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Comparing deliantra/server/common/object.C (file contents):
Revision 1.230 by root, Sun May 4 08:25:32 2008 UTC vs.
Revision 1.311 by root, Sat Jan 16 13:41:37 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 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>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 55};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
179 * check weight 248 * check weight
180 */ 249 */
181bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
182{ 251{
183 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
184 if (ob1 == ob2 253 if (ob1 == ob2
185 || ob1->type != ob2->type 254 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 255 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 258 return 0;
190 259
191 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 263 return 0;
198 264
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 273
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 276
211 if (ob1->arch->name != ob2->arch->name 277 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 278 || ob1->name != ob2->name
213 || ob1->title != ob2->title 279 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 286 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 302 return 0;
236 303
237 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
241 .any ()) 307 .any ())
242 return 0; 308 return 0;
243 309
244 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
326 { 392 {
327 // see if we are in a container of sorts 393 // see if we are in a container of sorts
328 if (env) 394 if (env)
329 { 395 {
330 // the player inventory itself is always visible 396 // the player inventory itself is always visible
331 if (env->type == PLAYER) 397 if (env->is_player ())
332 return env; 398 return env;
333 399
334 // else a player could have our env open 400 // else a player could have our env open
335 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
336 402
337 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 404 // even if our inv is in a player.
339 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 407 if (pl->container_ () == env)
342 return pl; 408 return pl;
343 } 409 }
344 else 410 else
345 { 411 {
346 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
350 return pl; 417 return pl;
351 } 418 }
352 } 419 }
353 420
354 return 0; 421 return 0;
355} 422}
356 423
357// adjust weight per container type ("of holding") 424// adjust weight per container type ("of holding")
358static sint32 425static sint32
359weight_adjust (object *op, sint32 weight) 426weight_adjust_for (object *op, sint32 weight)
360{ 427{
361 return op->type == CONTAINER 428 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 430 : weight;
364} 431}
370static void 437static void
371adjust_weight (object *op, sint32 weight) 438adjust_weight (object *op, sint32 weight)
372{ 439{
373 while (op) 440 while (op)
374 { 441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust (op, weight); 444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
376 446
377 if (!weight) 447 if (!weight)
378 return; 448 return;
379 449
380 op->carrying += weight; 450 op->carrying += weight;
403 op->update_weight (); 473 op->update_weight ();
404 474
405 sum += op->total_weight (); 475 sum += op->total_weight ();
406 } 476 }
407 477
408 sum = weight_adjust (this, sum); 478 sum = weight_adjust_for (this, sum);
409 479
410 if (sum != carrying) 480 if (sum != carrying)
411 { 481 {
412 carrying = sum; 482 carrying = sum;
413 483
429 object_freezer freezer; 499 object_freezer freezer;
430 op->write (freezer); 500 op->write (freezer);
431 return freezer.as_string (); 501 return freezer.as_string ();
432} 502}
433 503
434/* 504char *
435 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
436 * multi-object 1 which is closest to the second object.
437 * If it's not a multi-object, it is returned.
438 */
439object *
440get_nearest_part (object *op, const object *pl)
441{ 506{
442 object *tmp, *closest; 507 return dump_object (this);
443 int last_dist, i;
444
445 if (!op->more)
446 return op;
447
448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
451 if ((i = distance (tmp, pl)) < last_dist)
452 closest = tmp, last_dist = i;
453
454 return closest;
455} 508}
456 509
457/* 510/*
458 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow. 512 * VERRRY slow.
475 */ 528 */
476object * 529object *
477find_object_name (const char *str) 530find_object_name (const char *str)
478{ 531{
479 shstr_cmp str_ (str); 532 shstr_cmp str_ (str);
480 object *op;
481 533
534 if (str_)
482 for_all_objects (op) 535 for_all_objects (op)
483 if (op->name == str_) 536 if (op->name == str_)
484 break; 537 return op;
485 538
486 return op; 539 return 0;
487} 540}
488 541
489/* 542/*
490 * Sets the owner and sets the skill and exp pointers to owner's current 543 * Sets the owner and sets the skill and exp pointers to owner's current
491 * skill and experience objects. 544 * skill and experience objects.
553 update_stats (); 606 update_stats ();
554 607
555 new_draw_info_format (NDI_UNIQUE, 0, this, 608 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, " 609 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. " 610 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name); 611 "[You need to unapply some items first - use the 'body' command to see "
612 "how many items you cna wera on a specific body part.]", &ob->name);
559 return false; 613 return false;
560 } 614 }
561 615
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 616 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 } 617 }
632 tail = new_link; 686 tail = new_link;
633 } 687 }
634 } 688 }
635 } 689 }
636 690
637 if (speed < 0) 691 dst->activate ();
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641} 692}
642 693
643void 694void
644object::instantiate () 695object::instantiate ()
645{ 696{
646 if (!uuid.seq) // HACK 697 if (!uuid.seq) // HACK
647 uuid = UUID::gen (); 698 uuid = UUID::gen ();
648 699
700 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
701 if (flag [FLAG_RANDOM_SPEED] && speed)
702 speed_left = - speed - rndm (); // TODO animation
703 else
649 speed_left = -0.1f; 704 speed_left = -1.;
705
650 /* copy the body_info to the body_used - this is only really 706 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything. 707 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting 708 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created 709 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped. 710 * for it, they can be properly equipped.
662object * 718object *
663object::clone () 719object::clone ()
664{ 720{
665 object *neu = create (); 721 object *neu = create ();
666 copy_to (neu); 722 copy_to (neu);
723
724 // TODO: unclean state changes, should not be done in clone AND instantiate
725 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
726 neu->speed_left = - neu->speed - rndm (); // TODO animation
727
667 neu->map = map; // not copied by copy_to 728 neu->map = map; // not copied by copy_to
668 return neu; 729 return neu;
669} 730}
670 731
671/* 732/*
689 * This function needs to be called whenever the speed of an object changes. 750 * This function needs to be called whenever the speed of an object changes.
690 */ 751 */
691void 752void
692object::set_speed (float speed) 753object::set_speed (float speed)
693{ 754{
694 if (flag [FLAG_FREED] && speed)
695 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697 speed = 0;
698 }
699
700 this->speed = speed; 755 this->speed = speed;
701 756
702 if (has_active_speed ()) 757 if (has_active_speed ())
703 activate (); 758 activate ();
704 else 759 else
754 809
755 if (!(m.flags_ & P_UPTODATE)) 810 if (!(m.flags_ & P_UPTODATE))
756 /* nop */; 811 /* nop */;
757 else if (action == UP_OBJ_INSERT) 812 else if (action == UP_OBJ_INSERT)
758 { 813 {
814#if 0
759 // this is likely overkill, TODO: revisit (schmorp) 815 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 818 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 820 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 821 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 822 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 823 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 824 || (m.move_slow | op->move_slow) != m.move_slow
769 /* This isn't perfect, but I don't expect a lot of objects to 825 /* This isn't perfect, but I don't expect a lot of objects to
770 * to have move_allow right now. 826 * have move_allow right now.
771 */ 827 */
772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 828 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
829 m.invalidate ();
830#else
773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 831 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
774 m.flags_ = 0; 832 m.invalidate ();
833#endif
775 } 834 }
776 /* if the object is being removed, we can't make intelligent 835 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 836 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 837 * that is being removed.
779 */ 838 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 839 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 840 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 841 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 842 /* Nothing to do for that case */ ;
784 else 843 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 844 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 845
790 849
791object::object () 850object::object ()
792{ 851{
793 SET_FLAG (this, FLAG_REMOVED); 852 SET_FLAG (this, FLAG_REMOVED);
794 853
795 expmul = 1.0; 854 //expmul = 1.0; declared const for the time being
796 face = blank_face; 855 face = blank_face;
856 material = MATERIAL_NULL;
797} 857}
798 858
799object::~object () 859object::~object ()
800{ 860{
801 unlink (); 861 unlink ();
830 /* If already on active list, don't do anything */ 890 /* If already on active list, don't do anything */
831 if (active) 891 if (active)
832 return; 892 return;
833 893
834 if (has_active_speed ()) 894 if (has_active_speed ())
895 {
896 if (flag [FLAG_FREED])
897 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
898
835 actives.insert (this); 899 actives.insert (this);
900 }
836} 901}
837 902
838void 903void
839object::activate_recursive () 904object::activate_recursive ()
840{ 905{
901 * drop on that space. 966 * drop on that space.
902 */ 967 */
903 if (!drop_to_ground 968 if (!drop_to_ground
904 || !map 969 || !map
905 || map->in_memory != MAP_ACTIVE 970 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 971 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 972 || ms ().move_block == MOVE_ALL)
908 { 973 {
909 while (inv) 974 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 975 inv->destroy ();
913 }
914 } 976 }
915 else 977 else
916 { /* Put objects in inventory onto this space */ 978 { /* Put objects in inventory onto this space */
917 while (inv) 979 while (inv)
918 { 980 {
922 || op->flag [FLAG_NO_DROP] 984 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 985 || op->type == RUNE
924 || op->type == TRAP 986 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 987 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 988 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 989 op->destroy ();
928 else 990 else
929 map->insert (op, x, y); 991 map->insert (op, x, y);
930 } 992 }
931 } 993 }
932} 994}
940 1002
941static struct freed_map : maptile 1003static struct freed_map : maptile
942{ 1004{
943 freed_map () 1005 freed_map ()
944 { 1006 {
945 path = "<freed objects map>"; 1007 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 1008 name = "/internal/freed_objects_map";
947 width = 3; 1009 width = 3;
948 height = 3; 1010 height = 3;
949 nodrop = 1; 1011 no_drop = 1;
1012 no_reset = 1;
950 1013
951 alloc (); 1014 alloc ();
952 in_memory = MAP_ACTIVE; 1015 in_memory = MAP_ACTIVE;
953 } 1016 }
954 1017
960 1023
961void 1024void
962object::do_destroy () 1025object::do_destroy ()
963{ 1026{
964 if (flag [FLAG_IS_LINKED]) 1027 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this); 1028 remove_link ();
966 1029
967 if (flag [FLAG_FRIENDLY]) 1030 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this); 1031 remove_friendly_object (this);
969 1032
970 remove (); 1033 remove ();
995 attacked_by = 0; 1058 attacked_by = 0;
996 current_weapon = 0; 1059 current_weapon = 0;
997} 1060}
998 1061
999void 1062void
1000object::destroy (bool destroy_inventory) 1063object::destroy ()
1001{ 1064{
1002 if (destroyed ()) 1065 if (destroyed ())
1003 return; 1066 return;
1004 1067
1005 if (!is_head () && !head->destroyed ()) 1068 if (!is_head () && !head->destroyed ())
1006 { 1069 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1070 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1071 head->destroy ();
1009 return; 1072 return;
1010 } 1073 }
1011 1074
1012 destroy_inv (!destroy_inventory); 1075 destroy_inv (false);
1013 1076
1014 if (is_head ()) 1077 if (is_head ())
1015 if (sound_destroy) 1078 if (sound_destroy)
1016 play_sound (sound_destroy); 1079 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1080 else if (flag [FLAG_MONSTER])
1028 * the previous environment. 1091 * the previous environment.
1029 */ 1092 */
1030void 1093void
1031object::do_remove () 1094object::do_remove ()
1032{ 1095{
1033 object *tmp, *last = 0;
1034 object *otmp;
1035
1036 if (flag [FLAG_REMOVED]) 1096 if (flag [FLAG_REMOVED])
1037 return; 1097 return;
1038 1098
1039 INVOKE_OBJECT (REMOVE, this); 1099 INVOKE_OBJECT (REMOVE, this);
1040 1100
1054 esrv_del_item (pl->contr, count); 1114 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1115 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 1116
1057 adjust_weight (env, -total_weight ()); 1117 adjust_weight (env, -total_weight ());
1058 1118
1059 *(above ? &above->below : &env->inv) = below; 1119 object *pl = in_player ();
1060
1061 if (below)
1062 below->above = above;
1063 1120
1064 /* we set up values so that it could be inserted into 1121 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1122 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1123 * to the caller to decide what we want to do.
1067 */ 1124 */
1068 map = env->map; 1125 map = env->map;
1069 x = env->x; 1126 x = env->x;
1070 y = env->y; 1127 y = env->y;
1128
1129 // make sure cmov optimisation is applicable
1130 *(above ? &above->below : &env->inv) = below;
1131 *(below ? &below->above : &above ) = above; // &above is just a dummy
1132
1071 above = 0; 1133 above = 0;
1072 below = 0; 1134 below = 0;
1073 env = 0; 1135 env = 0;
1074 1136
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1137 if (pl && pl->is_player ())
1076 * made to players inventory. If set, avoiding the call
1077 * to save cpu time.
1078 */ 1138 {
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1139 pl->contr->queue_stats_update ();
1080 otmp->update_stats (); 1140
1141 if (glow_radius && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
1081 } 1144 }
1082 else if (map) 1145 else if (map)
1083 { 1146 {
1084 map->dirty = true; 1147 map->dirty = true;
1085 mapspace &ms = this->ms (); 1148 mapspace &ms = this->ms ();
1086 1149
1087 if (object *pl = ms.player ()) 1150 if (object *pl = ms.player ())
1088 { 1151 {
1089 if (type == PLAYER) // this == pl(!) 1152 if (is_player ())
1090 { 1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1091 // leaving a spot always closes any open container on the ground 1157 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1158 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1159 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1160 // that the CLOSE event is being sent.
1095 close_container (); 1161 close_container ();
1096 1162
1097 --map->players; 1163 --map->players;
1098 map->touch (); 1164 map->touch ();
1099 } 1165 }
1100 else if (pl->container == this) 1166 else if (pl->container_ () == this)
1101 { 1167 {
1102 // removing a container should close it 1168 // removing a container should close it
1103 close_container (); 1169 close_container ();
1104 } 1170 }
1105 1171
1106 esrv_del_item (pl->contr, count); 1172 esrv_del_item (pl->contr, count);
1107 } 1173 }
1108 1174
1109 /* link the object above us */ 1175 /* link the object above us */
1110 if (above) 1176 // re-link, make sure compiler can easily use cmove
1111 above->below = below; 1177 *(above ? &above->below : &ms.top) = below;
1112 else 1178 *(below ? &below->above : &ms.bot) = above;
1113 ms.top = below; /* we were top, set new top */
1114
1115 /* Relink the object below us, if there is one */
1116 if (below)
1117 below->above = above;
1118 else
1119 {
1120 /* Nothing below, which means we need to relink map object for this space
1121 * use translated coordinates in case some oddness with map tiling is
1122 * evident
1123 */
1124 if (GET_MAP_OB (map, x, y) != this)
1125 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1126
1127 ms.bot = above; /* goes on above it. */
1128 }
1129 1179
1130 above = 0; 1180 above = 0;
1131 below = 0; 1181 below = 0;
1132 1182
1183 ms.invalidate ();
1184
1133 if (map->in_memory == MAP_SAVING) 1185 if (map->in_memory == MAP_SAVING)
1134 return; 1186 return;
1135 1187
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1188 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1189
1138 if (object *pl = ms.player ()) 1190 if (object *pl = ms.player ())
1139 { 1191 {
1140 if (pl->container == this) 1192 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1193 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1194 * removed (most likely destroyed), update the player view
1143 * appropriately. 1195 * appropriately.
1144 */ 1196 */
1145 pl->close_container (); 1197 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1201 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1202 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1203 pl->contr->ns->floorbox_update ();
1152 } 1204 }
1153 1205
1206 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1207 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1208 {
1209 above = tmp->above;
1210
1156 /* No point updating the players look faces if he is the object 1211 /* No point updating the players look faces if he is the object
1157 * being removed. 1212 * being removed.
1158 */ 1213 */
1159 1214
1160 /* See if object moving off should effect something */ 1215 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1216 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1217 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1218 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 } 1219 }
1170 1220
1171 last = tmp; 1221 if (affects_los ())
1172 }
1173
1174 /* last == NULL if there are no objects on this space */
1175 //TODO: this makes little sense, why only update the topmost object?
1176 if (!last)
1177 map->at (x, y).flags_ = 0;
1178 else
1179 update_object (last, UP_OBJ_REMOVE);
1180
1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1222 update_all_los (map, x, y);
1183 } 1223 }
1184} 1224}
1185 1225
1186/* 1226/*
1210 esrv_update_item (UPD_NROF, pl, top); 1250 esrv_update_item (UPD_NROF, pl, top);
1211 1251
1212 op->weight = 0; // cancel the addition above 1252 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already 1253 op->carrying = 0; // must be 0 already
1214 1254
1215 op->destroy (1); 1255 op->destroy ();
1216 1256
1217 return top; 1257 return top;
1218 } 1258 }
1219 1259
1220 return 0; 1260 return 0;
1228 1268
1229 object *prev = this; 1269 object *prev = this;
1230 1270
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1271 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 { 1272 {
1233 object *op = arch_to_object (at); 1273 object *op = at->instance ();
1234 1274
1235 op->name = name; 1275 op->name = name;
1236 op->name_pl = name_pl; 1276 op->name_pl = name_pl;
1237 op->title = title; 1277 op->title = title;
1238 1278
1248 * job preparing multi-part monsters. 1288 * job preparing multi-part monsters.
1249 */ 1289 */
1250object * 1290object *
1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1291insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1252{ 1292{
1293 op->remove ();
1294
1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1295 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 { 1296 {
1255 tmp->x = x + tmp->arch->x; 1297 tmp->x = x + tmp->arch->x;
1256 tmp->y = y + tmp->arch->y; 1298 tmp->y = y + tmp->arch->y;
1257 } 1299 }
1280 * just 'op' otherwise 1322 * just 'op' otherwise
1281 */ 1323 */
1282object * 1324object *
1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1325insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1284{ 1326{
1285 assert (!op->flag [FLAG_FREED]);
1286
1287 op->remove (); 1327 op->remove ();
1328
1329 if (m == &freed_map)//D TODO: remove soon
1330 {//D
1331 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1332 }//D
1288 1333
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1334 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1335 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1336 * need extra work
1292 */ 1337 */
1338 maptile *newmap = m;
1293 if (!xy_normalise (m, op->x, op->y)) 1339 if (!xy_normalise (newmap, op->x, op->y))
1294 { 1340 {
1295 op->destroy (1); 1341 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1296 return 0; 1342 return 0;
1297 } 1343 }
1298 1344
1299 if (object *more = op->more) 1345 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag)) 1346 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0; 1347 return 0;
1302 1348
1303 CLEAR_FLAG (op, FLAG_REMOVED); 1349 op->flag [FLAG_REMOVED] = false;
1304 1350 op->env = 0;
1305 op->map = m; 1351 op->map = newmap;
1352
1306 mapspace &ms = op->ms (); 1353 mapspace &ms = op->ms ();
1307 1354
1308 /* this has to be done after we translate the coordinates. 1355 /* this has to be done after we translate the coordinates.
1309 */ 1356 */
1310 if (op->nrof && !(flag & INS_NO_MERGE)) 1357 if (op->nrof && !(flag & INS_NO_MERGE))
1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1358 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 if (object::can_merge (op, tmp)) 1359 if (object::can_merge (op, tmp))
1313 { 1360 {
1314 // TODO: we atcually want to update tmp, not op, 1361 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp 1362 // but some caller surely breaks when we return tmp
1316 // from here :/ 1363 // from here :/
1317 op->nrof += tmp->nrof; 1364 op->nrof += tmp->nrof;
1318 tmp->destroy (1); 1365 tmp->destroy ();
1319 } 1366 }
1320 1367
1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1368 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1369 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1323 1370
1330 { 1377 {
1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1378 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332 abort (); 1379 abort ();
1333 } 1380 }
1334 1381
1382 if (!originator->is_on_map ())
1383 {
1384 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1385 op->debug_desc (), originator->debug_desc ());
1386 abort ();
1387 }
1388
1335 op->above = originator; 1389 op->above = originator;
1336 op->below = originator->below; 1390 op->below = originator->below;
1337
1338 if (op->below)
1339 op->below->above = op;
1340 else
1341 ms.bot = op;
1342
1343 /* since *below* originator, no need to update top */
1344 originator->below = op; 1391 originator->below = op;
1392
1393 *(op->below ? &op->below->above : &ms.bot) = op;
1345 } 1394 }
1346 else 1395 else
1347 { 1396 {
1348 object *top, *floor = NULL; 1397 object *floor = 0;
1349 1398 object *top = ms.top;
1350 top = ms.bot;
1351 1399
1352 /* If there are other objects, then */ 1400 /* If there are other objects, then */
1353 if (top) 1401 if (top)
1354 { 1402 {
1355 object *last = 0;
1356
1357 /* 1403 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1404 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1405 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1406 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1407 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * once we get to them. This reduces the need to traverse over all of 1410 * once we get to them. This reduces the need to traverse over all of
1365 * them when adding another one - this saves quite a bit of cpu time 1411 * them when adding another one - this saves quite a bit of cpu time
1366 * when lots of spells are cast in one area. Currently, it is presumed 1412 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1413 * that flying non pickable objects are spell objects.
1368 */ 1414 */
1369 for (top = ms.bot; top; top = top->above) 1415 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1416 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1417 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1372 floor = top; 1418 floor = tmp;
1373 1419
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1420 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1375 { 1421 {
1376 /* We insert above top, so we want this object below this */ 1422 /* We insert above top, so we want this object below this */
1377 top = top->below; 1423 top = tmp->below;
1378 break; 1424 break;
1379 } 1425 }
1380 1426
1381 last = top; 1427 top = tmp;
1382 } 1428 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1429
1387 /* We let update_position deal with figuring out what the space 1430 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1431 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1432 * makes things faster, and effectively the same result.
1390 */ 1433 */
1397 */ 1440 */
1398 if (!(flag & INS_ON_TOP) 1441 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1442 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1443 && (op->face && !faces [op->face].visibility))
1401 { 1444 {
1445 object *last;
1446
1402 for (last = top; last != floor; last = last->below) 1447 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1448 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break; 1449 break;
1405 1450
1406 /* Check to see if we found the object that blocks view, 1451 /* Check to see if we found the object that blocks view,
1414 } /* If objects on this space */ 1459 } /* If objects on this space */
1415 1460
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1461 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1462 top = floor;
1418 1463
1419 /* Top is the object that our object (op) is going to get inserted above. 1464 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1465 if (!top)
1424 { 1466 {
1467 op->below = 0;
1425 op->above = ms.bot; 1468 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1469 ms.bot = op;
1470
1471 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1472 }
1433 else 1473 else
1434 { /* get inserted into the stack above top */ 1474 {
1435 op->above = top->above; 1475 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1476 top->above = op;
1439 1477
1440 op->below = top; 1478 op->below = top;
1441 top->above = op; 1479 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1480 }
1481 }
1443 1482
1444 if (!op->above) 1483 if (op->is_player ())
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447
1448 if (op->type == PLAYER)
1449 { 1484 {
1450 op->contr->do_los = 1; 1485 op->contr->do_los = 1;
1451 ++op->map->players; 1486 ++op->map->players;
1452 op->map->touch (); 1487 op->map->touch ();
1453 } 1488 }
1468 * be far away from this change and not affected in any way - 1503 * be far away from this change and not affected in any way -
1469 * this should get redone to only look for players within range, 1504 * this should get redone to only look for players within range,
1470 * or just updating the P_UPTODATE for spaces within this area 1505 * or just updating the P_UPTODATE for spaces within this area
1471 * of effect may be sufficient. 1506 * of effect may be sufficient.
1472 */ 1507 */
1473 if (op->map->darkness && (op->glow_radius != 0)) 1508 if (op->affects_los ())
1509 {
1510 op->ms ().invalidate ();
1474 update_all_los (op->map, op->x, op->y); 1511 update_all_los (op->map, op->x, op->y);
1512 }
1475 1513
1476 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1477 update_object (op, UP_OBJ_INSERT); 1515 update_object (op, UP_OBJ_INSERT);
1478 1516
1479 INVOKE_OBJECT (INSERT, op); 1517 INVOKE_OBJECT (INSERT, op);
1486 * blocked() and wall() work properly), and these flags are updated by 1524 * blocked() and wall() work properly), and these flags are updated by
1487 * update_object(). 1525 * update_object().
1488 */ 1526 */
1489 1527
1490 /* if this is not the head or flag has been passed, don't check walk on status */ 1528 /* if this is not the head or flag has been passed, don't check walk on status */
1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1492 { 1530 {
1493 if (check_move_on (op, originator)) 1531 if (check_move_on (op, originator))
1494 return 0; 1532 return 0;
1495 1533
1496 /* If we are a multi part object, lets work our way through the check 1534 /* If we are a multi part object, lets work our way through the check
1507/* this function inserts an object in the map, but if it 1545/* this function inserts an object in the map, but if it
1508 * finds an object of its own type, it'll remove that one first. 1546 * finds an object of its own type, it'll remove that one first.
1509 * op is the object to insert it under: supplies x and the map. 1547 * op is the object to insert it under: supplies x and the map.
1510 */ 1548 */
1511void 1549void
1512replace_insert_ob_in_map (const char *arch_string, object *op) 1550replace_insert_ob_in_map (shstr_tmp archname, object *op)
1513{ 1551{
1514 /* first search for itself and remove any old instances */ 1552 /* first search for itself and remove any old instances */
1515 1553
1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1554 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1555 if (tmp->arch->archname == archname) /* same archetype */
1518 tmp->destroy (1); 1556 tmp->destroy ();
1519 1557
1520 object *tmp = arch_to_object (archetype::find (arch_string)); 1558 object *tmp = archetype::find (archname)->instance ();
1521 1559
1522 tmp->x = op->x; 1560 tmp->x = op->x;
1523 tmp->y = op->y; 1561 tmp->y = op->y;
1524 1562
1525 insert_ob_in_map (tmp, op->map, op, 0); 1563 insert_ob_in_map (tmp, op->map, op, 0);
1530{ 1568{
1531 if (where->env) 1569 if (where->env)
1532 return where->env->insert (this); 1570 return where->env->insert (this);
1533 else 1571 else
1534 return where->map->insert (this, where->x, where->y, originator, flags); 1572 return where->map->insert (this, where->x, where->y, originator, flags);
1573}
1574
1575// check whether we can put this into the map, respect max_volume, max_items
1576bool
1577object::can_drop_at (maptile *m, int x, int y, object *originator)
1578{
1579 mapspace &ms = m->at (x, y);
1580
1581 int items = ms.items ();
1582
1583 if (!items // testing !items ensures we can drop at least one item
1584 || (items < m->max_items
1585 && ms.volume () < m->max_volume))
1586 return true;
1587
1588 if (originator && originator->is_player ())
1589 originator->contr->failmsg (format (
1590 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1591 query_name ()
1592 ));
1593
1594 return false;
1535} 1595}
1536 1596
1537/* 1597/*
1538 * decrease(object, number) decreases a specified number from 1598 * decrease(object, number) decreases a specified number from
1539 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1547 if (!nr) 1607 if (!nr)
1548 return true; 1608 return true;
1549 1609
1550 nr = min (nr, nrof); 1610 nr = min (nr, nrof);
1551 1611
1612 if (nrof > nr)
1613 {
1552 nrof -= nr; 1614 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0 1615 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557 1616
1558 if (object *pl = visible_to ()) 1617 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1618 esrv_update_item (UPD_NROF, pl, this);
1560 1619
1561 return true; 1620 return true;
1562 } 1621 }
1563 else 1622 else
1564 { 1623 {
1565 destroy (1); 1624 destroy ();
1566 return false; 1625 return false;
1567 } 1626 }
1568} 1627}
1569 1628
1570/* 1629/*
1647 if (object *pl = tmp->visible_to ()) 1706 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp); 1707 esrv_update_item (UPD_NROF, pl, tmp);
1649 1708
1650 adjust_weight (this, op->total_weight ()); 1709 adjust_weight (this, op->total_weight ());
1651 1710
1652 op->destroy (1); 1711 op->destroy ();
1653 op = tmp; 1712 op = tmp;
1654 goto inserted; 1713 goto inserted;
1655 } 1714 }
1656 1715
1657 op->owner = 0; // it's his/hers now. period. 1716 op->owner = 0; // it's his/hers now. period.
1675 1734
1676 adjust_weight (this, op->total_weight ()); 1735 adjust_weight (this, op->total_weight ());
1677 1736
1678inserted: 1737inserted:
1679 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && map && map->darkness) 1739 if (op->glow_radius && is_on_map ())
1740 {
1741 update_stats ();
1681 update_all_los (map, x, y); 1742 update_all_los (map, x, y);
1682 1743 }
1744 else if (is_player ())
1683 // if this is a player's inventory, update stats 1745 // if this is a player's inventory, update stats
1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1746 contr->queue_stats_update ();
1685 update_stats ();
1686 1747
1687 INVOKE_OBJECT (INSERT, this); 1748 INVOKE_OBJECT (INSERT, this);
1688 1749
1689 return op; 1750 return op;
1690} 1751}
1710 * on top. 1771 * on top.
1711 */ 1772 */
1712int 1773int
1713check_move_on (object *op, object *originator) 1774check_move_on (object *op, object *originator)
1714{ 1775{
1776 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1777 return 0;
1778
1715 object *tmp; 1779 object *tmp;
1716 maptile *m = op->map; 1780 maptile *m = op->map;
1717 int x = op->x, y = op->y; 1781 int x = op->x, y = op->y;
1718 1782
1719 MoveType move_on, move_slow, move_block; 1783 mapspace &ms = m->at (x, y);
1720 1784
1721 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1785 ms.update ();
1722 return 0;
1723 1786
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1787 MoveType move_on = ms.move_on;
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1788 MoveType move_slow = ms.move_slow;
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1789 MoveType move_block = ms.move_block;
1727 1790
1728 /* if nothing on this space will slow op down or be applied, 1791 /* if nothing on this space will slow op down or be applied,
1729 * no need to do checking below. have to make sure move_type 1792 * no need to do checking below. have to make sure move_type
1730 * is set, as lots of objects don't have it set - we treat that 1793 * is set, as lots of objects don't have it set - we treat that
1731 * as walking. 1794 * as walking.
1742 return 0; 1805 return 0;
1743 1806
1744 /* The objects have to be checked from top to bottom. 1807 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top: 1808 * Hence, we first go to the top:
1746 */ 1809 */
1747 1810 for (object *next, *tmp = ms.top; tmp; tmp = next)
1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 {
1750 /* Trim the search when we find the first other spell effect
1751 * this helps performance so that if a space has 50 spell objects,
1752 * we don't need to check all of them.
1753 */
1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 } 1811 {
1812 next = tmp->below;
1757 1813
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op) 1814 if (tmp == op)
1761 continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
1762 1816
1763 /* Check to see if one of the movement types should be slowed down. 1817 /* Check to see if one of the movement types should be slowed down.
1764 * Second check makes sure that the movement types not being slowed 1818 * Second check makes sure that the movement types not being slowed
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1770 { 1824 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1827 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * fabs (op->speed); 1828 float diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1829
1778 if (op->type == PLAYER) 1830 if (op->is_player ())
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1831 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1832 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1833 diff /= 4.0;
1782 1834
1783 op->speed_left -= diff; 1835 op->speed_left -= diff;
1784 } 1836 }
1785 } 1837 }
1818 LOG (llevError, "Present_arch called outside map.\n"); 1870 LOG (llevError, "Present_arch called outside map.\n");
1819 return NULL; 1871 return NULL;
1820 } 1872 }
1821 1873
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch == at) 1875 if (tmp->arch->archname == at->archname)
1824 return tmp; 1876 return tmp;
1825 1877
1826 return NULL; 1878 return NULL;
1827} 1879}
1828 1880
1892 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
1893 */ 1945 */
1894object * 1946object *
1895present_arch_in_ob (const archetype *at, const object *op) 1947present_arch_in_ob (const archetype *at, const object *op)
1896{ 1948{
1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 if (tmp->arch == at) 1950 if (tmp->arch->archname == at->archname)
1899 return tmp; 1951 return tmp;
1900 1952
1901 return NULL; 1953 return NULL;
1902} 1954}
1903 1955
1991 * head of the object should correspond for the entire object. 2043 * head of the object should correspond for the entire object.
1992 */ 2044 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue; 2046 continue;
1995 2047
1996 if (ob->blocked (m, pos.x, pos.y)) 2048 if (ob->blocked (pos.m, pos.x, pos.y))
1997 continue; 2049 continue;
1998 2050
1999 altern [index++] = i; 2051 altern [index++] = i;
2000 } 2052 }
2001 2053
2069 * there is capable of. 2121 * there is capable of.
2070 */ 2122 */
2071int 2123int
2072find_dir (maptile *m, int x, int y, object *exclude) 2124find_dir (maptile *m, int x, int y, object *exclude)
2073{ 2125{
2074 int i, max = SIZEOFFREE, mflags; 2126 int max = SIZEOFFREE, mflags;
2075
2076 sint16 nx, ny;
2077 object *tmp;
2078 maptile *mp;
2079
2080 MoveType blocked, move_type; 2127 MoveType move_type;
2081 2128
2082 if (exclude && exclude->head_ () != exclude) 2129 if (exclude && exclude->head_ () != exclude)
2083 { 2130 {
2084 exclude = exclude->head; 2131 exclude = exclude->head;
2085 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2088 { 2135 {
2089 /* If we don't have anything, presume it can use all movement types. */ 2136 /* If we don't have anything, presume it can use all movement types. */
2090 move_type = MOVE_ALL; 2137 move_type = MOVE_ALL;
2091 } 2138 }
2092 2139
2093 for (i = 1; i < max; i++) 2140 for (int i = 1; i < max; i++)
2094 { 2141 {
2095 mp = m; 2142 mapxy pos (m, x, y);
2096 nx = x + freearr_x[i]; 2143 pos.move (i);
2097 ny = y + freearr_y[i];
2098 2144
2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2145 if (!pos.normalise ())
2100
2101 if (mflags & P_OUT_OF_MAP)
2102 max = maxfree[i]; 2146 max = maxfree[i];
2103 else 2147 else
2104 { 2148 {
2105 mapspace &ms = mp->at (nx, ny); 2149 mapspace &ms = *pos;
2106 2150
2107 blocked = ms.move_block;
2108
2109 if ((move_type & blocked) == move_type) 2151 if ((move_type & ms.move_block) == move_type)
2110 max = maxfree[i]; 2152 max = maxfree [i];
2111 else if (mflags & P_IS_ALIVE) 2153 else if (ms.flags () & P_IS_ALIVE)
2112 { 2154 {
2113 for (tmp = ms.bot; tmp; tmp = tmp->above) 2155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2156 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2116 break;
2117
2118 if (tmp)
2119 return freedir[i]; 2158 return freedir [i];
2120 } 2159 }
2121 } 2160 }
2122 } 2161 }
2123 2162
2124 return 0; 2163 return 0;
2199 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2200 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2201 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2202 * functions. 2241 * functions.
2203 */ 2242 */
2204int reduction_dir[SIZEOFFREE][3] = { 2243static const int reduction_dir[SIZEOFFREE][3] = {
2205 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2206 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2207 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2208 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2209 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2305int 2344int
2306can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2307{ 2346{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2311} 2350}
2312 2351
2313/* 2352/*
2314 * create clone from object to another 2353 * create clone from object to another
2315 */ 2354 */
2347 return tmp; 2386 return tmp;
2348 2387
2349 return 0; 2388 return 0;
2350} 2389}
2351 2390
2352const shstr & 2391shstr_tmp
2353object::kv_get (const shstr &key) const 2392object::kv_get (shstr_tmp key) const
2354{ 2393{
2355 for (key_value *kv = key_values; kv; kv = kv->next) 2394 for (key_value *kv = key_values; kv; kv = kv->next)
2356 if (kv->key == key) 2395 if (kv->key == key)
2357 return kv->value; 2396 return kv->value;
2358 2397
2359 return shstr_null; 2398 return shstr ();
2360} 2399}
2361 2400
2362void 2401void
2363object::kv_set (const shstr &key, const shstr &value) 2402object::kv_set (shstr_tmp key, shstr_tmp value)
2364{ 2403{
2365 for (key_value *kv = key_values; kv; kv = kv->next) 2404 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (kv->key == key) 2405 if (kv->key == key)
2367 { 2406 {
2368 kv->value = value; 2407 kv->value = value;
2377 2416
2378 key_values = kv; 2417 key_values = kv;
2379} 2418}
2380 2419
2381void 2420void
2382object::kv_del (const shstr &key) 2421object::kv_del (shstr_tmp key)
2383{ 2422{
2384 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2423 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385 if ((*kvp)->key == key) 2424 if ((*kvp)->key == key)
2386 { 2425 {
2387 key_value *kv = *kvp; 2426 key_value *kv = *kvp;
2446{ 2485{
2447 char flagdesc[512]; 2486 char flagdesc[512];
2448 char info2[256 * 4]; 2487 char info2[256 * 4];
2449 char *p = info; 2488 char *p = info;
2450 2489
2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2490 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2452 count, 2491 count,
2453 uuid.c_str (), 2492 uuid.c_str (),
2454 &name, 2493 &name,
2455 title ? "\",title:\"" : "", 2494 title ? ",title:\"" : "",
2456 title ? (const char *)title : "", 2495 title ? (const char *)title : "",
2496 title ? "\"" : "",
2457 flag_desc (flagdesc, 512), type); 2497 flag_desc (flagdesc, 512), type);
2458 2498
2459 if (!flag[FLAG_REMOVED] && env) 2499 if (!flag[FLAG_REMOVED] && env)
2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2500 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2461 2501
2477struct region * 2517struct region *
2478object::region () const 2518object::region () const
2479{ 2519{
2480 return map ? map->region (x, y) 2520 return map ? map->region (x, y)
2481 : region::default_region (); 2521 : region::default_region ();
2482}
2483
2484const materialtype_t *
2485object::dominant_material () const
2486{
2487 if (materialtype_t *mt = name_to_material (materialname))
2488 return mt;
2489
2490 return name_to_material (shstr_unknown);
2491} 2522}
2492 2523
2493void 2524void
2494object::open_container (object *new_container) 2525object::open_container (object *new_container)
2495{ 2526{
2517 container = 0; 2548 container = 0;
2518 2549
2519 // client needs item update to make it work, client bug requires this to be separate 2550 // client needs item update to make it work, client bug requires this to be separate
2520 esrv_update_item (UPD_FLAGS, this, old_container); 2551 esrv_update_item (UPD_FLAGS, this, old_container);
2521 2552
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2553 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2523 play_sound (sound_find ("chest_close")); 2554 play_sound (sound_find ("chest_close"));
2524 } 2555 }
2525 2556
2526 if (new_container) 2557 if (new_container)
2527 { 2558 {
2531 // TODO: this does not seem to serve any purpose anymore? 2562 // TODO: this does not seem to serve any purpose anymore?
2532#if 0 2563#if 0
2533 // insert the "Close Container" object. 2564 // insert the "Close Container" object.
2534 if (archetype *closer = new_container->other_arch) 2565 if (archetype *closer = new_container->other_arch)
2535 { 2566 {
2536 object *closer = arch_to_object (new_container->other_arch); 2567 object *closer = new_container->other_arch->instance ();
2537 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2568 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2538 new_container->insert (closer); 2569 new_container->insert (closer);
2539 } 2570 }
2540#endif 2571#endif
2541 2572
2542 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2573 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2543 2574
2544 // make sure the container is available, client bug requires this to be separate 2575 // make sure the container is available, client bug requires this to be separate
2545 esrv_send_item (this, new_container); 2576 esrv_send_item (this, new_container);
2546 2577
2547 new_container->flag [FLAG_APPLIED] = true; 2578 new_container->flag [FLAG_APPLIED] = true;
2555// else if (!old_container->env && contr && contr->ns) 2586// else if (!old_container->env && contr && contr->ns)
2556// contr->ns->floorbox_reset (); 2587// contr->ns->floorbox_reset ();
2557} 2588}
2558 2589
2559object * 2590object *
2560object::force_find (const shstr name) 2591object::force_find (shstr_tmp name)
2561{ 2592{
2562 /* cycle through his inventory to look for the MARK we want to 2593 /* cycle through his inventory to look for the MARK we want to
2563 * place 2594 * place
2564 */ 2595 */
2565 for (object *tmp = inv; tmp; tmp = tmp->below) 2596 for (object *tmp = inv; tmp; tmp = tmp->below)
2567 return splay (tmp); 2598 return splay (tmp);
2568 2599
2569 return 0; 2600 return 0;
2570} 2601}
2571 2602
2603//-GPL
2604
2572void 2605void
2606object::force_set_timer (int duration)
2607{
2608 this->duration = 1;
2609 this->speed_left = -1.f;
2610
2611 this->set_speed (duration ? 1.f / duration : 0.f);
2612}
2613
2614object *
2573object::force_add (const shstr name, int duration) 2615object::force_add (shstr_tmp name, int duration)
2574{ 2616{
2575 if (object *force = force_find (name)) 2617 if (object *force = force_find (name))
2576 force->destroy (); 2618 force->destroy ();
2577 2619
2578 object *force = get_archetype (FORCE_NAME); 2620 object *force = get_archetype (FORCE_NAME);
2579 2621
2580 force->slaying = name; 2622 force->slaying = name;
2581 force->stats.food = 1; 2623 force->force_set_timer (duration);
2582 force->speed_left = -1.f;
2583
2584 force->set_speed (duration ? 1.f / duration : 0.f);
2585 force->flag [FLAG_IS_USED_UP] = true;
2586 force->flag [FLAG_APPLIED] = true; 2624 force->flag [FLAG_APPLIED] = true;
2587 2625
2588 insert (force); 2626 return insert (force);
2589} 2627}
2590 2628
2591void 2629void
2592object::play_sound (faceidx sound) 2630object::play_sound (faceidx sound) const
2593{ 2631{
2594 if (!sound) 2632 if (!sound)
2595 return; 2633 return;
2596 2634
2597 if (flag [FLAG_REMOVED]) 2635 if (is_on_map ())
2636 map->play_sound (sound, x, y);
2637 else if (object *pl = in_player ())
2638 pl->contr->play_sound (sound);
2639}
2640
2641void
2642object::say_msg (const char *msg) const
2643{
2644 if (is_on_map ())
2645 map->say_msg (msg, x, y);
2646 else if (object *pl = in_player ())
2647 pl->contr->play_sound (sound);
2648}
2649
2650void
2651object::make_noise ()
2652{
2653 // we do not model noise in the map, so instead put
2654 // a temporary light into the noise source
2655 // could use the map instead, but that's less reliable for our
2656 // goal, which is to make invisibility a bit harder to exploit
2657
2658 // currently only works sensibly for players
2659 if (!is_player ())
2598 return; 2660 return;
2599 2661
2600 if (env) 2662 // find old force, or create new one
2601 { 2663 object *force = force_find (shstr_noise_force);
2602 if (object *pl = in_player ()) 2664
2603 pl->contr->play_sound (sound); 2665 if (force)
2604 } 2666 force->speed_left = -1.f; // patch old speed up
2605 else 2667 else
2606 map->play_sound (sound, x, y); 2668 {
2607} 2669 force = archetype::get (shstr_noise_force);
2608 2670
2671 force->slaying = shstr_noise_force;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (1.f / 4.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680 }
2681}
2682

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