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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 1.292 by root, Mon Oct 19 21:48:49 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 42
41short freearr_x[SIZEOFFREE] = { 43short freearr_x[SIZEOFFREE] = {
186 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 189 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
189 return 0; 191 return 0;
190 192
191 /* Do not merge objects if nrof would overflow. First part checks 193 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 194 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 195 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 196 return 0;
198 197
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 199 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 200 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 205 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 206
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 209
211 if (ob1->arch->name != ob2->arch->name 210 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 211 || ob1->name != ob2->name
213 || ob1->title != ob2->title 212 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 213 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 214 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 215 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 216 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 217 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 218 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 219 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 220 || ob1->animation_id != ob2->animation_id
221 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 222 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 223 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 224 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 225 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 226 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 235 return 0;
236 236
237 if ((ob1->flag ^ ob2->flag) 237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 239 .reset (FLAG_REMOVED)
241 .any ()) 240 .any ())
242 return 0; 241 return 0;
243 242
244 /* This is really a spellbook check - we should in general 243 /* This is really a spellbook check - we should in general
326 { 325 {
327 // see if we are in a container of sorts 326 // see if we are in a container of sorts
328 if (env) 327 if (env)
329 { 328 {
330 // the player inventory itself is always visible 329 // the player inventory itself is always visible
331 if (env->type == PLAYER) 330 if (env->is_player ())
332 return env; 331 return env;
333 332
334 // else a player could have our env open 333 // else a player could have our env open
335 object *envest = env->outer_env (); 334 object *envest = env->outer_env_or_self ();
336 335
337 // the player itself is always on a map, so we will find him here 336 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 337 // even if our inv is in a player.
339 if (envest->is_on_map ()) 338 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 339 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 340 if (pl->container_ () == env)
342 return pl; 341 return pl;
343 } 342 }
344 else 343 else
345 { 344 {
346 // maybe there is a player standing on the same mapspace 345 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 346 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 347 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || pl->container_ () == this)
350 return pl; 350 return pl;
351 } 351 }
352 } 352 }
353 353
354 return 0; 354 return 0;
430 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
431 431
432 object_freezer freezer; 432 object_freezer freezer;
433 op->write (freezer); 433 op->write (freezer);
434 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
435} 441}
436 442
437/* 443/*
438 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
439 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
478 */ 484 */
479object * 485object *
480find_object_name (const char *str) 486find_object_name (const char *str)
481{ 487{
482 shstr_cmp str_ (str); 488 shstr_cmp str_ (str);
483 object *op;
484 489
490 if (str_)
485 for_all_objects (op) 491 for_all_objects (op)
486 if (op->name == str_) 492 if (op->name == str_)
487 break; 493 return op;
488 494
489 return op; 495 return 0;
490} 496}
491 497
492/* 498/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 499 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 500 * skill and experience objects.
556 update_stats (); 562 update_stats ();
557 563
558 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false; 569 return false;
563 } 570 }
564 571
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 } 573 }
638 } 645 }
639 646
640 if (speed < 0) 647 if (speed < 0)
641 dst->speed_left -= rndm (); 648 dst->speed_left -= rndm ();
642 649
643 dst->set_speed (dst->speed); 650 dst->activate ();
644} 651}
645 652
646void 653void
647object::instantiate () 654object::instantiate ()
648{ 655{
760 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
761 { 768 {
762 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 780 * have move_allow right now.
774 */ 781 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 784 m.invalidate ();
778 } 785 }
779 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 788 * that is being removed.
782 */ 789 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 791 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
787 else 794 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 796
793 800
794object::object () 801object::object ()
795{ 802{
796 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
797 804
798 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
799 face = blank_face; 806 face = blank_face;
800} 807}
801 808
802object::~object () 809object::~object ()
803{ 810{
833 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
834 if (active) 841 if (active)
835 return; 842 return;
836 843
837 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
838 actives.insert (this); 849 actives.insert (this);
850 }
839} 851}
840 852
841void 853void
842object::activate_recursive () 854object::activate_recursive ()
843{ 855{
904 * drop on that space. 916 * drop on that space.
905 */ 917 */
906 if (!drop_to_ground 918 if (!drop_to_ground
907 || !map 919 || !map
908 || map->in_memory != MAP_ACTIVE 920 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 921 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
911 { 923 {
912 while (inv) 924 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 925 inv->destroy ();
916 }
917 } 926 }
918 else 927 else
919 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
920 while (inv) 929 while (inv)
921 { 930 {
925 || op->flag [FLAG_NO_DROP] 934 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 935 || op->type == RUNE
927 || op->type == TRAP 936 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 937 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 938 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 939 op->destroy ();
931 else 940 else
932 map->insert (op, x, y); 941 map->insert (op, x, y);
933 } 942 }
934 } 943 }
935} 944}
943 952
944static struct freed_map : maptile 953static struct freed_map : maptile
945{ 954{
946 freed_map () 955 freed_map ()
947 { 956 {
948 path = "<freed objects map>"; 957 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 958 name = "/internal/freed_objects_map";
950 width = 3; 959 width = 3;
951 height = 3; 960 height = 3;
952 nodrop = 1; 961 no_drop = 1;
962 no_reset = 1;
953 963
954 alloc (); 964 alloc ();
955 in_memory = MAP_ACTIVE; 965 in_memory = MAP_ACTIVE;
956 } 966 }
957 967
963 973
964void 974void
965object::do_destroy () 975object::do_destroy ()
966{ 976{
967 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 978 remove_link ();
969 979
970 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 981 remove_friendly_object (this);
972 982
973 remove (); 983 remove ();
998 attacked_by = 0; 1008 attacked_by = 0;
999 current_weapon = 0; 1009 current_weapon = 0;
1000} 1010}
1001 1011
1002void 1012void
1003object::destroy (bool destroy_inventory) 1013object::destroy ()
1004{ 1014{
1005 if (destroyed ()) 1015 if (destroyed ())
1006 return; 1016 return;
1007 1017
1008 if (!is_head () && !head->destroyed ()) 1018 if (!is_head () && !head->destroyed ())
1009 { 1019 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1021 head->destroy ();
1012 return; 1022 return;
1013 } 1023 }
1014 1024
1015 destroy_inv (!destroy_inventory); 1025 destroy_inv (false);
1016 1026
1017 if (is_head ()) 1027 if (is_head ())
1018 if (sound_destroy) 1028 if (sound_destroy)
1019 play_sound (sound_destroy); 1029 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1030 else if (flag [FLAG_MONSTER])
1057 esrv_del_item (pl->contr, count); 1067 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1069
1060 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1061 1071
1062 *(above ? &above->below : &env->inv) = below; 1072 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1073
1067 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1075 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1070 */ 1077 */
1071 map = env->map; 1078 map = env->map;
1072 x = env->x; 1079 x = env->x;
1073 y = env->y; 1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1074 above = 0; 1086 above = 0;
1075 below = 0; 1087 below = 0;
1076 env = 0; 1088 env = 0;
1077 1089
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1092 * to save cpu time.
1081 */ 1093 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1083 otmp->update_stats (); 1097 pl->update_stats ();
1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1084 } 1102 }
1085 else if (map) 1103 else if (map)
1086 { 1104 {
1087 map->dirty = true; 1105 map->dirty = true;
1088 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1089 1107
1090 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1091 { 1109 {
1092 if (type == PLAYER) // this == pl(!) 1110 if (is_player ())
1093 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1094 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1116 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1098 close_container (); 1119 close_container ();
1099 1120
1100 --map->players; 1121 --map->players;
1101 map->touch (); 1122 map->touch ();
1102 } 1123 }
1103 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1104 { 1125 {
1105 // removing a container should close it 1126 // removing a container should close it
1106 close_container (); 1127 close_container ();
1107 } 1128 }
1108 1129
1109 esrv_del_item (pl->contr, count); 1130 esrv_del_item (pl->contr, count);
1110 } 1131 }
1111 1132
1112 /* link the object above us */ 1133 /* link the object above us */
1113 if (above) 1134 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1135 *(above ? &above->below : &ms.top) = below;
1115 else 1136 *(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 1137
1124 above = 0; 1138 above = 0;
1125 below = 0; 1139 below = 0;
1126 1140
1141 ms.invalidate ();
1142
1127 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1128 return; 1144 return;
1129 1145
1130 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1147
1132 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1133 { 1149 {
1134 if (pl->container == this) 1150 if (pl->container_ () == this)
1135 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1136 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1137 * appropriately. 1153 * appropriately.
1138 */ 1154 */
1139 pl->close_container (); 1155 pl->close_container ();
1163 } 1179 }
1164 1180
1165 last = tmp; 1181 last = tmp;
1166 } 1182 }
1167 1183
1168 /* last == NULL if there are no objects on this space */ 1184 if (affects_los ())
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); 1185 update_all_los (map, x, y);
1177 } 1186 }
1178} 1187}
1179 1188
1180/* 1189/*
1204 esrv_update_item (UPD_NROF, pl, top); 1213 esrv_update_item (UPD_NROF, pl, top);
1205 1214
1206 op->weight = 0; // cancel the addition above 1215 op->weight = 0; // cancel the addition above
1207 op->carrying = 0; // must be 0 already 1216 op->carrying = 0; // must be 0 already
1208 1217
1209 op->destroy (1); 1218 op->destroy ();
1210 1219
1211 return top; 1220 return top;
1212 } 1221 }
1213 1222
1214 return 0; 1223 return 0;
1242 * job preparing multi-part monsters. 1251 * job preparing multi-part monsters.
1243 */ 1252 */
1244object * 1253object *
1245insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1246{ 1255{
1256 op->remove ();
1257
1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1258 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1248 { 1259 {
1249 tmp->x = x + tmp->arch->x; 1260 tmp->x = x + tmp->arch->x;
1250 tmp->y = y + tmp->arch->y; 1261 tmp->y = y + tmp->arch->y;
1251 } 1262 }
1274 * just 'op' otherwise 1285 * just 'op' otherwise
1275 */ 1286 */
1276object * 1287object *
1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278{ 1289{
1279 assert (!op->flag [FLAG_FREED]);
1280
1281 op->remove (); 1290 op->remove ();
1291
1292 if (m == &freed_map)//D TODO: remove soon
1293 {//D
1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1295 }//D
1282 1296
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* 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 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1299 * need extra work
1286 */ 1300 */
1301 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1303 {
1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1305 return 0;
1291 } 1306 }
1292 1307
1293 if (object *more = op->more) 1308 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1310 return 0;
1296 1311
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1312 op->flag [FLAG_REMOVED] = false;
1298 1313 op->env = 0;
1299 op->map = m; 1314 op->map = newmap;
1315
1300 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1301 1317
1302 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1303 */ 1319 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1307 { 1323 {
1308 // TODO: we atcually want to update tmp, not op, 1324 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp 1325 // but some caller surely breaks when we return tmp
1310 // from here :/ 1326 // from here :/
1311 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1312 tmp->destroy (1); 1328 tmp->destroy ();
1313 } 1329 }
1314 1330
1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1332 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1317 1333
1324 { 1340 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1342 abort ();
1327 } 1343 }
1328 1344
1345 if (!originator->is_on_map ())
1346 {
1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1351
1329 op->above = originator; 1352 op->above = originator;
1330 op->below = originator->below; 1353 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; 1354 originator->below = op;
1355
1356 *(op->below ? &op->below->above : &ms.bot) = op;
1339 } 1357 }
1340 else 1358 else
1341 { 1359 {
1342 object *top, *floor = NULL; 1360 object *floor = 0;
1343 1361 object *top = ms.top;
1344 top = ms.bot;
1345 1362
1346 /* If there are other objects, then */ 1363 /* If there are other objects, then */
1347 if (top) 1364 if (top)
1348 { 1365 {
1349 object *last = 0;
1350
1351 /* 1366 /*
1352 * If there are multiple objects on this space, we do some trickier handling. 1367 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate. 1368 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if 1369 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1370 * 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 1373 * 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 1374 * 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 1375 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects. 1376 * that flying non pickable objects are spell objects.
1362 */ 1377 */
1363 for (top = ms.bot; top; top = top->above) 1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 { 1379 {
1365 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1380 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1366 floor = top; 1381 floor = tmp;
1367 1382
1368 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1383 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1369 { 1384 {
1370 /* We insert above top, so we want this object below this */ 1385 /* We insert above top, so we want this object below this */
1371 top = top->below; 1386 top = tmp->below;
1372 break; 1387 break;
1373 } 1388 }
1374 1389
1375 last = top; 1390 top = tmp;
1376 } 1391 }
1377
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380 1392
1381 /* We let update_position deal with figuring out what the space 1393 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here. 1394 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result. 1395 * makes things faster, and effectively the same result.
1384 */ 1396 */
1391 */ 1403 */
1392 if (!(flag & INS_ON_TOP) 1404 if (!(flag & INS_ON_TOP)
1393 && ms.flags () & P_BLOCKSVIEW 1405 && ms.flags () & P_BLOCKSVIEW
1394 && (op->face && !faces [op->face].visibility)) 1406 && (op->face && !faces [op->face].visibility))
1395 { 1407 {
1408 object *last;
1409
1396 for (last = top; last != floor; last = last->below) 1410 for (last = top; last != floor; last = last->below)
1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1411 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1398 break; 1412 break;
1399 1413
1400 /* Check to see if we found the object that blocks view, 1414 /* Check to see if we found the object that blocks view,
1408 } /* If objects on this space */ 1422 } /* If objects on this space */
1409 1423
1410 if (flag & INS_ABOVE_FLOOR_ONLY) 1424 if (flag & INS_ABOVE_FLOOR_ONLY)
1411 top = floor; 1425 top = floor;
1412 1426
1413 /* Top is the object that our object (op) is going to get inserted above. 1427 // insert object above top, or bottom-most if top = 0
1414 */
1415
1416 /* First object on this space */
1417 if (!top) 1428 if (!top)
1418 { 1429 {
1430 op->below = 0;
1419 op->above = ms.bot; 1431 op->above = ms.bot;
1420
1421 if (op->above)
1422 op->above->below = op;
1423
1424 op->below = 0;
1425 ms.bot = op; 1432 ms.bot = op;
1433
1434 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1435 }
1427 else 1436 else
1428 { /* get inserted into the stack above top */ 1437 {
1429 op->above = top->above; 1438 op->above = top->above;
1430
1431 if (op->above)
1432 op->above->below = op; 1439 top->above = op;
1433 1440
1434 op->below = top; 1441 op->below = top;
1435 top->above = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1443 }
1444 }
1437 1445
1438 if (!op->above) 1446 if (op->is_player ())
1439 ms.top = op;
1440 } /* else not INS_BELOW_ORIGINATOR */
1441
1442 if (op->type == PLAYER)
1443 { 1447 {
1444 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1445 ++op->map->players; 1449 ++op->map->players;
1446 op->map->touch (); 1450 op->map->touch ();
1447 } 1451 }
1462 * be far away from this change and not affected in any way - 1466 * be far away from this change and not affected in any way -
1463 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1464 * or just updating the P_UPTODATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1465 * of effect may be sufficient. 1469 * of effect may be sufficient.
1466 */ 1470 */
1467 if (op->map->darkness && (op->glow_radius != 0)) 1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1468 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1475 }
1469 1476
1470 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1471 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1472 1479
1473 INVOKE_OBJECT (INSERT, op); 1480 INVOKE_OBJECT (INSERT, op);
1480 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1481 * update_object(). 1488 * update_object().
1482 */ 1489 */
1483 1490
1484 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* 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) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1486 { 1493 {
1487 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1488 return 0; 1495 return 0;
1489 1496
1490 /* If we are a multi part object, lets work our way through the check 1497 /* 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 1508/* 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. 1509 * 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. 1510 * op is the object to insert it under: supplies x and the map.
1504 */ 1511 */
1505void 1512void
1506replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1507{ 1514{
1508 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1509 1516
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1512 tmp->destroy (1); 1519 tmp->destroy ();
1513 1520
1514 object *tmp = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1515 1522
1516 tmp->x = op->x; 1523 tmp->x = op->x;
1517 tmp->y = op->y; 1524 tmp->y = op->y;
1518 1525
1519 insert_ob_in_map (tmp, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1541 if (!nr) 1548 if (!nr)
1542 return true; 1549 return true;
1543 1550
1544 nr = min (nr, nrof); 1551 nr = min (nr, nrof);
1545 1552
1553 if (nrof > nr)
1554 {
1546 nrof -= nr; 1555 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0 1556 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551 1557
1552 if (object *pl = visible_to ()) 1558 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this); 1559 esrv_update_item (UPD_NROF, pl, this);
1554 1560
1555 return true; 1561 return true;
1556 } 1562 }
1557 else 1563 else
1558 { 1564 {
1559 destroy (1); 1565 destroy ();
1560 return false; 1566 return false;
1561 } 1567 }
1562} 1568}
1563 1569
1564/* 1570/*
1641 if (object *pl = tmp->visible_to ()) 1647 if (object *pl = tmp->visible_to ())
1642 esrv_update_item (UPD_NROF, pl, tmp); 1648 esrv_update_item (UPD_NROF, pl, tmp);
1643 1649
1644 adjust_weight (this, op->total_weight ()); 1650 adjust_weight (this, op->total_weight ());
1645 1651
1646 op->destroy (1); 1652 op->destroy ();
1647 op = tmp; 1653 op = tmp;
1648 goto inserted; 1654 goto inserted;
1649 } 1655 }
1650 1656
1651 op->owner = 0; // it's his/hers now. period. 1657 op->owner = 0; // it's his/hers now. period.
1669 1675
1670 adjust_weight (this, op->total_weight ()); 1676 adjust_weight (this, op->total_weight ());
1671 1677
1672inserted: 1678inserted:
1673 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1680 if (op->glow_radius && is_on_map ())
1681 {
1682 update_stats ();
1675 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1676 1684 }
1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1677 // if this is a player's inventory, update stats 1686 // if this is a player's inventory, update stats
1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1679 update_stats (); 1687 update_stats ();
1680 1688
1681 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1682 1690
1683 return op; 1691 return op;
1704 * on top. 1712 * on top.
1705 */ 1713 */
1706int 1714int
1707check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1708{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1709 object *tmp; 1720 object *tmp;
1710 maptile *m = op->map; 1721 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1712 1723
1713 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1714 1725
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1716 return 0;
1717 1727
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1721 1731
1722 /* if nothing on this space will slow op down or be applied, 1732 /* 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 1733 * 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 1734 * is set, as lots of objects don't have it set - we treat that
1725 * as walking. 1735 * as walking.
1736 return 0; 1746 return 0;
1737 1747
1738 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1740 */ 1750 */
1741 1751 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 } 1752 {
1753 next = tmp->below;
1751 1754
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1755 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1756 1757
1757 /* Check to see if one of the movement types should be slowed down. 1758 /* 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 1759 * Second check makes sure that the movement types not being slowed
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764 { 1765 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 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)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1768 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1770
1772 if (op->type == PLAYER) 1771 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 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))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1774 diff /= 4.0;
1776 1775
1777 op->speed_left -= diff; 1776 op->speed_left -= diff;
1778 } 1777 }
1779 } 1778 }
1985 * head of the object should correspond for the entire object. 1984 * head of the object should correspond for the entire object.
1986 */ 1985 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1986 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 1987 continue;
1989 1988
1990 if (ob->blocked (m, pos.x, pos.y)) 1989 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 1990 continue;
1992 1991
1993 altern [index++] = i; 1992 altern [index++] = i;
1994 } 1993 }
1995 1994
2063 * there is capable of. 2062 * there is capable of.
2064 */ 2063 */
2065int 2064int
2066find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2067{ 2066{
2068 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2069
2070 sint16 nx, ny;
2071 object *tmp;
2072 maptile *mp;
2073
2074 MoveType blocked, move_type; 2068 MoveType move_type;
2075 2069
2076 if (exclude && exclude->head_ () != exclude) 2070 if (exclude && exclude->head_ () != exclude)
2077 { 2071 {
2078 exclude = exclude->head; 2072 exclude = exclude->head;
2079 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2082 { 2076 {
2083 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2084 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2085 } 2079 }
2086 2080
2087 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2088 { 2082 {
2089 mp = m; 2083 mapxy pos (m, x, y);
2090 nx = x + freearr_x[i]; 2084 pos.move (i);
2091 ny = y + freearr_y[i];
2092 2085
2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2094
2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i]; 2087 max = maxfree[i];
2097 else 2088 else
2098 { 2089 {
2099 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2100 2091
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2104 max = maxfree[i]; 2093 max = maxfree [i];
2105 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2106 { 2095 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break;
2111
2112 if (tmp)
2113 return freedir[i]; 2099 return freedir [i];
2114 } 2100 }
2115 } 2101 }
2116 } 2102 }
2117 2103
2118 return 0; 2104 return 0;
2193 * This basically means that if direction is 15, then it could either go 2179 * 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. 2180 * 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 2181 * Moved from spell_util.c to object.c with the other related direction
2196 * functions. 2182 * functions.
2197 */ 2183 */
2198int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2199 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2200 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2201 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2202 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2203 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2299int 2285int
2300can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2301{ 2287{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (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)); 2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2305} 2291}
2306 2292
2307/* 2293/*
2308 * create clone from object to another 2294 * create clone from object to another
2309 */ 2295 */
2341 return tmp; 2327 return tmp;
2342 2328
2343 return 0; 2329 return 0;
2344} 2330}
2345 2331
2346const shstr & 2332shstr_tmp
2347object::kv_get (const shstr &key) const 2333object::kv_get (shstr_tmp key) const
2348{ 2334{
2349 for (key_value *kv = key_values; kv; kv = kv->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2350 if (kv->key == key) 2336 if (kv->key == key)
2351 return kv->value; 2337 return kv->value;
2352 2338
2353 return shstr_null; 2339 return shstr ();
2354} 2340}
2355 2341
2356void 2342void
2357object::kv_set (const shstr &key, const shstr &value) 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2358{ 2344{
2359 for (key_value *kv = key_values; kv; kv = kv->next) 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2360 if (kv->key == key) 2346 if (kv->key == key)
2361 { 2347 {
2362 kv->value = value; 2348 kv->value = value;
2371 2357
2372 key_values = kv; 2358 key_values = kv;
2373} 2359}
2374 2360
2375void 2361void
2376object::kv_del (const shstr &key) 2362object::kv_del (shstr_tmp key)
2377{ 2363{
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key) 2365 if ((*kvp)->key == key)
2380 { 2366 {
2381 key_value *kv = *kvp; 2367 key_value *kv = *kvp;
2440{ 2426{
2441 char flagdesc[512]; 2427 char flagdesc[512];
2442 char info2[256 * 4]; 2428 char info2[256 * 4];
2443 char *p = info; 2429 char *p = info;
2444 2430
2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2446 count, 2432 count,
2447 uuid.c_str (), 2433 uuid.c_str (),
2448 &name, 2434 &name,
2449 title ? "\",title:\"" : "", 2435 title ? ",title:\"" : "",
2450 title ? (const char *)title : "", 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2451 flag_desc (flagdesc, 512), type); 2438 flag_desc (flagdesc, 512), type);
2452 2439
2453 if (!flag[FLAG_REMOVED] && env) 2440 if (!flag[FLAG_REMOVED] && env)
2454 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2455 2442
2511 container = 0; 2498 container = 0;
2512 2499
2513 // client needs item update to make it work, client bug requires this to be separate 2500 // client needs item update to make it work, client bug requires this to be separate
2514 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2515 2502
2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2517 play_sound (sound_find ("chest_close")); 2504 play_sound (sound_find ("chest_close"));
2518 } 2505 }
2519 2506
2520 if (new_container) 2507 if (new_container)
2521 { 2508 {
2531 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2532 new_container->insert (closer); 2519 new_container->insert (closer);
2533 } 2520 }
2534#endif 2521#endif
2535 2522
2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2537 2524
2538 // make sure the container is available, client bug requires this to be separate 2525 // make sure the container is available, client bug requires this to be separate
2539 esrv_send_item (this, new_container); 2526 esrv_send_item (this, new_container);
2540 2527
2541 new_container->flag [FLAG_APPLIED] = true; 2528 new_container->flag [FLAG_APPLIED] = true;
2549// else if (!old_container->env && contr && contr->ns) 2536// else if (!old_container->env && contr && contr->ns)
2550// contr->ns->floorbox_reset (); 2537// contr->ns->floorbox_reset ();
2551} 2538}
2552 2539
2553object * 2540object *
2554object::force_find (const shstr name) 2541object::force_find (shstr_tmp name)
2555{ 2542{
2556 /* cycle through his inventory to look for the MARK we want to 2543 /* cycle through his inventory to look for the MARK we want to
2557 * place 2544 * place
2558 */ 2545 */
2559 for (object *tmp = inv; tmp; tmp = tmp->below) 2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2562 2549
2563 return 0; 2550 return 0;
2564} 2551}
2565 2552
2566void 2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2562object *
2567object::force_add (const shstr name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2568{ 2564{
2569 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2570 force->destroy (); 2566 force->destroy ();
2571 2567
2572 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2573 2569
2574 force->slaying = name; 2570 force->slaying = name;
2575 force->stats.food = 1;
2576 force->speed_left = -1.f;
2577 2571
2578 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2579 force->flag [FLAG_IS_USED_UP] = true; 2573
2580 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2581 2575
2582 insert (force); 2576 return insert (force);
2583} 2577}
2584 2578
2585void 2579void
2586object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound) const
2587{ 2581{
2588 if (!sound) 2582 if (!sound)
2589 return; 2583 return;
2590 2584
2591 if (flag [FLAG_REMOVED]) 2585 if (is_on_map ())
2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589}
2590
2591void
2592object::say_msg (const char *msg) const
2593{
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2598}
2599
2600void
2601object::make_noise ()
2602{
2603 // we do not model noise in the map, so instead put
2604 // a temporary light into the noise source
2605 // could use the map instead, but that's less reliable for our
2606 // goal, which is to make invisibility a bit harder to exploit
2607
2608 // currently only works sensibly for players
2609 if (!is_player ())
2592 return; 2610 return;
2593 2611
2594 if (env) 2612 // find old force, or create new one
2595 { 2613 object *force = force_find (shstr_noise_force);
2596 if (object *pl = in_player ()) 2614
2597 pl->contr->play_sound (sound); 2615 if (force)
2598 } 2616 force->speed_left = -1.f; // patch old speed up
2599 else 2617 else
2600 map->play_sound (sound, x, y); 2618 {
2601} 2619 force = archetype::get (shstr_noise_force);
2602 2620
2621 force->slaying = shstr_noise_force;
2622 force->stats.food = 1;
2623 force->speed_left = -1.f;
2624
2625 force->set_speed (1.f / 4.f);
2626 force->flag [FLAG_IS_USED_UP] = true;
2627 force->flag [FLAG_APPLIED] = true;
2628
2629 insert (force);
2630 }
2631}
2632

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