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Comparing deliantra/server/common/object.C (file contents):
Revision 1.235 by root, Tue May 6 20:00:12 2008 UTC vs.
Revision 1.320 by root, Wed Apr 7 19:54:44 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;
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.
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return; 573 return;
509 } 574 }
510 575
511 this->owner = owner; 576 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
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 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578} 577}
579 578
580/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links. 580 * refcounts and freeing the links.
582 */ 581 */
635 tail = new_link; 634 tail = new_link;
636 } 635 }
637 } 636 }
638 } 637 }
639 638
640 if (speed < 0) 639 dst->activate ();
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644} 640}
645 641
646void 642void
647object::instantiate () 643object::instantiate ()
648{ 644{
649 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 646 uuid = UUID::gen ();
651 647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
652 speed_left = -0.1f; 652 speed_left = -1.;
653
653 /* copy the body_info to the body_used - this is only really 654 /* 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. 655 * 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 656 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
665object * 666object *
666object::clone () 667object::clone ()
667{ 668{
668 object *neu = create (); 669 object *neu = create ();
669 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
670 neu->map = map; // not copied by copy_to 676 neu->map = map; // not copied by copy_to
671 return neu; 677 return neu;
672} 678}
673 679
674/* 680/*
692 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
693 */ 699 */
694void 700void
695object::set_speed (float speed) 701object::set_speed (float speed)
696{ 702{
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; 703 this->speed = speed;
704 704
705 if (has_active_speed ()) 705 if (has_active_speed ())
706 activate (); 706 activate ();
707 else 707 else
757 757
758 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 759 /* nop */;
760 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
761 { 761 {
762#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 774 * have move_allow right now.
774 */ 775 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate ();
778#else
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
777 m.flags_ = 0; 780 m.invalidate ();
781#endif
778 } 782 }
779 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 785 * that is being removed.
782 */ 786 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 788 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
787 else 791 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 793
793 797
794object::object () 798object::object ()
795{ 799{
796 SET_FLAG (this, FLAG_REMOVED); 800 SET_FLAG (this, FLAG_REMOVED);
797 801
798 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
799 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
800} 805}
801 806
802object::~object () 807object::~object ()
803{ 808{
804 unlink (); 809 unlink ();
833 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
834 if (active) 839 if (active)
835 return; 840 return;
836 841
837 if (has_active_speed ()) 842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
838 actives.insert (this); 847 actives.insert (this);
848 }
839} 849}
840 850
841void 851void
842object::activate_recursive () 852object::activate_recursive ()
843{ 853{
904 * drop on that space. 914 * drop on that space.
905 */ 915 */
906 if (!drop_to_ground 916 if (!drop_to_ground
907 || !map 917 || !map
908 || map->in_memory != MAP_ACTIVE 918 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 919 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
911 { 921 {
912 while (inv) 922 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 923 inv->destroy ();
916 }
917 } 924 }
918 else 925 else
919 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
920 while (inv) 927 while (inv)
921 { 928 {
925 || op->flag [FLAG_NO_DROP] 932 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 933 || op->type == RUNE
927 || op->type == TRAP 934 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 935 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 936 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 937 op->destroy ();
931 else 938 else
932 map->insert (op, x, y); 939 map->insert (op, x, y);
933 } 940 }
934 } 941 }
935} 942}
936 943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963}
964
937object *object::create () 965object *object::create ()
938{ 966{
939 object *op = new object; 967 object *op = new object;
940 op->link (); 968 op->link ();
941 return op; 969 return op;
943 971
944static struct freed_map : maptile 972static struct freed_map : maptile
945{ 973{
946 freed_map () 974 freed_map ()
947 { 975 {
948 path = "<freed objects map>"; 976 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 977 name = "/internal/freed_objects_map";
950 width = 3; 978 width = 3;
951 height = 3; 979 height = 3;
952 nodrop = 1; 980 no_drop = 1;
981 no_reset = 1;
953 982
954 alloc (); 983 alloc ();
955 in_memory = MAP_ACTIVE; 984 in_memory = MAP_ACTIVE;
956 } 985 }
957 986
963 992
964void 993void
965object::do_destroy () 994object::do_destroy ()
966{ 995{
967 if (flag [FLAG_IS_LINKED]) 996 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 997 remove_link ();
969 998
970 if (flag [FLAG_FRIENDLY]) 999 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1000 remove_friendly_object (this);
972 1001
973 remove (); 1002 remove ();
998 attacked_by = 0; 1027 attacked_by = 0;
999 current_weapon = 0; 1028 current_weapon = 0;
1000} 1029}
1001 1030
1002void 1031void
1003object::destroy (bool destroy_inventory) 1032object::destroy ()
1004{ 1033{
1005 if (destroyed ()) 1034 if (destroyed ())
1006 return; 1035 return;
1007 1036
1008 if (!is_head () && !head->destroyed ()) 1037 if (!is_head () && !head->destroyed ())
1009 { 1038 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1040 head->destroy ();
1012 return; 1041 return;
1013 } 1042 }
1014 1043
1015 destroy_inv (!destroy_inventory); 1044 destroy_inv_fast ();
1016 1045
1017 if (is_head ()) 1046 if (is_head ())
1018 if (sound_destroy) 1047 if (sound_destroy)
1019 play_sound (sound_destroy); 1048 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1049 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1060 * the previous environment.
1032 */ 1061 */
1033void 1062void
1034object::do_remove () 1063object::do_remove ()
1035{ 1064{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1065 if (flag [FLAG_REMOVED])
1040 return; 1066 return;
1041 1067
1042 INVOKE_OBJECT (REMOVE, this); 1068 INVOKE_OBJECT (REMOVE, this);
1043 1069
1057 esrv_del_item (pl->contr, count); 1083 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1085
1060 adjust_weight (env, -total_weight ()); 1086 adjust_weight (env, -total_weight ());
1061 1087
1062 *(above ? &above->below : &env->inv) = below; 1088 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1089
1067 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
1070 */ 1093 */
1071 map = env->map; 1094 map = env->map;
1072 x = env->x; 1095 x = env->x;
1073 y = env->y; 1096 y = env->y;
1097
1098 // make sure cmov optimisation is applicable
1099 *(above ? &above->below : &env->inv) = below;
1100 *(below ? &below->above : &above ) = above; // &above is just a dummy
1101
1074 above = 0; 1102 above = 0;
1075 below = 0; 1103 below = 0;
1076 env = 0; 1104 env = 0;
1077 1105
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1106 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1107 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1108 if (expect_false (pl->contr->combat_ob == this))
1083 otmp->update_stats (); 1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
1084 } 1127 }
1085 else if (map) 1128 else if (map)
1086 { 1129 {
1087 map->dirty = true; 1130 map->dirty = true;
1088 mapspace &ms = this->ms (); 1131 mapspace &ms = this->ms ();
1089 1132
1090 if (object *pl = ms.player ()) 1133 if (object *pl = ms.player ())
1091 { 1134 {
1092 if (type == PLAYER) // this == pl(!) 1135 if (is_player ())
1093 { 1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1094 // leaving a spot always closes any open container on the ground 1140 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1141 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1142 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1143 // that the CLOSE event is being sent.
1098 close_container (); 1144 close_container ();
1099 1145
1100 --map->players; 1146 --map->players;
1101 map->touch (); 1147 map->touch ();
1102 } 1148 }
1103 else if (pl->container == this) 1149 else if (pl->container_ () == this)
1104 { 1150 {
1105 // removing a container should close it 1151 // removing a container should close it
1106 close_container (); 1152 close_container ();
1107 } 1153 }
1108 1154
1109 esrv_del_item (pl->contr, count); 1155 esrv_del_item (pl->contr, count);
1110 } 1156 }
1111 1157
1112 /* link the object above us */ 1158 /* link the object above us */
1113 if (above) 1159 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1160 *(above ? &above->below : &ms.top) = below;
1115 else 1161 *(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 ms.bot = above;
1123 1162
1124 above = 0; 1163 above = 0;
1125 below = 0; 1164 below = 0;
1126 1165
1166 ms.invalidate ();
1167
1127 if (map->in_memory == MAP_SAVING) 1168 if (map->in_memory == MAP_SAVING)
1128 return; 1169 return;
1129 1170
1130 int check_walk_off = !flag [FLAG_NO_APPLY]; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1172
1132 if (object *pl = ms.player ()) 1173 if (object *pl = ms.player ())
1133 { 1174 {
1134 if (pl->container == this) 1175 if (pl->container_ () == this)
1135 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1136 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1137 * appropriately. 1178 * appropriately.
1138 */ 1179 */
1139 pl->close_container (); 1180 pl->close_container ();
1143 //TODO: update floorbox to preserve ordering 1184 //TODO: update floorbox to preserve ordering
1144 if (pl->contr->ns) 1185 if (pl->contr->ns)
1145 pl->contr->ns->floorbox_update (); 1186 pl->contr->ns->floorbox_update ();
1146 } 1187 }
1147 1188
1189 if (check_walk_off)
1148 for (tmp = ms.bot; tmp; tmp = tmp->above) 1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1149 { 1191 {
1192 above = tmp->above;
1193
1150 /* No point updating the players look faces if he is the object 1194 /* No point updating the players look faces if he is the object
1151 * being removed. 1195 * being removed.
1152 */ 1196 */
1153 1197
1154 /* See if object moving off should effect something */ 1198 /* See if object moving off should effect something */
1155 if (check_walk_off
1156 && ((move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1157 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1158 {
1159 move_apply (tmp, this, 0); 1201 move_apply (tmp, this, 0);
1160
1161 if (destroyed ())
1162 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1163 } 1202 }
1164 1203
1165 last = tmp; 1204 if (affects_los ())
1166 }
1167
1168 /* last == NULL if there are no objects on this space */
1169 //TODO: this makes little sense, why only update the topmost object?
1170 if (!last)
1171 map->at (x, y).flags_ = 0;
1172 else
1173 update_object (last, UP_OBJ_REMOVE);
1174
1175 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1176 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1177 } 1206 }
1178} 1207}
1179 1208
1180/* 1209/*
1204 esrv_update_item (UPD_NROF, pl, top); 1233 esrv_update_item (UPD_NROF, pl, top);
1205 1234
1206 op->weight = 0; // cancel the addition above 1235 op->weight = 0; // cancel the addition above
1207 op->carrying = 0; // must be 0 already 1236 op->carrying = 0; // must be 0 already
1208 1237
1209 op->destroy (1); 1238 op->destroy ();
1210 1239
1211 return top; 1240 return top;
1212 } 1241 }
1213 1242
1214 return 0; 1243 return 0;
1222 1251
1223 object *prev = this; 1252 object *prev = this;
1224 1253
1225 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1226 { 1255 {
1227 object *op = arch_to_object (at); 1256 object *op = at->instance ();
1228 1257
1229 op->name = name; 1258 op->name = name;
1230 op->name_pl = name_pl; 1259 op->name_pl = name_pl;
1231 op->title = title; 1260 op->title = title;
1232 1261
1242 * job preparing multi-part monsters. 1271 * job preparing multi-part monsters.
1243 */ 1272 */
1244object * 1273object *
1245insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1246{ 1275{
1276 op->remove ();
1277
1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1248 { 1279 {
1249 tmp->x = x + tmp->arch->x; 1280 tmp->x = x + tmp->arch->x;
1250 tmp->y = y + tmp->arch->y; 1281 tmp->y = y + tmp->arch->y;
1251 } 1282 }
1268 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1269 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1270 * 1301 *
1271 * Return value: 1302 * Return value:
1272 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1273 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1274 * just 'op' otherwise 1305 * just 'op' otherwise
1275 */ 1306 */
1276object * 1307object *
1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278{ 1309{
1279 assert (!op->flag [FLAG_FREED]);
1280
1281 op->remove (); 1310 op->remove ();
1311
1312 if (m == &freed_map)//D TODO: remove soon
1313 {//D
1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1315 }//D
1282 1316
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1319 * need extra work
1286 */ 1320 */
1321 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1322 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1323 {
1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1325 return 0;
1291 } 1326 }
1292 1327
1293 if (object *more = op->more) 1328 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1329 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1330 return 0;
1296 1331
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1332 op->flag [FLAG_REMOVED] = false;
1298 1333 op->env = 0;
1299 op->map = m; 1334 op->map = newmap;
1335
1300 mapspace &ms = op->ms (); 1336 mapspace &ms = op->ms ();
1301 1337
1302 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1303 */ 1339 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 if (object::can_merge (op, tmp)) 1342 if (object::can_merge (op, tmp))
1307 { 1343 {
1308 // TODO: we atcually want to update tmp, not op, 1344 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp 1345 // but some caller surely breaks when we return tmp
1310 // from here :/ 1346 // from here :/
1311 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1312 tmp->destroy (1); 1348 tmp->destroy ();
1313 } 1349 }
1314 1350
1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1352 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1317 1353
1324 { 1360 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1362 abort ();
1327 } 1363 }
1328 1364
1365 if (!originator->is_on_map ())
1366 {
1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1371
1329 op->above = originator; 1372 op->above = originator;
1330 op->below = originator->below; 1373 op->below = originator->below;
1331
1332 if (op->below)
1333 op->below->above = op;
1334 else
1335 ms.bot = op;
1336
1337 /* since *below* originator, no need to update top */
1338 originator->below = op; 1374 originator->below = op;
1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1339 } 1377 }
1340 else 1378 else
1341 { 1379 {
1342 object *top, *floor = NULL; 1380 object *floor = 0;
1343 1381 object *top = ms.top;
1344 top = ms.bot;
1345 1382
1346 /* If there are other objects, then */ 1383 /* If there are other objects, then */
1347 if (top) 1384 if (top)
1348 { 1385 {
1349 object *last = 0;
1350
1351 /* 1386 /*
1352 * If there are multiple objects on this space, we do some trickier handling. 1387 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate. 1388 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if 1389 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1358 * once we get to them. This reduces the need to traverse over all of 1393 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time 1394 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1362 */ 1397 */
1363 for (top = ms.bot; top; top = top->above) 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 { 1399 {
1365 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1400 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1366 floor = top; 1401 floor = tmp;
1367 1402
1368 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1403 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1369 { 1404 {
1370 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1371 top = top->below; 1406 top = tmp->below;
1372 break; 1407 break;
1373 } 1408 }
1374 1409
1375 last = top; 1410 top = tmp;
1376 } 1411 }
1377
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380 1412
1381 /* We let update_position deal with figuring out what the space 1413 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here. 1414 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result. 1415 * makes things faster, and effectively the same result.
1384 */ 1416 */
1391 */ 1423 */
1392 if (!(flag & INS_ON_TOP) 1424 if (!(flag & INS_ON_TOP)
1393 && ms.flags () & P_BLOCKSVIEW 1425 && ms.flags () & P_BLOCKSVIEW
1394 && (op->face && !faces [op->face].visibility)) 1426 && (op->face && !faces [op->face].visibility))
1395 { 1427 {
1428 object *last;
1429
1396 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1398 break; 1432 break;
1399 1433
1400 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1408 } /* If objects on this space */ 1442 } /* If objects on this space */
1409 1443
1410 if (flag & INS_ABOVE_FLOOR_ONLY) 1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1411 top = floor; 1445 top = floor;
1412 1446
1413 /* Top is the object that our object (op) is going to get inserted above. 1447 // insert object above top, or bottom-most if top = 0
1414 */
1415
1416 /* First object on this space */
1417 if (!top) 1448 if (!top)
1418 { 1449 {
1450 op->below = 0;
1419 op->above = ms.bot; 1451 op->above = ms.bot;
1420
1421 if (op->above)
1422 op->above->below = op;
1423
1424 op->below = 0;
1425 ms.bot = op; 1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1455 }
1427 else 1456 else
1428 { /* get inserted into the stack above top */ 1457 {
1429 op->above = top->above; 1458 op->above = top->above;
1430
1431 if (op->above)
1432 op->above->below = op; 1459 top->above = op;
1433 1460
1434 op->below = top; 1461 op->below = top;
1435 top->above = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1463 }
1464 }
1437 1465
1438 if (!op->above) 1466 if (op->is_player ())
1439 ms.top = op;
1440 } /* else not INS_BELOW_ORIGINATOR */
1441
1442 if (op->type == PLAYER)
1443 { 1467 {
1444 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1445 ++op->map->players; 1469 ++op->map->players;
1446 op->map->touch (); 1470 op->map->touch ();
1447 } 1471 }
1462 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1463 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1464 * or just updating the P_UPTODATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1465 * of effect may be sufficient. 1489 * of effect may be sufficient.
1466 */ 1490 */
1467 if (op->map->darkness && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1468 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1469 1496
1470 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1471 update_object (op, UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1472 1499
1473 INVOKE_OBJECT (INSERT, op); 1500 INVOKE_OBJECT (INSERT, op);
1480 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1481 * update_object(). 1508 * update_object().
1482 */ 1509 */
1483 1510
1484 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1485 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1486 { 1513 {
1487 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1488 return 0; 1515 return 0;
1489 1516
1490 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1501/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1502 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1503 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1504 */ 1531 */
1505void 1532void
1506replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1507{ 1534{
1508 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1509 1536
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1512 tmp->destroy (1); 1539 tmp->destroy ();
1513 1540
1514 object *tmp = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1515 1542
1516 tmp->x = op->x; 1543 tmp->x = op->x;
1517 tmp->y = op->y; 1544 tmp->y = op->y;
1518 1545
1519 insert_ob_in_map (tmp, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1524{ 1551{
1525 if (where->env) 1552 if (where->env)
1526 return where->env->insert (this); 1553 return where->env->insert (this);
1527 else 1554 else
1528 return where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1556}
1557
1558// check whether we can put this into the map, respect max_volume, max_items
1559bool
1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1561{
1562 mapspace &ms = m->at (x, y);
1563
1564 int items = ms.items ();
1565
1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1569 return true;
1570
1571 if (originator && originator->is_player ())
1572 originator->contr->failmsg (format (
1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1574 query_name ()
1575 ));
1576
1577 return false;
1529} 1578}
1530 1579
1531/* 1580/*
1532 * decrease(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1541 if (!nr) 1590 if (!nr)
1542 return true; 1591 return true;
1543 1592
1544 nr = min (nr, nrof); 1593 nr = min (nr, nrof);
1545 1594
1595 if (nrof > nr)
1596 {
1546 nrof -= nr; 1597 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0 1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551 1599
1552 if (object *pl = visible_to ()) 1600 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this); 1601 esrv_update_item (UPD_NROF, pl, this);
1554 1602
1555 return true; 1603 return true;
1556 } 1604 }
1557 else 1605 else
1558 { 1606 {
1559 destroy (1); 1607 destroy ();
1560 return false; 1608 return false;
1561 } 1609 }
1562} 1610}
1563 1611
1564/* 1612/*
1641 if (object *pl = tmp->visible_to ()) 1689 if (object *pl = tmp->visible_to ())
1642 esrv_update_item (UPD_NROF, pl, tmp); 1690 esrv_update_item (UPD_NROF, pl, tmp);
1643 1691
1644 adjust_weight (this, op->total_weight ()); 1692 adjust_weight (this, op->total_weight ());
1645 1693
1646 op->destroy (1); 1694 op->destroy ();
1647 op = tmp; 1695 op = tmp;
1648 goto inserted; 1696 goto inserted;
1649 } 1697 }
1650 1698
1651 op->owner = 0; // it's his/hers now. period. 1699 op->owner = 0; // it's his/hers now. period.
1669 1717
1670 adjust_weight (this, op->total_weight ()); 1718 adjust_weight (this, op->total_weight ());
1671 1719
1672inserted: 1720inserted:
1673 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1722 if (op->glow_radius && is_on_map ())
1723 {
1724 update_stats ();
1675 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1676 1726 }
1727 else if (is_player ())
1677 // if this is a player's inventory, update stats 1728 // if this is a player's inventory, update stats
1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1729 contr->queue_stats_update ();
1679 update_stats ();
1680 1730
1681 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1682 1732
1683 return op; 1733 return op;
1684} 1734}
1704 * on top. 1754 * on top.
1705 */ 1755 */
1706int 1756int
1707check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1708{ 1758{
1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1760 return 0;
1761
1709 object *tmp; 1762 object *tmp;
1710 maptile *m = op->map; 1763 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1712 1765
1713 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1714 1767
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1716 return 0;
1717 1769
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1721 1773
1722 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1723 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1724 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1725 * as walking. 1777 * as walking.
1736 return 0; 1788 return 0;
1737 1789
1738 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1740 */ 1792 */
1741 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 } 1794 {
1795 next = tmp->below;
1751 1796
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1797 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1756 1799
1757 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1758 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764 { 1807 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1810 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1812
1772 if (op->type == PLAYER) 1813 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1816 diff /= 4.0;
1776 1817
1777 op->speed_left -= diff; 1818 op->speed_left -= diff;
1778 } 1819 }
1779 } 1820 }
1985 * head of the object should correspond for the entire object. 2026 * head of the object should correspond for the entire object.
1986 */ 2027 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 2029 continue;
1989 2030
1990 if (ob->blocked (m, pos.x, pos.y)) 2031 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 2032 continue;
1992 2033
1993 altern [index++] = i; 2034 altern [index++] = i;
1994 } 2035 }
1995 2036
2063 * there is capable of. 2104 * there is capable of.
2064 */ 2105 */
2065int 2106int
2066find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2067{ 2108{
2068 int i, max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2069
2070 sint16 nx, ny;
2071 object *tmp;
2072 maptile *mp;
2073
2074 MoveType blocked, move_type; 2110 MoveType move_type;
2075 2111
2076 if (exclude && exclude->head_ () != exclude) 2112 if (exclude && exclude->head_ () != exclude)
2077 { 2113 {
2078 exclude = exclude->head; 2114 exclude = exclude->head;
2079 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2082 { 2118 {
2083 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2084 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2085 } 2121 }
2086 2122
2087 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2088 { 2124 {
2089 mp = m; 2125 mapxy pos (m, x, y);
2090 nx = x + freearr_x[i]; 2126 pos.move (i);
2091 ny = y + freearr_y[i];
2092 2127
2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2094
2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i]; 2129 max = maxfree[i];
2097 else 2130 else
2098 { 2131 {
2099 mapspace &ms = mp->at (nx, ny); 2132 mapspace &ms = *pos;
2100 2133
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2104 max = maxfree[i]; 2135 max = maxfree [i];
2105 else if (mflags & P_IS_ALIVE) 2136 else if (ms.flags () & P_IS_ALIVE)
2106 { 2137 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break;
2111
2112 if (tmp)
2113 return freedir[i]; 2141 return freedir [i];
2114 } 2142 }
2115 } 2143 }
2116 } 2144 }
2117 2145
2118 return 0; 2146 return 0;
2193 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2194 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2195 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2196 * functions. 2224 * functions.
2197 */ 2225 */
2198int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2199 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2200 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2201 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2202 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2203 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2299int 2327int
2300can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2301{ 2329{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2305} 2333}
2306 2334
2307/* 2335/*
2308 * create clone from object to another 2336 * create clone from object to another
2309 */ 2337 */
2341 return tmp; 2369 return tmp;
2342 2370
2343 return 0; 2371 return 0;
2344} 2372}
2345 2373
2346const shstr & 2374shstr_tmp
2347object::kv_get (const shstr &key) const 2375object::kv_get (shstr_tmp key) const
2348{ 2376{
2349 for (key_value *kv = key_values; kv; kv = kv->next) 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2350 if (kv->key == key) 2378 if (kv->key == key)
2351 return kv->value; 2379 return kv->value;
2352 2380
2353 return shstr_null; 2381 return shstr ();
2354} 2382}
2355 2383
2356void 2384void
2357object::kv_set (const shstr &key, const shstr &value) 2385object::kv_set (shstr_tmp key, shstr_tmp value)
2358{ 2386{
2359 for (key_value *kv = key_values; kv; kv = kv->next) 2387 for (key_value *kv = key_values; kv; kv = kv->next)
2360 if (kv->key == key) 2388 if (kv->key == key)
2361 { 2389 {
2362 kv->value = value; 2390 kv->value = value;
2371 2399
2372 key_values = kv; 2400 key_values = kv;
2373} 2401}
2374 2402
2375void 2403void
2376object::kv_del (const shstr &key) 2404object::kv_del (shstr_tmp key)
2377{ 2405{
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key) 2407 if ((*kvp)->key == key)
2380 { 2408 {
2381 key_value *kv = *kvp; 2409 key_value *kv = *kvp;
2440{ 2468{
2441 char flagdesc[512]; 2469 char flagdesc[512];
2442 char info2[256 * 4]; 2470 char info2[256 * 4];
2443 char *p = info; 2471 char *p = info;
2444 2472
2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2473 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2446 count, 2474 count,
2447 uuid.c_str (), 2475 uuid.c_str (),
2448 &name, 2476 &name,
2449 title ? "\",title:\"" : "", 2477 title ? ",title:\"" : "",
2450 title ? (const char *)title : "", 2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2451 flag_desc (flagdesc, 512), type); 2480 flag_desc (flagdesc, 512), type);
2452 2481
2453 if (!flag[FLAG_REMOVED] && env) 2482 if (!flag[FLAG_REMOVED] && env)
2454 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2455 2484
2471struct region * 2500struct region *
2472object::region () const 2501object::region () const
2473{ 2502{
2474 return map ? map->region (x, y) 2503 return map ? map->region (x, y)
2475 : region::default_region (); 2504 : region::default_region ();
2476}
2477
2478const materialtype_t *
2479object::dominant_material () const
2480{
2481 if (materialtype_t *mt = name_to_material (materialname))
2482 return mt;
2483
2484 return name_to_material (shstr_unknown);
2485} 2505}
2486 2506
2487void 2507void
2488object::open_container (object *new_container) 2508object::open_container (object *new_container)
2489{ 2509{
2511 container = 0; 2531 container = 0;
2512 2532
2513 // client needs item update to make it work, client bug requires this to be separate 2533 // client needs item update to make it work, client bug requires this to be separate
2514 esrv_update_item (UPD_FLAGS, this, old_container); 2534 esrv_update_item (UPD_FLAGS, this, old_container);
2515 2535
2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2517 play_sound (sound_find ("chest_close")); 2537 play_sound (sound_find ("chest_close"));
2518 } 2538 }
2519 2539
2520 if (new_container) 2540 if (new_container)
2521 { 2541 {
2525 // TODO: this does not seem to serve any purpose anymore? 2545 // TODO: this does not seem to serve any purpose anymore?
2526#if 0 2546#if 0
2527 // insert the "Close Container" object. 2547 // insert the "Close Container" object.
2528 if (archetype *closer = new_container->other_arch) 2548 if (archetype *closer = new_container->other_arch)
2529 { 2549 {
2530 object *closer = arch_to_object (new_container->other_arch); 2550 object *closer = new_container->other_arch->instance ();
2531 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2532 new_container->insert (closer); 2552 new_container->insert (closer);
2533 } 2553 }
2534#endif 2554#endif
2535 2555
2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2537 2557
2538 // make sure the container is available, client bug requires this to be separate 2558 // make sure the container is available, client bug requires this to be separate
2539 esrv_send_item (this, new_container); 2559 esrv_send_item (this, new_container);
2540 2560
2541 new_container->flag [FLAG_APPLIED] = true; 2561 new_container->flag [FLAG_APPLIED] = true;
2549// else if (!old_container->env && contr && contr->ns) 2569// else if (!old_container->env && contr && contr->ns)
2550// contr->ns->floorbox_reset (); 2570// contr->ns->floorbox_reset ();
2551} 2571}
2552 2572
2553object * 2573object *
2554object::force_find (const shstr name) 2574object::force_find (shstr_tmp name)
2555{ 2575{
2556 /* cycle through his inventory to look for the MARK we want to 2576 /* cycle through his inventory to look for the MARK we want to
2557 * place 2577 * place
2558 */ 2578 */
2559 for (object *tmp = inv; tmp; tmp = tmp->below) 2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2561 return splay (tmp); 2581 return splay (tmp);
2562 2582
2563 return 0; 2583 return 0;
2564} 2584}
2565 2585
2586//-GPL
2587
2566void 2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2567object::force_add (const shstr name, int duration) 2598object::force_add (shstr_tmp name, int duration)
2568{ 2599{
2569 if (object *force = force_find (name)) 2600 if (object *force = force_find (name))
2570 force->destroy (); 2601 force->destroy ();
2571 2602
2572 object *force = get_archetype (FORCE_NAME); 2603 object *force = get_archetype (FORCE_NAME);
2573 2604
2574 force->slaying = name; 2605 force->slaying = name;
2575 force->stats.food = 1; 2606 force->force_set_timer (duration);
2576 force->speed_left = -1.f;
2577
2578 force->set_speed (duration ? 1.f / duration : 0.f);
2579 force->flag [FLAG_IS_USED_UP] = true;
2580 force->flag [FLAG_APPLIED] = true; 2607 force->flag [FLAG_APPLIED] = true;
2581 2608
2582 insert (force); 2609 return insert (force);
2583} 2610}
2584 2611
2585void 2612void
2586object::play_sound (faceidx sound) 2613object::play_sound (faceidx sound) const
2587{ 2614{
2588 if (!sound) 2615 if (!sound)
2589 return; 2616 return;
2590 2617
2591 if (flag [FLAG_REMOVED]) 2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2592 return; 2643 return;
2593 2644
2594 if (env) 2645 // find old force, or create new one
2595 { 2646 object *force = force_find (shstr_noise_force);
2596 if (object *pl = in_player ()) 2647
2597 pl->contr->play_sound (sound); 2648 if (force)
2598 } 2649 force->speed_left = -1.f; // patch old speed up
2599 else 2650 else
2600 map->play_sound (sound, x, y); 2651 {
2601} 2652 force = archetype::get (shstr_noise_force);
2602 2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

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