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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 1.294 by root, Thu Nov 5 15:43:21 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
186 || ob1->speed != ob2->speed 190 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 191 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 192 || ob1->name != ob2->name)
189 return 0; 193 return 0;
190 194
191 /* Do not merge objects if nrof would overflow. First part checks 195 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 196 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 197 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 198 return 0;
198 199
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 200 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 201 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 202 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 208
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 211
211 if (ob1->arch->name != ob2->arch->name 212 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 213 || ob1->name != ob2->name
213 || ob1->title != ob2->title 214 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 215 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 216 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 217 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 218 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 219 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 220 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 221 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 222 || ob1->animation_id != ob2->animation_id
223 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 224 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 225 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 226 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 227 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 228 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 237 return 0;
236 238
237 if ((ob1->flag ^ ob2->flag) 239 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 240 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 241 .reset (FLAG_REMOVED)
241 .any ()) 242 .any ())
242 return 0; 243 return 0;
243 244
244 /* This is really a spellbook check - we should in general 245 /* This is really a spellbook check - we should in general
326 { 327 {
327 // see if we are in a container of sorts 328 // see if we are in a container of sorts
328 if (env) 329 if (env)
329 { 330 {
330 // the player inventory itself is always visible 331 // the player inventory itself is always visible
331 if (env->type == PLAYER) 332 if (env->is_player ())
332 return env; 333 return env;
333 334
334 // else a player could have our env open 335 // else a player could have our env open
335 object *envest = env->outer_env (); 336 object *envest = env->outer_env_or_self ();
336 337
337 // the player itself is always on a map, so we will find him here 338 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 339 // even if our inv is in a player.
339 if (envest->is_on_map ()) 340 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 341 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 342 if (pl->container_ () == env)
342 return pl; 343 return pl;
343 } 344 }
344 else 345 else
345 { 346 {
346 // maybe there is a player standing on the same mapspace 347 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 348 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 349 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || pl->container_ () == this)
350 return pl; 352 return pl;
351 } 353 }
352 } 354 }
353 355
354 return 0; 356 return 0;
406 op->update_weight (); 408 op->update_weight ();
407 409
408 sum += op->total_weight (); 410 sum += op->total_weight ();
409 } 411 }
410 412
411 sum = weight_adjust (this, sum); 413 sum = weight_adjust_for (this, sum);
412 414
413 if (sum != carrying) 415 if (sum != carrying)
414 { 416 {
415 carrying = sum; 417 carrying = sum;
416 418
430 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
431 433
432 object_freezer freezer; 434 object_freezer freezer;
433 op->write (freezer); 435 op->write (freezer);
434 return freezer.as_string (); 436 return freezer.as_string ();
437}
438
439char *
440object::as_string ()
441{
442 return dump_object (this);
435} 443}
436 444
437/* 445/*
438 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
439 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
478 */ 486 */
479object * 487object *
480find_object_name (const char *str) 488find_object_name (const char *str)
481{ 489{
482 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
483 object *op;
484 491
492 if (str_)
485 for_all_objects (op) 493 for_all_objects (op)
486 if (op->name == str_) 494 if (op->name == str_)
487 break; 495 return op;
488 496
489 return op; 497 return 0;
490} 498}
491 499
492/* 500/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 502 * skill and experience objects.
556 update_stats (); 564 update_stats ();
557 565
558 new_draw_info_format (NDI_UNIQUE, 0, this, 566 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, " 567 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. " 568 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name); 569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false; 571 return false;
563 } 572 }
564 573
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 } 575 }
638 } 647 }
639 648
640 if (speed < 0) 649 if (speed < 0)
641 dst->speed_left -= rndm (); 650 dst->speed_left -= rndm ();
642 651
643 dst->set_speed (dst->speed); 652 dst->activate ();
644} 653}
645 654
646void 655void
647object::instantiate () 656object::instantiate ()
648{ 657{
760 else if (action == UP_OBJ_INSERT) 769 else if (action == UP_OBJ_INSERT)
761 { 770 {
762 // this is likely overkill, TODO: revisit (schmorp) 771 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 774 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 778 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 779 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 780 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 781 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 782 * have move_allow right now.
774 */ 783 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 784 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 786 m.invalidate ();
778 } 787 }
779 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 790 * that is being removed.
782 */ 791 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 793 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
787 else 796 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 798
793 802
794object::object () 803object::object ()
795{ 804{
796 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
797 806
798 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
799 face = blank_face; 808 face = blank_face;
800} 809}
801 810
802object::~object () 811object::~object ()
803{ 812{
833 /* If already on active list, don't do anything */ 842 /* If already on active list, don't do anything */
834 if (active) 843 if (active)
835 return; 844 return;
836 845
837 if (has_active_speed ()) 846 if (has_active_speed ())
847 {
848 if (flag [FLAG_FREED])
849 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
850
838 actives.insert (this); 851 actives.insert (this);
852 }
839} 853}
840 854
841void 855void
842object::activate_recursive () 856object::activate_recursive ()
843{ 857{
904 * drop on that space. 918 * drop on that space.
905 */ 919 */
906 if (!drop_to_ground 920 if (!drop_to_ground
907 || !map 921 || !map
908 || map->in_memory != MAP_ACTIVE 922 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 923 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 924 || ms ().move_block == MOVE_ALL)
911 { 925 {
912 while (inv) 926 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 927 inv->destroy ();
916 }
917 } 928 }
918 else 929 else
919 { /* Put objects in inventory onto this space */ 930 { /* Put objects in inventory onto this space */
920 while (inv) 931 while (inv)
921 { 932 {
925 || op->flag [FLAG_NO_DROP] 936 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 937 || op->type == RUNE
927 || op->type == TRAP 938 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 939 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 940 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 941 op->destroy ();
931 else 942 else
932 map->insert (op, x, y); 943 map->insert (op, x, y);
933 } 944 }
934 } 945 }
935} 946}
943 954
944static struct freed_map : maptile 955static struct freed_map : maptile
945{ 956{
946 freed_map () 957 freed_map ()
947 { 958 {
948 path = "<freed objects map>"; 959 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 960 name = "/internal/freed_objects_map";
950 width = 3; 961 width = 3;
951 height = 3; 962 height = 3;
952 nodrop = 1; 963 no_drop = 1;
964 no_reset = 1;
953 965
954 alloc (); 966 alloc ();
955 in_memory = MAP_ACTIVE; 967 in_memory = MAP_ACTIVE;
956 } 968 }
957 969
963 975
964void 976void
965object::do_destroy () 977object::do_destroy ()
966{ 978{
967 if (flag [FLAG_IS_LINKED]) 979 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 980 remove_link ();
969 981
970 if (flag [FLAG_FRIENDLY]) 982 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 983 remove_friendly_object (this);
972 984
973 remove (); 985 remove ();
998 attacked_by = 0; 1010 attacked_by = 0;
999 current_weapon = 0; 1011 current_weapon = 0;
1000} 1012}
1001 1013
1002void 1014void
1003object::destroy (bool destroy_inventory) 1015object::destroy ()
1004{ 1016{
1005 if (destroyed ()) 1017 if (destroyed ())
1006 return; 1018 return;
1007 1019
1008 if (!is_head () && !head->destroyed ()) 1020 if (!is_head () && !head->destroyed ())
1009 { 1021 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1022 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1023 head->destroy ();
1012 return; 1024 return;
1013 } 1025 }
1014 1026
1015 destroy_inv (!destroy_inventory); 1027 destroy_inv (false);
1016 1028
1017 if (is_head ()) 1029 if (is_head ())
1018 if (sound_destroy) 1030 if (sound_destroy)
1019 play_sound (sound_destroy); 1031 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1032 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1043 * the previous environment.
1032 */ 1044 */
1033void 1045void
1034object::do_remove () 1046object::do_remove ()
1035{ 1047{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1048 if (flag [FLAG_REMOVED])
1040 return; 1049 return;
1041 1050
1042 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1043 1052
1057 esrv_del_item (pl->contr, count); 1066 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1068
1060 adjust_weight (env, -total_weight ()); 1069 adjust_weight (env, -total_weight ());
1061 1070
1062 *(above ? &above->below : &env->inv) = below; 1071 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1072
1067 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1070 */ 1076 */
1071 map = env->map; 1077 map = env->map;
1072 x = env->x; 1078 x = env->x;
1073 y = env->y; 1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1074 above = 0; 1085 above = 0;
1075 below = 0; 1086 below = 0;
1076 env = 0; 1087 env = 0;
1077 1088
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1091 * to save cpu time.
1081 */ 1092 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1083 otmp->update_stats (); 1096 pl->update_stats ();
1097
1098 if (glow_radius && pl->is_on_map ())
1099 update_all_los (pl->map, pl->x, pl->y);
1100 }
1084 } 1101 }
1085 else if (map) 1102 else if (map)
1086 { 1103 {
1087 map->dirty = true; 1104 map->dirty = true;
1088 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1089 1106
1090 if (object *pl = ms.player ()) 1107 if (object *pl = ms.player ())
1091 { 1108 {
1092 if (type == PLAYER) // this == pl(!) 1109 if (is_player ())
1093 { 1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1094 // leaving a spot always closes any open container on the ground 1114 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1115 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1116 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1117 // that the CLOSE event is being sent.
1098 close_container (); 1118 close_container ();
1099 1119
1100 --map->players; 1120 --map->players;
1101 map->touch (); 1121 map->touch ();
1102 } 1122 }
1103 else if (pl->container == this) 1123 else if (pl->container_ () == this)
1104 { 1124 {
1105 // removing a container should close it 1125 // removing a container should close it
1106 close_container (); 1126 close_container ();
1107 } 1127 }
1108 1128
1109 esrv_del_item (pl->contr, count); 1129 esrv_del_item (pl->contr, count);
1110 } 1130 }
1111 1131
1112 /* link the object above us */ 1132 /* link the object above us */
1113 if (above) 1133 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1115 else 1135 *(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 1136
1133 above = 0; 1137 above = 0;
1134 below = 0; 1138 below = 0;
1135 1139
1140 ms.invalidate ();
1141
1136 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1137 return; 1143 return;
1138 1144
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1140 1146
1141 if (object *pl = ms.player ()) 1147 if (object *pl = ms.player ())
1142 { 1148 {
1143 if (pl->container == this) 1149 if (pl->container_ () == this)
1144 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1146 * appropriately. 1152 * appropriately.
1147 */ 1153 */
1148 pl->close_container (); 1154 pl->close_container ();
1152 //TODO: update floorbox to preserve ordering 1158 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns) 1159 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1155 } 1161 }
1156 1162
1163 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1165 {
1166 above = tmp->above;
1167
1159 /* No point updating the players look faces if he is the object 1168 /* No point updating the players look faces if he is the object
1160 * being removed. 1169 * being removed.
1161 */ 1170 */
1162 1171
1163 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 } 1176 }
1173 1177
1174 last = tmp; 1178 if (affects_los ())
1175 }
1176
1177 /* last == NULL if there are no objects on this space */
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); 1179 update_all_los (map, x, y);
1186 } 1180 }
1187} 1181}
1188 1182
1189/* 1183/*
1213 esrv_update_item (UPD_NROF, pl, top); 1207 esrv_update_item (UPD_NROF, pl, top);
1214 1208
1215 op->weight = 0; // cancel the addition above 1209 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1210 op->carrying = 0; // must be 0 already
1217 1211
1218 op->destroy (1); 1212 op->destroy ();
1219 1213
1220 return top; 1214 return top;
1221 } 1215 }
1222 1216
1223 return 0; 1217 return 0;
1251 * job preparing multi-part monsters. 1245 * job preparing multi-part monsters.
1252 */ 1246 */
1253object * 1247object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1249{
1250 op->remove ();
1251
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1252 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1253 {
1258 tmp->x = x + tmp->arch->x; 1254 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1255 tmp->y = y + tmp->arch->y;
1260 } 1256 }
1283 * just 'op' otherwise 1279 * just 'op' otherwise
1284 */ 1280 */
1285object * 1281object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1283{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 op->remove (); 1284 op->remove ();
1285
1286 if (m == &freed_map)//D TODO: remove soon
1287 {//D
1288 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1289 }//D
1291 1290
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* 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 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1293 * need extra work
1295 */ 1294 */
1295 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1297 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1299 return 0;
1300 } 1300 }
1301 1301
1302 if (object *more = op->more) 1302 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1303 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1304 return 0;
1305 1305
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1306 op->flag [FLAG_REMOVED] = false;
1307 1307 op->env = 0;
1308 op->map = m; 1308 op->map = newmap;
1309
1309 mapspace &ms = op->ms (); 1310 mapspace &ms = op->ms ();
1310 1311
1311 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1312 */ 1313 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp)) 1316 if (object::can_merge (op, tmp))
1316 { 1317 {
1317 // TODO: we atcually want to update tmp, not op, 1318 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1319 // but some caller surely breaks when we return tmp
1319 // from here :/ 1320 // from here :/
1320 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1322 tmp->destroy ();
1322 } 1323 }
1323 1324
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1326 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1327
1333 { 1334 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1336 abort ();
1336 } 1337 }
1337 1338
1339 if (!originator->is_on_map ())
1340 {
1341 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1345
1338 op->above = originator; 1346 op->above = originator;
1339 op->below = originator->below; 1347 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; 1348 originator->below = op;
1349
1350 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1351 }
1349 else 1352 else
1350 { 1353 {
1351 object *top, *floor = NULL; 1354 object *floor = 0;
1352 1355 object *top = ms.top;
1353 top = ms.bot;
1354 1356
1355 /* If there are other objects, then */ 1357 /* If there are other objects, then */
1356 if (top) 1358 if (top)
1357 { 1359 {
1358 object *last = 0;
1359
1360 /* 1360 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1361 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1362 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1363 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1364 * 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 1367 * 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 1368 * 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 1369 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1370 * that flying non pickable objects are spell objects.
1371 */ 1371 */
1372 for (top = ms.bot; top; top = top->above) 1372 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1373 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1374 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1375 floor = top; 1375 floor = tmp;
1376 1376
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1377 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1378 { 1378 {
1379 /* We insert above top, so we want this object below this */ 1379 /* We insert above top, so we want this object below this */
1380 top = top->below; 1380 top = tmp->below;
1381 break; 1381 break;
1382 } 1382 }
1383 1383
1384 last = top; 1384 top = tmp;
1385 } 1385 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1386
1390 /* We let update_position deal with figuring out what the space 1387 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1393 */ 1390 */
1400 */ 1397 */
1401 if (!(flag & INS_ON_TOP) 1398 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1399 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1400 && (op->face && !faces [op->face].visibility))
1404 { 1401 {
1402 object *last;
1403
1405 for (last = top; last != floor; last = last->below) 1404 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1405 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407 break; 1406 break;
1408 1407
1409 /* Check to see if we found the object that blocks view, 1408 /* Check to see if we found the object that blocks view,
1417 } /* If objects on this space */ 1416 } /* If objects on this space */
1418 1417
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1418 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1419 top = floor;
1421 1420
1422 /* Top is the object that our object (op) is going to get inserted above. 1421 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1422 if (!top)
1427 { 1423 {
1424 op->below = 0;
1428 op->above = ms.bot; 1425 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1426 ms.bot = op;
1427
1428 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1429 }
1436 else 1430 else
1437 { /* get inserted into the stack above top */ 1431 {
1438 op->above = top->above; 1432 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1433 top->above = op;
1442 1434
1443 op->below = top; 1435 op->below = top;
1444 top->above = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1437 }
1438 }
1446 1439
1447 if (!op->above) 1440 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1441 {
1453 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1454 ++op->map->players; 1443 ++op->map->players;
1455 op->map->touch (); 1444 op->map->touch ();
1456 } 1445 }
1471 * be far away from this change and not affected in any way - 1460 * be far away from this change and not affected in any way -
1472 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1473 * or just updating the P_UPTODATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1474 * of effect may be sufficient. 1463 * of effect may be sufficient.
1475 */ 1464 */
1476 if (op->map->darkness && (op->glow_radius != 0)) 1465 if (op->affects_los ())
1466 {
1467 op->ms ().invalidate ();
1477 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1469 }
1478 1470
1479 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1480 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1481 1473
1482 INVOKE_OBJECT (INSERT, op); 1474 INVOKE_OBJECT (INSERT, op);
1489 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1490 * update_object(). 1482 * update_object().
1491 */ 1483 */
1492 1484
1493 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* if this is not the head or flag has been passed, don't check walk on status */
1494 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1495 { 1487 {
1496 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1497 return 0; 1489 return 0;
1498 1490
1499 /* If we are a multi part object, lets work our way through the check 1491 /* If we are a multi part object, lets work our way through the check
1510/* this function inserts an object in the map, but if it 1502/* 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. 1503 * 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. 1504 * op is the object to insert it under: supplies x and the map.
1513 */ 1505 */
1514void 1506void
1515replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1516{ 1508{
1517 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1518 1510
1519 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1520 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1521 tmp->destroy (1); 1513 tmp->destroy ();
1522 1514
1523 object *tmp = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1524 1516
1525 tmp->x = op->x; 1517 tmp->x = op->x;
1526 tmp->y = op->y; 1518 tmp->y = op->y;
1527 1519
1528 insert_ob_in_map (tmp, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1550 if (!nr) 1542 if (!nr)
1551 return true; 1543 return true;
1552 1544
1553 nr = min (nr, nrof); 1545 nr = min (nr, nrof);
1554 1546
1547 if (nrof > nr)
1548 {
1555 nrof -= nr; 1549 nrof -= nr;
1556
1557 if (nrof)
1558 {
1559 adjust_weight (env, -weight * nr); // carrying == 0 1550 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1560 1551
1561 if (object *pl = visible_to ()) 1552 if (object *pl = visible_to ())
1562 esrv_update_item (UPD_NROF, pl, this); 1553 esrv_update_item (UPD_NROF, pl, this);
1563 1554
1564 return true; 1555 return true;
1565 } 1556 }
1566 else 1557 else
1567 { 1558 {
1568 destroy (1); 1559 destroy ();
1569 return false; 1560 return false;
1570 } 1561 }
1571} 1562}
1572 1563
1573/* 1564/*
1650 if (object *pl = tmp->visible_to ()) 1641 if (object *pl = tmp->visible_to ())
1651 esrv_update_item (UPD_NROF, pl, tmp); 1642 esrv_update_item (UPD_NROF, pl, tmp);
1652 1643
1653 adjust_weight (this, op->total_weight ()); 1644 adjust_weight (this, op->total_weight ());
1654 1645
1655 op->destroy (1); 1646 op->destroy ();
1656 op = tmp; 1647 op = tmp;
1657 goto inserted; 1648 goto inserted;
1658 } 1649 }
1659 1650
1660 op->owner = 0; // it's his/hers now. period. 1651 op->owner = 0; // it's his/hers now. period.
1678 1669
1679 adjust_weight (this, op->total_weight ()); 1670 adjust_weight (this, op->total_weight ());
1680 1671
1681inserted: 1672inserted:
1682 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1683 if (op->glow_radius && map && map->darkness) 1674 if (op->glow_radius && is_on_map ())
1675 {
1676 update_stats ();
1684 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1685 1678 }
1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1686 // if this is a player's inventory, update stats 1680 // if this is a player's inventory, update stats
1687 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1688 update_stats (); 1681 update_stats ();
1689 1682
1690 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1691 1684
1692 return op; 1685 return op;
1713 * on top. 1706 * on top.
1714 */ 1707 */
1715int 1708int
1716check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1717{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1718 object *tmp; 1714 object *tmp;
1719 maptile *m = op->map; 1715 maptile *m = op->map;
1720 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1721 1717
1722 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1723 1719
1724 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1725 return 0;
1726 1721
1727 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1728 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1729 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1730 1725
1731 /* if nothing on this space will slow op down or be applied, 1726 /* if nothing on this space will slow op down or be applied,
1732 * no need to do checking below. have to make sure move_type 1727 * no need to do checking below. have to make sure move_type
1733 * is set, as lots of objects don't have it set - we treat that 1728 * is set, as lots of objects don't have it set - we treat that
1734 * as walking. 1729 * as walking.
1745 return 0; 1740 return 0;
1746 1741
1747 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1748 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1749 */ 1744 */
1750 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1751 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1752 {
1753 /* Trim the search when we find the first other spell effect
1754 * this helps performance so that if a space has 50 spell objects,
1755 * we don't need to check all of them.
1756 */
1757 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1758 break;
1759 } 1746 {
1747 next = tmp->below;
1760 1748
1761 for (; tmp; tmp = tmp->below)
1762 {
1763 if (tmp == op) 1749 if (tmp == op)
1764 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1765 1751
1766 /* Check to see if one of the movement types should be slowed down. 1752 /* Check to see if one of the movement types should be slowed down.
1767 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1772 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1773 { 1759 {
1774 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1761 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1776 { 1762 {
1777
1778 float
1779 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1780 1764
1781 if (op->type == PLAYER) 1765 if (op->is_player ())
1782 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1783 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1784 diff /= 4.0; 1768 diff /= 4.0;
1785 1769
1786 op->speed_left -= diff; 1770 op->speed_left -= diff;
1787 } 1771 }
1788 } 1772 }
1994 * head of the object should correspond for the entire object. 1978 * head of the object should correspond for the entire object.
1995 */ 1979 */
1996 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1997 continue; 1981 continue;
1998 1982
1999 if (ob->blocked (m, pos.x, pos.y)) 1983 if (ob->blocked (pos.m, pos.x, pos.y))
2000 continue; 1984 continue;
2001 1985
2002 altern [index++] = i; 1986 altern [index++] = i;
2003 } 1987 }
2004 1988
2072 * there is capable of. 2056 * there is capable of.
2073 */ 2057 */
2074int 2058int
2075find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2060{
2077 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2062 MoveType move_type;
2084 2063
2085 if (exclude && exclude->head_ () != exclude) 2064 if (exclude && exclude->head_ () != exclude)
2086 { 2065 {
2087 exclude = exclude->head; 2066 exclude = exclude->head;
2088 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2091 { 2070 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2071 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2094 } 2073 }
2095 2074
2096 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2097 { 2076 {
2098 mp = m; 2077 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2078 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2079
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2081 max = maxfree[i];
2106 else 2082 else
2107 { 2083 {
2108 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2109 2085
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2087 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2115 { 2089 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2093 return freedir [i];
2123 } 2094 }
2124 } 2095 }
2125 } 2096 }
2126 2097
2127 return 0; 2098 return 0;
2202 * This basically means that if direction is 15, then it could either go 2173 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2174 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2175 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2176 * functions.
2206 */ 2177 */
2207int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2208 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2209 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2210 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2211 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2212 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2308int 2279int
2309can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2310{ 2281{
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (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)); 2284 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2314} 2285}
2315 2286
2316/* 2287/*
2317 * create clone from object to another 2288 * create clone from object to another
2318 */ 2289 */
2350 return tmp; 2321 return tmp;
2351 2322
2352 return 0; 2323 return 0;
2353} 2324}
2354 2325
2355const shstr & 2326shstr_tmp
2356object::kv_get (const shstr &key) const 2327object::kv_get (shstr_tmp key) const
2357{ 2328{
2358 for (key_value *kv = key_values; kv; kv = kv->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2359 if (kv->key == key) 2330 if (kv->key == key)
2360 return kv->value; 2331 return kv->value;
2361 2332
2362 return shstr_null; 2333 return shstr ();
2363} 2334}
2364 2335
2365void 2336void
2366object::kv_set (const shstr &key, const shstr &value) 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2367{ 2338{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2340 if (kv->key == key)
2370 { 2341 {
2371 kv->value = value; 2342 kv->value = value;
2380 2351
2381 key_values = kv; 2352 key_values = kv;
2382} 2353}
2383 2354
2384void 2355void
2385object::kv_del (const shstr &key) 2356object::kv_del (shstr_tmp key)
2386{ 2357{
2387 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2388 if ((*kvp)->key == key) 2359 if ((*kvp)->key == key)
2389 { 2360 {
2390 key_value *kv = *kvp; 2361 key_value *kv = *kvp;
2449{ 2420{
2450 char flagdesc[512]; 2421 char flagdesc[512];
2451 char info2[256 * 4]; 2422 char info2[256 * 4];
2452 char *p = info; 2423 char *p = info;
2453 2424
2454 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2425 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2455 count, 2426 count,
2456 uuid.c_str (), 2427 uuid.c_str (),
2457 &name, 2428 &name,
2458 title ? "\",title:\"" : "", 2429 title ? ",title:\"" : "",
2459 title ? (const char *)title : "", 2430 title ? (const char *)title : "",
2431 title ? "\"" : "",
2460 flag_desc (flagdesc, 512), type); 2432 flag_desc (flagdesc, 512), type);
2461 2433
2462 if (!flag[FLAG_REMOVED] && env) 2434 if (!flag[FLAG_REMOVED] && env)
2463 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2435 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2464 2436
2520 container = 0; 2492 container = 0;
2521 2493
2522 // client needs item update to make it work, client bug requires this to be separate 2494 // client needs item update to make it work, client bug requires this to be separate
2523 esrv_update_item (UPD_FLAGS, this, old_container); 2495 esrv_update_item (UPD_FLAGS, this, old_container);
2524 2496
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2497 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2526 play_sound (sound_find ("chest_close")); 2498 play_sound (sound_find ("chest_close"));
2527 } 2499 }
2528 2500
2529 if (new_container) 2501 if (new_container)
2530 { 2502 {
2540 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2541 new_container->insert (closer); 2513 new_container->insert (closer);
2542 } 2514 }
2543#endif 2515#endif
2544 2516
2545 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2546 2518
2547 // make sure the container is available, client bug requires this to be separate 2519 // make sure the container is available, client bug requires this to be separate
2548 esrv_send_item (this, new_container); 2520 esrv_send_item (this, new_container);
2549 2521
2550 new_container->flag [FLAG_APPLIED] = true; 2522 new_container->flag [FLAG_APPLIED] = true;
2558// else if (!old_container->env && contr && contr->ns) 2530// else if (!old_container->env && contr && contr->ns)
2559// contr->ns->floorbox_reset (); 2531// contr->ns->floorbox_reset ();
2560} 2532}
2561 2533
2562object * 2534object *
2563object::force_find (const shstr name) 2535object::force_find (shstr_tmp name)
2564{ 2536{
2565 /* cycle through his inventory to look for the MARK we want to 2537 /* cycle through his inventory to look for the MARK we want to
2566 * place 2538 * place
2567 */ 2539 */
2568 for (object *tmp = inv; tmp; tmp = tmp->below) 2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2570 return splay (tmp); 2542 return splay (tmp);
2571 2543
2572 return 0; 2544 return 0;
2573} 2545}
2574 2546
2547//-GPL
2548
2575void 2549void
2550object::force_set_timer (int duration)
2551{
2552 this->duration = 1;
2553 this->speed_left = -1.f;
2554
2555 this->set_speed (duration ? 1.f / duration : 0.f);
2556}
2557
2558object *
2576object::force_add (const shstr name, int duration) 2559object::force_add (shstr_tmp name, int duration)
2577{ 2560{
2578 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2579 force->destroy (); 2562 force->destroy ();
2580 2563
2581 object *force = get_archetype (FORCE_NAME); 2564 object *force = get_archetype (FORCE_NAME);
2582 2565
2583 force->slaying = name; 2566 force->slaying = name;
2584 force->stats.food = 1; 2567 force->force_set_timer (duration);
2585 force->speed_left = -1.f;
2586
2587 force->set_speed (duration ? 1.f / duration : 0.f);
2588 force->flag [FLAG_IS_USED_UP] = true;
2589 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2590 2569
2591 insert (force); 2570 return insert (force);
2592} 2571}
2593 2572
2594void 2573void
2595object::play_sound (faceidx sound) 2574object::play_sound (faceidx sound) const
2596{ 2575{
2597 if (!sound) 2576 if (!sound)
2598 return; 2577 return;
2599 2578
2600 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2601 return; 2604 return;
2602 2605
2603 if (env) 2606 // find old force, or create new one
2604 { 2607 object *force = force_find (shstr_noise_force);
2605 if (object *pl = in_player ()) 2608
2606 pl->contr->play_sound (sound); 2609 if (force)
2607 } 2610 force->speed_left = -1.f; // patch old speed up
2608 else 2611 else
2609 map->play_sound (sound, x, y); 2612 {
2610} 2613 force = archetype::get (shstr_noise_force);
2611 2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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