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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 1.303 by root, Tue Nov 10 04:38:45 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -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, 54 -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 55 -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}; 56};
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] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 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, 60 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 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 UUID::BUF buf; 106 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 107 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 108 fgets (buf, sizeof (buf), fp);
104 109
105 if (!UUID::cur.parse (buf)) 110 if (!UUID::cur.parse (buf))
106 { 111 {
133 138
134void 139void
135UUID::init () 140UUID::init ()
136{ 141{
137 read_uuid (); 142 read_uuid ();
143}
144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
138} 208}
139 209
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 211static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
181bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
182{ 252{
183 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
184 if (ob1 == ob2 254 if (ob1 == ob2
185 || ob1->type != ob2->type 255 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
187 || ob1->value != ob2->value 257 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
189 return 0; 259 return 0;
190 260
191 /* Do not merge objects if nrof would overflow. First part checks 261 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 262 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 263 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; 264 return 0;
198 265
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* 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 267 * 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 268 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 274
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 277
211 if (ob1->arch->name != ob2->arch->name 278 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 279 || ob1->name != ob2->name
213 || ob1->title != ob2->title 280 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 282 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 283 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 287 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 303 return 0;
236 304
237 if ((ob1->flag ^ ob2->flag) 305 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 306 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 307 .reset (FLAG_REMOVED)
241 .any ()) 308 .any ())
242 return 0; 309 return 0;
243 310
244 /* This is really a spellbook check - we should in general 311 /* This is really a spellbook check - we should in general
326 { 393 {
327 // see if we are in a container of sorts 394 // see if we are in a container of sorts
328 if (env) 395 if (env)
329 { 396 {
330 // the player inventory itself is always visible 397 // the player inventory itself is always visible
331 if (env->type == PLAYER) 398 if (env->is_player ())
332 return env; 399 return env;
333 400
334 // else a player could have our env open 401 // else a player could have our env open
335 object *envest = env->outer_env (); 402 object *envest = env->outer_env_or_self ();
336 403
337 // the player itself is always on a map, so we will find him here 404 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 405 // even if our inv is in a player.
339 if (envest->is_on_map ()) 406 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 407 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 408 if (pl->container_ () == env)
342 return pl; 409 return pl;
343 } 410 }
344 else 411 else
345 { 412 {
346 // maybe there is a player standing on the same mapspace 413 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 414 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 415 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
350 return pl; 418 return pl;
351 } 419 }
352 } 420 }
353 421
354 return 0; 422 return 0;
432 object_freezer freezer; 500 object_freezer freezer;
433 op->write (freezer); 501 op->write (freezer);
434 return freezer.as_string (); 502 return freezer.as_string ();
435} 503}
436 504
437/* 505char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 506object::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{ 507{
445 object *tmp, *closest; 508 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} 509}
459 510
460/* 511/*
461 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow. 513 * VERRRY slow.
478 */ 529 */
479object * 530object *
480find_object_name (const char *str) 531find_object_name (const char *str)
481{ 532{
482 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
483 object *op;
484 534
535 if (str_)
485 for_all_objects (op) 536 for_all_objects (op)
486 if (op->name == str_) 537 if (op->name == str_)
487 break; 538 return op;
488 539
489 return op; 540 return 0;
490} 541}
491 542
492/* 543/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 545 * skill and experience objects.
556 update_stats (); 607 update_stats ();
557 608
558 new_draw_info_format (NDI_UNIQUE, 0, this, 609 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, " 610 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. " 611 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name); 612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false; 614 return false;
563 } 615 }
564 616
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 } 618 }
638 } 690 }
639 691
640 if (speed < 0) 692 if (speed < 0)
641 dst->speed_left -= rndm (); 693 dst->speed_left -= rndm ();
642 694
643 dst->set_speed (dst->speed); 695 dst->activate ();
644} 696}
645 697
646void 698void
647object::instantiate () 699object::instantiate ()
648{ 700{
692 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
693 */ 745 */
694void 746void
695object::set_speed (float speed) 747object::set_speed (float speed)
696{ 748{
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; 749 this->speed = speed;
704 750
705 if (has_active_speed ()) 751 if (has_active_speed ())
706 activate (); 752 activate ();
707 else 753 else
757 803
758 if (!(m.flags_ & P_UPTODATE)) 804 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 805 /* nop */;
760 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
761 { 807 {
808#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 820 * have move_allow right now.
774 */ 821 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
823 m.invalidate ();
824#else
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
777 m.flags_ = 0; 826 m.invalidate ();
827#endif
778 } 828 }
779 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 831 * that is being removed.
782 */ 832 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 834 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
787 else 837 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 839
793 843
794object::object () 844object::object ()
795{ 845{
796 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
797 847
798 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
799 face = blank_face; 849 face = blank_face;
850 material = &material_null;
800} 851}
801 852
802object::~object () 853object::~object ()
803{ 854{
804 unlink (); 855 unlink ();
833 /* If already on active list, don't do anything */ 884 /* If already on active list, don't do anything */
834 if (active) 885 if (active)
835 return; 886 return;
836 887
837 if (has_active_speed ()) 888 if (has_active_speed ())
889 {
890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
892
838 actives.insert (this); 893 actives.insert (this);
894 }
839} 895}
840 896
841void 897void
842object::activate_recursive () 898object::activate_recursive ()
843{ 899{
904 * drop on that space. 960 * drop on that space.
905 */ 961 */
906 if (!drop_to_ground 962 if (!drop_to_ground
907 || !map 963 || !map
908 || map->in_memory != MAP_ACTIVE 964 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 965 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 966 || ms ().move_block == MOVE_ALL)
911 { 967 {
912 while (inv) 968 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 969 inv->destroy ();
916 }
917 } 970 }
918 else 971 else
919 { /* Put objects in inventory onto this space */ 972 { /* Put objects in inventory onto this space */
920 while (inv) 973 while (inv)
921 { 974 {
925 || op->flag [FLAG_NO_DROP] 978 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 979 || op->type == RUNE
927 || op->type == TRAP 980 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 981 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 982 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 983 op->destroy ();
931 else 984 else
932 map->insert (op, x, y); 985 map->insert (op, x, y);
933 } 986 }
934 } 987 }
935} 988}
943 996
944static struct freed_map : maptile 997static struct freed_map : maptile
945{ 998{
946 freed_map () 999 freed_map ()
947 { 1000 {
948 path = "<freed objects map>"; 1001 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 1002 name = "/internal/freed_objects_map";
950 width = 3; 1003 width = 3;
951 height = 3; 1004 height = 3;
952 nodrop = 1; 1005 no_drop = 1;
1006 no_reset = 1;
953 1007
954 alloc (); 1008 alloc ();
955 in_memory = MAP_ACTIVE; 1009 in_memory = MAP_ACTIVE;
956 } 1010 }
957 1011
963 1017
964void 1018void
965object::do_destroy () 1019object::do_destroy ()
966{ 1020{
967 if (flag [FLAG_IS_LINKED]) 1021 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1022 remove_link ();
969 1023
970 if (flag [FLAG_FRIENDLY]) 1024 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1025 remove_friendly_object (this);
972 1026
973 remove (); 1027 remove ();
998 attacked_by = 0; 1052 attacked_by = 0;
999 current_weapon = 0; 1053 current_weapon = 0;
1000} 1054}
1001 1055
1002void 1056void
1003object::destroy (bool destroy_inventory) 1057object::destroy ()
1004{ 1058{
1005 if (destroyed ()) 1059 if (destroyed ())
1006 return; 1060 return;
1007 1061
1008 if (!is_head () && !head->destroyed ()) 1062 if (!is_head () && !head->destroyed ())
1009 { 1063 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1065 head->destroy ();
1012 return; 1066 return;
1013 } 1067 }
1014 1068
1015 destroy_inv (!destroy_inventory); 1069 destroy_inv (false);
1016 1070
1017 if (is_head ()) 1071 if (is_head ())
1018 if (sound_destroy) 1072 if (sound_destroy)
1019 play_sound (sound_destroy); 1073 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1074 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1085 * the previous environment.
1032 */ 1086 */
1033void 1087void
1034object::do_remove () 1088object::do_remove ()
1035{ 1089{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1090 if (flag [FLAG_REMOVED])
1040 return; 1091 return;
1041 1092
1042 INVOKE_OBJECT (REMOVE, this); 1093 INVOKE_OBJECT (REMOVE, this);
1043 1094
1057 esrv_del_item (pl->contr, count); 1108 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1110
1060 adjust_weight (env, -total_weight ()); 1111 adjust_weight (env, -total_weight ());
1061 1112
1062 *(above ? &above->below : &env->inv) = below; 1113 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1114
1067 /* we set up values so that it could be inserted into 1115 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1116 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1117 * to the caller to decide what we want to do.
1070 */ 1118 */
1071 map = env->map; 1119 map = env->map;
1072 x = env->x; 1120 x = env->x;
1073 y = env->y; 1121 y = env->y;
1122
1123 // make sure cmov optimisation is applicable
1124 *(above ? &above->below : &env->inv) = below;
1125 *(below ? &below->above : &above ) = above; // &above is just a dummy
1126
1074 above = 0; 1127 above = 0;
1075 below = 0; 1128 below = 0;
1076 env = 0; 1129 env = 0;
1077 1130
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1131 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1132 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1133 * to save cpu time.
1081 */ 1134 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1135 if (pl)
1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 {
1083 otmp->update_stats (); 1138 pl->update_stats ();
1139
1140 if (glow_radius && pl->is_on_map ())
1141 update_all_los (pl->map, pl->x, pl->y);
1142 }
1084 } 1143 }
1085 else if (map) 1144 else if (map)
1086 { 1145 {
1087 map->dirty = true; 1146 map->dirty = true;
1088 mapspace &ms = this->ms (); 1147 mapspace &ms = this->ms ();
1089 1148
1090 if (object *pl = ms.player ()) 1149 if (object *pl = ms.player ())
1091 { 1150 {
1092 if (type == PLAYER) // this == pl(!) 1151 if (is_player ())
1093 { 1152 {
1153 if (!flag [FLAG_WIZPASS])
1154 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1155
1094 // leaving a spot always closes any open container on the ground 1156 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1157 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1158 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1159 // that the CLOSE event is being sent.
1098 close_container (); 1160 close_container ();
1099 1161
1100 --map->players; 1162 --map->players;
1101 map->touch (); 1163 map->touch ();
1102 } 1164 }
1103 else if (pl->container == this) 1165 else if (pl->container_ () == this)
1104 { 1166 {
1105 // removing a container should close it 1167 // removing a container should close it
1106 close_container (); 1168 close_container ();
1107 } 1169 }
1108 1170
1109 esrv_del_item (pl->contr, count); 1171 esrv_del_item (pl->contr, count);
1110 } 1172 }
1111 1173
1112 /* link the object above us */ 1174 /* link the object above us */
1113 if (above) 1175 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1176 *(above ? &above->below : &ms.top) = below;
1115 else 1177 *(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 1178
1124 above = 0; 1179 above = 0;
1125 below = 0; 1180 below = 0;
1126 1181
1182 ms.invalidate ();
1183
1127 if (map->in_memory == MAP_SAVING) 1184 if (map->in_memory == MAP_SAVING)
1128 return; 1185 return;
1129 1186
1130 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1188
1132 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1133 { 1190 {
1134 if (pl->container == this) 1191 if (pl->container_ () == this)
1135 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1136 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1137 * appropriately. 1194 * appropriately.
1138 */ 1195 */
1139 pl->close_container (); 1196 pl->close_container ();
1143 //TODO: update floorbox to preserve ordering 1200 //TODO: update floorbox to preserve ordering
1144 if (pl->contr->ns) 1201 if (pl->contr->ns)
1145 pl->contr->ns->floorbox_update (); 1202 pl->contr->ns->floorbox_update ();
1146 } 1203 }
1147 1204
1205 if (check_walk_off)
1148 for (tmp = ms.bot; tmp; tmp = tmp->above) 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1149 { 1207 {
1208 above = tmp->above;
1209
1150 /* No point updating the players look faces if he is the object 1210 /* No point updating the players look faces if he is the object
1151 * being removed. 1211 * being removed.
1152 */ 1212 */
1153 1213
1154 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1155 if (check_walk_off
1156 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1157 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1158 {
1159 move_apply (tmp, this, 0); 1217 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 } 1218 }
1164 1219
1165 last = tmp; 1220 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); 1221 update_all_los (map, x, y);
1177 } 1222 }
1178} 1223}
1179 1224
1180/* 1225/*
1204 esrv_update_item (UPD_NROF, pl, top); 1249 esrv_update_item (UPD_NROF, pl, top);
1205 1250
1206 op->weight = 0; // cancel the addition above 1251 op->weight = 0; // cancel the addition above
1207 op->carrying = 0; // must be 0 already 1252 op->carrying = 0; // must be 0 already
1208 1253
1209 op->destroy (1); 1254 op->destroy ();
1210 1255
1211 return top; 1256 return top;
1212 } 1257 }
1213 1258
1214 return 0; 1259 return 0;
1242 * job preparing multi-part monsters. 1287 * job preparing multi-part monsters.
1243 */ 1288 */
1244object * 1289object *
1245insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1290insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1246{ 1291{
1292 op->remove ();
1293
1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1248 { 1295 {
1249 tmp->x = x + tmp->arch->x; 1296 tmp->x = x + tmp->arch->x;
1250 tmp->y = y + tmp->arch->y; 1297 tmp->y = y + tmp->arch->y;
1251 } 1298 }
1274 * just 'op' otherwise 1321 * just 'op' otherwise
1275 */ 1322 */
1276object * 1323object *
1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278{ 1325{
1279 assert (!op->flag [FLAG_FREED]);
1280
1281 op->remove (); 1326 op->remove ();
1327
1328 if (m == &freed_map)//D TODO: remove soon
1329 {//D
1330 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1331 }//D
1282 1332
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* 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 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1335 * need extra work
1286 */ 1336 */
1337 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1338 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1339 {
1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1341 return 0;
1291 } 1342 }
1292 1343
1293 if (object *more = op->more) 1344 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1345 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1346 return 0;
1296 1347
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1348 op->flag [FLAG_REMOVED] = false;
1298 1349 op->env = 0;
1299 op->map = m; 1350 op->map = newmap;
1351
1300 mapspace &ms = op->ms (); 1352 mapspace &ms = op->ms ();
1301 1353
1302 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1303 */ 1355 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 if (object::can_merge (op, tmp)) 1358 if (object::can_merge (op, tmp))
1307 { 1359 {
1308 // TODO: we atcually want to update tmp, not op, 1360 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp 1361 // but some caller surely breaks when we return tmp
1310 // from here :/ 1362 // from here :/
1311 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1312 tmp->destroy (1); 1364 tmp->destroy ();
1313 } 1365 }
1314 1366
1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1317 1369
1324 { 1376 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1378 abort ();
1327 } 1379 }
1328 1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1329 op->above = originator; 1388 op->above = originator;
1330 op->below = originator->below; 1389 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; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1339 } 1393 }
1340 else 1394 else
1341 { 1395 {
1342 object *top, *floor = NULL; 1396 object *floor = 0;
1343 1397 object *top = ms.top;
1344 top = ms.bot;
1345 1398
1346 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1347 if (top) 1400 if (top)
1348 { 1401 {
1349 object *last = 0;
1350
1351 /* 1402 /*
1352 * If there are multiple objects on this space, we do some trickier handling. 1403 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * 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 1409 * 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 1410 * 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 1411 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1362 */ 1413 */
1363 for (top = ms.bot; top; top = top->above) 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 { 1415 {
1365 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1416 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1366 floor = top; 1417 floor = tmp;
1367 1418
1368 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1419 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1369 { 1420 {
1370 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1371 top = top->below; 1422 top = tmp->below;
1372 break; 1423 break;
1373 } 1424 }
1374 1425
1375 last = top; 1426 top = tmp;
1376 } 1427 }
1377
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380 1428
1381 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1384 */ 1432 */
1391 */ 1439 */
1392 if (!(flag & INS_ON_TOP) 1440 if (!(flag & INS_ON_TOP)
1393 && ms.flags () & P_BLOCKSVIEW 1441 && ms.flags () & P_BLOCKSVIEW
1394 && (op->face && !faces [op->face].visibility)) 1442 && (op->face && !faces [op->face].visibility))
1395 { 1443 {
1444 object *last;
1445
1396 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1398 break; 1448 break;
1399 1449
1400 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1408 } /* If objects on this space */ 1458 } /* If objects on this space */
1409 1459
1410 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1411 top = floor; 1461 top = floor;
1412 1462
1413 /* Top is the object that our object (op) is going to get inserted above. 1463 // insert object above top, or bottom-most if top = 0
1414 */
1415
1416 /* First object on this space */
1417 if (!top) 1464 if (!top)
1418 { 1465 {
1466 op->below = 0;
1419 op->above = ms.bot; 1467 op->above = ms.bot;
1420
1421 if (op->above)
1422 op->above->below = op;
1423
1424 op->below = 0;
1425 ms.bot = op; 1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1471 }
1427 else 1472 else
1428 { /* get inserted into the stack above top */ 1473 {
1429 op->above = top->above; 1474 op->above = top->above;
1430
1431 if (op->above)
1432 op->above->below = op; 1475 top->above = op;
1433 1476
1434 op->below = top; 1477 op->below = top;
1435 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1479 }
1480 }
1437 1481
1438 if (!op->above) 1482 if (op->is_player ())
1439 ms.top = op;
1440 } /* else not INS_BELOW_ORIGINATOR */
1441
1442 if (op->type == PLAYER)
1443 { 1483 {
1444 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1445 ++op->map->players; 1485 ++op->map->players;
1446 op->map->touch (); 1486 op->map->touch ();
1447 } 1487 }
1462 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1463 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1464 * or just updating the P_UPTODATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1465 * of effect may be sufficient. 1505 * of effect may be sufficient.
1466 */ 1506 */
1467 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1468 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1469 1512
1470 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1471 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1472 1515
1473 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1480 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1481 * update_object(). 1524 * update_object().
1482 */ 1525 */
1483 1526
1484 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* 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) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1486 { 1529 {
1487 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator))
1488 return 0; 1531 return 0;
1489 1532
1490 /* If we are a multi part object, lets work our way through the check 1533 /* 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 1544/* 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. 1545 * 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. 1546 * op is the object to insert it under: supplies x and the map.
1504 */ 1547 */
1505void 1548void
1506replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1507{ 1550{
1508 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1509 1552
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1512 tmp->destroy (1); 1555 tmp->destroy ();
1513 1556
1514 object *tmp = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = arch_to_object (archetype::find (archname));
1515 1558
1516 tmp->x = op->x; 1559 tmp->x = op->x;
1517 tmp->y = op->y; 1560 tmp->y = op->y;
1518 1561
1519 insert_ob_in_map (tmp, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1524{ 1567{
1525 if (where->env) 1568 if (where->env)
1526 return where->env->insert (this); 1569 return where->env->insert (this);
1527 else 1570 else
1528 return where->map->insert (this, where->x, where->y, originator, flags); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1572}
1573
1574// check whether we can put this into the map, respect max_volume, max_items
1575bool
1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1577{
1578 mapspace &ms = m->at (x, y);
1579
1580 int items = ms.items ();
1581
1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1586
1587 if (originator && originator->is_player ())
1588 originator->contr->failmsg (format (
1589 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 ));
1592
1593 return false;
1529} 1594}
1530 1595
1531/* 1596/*
1532 * decrease(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1541 if (!nr) 1606 if (!nr)
1542 return true; 1607 return true;
1543 1608
1544 nr = min (nr, nrof); 1609 nr = min (nr, nrof);
1545 1610
1611 if (nrof > nr)
1612 {
1546 nrof -= nr; 1613 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0 1614 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551 1615
1552 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1554 1618
1555 return true; 1619 return true;
1556 } 1620 }
1557 else 1621 else
1558 { 1622 {
1559 destroy (1); 1623 destroy ();
1560 return false; 1624 return false;
1561 } 1625 }
1562} 1626}
1563 1627
1564/* 1628/*
1641 if (object *pl = tmp->visible_to ()) 1705 if (object *pl = tmp->visible_to ())
1642 esrv_update_item (UPD_NROF, pl, tmp); 1706 esrv_update_item (UPD_NROF, pl, tmp);
1643 1707
1644 adjust_weight (this, op->total_weight ()); 1708 adjust_weight (this, op->total_weight ());
1645 1709
1646 op->destroy (1); 1710 op->destroy ();
1647 op = tmp; 1711 op = tmp;
1648 goto inserted; 1712 goto inserted;
1649 } 1713 }
1650 1714
1651 op->owner = 0; // it's his/hers now. period. 1715 op->owner = 0; // it's his/hers now. period.
1669 1733
1670 adjust_weight (this, op->total_weight ()); 1734 adjust_weight (this, op->total_weight ());
1671 1735
1672inserted: 1736inserted:
1673 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1738 if (op->glow_radius && is_on_map ())
1739 {
1740 update_stats ();
1675 update_all_los (map, x, y); 1741 update_all_los (map, x, y);
1676 1742 }
1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1677 // if this is a player's inventory, update stats 1744 // if this is a player's inventory, update stats
1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1679 update_stats (); 1745 update_stats ();
1680 1746
1681 INVOKE_OBJECT (INSERT, this); 1747 INVOKE_OBJECT (INSERT, this);
1682 1748
1683 return op; 1749 return op;
1704 * on top. 1770 * on top.
1705 */ 1771 */
1706int 1772int
1707check_move_on (object *op, object *originator) 1773check_move_on (object *op, object *originator)
1708{ 1774{
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776 return 0;
1777
1709 object *tmp; 1778 object *tmp;
1710 maptile *m = op->map; 1779 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1780 int x = op->x, y = op->y;
1712 1781
1713 MoveType move_on, move_slow, move_block; 1782 mapspace &ms = m->at (x, y);
1714 1783
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1784 ms.update ();
1716 return 0;
1717 1785
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1786 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1787 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1788 MoveType move_block = ms.move_block;
1721 1789
1722 /* if nothing on this space will slow op down or be applied, 1790 /* 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 1791 * 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 1792 * is set, as lots of objects don't have it set - we treat that
1725 * as walking. 1793 * as walking.
1736 return 0; 1804 return 0;
1737 1805
1738 /* The objects have to be checked from top to bottom. 1806 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1807 * Hence, we first go to the top:
1740 */ 1808 */
1741 1809 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 } 1810 {
1811 next = tmp->below;
1751 1812
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1813 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1814 continue; /* Can't apply yourself */
1756 1815
1757 /* Check to see if one of the movement types should be slowed down. 1816 /* 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 1817 * Second check makes sure that the movement types not being slowed
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764 { 1823 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 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)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1826 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1827 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1828
1772 if (op->type == PLAYER) 1829 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1830 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))) 1831 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1832 diff /= 4.0;
1776 1833
1777 op->speed_left -= diff; 1834 op->speed_left -= diff;
1778 } 1835 }
1779 } 1836 }
1985 * head of the object should correspond for the entire object. 2042 * head of the object should correspond for the entire object.
1986 */ 2043 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 2045 continue;
1989 2046
1990 if (ob->blocked (m, pos.x, pos.y)) 2047 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 2048 continue;
1992 2049
1993 altern [index++] = i; 2050 altern [index++] = i;
1994 } 2051 }
1995 2052
2063 * there is capable of. 2120 * there is capable of.
2064 */ 2121 */
2065int 2122int
2066find_dir (maptile *m, int x, int y, object *exclude) 2123find_dir (maptile *m, int x, int y, object *exclude)
2067{ 2124{
2068 int i, max = SIZEOFFREE, mflags; 2125 int max = SIZEOFFREE, mflags;
2069
2070 sint16 nx, ny;
2071 object *tmp;
2072 maptile *mp;
2073
2074 MoveType blocked, move_type; 2126 MoveType move_type;
2075 2127
2076 if (exclude && exclude->head_ () != exclude) 2128 if (exclude && exclude->head_ () != exclude)
2077 { 2129 {
2078 exclude = exclude->head; 2130 exclude = exclude->head;
2079 move_type = exclude->move_type; 2131 move_type = exclude->move_type;
2082 { 2134 {
2083 /* If we don't have anything, presume it can use all movement types. */ 2135 /* If we don't have anything, presume it can use all movement types. */
2084 move_type = MOVE_ALL; 2136 move_type = MOVE_ALL;
2085 } 2137 }
2086 2138
2087 for (i = 1; i < max; i++) 2139 for (int i = 1; i < max; i++)
2088 { 2140 {
2089 mp = m; 2141 mapxy pos (m, x, y);
2090 nx = x + freearr_x[i]; 2142 pos.move (i);
2091 ny = y + freearr_y[i];
2092 2143
2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 if (!pos.normalise ())
2094
2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i]; 2145 max = maxfree[i];
2097 else 2146 else
2098 { 2147 {
2099 mapspace &ms = mp->at (nx, ny); 2148 mapspace &ms = *pos;
2100 2149
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type) 2150 if ((move_type & ms.move_block) == move_type)
2104 max = maxfree[i]; 2151 max = maxfree [i];
2105 else if (mflags & P_IS_ALIVE) 2152 else if (ms.flags () & P_IS_ALIVE)
2106 { 2153 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2154 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2155 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2156 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break;
2111
2112 if (tmp)
2113 return freedir[i]; 2157 return freedir [i];
2114 } 2158 }
2115 } 2159 }
2116 } 2160 }
2117 2161
2118 return 0; 2162 return 0;
2193 * This basically means that if direction is 15, then it could either go 2237 * 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. 2238 * 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 2239 * Moved from spell_util.c to object.c with the other related direction
2196 * functions. 2240 * functions.
2197 */ 2241 */
2198int reduction_dir[SIZEOFFREE][3] = { 2242static const int reduction_dir[SIZEOFFREE][3] = {
2199 {0, 0, 0}, /* 0 */ 2243 {0, 0, 0}, /* 0 */
2200 {0, 0, 0}, /* 1 */ 2244 {0, 0, 0}, /* 1 */
2201 {0, 0, 0}, /* 2 */ 2245 {0, 0, 0}, /* 2 */
2202 {0, 0, 0}, /* 3 */ 2246 {0, 0, 0}, /* 3 */
2203 {0, 0, 0}, /* 4 */ 2247 {0, 0, 0}, /* 4 */
2299int 2343int
2300can_pick (const object *who, const object *item) 2344can_pick (const object *who, const object *item)
2301{ 2345{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2347 (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)); 2348 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2305} 2349}
2306 2350
2307/* 2351/*
2308 * create clone from object to another 2352 * create clone from object to another
2309 */ 2353 */
2341 return tmp; 2385 return tmp;
2342 2386
2343 return 0; 2387 return 0;
2344} 2388}
2345 2389
2346const shstr & 2390shstr_tmp
2347object::kv_get (const shstr &key) const 2391object::kv_get (shstr_tmp key) const
2348{ 2392{
2349 for (key_value *kv = key_values; kv; kv = kv->next) 2393 for (key_value *kv = key_values; kv; kv = kv->next)
2350 if (kv->key == key) 2394 if (kv->key == key)
2351 return kv->value; 2395 return kv->value;
2352 2396
2353 return shstr_null; 2397 return shstr ();
2354} 2398}
2355 2399
2356void 2400void
2357object::kv_set (const shstr &key, const shstr &value) 2401object::kv_set (shstr_tmp key, shstr_tmp value)
2358{ 2402{
2359 for (key_value *kv = key_values; kv; kv = kv->next) 2403 for (key_value *kv = key_values; kv; kv = kv->next)
2360 if (kv->key == key) 2404 if (kv->key == key)
2361 { 2405 {
2362 kv->value = value; 2406 kv->value = value;
2371 2415
2372 key_values = kv; 2416 key_values = kv;
2373} 2417}
2374 2418
2375void 2419void
2376object::kv_del (const shstr &key) 2420object::kv_del (shstr_tmp key)
2377{ 2421{
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2422 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key) 2423 if ((*kvp)->key == key)
2380 { 2424 {
2381 key_value *kv = *kvp; 2425 key_value *kv = *kvp;
2440{ 2484{
2441 char flagdesc[512]; 2485 char flagdesc[512];
2442 char info2[256 * 4]; 2486 char info2[256 * 4];
2443 char *p = info; 2487 char *p = info;
2444 2488
2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2489 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2446 count, 2490 count,
2447 uuid.c_str (), 2491 uuid.c_str (),
2448 &name, 2492 &name,
2449 title ? "\",title:\"" : "", 2493 title ? ",title:\"" : "",
2450 title ? (const char *)title : "", 2494 title ? (const char *)title : "",
2495 title ? "\"" : "",
2451 flag_desc (flagdesc, 512), type); 2496 flag_desc (flagdesc, 512), type);
2452 2497
2453 if (!flag[FLAG_REMOVED] && env) 2498 if (!flag[FLAG_REMOVED] && env)
2454 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2499 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2455 2500
2471struct region * 2516struct region *
2472object::region () const 2517object::region () const
2473{ 2518{
2474 return map ? map->region (x, y) 2519 return map ? map->region (x, y)
2475 : region::default_region (); 2520 : 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} 2521}
2486 2522
2487void 2523void
2488object::open_container (object *new_container) 2524object::open_container (object *new_container)
2489{ 2525{
2511 container = 0; 2547 container = 0;
2512 2548
2513 // client needs item update to make it work, client bug requires this to be separate 2549 // client needs item update to make it work, client bug requires this to be separate
2514 esrv_update_item (UPD_FLAGS, this, old_container); 2550 esrv_update_item (UPD_FLAGS, this, old_container);
2515 2551
2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2517 play_sound (sound_find ("chest_close")); 2553 play_sound (sound_find ("chest_close"));
2518 } 2554 }
2519 2555
2520 if (new_container) 2556 if (new_container)
2521 { 2557 {
2531 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2567 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2532 new_container->insert (closer); 2568 new_container->insert (closer);
2533 } 2569 }
2534#endif 2570#endif
2535 2571
2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2572 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2537 2573
2538 // make sure the container is available, client bug requires this to be separate 2574 // make sure the container is available, client bug requires this to be separate
2539 esrv_send_item (this, new_container); 2575 esrv_send_item (this, new_container);
2540 2576
2541 new_container->flag [FLAG_APPLIED] = true; 2577 new_container->flag [FLAG_APPLIED] = true;
2549// else if (!old_container->env && contr && contr->ns) 2585// else if (!old_container->env && contr && contr->ns)
2550// contr->ns->floorbox_reset (); 2586// contr->ns->floorbox_reset ();
2551} 2587}
2552 2588
2553object * 2589object *
2554object::force_find (const shstr name) 2590object::force_find (shstr_tmp name)
2555{ 2591{
2556 /* cycle through his inventory to look for the MARK we want to 2592 /* cycle through his inventory to look for the MARK we want to
2557 * place 2593 * place
2558 */ 2594 */
2559 for (object *tmp = inv; tmp; tmp = tmp->below) 2595 for (object *tmp = inv; tmp; tmp = tmp->below)
2561 return splay (tmp); 2597 return splay (tmp);
2562 2598
2563 return 0; 2599 return 0;
2564} 2600}
2565 2601
2602//-GPL
2603
2566void 2604void
2605object::force_set_timer (int duration)
2606{
2607 this->duration = 1;
2608 this->speed_left = -1.f;
2609
2610 this->set_speed (duration ? 1.f / duration : 0.f);
2611}
2612
2613object *
2567object::force_add (const shstr name, int duration) 2614object::force_add (shstr_tmp name, int duration)
2568{ 2615{
2569 if (object *force = force_find (name)) 2616 if (object *force = force_find (name))
2570 force->destroy (); 2617 force->destroy ();
2571 2618
2572 object *force = get_archetype (FORCE_NAME); 2619 object *force = get_archetype (FORCE_NAME);
2573 2620
2574 force->slaying = name; 2621 force->slaying = name;
2575 force->stats.food = 1; 2622 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; 2623 force->flag [FLAG_APPLIED] = true;
2581 2624
2582 insert (force); 2625 return insert (force);
2583} 2626}
2584 2627
2585void 2628void
2586object::play_sound (faceidx sound) 2629object::play_sound (faceidx sound) const
2587{ 2630{
2588 if (!sound) 2631 if (!sound)
2589 return; 2632 return;
2590 2633
2591 if (flag [FLAG_REMOVED]) 2634 if (is_on_map ())
2635 map->play_sound (sound, x, y);
2636 else if (object *pl = in_player ())
2637 pl->contr->play_sound (sound);
2638}
2639
2640void
2641object::say_msg (const char *msg) const
2642{
2643 if (is_on_map ())
2644 map->say_msg (msg, x, y);
2645 else if (object *pl = in_player ())
2646 pl->contr->play_sound (sound);
2647}
2648
2649void
2650object::make_noise ()
2651{
2652 // we do not model noise in the map, so instead put
2653 // a temporary light into the noise source
2654 // could use the map instead, but that's less reliable for our
2655 // goal, which is to make invisibility a bit harder to exploit
2656
2657 // currently only works sensibly for players
2658 if (!is_player ())
2592 return; 2659 return;
2593 2660
2594 if (env) 2661 // find old force, or create new one
2595 { 2662 object *force = force_find (shstr_noise_force);
2596 if (object *pl = in_player ()) 2663
2597 pl->contr->play_sound (sound); 2664 if (force)
2598 } 2665 force->speed_left = -1.f; // patch old speed up
2599 else 2666 else
2600 map->play_sound (sound, x, y); 2667 {
2601} 2668 force = archetype::get (shstr_noise_force);
2602 2669
2670 force->slaying = shstr_noise_force;
2671 force->stats.food = 1;
2672 force->speed_left = -1.f;
2673
2674 force->set_speed (1.f / 4.f);
2675 force->flag [FLAG_IS_USED_UP] = true;
2676 force->flag [FLAG_APPLIED] = true;
2677
2678 insert (force);
2679 }
2680}
2681

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