the new object on top. But if 1369 * Generally, we want to put the new object on top. But if
1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1370 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1359 * once we get to them. This reduces the need to traverse over all of 1373 * once we get to them. This reduces the need to traverse over all of
1360 * them when adding another one - this saves quite a bit of cpu time 1374 * them when adding another one - this saves quite a bit of cpu time
1361 * when lots of spells are cast in one area. Currently, it is presumed 1375 * when lots of spells are cast in one area. Currently, it is presumed
1362 * that flying non pickable objects are spell objects. 1376 * that flying non pickable objects are spell objects.
1363 */ 1377 */
1364 for (top = ms.bot; top; top = top->above) 1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1365 { 1379 {
1366 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1380 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1367 floor = top; 1381 floor = tmp;
1368 1382
1369 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1383 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1370 { 1384 {
1371 /* We insert above top, so we want this object below this */ 1385 /* We insert above top, so we want this object below this */
1372 top = top->below; 1386 top = tmp->below;
1373 break; 1387 break;
1374 } 1388 }
1375 1389
1376 last = top; 1390 top = tmp;
1377 } 1391 }
1378
1379 /* Don't want top to be NULL, so set it to the last valid object */
1380 top = last;
1381 1392
1382 /* We let update_position deal with figuring out what the space 1393 /* We let update_position deal with figuring out what the space
1383 * looks like instead of lots of conditions here. 1394 * looks like instead of lots of conditions here.
1384 * makes things faster, and effectively the same result. 1395 * makes things faster, and effectively the same result.
1385 */ 1396 */
1392 */ 1403 */
1393 if (!(flag & INS_ON_TOP) 1404 if (!(flag & INS_ON_TOP)
1394 && ms.flags () & P_BLOCKSVIEW 1405 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility)) 1406 && (op->face && !faces [op->face].visibility))
1396 { 1407 {
1408 object *last;
1409
1397 for (last = top; last != floor; last = last->below) 1410 for (last = top; last != floor; last = last->below)
1398 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1399 break; 1412 break;
1400 1413
1401 /* Check to see if we found the object that blocks view, 1414 /* Check to see if we found the object that blocks view,
1409 } /* If objects on this space */ 1422 } /* If objects on this space */
1410 1423
1411 if (flag & INS_ABOVE_FLOOR_ONLY) 1424 if (flag & INS_ABOVE_FLOOR_ONLY)
1412 top = floor; 1425 top = floor;
1413 1426
1414 /* Top is the object that our object (op) is going to get inserted above. 1427 // insert object above top, or bottom-most if top = 0
1415 */
1416
1417 /* First object on this space */
1418 if (!top) 1428 if (!top)
1419 { 1429 {
1430 op->below = 0;
1420 op->above = ms.bot; 1431 op->above = ms.bot;
1421
1422 if (op->above)
1423 op->above->below = op;
1424
1425 op->below = 0;
1426 ms.bot = op; 1432 ms.bot = op;
1433
1434 *(op->above ? &op->above->below : &ms.top) = op;
1427 } 1435 }
1428 else 1436 else
1429 { /* get inserted into the stack above top */ 1437 {
1430 op->above = top->above; 1438 op->above = top->above;
1431
1432 if (op->above)
1433 op->above->below = op; 1439 top->above = op;
1434 1440
1435 op->below = top; 1441 op->below = top;
1436 top->above = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1437 } 1443 }
1444 }
1438 1445
1439 if (!op->above) 1446 if (op->is_player ())
1440 ms.top = op;
1441 } /* else not INS_BELOW_ORIGINATOR */
1442
1443 if (op->type == PLAYER)
1444 { 1447 {
1445 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1446 ++op->map->players; 1449 ++op->map->players;
1447 op->map->touch (); 1450 op->map->touch ();
1448 } 1451 }
1463 * be far away from this change and not affected in any way - 1466 * be far away from this change and not affected in any way -
1464 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1465 * or just updating the P_UPTODATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1466 * of effect may be sufficient. 1469 * of effect may be sufficient.
1467 */ 1470 */
1468 if (op->map->darkness && (op->glow_radius != 0)) 1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1469 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1475 }
1470 1476
1471 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1472 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1473 1479
1474 INVOKE_OBJECT (INSERT, op); 1480 INVOKE_OBJECT (INSERT, op);
1481 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1482 * update_object(). 1488 * update_object().
1483 */ 1489 */
1484 1490
1485 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1486 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1487 { 1493 {
1488 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1489 return 0; 1495 return 0;
1490 1496
1491 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1502/* this function inserts an object in the map, but if it 1508/* this function inserts an object in the map, but if it
1503 * finds an object of its own type, it'll remove that one first. 1509 * finds an object of its own type, it'll remove that one first.
1504 * op is the object to insert it under: supplies x and the map. 1510 * op is the object to insert it under: supplies x and the map.
1505 */ 1511 */
1506void 1512void
1507replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1508{ 1514{
1509 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1510 1516
1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1512 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1513 tmp->destroy (1); 1519 tmp->destroy ();
1514 1520
1515 object *tmp = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1516 1522
1517 tmp->x = op->x; 1523 tmp->x = op->x;
1518 tmp->y = op->y; 1524 tmp->y = op->y;
1519 1525
1520 insert_ob_in_map (tmp, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1542 if (!nr) 1548 if (!nr)
1543 return true; 1549 return true;
1544 1550
1545 nr = min (nr, nrof); 1551 nr = min (nr, nrof);
1546 1552
1553 if (nrof > nr)
1554 {
1547 nrof -= nr; 1555 nrof -= nr;
1548
1549 if (nrof)
1550 {
1551 adjust_weight (env, -weight * nr); // carrying == 0 1556 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1552 1557
1553 if (object *pl = visible_to ()) 1558 if (object *pl = visible_to ())
1554 esrv_update_item (UPD_NROF, pl, this); 1559 esrv_update_item (UPD_NROF, pl, this);
1555 1560
1556 return true; 1561 return true;
1557 } 1562 }
1558 else 1563 else
1559 { 1564 {
1560 destroy (1); 1565 destroy ();
1561 return false; 1566 return false;
1562 } 1567 }
1563} 1568}
1564 1569
1565/* 1570/*
1582 } 1587 }
1583 else 1588 else
1584 { 1589 {
1585 decrease (nr); 1590 decrease (nr);
1586 1591
1587 object *op = object_create_clone (this); 1592 object *op = deep_clone ();
1588 op->nrof = nr; 1593 op->nrof = nr;
1589 return op; 1594 return op;
1590 } 1595 }
1591} 1596}
1592 1597
1642 if (object *pl = tmp->visible_to ()) 1647 if (object *pl = tmp->visible_to ())
1643 esrv_update_item (UPD_NROF, pl, tmp); 1648 esrv_update_item (UPD_NROF, pl, tmp);
1644 1649
1645 adjust_weight (this, op->total_weight ()); 1650 adjust_weight (this, op->total_weight ());
1646 1651
1647 op->destroy (1); 1652 op->destroy ();
1648 op = tmp; 1653 op = tmp;
1649 goto inserted; 1654 goto inserted;
1650 } 1655 }
1651 1656
1652 op->owner = 0; // it's his/hers now. period. 1657 op->owner = 0; // it's his/hers now. period.
1670 1675
1671 adjust_weight (this, op->total_weight ()); 1676 adjust_weight (this, op->total_weight ());
1672 1677
1673inserted: 1678inserted:
1674 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1675 if (op->glow_radius && map && map->darkness) 1680 if (op->glow_radius && is_on_map ())
1681 {
1682 update_stats ();
1676 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1677 1684 }
1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1678 // if this is a player's inventory, update stats 1686 // if this is a player's inventory, update stats
1679 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1680 update_stats (); 1687 update_stats ();
1681 1688
1682 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1683 1690
1684 return op; 1691 return op;
1705 * on top. 1712 * on top.
1706 */ 1713 */
1707int 1714int
1708check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1709{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1710 object *tmp; 1720 object *tmp;
1711 maptile *m = op->map; 1721 maptile *m = op->map;
1712 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1713 1723
1714 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1715 1725
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1717 return 0;
1718 1727
1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1722 1731
1723 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1724 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1725 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1726 * as walking. 1735 * as walking.
1737 return 0; 1746 return 0;
1738 1747
1739 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1740 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1741 */ 1750 */
1742 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1744 {
1745 /* Trim the search when we find the first other spell effect
1746 * this helps performance so that if a space has 50 spell objects,
1747 * we don't need to check all of them.
1748 */
1749 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1750 break;
1751 } 1752 {
1753 next = tmp->below;
1752 1754
1753 for (; tmp; tmp = tmp->below)
1754 {
1755 if (tmp == op) 1755 if (tmp == op)
1756 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1757 1757
1758 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1759 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1764 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 { 1765 {
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 { 1768 {
1769
1770 float
1771 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1772 1770
1773 if (op->type == PLAYER) 1771 if (op->is_player ())
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0; 1774 diff /= 4.0;
1777 1775
1778 op->speed_left -= diff; 1776 op->speed_left -= diff;
1779 } 1777 }
1780 } 1778 }
1813 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1814 return NULL; 1812 return NULL;
1815 } 1813 }
1816 1814
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1818 if (tmp->arch == at) 1816 if (tmp->arch->archname == at->archname)
1819 return tmp; 1817 return tmp;
1820 1818
1821 return NULL; 1819 return NULL;
1822} 1820}
1823 1821
1887 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1888 */ 1886 */
1889object * 1887object *
1890present_arch_in_ob (const archetype *at, const object *op) 1888present_arch_in_ob (const archetype *at, const object *op)
1891{ 1889{
1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 if (tmp->arch == at) 1891 if (tmp->arch->archname == at->archname)
1894 return tmp; 1892 return tmp;
1895 1893
1896 return NULL; 1894 return NULL;
1897} 1895}
1898 1896
1986 * head of the object should correspond for the entire object. 1984 * head of the object should correspond for the entire object.
1987 */ 1985 */
1988 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1986 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1989 continue; 1987 continue;
1990 1988
1991 if (ob->blocked (m, pos.x, pos.y)) 1989 if (ob->blocked (pos.m, pos.x, pos.y))
1992 continue; 1990 continue;
1993 1991
1994 altern [index++] = i; 1992 altern [index++] = i;
1995 } 1993 }
1996 1994
2064 * there is capable of. 2062 * there is capable of.
2065 */ 2063 */
2066int 2064int
2067find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2068{ 2066{
2069 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2070
2071 sint16 nx, ny;
2072 object *tmp;
2073 maptile *mp;
2074
2075 MoveType blocked, move_type; 2068 MoveType move_type;
2076 2069
2077 if (exclude && exclude->head_ () != exclude) 2070 if (exclude && exclude->head_ () != exclude)
2078 { 2071 {
2079 exclude = exclude->head; 2072 exclude = exclude->head;
2080 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2083 { 2076 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2085 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2086 } 2079 }
2087 2080
2088 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2089 { 2082 {
2090 mp = m; 2083 mapxy pos (m, x, y);
2091 nx = x + freearr_x[i]; 2084 pos.move (i);
2092 ny = y + freearr_y[i];
2093 2085
2094 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2095
2096 if (mflags & P_OUT_OF_MAP)
2097 max = maxfree[i]; 2087 max = maxfree[i];
2098 else 2088 else
2099 { 2089 {
2100 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2101 2091
2102 blocked = ms.move_block;
2103
2104 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2105 max = maxfree[i]; 2093 max = maxfree [i];
2106 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2107 { 2095 {
2108 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2109 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2110 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2111 break;
2112
2113 if (tmp)
2114 return freedir[i]; 2099 return freedir [i];
2115 } 2100 }
2116 } 2101 }
2117 } 2102 }
2118 2103
2119 return 0; 2104 return 0;
2194 * This basically means that if direction is 15, then it could either go 2179 * This basically means that if direction is 15, then it could either go
2195 * direction 4, 14, or 16 to get back to where we are. 2180 * direction 4, 14, or 16 to get back to where we are.
2196 * Moved from spell_util.c to object.c with the other related direction 2181 * Moved from spell_util.c to object.c with the other related direction
2197 * functions. 2182 * functions.
2198 */ 2183 */
2199int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2200 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2201 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2202 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2203 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2204 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2300int 2285int
2301can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2302{ 2287{
2303 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2304 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2305 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2306} 2291}
2307 2292
2308/* 2293/*
2309 * create clone from object to another 2294 * create clone from object to another
2310 */ 2295 */
2311object * 2296object *
2312object_create_clone (object *asrc) 2297object::deep_clone ()
2313{ 2298{
2299 assert (("deep_clone called on non-head object", is_head ()));
2300
2314 object *dst = 0; 2301 object *dst = clone ();
2315 2302
2316 if (!asrc)
2317 return 0;
2318
2319 object *src = asrc->head_ ();
2320
2321 object *prev = 0; 2303 object *prev = dst;
2322 for (object *part = src; part; part = part->more) 2304 for (object *part = this->more; part; part = part->more)
2323 { 2305 {
2324 object *tmp = part->clone (); 2306 object *tmp = part->clone ();
2325
2326 tmp->x -= src->x;
2327 tmp->y -= src->y;
2328
2329 if (!part->head)
2330 {
2331 dst = tmp;
2332 tmp->head = 0;
2333 }
2334 else
2335 tmp->head = dst; 2307 tmp->head = dst;
2336
2337 tmp->more = 0;
2338
2339 if (prev)
2340 prev->more = tmp; 2308 prev->more = tmp;
2341
2342 prev = tmp; 2309 prev = tmp;
2343 } 2310 }
2344 2311
2345 for (object *item = src->inv; item; item = item->below) 2312 for (object *item = inv; item; item = item->below)
2346 insert_ob_in_ob (object_create_clone (item), dst); 2313 insert_ob_in_ob (item->deep_clone (), dst);
2347 2314
2348 return dst; 2315 return dst;
2349} 2316}
2350 2317
2351/* This returns the first object in who's inventory that 2318/* This returns the first object in who's inventory that
2360 return tmp; 2327 return tmp;
2361 2328
2362 return 0; 2329 return 0;
2363} 2330}
2364 2331
2365const shstr & 2332shstr_tmp
2366object::kv_get (const shstr &key) const 2333object::kv_get (shstr_tmp key) const
2367{ 2334{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2336 if (kv->key == key)
2370 return kv->value; 2337 return kv->value;
2371 2338
2372 return shstr_null; 2339 return shstr ();
2373} 2340}
2374 2341
2375void 2342void
2376object::kv_set (const shstr &key, const shstr &value) 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2377{ 2344{
2378 for (key_value *kv = key_values; kv; kv = kv->next) 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2379 if (kv->key == key) 2346 if (kv->key == key)
2380 { 2347 {
2381 kv->value = value; 2348 kv->value = value;
2390 2357
2391 key_values = kv; 2358 key_values = kv;
2392} 2359}
2393 2360
2394void 2361void
2395object::kv_del (const shstr &key) 2362object::kv_del (shstr_tmp key)
2396{ 2363{
2397 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2398 if ((*kvp)->key == key) 2365 if ((*kvp)->key == key)
2399 { 2366 {
2400 key_value *kv = *kvp; 2367 key_value *kv = *kvp;
2459{ 2426{
2460 char flagdesc[512]; 2427 char flagdesc[512];
2461 char info2[256 * 4]; 2428 char info2[256 * 4];
2462 char *p = info; 2429 char *p = info;
2463 2430
2464 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2465 count, 2432 count,
2466 uuid.c_str (), 2433 uuid.c_str (),
2467 &name, 2434 &name,
2468 title ? "\",title:\"" : "", 2435 title ? ",title:\"" : "",
2469 title ? (const char *)title : "", 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2470 flag_desc (flagdesc, 512), type); 2438 flag_desc (flagdesc, 512), type);
2471 2439
2472 if (!flag[FLAG_REMOVED] && env) 2440 if (!flag[FLAG_REMOVED] && env)
2473 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2474 2442
2530 container = 0; 2498 container = 0;
2531 2499
2532 // client needs item update to make it work, client bug requires this to be separate 2500 // client needs item update to make it work, client bug requires this to be separate
2533 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2534 2502
2535 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2536 play_sound (sound_find ("chest_close")); 2504 play_sound (sound_find ("chest_close"));
2537 } 2505 }
2538 2506
2539 if (new_container) 2507 if (new_container)
2540 { 2508 {
2550 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2551 new_container->insert (closer); 2519 new_container->insert (closer);
2552 } 2520 }
2553#endif 2521#endif
2554 2522
2555 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2556 2524
2557 // make sure the container is available, client bug requires this to be separate 2525 // make sure the container is available, client bug requires this to be separate
2558 esrv_send_item (this, new_container); 2526 esrv_send_item (this, new_container);
2559 2527
2560 new_container->flag [FLAG_APPLIED] = true; 2528 new_container->flag [FLAG_APPLIED] = true;
2568// else if (!old_container->env && contr && contr->ns) 2536// else if (!old_container->env && contr && contr->ns)
2569// contr->ns->floorbox_reset (); 2537// contr->ns->floorbox_reset ();
2570} 2538}
2571 2539
2572object * 2540object *
2573object::force_find (const shstr name) 2541object::force_find (shstr_tmp name)
2574{ 2542{
2575 /* cycle through his inventory to look for the MARK we want to 2543 /* cycle through his inventory to look for the MARK we want to
2576 * place 2544 * place
2577 */ 2545 */
2578 for (object *tmp = inv; tmp; tmp = tmp->below) 2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2581 2549
2582 return 0; 2550 return 0;
2583} 2551}
2584 2552
2585void 2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2562object *
2586object::force_add (const shstr name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2587{ 2564{
2588 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2589 force->destroy (); 2566 force->destroy ();
2590 2567
2591 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2592 2569
2593 force->slaying = name; 2570 force->slaying = name;
2594 force->stats.food = 1;
2595 force->speed_left = -1.f;
2596 2571
2597 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2598 force->flag [FLAG_IS_USED_UP] = true; 2573
2599 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2600 2575
2601 insert (force); 2576 return insert (force);
2602} 2577}
2603 2578
2604void 2579void
2605object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound) const
2606{ 2581{
2607 if (!sound) 2582 if (!sound)
2608 return; 2583 return;
2609 2584
2610 if (flag [FLAG_REMOVED]) 2585 if (is_on_map ())
2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589}
2590
2591void
2592object::say_msg (const char *msg) const
2593{
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2598}
2599
2600void
2601object::make_noise ()
2602{
2603 // we do not model noise in the map, so instead put
2604 // a temporary light into the noise source
2605 // could use the map instead, but that's less reliable for our
2606 // goal, which is to make invisibility a bit harder to exploit
2607
2608 // currently only works sensibly for players
2609 if (!is_player ())
2611 return; 2610 return;
2612 2611
2613 if (env) 2612 // find old force, or create new one
2614 { 2613 object *force = force_find (shstr_noise_force);
2615 if (object *pl = in_player ()) 2614
2616 pl->contr->play_sound (sound); 2615 if (force)
2617 } 2616 force->speed_left = -1.f; // patch old speed up
2618 else 2617 else
2619 map->play_sound (sound, x, y); 2618 {
2620} 2619 force = archetype::get (shstr_noise_force);
2621 2620
2621 force->slaying = shstr_noise_force;
2622 force->stats.food = 1;
2623 force->speed_left = -1.f;
2624
2625 force->set_speed (1.f / 4.f);
2626 force->flag [FLAG_IS_USED_UP] = true;
2627 force->flag [FLAG_APPLIED] = true;
2628
2629 insert (force);
2630 }
2631}
2632

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