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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 1.293 by root, Wed Oct 21 00:44:39 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 42
41short freearr_x[SIZEOFFREE] = { 43short freearr_x[SIZEOFFREE] = {
186 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 189 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
189 return 0; 191 return 0;
190 192
191 /* Do not merge objects if nrof would overflow. First part checks 193 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 194 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 195 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 196 return 0;
198 197
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 199 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 200 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 206
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 209
211 if (ob1->arch->name != ob2->arch->name 210 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 211 || ob1->name != ob2->name
213 || ob1->title != ob2->title 212 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 219 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 220 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 235 return 0;
236 236
237 if ((ob1->flag ^ ob2->flag) 237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 239 .reset (FLAG_REMOVED)
241 .any ()) 240 .any ())
242 return 0; 241 return 0;
243 242
244 /* This is really a spellbook check - we should in general 243 /* This is really a spellbook check - we should in general
326 { 325 {
327 // see if we are in a container of sorts 326 // see if we are in a container of sorts
328 if (env) 327 if (env)
329 { 328 {
330 // the player inventory itself is always visible 329 // the player inventory itself is always visible
331 if (env->type == PLAYER) 330 if (env->is_player ())
332 return env; 331 return env;
333 332
334 // else a player could have our env open 333 // else a player could have our env open
335 object *envest = env->outer_env (); 334 object *envest = env->outer_env_or_self ();
336 335
337 // the player itself is always on a map, so we will find him here 336 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 337 // even if our inv is in a player.
339 if (envest->is_on_map ()) 338 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 339 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 340 if (pl->container_ () == env)
342 return pl; 341 return pl;
343 } 342 }
344 else 343 else
345 { 344 {
346 // maybe there is a player standing on the same mapspace 345 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 346 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 347 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || pl->container_ () == this)
350 return pl; 350 return pl;
351 } 351 }
352 } 352 }
353 353
354 return 0; 354 return 0;
355} 355}
356 356
357// adjust weight per container type ("of holding") 357// adjust weight per container type ("of holding")
358static sint32 358static sint32
359weight_adjust (object *op, sint32 weight) 359weight_adjust_for (object *op, sint32 weight)
360{ 360{
361 return op->type == CONTAINER 361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 363 : weight;
364} 364}
370static void 370static void
371adjust_weight (object *op, sint32 weight) 371adjust_weight (object *op, sint32 weight)
372{ 372{
373 while (op) 373 while (op)
374 { 374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust (op, weight); 377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
376 379
377 if (!weight) 380 if (!weight)
378 return; 381 return;
379 382
380 op->carrying += weight; 383 op->carrying += weight;
403 op->update_weight (); 406 op->update_weight ();
404 407
405 sum += op->total_weight (); 408 sum += op->total_weight ();
406 } 409 }
407 410
408 sum = weight_adjust (this, sum); 411 sum = weight_adjust_for (this, sum);
409 412
410 if (sum != carrying) 413 if (sum != carrying)
411 { 414 {
412 carrying = sum; 415 carrying = sum;
413 416
427 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
428 431
429 object_freezer freezer; 432 object_freezer freezer;
430 op->write (freezer); 433 op->write (freezer);
431 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
432} 441}
433 442
434/* 443/*
435 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
436 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
475 */ 484 */
476object * 485object *
477find_object_name (const char *str) 486find_object_name (const char *str)
478{ 487{
479 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
480 object *op;
481 489
490 if (str_)
482 for_all_objects (op) 491 for_all_objects (op)
483 if (op->name == str_) 492 if (op->name == str_)
484 break; 493 return op;
485 494
486 return op; 495 return 0;
487} 496}
488 497
489/* 498/*
490 * Sets the owner and sets the skill and exp pointers to owner's current 499 * Sets the owner and sets the skill and exp pointers to owner's current
491 * skill and experience objects. 500 * skill and experience objects.
553 update_stats (); 562 update_stats ();
554 563
555 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
559 return false; 569 return false;
560 } 570 }
561 571
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 } 573 }
635 } 645 }
636 646
637 if (speed < 0) 647 if (speed < 0)
638 dst->speed_left -= rndm (); 648 dst->speed_left -= rndm ();
639 649
640 dst->set_speed (dst->speed); 650 dst->activate ();
641} 651}
642 652
643void 653void
644object::instantiate () 654object::instantiate ()
645{ 655{
757 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
758 { 768 {
759 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
769 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
770 * to have move_allow right now. 780 * have move_allow right now.
771 */ 781 */
772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
774 m.flags_ = 0; 784 m.invalidate ();
775 } 785 }
776 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 788 * that is being removed.
779 */ 789 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 791 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
784 else 794 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 796
790 800
791object::object () 801object::object ()
792{ 802{
793 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
794 804
795 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
796 face = blank_face; 806 face = blank_face;
797} 807}
798 808
799object::~object () 809object::~object ()
800{ 810{
830 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
831 if (active) 841 if (active)
832 return; 842 return;
833 843
834 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
835 actives.insert (this); 849 actives.insert (this);
850 }
836} 851}
837 852
838void 853void
839object::activate_recursive () 854object::activate_recursive ()
840{ 855{
901 * drop on that space. 916 * drop on that space.
902 */ 917 */
903 if (!drop_to_ground 918 if (!drop_to_ground
904 || !map 919 || !map
905 || map->in_memory != MAP_ACTIVE 920 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 921 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
908 { 923 {
909 while (inv) 924 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 925 inv->destroy ();
913 }
914 } 926 }
915 else 927 else
916 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
917 while (inv) 929 while (inv)
918 { 930 {
922 || op->flag [FLAG_NO_DROP] 934 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 935 || op->type == RUNE
924 || op->type == TRAP 936 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 937 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 938 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 939 op->destroy ();
928 else 940 else
929 map->insert (op, x, y); 941 map->insert (op, x, y);
930 } 942 }
931 } 943 }
932} 944}
940 952
941static struct freed_map : maptile 953static struct freed_map : maptile
942{ 954{
943 freed_map () 955 freed_map ()
944 { 956 {
945 path = "<freed objects map>"; 957 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 958 name = "/internal/freed_objects_map";
947 width = 3; 959 width = 3;
948 height = 3; 960 height = 3;
949 nodrop = 1; 961 no_drop = 1;
962 no_reset = 1;
950 963
951 alloc (); 964 alloc ();
952 in_memory = MAP_ACTIVE; 965 in_memory = MAP_ACTIVE;
953 } 966 }
954 967
960 973
961void 974void
962object::do_destroy () 975object::do_destroy ()
963{ 976{
964 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this); 978 remove_link ();
966 979
967 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this); 981 remove_friendly_object (this);
969 982
970 remove (); 983 remove ();
995 attacked_by = 0; 1008 attacked_by = 0;
996 current_weapon = 0; 1009 current_weapon = 0;
997} 1010}
998 1011
999void 1012void
1000object::destroy (bool destroy_inventory) 1013object::destroy ()
1001{ 1014{
1002 if (destroyed ()) 1015 if (destroyed ())
1003 return; 1016 return;
1004 1017
1005 if (!is_head () && !head->destroyed ()) 1018 if (!is_head () && !head->destroyed ())
1006 { 1019 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1021 head->destroy ();
1009 return; 1022 return;
1010 } 1023 }
1011 1024
1012 destroy_inv (!destroy_inventory); 1025 destroy_inv (false);
1013 1026
1014 if (is_head ()) 1027 if (is_head ())
1015 if (sound_destroy) 1028 if (sound_destroy)
1016 play_sound (sound_destroy); 1029 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1030 else if (flag [FLAG_MONSTER])
1028 * the previous environment. 1041 * the previous environment.
1029 */ 1042 */
1030void 1043void
1031object::do_remove () 1044object::do_remove ()
1032{ 1045{
1033 object *tmp, *last = 0;
1034 object *otmp;
1035
1036 if (flag [FLAG_REMOVED]) 1046 if (flag [FLAG_REMOVED])
1037 return; 1047 return;
1038 1048
1039 INVOKE_OBJECT (REMOVE, this); 1049 INVOKE_OBJECT (REMOVE, this);
1040 1050
1054 esrv_del_item (pl->contr, count); 1064 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1065 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 1066
1057 adjust_weight (env, -total_weight ()); 1067 adjust_weight (env, -total_weight ());
1058 1068
1059 *(above ? &above->below : &env->inv) = below; 1069 object *pl = in_player ();
1060
1061 if (below)
1062 below->above = above;
1063 1070
1064 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1072 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1067 */ 1074 */
1068 map = env->map; 1075 map = env->map;
1069 x = env->x; 1076 x = env->x;
1070 y = env->y; 1077 y = env->y;
1078
1079 // make sure cmov optimisation is applicable
1080 *(above ? &above->below : &env->inv) = below;
1081 *(below ? &below->above : &above ) = above; // &above is just a dummy
1082
1071 above = 0; 1083 above = 0;
1072 below = 0; 1084 below = 0;
1073 env = 0; 1085 env = 0;
1074 1086
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1087 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 1088 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 1089 * to save cpu time.
1078 */ 1090 */
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1091 if (pl)
1092 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1093 {
1080 otmp->update_stats (); 1094 pl->update_stats ();
1095
1096 if (glow_radius && pl->is_on_map ())
1097 update_all_los (pl->map, pl->x, pl->y);
1098 }
1081 } 1099 }
1082 else if (map) 1100 else if (map)
1083 { 1101 {
1084 map->dirty = true; 1102 map->dirty = true;
1085 mapspace &ms = this->ms (); 1103 mapspace &ms = this->ms ();
1086 1104
1087 if (object *pl = ms.player ()) 1105 if (object *pl = ms.player ())
1088 { 1106 {
1089 if (type == PLAYER) // this == pl(!) 1107 if (is_player ())
1090 { 1108 {
1109 if (!flag [FLAG_WIZPASS])
1110 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1111
1091 // leaving a spot always closes any open container on the ground 1112 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1113 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1114 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1115 // that the CLOSE event is being sent.
1095 close_container (); 1116 close_container ();
1096 1117
1097 --map->players; 1118 --map->players;
1098 map->touch (); 1119 map->touch ();
1099 } 1120 }
1100 else if (pl->container == this) 1121 else if (pl->container_ () == this)
1101 { 1122 {
1102 // removing a container should close it 1123 // removing a container should close it
1103 close_container (); 1124 close_container ();
1104 } 1125 }
1105 1126
1106 esrv_del_item (pl->contr, count); 1127 esrv_del_item (pl->contr, count);
1107 } 1128 }
1108 1129
1109 /* link the object above us */ 1130 /* link the object above us */
1110 if (above) 1131 // re-link, make sure compiler can easily use cmove
1111 above->below = below; 1132 *(above ? &above->below : &ms.top) = below;
1112 else 1133 *(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 1134
1130 above = 0; 1135 above = 0;
1131 below = 0; 1136 below = 0;
1132 1137
1138 ms.invalidate ();
1139
1133 if (map->in_memory == MAP_SAVING) 1140 if (map->in_memory == MAP_SAVING)
1134 return; 1141 return;
1135 1142
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1144
1138 if (object *pl = ms.player ()) 1145 if (object *pl = ms.player ())
1139 { 1146 {
1140 if (pl->container == this) 1147 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1148 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1149 * removed (most likely destroyed), update the player view
1143 * appropriately. 1150 * appropriately.
1144 */ 1151 */
1145 pl->close_container (); 1152 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1156 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1157 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1158 pl->contr->ns->floorbox_update ();
1152 } 1159 }
1153 1160
1161 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1162 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1163 {
1164 above = tmp->above;
1165
1156 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1157 * being removed. 1167 * being removed.
1158 */ 1168 */
1159 1169
1160 /* See if object moving off should effect something */ 1170 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1171 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1173 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 } 1174 }
1170 1175
1171 last = tmp; 1176 if (affects_los ())
1172 }
1173
1174 /* last == NULL if there are no objects on this space */
1175 //TODO: this makes little sense, why only update the topmost object?
1176 if (!last)
1177 map->at (x, y).flags_ = 0;
1178 else
1179 update_object (last, UP_OBJ_REMOVE);
1180
1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1183 } 1178 }
1184} 1179}
1185 1180
1186/* 1181/*
1210 esrv_update_item (UPD_NROF, pl, top); 1205 esrv_update_item (UPD_NROF, pl, top);
1211 1206
1212 op->weight = 0; // cancel the addition above 1207 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already 1208 op->carrying = 0; // must be 0 already
1214 1209
1215 op->destroy (1); 1210 op->destroy ();
1216 1211
1217 return top; 1212 return top;
1218 } 1213 }
1219 1214
1220 return 0; 1215 return 0;
1248 * job preparing multi-part monsters. 1243 * job preparing multi-part monsters.
1249 */ 1244 */
1250object * 1245object *
1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1252{ 1247{
1248 op->remove ();
1249
1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1250 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 { 1251 {
1255 tmp->x = x + tmp->arch->x; 1252 tmp->x = x + tmp->arch->x;
1256 tmp->y = y + tmp->arch->y; 1253 tmp->y = y + tmp->arch->y;
1257 } 1254 }
1280 * just 'op' otherwise 1277 * just 'op' otherwise
1281 */ 1278 */
1282object * 1279object *
1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1284{ 1281{
1285 assert (!op->flag [FLAG_FREED]);
1286
1287 op->remove (); 1282 op->remove ();
1283
1284 if (m == &freed_map)//D TODO: remove soon
1285 {//D
1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1287 }//D
1288 1288
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* 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 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1291 * need extra work
1292 */ 1292 */
1293 maptile *newmap = m;
1293 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1294 { 1295 {
1295 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1296 return 0; 1297 return 0;
1297 } 1298 }
1298 1299
1299 if (object *more = op->more) 1300 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0; 1302 return 0;
1302 1303
1303 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1304 1305 op->env = 0;
1305 op->map = m; 1306 op->map = newmap;
1307
1306 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1307 1309
1308 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1309 */ 1311 */
1310 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1313 { 1315 {
1314 // TODO: we atcually want to update tmp, not op, 1316 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp 1317 // but some caller surely breaks when we return tmp
1316 // from here :/ 1318 // from here :/
1317 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1318 tmp->destroy (1); 1320 tmp->destroy ();
1319 } 1321 }
1320 1322
1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1323 1325
1330 { 1332 {
1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332 abort (); 1334 abort ();
1333 } 1335 }
1334 1336
1337 if (!originator->is_on_map ())
1338 {
1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1343
1335 op->above = originator; 1344 op->above = originator;
1336 op->below = originator->below; 1345 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; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1345 } 1349 }
1346 else 1350 else
1347 { 1351 {
1348 object *top, *floor = NULL; 1352 object *floor = 0;
1349 1353 object *top = ms.top;
1350 top = ms.bot;
1351 1354
1352 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1353 if (top) 1356 if (top)
1354 { 1357 {
1355 object *last = 0;
1356
1357 /* 1358 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * 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 1365 * 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 1366 * 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 1367 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1368 */ 1369 */
1369 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1371 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1372 floor = top; 1373 floor = tmp;
1373 1374
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1375 { 1376 {
1376 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1377 top = top->below; 1378 top = tmp->below;
1378 break; 1379 break;
1379 } 1380 }
1380 1381
1381 last = top; 1382 top = tmp;
1382 } 1383 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1384
1387 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1390 */ 1388 */
1397 */ 1395 */
1398 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1401 { 1399 {
1400 object *last;
1401
1402 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break; 1404 break;
1405 1405
1406 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1414 } /* If objects on this space */ 1414 } /* If objects on this space */
1415 1415
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1417 top = floor;
1418 1418
1419 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1420 if (!top)
1424 { 1421 {
1422 op->below = 0;
1425 op->above = ms.bot; 1423 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1427 }
1433 else 1428 else
1434 { /* get inserted into the stack above top */ 1429 {
1435 op->above = top->above; 1430 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1431 top->above = op;
1439 1432
1440 op->below = top; 1433 op->below = top;
1441 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1435 }
1436 }
1443 1437
1444 if (!op->above) 1438 if (op->is_player ())
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447
1448 if (op->type == PLAYER)
1449 { 1439 {
1450 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1451 ++op->map->players; 1441 ++op->map->players;
1452 op->map->touch (); 1442 op->map->touch ();
1453 } 1443 }
1468 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1469 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1470 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1471 * of effect may be sufficient. 1461 * of effect may be sufficient.
1472 */ 1462 */
1473 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1474 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1475 1468
1476 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1477 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1478 1471
1479 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1486 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1487 * update_object(). 1480 * update_object().
1488 */ 1481 */
1489 1482
1490 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1492 { 1485 {
1493 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1494 return 0; 1487 return 0;
1495 1488
1496 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1507/* this function inserts an object in the map, but if it 1500/* 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. 1501 * 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. 1502 * op is the object to insert it under: supplies x and the map.
1510 */ 1503 */
1511void 1504void
1512replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1513{ 1506{
1514 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1515 1508
1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1518 tmp->destroy (1); 1511 tmp->destroy ();
1519 1512
1520 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1521 1514
1522 tmp->x = op->x; 1515 tmp->x = op->x;
1523 tmp->y = op->y; 1516 tmp->y = op->y;
1524 1517
1525 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1547 if (!nr) 1540 if (!nr)
1548 return true; 1541 return true;
1549 1542
1550 nr = min (nr, nrof); 1543 nr = min (nr, nrof);
1551 1544
1545 if (nrof > nr)
1546 {
1552 nrof -= nr; 1547 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0 1548 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557 1549
1558 if (object *pl = visible_to ()) 1550 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1551 esrv_update_item (UPD_NROF, pl, this);
1560 1552
1561 return true; 1553 return true;
1562 } 1554 }
1563 else 1555 else
1564 { 1556 {
1565 destroy (1); 1557 destroy ();
1566 return false; 1558 return false;
1567 } 1559 }
1568} 1560}
1569 1561
1570/* 1562/*
1647 if (object *pl = tmp->visible_to ()) 1639 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp); 1640 esrv_update_item (UPD_NROF, pl, tmp);
1649 1641
1650 adjust_weight (this, op->total_weight ()); 1642 adjust_weight (this, op->total_weight ());
1651 1643
1652 op->destroy (1); 1644 op->destroy ();
1653 op = tmp; 1645 op = tmp;
1654 goto inserted; 1646 goto inserted;
1655 } 1647 }
1656 1648
1657 op->owner = 0; // it's his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1675 1667
1676 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1677 1669
1678inserted: 1670inserted:
1679 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1681 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1682 1676 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1683 // if this is a player's inventory, update stats 1678 // if this is a player's inventory, update stats
1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1685 update_stats (); 1679 update_stats ();
1686 1680
1687 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1688 1682
1689 return op; 1683 return op;
1710 * on top. 1704 * on top.
1711 */ 1705 */
1712int 1706int
1713check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1714{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1715 object *tmp; 1712 object *tmp;
1716 maptile *m = op->map; 1713 maptile *m = op->map;
1717 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1718 1715
1719 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1720 1717
1721 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1722 return 0;
1723 1719
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1727 1723
1728 /* if nothing on this space will slow op down or be applied, 1724 /* if nothing on this space will slow op down or be applied,
1729 * no need to do checking below. have to make sure move_type 1725 * no need to do checking below. have to make sure move_type
1730 * is set, as lots of objects don't have it set - we treat that 1726 * is set, as lots of objects don't have it set - we treat that
1731 * as walking. 1727 * as walking.
1742 return 0; 1738 return 0;
1743 1739
1744 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1746 */ 1742 */
1747 1743 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 } 1744 {
1745 next = tmp->below;
1757 1746
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op) 1747 if (tmp == op)
1761 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1762 1749
1763 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1764 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770 { 1757 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 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)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1760 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1762
1778 if (op->type == PLAYER) 1763 if (op->is_player ())
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1766 diff /= 4.0;
1782 1767
1783 op->speed_left -= diff; 1768 op->speed_left -= diff;
1784 } 1769 }
1785 } 1770 }
1991 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
1992 */ 1977 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue; 1979 continue;
1995 1980
1996 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
1997 continue; 1982 continue;
1998 1983
1999 altern [index++] = i; 1984 altern [index++] = i;
2000 } 1985 }
2001 1986
2069 * there is capable of. 2054 * there is capable of.
2070 */ 2055 */
2071int 2056int
2072find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2073{ 2058{
2074 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2075
2076 sint16 nx, ny;
2077 object *tmp;
2078 maptile *mp;
2079
2080 MoveType blocked, move_type; 2060 MoveType move_type;
2081 2061
2082 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2083 { 2063 {
2084 exclude = exclude->head; 2064 exclude = exclude->head;
2085 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2088 { 2068 {
2089 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2090 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2091 } 2071 }
2092 2072
2093 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2094 { 2074 {
2095 mp = m; 2075 mapxy pos (m, x, y);
2096 nx = x + freearr_x[i]; 2076 pos.move (i);
2097 ny = y + freearr_y[i];
2098 2077
2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2100
2101 if (mflags & P_OUT_OF_MAP)
2102 max = maxfree[i]; 2079 max = maxfree[i];
2103 else 2080 else
2104 { 2081 {
2105 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2106 2083
2107 blocked = ms.move_block;
2108
2109 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2110 max = maxfree[i]; 2085 max = maxfree [i];
2111 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2112 { 2087 {
2113 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2116 break;
2117
2118 if (tmp)
2119 return freedir[i]; 2091 return freedir [i];
2120 } 2092 }
2121 } 2093 }
2122 } 2094 }
2123 2095
2124 return 0; 2096 return 0;
2199 * This basically means that if direction is 15, then it could either go 2171 * This basically means that if direction is 15, then it could either go
2200 * direction 4, 14, or 16 to get back to where we are. 2172 * direction 4, 14, or 16 to get back to where we are.
2201 * Moved from spell_util.c to object.c with the other related direction 2173 * Moved from spell_util.c to object.c with the other related direction
2202 * functions. 2174 * functions.
2203 */ 2175 */
2204int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2205 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2206 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2207 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2208 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2209 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2305int 2277int
2306can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2307{ 2279{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (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)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2311} 2283}
2312 2284
2313/* 2285/*
2314 * create clone from object to another 2286 * create clone from object to another
2315 */ 2287 */
2347 return tmp; 2319 return tmp;
2348 2320
2349 return 0; 2321 return 0;
2350} 2322}
2351 2323
2352const shstr & 2324shstr_tmp
2353object::kv_get (const shstr &key) const 2325object::kv_get (shstr_tmp key) const
2354{ 2326{
2355 for (key_value *kv = key_values; kv; kv = kv->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2356 if (kv->key == key) 2328 if (kv->key == key)
2357 return kv->value; 2329 return kv->value;
2358 2330
2359 return shstr_null; 2331 return shstr ();
2360} 2332}
2361 2333
2362void 2334void
2363object::kv_set (const shstr &key, const shstr &value) 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2364{ 2336{
2365 for (key_value *kv = key_values; kv; kv = kv->next) 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (kv->key == key) 2338 if (kv->key == key)
2367 { 2339 {
2368 kv->value = value; 2340 kv->value = value;
2377 2349
2378 key_values = kv; 2350 key_values = kv;
2379} 2351}
2380 2352
2381void 2353void
2382object::kv_del (const shstr &key) 2354object::kv_del (shstr_tmp key)
2383{ 2355{
2384 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385 if ((*kvp)->key == key) 2357 if ((*kvp)->key == key)
2386 { 2358 {
2387 key_value *kv = *kvp; 2359 key_value *kv = *kvp;
2446{ 2418{
2447 char flagdesc[512]; 2419 char flagdesc[512];
2448 char info2[256 * 4]; 2420 char info2[256 * 4];
2449 char *p = info; 2421 char *p = info;
2450 2422
2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2423 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2452 count, 2424 count,
2453 uuid.c_str (), 2425 uuid.c_str (),
2454 &name, 2426 &name,
2455 title ? "\",title:\"" : "", 2427 title ? ",title:\"" : "",
2456 title ? (const char *)title : "", 2428 title ? (const char *)title : "",
2429 title ? "\"" : "",
2457 flag_desc (flagdesc, 512), type); 2430 flag_desc (flagdesc, 512), type);
2458 2431
2459 if (!flag[FLAG_REMOVED] && env) 2432 if (!flag[FLAG_REMOVED] && env)
2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2433 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2461 2434
2517 container = 0; 2490 container = 0;
2518 2491
2519 // client needs item update to make it work, client bug requires this to be separate 2492 // client needs item update to make it work, client bug requires this to be separate
2520 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2521 2494
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2523 play_sound (sound_find ("chest_close")); 2496 play_sound (sound_find ("chest_close"));
2524 } 2497 }
2525 2498
2526 if (new_container) 2499 if (new_container)
2527 { 2500 {
2537 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2538 new_container->insert (closer); 2511 new_container->insert (closer);
2539 } 2512 }
2540#endif 2513#endif
2541 2514
2542 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2543 2516
2544 // make sure the container is available, client bug requires this to be separate 2517 // make sure the container is available, client bug requires this to be separate
2545 esrv_send_item (this, new_container); 2518 esrv_send_item (this, new_container);
2546 2519
2547 new_container->flag [FLAG_APPLIED] = true; 2520 new_container->flag [FLAG_APPLIED] = true;
2555// else if (!old_container->env && contr && contr->ns) 2528// else if (!old_container->env && contr && contr->ns)
2556// contr->ns->floorbox_reset (); 2529// contr->ns->floorbox_reset ();
2557} 2530}
2558 2531
2559object * 2532object *
2560object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2561{ 2534{
2562 /* cycle through his inventory to look for the MARK we want to 2535 /* cycle through his inventory to look for the MARK we want to
2563 * place 2536 * place
2564 */ 2537 */
2565 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2568 2541
2569 return 0; 2542 return 0;
2570} 2543}
2571 2544
2572void 2545void
2546object::force_set_timer (int duration)
2547{
2548 this->duration = 1;
2549 this->speed_left = -1.f;
2550
2551 this->set_speed (duration ? 1.f / duration : 0.f);
2552}
2553
2554object *
2573object::force_add (const shstr name, int duration) 2555object::force_add (shstr_tmp name, int duration)
2574{ 2556{
2575 if (object *force = force_find (name)) 2557 if (object *force = force_find (name))
2576 force->destroy (); 2558 force->destroy ();
2577 2559
2578 object *force = get_archetype (FORCE_NAME); 2560 object *force = get_archetype (FORCE_NAME);
2579 2561
2580 force->slaying = name; 2562 force->slaying = name;
2581 force->stats.food = 1;
2582 force->speed_left = -1.f;
2583 2563
2584 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->force_set_timer (duration);
2585 force->flag [FLAG_IS_USED_UP] = true; 2565
2586 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2587 2567
2588 insert (force); 2568 return insert (force);
2589} 2569}
2590 2570
2591void 2571void
2592object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2593{ 2573{
2594 if (!sound) 2574 if (!sound)
2595 return; 2575 return;
2596 2576
2597 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2598 return; 2602 return;
2599 2603
2600 if (env) 2604 // find old force, or create new one
2601 { 2605 object *force = force_find (shstr_noise_force);
2602 if (object *pl = in_player ()) 2606
2603 pl->contr->play_sound (sound); 2607 if (force)
2604 } 2608 force->speed_left = -1.f; // patch old speed up
2605 else 2609 else
2606 map->play_sound (sound, x, y); 2610 {
2607} 2611 force = archetype::get (shstr_noise_force);
2608 2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

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