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Comparing deliantra/server/common/object.C (file contents):
Revision 1.228 by root, Sat May 3 11:14:50 2008 UTC vs.
Revision 1.297 by root, Sat Nov 7 18:30:05 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,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 56};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
181bool object::can_merge_slow (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
182{ 187{
183 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
184 if (ob1 == ob2 189 if (ob1 == ob2
185 || ob1->type != ob2->type 190 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed 191 || fabs (ob1->speed - ob2->speed) < MIN_ACTIVE_SPEED
187 || ob1->value != ob2->value 192 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
189 return 0; 194 return 0;
190 195
191 /* Do not merge objects if nrof would overflow. First part checks 196 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 197 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 198 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; 199 return 0;
198 200
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* 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 202 * 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 203 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 209
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 212
211 if (ob1->arch->name != ob2->arch->name 213 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 214 || ob1->name != ob2->name
213 || ob1->title != ob2->title 215 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 222 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 230 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 231 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 232 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 233 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 234 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 235 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) < (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 238 return 0;
236 239
237 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 241 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 242 .reset (FLAG_REMOVED)
241 .any ()) 243 .any ())
242 return 0; 244 return 0;
243 245
244 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
326 { 328 {
327 // see if we are in a container of sorts 329 // see if we are in a container of sorts
328 if (env) 330 if (env)
329 { 331 {
330 // the player inventory itself is always visible 332 // the player inventory itself is always visible
331 if (env->type == PLAYER) 333 if (env->is_player ())
332 return env; 334 return env;
333 335
334 // else a player could have our env open 336 // else a player could have our env open
335 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
336 338
337 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 340 // even if our inv is in a player.
339 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 343 if (pl->container_ () == env)
342 return pl; 344 return pl;
343 } 345 }
344 else 346 else
345 { 347 {
346 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
350 return pl; 353 return pl;
351 } 354 }
352 } 355 }
353 356
354 return 0; 357 return 0;
355} 358}
356 359
357// adjust weight per container type ("of holding") 360// adjust weight per container type ("of holding")
358static sint32 361static sint32
359weight_adjust (object *op, sint32 weight) 362weight_adjust_for (object *op, sint32 weight)
360{ 363{
361 return op->type == CONTAINER 364 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 366 : weight;
364} 367}
370static void 373static void
371adjust_weight (object *op, sint32 weight) 374adjust_weight (object *op, sint32 weight)
372{ 375{
373 while (op) 376 while (op)
374 { 377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust (op, weight); 380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
376 382
377 if (!weight) 383 if (!weight)
378 return; 384 return;
379 385
380 op->carrying += weight; 386 op->carrying += weight;
403 op->update_weight (); 409 op->update_weight ();
404 410
405 sum += op->total_weight (); 411 sum += op->total_weight ();
406 } 412 }
407 413
408 sum = weight_adjust (this, sum); 414 sum = weight_adjust_for (this, sum);
409 415
410 if (sum != carrying) 416 if (sum != carrying)
411 { 417 {
412 carrying = sum; 418 carrying = sum;
413 419
429 object_freezer freezer; 435 object_freezer freezer;
430 op->write (freezer); 436 op->write (freezer);
431 return freezer.as_string (); 437 return freezer.as_string ();
432} 438}
433 439
434/* 440char *
435 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
436 * multi-object 1 which is closest to the second object.
437 * If it's not a multi-object, it is returned.
438 */
439object *
440get_nearest_part (object *op, const object *pl)
441{ 442{
442 object *tmp, *closest; 443 return dump_object (this);
443 int last_dist, i;
444
445 if (!op->more)
446 return op;
447
448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
451 if ((i = distance (tmp, pl)) < last_dist)
452 closest = tmp, last_dist = i;
453
454 return closest;
455} 444}
456 445
457/* 446/*
458 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow. 448 * VERRRY slow.
475 */ 464 */
476object * 465object *
477find_object_name (const char *str) 466find_object_name (const char *str)
478{ 467{
479 shstr_cmp str_ (str); 468 shstr_cmp str_ (str);
480 object *op;
481 469
470 if (str_)
482 for_all_objects (op) 471 for_all_objects (op)
483 if (op->name == str_) 472 if (op->name == str_)
484 break; 473 return op;
485 474
486 return op; 475 return 0;
487} 476}
488 477
489/* 478/*
490 * Sets the owner and sets the skill and exp pointers to owner's current 479 * Sets the owner and sets the skill and exp pointers to owner's current
491 * skill and experience objects. 480 * skill and experience objects.
553 update_stats (); 542 update_stats ();
554 543
555 new_draw_info_format (NDI_UNIQUE, 0, this, 544 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, " 545 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. " 546 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name); 547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
559 return false; 549 return false;
560 } 550 }
561 551
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 } 553 }
635 } 625 }
636 626
637 if (speed < 0) 627 if (speed < 0)
638 dst->speed_left -= rndm (); 628 dst->speed_left -= rndm ();
639 629
640 dst->set_speed (dst->speed); 630 dst->activate ();
641} 631}
642 632
643void 633void
644object::instantiate () 634object::instantiate ()
645{ 635{
689 * This function needs to be called whenever the speed of an object changes. 679 * This function needs to be called whenever the speed of an object changes.
690 */ 680 */
691void 681void
692object::set_speed (float speed) 682object::set_speed (float speed)
693{ 683{
694 if (flag [FLAG_FREED] && speed)
695 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697 speed = 0;
698 }
699
700 this->speed = speed; 684 this->speed = speed;
701 685
702 if (has_active_speed ()) 686 if (has_active_speed ())
703 activate (); 687 activate ();
704 else 688 else
754 738
755 if (!(m.flags_ & P_UPTODATE)) 739 if (!(m.flags_ & P_UPTODATE))
756 /* nop */; 740 /* nop */;
757 else if (action == UP_OBJ_INSERT) 741 else if (action == UP_OBJ_INSERT)
758 { 742 {
743#if 0
759 // this is likely overkill, TODO: revisit (schmorp) 744 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 747 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 751 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 752 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 753 || (m.move_slow | op->move_slow) != m.move_slow
769 /* This isn't perfect, but I don't expect a lot of objects to 754 /* This isn't perfect, but I don't expect a lot of objects to
770 * to have move_allow right now. 755 * have move_allow right now.
771 */ 756 */
772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
758 m.invalidate ();
759#else
773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
774 m.flags_ = 0; 761 m.invalidate ();
762#endif
775 } 763 }
776 /* if the object is being removed, we can't make intelligent 764 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 765 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 766 * that is being removed.
779 */ 767 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 769 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 770 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 771 /* Nothing to do for that case */ ;
784 else 772 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 773 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 774
790 778
791object::object () 779object::object ()
792{ 780{
793 SET_FLAG (this, FLAG_REMOVED); 781 SET_FLAG (this, FLAG_REMOVED);
794 782
795 expmul = 1.0; 783 //expmul = 1.0; declared const for the time being
796 face = blank_face; 784 face = blank_face;
797} 785}
798 786
799object::~object () 787object::~object ()
800{ 788{
830 /* If already on active list, don't do anything */ 818 /* If already on active list, don't do anything */
831 if (active) 819 if (active)
832 return; 820 return;
833 821
834 if (has_active_speed ()) 822 if (has_active_speed ())
823 {
824 if (flag [FLAG_FREED])
825 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
826
835 actives.insert (this); 827 actives.insert (this);
828 }
836} 829}
837 830
838void 831void
839object::activate_recursive () 832object::activate_recursive ()
840{ 833{
901 * drop on that space. 894 * drop on that space.
902 */ 895 */
903 if (!drop_to_ground 896 if (!drop_to_ground
904 || !map 897 || !map
905 || map->in_memory != MAP_ACTIVE 898 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 899 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 900 || ms ().move_block == MOVE_ALL)
908 { 901 {
909 while (inv) 902 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 903 inv->destroy ();
913 }
914 } 904 }
915 else 905 else
916 { /* Put objects in inventory onto this space */ 906 { /* Put objects in inventory onto this space */
917 while (inv) 907 while (inv)
918 { 908 {
922 || op->flag [FLAG_NO_DROP] 912 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 913 || op->type == RUNE
924 || op->type == TRAP 914 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 915 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 916 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 917 op->destroy ();
928 else 918 else
929 map->insert (op, x, y); 919 map->insert (op, x, y);
930 } 920 }
931 } 921 }
932} 922}
940 930
941static struct freed_map : maptile 931static struct freed_map : maptile
942{ 932{
943 freed_map () 933 freed_map ()
944 { 934 {
945 path = "<freed objects map>"; 935 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 936 name = "/internal/freed_objects_map";
947 width = 3; 937 width = 3;
948 height = 3; 938 height = 3;
949 nodrop = 1; 939 no_drop = 1;
940 no_reset = 1;
950 941
951 alloc (); 942 alloc ();
952 in_memory = MAP_ACTIVE; 943 in_memory = MAP_ACTIVE;
953 } 944 }
945
946 ~freed_map ()
947 {
948 destroy ();
949 }
954} freed_map; // freed objects are moved here to avoid crashes 950} freed_map; // freed objects are moved here to avoid crashes
955 951
956void 952void
957object::do_destroy () 953object::do_destroy ()
958{ 954{
959 if (flag [FLAG_IS_LINKED]) 955 if (flag [FLAG_IS_LINKED])
960 remove_button_link (this); 956 remove_link ();
961 957
962 if (flag [FLAG_FRIENDLY]) 958 if (flag [FLAG_FRIENDLY])
963 remove_friendly_object (this); 959 remove_friendly_object (this);
964 960
965 remove (); 961 remove ();
990 attacked_by = 0; 986 attacked_by = 0;
991 current_weapon = 0; 987 current_weapon = 0;
992} 988}
993 989
994void 990void
995object::destroy (bool destroy_inventory) 991object::destroy ()
996{ 992{
997 if (destroyed ()) 993 if (destroyed ())
998 return; 994 return;
999 995
1000 if (!is_head () && !head->destroyed ()) 996 if (!is_head () && !head->destroyed ())
1001 { 997 {
1002 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1003 head->destroy (destroy_inventory); 999 head->destroy ();
1004 return; 1000 return;
1005 } 1001 }
1006 1002
1007 destroy_inv (!destroy_inventory); 1003 destroy_inv (false);
1008 1004
1009 if (is_head ()) 1005 if (is_head ())
1010 if (sound_destroy) 1006 if (sound_destroy)
1011 play_sound (sound_destroy); 1007 play_sound (sound_destroy);
1012 else if (flag [FLAG_MONSTER]) 1008 else if (flag [FLAG_MONSTER])
1023 * the previous environment. 1019 * the previous environment.
1024 */ 1020 */
1025void 1021void
1026object::do_remove () 1022object::do_remove ()
1027{ 1023{
1028 object *tmp, *last = 0;
1029 object *otmp;
1030
1031 if (flag [FLAG_REMOVED]) 1024 if (flag [FLAG_REMOVED])
1032 return; 1025 return;
1033 1026
1034 INVOKE_OBJECT (REMOVE, this); 1027 INVOKE_OBJECT (REMOVE, this);
1035 1028
1049 esrv_del_item (pl->contr, count); 1042 esrv_del_item (pl->contr, count);
1050 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1051 1044
1052 adjust_weight (env, -total_weight ()); 1045 adjust_weight (env, -total_weight ());
1053 1046
1054 *(above ? &above->below : &env->inv) = below; 1047 object *pl = in_player ();
1055
1056 if (below)
1057 below->above = above;
1058 1048
1059 /* we set up values so that it could be inserted into 1049 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up 1050 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do. 1051 * to the caller to decide what we want to do.
1062 */ 1052 */
1063 map = env->map; 1053 map = env->map;
1064 x = env->x; 1054 x = env->x;
1065 y = env->y; 1055 y = env->y;
1056
1057 // make sure cmov optimisation is applicable
1058 *(above ? &above->below : &env->inv) = below;
1059 *(below ? &below->above : &above ) = above; // &above is just a dummy
1060
1066 above = 0; 1061 above = 0;
1067 below = 0; 1062 below = 0;
1068 env = 0; 1063 env = 0;
1069 1064
1070 /* NO_FIX_PLAYER is set when a great many changes are being 1065 /* NO_FIX_PLAYER is set when a great many changes are being
1071 * made to players inventory. If set, avoiding the call 1066 * made to players inventory. If set, avoiding the call
1072 * to save cpu time. 1067 * to save cpu time.
1073 */ 1068 */
1074 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1069 if (pl)
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 {
1075 otmp->update_stats (); 1072 pl->update_stats ();
1073
1074 if (glow_radius && pl->is_on_map ())
1075 update_all_los (pl->map, pl->x, pl->y);
1076 }
1076 } 1077 }
1077 else if (map) 1078 else if (map)
1078 { 1079 {
1079 map->dirty = true; 1080 map->dirty = true;
1080 mapspace &ms = this->ms (); 1081 mapspace &ms = this->ms ();
1081 1082
1082 if (object *pl = ms.player ()) 1083 if (object *pl = ms.player ())
1083 { 1084 {
1084 if (type == PLAYER) // this == pl(!) 1085 if (is_player ())
1085 { 1086 {
1087 if (!flag [FLAG_WIZPASS])
1088 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1089
1086 // leaving a spot always closes any open container on the ground 1090 // leaving a spot always closes any open container on the ground
1087 if (container && !container->env) 1091 if (container && !container->env)
1088 // this causes spurious floorbox updates, but it ensures 1092 // this causes spurious floorbox updates, but it ensures
1089 // that the CLOSE event is being sent. 1093 // that the CLOSE event is being sent.
1090 close_container (); 1094 close_container ();
1091 1095
1092 --map->players; 1096 --map->players;
1093 map->touch (); 1097 map->touch ();
1094 } 1098 }
1095 else if (pl->container == this) 1099 else if (pl->container_ () == this)
1096 { 1100 {
1097 // removing a container should close it 1101 // removing a container should close it
1098 close_container (); 1102 close_container ();
1099 } 1103 }
1100 1104
1101 esrv_del_item (pl->contr, count); 1105 esrv_del_item (pl->contr, count);
1102 } 1106 }
1103 1107
1104 /* link the object above us */ 1108 /* link the object above us */
1105 if (above) 1109 // re-link, make sure compiler can easily use cmove
1106 above->below = below; 1110 *(above ? &above->below : &ms.top) = below;
1107 else 1111 *(below ? &below->above : &ms.bot) = above;
1108 ms.top = below; /* we were top, set new top */
1109
1110 /* Relink the object below us, if there is one */
1111 if (below)
1112 below->above = above;
1113 else
1114 {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if (GET_MAP_OB (map, x, y) != this)
1120 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1121
1122 ms.bot = above; /* goes on above it. */
1123 }
1124 1112
1125 above = 0; 1113 above = 0;
1126 below = 0; 1114 below = 0;
1127 1115
1116 ms.invalidate ();
1117
1128 if (map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1129 return; 1119 return;
1130 1120
1131 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
1132 1122
1133 if (object *pl = ms.player ()) 1123 if (object *pl = ms.player ())
1134 { 1124 {
1135 if (pl->container == this) 1125 if (pl->container_ () == this)
1136 /* If a container that the player is currently using somehow gets 1126 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1127 * removed (most likely destroyed), update the player view
1138 * appropriately. 1128 * appropriately.
1139 */ 1129 */
1140 pl->close_container (); 1130 pl->close_container ();
1144 //TODO: update floorbox to preserve ordering 1134 //TODO: update floorbox to preserve ordering
1145 if (pl->contr->ns) 1135 if (pl->contr->ns)
1146 pl->contr->ns->floorbox_update (); 1136 pl->contr->ns->floorbox_update ();
1147 } 1137 }
1148 1138
1139 if (check_walk_off)
1149 for (tmp = ms.bot; tmp; tmp = tmp->above) 1140 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1150 { 1141 {
1142 above = tmp->above;
1143
1151 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1152 * being removed. 1145 * being removed.
1153 */ 1146 */
1154 1147
1155 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1156 if (check_walk_off
1157 && ((move_type & tmp->move_off) 1149 if ((move_type & tmp->move_off)
1158 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1159 {
1160 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1161
1162 if (destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 } 1152 }
1165 1153
1166 last = tmp; 1154 if (affects_los ())
1167 }
1168
1169 /* last == NULL if there are no objects on this space */
1170 //TODO: this makes little sense, why only update the topmost object?
1171 if (!last)
1172 map->at (x, y).flags_ = 0;
1173 else
1174 update_object (last, UP_OBJ_REMOVE);
1175
1176 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1155 update_all_los (map, x, y);
1178 } 1156 }
1179} 1157}
1180 1158
1181/* 1159/*
1205 esrv_update_item (UPD_NROF, pl, top); 1183 esrv_update_item (UPD_NROF, pl, top);
1206 1184
1207 op->weight = 0; // cancel the addition above 1185 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already 1186 op->carrying = 0; // must be 0 already
1209 1187
1210 op->destroy (1); 1188 op->destroy ();
1211 1189
1212 return top; 1190 return top;
1213 } 1191 }
1214 1192
1215 return 0; 1193 return 0;
1243 * job preparing multi-part monsters. 1221 * job preparing multi-part monsters.
1244 */ 1222 */
1245object * 1223object *
1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1247{ 1225{
1226 op->remove ();
1227
1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1228 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1249 { 1229 {
1250 tmp->x = x + tmp->arch->x; 1230 tmp->x = x + tmp->arch->x;
1251 tmp->y = y + tmp->arch->y; 1231 tmp->y = y + tmp->arch->y;
1252 } 1232 }
1275 * just 'op' otherwise 1255 * just 'op' otherwise
1276 */ 1256 */
1277object * 1257object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1259{
1280 assert (!op->flag [FLAG_FREED]);
1281
1282 op->remove (); 1260 op->remove ();
1261
1262 if (m == &freed_map)//D TODO: remove soon
1263 {//D
1264 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1265 }//D
1283 1266
1284 /* Ideally, the caller figures this out. However, it complicates a lot 1267 /* Ideally, the caller figures this out. However, it complicates a lot
1285 * of areas of callers (eg, anything that uses find_free_spot would now 1268 * of areas of callers (eg, anything that uses find_free_spot would now
1286 * need extra work 1269 * need extra work
1287 */ 1270 */
1271 maptile *newmap = m;
1288 if (!xy_normalise (m, op->x, op->y)) 1272 if (!xy_normalise (newmap, op->x, op->y))
1289 { 1273 {
1290 op->destroy (1); 1274 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1291 return 0; 1275 return 0;
1292 } 1276 }
1293 1277
1294 if (object *more = op->more) 1278 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag)) 1279 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0; 1280 return 0;
1297 1281
1298 CLEAR_FLAG (op, FLAG_REMOVED); 1282 op->flag [FLAG_REMOVED] = false;
1299 1283 op->env = 0;
1300 op->map = m; 1284 op->map = newmap;
1285
1301 mapspace &ms = op->ms (); 1286 mapspace &ms = op->ms ();
1302 1287
1303 /* this has to be done after we translate the coordinates. 1288 /* this has to be done after we translate the coordinates.
1304 */ 1289 */
1305 if (op->nrof && !(flag & INS_NO_MERGE)) 1290 if (op->nrof && !(flag & INS_NO_MERGE))
1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1291 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1307 if (object::can_merge (op, tmp)) 1292 if (object::can_merge (op, tmp))
1308 { 1293 {
1309 // TODO: we atcually want to update tmp, not op, 1294 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp 1295 // but some caller surely breaks when we return tmp
1311 // from here :/ 1296 // from here :/
1312 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1313 tmp->destroy (1); 1298 tmp->destroy ();
1314 } 1299 }
1315 1300
1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1317 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1318 1303
1325 { 1310 {
1326 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1327 abort (); 1312 abort ();
1328 } 1313 }
1329 1314
1315 if (!originator->is_on_map ())
1316 {
1317 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1318 op->debug_desc (), originator->debug_desc ());
1319 abort ();
1320 }
1321
1330 op->above = originator; 1322 op->above = originator;
1331 op->below = originator->below; 1323 op->below = originator->below;
1332
1333 if (op->below)
1334 op->below->above = op;
1335 else
1336 ms.bot = op;
1337
1338 /* since *below* originator, no need to update top */
1339 originator->below = op; 1324 originator->below = op;
1325
1326 *(op->below ? &op->below->above : &ms.bot) = op;
1340 } 1327 }
1341 else 1328 else
1342 { 1329 {
1343 object *top, *floor = NULL; 1330 object *floor = 0;
1344 1331 object *top = ms.top;
1345 top = ms.bot;
1346 1332
1347 /* If there are other objects, then */ 1333 /* If there are other objects, then */
1348 if (top) 1334 if (top)
1349 { 1335 {
1350 object *last = 0;
1351
1352 /* 1336 /*
1353 * If there are multiple objects on this space, we do some trickier handling. 1337 * If there are multiple objects on this space, we do some trickier handling.
1354 * We've already dealt with merging if appropriate. 1338 * We've already dealt with merging if appropriate.
1355 * Generally, we want to put the new object on top. But if 1339 * Generally, we want to put the new object on top. But if
1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1340 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1359 * once we get to them. This reduces the need to traverse over all of 1343 * once we get to them. This reduces the need to traverse over all of
1360 * them when adding another one - this saves quite a bit of cpu time 1344 * them when adding another one - this saves quite a bit of cpu time
1361 * when lots of spells are cast in one area. Currently, it is presumed 1345 * when lots of spells are cast in one area. Currently, it is presumed
1362 * that flying non pickable objects are spell objects. 1346 * that flying non pickable objects are spell objects.
1363 */ 1347 */
1364 for (top = ms.bot; top; top = top->above) 1348 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1365 { 1349 {
1366 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1350 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1367 floor = top; 1351 floor = tmp;
1368 1352
1369 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1353 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1370 { 1354 {
1371 /* We insert above top, so we want this object below this */ 1355 /* We insert above top, so we want this object below this */
1372 top = top->below; 1356 top = tmp->below;
1373 break; 1357 break;
1374 } 1358 }
1375 1359
1376 last = top; 1360 top = tmp;
1377 } 1361 }
1378
1379 /* Don't want top to be NULL, so set it to the last valid object */
1380 top = last;
1381 1362
1382 /* We let update_position deal with figuring out what the space 1363 /* We let update_position deal with figuring out what the space
1383 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1384 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1385 */ 1366 */
1392 */ 1373 */
1393 if (!(flag & INS_ON_TOP) 1374 if (!(flag & INS_ON_TOP)
1394 && ms.flags () & P_BLOCKSVIEW 1375 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility)) 1376 && (op->face && !faces [op->face].visibility))
1396 { 1377 {
1378 object *last;
1379
1397 for (last = top; last != floor; last = last->below) 1380 for (last = top; last != floor; last = last->below)
1398 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1381 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1399 break; 1382 break;
1400 1383
1401 /* Check to see if we found the object that blocks view, 1384 /* Check to see if we found the object that blocks view,
1409 } /* If objects on this space */ 1392 } /* If objects on this space */
1410 1393
1411 if (flag & INS_ABOVE_FLOOR_ONLY) 1394 if (flag & INS_ABOVE_FLOOR_ONLY)
1412 top = floor; 1395 top = floor;
1413 1396
1414 /* Top is the object that our object (op) is going to get inserted above. 1397 // insert object above top, or bottom-most if top = 0
1415 */
1416
1417 /* First object on this space */
1418 if (!top) 1398 if (!top)
1419 { 1399 {
1400 op->below = 0;
1420 op->above = ms.bot; 1401 op->above = ms.bot;
1421
1422 if (op->above)
1423 op->above->below = op;
1424
1425 op->below = 0;
1426 ms.bot = op; 1402 ms.bot = op;
1403
1404 *(op->above ? &op->above->below : &ms.top) = op;
1427 } 1405 }
1428 else 1406 else
1429 { /* get inserted into the stack above top */ 1407 {
1430 op->above = top->above; 1408 op->above = top->above;
1431
1432 if (op->above)
1433 op->above->below = op; 1409 top->above = op;
1434 1410
1435 op->below = top; 1411 op->below = top;
1436 top->above = op; 1412 *(op->above ? &op->above->below : &ms.top) = op;
1437 } 1413 }
1414 }
1438 1415
1439 if (!op->above) 1416 if (op->is_player ())
1440 ms.top = op;
1441 } /* else not INS_BELOW_ORIGINATOR */
1442
1443 if (op->type == PLAYER)
1444 { 1417 {
1445 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1446 ++op->map->players; 1419 ++op->map->players;
1447 op->map->touch (); 1420 op->map->touch ();
1448 } 1421 }
1463 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1464 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1465 * or just updating the P_UPTODATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1466 * of effect may be sufficient. 1439 * of effect may be sufficient.
1467 */ 1440 */
1468 if (op->map->darkness && (op->glow_radius != 0)) 1441 if (op->affects_los ())
1442 {
1443 op->ms ().invalidate ();
1469 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1445 }
1470 1446
1471 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1472 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1473 1449
1474 INVOKE_OBJECT (INSERT, op); 1450 INVOKE_OBJECT (INSERT, op);
1481 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1482 * update_object(). 1458 * update_object().
1483 */ 1459 */
1484 1460
1485 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1486 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1462 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1487 { 1463 {
1488 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1489 return 0; 1465 return 0;
1490 1466
1491 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1502/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1503 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1504 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1505 */ 1481 */
1506void 1482void
1507replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (shstr_tmp archname, object *op)
1508{ 1484{
1509 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1510 1486
1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1512 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1488 if (tmp->arch->archname == archname) /* same archetype */
1513 tmp->destroy (1); 1489 tmp->destroy ();
1514 1490
1515 object *tmp = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (archname));
1516 1492
1517 tmp->x = op->x; 1493 tmp->x = op->x;
1518 tmp->y = op->y; 1494 tmp->y = op->y;
1519 1495
1520 insert_ob_in_map (tmp, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1542 if (!nr) 1518 if (!nr)
1543 return true; 1519 return true;
1544 1520
1545 nr = min (nr, nrof); 1521 nr = min (nr, nrof);
1546 1522
1523 if (nrof > nr)
1524 {
1547 nrof -= nr; 1525 nrof -= nr;
1548
1549 if (nrof)
1550 {
1551 adjust_weight (env, -weight * nr); // carrying == 0 1526 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1552 1527
1553 if (object *pl = visible_to ()) 1528 if (object *pl = visible_to ())
1554 esrv_update_item (UPD_NROF, pl, this); 1529 esrv_update_item (UPD_NROF, pl, this);
1555 1530
1556 return true; 1531 return true;
1557 } 1532 }
1558 else 1533 else
1559 { 1534 {
1560 destroy (1); 1535 destroy ();
1561 return false; 1536 return false;
1562 } 1537 }
1563} 1538}
1564 1539
1565/* 1540/*
1582 } 1557 }
1583 else 1558 else
1584 { 1559 {
1585 decrease (nr); 1560 decrease (nr);
1586 1561
1587 object *op = object_create_clone (this); 1562 object *op = deep_clone ();
1588 op->nrof = nr; 1563 op->nrof = nr;
1589 return op; 1564 return op;
1590 } 1565 }
1591} 1566}
1592 1567
1642 if (object *pl = tmp->visible_to ()) 1617 if (object *pl = tmp->visible_to ())
1643 esrv_update_item (UPD_NROF, pl, tmp); 1618 esrv_update_item (UPD_NROF, pl, tmp);
1644 1619
1645 adjust_weight (this, op->total_weight ()); 1620 adjust_weight (this, op->total_weight ());
1646 1621
1647 op->destroy (1); 1622 op->destroy ();
1648 op = tmp; 1623 op = tmp;
1649 goto inserted; 1624 goto inserted;
1650 } 1625 }
1651 1626
1652 op->owner = 0; // it's his/hers now. period. 1627 op->owner = 0; // it's his/hers now. period.
1670 1645
1671 adjust_weight (this, op->total_weight ()); 1646 adjust_weight (this, op->total_weight ());
1672 1647
1673inserted: 1648inserted:
1674 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1675 if (op->glow_radius && map && map->darkness) 1650 if (op->glow_radius && is_on_map ())
1651 {
1652 update_stats ();
1676 update_all_los (map, x, y); 1653 update_all_los (map, x, y);
1677 1654 }
1655 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1678 // if this is a player's inventory, update stats 1656 // if this is a player's inventory, update stats
1679 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1680 update_stats (); 1657 update_stats ();
1681 1658
1682 INVOKE_OBJECT (INSERT, this); 1659 INVOKE_OBJECT (INSERT, this);
1683 1660
1684 return op; 1661 return op;
1705 * on top. 1682 * on top.
1706 */ 1683 */
1707int 1684int
1708check_move_on (object *op, object *originator) 1685check_move_on (object *op, object *originator)
1709{ 1686{
1687 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1688 return 0;
1689
1710 object *tmp; 1690 object *tmp;
1711 maptile *m = op->map; 1691 maptile *m = op->map;
1712 int x = op->x, y = op->y; 1692 int x = op->x, y = op->y;
1713 1693
1714 MoveType move_on, move_slow, move_block; 1694 mapspace &ms = m->at (x, y);
1715 1695
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1696 ms.update ();
1717 return 0;
1718 1697
1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1698 MoveType move_on = ms.move_on;
1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1699 MoveType move_slow = ms.move_slow;
1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1700 MoveType move_block = ms.move_block;
1722 1701
1723 /* if nothing on this space will slow op down or be applied, 1702 /* if nothing on this space will slow op down or be applied,
1724 * no need to do checking below. have to make sure move_type 1703 * no need to do checking below. have to make sure move_type
1725 * is set, as lots of objects don't have it set - we treat that 1704 * is set, as lots of objects don't have it set - we treat that
1726 * as walking. 1705 * as walking.
1737 return 0; 1716 return 0;
1738 1717
1739 /* The objects have to be checked from top to bottom. 1718 /* The objects have to be checked from top to bottom.
1740 * Hence, we first go to the top: 1719 * Hence, we first go to the top:
1741 */ 1720 */
1742 1721 for (object *next, *tmp = ms.top; tmp; tmp = next)
1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1744 {
1745 /* Trim the search when we find the first other spell effect
1746 * this helps performance so that if a space has 50 spell objects,
1747 * we don't need to check all of them.
1748 */
1749 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1750 break;
1751 } 1722 {
1723 next = tmp->below;
1752 1724
1753 for (; tmp; tmp = tmp->below)
1754 {
1755 if (tmp == op) 1725 if (tmp == op)
1756 continue; /* Can't apply yourself */ 1726 continue; /* Can't apply yourself */
1757 1727
1758 /* Check to see if one of the movement types should be slowed down. 1728 /* Check to see if one of the movement types should be slowed down.
1759 * Second check makes sure that the movement types not being slowed 1729 * Second check makes sure that the movement types not being slowed
1764 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1734 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 { 1735 {
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1736 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1737 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 { 1738 {
1769
1770 float
1771 diff = tmp->move_slow_penalty * fabs (op->speed); 1739 float diff = tmp->move_slow_penalty * fabs (op->speed);
1772 1740
1773 if (op->type == PLAYER) 1741 if (op->is_player ())
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1742 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1743 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0; 1744 diff /= 4.0;
1777 1745
1778 op->speed_left -= diff; 1746 op->speed_left -= diff;
1779 } 1747 }
1780 } 1748 }
1813 LOG (llevError, "Present_arch called outside map.\n"); 1781 LOG (llevError, "Present_arch called outside map.\n");
1814 return NULL; 1782 return NULL;
1815 } 1783 }
1816 1784
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1785 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1818 if (tmp->arch == at) 1786 if (tmp->arch->archname == at->archname)
1819 return tmp; 1787 return tmp;
1820 1788
1821 return NULL; 1789 return NULL;
1822} 1790}
1823 1791
1887 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1888 */ 1856 */
1889object * 1857object *
1890present_arch_in_ob (const archetype *at, const object *op) 1858present_arch_in_ob (const archetype *at, const object *op)
1891{ 1859{
1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 if (tmp->arch == at) 1861 if (tmp->arch->archname == at->archname)
1894 return tmp; 1862 return tmp;
1895 1863
1896 return NULL; 1864 return NULL;
1897} 1865}
1898 1866
1986 * head of the object should correspond for the entire object. 1954 * head of the object should correspond for the entire object.
1987 */ 1955 */
1988 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1956 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1989 continue; 1957 continue;
1990 1958
1991 if (ob->blocked (m, pos.x, pos.y)) 1959 if (ob->blocked (pos.m, pos.x, pos.y))
1992 continue; 1960 continue;
1993 1961
1994 altern [index++] = i; 1962 altern [index++] = i;
1995 } 1963 }
1996 1964
2064 * there is capable of. 2032 * there is capable of.
2065 */ 2033 */
2066int 2034int
2067find_dir (maptile *m, int x, int y, object *exclude) 2035find_dir (maptile *m, int x, int y, object *exclude)
2068{ 2036{
2069 int i, max = SIZEOFFREE, mflags; 2037 int max = SIZEOFFREE, mflags;
2070
2071 sint16 nx, ny;
2072 object *tmp;
2073 maptile *mp;
2074
2075 MoveType blocked, move_type; 2038 MoveType move_type;
2076 2039
2077 if (exclude && exclude->head_ () != exclude) 2040 if (exclude && exclude->head_ () != exclude)
2078 { 2041 {
2079 exclude = exclude->head; 2042 exclude = exclude->head;
2080 move_type = exclude->move_type; 2043 move_type = exclude->move_type;
2083 { 2046 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2047 /* If we don't have anything, presume it can use all movement types. */
2085 move_type = MOVE_ALL; 2048 move_type = MOVE_ALL;
2086 } 2049 }
2087 2050
2088 for (i = 1; i < max; i++) 2051 for (int i = 1; i < max; i++)
2089 { 2052 {
2090 mp = m; 2053 mapxy pos (m, x, y);
2091 nx = x + freearr_x[i]; 2054 pos.move (i);
2092 ny = y + freearr_y[i];
2093 2055
2094 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2056 if (!pos.normalise ())
2095
2096 if (mflags & P_OUT_OF_MAP)
2097 max = maxfree[i]; 2057 max = maxfree[i];
2098 else 2058 else
2099 { 2059 {
2100 mapspace &ms = mp->at (nx, ny); 2060 mapspace &ms = *pos;
2101 2061
2102 blocked = ms.move_block;
2103
2104 if ((move_type & blocked) == move_type) 2062 if ((move_type & ms.move_block) == move_type)
2105 max = maxfree[i]; 2063 max = maxfree [i];
2106 else if (mflags & P_IS_ALIVE) 2064 else if (ms.flags () & P_IS_ALIVE)
2107 { 2065 {
2108 for (tmp = ms.bot; tmp; tmp = tmp->above) 2066 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2109 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2067 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2110 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2068 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2111 break;
2112
2113 if (tmp)
2114 return freedir[i]; 2069 return freedir [i];
2115 } 2070 }
2116 } 2071 }
2117 } 2072 }
2118 2073
2119 return 0; 2074 return 0;
2194 * This basically means that if direction is 15, then it could either go 2149 * This basically means that if direction is 15, then it could either go
2195 * direction 4, 14, or 16 to get back to where we are. 2150 * direction 4, 14, or 16 to get back to where we are.
2196 * Moved from spell_util.c to object.c with the other related direction 2151 * Moved from spell_util.c to object.c with the other related direction
2197 * functions. 2152 * functions.
2198 */ 2153 */
2199int reduction_dir[SIZEOFFREE][3] = { 2154static const int reduction_dir[SIZEOFFREE][3] = {
2200 {0, 0, 0}, /* 0 */ 2155 {0, 0, 0}, /* 0 */
2201 {0, 0, 0}, /* 1 */ 2156 {0, 0, 0}, /* 1 */
2202 {0, 0, 0}, /* 2 */ 2157 {0, 0, 0}, /* 2 */
2203 {0, 0, 0}, /* 3 */ 2158 {0, 0, 0}, /* 3 */
2204 {0, 0, 0}, /* 4 */ 2159 {0, 0, 0}, /* 4 */
2300int 2255int
2301can_pick (const object *who, const object *item) 2256can_pick (const object *who, const object *item)
2302{ 2257{
2303 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2258 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2304 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2259 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2305 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2260 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2306} 2261}
2307 2262
2308/* 2263/*
2309 * create clone from object to another 2264 * create clone from object to another
2310 */ 2265 */
2311object * 2266object *
2312object_create_clone (object *asrc) 2267object::deep_clone ()
2313{ 2268{
2269 assert (("deep_clone called on non-head object", is_head ()));
2270
2314 object *dst = 0; 2271 object *dst = clone ();
2315 2272
2316 if (!asrc)
2317 return 0;
2318
2319 object *src = asrc->head_ ();
2320
2321 object *prev = 0; 2273 object *prev = dst;
2322 for (object *part = src; part; part = part->more) 2274 for (object *part = this->more; part; part = part->more)
2323 { 2275 {
2324 object *tmp = part->clone (); 2276 object *tmp = part->clone ();
2325
2326 tmp->x -= src->x;
2327 tmp->y -= src->y;
2328
2329 if (!part->head)
2330 {
2331 dst = tmp;
2332 tmp->head = 0;
2333 }
2334 else
2335 tmp->head = dst; 2277 tmp->head = dst;
2336
2337 tmp->more = 0;
2338
2339 if (prev)
2340 prev->more = tmp; 2278 prev->more = tmp;
2341
2342 prev = tmp; 2279 prev = tmp;
2343 } 2280 }
2344 2281
2345 for (object *item = src->inv; item; item = item->below) 2282 for (object *item = inv; item; item = item->below)
2346 insert_ob_in_ob (object_create_clone (item), dst); 2283 insert_ob_in_ob (item->deep_clone (), dst);
2347 2284
2348 return dst; 2285 return dst;
2349} 2286}
2350 2287
2351/* This returns the first object in who's inventory that 2288/* This returns the first object in who's inventory that
2360 return tmp; 2297 return tmp;
2361 2298
2362 return 0; 2299 return 0;
2363} 2300}
2364 2301
2365const shstr & 2302shstr_tmp
2366object::kv_get (const shstr &key) const 2303object::kv_get (shstr_tmp key) const
2367{ 2304{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2305 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2306 if (kv->key == key)
2370 return kv->value; 2307 return kv->value;
2371 2308
2372 return shstr_null; 2309 return shstr ();
2373} 2310}
2374 2311
2375void 2312void
2376object::kv_set (const shstr &key, const shstr &value) 2313object::kv_set (shstr_tmp key, shstr_tmp value)
2377{ 2314{
2378 for (key_value *kv = key_values; kv; kv = kv->next) 2315 for (key_value *kv = key_values; kv; kv = kv->next)
2379 if (kv->key == key) 2316 if (kv->key == key)
2380 { 2317 {
2381 kv->value = value; 2318 kv->value = value;
2390 2327
2391 key_values = kv; 2328 key_values = kv;
2392} 2329}
2393 2330
2394void 2331void
2395object::kv_del (const shstr &key) 2332object::kv_del (shstr_tmp key)
2396{ 2333{
2397 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2334 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2398 if ((*kvp)->key == key) 2335 if ((*kvp)->key == key)
2399 { 2336 {
2400 key_value *kv = *kvp; 2337 key_value *kv = *kvp;
2459{ 2396{
2460 char flagdesc[512]; 2397 char flagdesc[512];
2461 char info2[256 * 4]; 2398 char info2[256 * 4];
2462 char *p = info; 2399 char *p = info;
2463 2400
2464 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2401 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2465 count, 2402 count,
2466 uuid.c_str (), 2403 uuid.c_str (),
2467 &name, 2404 &name,
2468 title ? "\",title:\"" : "", 2405 title ? ",title:\"" : "",
2469 title ? (const char *)title : "", 2406 title ? (const char *)title : "",
2407 title ? "\"" : "",
2470 flag_desc (flagdesc, 512), type); 2408 flag_desc (flagdesc, 512), type);
2471 2409
2472 if (!flag[FLAG_REMOVED] && env) 2410 if (!flag[FLAG_REMOVED] && env)
2473 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2411 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2474 2412
2530 container = 0; 2468 container = 0;
2531 2469
2532 // client needs item update to make it work, client bug requires this to be separate 2470 // client needs item update to make it work, client bug requires this to be separate
2533 esrv_update_item (UPD_FLAGS, this, old_container); 2471 esrv_update_item (UPD_FLAGS, this, old_container);
2534 2472
2535 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2473 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2536 play_sound (sound_find ("chest_close")); 2474 play_sound (sound_find ("chest_close"));
2537 } 2475 }
2538 2476
2539 if (new_container) 2477 if (new_container)
2540 { 2478 {
2550 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2488 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2551 new_container->insert (closer); 2489 new_container->insert (closer);
2552 } 2490 }
2553#endif 2491#endif
2554 2492
2555 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2556 2494
2557 // make sure the container is available, client bug requires this to be separate 2495 // make sure the container is available, client bug requires this to be separate
2558 esrv_send_item (this, new_container); 2496 esrv_send_item (this, new_container);
2559 2497
2560 new_container->flag [FLAG_APPLIED] = true; 2498 new_container->flag [FLAG_APPLIED] = true;
2568// else if (!old_container->env && contr && contr->ns) 2506// else if (!old_container->env && contr && contr->ns)
2569// contr->ns->floorbox_reset (); 2507// contr->ns->floorbox_reset ();
2570} 2508}
2571 2509
2572object * 2510object *
2573object::force_find (const shstr name) 2511object::force_find (shstr_tmp name)
2574{ 2512{
2575 /* cycle through his inventory to look for the MARK we want to 2513 /* cycle through his inventory to look for the MARK we want to
2576 * place 2514 * place
2577 */ 2515 */
2578 for (object *tmp = inv; tmp; tmp = tmp->below) 2516 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 return splay (tmp); 2518 return splay (tmp);
2581 2519
2582 return 0; 2520 return 0;
2583} 2521}
2584 2522
2523//-GPL
2524
2585void 2525void
2526object::force_set_timer (int duration)
2527{
2528 this->duration = 1;
2529 this->speed_left = -1.f;
2530
2531 this->set_speed (duration ? 1.f / duration : 0.f);
2532}
2533
2534object *
2586object::force_add (const shstr name, int duration) 2535object::force_add (shstr_tmp name, int duration)
2587{ 2536{
2588 if (object *force = force_find (name)) 2537 if (object *force = force_find (name))
2589 force->destroy (); 2538 force->destroy ();
2590 2539
2591 object *force = get_archetype (FORCE_NAME); 2540 object *force = get_archetype (FORCE_NAME);
2592 2541
2593 force->slaying = name; 2542 force->slaying = name;
2594 force->stats.food = 1; 2543 force->force_set_timer (duration);
2595 force->speed_left = -1.f;
2596
2597 force->set_speed (duration ? 1.f / duration : 0.f);
2598 force->flag [FLAG_IS_USED_UP] = true;
2599 force->flag [FLAG_APPLIED] = true; 2544 force->flag [FLAG_APPLIED] = true;
2600 2545
2601 insert (force); 2546 return insert (force);
2602} 2547}
2603 2548
2604void 2549void
2605object::play_sound (faceidx sound) 2550object::play_sound (faceidx sound) const
2606{ 2551{
2607 if (!sound) 2552 if (!sound)
2608 return; 2553 return;
2609 2554
2610 if (flag [FLAG_REMOVED]) 2555 if (is_on_map ())
2556 map->play_sound (sound, x, y);
2557 else if (object *pl = in_player ())
2558 pl->contr->play_sound (sound);
2559}
2560
2561void
2562object::say_msg (const char *msg) const
2563{
2564 if (is_on_map ())
2565 map->say_msg (msg, x, y);
2566 else if (object *pl = in_player ())
2567 pl->contr->play_sound (sound);
2568}
2569
2570void
2571object::make_noise ()
2572{
2573 // we do not model noise in the map, so instead put
2574 // a temporary light into the noise source
2575 // could use the map instead, but that's less reliable for our
2576 // goal, which is to make invisibility a bit harder to exploit
2577
2578 // currently only works sensibly for players
2579 if (!is_player ())
2611 return; 2580 return;
2612 2581
2613 if (env) 2582 // find old force, or create new one
2614 { 2583 object *force = force_find (shstr_noise_force);
2615 if (object *pl = in_player ()) 2584
2616 pl->contr->play_sound (sound); 2585 if (force)
2617 } 2586 force->speed_left = -1.f; // patch old speed up
2618 else 2587 else
2619 map->play_sound (sound, x, y); 2588 {
2620} 2589 force = archetype::get (shstr_noise_force);
2621 2590
2591 force->slaying = shstr_noise_force;
2592 force->stats.food = 1;
2593 force->speed_left = -1.f;
2594
2595 force->set_speed (1.f / 4.f);
2596 force->flag [FLAG_IS_USED_UP] = true;
2597 force->flag [FLAG_APPLIED] = true;
2598
2599 insert (force);
2600 }
2601}
2602

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