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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 1.287 by root, Sat Oct 3 20:11:12 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
186 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 188 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
189 return 0; 190 return 0;
190 191
191 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 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; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* 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 198 * 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 199 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 205
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 208
211 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 210 || ob1->name != ob2->name
213 || ob1->title != ob2->title 211 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 218 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 234 return 0;
236 235
237 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
241 .any ()) 239 .any ())
242 return 0; 240 return 0;
243 241
244 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
326 { 324 {
327 // see if we are in a container of sorts 325 // see if we are in a container of sorts
328 if (env) 326 if (env)
329 { 327 {
330 // the player inventory itself is always visible 328 // the player inventory itself is always visible
331 if (env->type == PLAYER) 329 if (env->is_player ())
332 return env; 330 return env;
333 331
334 // else a player could have our env open 332 // else a player could have our env open
335 object *envest = env->outer_env (); 333 object *envest = env->outer_env_or_self ();
336 334
337 // the player itself is always on a map, so we will find him here 335 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 336 // even if our inv is in a player.
339 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
344 else 342 else
345 { 343 {
346 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 348 || this == pl->container)
350 return pl; 349 return pl;
351 } 350 }
352 } 351 }
353 352
354 return 0; 353 return 0;
355} 354}
356 355
357// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
358static sint32 357static sint32
359weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
360{ 359{
361 return op->type == CONTAINER 360 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 362 : weight;
364} 363}
370static void 369static void
371adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
372{ 371{
373 while (op) 372 while (op)
374 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
376 378
377 if (!weight) 379 if (!weight)
378 return; 380 return;
379 381
380 op->carrying += weight; 382 op->carrying += weight;
403 op->update_weight (); 405 op->update_weight ();
404 406
405 sum += op->total_weight (); 407 sum += op->total_weight ();
406 } 408 }
407 409
408 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
409 411
410 if (sum != carrying) 412 if (sum != carrying)
411 { 413 {
412 carrying = sum; 414 carrying = sum;
413 415
475 */ 477 */
476object * 478object *
477find_object_name (const char *str) 479find_object_name (const char *str)
478{ 480{
479 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
480 object *op;
481 482
483 if (str_)
482 for_all_objects (op) 484 for_all_objects (op)
483 if (op->name == str_) 485 if (op->name == str_)
484 break; 486 return op;
485 487
486 return op; 488 return 0;
487} 489}
488 490
489/* 491/*
490 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
491 * skill and experience objects. 493 * skill and experience objects.
635 } 637 }
636 638
637 if (speed < 0) 639 if (speed < 0)
638 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
639 641
640 dst->set_speed (dst->speed); 642 dst->activate ();
641} 643}
642 644
643void 645void
644object::instantiate () 646object::instantiate ()
645{ 647{
757 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
758 { 760 {
759 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
769 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
770 * to have move_allow right now. 772 * have move_allow right now.
771 */ 773 */
772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((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) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
774 m.flags_ = 0; 776 m.invalidate ();
775 } 777 }
776 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 780 * that is being removed.
779 */ 781 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 783 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
784 else 786 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 788
790 792
791object::object () 793object::object ()
792{ 794{
793 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
794 796
795 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
796 face = blank_face; 798 face = blank_face;
797} 799}
798 800
799object::~object () 801object::~object ()
800{ 802{
830 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
831 if (active) 833 if (active)
832 return; 834 return;
833 835
834 if (has_active_speed ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
835 actives.insert (this); 841 actives.insert (this);
842 }
836} 843}
837 844
838void 845void
839object::activate_recursive () 846object::activate_recursive ()
840{ 847{
901 * drop on that space. 908 * drop on that space.
902 */ 909 */
903 if (!drop_to_ground 910 if (!drop_to_ground
904 || !map 911 || !map
905 || map->in_memory != MAP_ACTIVE 912 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 913 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
908 { 915 {
909 while (inv) 916 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 917 inv->destroy ();
913 }
914 } 918 }
915 else 919 else
916 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
917 while (inv) 921 while (inv)
918 { 922 {
922 || op->flag [FLAG_NO_DROP] 926 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 927 || op->type == RUNE
924 || op->type == TRAP 928 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 929 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 930 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 931 op->destroy ();
928 else 932 else
929 map->insert (op, x, y); 933 map->insert (op, x, y);
930 } 934 }
931 } 935 }
932} 936}
940 944
941static struct freed_map : maptile 945static struct freed_map : maptile
942{ 946{
943 freed_map () 947 freed_map ()
944 { 948 {
945 path = "<freed objects map>"; 949 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 950 name = "/internal/freed_objects_map";
947 width = 3; 951 width = 3;
948 height = 3; 952 height = 3;
949 nodrop = 1; 953 no_drop = 1;
954 no_reset = 1;
950 955
951 alloc (); 956 alloc ();
952 in_memory = MAP_ACTIVE; 957 in_memory = MAP_ACTIVE;
953 } 958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
954} freed_map; // freed objects are moved here to avoid crashes 964} freed_map; // freed objects are moved here to avoid crashes
955 965
956void 966void
957object::do_destroy () 967object::do_destroy ()
958{ 968{
959 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
960 remove_button_link (this); 970 remove_link ();
961 971
962 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
963 remove_friendly_object (this); 973 remove_friendly_object (this);
964 974
965 remove (); 975 remove ();
990 attacked_by = 0; 1000 attacked_by = 0;
991 current_weapon = 0; 1001 current_weapon = 0;
992} 1002}
993 1003
994void 1004void
995object::destroy (bool destroy_inventory) 1005object::destroy ()
996{ 1006{
997 if (destroyed ()) 1007 if (destroyed ())
998 return; 1008 return;
999 1009
1000 if (!is_head () && !head->destroyed ()) 1010 if (!is_head () && !head->destroyed ())
1001 { 1011 {
1002 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1003 head->destroy (destroy_inventory); 1013 head->destroy ();
1004 return; 1014 return;
1005 } 1015 }
1006 1016
1007 destroy_inv (!destroy_inventory); 1017 destroy_inv (false);
1008 1018
1009 if (is_head ()) 1019 if (is_head ())
1010 if (sound_destroy) 1020 if (sound_destroy)
1011 play_sound (sound_destroy); 1021 play_sound (sound_destroy);
1012 else if (flag [FLAG_MONSTER]) 1022 else if (flag [FLAG_MONSTER])
1049 esrv_del_item (pl->contr, count); 1059 esrv_del_item (pl->contr, count);
1050 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1051 1061
1052 adjust_weight (env, -total_weight ()); 1062 adjust_weight (env, -total_weight ());
1053 1063
1054 *(above ? &above->below : &env->inv) = below; 1064 object *pl = in_player ();
1055
1056 if (below)
1057 below->above = above;
1058 1065
1059 /* we set up values so that it could be inserted into 1066 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up 1067 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do. 1068 * to the caller to decide what we want to do.
1062 */ 1069 */
1063 map = env->map; 1070 map = env->map;
1064 x = env->x; 1071 x = env->x;
1065 y = env->y; 1072 y = env->y;
1073
1074 // make sure cmov optimisation is applicable
1075 *(above ? &above->below : &env->inv) = below;
1076 *(below ? &below->above : &above ) = above; // &above is just a dummy
1077
1066 above = 0; 1078 above = 0;
1067 below = 0; 1079 below = 0;
1068 env = 0; 1080 env = 0;
1069 1081
1070 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
1071 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
1072 * to save cpu time. 1084 * to save cpu time.
1073 */ 1085 */
1074 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
1075 otmp->update_stats (); 1089 pl->update_stats ();
1090
1091 if (glow_radius && pl->is_on_map ())
1092 update_all_los (pl->map, pl->x, pl->y);
1093 }
1076 } 1094 }
1077 else if (map) 1095 else if (map)
1078 { 1096 {
1079 map->dirty = true; 1097 map->dirty = true;
1080 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
1081 1099
1082 if (object *pl = ms.player ()) 1100 if (object *pl = ms.player ())
1083 { 1101 {
1084 if (type == PLAYER) // this == pl(!) 1102 if (is_player ())
1085 { 1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1086 // leaving a spot always closes any open container on the ground 1107 // leaving a spot always closes any open container on the ground
1087 if (container && !container->env) 1108 if (container && !container->env)
1088 // this causes spurious floorbox updates, but it ensures 1109 // this causes spurious floorbox updates, but it ensures
1089 // that the CLOSE event is being sent. 1110 // that the CLOSE event is being sent.
1090 close_container (); 1111 close_container ();
1100 1121
1101 esrv_del_item (pl->contr, count); 1122 esrv_del_item (pl->contr, count);
1102 } 1123 }
1103 1124
1104 /* link the object above us */ 1125 /* link the object above us */
1105 if (above) 1126 // re-link, make sure compiler can easily use cmove
1106 above->below = below; 1127 *(above ? &above->below : &ms.top) = below;
1107 else 1128 *(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 1129
1125 above = 0; 1130 above = 0;
1126 below = 0; 1131 below = 0;
1132
1133 ms.invalidate ();
1127 1134
1128 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1129 return; 1136 return;
1130 1137
1131 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1164 } 1171 }
1165 1172
1166 last = tmp; 1173 last = tmp;
1167 } 1174 }
1168 1175
1169 /* last == NULL if there are no objects on this space */ 1176 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); 1177 update_all_los (map, x, y);
1178 } 1178 }
1179} 1179}
1180 1180
1181/* 1181/*
1205 esrv_update_item (UPD_NROF, pl, top); 1205 esrv_update_item (UPD_NROF, pl, top);
1206 1206
1207 op->weight = 0; // cancel the addition above 1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already 1208 op->carrying = 0; // must be 0 already
1209 1209
1210 op->destroy (1); 1210 op->destroy ();
1211 1211
1212 return top; 1212 return top;
1213 } 1213 }
1214 1214
1215 return 0; 1215 return 0;
1243 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1244 */ 1244 */
1245object * 1245object *
1246insert_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)
1247{ 1247{
1248 op->remove ();
1249
1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1249 { 1251 {
1250 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1251 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1252 } 1254 }
1275 * just 'op' otherwise 1277 * just 'op' otherwise
1276 */ 1278 */
1277object * 1279object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1281{
1280 assert (!op->flag [FLAG_FREED]);
1281
1282 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
1283 1288
1284 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* 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 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1286 * need extra work 1291 * need extra work
1287 */ 1292 */
1293 maptile *newmap = m;
1288 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1289 { 1295 {
1290 op->destroy (1); 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1291 return 0; 1297 return 0;
1292 } 1298 }
1293 1299
1294 if (object *more = op->more) 1300 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0; 1302 return 0;
1297 1303
1298 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1299 1305 op->env = 0;
1300 op->map = m; 1306 op->map = newmap;
1307
1301 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1302 1309
1303 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1304 */ 1311 */
1305 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1307 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1308 { 1315 {
1309 // TODO: we atcually want to update tmp, not op, 1316 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp 1317 // but some caller surely breaks when we return tmp
1311 // from here :/ 1318 // from here :/
1312 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1313 tmp->destroy (1); 1320 tmp->destroy ();
1314 } 1321 }
1315 1322
1316 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 */
1317 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1318 1325
1325 { 1332 {
1326 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");
1327 abort (); 1334 abort ();
1328 } 1335 }
1329 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
1330 op->above = originator; 1344 op->above = originator;
1331 op->below = originator->below; 1345 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; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1340 } 1349 }
1341 else 1350 else
1342 { 1351 {
1343 object *top, *floor = NULL; 1352 object *floor = 0;
1344 1353 object *top = ms.top;
1345 top = ms.bot;
1346 1354
1347 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1348 if (top) 1356 if (top)
1349 { 1357 {
1350 object *last = 0;
1351
1352 /* 1358 /*
1353 * 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.
1354 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1355 * 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
1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * 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 1365 * 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 1366 * 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 1367 * when lots of spells are cast in one area. Currently, it is presumed
1362 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1363 */ 1369 */
1364 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1365 { 1371 {
1366 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))
1367 floor = top; 1373 floor = tmp;
1368 1374
1369 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))
1370 { 1376 {
1371 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1372 top = top->below; 1378 top = tmp->below;
1373 break; 1379 break;
1374 } 1380 }
1375 1381
1376 last = top; 1382 top = tmp;
1377 } 1383 }
1378
1379 /* Don't want top to be NULL, so set it to the last valid object */
1380 top = last;
1381 1384
1382 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1383 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1384 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1385 */ 1388 */
1392 */ 1395 */
1393 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1394 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1396 { 1399 {
1400 object *last;
1401
1397 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1398 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1399 break; 1404 break;
1400 1405
1401 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1409 } /* If objects on this space */ 1414 } /* If objects on this space */
1410 1415
1411 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1412 top = floor; 1417 top = floor;
1413 1418
1414 /* 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
1415 */
1416
1417 /* First object on this space */
1418 if (!top) 1420 if (!top)
1419 { 1421 {
1422 op->below = 0;
1420 op->above = ms.bot; 1423 op->above = ms.bot;
1421
1422 if (op->above)
1423 op->above->below = op;
1424
1425 op->below = 0;
1426 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1427 } 1427 }
1428 else 1428 else
1429 { /* get inserted into the stack above top */ 1429 {
1430 op->above = top->above; 1430 op->above = top->above;
1431
1432 if (op->above)
1433 op->above->below = op; 1431 top->above = op;
1434 1432
1435 op->below = top; 1433 op->below = top;
1436 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1437 } 1435 }
1436 }
1438 1437
1439 if (!op->above) 1438 if (op->is_player ())
1440 ms.top = op;
1441 } /* else not INS_BELOW_ORIGINATOR */
1442
1443 if (op->type == PLAYER)
1444 { 1439 {
1445 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1446 ++op->map->players; 1441 ++op->map->players;
1447 op->map->touch (); 1442 op->map->touch ();
1448 } 1443 }
1463 * 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 -
1464 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1465 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1466 * of effect may be sufficient. 1461 * of effect may be sufficient.
1467 */ 1462 */
1468 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1469 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1470 1468
1471 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1472 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1473 1471
1474 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1481 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1482 * update_object(). 1480 * update_object().
1483 */ 1481 */
1484 1482
1485 /* 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 */
1486 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1487 { 1485 {
1488 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1489 return 0; 1487 return 0;
1490 1488
1491 /* 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
1502/* this function inserts an object in the map, but if it 1500/* 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. 1501 * 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. 1502 * op is the object to insert it under: supplies x and the map.
1505 */ 1503 */
1506void 1504void
1507replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1508{ 1506{
1509 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1510 1508
1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1512 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1513 tmp->destroy (1); 1511 tmp->destroy ();
1514 1512
1515 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1516 1514
1517 tmp->x = op->x; 1515 tmp->x = op->x;
1518 tmp->y = op->y; 1516 tmp->y = op->y;
1519 1517
1520 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1542 if (!nr) 1540 if (!nr)
1543 return true; 1541 return true;
1544 1542
1545 nr = min (nr, nrof); 1543 nr = min (nr, nrof);
1546 1544
1545 if (nrof > nr)
1546 {
1547 nrof -= nr; 1547 nrof -= nr;
1548
1549 if (nrof)
1550 {
1551 adjust_weight (env, -weight * nr); // carrying == 0 1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1552 1549
1553 if (object *pl = visible_to ()) 1550 if (object *pl = visible_to ())
1554 esrv_update_item (UPD_NROF, pl, this); 1551 esrv_update_item (UPD_NROF, pl, this);
1555 1552
1556 return true; 1553 return true;
1557 } 1554 }
1558 else 1555 else
1559 { 1556 {
1560 destroy (1); 1557 destroy ();
1561 return false; 1558 return false;
1562 } 1559 }
1563} 1560}
1564 1561
1565/* 1562/*
1582 } 1579 }
1583 else 1580 else
1584 { 1581 {
1585 decrease (nr); 1582 decrease (nr);
1586 1583
1587 object *op = object_create_clone (this); 1584 object *op = deep_clone ();
1588 op->nrof = nr; 1585 op->nrof = nr;
1589 return op; 1586 return op;
1590 } 1587 }
1591} 1588}
1592 1589
1642 if (object *pl = tmp->visible_to ()) 1639 if (object *pl = tmp->visible_to ())
1643 esrv_update_item (UPD_NROF, pl, tmp); 1640 esrv_update_item (UPD_NROF, pl, tmp);
1644 1641
1645 adjust_weight (this, op->total_weight ()); 1642 adjust_weight (this, op->total_weight ());
1646 1643
1647 op->destroy (1); 1644 op->destroy ();
1648 op = tmp; 1645 op = tmp;
1649 goto inserted; 1646 goto inserted;
1650 } 1647 }
1651 1648
1652 op->owner = 0; // it's his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1670 1667
1671 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1672 1669
1673inserted: 1670inserted:
1674 /* 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 */
1675 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1676 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1677 1676 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1678 // if this is a player's inventory, update stats 1678 // if this is a player's inventory, update stats
1679 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1680 update_stats (); 1679 update_stats ();
1681 1680
1682 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1683 1682
1684 return op; 1683 return op;
1705 * on top. 1704 * on top.
1706 */ 1705 */
1707int 1706int
1708check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1709{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1710 object *tmp; 1712 object *tmp;
1711 maptile *m = op->map; 1713 maptile *m = op->map;
1712 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1713 1715
1714 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1715 1717
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1717 return 0;
1718 1719
1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1722 1723
1723 /* 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,
1724 * 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
1725 * 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
1726 * as walking. 1727 * as walking.
1737 return 0; 1738 return 0;
1738 1739
1739 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1740 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1741 */ 1742 */
1742 1743 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 } 1744 {
1745 next = tmp->below;
1752 1746
1753 for (; tmp; tmp = tmp->below)
1754 {
1755 if (tmp == op) 1747 if (tmp == op)
1756 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1757 1749
1758 /* 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.
1759 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1764 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 { 1757 {
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 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)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 { 1760 {
1769
1770 float
1771 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1772 1762
1773 if (op->type == PLAYER) 1763 if (op->is_player ())
1774 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)) ||
1775 (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)))
1776 diff /= 4.0; 1766 diff /= 4.0;
1777 1767
1778 op->speed_left -= diff; 1768 op->speed_left -= diff;
1779 } 1769 }
1780 } 1770 }
1813 LOG (llevError, "Present_arch called outside map.\n"); 1803 LOG (llevError, "Present_arch called outside map.\n");
1814 return NULL; 1804 return NULL;
1815 } 1805 }
1816 1806
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1807 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1818 if (tmp->arch == at) 1808 if (tmp->arch->archname == at->archname)
1819 return tmp; 1809 return tmp;
1820 1810
1821 return NULL; 1811 return NULL;
1822} 1812}
1823 1813
1887 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1888 */ 1878 */
1889object * 1879object *
1890present_arch_in_ob (const archetype *at, const object *op) 1880present_arch_in_ob (const archetype *at, const object *op)
1891{ 1881{
1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 if (tmp->arch == at) 1883 if (tmp->arch->archname == at->archname)
1894 return tmp; 1884 return tmp;
1895 1885
1896 return NULL; 1886 return NULL;
1897} 1887}
1898 1888
1986 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
1987 */ 1977 */
1988 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1989 continue; 1979 continue;
1990 1980
1991 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
1992 continue; 1982 continue;
1993 1983
1994 altern [index++] = i; 1984 altern [index++] = i;
1995 } 1985 }
1996 1986
2064 * there is capable of. 2054 * there is capable of.
2065 */ 2055 */
2066int 2056int
2067find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2068{ 2058{
2069 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2070
2071 sint16 nx, ny;
2072 object *tmp;
2073 maptile *mp;
2074
2075 MoveType blocked, move_type; 2060 MoveType move_type;
2076 2061
2077 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2078 { 2063 {
2079 exclude = exclude->head; 2064 exclude = exclude->head;
2080 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2083 { 2068 {
2084 /* 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. */
2085 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2086 } 2071 }
2087 2072
2088 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2089 { 2074 {
2090 mp = m; 2075 mapxy pos (m, x, y);
2091 nx = x + freearr_x[i]; 2076 pos.move (i);
2092 ny = y + freearr_y[i];
2093 2077
2094 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2095
2096 if (mflags & P_OUT_OF_MAP)
2097 max = maxfree[i]; 2079 max = maxfree[i];
2098 else 2080 else
2099 { 2081 {
2100 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2101 2083
2102 blocked = ms.move_block;
2103
2104 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2105 max = maxfree[i]; 2085 max = maxfree [i];
2106 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2107 { 2087 {
2108 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2109 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2110 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2111 break;
2112
2113 if (tmp)
2114 return freedir[i]; 2091 return freedir [i];
2115 } 2092 }
2116 } 2093 }
2117 } 2094 }
2118 2095
2119 return 0; 2096 return 0;
2194 * 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
2195 * 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.
2196 * 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
2197 * functions. 2174 * functions.
2198 */ 2175 */
2199int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2200 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2201 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2202 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2203 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2204 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2300int 2277int
2301can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2302{ 2279{
2303 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2304 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (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)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2306} 2283}
2307 2284
2308/* 2285/*
2309 * create clone from object to another 2286 * create clone from object to another
2310 */ 2287 */
2311object * 2288object *
2312object_create_clone (object *asrc) 2289object::deep_clone ()
2313{ 2290{
2291 assert (("deep_clone called on non-head object", is_head ()));
2292
2314 object *dst = 0; 2293 object *dst = clone ();
2315 2294
2316 if (!asrc)
2317 return 0;
2318
2319 object *src = asrc->head_ ();
2320
2321 object *prev = 0; 2295 object *prev = dst;
2322 for (object *part = src; part; part = part->more) 2296 for (object *part = this->more; part; part = part->more)
2323 { 2297 {
2324 object *tmp = part->clone (); 2298 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; 2299 tmp->head = dst;
2336
2337 tmp->more = 0;
2338
2339 if (prev)
2340 prev->more = tmp; 2300 prev->more = tmp;
2341
2342 prev = tmp; 2301 prev = tmp;
2343 } 2302 }
2344 2303
2345 for (object *item = src->inv; item; item = item->below) 2304 for (object *item = inv; item; item = item->below)
2346 insert_ob_in_ob (object_create_clone (item), dst); 2305 insert_ob_in_ob (item->deep_clone (), dst);
2347 2306
2348 return dst; 2307 return dst;
2349} 2308}
2350 2309
2351/* This returns the first object in who's inventory that 2310/* This returns the first object in who's inventory that
2360 return tmp; 2319 return tmp;
2361 2320
2362 return 0; 2321 return 0;
2363} 2322}
2364 2323
2365const shstr & 2324shstr_tmp
2366object::kv_get (const shstr &key) const 2325object::kv_get (shstr_tmp key) const
2367{ 2326{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2328 if (kv->key == key)
2370 return kv->value; 2329 return kv->value;
2371 2330
2372 return shstr_null; 2331 return shstr ();
2373} 2332}
2374 2333
2375void 2334void
2376object::kv_set (const shstr &key, const shstr &value) 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2377{ 2336{
2378 for (key_value *kv = key_values; kv; kv = kv->next) 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2379 if (kv->key == key) 2338 if (kv->key == key)
2380 { 2339 {
2381 kv->value = value; 2340 kv->value = value;
2390 2349
2391 key_values = kv; 2350 key_values = kv;
2392} 2351}
2393 2352
2394void 2353void
2395object::kv_del (const shstr &key) 2354object::kv_del (shstr_tmp key)
2396{ 2355{
2397 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2398 if ((*kvp)->key == key) 2357 if ((*kvp)->key == key)
2399 { 2358 {
2400 key_value *kv = *kvp; 2359 key_value *kv = *kvp;
2459{ 2418{
2460 char flagdesc[512]; 2419 char flagdesc[512];
2461 char info2[256 * 4]; 2420 char info2[256 * 4];
2462 char *p = info; 2421 char *p = info;
2463 2422
2464 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}",
2465 count, 2424 count,
2466 uuid.c_str (), 2425 uuid.c_str (),
2467 &name, 2426 &name,
2468 title ? "\",title:\"" : "", 2427 title ? ",title:\"" : "",
2469 title ? (const char *)title : "", 2428 title ? (const char *)title : "",
2429 title ? "\"" : "",
2470 flag_desc (flagdesc, 512), type); 2430 flag_desc (flagdesc, 512), type);
2471 2431
2472 if (!flag[FLAG_REMOVED] && env) 2432 if (!flag[FLAG_REMOVED] && env)
2473 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2433 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2474 2434
2530 container = 0; 2490 container = 0;
2531 2491
2532 // 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
2533 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2534 2494
2535 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 ());
2536 play_sound (sound_find ("chest_close")); 2496 play_sound (sound_find ("chest_close"));
2537 } 2497 }
2538 2498
2539 if (new_container) 2499 if (new_container)
2540 { 2500 {
2550 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2551 new_container->insert (closer); 2511 new_container->insert (closer);
2552 } 2512 }
2553#endif 2513#endif
2554 2514
2555 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 ());
2556 2516
2557 // 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
2558 esrv_send_item (this, new_container); 2518 esrv_send_item (this, new_container);
2559 2519
2560 new_container->flag [FLAG_APPLIED] = true; 2520 new_container->flag [FLAG_APPLIED] = true;
2568// else if (!old_container->env && contr && contr->ns) 2528// else if (!old_container->env && contr && contr->ns)
2569// contr->ns->floorbox_reset (); 2529// contr->ns->floorbox_reset ();
2570} 2530}
2571 2531
2572object * 2532object *
2573object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2574{ 2534{
2575 /* 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
2576 * place 2536 * place
2577 */ 2537 */
2578 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 return splay (tmp); 2540 return splay (tmp);
2581 2541
2582 return 0; 2542 return 0;
2583} 2543}
2584 2544
2585void 2545object *
2586object::force_add (const shstr name, int duration) 2546object::force_add (shstr_tmp name, int duration)
2587{ 2547{
2588 if (object *force = force_find (name)) 2548 if (object *force = force_find (name))
2589 force->destroy (); 2549 force->destroy ();
2590 2550
2591 object *force = get_archetype (FORCE_NAME); 2551 object *force = get_archetype (FORCE_NAME);
2596 2556
2597 force->set_speed (duration ? 1.f / duration : 0.f); 2557 force->set_speed (duration ? 1.f / duration : 0.f);
2598 force->flag [FLAG_IS_USED_UP] = true; 2558 force->flag [FLAG_IS_USED_UP] = true;
2599 force->flag [FLAG_APPLIED] = true; 2559 force->flag [FLAG_APPLIED] = true;
2600 2560
2601 insert (force); 2561 return insert (force);
2602} 2562}
2603 2563
2604void 2564void
2605object::play_sound (faceidx sound) 2565object::play_sound (faceidx sound) const
2606{ 2566{
2607 if (!sound) 2567 if (!sound)
2608 return; 2568 return;
2609 2569
2610 if (flag [FLAG_REMOVED]) 2570 if (is_on_map ())
2571 map->play_sound (sound, x, y);
2572 else if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574}
2575
2576void
2577object::say_msg (const char *msg) const
2578{
2579 if (is_on_map ())
2580 map->say_msg (msg, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2611 return; 2595 return;
2612 2596
2613 if (env) 2597 // find old force, or create new one
2614 { 2598 object *force = force_find (shstr_noise_force);
2615 if (object *pl = in_player ()) 2599
2616 pl->contr->play_sound (sound); 2600 if (force)
2617 } 2601 force->speed_left = -1.f; // patch old speed up
2618 else 2602 else
2619 map->play_sound (sound, x, y); 2603 {
2620} 2604 force = archetype::get (shstr_noise_force);
2621 2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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