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Comparing deliantra/server/common/object.C (file contents):
Revision 1.232 by root, Tue May 6 18:09:42 2008 UTC vs.
Revision 1.288 by root, Sat Oct 3 22:36:08 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.
553 update_stats (); 555 update_stats ();
554 556
555 new_draw_info_format (NDI_UNIQUE, 0, this, 557 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, " 558 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. " 559 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name); 560 "[You need to unapply some items first - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
559 return false; 562 return false;
560 } 563 }
561 564
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 } 566 }
635 } 638 }
636 639
637 if (speed < 0) 640 if (speed < 0)
638 dst->speed_left -= rndm (); 641 dst->speed_left -= rndm ();
639 642
640 dst->set_speed (dst->speed); 643 dst->activate ();
641} 644}
642 645
643void 646void
644object::instantiate () 647object::instantiate ()
645{ 648{
757 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
758 { 761 {
759 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 765 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 769 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 770 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 771 || (m.move_slow | op->move_slow) != m.move_slow
769 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
770 * to have move_allow right now. 773 * have move_allow right now.
771 */ 774 */
772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((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) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
774 m.flags_ = 0; 777 m.invalidate ();
775 } 778 }
776 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 781 * that is being removed.
779 */ 782 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 784 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
784 else 787 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 789
790 793
791object::object () 794object::object ()
792{ 795{
793 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
794 797
795 expmul = 1.0; 798 //expmul = 1.0; declared const for the time being
796 face = blank_face; 799 face = blank_face;
797} 800}
798 801
799object::~object () 802object::~object ()
800{ 803{
830 /* If already on active list, don't do anything */ 833 /* If already on active list, don't do anything */
831 if (active) 834 if (active)
832 return; 835 return;
833 836
834 if (has_active_speed ()) 837 if (has_active_speed ())
838 {
839 if (flag [FLAG_FREED])
840 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
841
835 actives.insert (this); 842 actives.insert (this);
843 }
836} 844}
837 845
838void 846void
839object::activate_recursive () 847object::activate_recursive ()
840{ 848{
901 * drop on that space. 909 * drop on that space.
902 */ 910 */
903 if (!drop_to_ground 911 if (!drop_to_ground
904 || !map 912 || !map
905 || map->in_memory != MAP_ACTIVE 913 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 914 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 915 || ms ().move_block == MOVE_ALL)
908 { 916 {
909 while (inv) 917 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 918 inv->destroy ();
913 }
914 } 919 }
915 else 920 else
916 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
917 while (inv) 922 while (inv)
918 { 923 {
922 || op->flag [FLAG_NO_DROP] 927 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 928 || op->type == RUNE
924 || op->type == TRAP 929 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 930 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 931 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 932 op->destroy ();
928 else 933 else
929 map->insert (op, x, y); 934 map->insert (op, x, y);
930 } 935 }
931 } 936 }
932} 937}
940 945
941static struct freed_map : maptile 946static struct freed_map : maptile
942{ 947{
943 freed_map () 948 freed_map ()
944 { 949 {
945 path = "<freed objects map>"; 950 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 951 name = "/internal/freed_objects_map";
947 width = 3; 952 width = 3;
948 height = 3; 953 height = 3;
949 nodrop = 1; 954 no_drop = 1;
955 no_reset = 1;
950 956
951 alloc (); 957 alloc ();
952 in_memory = MAP_ACTIVE; 958 in_memory = MAP_ACTIVE;
953 } 959 }
954 960
960 966
961void 967void
962object::do_destroy () 968object::do_destroy ()
963{ 969{
964 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this); 971 remove_link ();
966 972
967 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this); 974 remove_friendly_object (this);
969 975
970 remove (); 976 remove ();
995 attacked_by = 0; 1001 attacked_by = 0;
996 current_weapon = 0; 1002 current_weapon = 0;
997} 1003}
998 1004
999void 1005void
1000object::destroy (bool destroy_inventory) 1006object::destroy ()
1001{ 1007{
1002 if (destroyed ()) 1008 if (destroyed ())
1003 return; 1009 return;
1004 1010
1005 if (!is_head () && !head->destroyed ()) 1011 if (!is_head () && !head->destroyed ())
1006 { 1012 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1014 head->destroy ();
1009 return; 1015 return;
1010 } 1016 }
1011 1017
1012 destroy_inv (!destroy_inventory); 1018 destroy_inv (false);
1013 1019
1014 if (is_head ()) 1020 if (is_head ())
1015 if (sound_destroy) 1021 if (sound_destroy)
1016 play_sound (sound_destroy); 1022 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1023 else if (flag [FLAG_MONSTER])
1054 esrv_del_item (pl->contr, count); 1060 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 1062
1057 adjust_weight (env, -total_weight ()); 1063 adjust_weight (env, -total_weight ());
1058 1064
1059 *(above ? &above->below : &env->inv) = below; 1065 object *pl = in_player ();
1060
1061 if (below)
1062 below->above = above;
1063 1066
1064 /* we set up values so that it could be inserted into 1067 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1068 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1069 * to the caller to decide what we want to do.
1067 */ 1070 */
1068 map = env->map; 1071 map = env->map;
1069 x = env->x; 1072 x = env->x;
1070 y = env->y; 1073 y = env->y;
1074
1075 // make sure cmov optimisation is applicable
1076 *(above ? &above->below : &env->inv) = below;
1077 *(below ? &below->above : &above ) = above; // &above is just a dummy
1078
1071 above = 0; 1079 above = 0;
1072 below = 0; 1080 below = 0;
1073 env = 0; 1081 env = 0;
1074 1082
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1083 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 1084 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 1085 * to save cpu time.
1078 */ 1086 */
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1087 if (pl)
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 {
1080 otmp->update_stats (); 1090 pl->update_stats ();
1091
1092 if (glow_radius && pl->is_on_map ())
1093 update_all_los (pl->map, pl->x, pl->y);
1094 }
1081 } 1095 }
1082 else if (map) 1096 else if (map)
1083 { 1097 {
1084 map->dirty = true; 1098 map->dirty = true;
1085 mapspace &ms = this->ms (); 1099 mapspace &ms = this->ms ();
1086 1100
1087 if (object *pl = ms.player ()) 1101 if (object *pl = ms.player ())
1088 { 1102 {
1089 if (type == PLAYER) // this == pl(!) 1103 if (is_player ())
1090 { 1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1091 // leaving a spot always closes any open container on the ground 1108 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1109 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1110 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1111 // that the CLOSE event is being sent.
1095 close_container (); 1112 close_container ();
1105 1122
1106 esrv_del_item (pl->contr, count); 1123 esrv_del_item (pl->contr, count);
1107 } 1124 }
1108 1125
1109 /* link the object above us */ 1126 /* link the object above us */
1110 if (above) 1127 // re-link, make sure compiler can easily use cmove
1111 above->below = below; 1128 *(above ? &above->below : &ms.top) = below;
1112 else 1129 *(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 1130
1130 above = 0; 1131 above = 0;
1131 below = 0; 1132 below = 0;
1133
1134 ms.invalidate ();
1132 1135
1133 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1134 return; 1137 return;
1135 1138
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1169 } 1172 }
1170 1173
1171 last = tmp; 1174 last = tmp;
1172 } 1175 }
1173 1176
1174 /* last == NULL if there are no objects on this space */ 1177 if (affects_los ())
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); 1178 update_all_los (map, x, y);
1183 } 1179 }
1184} 1180}
1185 1181
1186/* 1182/*
1210 esrv_update_item (UPD_NROF, pl, top); 1206 esrv_update_item (UPD_NROF, pl, top);
1211 1207
1212 op->weight = 0; // cancel the addition above 1208 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already 1209 op->carrying = 0; // must be 0 already
1214 1210
1215 op->destroy (1); 1211 op->destroy ();
1216 1212
1217 return top; 1213 return top;
1218 } 1214 }
1219 1215
1220 return 0; 1216 return 0;
1248 * job preparing multi-part monsters. 1244 * job preparing multi-part monsters.
1249 */ 1245 */
1250object * 1246object *
1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1247insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1252{ 1248{
1249 op->remove ();
1250
1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1251 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 { 1252 {
1255 tmp->x = x + tmp->arch->x; 1253 tmp->x = x + tmp->arch->x;
1256 tmp->y = y + tmp->arch->y; 1254 tmp->y = y + tmp->arch->y;
1257 } 1255 }
1280 * just 'op' otherwise 1278 * just 'op' otherwise
1281 */ 1279 */
1282object * 1280object *
1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1284{ 1282{
1285 assert (!op->flag [FLAG_FREED]);
1286
1287 op->remove (); 1283 op->remove ();
1284
1285 if (m == &freed_map)//D TODO: remove soon
1286 {//D
1287 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 }//D
1288 1289
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1290 /* 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 1291 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1292 * need extra work
1292 */ 1293 */
1294 maptile *newmap = m;
1293 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (newmap, op->x, op->y))
1294 { 1296 {
1295 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1296 return 0; 1298 return 0;
1297 } 1299 }
1298 1300
1299 if (object *more = op->more) 1301 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0; 1303 return 0;
1302 1304
1303 CLEAR_FLAG (op, FLAG_REMOVED); 1305 op->flag [FLAG_REMOVED] = false;
1304 1306 op->env = 0;
1305 op->map = m; 1307 op->map = newmap;
1308
1306 mapspace &ms = op->ms (); 1309 mapspace &ms = op->ms ();
1307 1310
1308 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1309 */ 1312 */
1310 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 if (object::can_merge (op, tmp)) 1315 if (object::can_merge (op, tmp))
1313 { 1316 {
1314 // TODO: we atcually want to update tmp, not op, 1317 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp 1318 // but some caller surely breaks when we return tmp
1316 // from here :/ 1319 // from here :/
1317 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1318 tmp->destroy (1); 1321 tmp->destroy ();
1319 } 1322 }
1320 1323
1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1323 1326
1330 { 1333 {
1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332 abort (); 1335 abort ();
1333 } 1336 }
1334 1337
1338 if (!originator->is_on_map ())
1339 {
1340 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1344
1335 op->above = originator; 1345 op->above = originator;
1336 op->below = originator->below; 1346 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; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1345 } 1350 }
1346 else 1351 else
1347 { 1352 {
1348 object *top, *floor = NULL; 1353 object *floor = 0;
1349 1354 object *top = ms.top;
1350 top = ms.bot;
1351 1355
1352 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1353 if (top) 1357 if (top)
1354 { 1358 {
1355 object *last = 0;
1356
1357 /* 1359 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * 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 1366 * 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 1367 * 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 1368 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1368 */ 1370 */
1369 for (top = ms.bot; top; top = top->above) 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1372 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1372 floor = top; 1374 floor = tmp;
1373 1375
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1375 { 1377 {
1376 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1377 top = top->below; 1379 top = tmp->below;
1378 break; 1380 break;
1379 } 1381 }
1380 1382
1381 last = top; 1383 top = tmp;
1382 } 1384 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1385
1387 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1390 */ 1389 */
1397 */ 1396 */
1398 if (!(flag & INS_ON_TOP) 1397 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1398 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1399 && (op->face && !faces [op->face].visibility))
1401 { 1400 {
1401 object *last;
1402
1402 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break; 1405 break;
1405 1406
1406 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1414 } /* If objects on this space */ 1415 } /* If objects on this space */
1415 1416
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1418 top = floor;
1418 1419
1419 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1421 if (!top)
1424 { 1422 {
1423 op->below = 0;
1425 op->above = ms.bot; 1424 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1428 }
1433 else 1429 else
1434 { /* get inserted into the stack above top */ 1430 {
1435 op->above = top->above; 1431 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1432 top->above = op;
1439 1433
1440 op->below = top; 1434 op->below = top;
1441 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1436 }
1437 }
1443 1438
1444 if (!op->above) 1439 if (op->is_player ())
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447
1448 if (op->type == PLAYER)
1449 { 1440 {
1450 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1451 ++op->map->players; 1442 ++op->map->players;
1452 op->map->touch (); 1443 op->map->touch ();
1453 } 1444 }
1468 * be far away from this change and not affected in any way - 1459 * be far away from this change and not affected in any way -
1469 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1470 * or just updating the P_UPTODATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1471 * of effect may be sufficient. 1462 * of effect may be sufficient.
1472 */ 1463 */
1473 if (op->map->darkness && (op->glow_radius != 0)) 1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1474 update_all_los (op->map, op->x, op->y); 1467 update_all_los (op->map, op->x, op->y);
1468 }
1475 1469
1476 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1477 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1478 1472
1479 INVOKE_OBJECT (INSERT, op); 1473 INVOKE_OBJECT (INSERT, op);
1486 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1487 * update_object(). 1481 * update_object().
1488 */ 1482 */
1489 1483
1490 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* 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) 1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1492 { 1486 {
1493 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1494 return 0; 1488 return 0;
1495 1489
1496 /* If we are a multi part object, lets work our way through the check 1490 /* 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 1501/* 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. 1502 * 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. 1503 * op is the object to insert it under: supplies x and the map.
1510 */ 1504 */
1511void 1505void
1512replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (shstr_tmp archname, object *op)
1513{ 1507{
1514 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1515 1509
1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1511 if (tmp->arch->archname == archname) /* same archetype */
1518 tmp->destroy (1); 1512 tmp->destroy ();
1519 1513
1520 object *tmp = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (archname));
1521 1515
1522 tmp->x = op->x; 1516 tmp->x = op->x;
1523 tmp->y = op->y; 1517 tmp->y = op->y;
1524 1518
1525 insert_ob_in_map (tmp, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1547 if (!nr) 1541 if (!nr)
1548 return true; 1542 return true;
1549 1543
1550 nr = min (nr, nrof); 1544 nr = min (nr, nrof);
1551 1545
1546 if (nrof > nr)
1547 {
1552 nrof -= nr; 1548 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0 1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557 1550
1558 if (object *pl = visible_to ()) 1551 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1552 esrv_update_item (UPD_NROF, pl, this);
1560 1553
1561 return true; 1554 return true;
1562 } 1555 }
1563 else 1556 else
1564 { 1557 {
1565 destroy (1); 1558 destroy ();
1566 return false; 1559 return false;
1567 } 1560 }
1568} 1561}
1569 1562
1570/* 1563/*
1647 if (object *pl = tmp->visible_to ()) 1640 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp); 1641 esrv_update_item (UPD_NROF, pl, tmp);
1649 1642
1650 adjust_weight (this, op->total_weight ()); 1643 adjust_weight (this, op->total_weight ());
1651 1644
1652 op->destroy (1); 1645 op->destroy ();
1653 op = tmp; 1646 op = tmp;
1654 goto inserted; 1647 goto inserted;
1655 } 1648 }
1656 1649
1657 op->owner = 0; // it's his/hers now. period. 1650 op->owner = 0; // it's his/hers now. period.
1675 1668
1676 adjust_weight (this, op->total_weight ()); 1669 adjust_weight (this, op->total_weight ());
1677 1670
1678inserted: 1671inserted:
1679 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && map && map->darkness) 1673 if (op->glow_radius && is_on_map ())
1674 {
1675 update_stats ();
1681 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1682 1677 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1683 // if this is a player's inventory, update stats 1679 // if this is a player's inventory, update stats
1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1685 update_stats (); 1680 update_stats ();
1686 1681
1687 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1688 1683
1689 return op; 1684 return op;
1710 * on top. 1705 * on top.
1711 */ 1706 */
1712int 1707int
1713check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1714{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1715 object *tmp; 1713 object *tmp;
1716 maptile *m = op->map; 1714 maptile *m = op->map;
1717 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1718 1716
1719 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1720 1718
1721 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1722 return 0;
1723 1720
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1727 1724
1728 /* if nothing on this space will slow op down or be applied, 1725 /* 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 1726 * 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 1727 * is set, as lots of objects don't have it set - we treat that
1731 * as walking. 1728 * as walking.
1742 return 0; 1739 return 0;
1743 1740
1744 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1746 */ 1743 */
1747 1744 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 } 1745 {
1746 next = tmp->below;
1757 1747
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op) 1748 if (tmp == op)
1761 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1762 1750
1763 /* Check to see if one of the movement types should be slowed down. 1751 /* 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 1752 * Second check makes sure that the movement types not being slowed
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770 { 1758 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 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)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1761 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1763
1778 if (op->type == PLAYER) 1764 if (op->is_player ())
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 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))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1767 diff /= 4.0;
1782 1768
1783 op->speed_left -= diff; 1769 op->speed_left -= diff;
1784 } 1770 }
1785 } 1771 }
1991 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1992 */ 1978 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue; 1980 continue;
1995 1981
1996 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1997 continue; 1983 continue;
1998 1984
1999 altern [index++] = i; 1985 altern [index++] = i;
2000 } 1986 }
2001 1987
2069 * there is capable of. 2055 * there is capable of.
2070 */ 2056 */
2071int 2057int
2072find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2073{ 2059{
2074 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2075
2076 sint16 nx, ny;
2077 object *tmp;
2078 maptile *mp;
2079
2080 MoveType blocked, move_type; 2061 MoveType move_type;
2081 2062
2082 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2083 { 2064 {
2084 exclude = exclude->head; 2065 exclude = exclude->head;
2085 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2088 { 2069 {
2089 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2090 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2091 } 2072 }
2092 2073
2093 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2094 { 2075 {
2095 mp = m; 2076 mapxy pos (m, x, y);
2096 nx = x + freearr_x[i]; 2077 pos.move (i);
2097 ny = y + freearr_y[i];
2098 2078
2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2100
2101 if (mflags & P_OUT_OF_MAP)
2102 max = maxfree[i]; 2080 max = maxfree[i];
2103 else 2081 else
2104 { 2082 {
2105 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2106 2084
2107 blocked = ms.move_block;
2108
2109 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2110 max = maxfree[i]; 2086 max = maxfree [i];
2111 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2112 { 2088 {
2113 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2116 break;
2117
2118 if (tmp)
2119 return freedir[i]; 2092 return freedir [i];
2120 } 2093 }
2121 } 2094 }
2122 } 2095 }
2123 2096
2124 return 0; 2097 return 0;
2199 * This basically means that if direction is 15, then it could either go 2172 * 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. 2173 * 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 2174 * Moved from spell_util.c to object.c with the other related direction
2202 * functions. 2175 * functions.
2203 */ 2176 */
2204int reduction_dir[SIZEOFFREE][3] = { 2177const int reduction_dir[SIZEOFFREE][3] = {
2205 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2206 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2207 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2208 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2209 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2305int 2278int
2306can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2307{ 2280{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (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)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2311} 2284}
2312 2285
2313/* 2286/*
2314 * create clone from object to another 2287 * create clone from object to another
2315 */ 2288 */
2347 return tmp; 2320 return tmp;
2348 2321
2349 return 0; 2322 return 0;
2350} 2323}
2351 2324
2352const shstr & 2325shstr_tmp
2353object::kv_get (const shstr &key) const 2326object::kv_get (shstr_tmp key) const
2354{ 2327{
2355 for (key_value *kv = key_values; kv; kv = kv->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2356 if (kv->key == key) 2329 if (kv->key == key)
2357 return kv->value; 2330 return kv->value;
2358 2331
2359 return shstr_null; 2332 return shstr ();
2360} 2333}
2361 2334
2362void 2335void
2363object::kv_set (const shstr &key, const shstr &value) 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2364{ 2337{
2365 for (key_value *kv = key_values; kv; kv = kv->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (kv->key == key) 2339 if (kv->key == key)
2367 { 2340 {
2368 kv->value = value; 2341 kv->value = value;
2377 2350
2378 key_values = kv; 2351 key_values = kv;
2379} 2352}
2380 2353
2381void 2354void
2382object::kv_del (const shstr &key) 2355object::kv_del (shstr_tmp key)
2383{ 2356{
2384 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385 if ((*kvp)->key == key) 2358 if ((*kvp)->key == key)
2386 { 2359 {
2387 key_value *kv = *kvp; 2360 key_value *kv = *kvp;
2446{ 2419{
2447 char flagdesc[512]; 2420 char flagdesc[512];
2448 char info2[256 * 4]; 2421 char info2[256 * 4];
2449 char *p = info; 2422 char *p = info;
2450 2423
2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2424 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2452 count, 2425 count,
2453 uuid.c_str (), 2426 uuid.c_str (),
2454 &name, 2427 &name,
2455 title ? "\",title:\"" : "", 2428 title ? ",title:\"" : "",
2456 title ? (const char *)title : "", 2429 title ? (const char *)title : "",
2430 title ? "\"" : "",
2457 flag_desc (flagdesc, 512), type); 2431 flag_desc (flagdesc, 512), type);
2458 2432
2459 if (!flag[FLAG_REMOVED] && env) 2433 if (!flag[FLAG_REMOVED] && env)
2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2434 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2461 2435
2517 container = 0; 2491 container = 0;
2518 2492
2519 // client needs item update to make it work, client bug requires this to be separate 2493 // client needs item update to make it work, client bug requires this to be separate
2520 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2521 2495
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2523 play_sound (sound_find ("chest_close")); 2497 play_sound (sound_find ("chest_close"));
2524 } 2498 }
2525 2499
2526 if (new_container) 2500 if (new_container)
2527 { 2501 {
2537 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2538 new_container->insert (closer); 2512 new_container->insert (closer);
2539 } 2513 }
2540#endif 2514#endif
2541 2515
2542 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2543 2517
2544 // make sure the container is available, client bug requires this to be separate 2518 // make sure the container is available, client bug requires this to be separate
2545 esrv_send_item (this, new_container); 2519 esrv_send_item (this, new_container);
2546 2520
2547 new_container->flag [FLAG_APPLIED] = true; 2521 new_container->flag [FLAG_APPLIED] = true;
2555// else if (!old_container->env && contr && contr->ns) 2529// else if (!old_container->env && contr && contr->ns)
2556// contr->ns->floorbox_reset (); 2530// contr->ns->floorbox_reset ();
2557} 2531}
2558 2532
2559object * 2533object *
2560object::force_find (const shstr name) 2534object::force_find (shstr_tmp name)
2561{ 2535{
2562 /* cycle through his inventory to look for the MARK we want to 2536 /* cycle through his inventory to look for the MARK we want to
2563 * place 2537 * place
2564 */ 2538 */
2565 for (object *tmp = inv; tmp; tmp = tmp->below) 2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2567 return splay (tmp); 2541 return splay (tmp);
2568 2542
2569 return 0; 2543 return 0;
2570} 2544}
2571 2545
2572void 2546object *
2573object::force_add (const shstr name, int duration) 2547object::force_add (shstr_tmp name, int duration)
2574{ 2548{
2575 if (object *force = force_find (name)) 2549 if (object *force = force_find (name))
2576 force->destroy (); 2550 force->destroy ();
2577 2551
2578 object *force = get_archetype (FORCE_NAME); 2552 object *force = get_archetype (FORCE_NAME);
2583 2557
2584 force->set_speed (duration ? 1.f / duration : 0.f); 2558 force->set_speed (duration ? 1.f / duration : 0.f);
2585 force->flag [FLAG_IS_USED_UP] = true; 2559 force->flag [FLAG_IS_USED_UP] = true;
2586 force->flag [FLAG_APPLIED] = true; 2560 force->flag [FLAG_APPLIED] = true;
2587 2561
2588 insert (force); 2562 return insert (force);
2589} 2563}
2590 2564
2591void 2565void
2592object::play_sound (faceidx sound) 2566object::play_sound (faceidx sound) const
2593{ 2567{
2594 if (!sound) 2568 if (!sound)
2595 return; 2569 return;
2596 2570
2597 if (flag [FLAG_REMOVED]) 2571 if (is_on_map ())
2572 map->play_sound (sound, x, y);
2573 else if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575}
2576
2577void
2578object::say_msg (const char *msg) const
2579{
2580 if (is_on_map ())
2581 map->say_msg (msg, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::make_noise ()
2588{
2589 // we do not model noise in the map, so instead put
2590 // a temporary light into the noise source
2591 // could use the map instead, but that's less reliable for our
2592 // goal, which is to make invisibility a bit harder to exploit
2593
2594 // currently only works sensibly for players
2595 if (!is_player ())
2598 return; 2596 return;
2599 2597
2600 if (env) 2598 // find old force, or create new one
2601 { 2599 object *force = force_find (shstr_noise_force);
2602 if (object *pl = in_player ()) 2600
2603 pl->contr->play_sound (sound); 2601 if (force)
2604 } 2602 force->speed_left = -1.f; // patch old speed up
2605 else 2603 else
2606 map->play_sound (sound, x, y); 2604 {
2607} 2605 force = archetype::get (shstr_noise_force);
2608 2606
2607 force->slaying = shstr_noise_force;
2608 force->stats.food = 1;
2609 force->speed_left = -1.f;
2610
2611 force->set_speed (1.f / 4.f);
2612 force->flag [FLAG_IS_USED_UP] = true;
2613 force->flag [FLAG_APPLIED] = true;
2614
2615 insert (force);
2616 }
2617}
2618

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