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Comparing deliantra/server/common/object.C (file contents):
Revision 1.233 by root, Tue May 6 18:47:32 2008 UTC vs.
Revision 1.279 by root, Thu Jan 8 03:03:23 2009 UTC

32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
186 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 188 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
189 return 0; 190 return 0;
190 191
191 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 205
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 208
211 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 210 || ob1->name != ob2->name
213 || ob1->title != ob2->title 211 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 218 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 234 return 0;
236 235
237 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
241 .any ()) 239 .any ())
242 return 0; 240 return 0;
243 241
244 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
326 { 324 {
327 // see if we are in a container of sorts 325 // see if we are in a container of sorts
328 if (env) 326 if (env)
329 { 327 {
330 // the player inventory itself is always visible 328 // the player inventory itself is always visible
331 if (env->type == PLAYER) 329 if (env->is_player ())
332 return env; 330 return env;
333 331
334 // else a player could have our env open 332 // else a player could have our env open
335 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
336 334
344 else 342 else
345 { 343 {
346 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 348 || this == pl->container)
350 return pl; 349 return pl;
351 } 350 }
352 } 351 }
353 352
354 return 0; 353 return 0;
406 op->update_weight (); 405 op->update_weight ();
407 406
408 sum += op->total_weight (); 407 sum += op->total_weight ();
409 } 408 }
410 409
411 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
412 411
413 if (sum != carrying) 412 if (sum != carrying)
414 { 413 {
415 carrying = sum; 414 carrying = sum;
416 415
478 */ 477 */
479object * 478object *
480find_object_name (const char *str) 479find_object_name (const char *str)
481{ 480{
482 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
483 object *op;
484 482
483 if (str_)
485 for_all_objects (op) 484 for_all_objects (op)
486 if (op->name == str_) 485 if (op->name == str_)
487 break; 486 return op;
488 487
489 return op; 488 return 0;
490} 489}
491 490
492/* 491/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 493 * skill and experience objects.
638 } 637 }
639 638
640 if (speed < 0) 639 if (speed < 0)
641 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
642 641
643 dst->set_speed (dst->speed); 642 dst->activate ();
644} 643}
645 644
646void 645void
647object::instantiate () 646object::instantiate ()
648{ 647{
760 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
761 { 760 {
762 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 772 * have move_allow right now.
774 */ 773 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 776 m.invalidate ();
778 } 777 }
779 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 780 * that is being removed.
782 */ 781 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 783 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
787 else 786 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 788
831object::activate () 830object::activate ()
832{ 831{
833 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
834 if (active) 833 if (active)
835 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
836 838
837 if (has_active_speed ()) 839 if (has_active_speed ())
838 actives.insert (this); 840 actives.insert (this);
839} 841}
840 842
904 * drop on that space. 906 * drop on that space.
905 */ 907 */
906 if (!drop_to_ground 908 if (!drop_to_ground
907 || !map 909 || !map
908 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 911 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
911 { 913 {
912 while (inv) 914 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 915 inv->destroy ();
916 }
917 } 916 }
918 else 917 else
919 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
920 while (inv) 919 while (inv)
921 { 920 {
925 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 925 || op->type == RUNE
927 || op->type == TRAP 926 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 929 op->destroy ();
931 else 930 else
932 map->insert (op, x, y); 931 map->insert (op, x, y);
933 } 932 }
934 } 933 }
935} 934}
943 942
944static struct freed_map : maptile 943static struct freed_map : maptile
945{ 944{
946 freed_map () 945 freed_map ()
947 { 946 {
948 path = "<freed objects map>"; 947 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 948 name = "/internal/freed_objects_map";
950 width = 3; 949 width = 3;
951 height = 3; 950 height = 3;
952 nodrop = 1; 951 no_drop = 1;
952 no_reset = 1;
953 953
954 alloc (); 954 alloc ();
955 in_memory = MAP_ACTIVE; 955 in_memory = MAP_ACTIVE;
956 } 956 }
957 957
963 963
964void 964void
965object::do_destroy () 965object::do_destroy ()
966{ 966{
967 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 968 remove_link ();
969 969
970 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 971 remove_friendly_object (this);
972 972
973 remove (); 973 remove ();
998 attacked_by = 0; 998 attacked_by = 0;
999 current_weapon = 0; 999 current_weapon = 0;
1000} 1000}
1001 1001
1002void 1002void
1003object::destroy (bool destroy_inventory) 1003object::destroy ()
1004{ 1004{
1005 if (destroyed ()) 1005 if (destroyed ())
1006 return; 1006 return;
1007 1007
1008 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1009 { 1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1011 head->destroy ();
1012 return; 1012 return;
1013 } 1013 }
1014 1014
1015 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1016 1016
1017 if (is_head ()) 1017 if (is_head ())
1018 if (sound_destroy) 1018 if (sound_destroy)
1019 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1057 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1059
1060 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061 1061
1062 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1063
1067 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1070 */ 1067 */
1071 map = env->map; 1068 map = env->map;
1072 x = env->x; 1069 x = env->x;
1073 y = env->y; 1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1074 above = 0; 1076 above = 0;
1075 below = 0; 1077 below = 0;
1076 env = 0; 1078 env = 0;
1077 1079
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1082 * to save cpu time.
1081 */ 1083 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1083 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1084 } 1092 }
1085 else if (map) 1093 else if (map)
1086 { 1094 {
1087 map->dirty = true; 1095 map->dirty = true;
1088 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1089 1097
1090 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1091 { 1099 {
1092 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1093 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1094 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1106 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1098 close_container (); 1109 close_container ();
1108 1119
1109 esrv_del_item (pl->contr, count); 1120 esrv_del_item (pl->contr, count);
1110 } 1121 }
1111 1122
1112 /* link the object above us */ 1123 /* link the object above us */
1113 if (above) 1124 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1115 else 1126 *(below ? &below->above : &ms.bot) = above;
1116 ms.top = below; /* we were top, set new top */
1117
1118 /* Relink the object below us, if there is one */
1119 if (below)
1120 below->above = above;
1121 else
1122 {
1123 /* Nothing below, which means we need to relink map object for this space
1124 * use translated coordinates in case some oddness with map tiling is
1125 * evident
1126 */
1127 if (GET_MAP_OB (map, x, y) != this)
1128 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 ());
1129
1130 ms.bot = above; /* goes on above it. */
1131 }
1132 1127
1133 above = 0; 1128 above = 0;
1134 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1135 1132
1136 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1137 return; 1134 return;
1138 1135
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1172 } 1169 }
1173 1170
1174 last = tmp; 1171 last = tmp;
1175 } 1172 }
1176 1173
1177 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1178 //TODO: this makes little sense, why only update the topmost object?
1179 if (!last)
1180 map->at (x, y).flags_ = 0;
1181 else
1182 update_object (last, UP_OBJ_REMOVE);
1183
1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1185 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1186 } 1176 }
1187} 1177}
1188 1178
1189/* 1179/*
1213 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1214 1204
1215 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1217 1207
1218 op->destroy (1); 1208 op->destroy ();
1219 1209
1220 return top; 1210 return top;
1221 } 1211 }
1222 1212
1223 return 0; 1213 return 0;
1251 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1252 */ 1242 */
1253object * 1243object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1245{
1246 op->remove ();
1247
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1249 {
1258 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1260 } 1252 }
1283 * just 'op' otherwise 1275 * just 'op' otherwise
1284 */ 1276 */
1285object * 1277object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1279{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 op->remove (); 1280 op->remove ();
1281
1282 if (m == &freed_map)//D TODO: remove soon
1283 {//D
1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 }//D
1291 1286
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1289 * need extra work
1295 */ 1290 */
1291 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1293 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1295 return 0;
1300 } 1296 }
1301 1297
1302 if (object *more = op->more) 1298 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1300 return 0;
1305 1301
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1307 1303
1308 op->map = m; 1304 op->map = newmap;
1309 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1310 1306
1311 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1312 */ 1308 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1310 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp)) 1311 if (object::can_merge (op, tmp))
1316 { 1312 {
1317 // TODO: we atcually want to update tmp, not op, 1313 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1314 // but some caller surely breaks when we return tmp
1319 // from here :/ 1315 // from here :/
1320 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1317 tmp->destroy ();
1322 } 1318 }
1323 1319
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1322
1333 { 1329 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1330 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1331 abort ();
1336 } 1332 }
1337 1333
1334 if (!originator->is_on_map ())
1335 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1336 op->debug_desc (), originator->debug_desc ());
1337
1338 op->above = originator; 1338 op->above = originator;
1339 op->below = originator->below; 1339 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1340 originator->below = op;
1341
1342 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1343 }
1349 else 1344 else
1350 { 1345 {
1351 object *top, *floor = NULL; 1346 object *floor = 0;
1352 1347 object *top = ms.top;
1353 top = ms.bot;
1354 1348
1355 /* If there are other objects, then */ 1349 /* If there are other objects, then */
1356 if (top) 1350 if (top)
1357 { 1351 {
1358 object *last = 0;
1359
1360 /* 1352 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1353 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1354 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1355 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * once we get to them. This reduces the need to traverse over all of 1359 * once we get to them. This reduces the need to traverse over all of
1368 * them when adding another one - this saves quite a bit of cpu time 1360 * them when adding another one - this saves quite a bit of cpu time
1369 * when lots of spells are cast in one area. Currently, it is presumed 1361 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1362 * that flying non pickable objects are spell objects.
1371 */ 1363 */
1372 for (top = ms.bot; top; top = top->above) 1364 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1365 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1375 floor = top; 1367 floor = tmp;
1376 1368
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1378 { 1370 {
1379 /* We insert above top, so we want this object below this */ 1371 /* We insert above top, so we want this object below this */
1380 top = top->below; 1372 top = tmp->below;
1381 break; 1373 break;
1382 } 1374 }
1383 1375
1384 last = top; 1376 top = tmp;
1385 } 1377 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1378
1390 /* We let update_position deal with figuring out what the space 1379 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1380 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1381 * makes things faster, and effectively the same result.
1393 */ 1382 */
1400 */ 1389 */
1401 if (!(flag & INS_ON_TOP) 1390 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1391 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1392 && (op->face && !faces [op->face].visibility))
1404 { 1393 {
1394 object *last;
1395
1405 for (last = top; last != floor; last = last->below) 1396 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407 break; 1398 break;
1408 1399
1409 /* Check to see if we found the object that blocks view, 1400 /* Check to see if we found the object that blocks view,
1417 } /* If objects on this space */ 1408 } /* If objects on this space */
1418 1409
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1410 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1411 top = floor;
1421 1412
1422 /* Top is the object that our object (op) is going to get inserted above. 1413 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1414 if (!top)
1427 { 1415 {
1416 op->below = 0;
1428 op->above = ms.bot; 1417 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1418 ms.bot = op;
1419
1420 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1421 }
1436 else 1422 else
1437 { /* get inserted into the stack above top */ 1423 {
1438 op->above = top->above; 1424 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1425 top->above = op;
1442 1426
1443 op->below = top; 1427 op->below = top;
1444 top->above = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1429 }
1430 }
1446 1431
1447 if (!op->above) 1432 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1433 {
1453 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1454 ++op->map->players; 1435 ++op->map->players;
1455 op->map->touch (); 1436 op->map->touch ();
1456 } 1437 }
1471 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1472 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1473 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1474 * of effect may be sufficient. 1455 * of effect may be sufficient.
1475 */ 1456 */
1476 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1477 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1478 1462
1479 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1480 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1481 1465
1482 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1510/* this function inserts an object in the map, but if it 1494/* this function inserts an object in the map, but if it
1511 * finds an object of its own type, it'll remove that one first. 1495 * finds an object of its own type, it'll remove that one first.
1512 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1513 */ 1497 */
1514void 1498void
1515replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (shstr_tmp archname, object *op)
1516{ 1500{
1517 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1518 1502
1519 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1520 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (tmp->arch->archname == archname) /* same archetype */
1521 tmp->destroy (1); 1505 tmp->destroy ();
1522 1506
1523 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (archname));
1524 1508
1525 tmp->x = op->x; 1509 tmp->x = op->x;
1526 tmp->y = op->y; 1510 tmp->y = op->y;
1527 1511
1528 insert_ob_in_map (tmp, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1550 if (!nr) 1534 if (!nr)
1551 return true; 1535 return true;
1552 1536
1553 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1554 1538
1539 if (nrof > nr)
1540 {
1555 nrof -= nr; 1541 nrof -= nr;
1556
1557 if (nrof)
1558 {
1559 adjust_weight (env, -weight * nr); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1560 1543
1561 if (object *pl = visible_to ()) 1544 if (object *pl = visible_to ())
1562 esrv_update_item (UPD_NROF, pl, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1563 1546
1564 return true; 1547 return true;
1565 } 1548 }
1566 else 1549 else
1567 { 1550 {
1568 destroy (1); 1551 destroy ();
1569 return false; 1552 return false;
1570 } 1553 }
1571} 1554}
1572 1555
1573/* 1556/*
1650 if (object *pl = tmp->visible_to ()) 1633 if (object *pl = tmp->visible_to ())
1651 esrv_update_item (UPD_NROF, pl, tmp); 1634 esrv_update_item (UPD_NROF, pl, tmp);
1652 1635
1653 adjust_weight (this, op->total_weight ()); 1636 adjust_weight (this, op->total_weight ());
1654 1637
1655 op->destroy (1); 1638 op->destroy ();
1656 op = tmp; 1639 op = tmp;
1657 goto inserted; 1640 goto inserted;
1658 } 1641 }
1659 1642
1660 op->owner = 0; // it's his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1678 1661
1679 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1680 1663
1681inserted: 1664inserted:
1682 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1683 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1684 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1685 1670 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1686 // if this is a player's inventory, update stats 1672 // if this is a player's inventory, update stats
1687 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1688 update_stats (); 1673 update_stats ();
1689 1674
1690 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1691 1676
1692 return op; 1677 return op;
1776 { 1761 {
1777 1762
1778 float 1763 float
1779 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1780 1765
1781 if (op->type == PLAYER) 1766 if (op->is_player ())
1782 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1783 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1784 diff /= 4.0; 1769 diff /= 4.0;
1785 1770
1786 op->speed_left -= diff; 1771 op->speed_left -= diff;
1994 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1995 */ 1980 */
1996 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1997 continue; 1982 continue;
1998 1983
1999 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
2000 continue; 1985 continue;
2001 1986
2002 altern [index++] = i; 1987 altern [index++] = i;
2003 } 1988 }
2004 1989
2072 * there is capable of. 2057 * there is capable of.
2073 */ 2058 */
2074int 2059int
2075find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2061{
2077 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2063 MoveType move_type;
2084 2064
2085 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2086 { 2066 {
2087 exclude = exclude->head; 2067 exclude = exclude->head;
2088 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2091 { 2071 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2094 } 2074 }
2095 2075
2096 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2097 { 2077 {
2098 mp = m; 2078 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2079 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2080
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2082 max = maxfree[i];
2106 else 2083 else
2107 { 2084 {
2108 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2109 2086
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2088 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2115 { 2090 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2094 return freedir [i];
2123 } 2095 }
2124 } 2096 }
2125 } 2097 }
2126 2098
2127 return 0; 2099 return 0;
2202 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2177 * functions.
2206 */ 2178 */
2207int reduction_dir[SIZEOFFREE][3] = { 2179const int reduction_dir[SIZEOFFREE][3] = {
2208 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2209 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2210 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2211 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2212 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2308int 2280int
2309can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2310{ 2282{
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2314} 2286}
2315 2287
2316/* 2288/*
2317 * create clone from object to another 2289 * create clone from object to another
2318 */ 2290 */
2350 return tmp; 2322 return tmp;
2351 2323
2352 return 0; 2324 return 0;
2353} 2325}
2354 2326
2355const shstr & 2327shstr_tmp
2356object::kv_get (const shstr &key) const 2328object::kv_get (shstr_tmp key) const
2357{ 2329{
2358 for (key_value *kv = key_values; kv; kv = kv->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2359 if (kv->key == key) 2331 if (kv->key == key)
2360 return kv->value; 2332 return kv->value;
2361 2333
2362 return shstr_null; 2334 return shstr ();
2363} 2335}
2364 2336
2365void 2337void
2366object::kv_set (const shstr &key, const shstr &value) 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2367{ 2339{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2341 if (kv->key == key)
2370 { 2342 {
2371 kv->value = value; 2343 kv->value = value;
2380 2352
2381 key_values = kv; 2353 key_values = kv;
2382} 2354}
2383 2355
2384void 2356void
2385object::kv_del (const shstr &key) 2357object::kv_del (shstr_tmp key)
2386{ 2358{
2387 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2388 if ((*kvp)->key == key) 2360 if ((*kvp)->key == key)
2389 { 2361 {
2390 key_value *kv = *kvp; 2362 key_value *kv = *kvp;
2449{ 2421{
2450 char flagdesc[512]; 2422 char flagdesc[512];
2451 char info2[256 * 4]; 2423 char info2[256 * 4];
2452 char *p = info; 2424 char *p = info;
2453 2425
2454 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2426 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2455 count, 2427 count,
2456 uuid.c_str (), 2428 uuid.c_str (),
2457 &name, 2429 &name,
2458 title ? "\",title:\"" : "", 2430 title ? ",title:\"" : "",
2459 title ? (const char *)title : "", 2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2460 flag_desc (flagdesc, 512), type); 2433 flag_desc (flagdesc, 512), type);
2461 2434
2462 if (!flag[FLAG_REMOVED] && env) 2435 if (!flag[FLAG_REMOVED] && env)
2463 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2464 2437
2558// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2559// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2560} 2533}
2561 2534
2562object * 2535object *
2563object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2564{ 2537{
2565 /* cycle through his inventory to look for the MARK we want to 2538 /* cycle through his inventory to look for the MARK we want to
2566 * place 2539 * place
2567 */ 2540 */
2568 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2570 return splay (tmp); 2543 return splay (tmp);
2571 2544
2572 return 0; 2545 return 0;
2573} 2546}
2574 2547
2575void 2548object *
2576object::force_add (const shstr name, int duration) 2549object::force_add (shstr_tmp name, int duration)
2577{ 2550{
2578 if (object *force = force_find (name)) 2551 if (object *force = force_find (name))
2579 force->destroy (); 2552 force->destroy ();
2580 2553
2581 object *force = get_archetype (FORCE_NAME); 2554 object *force = get_archetype (FORCE_NAME);
2586 2559
2587 force->set_speed (duration ? 1.f / duration : 0.f); 2560 force->set_speed (duration ? 1.f / duration : 0.f);
2588 force->flag [FLAG_IS_USED_UP] = true; 2561 force->flag [FLAG_IS_USED_UP] = true;
2589 force->flag [FLAG_APPLIED] = true; 2562 force->flag [FLAG_APPLIED] = true;
2590 2563
2591 insert (force); 2564 return insert (force);
2592} 2565}
2593 2566
2594void 2567void
2595object::play_sound (faceidx sound) 2568object::play_sound (faceidx sound)
2596{ 2569{
2607 } 2580 }
2608 else 2581 else
2609 map->play_sound (sound, x, y); 2582 map->play_sound (sound, x, y);
2610} 2583}
2611 2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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