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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 1.317 by root, Fri Apr 2 03:41:24 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
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;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 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, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 55};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
179 * check weight 248 * check weight
180 */ 249 */
181bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
182{ 251{
183 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
184 if (ob1 == ob2 253 if (ob1 == ob2
185 || ob1->type != ob2->type 254 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 255 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 258 return 0;
190 259
191 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 262 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; 263 return 0;
198 264
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* 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 266 * 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 267 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 273
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 276
211 if (ob1->arch->name != ob2->arch->name 277 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 278 || ob1->name != ob2->name
213 || ob1->title != ob2->title 279 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 286 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 302 return 0;
236 303
237 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
241 .any ()) 307 .any ())
242 return 0; 308 return 0;
243 309
244 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
326 { 392 {
327 // see if we are in a container of sorts 393 // see if we are in a container of sorts
328 if (env) 394 if (env)
329 { 395 {
330 // the player inventory itself is always visible 396 // the player inventory itself is always visible
331 if (env->type == PLAYER) 397 if (env->is_player ())
332 return env; 398 return env;
333 399
334 // else a player could have our env open 400 // else a player could have our env open
335 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
336 402
337 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 404 // even if our inv is in a player.
339 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 407 if (pl->container_ () == env)
342 return pl; 408 return pl;
343 } 409 }
344 else 410 else
345 { 411 {
346 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
350 return pl; 417 return pl;
351 } 418 }
352 } 419 }
353 420
354 return 0; 421 return 0;
406 op->update_weight (); 473 op->update_weight ();
407 474
408 sum += op->total_weight (); 475 sum += op->total_weight ();
409 } 476 }
410 477
411 sum = weight_adjust (this, sum); 478 sum = weight_adjust_for (this, sum);
412 479
413 if (sum != carrying) 480 if (sum != carrying)
414 { 481 {
415 carrying = sum; 482 carrying = sum;
416 483
432 object_freezer freezer; 499 object_freezer freezer;
433 op->write (freezer); 500 op->write (freezer);
434 return freezer.as_string (); 501 return freezer.as_string ();
435} 502}
436 503
437/* 504char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
439 * multi-object 1 which is closest to the second object.
440 * If it's not a multi-object, it is returned.
441 */
442object *
443get_nearest_part (object *op, const object *pl)
444{ 506{
445 object *tmp, *closest; 507 return dump_object (this);
446 int last_dist, i;
447
448 if (!op->more)
449 return op;
450
451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
454 if ((i = distance (tmp, pl)) < last_dist)
455 closest = tmp, last_dist = i;
456
457 return closest;
458} 508}
459 509
460/* 510/*
461 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow. 512 * VERRRY slow.
470 520
471 return 0; 521 return 0;
472} 522}
473 523
474/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
475 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
476 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
477 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
478 */ 543 */
479object * 544object *
480find_object_name (const char *str) 545find_object_name (const char *str)
481{ 546{
482 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
483 object *op;
484 548
549 if (str_)
485 for_all_objects (op) 550 for_all_objects (op)
486 if (op->name == str_) 551 if (op->name == str_)
487 break; 552 return op;
488 553
489 return op; 554 return 0;
490} 555}
491 556
492/* 557/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 559 * skill and experience objects.
532object::change_weapon (object *ob) 597object::change_weapon (object *ob)
533{ 598{
534 if (current_weapon == ob) 599 if (current_weapon == ob)
535 return true; 600 return true;
536 601
537 if (chosen_skill) 602 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 } 603 {
567 else 604 manual_apply (this, current_weapon, AP_UNAPPLY);
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569 605
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) 606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
571 { 607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", 608
573 &name, ob->debug_desc ()); 609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
574 return false; 610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
575 } 623 }
576 624
577 return true; 625 return true;
578} 626}
579 627
635 tail = new_link; 683 tail = new_link;
636 } 684 }
637 } 685 }
638 } 686 }
639 687
640 if (speed < 0) 688 dst->activate ();
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644} 689}
645 690
646void 691void
647object::instantiate () 692object::instantiate ()
648{ 693{
649 if (!uuid.seq) // HACK 694 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 695 uuid = UUID::gen ();
651 696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
652 speed_left = -0.1f; 701 speed_left = -1.;
702
653 /* copy the body_info to the body_used - this is only really 703 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything. 704 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting 705 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created 706 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 707 * for it, they can be properly equipped.
665object * 715object *
666object::clone () 716object::clone ()
667{ 717{
668 object *neu = create (); 718 object *neu = create ();
669 copy_to (neu); 719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
670 neu->map = map; // not copied by copy_to 725 neu->map = map; // not copied by copy_to
671 return neu; 726 return neu;
672} 727}
673 728
674/* 729/*
692 * This function needs to be called whenever the speed of an object changes. 747 * This function needs to be called whenever the speed of an object changes.
693 */ 748 */
694void 749void
695object::set_speed (float speed) 750object::set_speed (float speed)
696{ 751{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 752 this->speed = speed;
704 753
705 if (has_active_speed ()) 754 if (has_active_speed ())
706 activate (); 755 activate ();
707 else 756 else
757 806
758 if (!(m.flags_ & P_UPTODATE)) 807 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 808 /* nop */;
760 else if (action == UP_OBJ_INSERT) 809 else if (action == UP_OBJ_INSERT)
761 { 810 {
811#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 812 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 815 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 817 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 818 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 819 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 820 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 821 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 822 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 823 * have move_allow right now.
774 */ 824 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 825 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
826 m.invalidate ();
827#else
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 828 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
777 m.flags_ = 0; 829 m.invalidate ();
830#endif
778 } 831 }
779 /* if the object is being removed, we can't make intelligent 832 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 833 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 834 * that is being removed.
782 */ 835 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 836 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 837 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 838 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 839 /* Nothing to do for that case */ ;
787 else 840 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 841 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 842
793 846
794object::object () 847object::object ()
795{ 848{
796 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
797 850
798 expmul = 1.0; 851 //expmul = 1.0; declared const for the time being
799 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
800} 854}
801 855
802object::~object () 856object::~object ()
803{ 857{
804 unlink (); 858 unlink ();
833 /* If already on active list, don't do anything */ 887 /* If already on active list, don't do anything */
834 if (active) 888 if (active)
835 return; 889 return;
836 890
837 if (has_active_speed ()) 891 if (has_active_speed ())
892 {
893 if (flag [FLAG_FREED])
894 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
895
838 actives.insert (this); 896 actives.insert (this);
897 }
839} 898}
840 899
841void 900void
842object::activate_recursive () 901object::activate_recursive ()
843{ 902{
904 * drop on that space. 963 * drop on that space.
905 */ 964 */
906 if (!drop_to_ground 965 if (!drop_to_ground
907 || !map 966 || !map
908 || map->in_memory != MAP_ACTIVE 967 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 968 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 969 || ms ().move_block == MOVE_ALL)
911 { 970 {
912 while (inv) 971 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 972 inv->destroy ();
916 }
917 } 973 }
918 else 974 else
919 { /* Put objects in inventory onto this space */ 975 { /* Put objects in inventory onto this space */
920 while (inv) 976 while (inv)
921 { 977 {
925 || op->flag [FLAG_NO_DROP] 981 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 982 || op->type == RUNE
927 || op->type == TRAP 983 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 984 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 985 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 986 op->destroy ();
931 else 987 else
932 map->insert (op, x, y); 988 map->insert (op, x, y);
933 } 989 }
934 } 990 }
935} 991}
943 999
944static struct freed_map : maptile 1000static struct freed_map : maptile
945{ 1001{
946 freed_map () 1002 freed_map ()
947 { 1003 {
948 path = "<freed objects map>"; 1004 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 1005 name = "/internal/freed_objects_map";
950 width = 3; 1006 width = 3;
951 height = 3; 1007 height = 3;
952 nodrop = 1; 1008 no_drop = 1;
1009 no_reset = 1;
953 1010
954 alloc (); 1011 alloc ();
955 in_memory = MAP_ACTIVE; 1012 in_memory = MAP_ACTIVE;
956 } 1013 }
957 1014
963 1020
964void 1021void
965object::do_destroy () 1022object::do_destroy ()
966{ 1023{
967 if (flag [FLAG_IS_LINKED]) 1024 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1025 remove_link ();
969 1026
970 if (flag [FLAG_FRIENDLY]) 1027 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1028 remove_friendly_object (this);
972 1029
973 remove (); 1030 remove ();
998 attacked_by = 0; 1055 attacked_by = 0;
999 current_weapon = 0; 1056 current_weapon = 0;
1000} 1057}
1001 1058
1002void 1059void
1003object::destroy (bool destroy_inventory) 1060object::destroy ()
1004{ 1061{
1005 if (destroyed ()) 1062 if (destroyed ())
1006 return; 1063 return;
1007 1064
1008 if (!is_head () && !head->destroyed ()) 1065 if (!is_head () && !head->destroyed ())
1009 { 1066 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1067 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1068 head->destroy ();
1012 return; 1069 return;
1013 } 1070 }
1014 1071
1015 destroy_inv (!destroy_inventory); 1072 destroy_inv (false);
1016 1073
1017 if (is_head ()) 1074 if (is_head ())
1018 if (sound_destroy) 1075 if (sound_destroy)
1019 play_sound (sound_destroy); 1076 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1077 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1088 * the previous environment.
1032 */ 1089 */
1033void 1090void
1034object::do_remove () 1091object::do_remove ()
1035{ 1092{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1093 if (flag [FLAG_REMOVED])
1040 return; 1094 return;
1041 1095
1042 INVOKE_OBJECT (REMOVE, this); 1096 INVOKE_OBJECT (REMOVE, this);
1043 1097
1057 esrv_del_item (pl->contr, count); 1111 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1112 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1113
1060 adjust_weight (env, -total_weight ()); 1114 adjust_weight (env, -total_weight ());
1061 1115
1062 *(above ? &above->below : &env->inv) = below; 1116 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1117
1067 /* we set up values so that it could be inserted into 1118 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1119 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1120 * to the caller to decide what we want to do.
1070 */ 1121 */
1071 map = env->map; 1122 map = env->map;
1072 x = env->x; 1123 x = env->x;
1073 y = env->y; 1124 y = env->y;
1125
1126 // make sure cmov optimisation is applicable
1127 *(above ? &above->below : &env->inv) = below;
1128 *(below ? &below->above : &above ) = above; // &above is just a dummy
1129
1074 above = 0; 1130 above = 0;
1075 below = 0; 1131 below = 0;
1076 env = 0; 1132 env = 0;
1077 1133
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1134 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1135 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1136 if (expect_false (pl->contr->combat_ob == this))
1083 otmp->update_stats (); 1137 {
1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1152 if (expect_false (glow_radius) && pl->is_on_map ())
1153 update_all_los (pl->map, pl->x, pl->y);
1154 }
1084 } 1155 }
1085 else if (map) 1156 else if (map)
1086 { 1157 {
1087 map->dirty = true; 1158 map->dirty = true;
1088 mapspace &ms = this->ms (); 1159 mapspace &ms = this->ms ();
1089 1160
1090 if (object *pl = ms.player ()) 1161 if (object *pl = ms.player ())
1091 { 1162 {
1092 if (type == PLAYER) // this == pl(!) 1163 if (is_player ())
1093 { 1164 {
1165 if (!flag [FLAG_WIZPASS])
1166 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1167
1094 // leaving a spot always closes any open container on the ground 1168 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1169 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1170 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1171 // that the CLOSE event is being sent.
1098 close_container (); 1172 close_container ();
1099 1173
1100 --map->players; 1174 --map->players;
1101 map->touch (); 1175 map->touch ();
1102 } 1176 }
1103 else if (pl->container == this) 1177 else if (pl->container_ () == this)
1104 { 1178 {
1105 // removing a container should close it 1179 // removing a container should close it
1106 close_container (); 1180 close_container ();
1107 } 1181 }
1108 1182
1109 esrv_del_item (pl->contr, count); 1183 esrv_del_item (pl->contr, count);
1110 } 1184 }
1111 1185
1112 /* link the object above us */ 1186 /* link the object above us */
1113 if (above) 1187 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1188 *(above ? &above->below : &ms.top) = below;
1115 else 1189 *(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 1190
1133 above = 0; 1191 above = 0;
1134 below = 0; 1192 below = 0;
1135 1193
1194 ms.invalidate ();
1195
1136 if (map->in_memory == MAP_SAVING) 1196 if (map->in_memory == MAP_SAVING)
1137 return; 1197 return;
1138 1198
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1199 int check_walk_off = !flag [FLAG_NO_APPLY];
1140 1200
1141 if (object *pl = ms.player ()) 1201 if (object *pl = ms.player ())
1142 { 1202 {
1143 if (pl->container == this) 1203 if (pl->container_ () == this)
1144 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1146 * appropriately. 1206 * appropriately.
1147 */ 1207 */
1148 pl->close_container (); 1208 pl->close_container ();
1152 //TODO: update floorbox to preserve ordering 1212 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns) 1213 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update (); 1214 pl->contr->ns->floorbox_update ();
1155 } 1215 }
1156 1216
1217 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1218 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1219 {
1220 above = tmp->above;
1221
1159 /* No point updating the players look faces if he is the object 1222 /* No point updating the players look faces if he is the object
1160 * being removed. 1223 * being removed.
1161 */ 1224 */
1162 1225
1163 /* See if object moving off should effect something */ 1226 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1227 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1228 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1229 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 } 1230 }
1173 1231
1174 last = tmp; 1232 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); 1233 update_all_los (map, x, y);
1186 } 1234 }
1187} 1235}
1188 1236
1189/* 1237/*
1213 esrv_update_item (UPD_NROF, pl, top); 1261 esrv_update_item (UPD_NROF, pl, top);
1214 1262
1215 op->weight = 0; // cancel the addition above 1263 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1264 op->carrying = 0; // must be 0 already
1217 1265
1218 op->destroy (1); 1266 op->destroy ();
1219 1267
1220 return top; 1268 return top;
1221 } 1269 }
1222 1270
1223 return 0; 1271 return 0;
1231 1279
1232 object *prev = this; 1280 object *prev = this;
1233 1281
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 { 1283 {
1236 object *op = arch_to_object (at); 1284 object *op = at->instance ();
1237 1285
1238 op->name = name; 1286 op->name = name;
1239 op->name_pl = name_pl; 1287 op->name_pl = name_pl;
1240 op->title = title; 1288 op->title = title;
1241 1289
1251 * job preparing multi-part monsters. 1299 * job preparing multi-part monsters.
1252 */ 1300 */
1253object * 1301object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1302insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1303{
1304 op->remove ();
1305
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1306 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1307 {
1258 tmp->x = x + tmp->arch->x; 1308 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1309 tmp->y = y + tmp->arch->y;
1260 } 1310 }
1277 * Passing 0 for flag gives proper default values, so flag really only needs 1327 * Passing 0 for flag gives proper default values, so flag really only needs
1278 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1279 * 1329 *
1280 * Return value: 1330 * Return value:
1281 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1282 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1283 * just 'op' otherwise 1333 * just 'op' otherwise
1284 */ 1334 */
1285object * 1335object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1337{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 op->remove (); 1338 op->remove ();
1339
1340 if (m == &freed_map)//D TODO: remove soon
1341 {//D
1342 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1343 }//D
1291 1344
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1345 /* 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 1346 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1347 * need extra work
1295 */ 1348 */
1349 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1350 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1351 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1352 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1353 return 0;
1300 } 1354 }
1301 1355
1302 if (object *more = op->more) 1356 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1357 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1358 return 0;
1305 1359
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1360 op->flag [FLAG_REMOVED] = false;
1307 1361 op->env = 0;
1308 op->map = m; 1362 op->map = newmap;
1363
1309 mapspace &ms = op->ms (); 1364 mapspace &ms = op->ms ();
1310 1365
1311 /* this has to be done after we translate the coordinates. 1366 /* this has to be done after we translate the coordinates.
1312 */ 1367 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1368 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1369 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp)) 1370 if (object::can_merge (op, tmp))
1316 { 1371 {
1317 // TODO: we atcually want to update tmp, not op, 1372 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1373 // but some caller surely breaks when we return tmp
1319 // from here :/ 1374 // from here :/
1320 op->nrof += tmp->nrof; 1375 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1376 tmp->destroy ();
1322 } 1377 }
1323 1378
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1380 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1381
1333 { 1388 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1390 abort ();
1336 } 1391 }
1337 1392
1393 if (!originator->is_on_map ())
1394 {
1395 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1396 op->debug_desc (), originator->debug_desc ());
1397 abort ();
1398 }
1399
1338 op->above = originator; 1400 op->above = originator;
1339 op->below = originator->below; 1401 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; 1402 originator->below = op;
1403
1404 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1405 }
1349 else 1406 else
1350 { 1407 {
1351 object *top, *floor = NULL; 1408 object *floor = 0;
1352 1409 object *top = ms.top;
1353 top = ms.bot;
1354 1410
1355 /* If there are other objects, then */ 1411 /* If there are other objects, then */
1356 if (top) 1412 if (top)
1357 { 1413 {
1358 object *last = 0;
1359
1360 /* 1414 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1415 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1416 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1417 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1418 * 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 1421 * 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 1422 * 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 1423 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1424 * that flying non pickable objects are spell objects.
1371 */ 1425 */
1372 for (top = ms.bot; top; top = top->above) 1426 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1427 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1428 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1375 floor = top; 1429 floor = tmp;
1376 1430
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1431 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1378 { 1432 {
1379 /* We insert above top, so we want this object below this */ 1433 /* We insert above top, so we want this object below this */
1380 top = top->below; 1434 top = tmp->below;
1381 break; 1435 break;
1382 } 1436 }
1383 1437
1384 last = top; 1438 top = tmp;
1385 } 1439 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1440
1390 /* We let update_position deal with figuring out what the space 1441 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1442 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1443 * makes things faster, and effectively the same result.
1393 */ 1444 */
1400 */ 1451 */
1401 if (!(flag & INS_ON_TOP) 1452 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1453 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1454 && (op->face && !faces [op->face].visibility))
1404 { 1455 {
1456 object *last;
1457
1405 for (last = top; last != floor; last = last->below) 1458 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1459 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407 break; 1460 break;
1408 1461
1409 /* Check to see if we found the object that blocks view, 1462 /* Check to see if we found the object that blocks view,
1417 } /* If objects on this space */ 1470 } /* If objects on this space */
1418 1471
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1472 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1473 top = floor;
1421 1474
1422 /* Top is the object that our object (op) is going to get inserted above. 1475 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1476 if (!top)
1427 { 1477 {
1478 op->below = 0;
1428 op->above = ms.bot; 1479 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1480 ms.bot = op;
1481
1482 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1483 }
1436 else 1484 else
1437 { /* get inserted into the stack above top */ 1485 {
1438 op->above = top->above; 1486 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1487 top->above = op;
1442 1488
1443 op->below = top; 1489 op->below = top;
1444 top->above = op; 1490 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1491 }
1492 }
1446 1493
1447 if (!op->above) 1494 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1495 {
1453 op->contr->do_los = 1; 1496 op->contr->do_los = 1;
1454 ++op->map->players; 1497 ++op->map->players;
1455 op->map->touch (); 1498 op->map->touch ();
1456 } 1499 }
1471 * be far away from this change and not affected in any way - 1514 * be far away from this change and not affected in any way -
1472 * this should get redone to only look for players within range, 1515 * this should get redone to only look for players within range,
1473 * or just updating the P_UPTODATE for spaces within this area 1516 * or just updating the P_UPTODATE for spaces within this area
1474 * of effect may be sufficient. 1517 * of effect may be sufficient.
1475 */ 1518 */
1476 if (op->map->darkness && (op->glow_radius != 0)) 1519 if (op->affects_los ())
1520 {
1521 op->ms ().invalidate ();
1477 update_all_los (op->map, op->x, op->y); 1522 update_all_los (op->map, op->x, op->y);
1523 }
1478 1524
1479 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1525 /* updates flags (blocked, alive, no magic, etc) for this map space */
1480 update_object (op, UP_OBJ_INSERT); 1526 update_object (op, UP_OBJ_INSERT);
1481 1527
1482 INVOKE_OBJECT (INSERT, op); 1528 INVOKE_OBJECT (INSERT, op);
1489 * blocked() and wall() work properly), and these flags are updated by 1535 * blocked() and wall() work properly), and these flags are updated by
1490 * update_object(). 1536 * update_object().
1491 */ 1537 */
1492 1538
1493 /* if this is not the head or flag has been passed, don't check walk on status */ 1539 /* 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) 1540 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1495 { 1541 {
1496 if (check_move_on (op, originator)) 1542 if (check_move_on (op, originator))
1497 return 0; 1543 return 0;
1498 1544
1499 /* If we are a multi part object, lets work our way through the check 1545 /* 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 1556/* 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. 1557 * 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. 1558 * op is the object to insert it under: supplies x and the map.
1513 */ 1559 */
1514void 1560void
1515replace_insert_ob_in_map (const char *arch_string, object *op) 1561replace_insert_ob_in_map (shstr_tmp archname, object *op)
1516{ 1562{
1517 /* first search for itself and remove any old instances */ 1563 /* first search for itself and remove any old instances */
1518 1564
1519 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1520 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1521 tmp->destroy (1); 1567 tmp->destroy ();
1522 1568
1523 object *tmp = arch_to_object (archetype::find (arch_string)); 1569 object *tmp = archetype::find (archname)->instance ();
1524 1570
1525 tmp->x = op->x; 1571 tmp->x = op->x;
1526 tmp->y = op->y; 1572 tmp->y = op->y;
1527 1573
1528 insert_ob_in_map (tmp, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1533{ 1579{
1534 if (where->env) 1580 if (where->env)
1535 return where->env->insert (this); 1581 return where->env->insert (this);
1536 else 1582 else
1537 return where->map->insert (this, where->x, where->y, originator, flags); 1583 return where->map->insert (this, where->x, where->y, originator, flags);
1584}
1585
1586// check whether we can put this into the map, respect max_volume, max_items
1587bool
1588object::can_drop_at (maptile *m, int x, int y, object *originator)
1589{
1590 mapspace &ms = m->at (x, y);
1591
1592 int items = ms.items ();
1593
1594 if (!items // testing !items ensures we can drop at least one item
1595 || (items < m->max_items
1596 && ms.volume () < m->max_volume))
1597 return true;
1598
1599 if (originator && originator->is_player ())
1600 originator->contr->failmsg (format (
1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1602 query_name ()
1603 ));
1604
1605 return false;
1538} 1606}
1539 1607
1540/* 1608/*
1541 * decrease(object, number) decreases a specified number from 1609 * decrease(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1550 if (!nr) 1618 if (!nr)
1551 return true; 1619 return true;
1552 1620
1553 nr = min (nr, nrof); 1621 nr = min (nr, nrof);
1554 1622
1623 if (nrof > nr)
1624 {
1555 nrof -= nr; 1625 nrof -= nr;
1556
1557 if (nrof)
1558 {
1559 adjust_weight (env, -weight * nr); // carrying == 0 1626 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1560 1627
1561 if (object *pl = visible_to ()) 1628 if (object *pl = visible_to ())
1562 esrv_update_item (UPD_NROF, pl, this); 1629 esrv_update_item (UPD_NROF, pl, this);
1563 1630
1564 return true; 1631 return true;
1565 } 1632 }
1566 else 1633 else
1567 { 1634 {
1568 destroy (1); 1635 destroy ();
1569 return false; 1636 return false;
1570 } 1637 }
1571} 1638}
1572 1639
1573/* 1640/*
1650 if (object *pl = tmp->visible_to ()) 1717 if (object *pl = tmp->visible_to ())
1651 esrv_update_item (UPD_NROF, pl, tmp); 1718 esrv_update_item (UPD_NROF, pl, tmp);
1652 1719
1653 adjust_weight (this, op->total_weight ()); 1720 adjust_weight (this, op->total_weight ());
1654 1721
1655 op->destroy (1); 1722 op->destroy ();
1656 op = tmp; 1723 op = tmp;
1657 goto inserted; 1724 goto inserted;
1658 } 1725 }
1659 1726
1660 op->owner = 0; // it's his/hers now. period. 1727 op->owner = 0; // it's his/hers now. period.
1678 1745
1679 adjust_weight (this, op->total_weight ()); 1746 adjust_weight (this, op->total_weight ());
1680 1747
1681inserted: 1748inserted:
1682 /* reset the light list and los of the players on the map */ 1749 /* reset the light list and los of the players on the map */
1683 if (op->glow_radius && map && map->darkness) 1750 if (op->glow_radius && is_on_map ())
1751 {
1752 update_stats ();
1684 update_all_los (map, x, y); 1753 update_all_los (map, x, y);
1685 1754 }
1755 else if (is_player ())
1686 // if this is a player's inventory, update stats 1756 // if this is a player's inventory, update stats
1687 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1757 contr->queue_stats_update ();
1688 update_stats ();
1689 1758
1690 INVOKE_OBJECT (INSERT, this); 1759 INVOKE_OBJECT (INSERT, this);
1691 1760
1692 return op; 1761 return op;
1693} 1762}
1713 * on top. 1782 * on top.
1714 */ 1783 */
1715int 1784int
1716check_move_on (object *op, object *originator) 1785check_move_on (object *op, object *originator)
1717{ 1786{
1787 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1788 return 0;
1789
1718 object *tmp; 1790 object *tmp;
1719 maptile *m = op->map; 1791 maptile *m = op->map;
1720 int x = op->x, y = op->y; 1792 int x = op->x, y = op->y;
1721 1793
1722 MoveType move_on, move_slow, move_block; 1794 mapspace &ms = m->at (x, y);
1723 1795
1724 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1796 ms.update ();
1725 return 0;
1726 1797
1727 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1798 MoveType move_on = ms.move_on;
1728 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1799 MoveType move_slow = ms.move_slow;
1729 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1800 MoveType move_block = ms.move_block;
1730 1801
1731 /* if nothing on this space will slow op down or be applied, 1802 /* 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 1803 * 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 1804 * is set, as lots of objects don't have it set - we treat that
1734 * as walking. 1805 * as walking.
1745 return 0; 1816 return 0;
1746 1817
1747 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1748 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1749 */ 1820 */
1750 1821 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 } 1822 {
1823 next = tmp->below;
1760 1824
1761 for (; tmp; tmp = tmp->below)
1762 {
1763 if (tmp == op) 1825 if (tmp == op)
1764 continue; /* Can't apply yourself */ 1826 continue; /* Can't apply yourself */
1765 1827
1766 /* Check to see if one of the movement types should be slowed down. 1828 /* 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 1829 * Second check makes sure that the movement types not being slowed
1772 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1834 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1773 { 1835 {
1774 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1836 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)) 1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1776 { 1838 {
1777
1778 float
1779 diff = tmp->move_slow_penalty * fabs (op->speed); 1839 float diff = tmp->move_slow_penalty * fabs (op->speed);
1780 1840
1781 if (op->type == PLAYER) 1841 if (op->is_player ())
1782 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1842 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))) 1843 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1784 diff /= 4.0; 1844 diff /= 4.0;
1785 1845
1786 op->speed_left -= diff; 1846 op->speed_left -= diff;
1787 } 1847 }
1788 } 1848 }
1994 * head of the object should correspond for the entire object. 2054 * head of the object should correspond for the entire object.
1995 */ 2055 */
1996 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1997 continue; 2057 continue;
1998 2058
1999 if (ob->blocked (m, pos.x, pos.y)) 2059 if (ob->blocked (pos.m, pos.x, pos.y))
2000 continue; 2060 continue;
2001 2061
2002 altern [index++] = i; 2062 altern [index++] = i;
2003 } 2063 }
2004 2064
2072 * there is capable of. 2132 * there is capable of.
2073 */ 2133 */
2074int 2134int
2075find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2136{
2077 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2138 MoveType move_type;
2084 2139
2085 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2086 { 2141 {
2087 exclude = exclude->head; 2142 exclude = exclude->head;
2088 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2091 { 2146 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2094 } 2149 }
2095 2150
2096 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2097 { 2152 {
2098 mp = m; 2153 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2154 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2155
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2157 max = maxfree[i];
2106 else 2158 else
2107 { 2159 {
2108 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2109 2161
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2163 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2115 { 2165 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2169 return freedir [i];
2123 } 2170 }
2124 } 2171 }
2125 } 2172 }
2126 2173
2127 return 0; 2174 return 0;
2202 * This basically means that if direction is 15, then it could either go 2249 * 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. 2250 * 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 2251 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2252 * functions.
2206 */ 2253 */
2207int reduction_dir[SIZEOFFREE][3] = { 2254static const int reduction_dir[SIZEOFFREE][3] = {
2208 {0, 0, 0}, /* 0 */ 2255 {0, 0, 0}, /* 0 */
2209 {0, 0, 0}, /* 1 */ 2256 {0, 0, 0}, /* 1 */
2210 {0, 0, 0}, /* 2 */ 2257 {0, 0, 0}, /* 2 */
2211 {0, 0, 0}, /* 3 */ 2258 {0, 0, 0}, /* 3 */
2212 {0, 0, 0}, /* 4 */ 2259 {0, 0, 0}, /* 4 */
2308int 2355int
2309can_pick (const object *who, const object *item) 2356can_pick (const object *who, const object *item)
2310{ 2357{
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2359 (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)); 2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2314} 2361}
2315 2362
2316/* 2363/*
2317 * create clone from object to another 2364 * create clone from object to another
2318 */ 2365 */
2350 return tmp; 2397 return tmp;
2351 2398
2352 return 0; 2399 return 0;
2353} 2400}
2354 2401
2355const shstr & 2402shstr_tmp
2356object::kv_get (const shstr &key) const 2403object::kv_get (shstr_tmp key) const
2357{ 2404{
2358 for (key_value *kv = key_values; kv; kv = kv->next) 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2359 if (kv->key == key) 2406 if (kv->key == key)
2360 return kv->value; 2407 return kv->value;
2361 2408
2362 return shstr_null; 2409 return shstr ();
2363} 2410}
2364 2411
2365void 2412void
2366object::kv_set (const shstr &key, const shstr &value) 2413object::kv_set (shstr_tmp key, shstr_tmp value)
2367{ 2414{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2415 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2416 if (kv->key == key)
2370 { 2417 {
2371 kv->value = value; 2418 kv->value = value;
2380 2427
2381 key_values = kv; 2428 key_values = kv;
2382} 2429}
2383 2430
2384void 2431void
2385object::kv_del (const shstr &key) 2432object::kv_del (shstr_tmp key)
2386{ 2433{
2387 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2434 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2388 if ((*kvp)->key == key) 2435 if ((*kvp)->key == key)
2389 { 2436 {
2390 key_value *kv = *kvp; 2437 key_value *kv = *kvp;
2449{ 2496{
2450 char flagdesc[512]; 2497 char flagdesc[512];
2451 char info2[256 * 4]; 2498 char info2[256 * 4];
2452 char *p = info; 2499 char *p = info;
2453 2500
2454 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2501 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2455 count, 2502 count,
2456 uuid.c_str (), 2503 uuid.c_str (),
2457 &name, 2504 &name,
2458 title ? "\",title:\"" : "", 2505 title ? ",title:\"" : "",
2459 title ? (const char *)title : "", 2506 title ? (const char *)title : "",
2507 title ? "\"" : "",
2460 flag_desc (flagdesc, 512), type); 2508 flag_desc (flagdesc, 512), type);
2461 2509
2462 if (!flag[FLAG_REMOVED] && env) 2510 if (!flag[FLAG_REMOVED] && env)
2463 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2511 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2464 2512
2480struct region * 2528struct region *
2481object::region () const 2529object::region () const
2482{ 2530{
2483 return map ? map->region (x, y) 2531 return map ? map->region (x, y)
2484 : region::default_region (); 2532 : region::default_region ();
2485}
2486
2487const materialtype_t *
2488object::dominant_material () const
2489{
2490 if (materialtype_t *mt = name_to_material (materialname))
2491 return mt;
2492
2493 return name_to_material (shstr_unknown);
2494} 2533}
2495 2534
2496void 2535void
2497object::open_container (object *new_container) 2536object::open_container (object *new_container)
2498{ 2537{
2520 container = 0; 2559 container = 0;
2521 2560
2522 // client needs item update to make it work, client bug requires this to be separate 2561 // client needs item update to make it work, client bug requires this to be separate
2523 esrv_update_item (UPD_FLAGS, this, old_container); 2562 esrv_update_item (UPD_FLAGS, this, old_container);
2524 2563
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2564 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2526 play_sound (sound_find ("chest_close")); 2565 play_sound (sound_find ("chest_close"));
2527 } 2566 }
2528 2567
2529 if (new_container) 2568 if (new_container)
2530 { 2569 {
2534 // TODO: this does not seem to serve any purpose anymore? 2573 // TODO: this does not seem to serve any purpose anymore?
2535#if 0 2574#if 0
2536 // insert the "Close Container" object. 2575 // insert the "Close Container" object.
2537 if (archetype *closer = new_container->other_arch) 2576 if (archetype *closer = new_container->other_arch)
2538 { 2577 {
2539 object *closer = arch_to_object (new_container->other_arch); 2578 object *closer = new_container->other_arch->instance ();
2540 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2541 new_container->insert (closer); 2580 new_container->insert (closer);
2542 } 2581 }
2543#endif 2582#endif
2544 2583
2545 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2584 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2546 2585
2547 // make sure the container is available, client bug requires this to be separate 2586 // make sure the container is available, client bug requires this to be separate
2548 esrv_send_item (this, new_container); 2587 esrv_send_item (this, new_container);
2549 2588
2550 new_container->flag [FLAG_APPLIED] = true; 2589 new_container->flag [FLAG_APPLIED] = true;
2558// else if (!old_container->env && contr && contr->ns) 2597// else if (!old_container->env && contr && contr->ns)
2559// contr->ns->floorbox_reset (); 2598// contr->ns->floorbox_reset ();
2560} 2599}
2561 2600
2562object * 2601object *
2563object::force_find (const shstr name) 2602object::force_find (shstr_tmp name)
2564{ 2603{
2565 /* cycle through his inventory to look for the MARK we want to 2604 /* cycle through his inventory to look for the MARK we want to
2566 * place 2605 * place
2567 */ 2606 */
2568 for (object *tmp = inv; tmp; tmp = tmp->below) 2607 for (object *tmp = inv; tmp; tmp = tmp->below)
2570 return splay (tmp); 2609 return splay (tmp);
2571 2610
2572 return 0; 2611 return 0;
2573} 2612}
2574 2613
2614//-GPL
2615
2575void 2616void
2617object::force_set_timer (int duration)
2618{
2619 this->duration = 1;
2620 this->speed_left = -1.f;
2621
2622 this->set_speed (duration ? 1.f / duration : 0.f);
2623}
2624
2625object *
2576object::force_add (const shstr name, int duration) 2626object::force_add (shstr_tmp name, int duration)
2577{ 2627{
2578 if (object *force = force_find (name)) 2628 if (object *force = force_find (name))
2579 force->destroy (); 2629 force->destroy ();
2580 2630
2581 object *force = get_archetype (FORCE_NAME); 2631 object *force = get_archetype (FORCE_NAME);
2582 2632
2583 force->slaying = name; 2633 force->slaying = name;
2584 force->stats.food = 1; 2634 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; 2635 force->flag [FLAG_APPLIED] = true;
2590 2636
2591 insert (force); 2637 return insert (force);
2592} 2638}
2593 2639
2594void 2640void
2595object::play_sound (faceidx sound) 2641object::play_sound (faceidx sound) const
2596{ 2642{
2597 if (!sound) 2643 if (!sound)
2598 return; 2644 return;
2599 2645
2600 if (flag [FLAG_REMOVED]) 2646 if (is_on_map ())
2647 map->play_sound (sound, x, y);
2648 else if (object *pl = in_player ())
2649 pl->contr->play_sound (sound);
2650}
2651
2652void
2653object::say_msg (const char *msg) const
2654{
2655 if (is_on_map ())
2656 map->say_msg (msg, x, y);
2657 else if (object *pl = in_player ())
2658 pl->contr->play_sound (sound);
2659}
2660
2661void
2662object::make_noise ()
2663{
2664 // we do not model noise in the map, so instead put
2665 // a temporary light into the noise source
2666 // could use the map instead, but that's less reliable for our
2667 // goal, which is to make invisibility a bit harder to exploit
2668
2669 // currently only works sensibly for players
2670 if (!is_player ())
2601 return; 2671 return;
2602 2672
2603 if (env) 2673 // find old force, or create new one
2604 { 2674 object *force = force_find (shstr_noise_force);
2605 if (object *pl = in_player ()) 2675
2606 pl->contr->play_sound (sound); 2676 if (force)
2607 } 2677 force->speed_left = -1.f; // patch old speed up
2608 else 2678 else
2609 map->play_sound (sound, x, y); 2679 {
2610} 2680 force = archetype::get (shstr_noise_force);
2611 2681
2682 force->slaying = shstr_noise_force;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (1.f / 4.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691 }
2692}
2693
2694void object::change_move_type (MoveType mt)
2695{
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708}
2709

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