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Comparing deliantra/server/common/object.C (file contents):
Revision 1.229 by root, Sat May 3 12:29:09 2008 UTC vs.
Revision 1.294 by root, Thu Nov 5 15:43:21 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
186 || ob1->speed != ob2->speed 190 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 191 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 192 || ob1->name != ob2->name)
189 return 0; 193 return 0;
190 194
191 /* Do not merge objects if nrof would overflow. First part checks 195 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 196 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 197 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; 198 return 0;
198 199
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 200 /* 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 201 * 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 202 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 208
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 211
211 if (ob1->arch->name != ob2->arch->name 212 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 213 || ob1->name != ob2->name
213 || ob1->title != ob2->title 214 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 215 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 216 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 217 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 218 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 219 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 220 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 221 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 222 || ob1->animation_id != ob2->animation_id
223 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 224 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 225 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 226 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 227 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 228 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 237 return 0;
236 238
237 if ((ob1->flag ^ ob2->flag) 239 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 240 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 241 .reset (FLAG_REMOVED)
241 .any ()) 242 .any ())
242 return 0; 243 return 0;
243 244
244 /* This is really a spellbook check - we should in general 245 /* This is really a spellbook check - we should in general
326 { 327 {
327 // see if we are in a container of sorts 328 // see if we are in a container of sorts
328 if (env) 329 if (env)
329 { 330 {
330 // the player inventory itself is always visible 331 // the player inventory itself is always visible
331 if (env->type == PLAYER) 332 if (env->is_player ())
332 return env; 333 return env;
333 334
334 // else a player could have our env open 335 // else a player could have our env open
335 object *envest = env->outer_env (); 336 object *envest = env->outer_env_or_self ();
336 337
337 // the player itself is always on a map, so we will find him here 338 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 339 // even if our inv is in a player.
339 if (envest->is_on_map ()) 340 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 341 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 342 if (pl->container_ () == env)
342 return pl; 343 return pl;
343 } 344 }
344 else 345 else
345 { 346 {
346 // maybe there is a player standing on the same mapspace 347 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 348 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 349 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || pl->container_ () == this)
350 return pl; 352 return pl;
351 } 353 }
352 } 354 }
353 355
354 return 0; 356 return 0;
355} 357}
356 358
357// adjust weight per container type ("of holding") 359// adjust weight per container type ("of holding")
358static sint32 360static sint32
359weight_adjust (object *op, sint32 weight) 361weight_adjust_for (object *op, sint32 weight)
360{ 362{
361 return op->type == CONTAINER 363 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 365 : weight;
364} 366}
370static void 372static void
371adjust_weight (object *op, sint32 weight) 373adjust_weight (object *op, sint32 weight)
372{ 374{
373 while (op) 375 while (op)
374 { 376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust (op, weight); 379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
376 381
377 if (!weight) 382 if (!weight)
378 return; 383 return;
379 384
380 op->carrying += weight; 385 op->carrying += weight;
403 op->update_weight (); 408 op->update_weight ();
404 409
405 sum += op->total_weight (); 410 sum += op->total_weight ();
406 } 411 }
407 412
408 sum = weight_adjust (this, sum); 413 sum = weight_adjust_for (this, sum);
409 414
410 if (sum != carrying) 415 if (sum != carrying)
411 { 416 {
412 carrying = sum; 417 carrying = sum;
413 418
427 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
428 433
429 object_freezer freezer; 434 object_freezer freezer;
430 op->write (freezer); 435 op->write (freezer);
431 return freezer.as_string (); 436 return freezer.as_string ();
437}
438
439char *
440object::as_string ()
441{
442 return dump_object (this);
432} 443}
433 444
434/* 445/*
435 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
436 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
475 */ 486 */
476object * 487object *
477find_object_name (const char *str) 488find_object_name (const char *str)
478{ 489{
479 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
480 object *op;
481 491
492 if (str_)
482 for_all_objects (op) 493 for_all_objects (op)
483 if (op->name == str_) 494 if (op->name == str_)
484 break; 495 return op;
485 496
486 return op; 497 return 0;
487} 498}
488 499
489/* 500/*
490 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
491 * skill and experience objects. 502 * skill and experience objects.
553 update_stats (); 564 update_stats ();
554 565
555 new_draw_info_format (NDI_UNIQUE, 0, this, 566 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, " 567 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. " 568 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name); 569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
559 return false; 571 return false;
560 } 572 }
561 573
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 } 575 }
635 } 647 }
636 648
637 if (speed < 0) 649 if (speed < 0)
638 dst->speed_left -= rndm (); 650 dst->speed_left -= rndm ();
639 651
640 dst->set_speed (dst->speed); 652 dst->activate ();
641} 653}
642 654
643void 655void
644object::instantiate () 656object::instantiate ()
645{ 657{
757 else if (action == UP_OBJ_INSERT) 769 else if (action == UP_OBJ_INSERT)
758 { 770 {
759 // this is likely overkill, TODO: revisit (schmorp) 771 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 774 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 778 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 779 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 780 || (m.move_slow | op->move_slow) != m.move_slow
769 /* This isn't perfect, but I don't expect a lot of objects to 781 /* This isn't perfect, but I don't expect a lot of objects to
770 * to have move_allow right now. 782 * have move_allow right now.
771 */ 783 */
772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 784 || ((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) 785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
774 m.flags_ = 0; 786 m.invalidate ();
775 } 787 }
776 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 790 * that is being removed.
779 */ 791 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 793 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
784 else 796 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 798
790 802
791object::object () 803object::object ()
792{ 804{
793 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
794 806
795 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
796 face = blank_face; 808 face = blank_face;
797} 809}
798 810
799object::~object () 811object::~object ()
800{ 812{
830 /* If already on active list, don't do anything */ 842 /* If already on active list, don't do anything */
831 if (active) 843 if (active)
832 return; 844 return;
833 845
834 if (has_active_speed ()) 846 if (has_active_speed ())
847 {
848 if (flag [FLAG_FREED])
849 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
850
835 actives.insert (this); 851 actives.insert (this);
852 }
836} 853}
837 854
838void 855void
839object::activate_recursive () 856object::activate_recursive ()
840{ 857{
901 * drop on that space. 918 * drop on that space.
902 */ 919 */
903 if (!drop_to_ground 920 if (!drop_to_ground
904 || !map 921 || !map
905 || map->in_memory != MAP_ACTIVE 922 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 923 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 924 || ms ().move_block == MOVE_ALL)
908 { 925 {
909 while (inv) 926 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 927 inv->destroy ();
913 }
914 } 928 }
915 else 929 else
916 { /* Put objects in inventory onto this space */ 930 { /* Put objects in inventory onto this space */
917 while (inv) 931 while (inv)
918 { 932 {
922 || op->flag [FLAG_NO_DROP] 936 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 937 || op->type == RUNE
924 || op->type == TRAP 938 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 939 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 940 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 941 op->destroy ();
928 else 942 else
929 map->insert (op, x, y); 943 map->insert (op, x, y);
930 } 944 }
931 } 945 }
932} 946}
940 954
941static struct freed_map : maptile 955static struct freed_map : maptile
942{ 956{
943 freed_map () 957 freed_map ()
944 { 958 {
945 path = "<freed objects map>"; 959 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 960 name = "/internal/freed_objects_map";
947 width = 3; 961 width = 3;
948 height = 3; 962 height = 3;
949 nodrop = 1; 963 no_drop = 1;
964 no_reset = 1;
950 965
951 alloc (); 966 alloc ();
952 in_memory = MAP_ACTIVE; 967 in_memory = MAP_ACTIVE;
953 } 968 }
954 969
960 975
961void 976void
962object::do_destroy () 977object::do_destroy ()
963{ 978{
964 if (flag [FLAG_IS_LINKED]) 979 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this); 980 remove_link ();
966 981
967 if (flag [FLAG_FRIENDLY]) 982 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this); 983 remove_friendly_object (this);
969 984
970 remove (); 985 remove ();
995 attacked_by = 0; 1010 attacked_by = 0;
996 current_weapon = 0; 1011 current_weapon = 0;
997} 1012}
998 1013
999void 1014void
1000object::destroy (bool destroy_inventory) 1015object::destroy ()
1001{ 1016{
1002 if (destroyed ()) 1017 if (destroyed ())
1003 return; 1018 return;
1004 1019
1005 if (!is_head () && !head->destroyed ()) 1020 if (!is_head () && !head->destroyed ())
1006 { 1021 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1022 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1023 head->destroy ();
1009 return; 1024 return;
1010 } 1025 }
1011 1026
1012 destroy_inv (!destroy_inventory); 1027 destroy_inv (false);
1013 1028
1014 if (is_head ()) 1029 if (is_head ())
1015 if (sound_destroy) 1030 if (sound_destroy)
1016 play_sound (sound_destroy); 1031 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1032 else if (flag [FLAG_MONSTER])
1028 * the previous environment. 1043 * the previous environment.
1029 */ 1044 */
1030void 1045void
1031object::do_remove () 1046object::do_remove ()
1032{ 1047{
1033 object *tmp, *last = 0;
1034 object *otmp;
1035
1036 if (flag [FLAG_REMOVED]) 1048 if (flag [FLAG_REMOVED])
1037 return; 1049 return;
1038 1050
1039 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1040 1052
1054 esrv_del_item (pl->contr, count); 1066 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 1068
1057 adjust_weight (env, -total_weight ()); 1069 adjust_weight (env, -total_weight ());
1058 1070
1059 *(above ? &above->below : &env->inv) = below; 1071 object *pl = in_player ();
1060
1061 if (below)
1062 below->above = above;
1063 1072
1064 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1067 */ 1076 */
1068 map = env->map; 1077 map = env->map;
1069 x = env->x; 1078 x = env->x;
1070 y = env->y; 1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1071 above = 0; 1085 above = 0;
1072 below = 0; 1086 below = 0;
1073 env = 0; 1087 env = 0;
1074 1088
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 1091 * to save cpu time.
1078 */ 1092 */
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1080 otmp->update_stats (); 1096 pl->update_stats ();
1097
1098 if (glow_radius && pl->is_on_map ())
1099 update_all_los (pl->map, pl->x, pl->y);
1100 }
1081 } 1101 }
1082 else if (map) 1102 else if (map)
1083 { 1103 {
1084 map->dirty = true; 1104 map->dirty = true;
1085 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1086 1106
1087 if (object *pl = ms.player ()) 1107 if (object *pl = ms.player ())
1088 { 1108 {
1089 if (type == PLAYER) // this == pl(!) 1109 if (is_player ())
1090 { 1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1091 // leaving a spot always closes any open container on the ground 1114 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1115 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1116 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1117 // that the CLOSE event is being sent.
1095 close_container (); 1118 close_container ();
1096 1119
1097 --map->players; 1120 --map->players;
1098 map->touch (); 1121 map->touch ();
1099 } 1122 }
1100 else if (pl->container == this) 1123 else if (pl->container_ () == this)
1101 { 1124 {
1102 // removing a container should close it 1125 // removing a container should close it
1103 close_container (); 1126 close_container ();
1104 } 1127 }
1105 1128
1106 esrv_del_item (pl->contr, count); 1129 esrv_del_item (pl->contr, count);
1107 } 1130 }
1108 1131
1109 /* link the object above us */ 1132 /* link the object above us */
1110 if (above) 1133 // re-link, make sure compiler can easily use cmove
1111 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1112 else 1135 *(below ? &below->above : &ms.bot) = above;
1113 ms.top = below; /* we were top, set new top */
1114
1115 /* Relink the object below us, if there is one */
1116 if (below)
1117 below->above = above;
1118 else
1119 {
1120 /* Nothing below, which means we need to relink map object for this space
1121 * use translated coordinates in case some oddness with map tiling is
1122 * evident
1123 */
1124 if (GET_MAP_OB (map, x, y) != this)
1125 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 ());
1126
1127 ms.bot = above; /* goes on above it. */
1128 }
1129 1136
1130 above = 0; 1137 above = 0;
1131 below = 0; 1138 below = 0;
1132 1139
1140 ms.invalidate ();
1141
1133 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1134 return; 1143 return;
1135 1144
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1146
1138 if (object *pl = ms.player ()) 1147 if (object *pl = ms.player ())
1139 { 1148 {
1140 if (pl->container == this) 1149 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1143 * appropriately. 1152 * appropriately.
1144 */ 1153 */
1145 pl->close_container (); 1154 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1158 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1159 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1152 } 1161 }
1153 1162
1163 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1165 {
1166 above = tmp->above;
1167
1156 /* No point updating the players look faces if he is the object 1168 /* No point updating the players look faces if he is the object
1157 * being removed. 1169 * being removed.
1158 */ 1170 */
1159 1171
1160 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 } 1176 }
1170 1177
1171 last = tmp; 1178 if (affects_los ())
1172 }
1173
1174 /* last == NULL if there are no objects on this space */
1175 //TODO: this makes little sense, why only update the topmost object?
1176 if (!last)
1177 map->at (x, y).flags_ = 0;
1178 else
1179 update_object (last, UP_OBJ_REMOVE);
1180
1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1183 } 1180 }
1184} 1181}
1185 1182
1186/* 1183/*
1210 esrv_update_item (UPD_NROF, pl, top); 1207 esrv_update_item (UPD_NROF, pl, top);
1211 1208
1212 op->weight = 0; // cancel the addition above 1209 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already 1210 op->carrying = 0; // must be 0 already
1214 1211
1215 op->destroy (1); 1212 op->destroy ();
1216 1213
1217 return top; 1214 return top;
1218 } 1215 }
1219 1216
1220 return 0; 1217 return 0;
1248 * job preparing multi-part monsters. 1245 * job preparing multi-part monsters.
1249 */ 1246 */
1250object * 1247object *
1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1252{ 1249{
1250 op->remove ();
1251
1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1252 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 { 1253 {
1255 tmp->x = x + tmp->arch->x; 1254 tmp->x = x + tmp->arch->x;
1256 tmp->y = y + tmp->arch->y; 1255 tmp->y = y + tmp->arch->y;
1257 } 1256 }
1280 * just 'op' otherwise 1279 * just 'op' otherwise
1281 */ 1280 */
1282object * 1281object *
1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1284{ 1283{
1285 assert (!op->flag [FLAG_FREED]);
1286
1287 op->remove (); 1284 op->remove ();
1285
1286 if (m == &freed_map)//D TODO: remove soon
1287 {//D
1288 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1289 }//D
1288 1290
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1293 * need extra work
1292 */ 1294 */
1295 maptile *newmap = m;
1293 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (newmap, op->x, op->y))
1294 { 1297 {
1295 op->destroy (1); 1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1296 return 0; 1299 return 0;
1297 } 1300 }
1298 1301
1299 if (object *more = op->more) 1302 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag)) 1303 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0; 1304 return 0;
1302 1305
1303 CLEAR_FLAG (op, FLAG_REMOVED); 1306 op->flag [FLAG_REMOVED] = false;
1304 1307 op->env = 0;
1305 op->map = m; 1308 op->map = newmap;
1309
1306 mapspace &ms = op->ms (); 1310 mapspace &ms = op->ms ();
1307 1311
1308 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1309 */ 1313 */
1310 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 if (object::can_merge (op, tmp)) 1316 if (object::can_merge (op, tmp))
1313 { 1317 {
1314 // TODO: we atcually want to update tmp, not op, 1318 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp 1319 // but some caller surely breaks when we return tmp
1316 // from here :/ 1320 // from here :/
1317 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1318 tmp->destroy (1); 1322 tmp->destroy ();
1319 } 1323 }
1320 1324
1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1326 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1323 1327
1330 { 1334 {
1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332 abort (); 1336 abort ();
1333 } 1337 }
1334 1338
1339 if (!originator->is_on_map ())
1340 {
1341 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1345
1335 op->above = originator; 1346 op->above = originator;
1336 op->below = originator->below; 1347 op->below = originator->below;
1337
1338 if (op->below)
1339 op->below->above = op;
1340 else
1341 ms.bot = op;
1342
1343 /* since *below* originator, no need to update top */
1344 originator->below = op; 1348 originator->below = op;
1349
1350 *(op->below ? &op->below->above : &ms.bot) = op;
1345 } 1351 }
1346 else 1352 else
1347 { 1353 {
1348 object *top, *floor = NULL; 1354 object *floor = 0;
1349 1355 object *top = ms.top;
1350 top = ms.bot;
1351 1356
1352 /* If there are other objects, then */ 1357 /* If there are other objects, then */
1353 if (top) 1358 if (top)
1354 { 1359 {
1355 object *last = 0;
1356
1357 /* 1360 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1361 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1362 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1363 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * once we get to them. This reduces the need to traverse over all of 1367 * once we get to them. This reduces the need to traverse over all of
1365 * them when adding another one - this saves quite a bit of cpu time 1368 * them when adding another one - this saves quite a bit of cpu time
1366 * when lots of spells are cast in one area. Currently, it is presumed 1369 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1370 * that flying non pickable objects are spell objects.
1368 */ 1371 */
1369 for (top = ms.bot; top; top = top->above) 1372 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1373 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1374 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1372 floor = top; 1375 floor = tmp;
1373 1376
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1377 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1375 { 1378 {
1376 /* We insert above top, so we want this object below this */ 1379 /* We insert above top, so we want this object below this */
1377 top = top->below; 1380 top = tmp->below;
1378 break; 1381 break;
1379 } 1382 }
1380 1383
1381 last = top; 1384 top = tmp;
1382 } 1385 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1386
1387 /* We let update_position deal with figuring out what the space 1387 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1390 */ 1390 */
1397 */ 1397 */
1398 if (!(flag & INS_ON_TOP) 1398 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1400 && (op->face && !faces [op->face].visibility))
1401 { 1401 {
1402 object *last;
1403
1402 for (last = top; last != floor; last = last->below) 1404 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1405 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break; 1406 break;
1405 1407
1406 /* Check to see if we found the object that blocks view, 1408 /* Check to see if we found the object that blocks view,
1414 } /* If objects on this space */ 1416 } /* If objects on this space */
1415 1417
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1418 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1419 top = floor;
1418 1420
1419 /* Top is the object that our object (op) is going to get inserted above. 1421 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1422 if (!top)
1424 { 1423 {
1424 op->below = 0;
1425 op->above = ms.bot; 1425 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1426 ms.bot = op;
1427
1428 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1429 }
1433 else 1430 else
1434 { /* get inserted into the stack above top */ 1431 {
1435 op->above = top->above; 1432 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1433 top->above = op;
1439 1434
1440 op->below = top; 1435 op->below = top;
1441 top->above = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1437 }
1438 }
1443 1439
1444 if (!op->above) 1440 if (op->is_player ())
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447
1448 if (op->type == PLAYER)
1449 { 1441 {
1450 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1451 ++op->map->players; 1443 ++op->map->players;
1452 op->map->touch (); 1444 op->map->touch ();
1453 } 1445 }
1468 * be far away from this change and not affected in any way - 1460 * be far away from this change and not affected in any way -
1469 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1470 * or just updating the P_UPTODATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1471 * of effect may be sufficient. 1463 * of effect may be sufficient.
1472 */ 1464 */
1473 if (op->map->darkness && (op->glow_radius != 0)) 1465 if (op->affects_los ())
1466 {
1467 op->ms ().invalidate ();
1474 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1469 }
1475 1470
1476 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1477 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1478 1473
1479 INVOKE_OBJECT (INSERT, op); 1474 INVOKE_OBJECT (INSERT, op);
1486 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1487 * update_object(). 1482 * update_object().
1488 */ 1483 */
1489 1484
1490 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* if this is not the head or flag has been passed, don't check walk on status */
1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1492 { 1487 {
1493 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1494 return 0; 1489 return 0;
1495 1490
1496 /* If we are a multi part object, lets work our way through the check 1491 /* If we are a multi part object, lets work our way through the check
1507/* this function inserts an object in the map, but if it 1502/* this function inserts an object in the map, but if it
1508 * finds an object of its own type, it'll remove that one first. 1503 * finds an object of its own type, it'll remove that one first.
1509 * op is the object to insert it under: supplies x and the map. 1504 * op is the object to insert it under: supplies x and the map.
1510 */ 1505 */
1511void 1506void
1512replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1513{ 1508{
1514 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1515 1510
1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1518 tmp->destroy (1); 1513 tmp->destroy ();
1519 1514
1520 object *tmp = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1521 1516
1522 tmp->x = op->x; 1517 tmp->x = op->x;
1523 tmp->y = op->y; 1518 tmp->y = op->y;
1524 1519
1525 insert_ob_in_map (tmp, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1547 if (!nr) 1542 if (!nr)
1548 return true; 1543 return true;
1549 1544
1550 nr = min (nr, nrof); 1545 nr = min (nr, nrof);
1551 1546
1547 if (nrof > nr)
1548 {
1552 nrof -= nr; 1549 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0 1550 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557 1551
1558 if (object *pl = visible_to ()) 1552 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1553 esrv_update_item (UPD_NROF, pl, this);
1560 1554
1561 return true; 1555 return true;
1562 } 1556 }
1563 else 1557 else
1564 { 1558 {
1565 destroy (1); 1559 destroy ();
1566 return false; 1560 return false;
1567 } 1561 }
1568} 1562}
1569 1563
1570/* 1564/*
1587 } 1581 }
1588 else 1582 else
1589 { 1583 {
1590 decrease (nr); 1584 decrease (nr);
1591 1585
1592 object *op = object_create_clone (this); 1586 object *op = deep_clone ();
1593 op->nrof = nr; 1587 op->nrof = nr;
1594 return op; 1588 return op;
1595 } 1589 }
1596} 1590}
1597 1591
1647 if (object *pl = tmp->visible_to ()) 1641 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp); 1642 esrv_update_item (UPD_NROF, pl, tmp);
1649 1643
1650 adjust_weight (this, op->total_weight ()); 1644 adjust_weight (this, op->total_weight ());
1651 1645
1652 op->destroy (1); 1646 op->destroy ();
1653 op = tmp; 1647 op = tmp;
1654 goto inserted; 1648 goto inserted;
1655 } 1649 }
1656 1650
1657 op->owner = 0; // it's his/hers now. period. 1651 op->owner = 0; // it's his/hers now. period.
1675 1669
1676 adjust_weight (this, op->total_weight ()); 1670 adjust_weight (this, op->total_weight ());
1677 1671
1678inserted: 1672inserted:
1679 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && map && map->darkness) 1674 if (op->glow_radius && is_on_map ())
1675 {
1676 update_stats ();
1681 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1682 1678 }
1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1683 // if this is a player's inventory, update stats 1680 // if this is a player's inventory, update stats
1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1685 update_stats (); 1681 update_stats ();
1686 1682
1687 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1688 1684
1689 return op; 1685 return op;
1710 * on top. 1706 * on top.
1711 */ 1707 */
1712int 1708int
1713check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1714{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1715 object *tmp; 1714 object *tmp;
1716 maptile *m = op->map; 1715 maptile *m = op->map;
1717 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1718 1717
1719 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1720 1719
1721 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1722 return 0;
1723 1721
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1727 1725
1728 /* if nothing on this space will slow op down or be applied, 1726 /* if nothing on this space will slow op down or be applied,
1729 * no need to do checking below. have to make sure move_type 1727 * no need to do checking below. have to make sure move_type
1730 * is set, as lots of objects don't have it set - we treat that 1728 * is set, as lots of objects don't have it set - we treat that
1731 * as walking. 1729 * as walking.
1742 return 0; 1740 return 0;
1743 1741
1744 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1746 */ 1744 */
1747 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 {
1750 /* Trim the search when we find the first other spell effect
1751 * this helps performance so that if a space has 50 spell objects,
1752 * we don't need to check all of them.
1753 */
1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 } 1746 {
1747 next = tmp->below;
1757 1748
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op) 1749 if (tmp == op)
1761 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1762 1751
1763 /* Check to see if one of the movement types should be slowed down. 1752 /* Check to see if one of the movement types should be slowed down.
1764 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770 { 1759 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1761 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1762 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1764
1778 if (op->type == PLAYER) 1765 if (op->is_player ())
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1768 diff /= 4.0;
1782 1769
1783 op->speed_left -= diff; 1770 op->speed_left -= diff;
1784 } 1771 }
1785 } 1772 }
1818 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1819 return NULL; 1806 return NULL;
1820 } 1807 }
1821 1808
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1824 return tmp; 1811 return tmp;
1825 1812
1826 return NULL; 1813 return NULL;
1827} 1814}
1828 1815
1892 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1893 */ 1880 */
1894object * 1881object *
1895present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1896{ 1883{
1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1899 return tmp; 1886 return tmp;
1900 1887
1901 return NULL; 1888 return NULL;
1902} 1889}
1903 1890
1991 * head of the object should correspond for the entire object. 1978 * head of the object should correspond for the entire object.
1992 */ 1979 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue; 1981 continue;
1995 1982
1996 if (ob->blocked (m, pos.x, pos.y)) 1983 if (ob->blocked (pos.m, pos.x, pos.y))
1997 continue; 1984 continue;
1998 1985
1999 altern [index++] = i; 1986 altern [index++] = i;
2000 } 1987 }
2001 1988
2069 * there is capable of. 2056 * there is capable of.
2070 */ 2057 */
2071int 2058int
2072find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2073{ 2060{
2074 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2075
2076 sint16 nx, ny;
2077 object *tmp;
2078 maptile *mp;
2079
2080 MoveType blocked, move_type; 2062 MoveType move_type;
2081 2063
2082 if (exclude && exclude->head_ () != exclude) 2064 if (exclude && exclude->head_ () != exclude)
2083 { 2065 {
2084 exclude = exclude->head; 2066 exclude = exclude->head;
2085 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2088 { 2070 {
2089 /* If we don't have anything, presume it can use all movement types. */ 2071 /* If we don't have anything, presume it can use all movement types. */
2090 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2091 } 2073 }
2092 2074
2093 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2094 { 2076 {
2095 mp = m; 2077 mapxy pos (m, x, y);
2096 nx = x + freearr_x[i]; 2078 pos.move (i);
2097 ny = y + freearr_y[i];
2098 2079
2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2100
2101 if (mflags & P_OUT_OF_MAP)
2102 max = maxfree[i]; 2081 max = maxfree[i];
2103 else 2082 else
2104 { 2083 {
2105 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2106 2085
2107 blocked = ms.move_block;
2108
2109 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2110 max = maxfree[i]; 2087 max = maxfree [i];
2111 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2112 { 2089 {
2113 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2116 break;
2117
2118 if (tmp)
2119 return freedir[i]; 2093 return freedir [i];
2120 } 2094 }
2121 } 2095 }
2122 } 2096 }
2123 2097
2124 return 0; 2098 return 0;
2199 * This basically means that if direction is 15, then it could either go 2173 * This basically means that if direction is 15, then it could either go
2200 * direction 4, 14, or 16 to get back to where we are. 2174 * direction 4, 14, or 16 to get back to where we are.
2201 * Moved from spell_util.c to object.c with the other related direction 2175 * Moved from spell_util.c to object.c with the other related direction
2202 * functions. 2176 * functions.
2203 */ 2177 */
2204int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2205 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2206 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2207 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2208 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2209 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2305int 2279int
2306can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2307{ 2281{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2284 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2311} 2285}
2312 2286
2313/* 2287/*
2314 * create clone from object to another 2288 * create clone from object to another
2315 */ 2289 */
2316object * 2290object *
2317object_create_clone (object *asrc) 2291object::deep_clone ()
2318{ 2292{
2293 assert (("deep_clone called on non-head object", is_head ()));
2294
2319 object *dst = 0; 2295 object *dst = clone ();
2320 2296
2321 if (!asrc)
2322 return 0;
2323
2324 object *src = asrc->head_ ();
2325
2326 object *prev = 0; 2297 object *prev = dst;
2327 for (object *part = src; part; part = part->more) 2298 for (object *part = this->more; part; part = part->more)
2328 { 2299 {
2329 object *tmp = part->clone (); 2300 object *tmp = part->clone ();
2330
2331 tmp->x -= src->x;
2332 tmp->y -= src->y;
2333
2334 if (!part->head)
2335 {
2336 dst = tmp;
2337 tmp->head = 0;
2338 }
2339 else
2340 tmp->head = dst; 2301 tmp->head = dst;
2341
2342 tmp->more = 0;
2343
2344 if (prev)
2345 prev->more = tmp; 2302 prev->more = tmp;
2346
2347 prev = tmp; 2303 prev = tmp;
2348 } 2304 }
2349 2305
2350 for (object *item = src->inv; item; item = item->below) 2306 for (object *item = inv; item; item = item->below)
2351 insert_ob_in_ob (object_create_clone (item), dst); 2307 insert_ob_in_ob (item->deep_clone (), dst);
2352 2308
2353 return dst; 2309 return dst;
2354} 2310}
2355 2311
2356/* This returns the first object in who's inventory that 2312/* This returns the first object in who's inventory that
2365 return tmp; 2321 return tmp;
2366 2322
2367 return 0; 2323 return 0;
2368} 2324}
2369 2325
2370const shstr & 2326shstr_tmp
2371object::kv_get (const shstr &key) const 2327object::kv_get (shstr_tmp key) const
2372{ 2328{
2373 for (key_value *kv = key_values; kv; kv = kv->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2374 if (kv->key == key) 2330 if (kv->key == key)
2375 return kv->value; 2331 return kv->value;
2376 2332
2377 return shstr_null; 2333 return shstr ();
2378} 2334}
2379 2335
2380void 2336void
2381object::kv_set (const shstr &key, const shstr &value) 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2382{ 2338{
2383 for (key_value *kv = key_values; kv; kv = kv->next) 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2384 if (kv->key == key) 2340 if (kv->key == key)
2385 { 2341 {
2386 kv->value = value; 2342 kv->value = value;
2395 2351
2396 key_values = kv; 2352 key_values = kv;
2397} 2353}
2398 2354
2399void 2355void
2400object::kv_del (const shstr &key) 2356object::kv_del (shstr_tmp key)
2401{ 2357{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key) 2359 if ((*kvp)->key == key)
2404 { 2360 {
2405 key_value *kv = *kvp; 2361 key_value *kv = *kvp;
2464{ 2420{
2465 char flagdesc[512]; 2421 char flagdesc[512];
2466 char info2[256 * 4]; 2422 char info2[256 * 4];
2467 char *p = info; 2423 char *p = info;
2468 2424
2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2425 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2470 count, 2426 count,
2471 uuid.c_str (), 2427 uuid.c_str (),
2472 &name, 2428 &name,
2473 title ? "\",title:\"" : "", 2429 title ? ",title:\"" : "",
2474 title ? (const char *)title : "", 2430 title ? (const char *)title : "",
2431 title ? "\"" : "",
2475 flag_desc (flagdesc, 512), type); 2432 flag_desc (flagdesc, 512), type);
2476 2433
2477 if (!flag[FLAG_REMOVED] && env) 2434 if (!flag[FLAG_REMOVED] && env)
2478 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2435 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2479 2436
2535 container = 0; 2492 container = 0;
2536 2493
2537 // client needs item update to make it work, client bug requires this to be separate 2494 // client needs item update to make it work, client bug requires this to be separate
2538 esrv_update_item (UPD_FLAGS, this, old_container); 2495 esrv_update_item (UPD_FLAGS, this, old_container);
2539 2496
2540 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2497 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2541 play_sound (sound_find ("chest_close")); 2498 play_sound (sound_find ("chest_close"));
2542 } 2499 }
2543 2500
2544 if (new_container) 2501 if (new_container)
2545 { 2502 {
2555 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2556 new_container->insert (closer); 2513 new_container->insert (closer);
2557 } 2514 }
2558#endif 2515#endif
2559 2516
2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2561 2518
2562 // make sure the container is available, client bug requires this to be separate 2519 // make sure the container is available, client bug requires this to be separate
2563 esrv_send_item (this, new_container); 2520 esrv_send_item (this, new_container);
2564 2521
2565 new_container->flag [FLAG_APPLIED] = true; 2522 new_container->flag [FLAG_APPLIED] = true;
2573// else if (!old_container->env && contr && contr->ns) 2530// else if (!old_container->env && contr && contr->ns)
2574// contr->ns->floorbox_reset (); 2531// contr->ns->floorbox_reset ();
2575} 2532}
2576 2533
2577object * 2534object *
2578object::force_find (const shstr name) 2535object::force_find (shstr_tmp name)
2579{ 2536{
2580 /* cycle through his inventory to look for the MARK we want to 2537 /* cycle through his inventory to look for the MARK we want to
2581 * place 2538 * place
2582 */ 2539 */
2583 for (object *tmp = inv; tmp; tmp = tmp->below) 2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2585 return splay (tmp); 2542 return splay (tmp);
2586 2543
2587 return 0; 2544 return 0;
2588} 2545}
2589 2546
2547//-GPL
2548
2590void 2549void
2550object::force_set_timer (int duration)
2551{
2552 this->duration = 1;
2553 this->speed_left = -1.f;
2554
2555 this->set_speed (duration ? 1.f / duration : 0.f);
2556}
2557
2558object *
2591object::force_add (const shstr name, int duration) 2559object::force_add (shstr_tmp name, int duration)
2592{ 2560{
2593 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2594 force->destroy (); 2562 force->destroy ();
2595 2563
2596 object *force = get_archetype (FORCE_NAME); 2564 object *force = get_archetype (FORCE_NAME);
2597 2565
2598 force->slaying = name; 2566 force->slaying = name;
2599 force->stats.food = 1; 2567 force->force_set_timer (duration);
2600 force->speed_left = -1.f;
2601
2602 force->set_speed (duration ? 1.f / duration : 0.f);
2603 force->flag [FLAG_IS_USED_UP] = true;
2604 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2605 2569
2606 insert (force); 2570 return insert (force);
2607} 2571}
2608 2572
2609void 2573void
2610object::play_sound (faceidx sound) 2574object::play_sound (faceidx sound) const
2611{ 2575{
2612 if (!sound) 2576 if (!sound)
2613 return; 2577 return;
2614 2578
2615 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2616 return; 2604 return;
2617 2605
2618 if (env) 2606 // find old force, or create new one
2619 { 2607 object *force = force_find (shstr_noise_force);
2620 if (object *pl = in_player ()) 2608
2621 pl->contr->play_sound (sound); 2609 if (force)
2622 } 2610 force->speed_left = -1.f; // patch old speed up
2623 else 2611 else
2624 map->play_sound (sound, x, y); 2612 {
2625} 2613 force = archetype::get (shstr_noise_force);
2626 2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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