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Comparing deliantra/server/common/object.C (file contents):
Revision 1.228 by root, Sat May 3 11:14:50 2008 UTC vs.
Revision 1.314 by root, Fri Mar 26 00:59:20 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 55};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
179 * check weight 248 * check weight
180 */ 249 */
181bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
182{ 251{
183 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
184 if (ob1 == ob2 253 if (ob1 == ob2
185 || ob1->type != ob2->type 254 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 255 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 258 return 0;
190 259
191 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 263 return 0;
198 264
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 273
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 276
211 if (ob1->arch->name != ob2->arch->name 277 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 278 || ob1->name != ob2->name
213 || ob1->title != ob2->title 279 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 286 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 302 return 0;
236 303
237 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
241 .any ()) 307 .any ())
242 return 0; 308 return 0;
243 309
244 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
326 { 392 {
327 // see if we are in a container of sorts 393 // see if we are in a container of sorts
328 if (env) 394 if (env)
329 { 395 {
330 // the player inventory itself is always visible 396 // the player inventory itself is always visible
331 if (env->type == PLAYER) 397 if (env->is_player ())
332 return env; 398 return env;
333 399
334 // else a player could have our env open 400 // else a player could have our env open
335 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
336 402
337 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 404 // even if our inv is in a player.
339 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 407 if (pl->container_ () == env)
342 return pl; 408 return pl;
343 } 409 }
344 else 410 else
345 { 411 {
346 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
350 return pl; 417 return pl;
351 } 418 }
352 } 419 }
353 420
354 return 0; 421 return 0;
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.
467 520
468 return 0; 521 return 0;
469} 522}
470 523
471/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
472 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
473 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
474 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
475 */ 543 */
476object * 544object *
477find_object_name (const char *str) 545find_object_name (const char *str)
478{ 546{
479 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
480 object *op;
481 548
549 if (str_)
482 for_all_objects (op) 550 for_all_objects (op)
483 if (op->name == str_) 551 if (op->name == str_)
484 break; 552 return op;
485 553
486 return op; 554 return 0;
487} 555}
488 556
489/* 557/*
490 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
491 * skill and experience objects. 559 * skill and experience objects.
553 update_stats (); 621 update_stats ();
554 622
555 new_draw_info_format (NDI_UNIQUE, 0, this, 623 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, " 624 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. " 625 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name); 626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
559 return false; 628 return false;
560 } 629 }
561 630
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 } 632 }
632 tail = new_link; 701 tail = new_link;
633 } 702 }
634 } 703 }
635 } 704 }
636 705
637 if (speed < 0) 706 dst->activate ();
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641} 707}
642 708
643void 709void
644object::instantiate () 710object::instantiate ()
645{ 711{
646 if (!uuid.seq) // HACK 712 if (!uuid.seq) // HACK
647 uuid = UUID::gen (); 713 uuid = UUID::gen ();
648 714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
649 speed_left = -0.1f; 719 speed_left = -1.;
720
650 /* copy the body_info to the body_used - this is only really 721 /* 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. 722 * 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 723 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created 724 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped. 725 * for it, they can be properly equipped.
662object * 733object *
663object::clone () 734object::clone ()
664{ 735{
665 object *neu = create (); 736 object *neu = create ();
666 copy_to (neu); 737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
667 neu->map = map; // not copied by copy_to 743 neu->map = map; // not copied by copy_to
668 return neu; 744 return neu;
669} 745}
670 746
671/* 747/*
689 * This function needs to be called whenever the speed of an object changes. 765 * This function needs to be called whenever the speed of an object changes.
690 */ 766 */
691void 767void
692object::set_speed (float speed) 768object::set_speed (float speed)
693{ 769{
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; 770 this->speed = speed;
701 771
702 if (has_active_speed ()) 772 if (has_active_speed ())
703 activate (); 773 activate ();
704 else 774 else
754 824
755 if (!(m.flags_ & P_UPTODATE)) 825 if (!(m.flags_ & P_UPTODATE))
756 /* nop */; 826 /* nop */;
757 else if (action == UP_OBJ_INSERT) 827 else if (action == UP_OBJ_INSERT)
758 { 828 {
829#if 0
759 // this is likely overkill, TODO: revisit (schmorp) 830 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 833 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 837 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 838 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 839 || (m.move_slow | op->move_slow) != m.move_slow
769 /* This isn't perfect, but I don't expect a lot of objects to 840 /* This isn't perfect, but I don't expect a lot of objects to
770 * to have move_allow right now. 841 * have move_allow right now.
771 */ 842 */
772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate ();
845#else
773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
774 m.flags_ = 0; 847 m.invalidate ();
848#endif
775 } 849 }
776 /* if the object is being removed, we can't make intelligent 850 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 851 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 852 * that is being removed.
779 */ 853 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 855 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 856 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 857 /* Nothing to do for that case */ ;
784 else 858 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 859 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 860
790 864
791object::object () 865object::object ()
792{ 866{
793 SET_FLAG (this, FLAG_REMOVED); 867 SET_FLAG (this, FLAG_REMOVED);
794 868
795 expmul = 1.0; 869 //expmul = 1.0; declared const for the time being
796 face = blank_face; 870 face = blank_face;
871 material = MATERIAL_NULL;
797} 872}
798 873
799object::~object () 874object::~object ()
800{ 875{
801 unlink (); 876 unlink ();
830 /* If already on active list, don't do anything */ 905 /* If already on active list, don't do anything */
831 if (active) 906 if (active)
832 return; 907 return;
833 908
834 if (has_active_speed ()) 909 if (has_active_speed ())
910 {
911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
913
835 actives.insert (this); 914 actives.insert (this);
915 }
836} 916}
837 917
838void 918void
839object::activate_recursive () 919object::activate_recursive ()
840{ 920{
901 * drop on that space. 981 * drop on that space.
902 */ 982 */
903 if (!drop_to_ground 983 if (!drop_to_ground
904 || !map 984 || !map
905 || map->in_memory != MAP_ACTIVE 985 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 986 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 987 || ms ().move_block == MOVE_ALL)
908 { 988 {
909 while (inv) 989 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 990 inv->destroy ();
913 }
914 } 991 }
915 else 992 else
916 { /* Put objects in inventory onto this space */ 993 { /* Put objects in inventory onto this space */
917 while (inv) 994 while (inv)
918 { 995 {
922 || op->flag [FLAG_NO_DROP] 999 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 1000 || op->type == RUNE
924 || op->type == TRAP 1001 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 1002 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 1003 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 1004 op->destroy ();
928 else 1005 else
929 map->insert (op, x, y); 1006 map->insert (op, x, y);
930 } 1007 }
931 } 1008 }
932} 1009}
940 1017
941static struct freed_map : maptile 1018static struct freed_map : maptile
942{ 1019{
943 freed_map () 1020 freed_map ()
944 { 1021 {
945 path = "<freed objects map>"; 1022 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 1023 name = "/internal/freed_objects_map";
947 width = 3; 1024 width = 3;
948 height = 3; 1025 height = 3;
949 nodrop = 1; 1026 no_drop = 1;
1027 no_reset = 1;
950 1028
951 alloc (); 1029 alloc ();
952 in_memory = MAP_ACTIVE; 1030 in_memory = MAP_ACTIVE;
953 } 1031 }
1032
1033 ~freed_map ()
1034 {
1035 destroy ();
1036 }
954} freed_map; // freed objects are moved here to avoid crashes 1037} freed_map; // freed objects are moved here to avoid crashes
955 1038
956void 1039void
957object::do_destroy () 1040object::do_destroy ()
958{ 1041{
959 if (flag [FLAG_IS_LINKED]) 1042 if (flag [FLAG_IS_LINKED])
960 remove_button_link (this); 1043 remove_link ();
961 1044
962 if (flag [FLAG_FRIENDLY]) 1045 if (flag [FLAG_FRIENDLY])
963 remove_friendly_object (this); 1046 remove_friendly_object (this);
964 1047
965 remove (); 1048 remove ();
990 attacked_by = 0; 1073 attacked_by = 0;
991 current_weapon = 0; 1074 current_weapon = 0;
992} 1075}
993 1076
994void 1077void
995object::destroy (bool destroy_inventory) 1078object::destroy ()
996{ 1079{
997 if (destroyed ()) 1080 if (destroyed ())
998 return; 1081 return;
999 1082
1000 if (!is_head () && !head->destroyed ()) 1083 if (!is_head () && !head->destroyed ())
1001 { 1084 {
1002 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1003 head->destroy (destroy_inventory); 1086 head->destroy ();
1004 return; 1087 return;
1005 } 1088 }
1006 1089
1007 destroy_inv (!destroy_inventory); 1090 destroy_inv (false);
1008 1091
1009 if (is_head ()) 1092 if (is_head ())
1010 if (sound_destroy) 1093 if (sound_destroy)
1011 play_sound (sound_destroy); 1094 play_sound (sound_destroy);
1012 else if (flag [FLAG_MONSTER]) 1095 else if (flag [FLAG_MONSTER])
1023 * the previous environment. 1106 * the previous environment.
1024 */ 1107 */
1025void 1108void
1026object::do_remove () 1109object::do_remove ()
1027{ 1110{
1028 object *tmp, *last = 0;
1029 object *otmp;
1030
1031 if (flag [FLAG_REMOVED]) 1111 if (flag [FLAG_REMOVED])
1032 return; 1112 return;
1033 1113
1034 INVOKE_OBJECT (REMOVE, this); 1114 INVOKE_OBJECT (REMOVE, this);
1035 1115
1049 esrv_del_item (pl->contr, count); 1129 esrv_del_item (pl->contr, count);
1050 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1051 1131
1052 adjust_weight (env, -total_weight ()); 1132 adjust_weight (env, -total_weight ());
1053 1133
1054 *(above ? &above->below : &env->inv) = below; 1134 object *pl = in_player ();
1055
1056 if (below)
1057 below->above = above;
1058 1135
1059 /* we set up values so that it could be inserted into 1136 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up 1137 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do. 1138 * to the caller to decide what we want to do.
1062 */ 1139 */
1063 map = env->map; 1140 map = env->map;
1064 x = env->x; 1141 x = env->x;
1065 y = env->y; 1142 y = env->y;
1143
1144 // make sure cmov optimisation is applicable
1145 *(above ? &above->below : &env->inv) = below;
1146 *(below ? &below->above : &above ) = above; // &above is just a dummy
1147
1066 above = 0; 1148 above = 0;
1067 below = 0; 1149 below = 0;
1068 env = 0; 1150 env = 0;
1069 1151
1070 /* NO_FIX_PLAYER is set when a great many changes are being 1152 if (pl && pl->is_player ())
1071 * made to players inventory. If set, avoiding the call
1072 * to save cpu time.
1073 */ 1153 {
1074 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1154 pl->contr->queue_stats_update ();
1075 otmp->update_stats (); 1155
1156 if (glow_radius && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y);
1158 }
1076 } 1159 }
1077 else if (map) 1160 else if (map)
1078 { 1161 {
1079 map->dirty = true; 1162 map->dirty = true;
1080 mapspace &ms = this->ms (); 1163 mapspace &ms = this->ms ();
1081 1164
1082 if (object *pl = ms.player ()) 1165 if (object *pl = ms.player ())
1083 { 1166 {
1084 if (type == PLAYER) // this == pl(!) 1167 if (is_player ())
1085 { 1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1086 // leaving a spot always closes any open container on the ground 1172 // leaving a spot always closes any open container on the ground
1087 if (container && !container->env) 1173 if (container && !container->env)
1088 // this causes spurious floorbox updates, but it ensures 1174 // this causes spurious floorbox updates, but it ensures
1089 // that the CLOSE event is being sent. 1175 // that the CLOSE event is being sent.
1090 close_container (); 1176 close_container ();
1091 1177
1092 --map->players; 1178 --map->players;
1093 map->touch (); 1179 map->touch ();
1094 } 1180 }
1095 else if (pl->container == this) 1181 else if (pl->container_ () == this)
1096 { 1182 {
1097 // removing a container should close it 1183 // removing a container should close it
1098 close_container (); 1184 close_container ();
1099 } 1185 }
1100 1186
1101 esrv_del_item (pl->contr, count); 1187 esrv_del_item (pl->contr, count);
1102 } 1188 }
1103 1189
1104 /* link the object above us */ 1190 /* link the object above us */
1105 if (above) 1191 // re-link, make sure compiler can easily use cmove
1106 above->below = below; 1192 *(above ? &above->below : &ms.top) = below;
1107 else 1193 *(below ? &below->above : &ms.bot) = above;
1108 ms.top = below; /* we were top, set new top */
1109
1110 /* Relink the object below us, if there is one */
1111 if (below)
1112 below->above = above;
1113 else
1114 {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if (GET_MAP_OB (map, x, y) != this)
1120 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 ());
1121
1122 ms.bot = above; /* goes on above it. */
1123 }
1124 1194
1125 above = 0; 1195 above = 0;
1126 below = 0; 1196 below = 0;
1127 1197
1198 ms.invalidate ();
1199
1128 if (map->in_memory == MAP_SAVING) 1200 if (map->in_memory == MAP_SAVING)
1129 return; 1201 return;
1130 1202
1131 int check_walk_off = !flag [FLAG_NO_APPLY]; 1203 int check_walk_off = !flag [FLAG_NO_APPLY];
1132 1204
1133 if (object *pl = ms.player ()) 1205 if (object *pl = ms.player ())
1134 { 1206 {
1135 if (pl->container == this) 1207 if (pl->container_ () == this)
1136 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1138 * appropriately. 1210 * appropriately.
1139 */ 1211 */
1140 pl->close_container (); 1212 pl->close_container ();
1144 //TODO: update floorbox to preserve ordering 1216 //TODO: update floorbox to preserve ordering
1145 if (pl->contr->ns) 1217 if (pl->contr->ns)
1146 pl->contr->ns->floorbox_update (); 1218 pl->contr->ns->floorbox_update ();
1147 } 1219 }
1148 1220
1221 if (check_walk_off)
1149 for (tmp = ms.bot; tmp; tmp = tmp->above) 1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1150 { 1223 {
1224 above = tmp->above;
1225
1151 /* No point updating the players look faces if he is the object 1226 /* No point updating the players look faces if he is the object
1152 * being removed. 1227 * being removed.
1153 */ 1228 */
1154 1229
1155 /* See if object moving off should effect something */ 1230 /* See if object moving off should effect something */
1156 if (check_walk_off
1157 && ((move_type & tmp->move_off) 1231 if ((move_type & tmp->move_off)
1158 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1159 {
1160 move_apply (tmp, this, 0); 1233 move_apply (tmp, this, 0);
1161
1162 if (destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 } 1234 }
1165 1235
1166 last = tmp; 1236 if (affects_los ())
1167 }
1168
1169 /* last == NULL if there are no objects on this space */
1170 //TODO: this makes little sense, why only update the topmost object?
1171 if (!last)
1172 map->at (x, y).flags_ = 0;
1173 else
1174 update_object (last, UP_OBJ_REMOVE);
1175
1176 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1237 update_all_los (map, x, y);
1178 } 1238 }
1179} 1239}
1180 1240
1181/* 1241/*
1205 esrv_update_item (UPD_NROF, pl, top); 1265 esrv_update_item (UPD_NROF, pl, top);
1206 1266
1207 op->weight = 0; // cancel the addition above 1267 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already 1268 op->carrying = 0; // must be 0 already
1209 1269
1210 op->destroy (1); 1270 op->destroy ();
1211 1271
1212 return top; 1272 return top;
1213 } 1273 }
1214 1274
1215 return 0; 1275 return 0;
1223 1283
1224 object *prev = this; 1284 object *prev = this;
1225 1285
1226 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1227 { 1287 {
1228 object *op = arch_to_object (at); 1288 object *op = at->instance ();
1229 1289
1230 op->name = name; 1290 op->name = name;
1231 op->name_pl = name_pl; 1291 op->name_pl = name_pl;
1232 op->title = title; 1292 op->title = title;
1233 1293
1243 * job preparing multi-part monsters. 1303 * job preparing multi-part monsters.
1244 */ 1304 */
1245object * 1305object *
1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1306insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1247{ 1307{
1308 op->remove ();
1309
1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1310 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1249 { 1311 {
1250 tmp->x = x + tmp->arch->x; 1312 tmp->x = x + tmp->arch->x;
1251 tmp->y = y + tmp->arch->y; 1313 tmp->y = y + tmp->arch->y;
1252 } 1314 }
1269 * Passing 0 for flag gives proper default values, so flag really only needs 1331 * Passing 0 for flag gives proper default values, so flag really only needs
1270 * to be set if special handling is needed. 1332 * to be set if special handling is needed.
1271 * 1333 *
1272 * Return value: 1334 * Return value:
1273 * new object if 'op' was merged with other object 1335 * new object if 'op' was merged with other object
1274 * NULL if 'op' was destroyed 1336 * NULL if there was an error (destroyed, blocked etc.)
1275 * just 'op' otherwise 1337 * just 'op' otherwise
1276 */ 1338 */
1277object * 1339object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1341{
1280 assert (!op->flag [FLAG_FREED]);
1281
1282 op->remove (); 1342 op->remove ();
1343
1344 if (m == &freed_map)//D TODO: remove soon
1345 {//D
1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1347 }//D
1283 1348
1284 /* Ideally, the caller figures this out. However, it complicates a lot 1349 /* Ideally, the caller figures this out. However, it complicates a lot
1285 * of areas of callers (eg, anything that uses find_free_spot would now 1350 * of areas of callers (eg, anything that uses find_free_spot would now
1286 * need extra work 1351 * need extra work
1287 */ 1352 */
1353 maptile *newmap = m;
1288 if (!xy_normalise (m, op->x, op->y)) 1354 if (!xy_normalise (newmap, op->x, op->y))
1289 { 1355 {
1290 op->destroy (1); 1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1291 return 0; 1357 return 0;
1292 } 1358 }
1293 1359
1294 if (object *more = op->more) 1360 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag)) 1361 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0; 1362 return 0;
1297 1363
1298 CLEAR_FLAG (op, FLAG_REMOVED); 1364 op->flag [FLAG_REMOVED] = false;
1299 1365 op->env = 0;
1300 op->map = m; 1366 op->map = newmap;
1367
1301 mapspace &ms = op->ms (); 1368 mapspace &ms = op->ms ();
1302 1369
1303 /* this has to be done after we translate the coordinates. 1370 /* this has to be done after we translate the coordinates.
1304 */ 1371 */
1305 if (op->nrof && !(flag & INS_NO_MERGE)) 1372 if (op->nrof && !(flag & INS_NO_MERGE))
1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1307 if (object::can_merge (op, tmp)) 1374 if (object::can_merge (op, tmp))
1308 { 1375 {
1309 // TODO: we atcually want to update tmp, not op, 1376 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp 1377 // but some caller surely breaks when we return tmp
1311 // from here :/ 1378 // from here :/
1312 op->nrof += tmp->nrof; 1379 op->nrof += tmp->nrof;
1313 tmp->destroy (1); 1380 tmp->destroy ();
1314 } 1381 }
1315 1382
1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1317 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1384 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1318 1385
1325 { 1392 {
1326 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1327 abort (); 1394 abort ();
1328 } 1395 }
1329 1396
1397 if (!originator->is_on_map ())
1398 {
1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1403
1330 op->above = originator; 1404 op->above = originator;
1331 op->below = originator->below; 1405 op->below = originator->below;
1332
1333 if (op->below)
1334 op->below->above = op;
1335 else
1336 ms.bot = op;
1337
1338 /* since *below* originator, no need to update top */
1339 originator->below = op; 1406 originator->below = op;
1407
1408 *(op->below ? &op->below->above : &ms.bot) = op;
1340 } 1409 }
1341 else 1410 else
1342 { 1411 {
1343 object *top, *floor = NULL; 1412 object *floor = 0;
1344 1413 object *top = ms.top;
1345 top = ms.bot;
1346 1414
1347 /* If there are other objects, then */ 1415 /* If there are other objects, then */
1348 if (top) 1416 if (top)
1349 { 1417 {
1350 object *last = 0;
1351
1352 /* 1418 /*
1353 * If there are multiple objects on this space, we do some trickier handling. 1419 * If there are multiple objects on this space, we do some trickier handling.
1354 * We've already dealt with merging if appropriate. 1420 * We've already dealt with merging if appropriate.
1355 * Generally, we want to put the new object on top. But if 1421 * Generally, we want to put the new object on top. But if
1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1422 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1359 * once we get to them. This reduces the need to traverse over all of 1425 * once we get to them. This reduces the need to traverse over all of
1360 * them when adding another one - this saves quite a bit of cpu time 1426 * them when adding another one - this saves quite a bit of cpu time
1361 * when lots of spells are cast in one area. Currently, it is presumed 1427 * when lots of spells are cast in one area. Currently, it is presumed
1362 * that flying non pickable objects are spell objects. 1428 * that flying non pickable objects are spell objects.
1363 */ 1429 */
1364 for (top = ms.bot; top; top = top->above) 1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1365 { 1431 {
1366 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1367 floor = top; 1433 floor = tmp;
1368 1434
1369 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1370 { 1436 {
1371 /* We insert above top, so we want this object below this */ 1437 /* We insert above top, so we want this object below this */
1372 top = top->below; 1438 top = tmp->below;
1373 break; 1439 break;
1374 } 1440 }
1375 1441
1376 last = top; 1442 top = tmp;
1377 } 1443 }
1378
1379 /* Don't want top to be NULL, so set it to the last valid object */
1380 top = last;
1381 1444
1382 /* We let update_position deal with figuring out what the space 1445 /* We let update_position deal with figuring out what the space
1383 * looks like instead of lots of conditions here. 1446 * looks like instead of lots of conditions here.
1384 * makes things faster, and effectively the same result. 1447 * makes things faster, and effectively the same result.
1385 */ 1448 */
1392 */ 1455 */
1393 if (!(flag & INS_ON_TOP) 1456 if (!(flag & INS_ON_TOP)
1394 && ms.flags () & P_BLOCKSVIEW 1457 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility)) 1458 && (op->face && !faces [op->face].visibility))
1396 { 1459 {
1460 object *last;
1461
1397 for (last = top; last != floor; last = last->below) 1462 for (last = top; last != floor; last = last->below)
1398 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1399 break; 1464 break;
1400 1465
1401 /* Check to see if we found the object that blocks view, 1466 /* Check to see if we found the object that blocks view,
1409 } /* If objects on this space */ 1474 } /* If objects on this space */
1410 1475
1411 if (flag & INS_ABOVE_FLOOR_ONLY) 1476 if (flag & INS_ABOVE_FLOOR_ONLY)
1412 top = floor; 1477 top = floor;
1413 1478
1414 /* Top is the object that our object (op) is going to get inserted above. 1479 // insert object above top, or bottom-most if top = 0
1415 */
1416
1417 /* First object on this space */
1418 if (!top) 1480 if (!top)
1419 { 1481 {
1482 op->below = 0;
1420 op->above = ms.bot; 1483 op->above = ms.bot;
1421
1422 if (op->above)
1423 op->above->below = op;
1424
1425 op->below = 0;
1426 ms.bot = op; 1484 ms.bot = op;
1485
1486 *(op->above ? &op->above->below : &ms.top) = op;
1427 } 1487 }
1428 else 1488 else
1429 { /* get inserted into the stack above top */ 1489 {
1430 op->above = top->above; 1490 op->above = top->above;
1431
1432 if (op->above)
1433 op->above->below = op; 1491 top->above = op;
1434 1492
1435 op->below = top; 1493 op->below = top;
1436 top->above = op; 1494 *(op->above ? &op->above->below : &ms.top) = op;
1437 } 1495 }
1496 }
1438 1497
1439 if (!op->above) 1498 if (op->is_player ())
1440 ms.top = op;
1441 } /* else not INS_BELOW_ORIGINATOR */
1442
1443 if (op->type == PLAYER)
1444 { 1499 {
1445 op->contr->do_los = 1; 1500 op->contr->do_los = 1;
1446 ++op->map->players; 1501 ++op->map->players;
1447 op->map->touch (); 1502 op->map->touch ();
1448 } 1503 }
1463 * be far away from this change and not affected in any way - 1518 * be far away from this change and not affected in any way -
1464 * this should get redone to only look for players within range, 1519 * this should get redone to only look for players within range,
1465 * or just updating the P_UPTODATE for spaces within this area 1520 * or just updating the P_UPTODATE for spaces within this area
1466 * of effect may be sufficient. 1521 * of effect may be sufficient.
1467 */ 1522 */
1468 if (op->map->darkness && (op->glow_radius != 0)) 1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1469 update_all_los (op->map, op->x, op->y); 1526 update_all_los (op->map, op->x, op->y);
1527 }
1470 1528
1471 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1472 update_object (op, UP_OBJ_INSERT); 1530 update_object (op, UP_OBJ_INSERT);
1473 1531
1474 INVOKE_OBJECT (INSERT, op); 1532 INVOKE_OBJECT (INSERT, op);
1481 * blocked() and wall() work properly), and these flags are updated by 1539 * blocked() and wall() work properly), and these flags are updated by
1482 * update_object(). 1540 * update_object().
1483 */ 1541 */
1484 1542
1485 /* if this is not the head or flag has been passed, don't check walk on status */ 1543 /* if this is not the head or flag has been passed, don't check walk on status */
1486 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1487 { 1545 {
1488 if (check_move_on (op, originator)) 1546 if (check_move_on (op, originator))
1489 return 0; 1547 return 0;
1490 1548
1491 /* If we are a multi part object, lets work our way through the check 1549 /* If we are a multi part object, lets work our way through the check
1502/* this function inserts an object in the map, but if it 1560/* this function inserts an object in the map, but if it
1503 * finds an object of its own type, it'll remove that one first. 1561 * finds an object of its own type, it'll remove that one first.
1504 * op is the object to insert it under: supplies x and the map. 1562 * op is the object to insert it under: supplies x and the map.
1505 */ 1563 */
1506void 1564void
1507replace_insert_ob_in_map (const char *arch_string, object *op) 1565replace_insert_ob_in_map (shstr_tmp archname, object *op)
1508{ 1566{
1509 /* first search for itself and remove any old instances */ 1567 /* first search for itself and remove any old instances */
1510 1568
1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1512 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1570 if (tmp->arch->archname == archname) /* same archetype */
1513 tmp->destroy (1); 1571 tmp->destroy ();
1514 1572
1515 object *tmp = arch_to_object (archetype::find (arch_string)); 1573 object *tmp = archetype::find (archname)->instance ();
1516 1574
1517 tmp->x = op->x; 1575 tmp->x = op->x;
1518 tmp->y = op->y; 1576 tmp->y = op->y;
1519 1577
1520 insert_ob_in_map (tmp, op->map, op, 0); 1578 insert_ob_in_map (tmp, op->map, op, 0);
1525{ 1583{
1526 if (where->env) 1584 if (where->env)
1527 return where->env->insert (this); 1585 return where->env->insert (this);
1528 else 1586 else
1529 return where->map->insert (this, where->x, where->y, originator, flags); 1587 return where->map->insert (this, where->x, where->y, originator, flags);
1588}
1589
1590// check whether we can put this into the map, respect max_volume, max_items
1591bool
1592object::can_drop_at (maptile *m, int x, int y, object *originator)
1593{
1594 mapspace &ms = m->at (x, y);
1595
1596 int items = ms.items ();
1597
1598 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items
1600 && ms.volume () < m->max_volume))
1601 return true;
1602
1603 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format (
1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1606 query_name ()
1607 ));
1608
1609 return false;
1530} 1610}
1531 1611
1532/* 1612/*
1533 * decrease(object, number) decreases a specified number from 1613 * decrease(object, number) decreases a specified number from
1534 * the amount of an object. If the amount reaches 0, the object 1614 * the amount of an object. If the amount reaches 0, the object
1542 if (!nr) 1622 if (!nr)
1543 return true; 1623 return true;
1544 1624
1545 nr = min (nr, nrof); 1625 nr = min (nr, nrof);
1546 1626
1627 if (nrof > nr)
1628 {
1547 nrof -= nr; 1629 nrof -= nr;
1548
1549 if (nrof)
1550 {
1551 adjust_weight (env, -weight * nr); // carrying == 0 1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1552 1631
1553 if (object *pl = visible_to ()) 1632 if (object *pl = visible_to ())
1554 esrv_update_item (UPD_NROF, pl, this); 1633 esrv_update_item (UPD_NROF, pl, this);
1555 1634
1556 return true; 1635 return true;
1557 } 1636 }
1558 else 1637 else
1559 { 1638 {
1560 destroy (1); 1639 destroy ();
1561 return false; 1640 return false;
1562 } 1641 }
1563} 1642}
1564 1643
1565/* 1644/*
1582 } 1661 }
1583 else 1662 else
1584 { 1663 {
1585 decrease (nr); 1664 decrease (nr);
1586 1665
1587 object *op = object_create_clone (this); 1666 object *op = deep_clone ();
1588 op->nrof = nr; 1667 op->nrof = nr;
1589 return op; 1668 return op;
1590 } 1669 }
1591} 1670}
1592 1671
1642 if (object *pl = tmp->visible_to ()) 1721 if (object *pl = tmp->visible_to ())
1643 esrv_update_item (UPD_NROF, pl, tmp); 1722 esrv_update_item (UPD_NROF, pl, tmp);
1644 1723
1645 adjust_weight (this, op->total_weight ()); 1724 adjust_weight (this, op->total_weight ());
1646 1725
1647 op->destroy (1); 1726 op->destroy ();
1648 op = tmp; 1727 op = tmp;
1649 goto inserted; 1728 goto inserted;
1650 } 1729 }
1651 1730
1652 op->owner = 0; // it's his/hers now. period. 1731 op->owner = 0; // it's his/hers now. period.
1670 1749
1671 adjust_weight (this, op->total_weight ()); 1750 adjust_weight (this, op->total_weight ());
1672 1751
1673inserted: 1752inserted:
1674 /* reset the light list and los of the players on the map */ 1753 /* reset the light list and los of the players on the map */
1675 if (op->glow_radius && map && map->darkness) 1754 if (op->glow_radius && is_on_map ())
1755 {
1756 update_stats ();
1676 update_all_los (map, x, y); 1757 update_all_los (map, x, y);
1677 1758 }
1759 else if (is_player ())
1678 // if this is a player's inventory, update stats 1760 // if this is a player's inventory, update stats
1679 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1761 contr->queue_stats_update ();
1680 update_stats ();
1681 1762
1682 INVOKE_OBJECT (INSERT, this); 1763 INVOKE_OBJECT (INSERT, this);
1683 1764
1684 return op; 1765 return op;
1685} 1766}
1705 * on top. 1786 * on top.
1706 */ 1787 */
1707int 1788int
1708check_move_on (object *op, object *originator) 1789check_move_on (object *op, object *originator)
1709{ 1790{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1710 object *tmp; 1794 object *tmp;
1711 maptile *m = op->map; 1795 maptile *m = op->map;
1712 int x = op->x, y = op->y; 1796 int x = op->x, y = op->y;
1713 1797
1714 MoveType move_on, move_slow, move_block; 1798 mapspace &ms = m->at (x, y);
1715 1799
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1800 ms.update ();
1717 return 0;
1718 1801
1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1802 MoveType move_on = ms.move_on;
1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1803 MoveType move_slow = ms.move_slow;
1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1804 MoveType move_block = ms.move_block;
1722 1805
1723 /* if nothing on this space will slow op down or be applied, 1806 /* if nothing on this space will slow op down or be applied,
1724 * no need to do checking below. have to make sure move_type 1807 * no need to do checking below. have to make sure move_type
1725 * is set, as lots of objects don't have it set - we treat that 1808 * is set, as lots of objects don't have it set - we treat that
1726 * as walking. 1809 * as walking.
1737 return 0; 1820 return 0;
1738 1821
1739 /* The objects have to be checked from top to bottom. 1822 /* The objects have to be checked from top to bottom.
1740 * Hence, we first go to the top: 1823 * Hence, we first go to the top:
1741 */ 1824 */
1742 1825 for (object *next, *tmp = ms.top; tmp; tmp = next)
1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1744 {
1745 /* Trim the search when we find the first other spell effect
1746 * this helps performance so that if a space has 50 spell objects,
1747 * we don't need to check all of them.
1748 */
1749 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1750 break;
1751 } 1826 {
1827 next = tmp->below;
1752 1828
1753 for (; tmp; tmp = tmp->below)
1754 {
1755 if (tmp == op) 1829 if (tmp == op)
1756 continue; /* Can't apply yourself */ 1830 continue; /* Can't apply yourself */
1757 1831
1758 /* Check to see if one of the movement types should be slowed down. 1832 /* Check to see if one of the movement types should be slowed down.
1759 * Second check makes sure that the movement types not being slowed 1833 * Second check makes sure that the movement types not being slowed
1764 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 { 1839 {
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 { 1842 {
1769
1770 float
1771 diff = tmp->move_slow_penalty * fabs (op->speed); 1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1772 1844
1773 if (op->type == PLAYER) 1845 if (op->is_player ())
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0; 1848 diff /= 4.0;
1777 1849
1778 op->speed_left -= diff; 1850 op->speed_left -= diff;
1779 } 1851 }
1780 } 1852 }
1813 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1814 return NULL; 1886 return NULL;
1815 } 1887 }
1816 1888
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1818 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
1819 return tmp; 1891 return tmp;
1820 1892
1821 return NULL; 1893 return NULL;
1822} 1894}
1823 1895
1887 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1888 */ 1960 */
1889object * 1961object *
1890present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
1891{ 1963{
1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 if (tmp->arch == at) 1965 if (tmp->arch->archname == at->archname)
1894 return tmp; 1966 return tmp;
1895 1967
1896 return NULL; 1968 return NULL;
1897} 1969}
1898 1970
1986 * head of the object should correspond for the entire object. 2058 * head of the object should correspond for the entire object.
1987 */ 2059 */
1988 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2060 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1989 continue; 2061 continue;
1990 2062
1991 if (ob->blocked (m, pos.x, pos.y)) 2063 if (ob->blocked (pos.m, pos.x, pos.y))
1992 continue; 2064 continue;
1993 2065
1994 altern [index++] = i; 2066 altern [index++] = i;
1995 } 2067 }
1996 2068
2064 * there is capable of. 2136 * there is capable of.
2065 */ 2137 */
2066int 2138int
2067find_dir (maptile *m, int x, int y, object *exclude) 2139find_dir (maptile *m, int x, int y, object *exclude)
2068{ 2140{
2069 int i, max = SIZEOFFREE, mflags; 2141 int max = SIZEOFFREE, mflags;
2070
2071 sint16 nx, ny;
2072 object *tmp;
2073 maptile *mp;
2074
2075 MoveType blocked, move_type; 2142 MoveType move_type;
2076 2143
2077 if (exclude && exclude->head_ () != exclude) 2144 if (exclude && exclude->head_ () != exclude)
2078 { 2145 {
2079 exclude = exclude->head; 2146 exclude = exclude->head;
2080 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2083 { 2150 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2085 move_type = MOVE_ALL; 2152 move_type = MOVE_ALL;
2086 } 2153 }
2087 2154
2088 for (i = 1; i < max; i++) 2155 for (int i = 1; i < max; i++)
2089 { 2156 {
2090 mp = m; 2157 mapxy pos (m, x, y);
2091 nx = x + freearr_x[i]; 2158 pos.move (i);
2092 ny = y + freearr_y[i];
2093 2159
2094 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 if (!pos.normalise ())
2095
2096 if (mflags & P_OUT_OF_MAP)
2097 max = maxfree[i]; 2161 max = maxfree[i];
2098 else 2162 else
2099 { 2163 {
2100 mapspace &ms = mp->at (nx, ny); 2164 mapspace &ms = *pos;
2101 2165
2102 blocked = ms.move_block;
2103
2104 if ((move_type & blocked) == move_type) 2166 if ((move_type & ms.move_block) == move_type)
2105 max = maxfree[i]; 2167 max = maxfree [i];
2106 else if (mflags & P_IS_ALIVE) 2168 else if (ms.flags () & P_IS_ALIVE)
2107 { 2169 {
2108 for (tmp = ms.bot; tmp; tmp = tmp->above) 2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2109 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2110 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2111 break;
2112
2113 if (tmp)
2114 return freedir[i]; 2173 return freedir [i];
2115 } 2174 }
2116 } 2175 }
2117 } 2176 }
2118 2177
2119 return 0; 2178 return 0;
2194 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2195 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2196 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2197 * functions. 2256 * functions.
2198 */ 2257 */
2199int reduction_dir[SIZEOFFREE][3] = { 2258static const int reduction_dir[SIZEOFFREE][3] = {
2200 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2201 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2202 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2203 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2204 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2300int 2359int
2301can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2302{ 2361{
2303 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2304 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2305 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2306} 2365}
2307 2366
2308/* 2367/*
2309 * create clone from object to another 2368 * create clone from object to another
2310 */ 2369 */
2311object * 2370object *
2312object_create_clone (object *asrc) 2371object::deep_clone ()
2313{ 2372{
2373 assert (("deep_clone called on non-head object", is_head ()));
2374
2314 object *dst = 0; 2375 object *dst = clone ();
2315 2376
2316 if (!asrc)
2317 return 0;
2318
2319 object *src = asrc->head_ ();
2320
2321 object *prev = 0; 2377 object *prev = dst;
2322 for (object *part = src; part; part = part->more) 2378 for (object *part = this->more; part; part = part->more)
2323 { 2379 {
2324 object *tmp = part->clone (); 2380 object *tmp = part->clone ();
2325
2326 tmp->x -= src->x;
2327 tmp->y -= src->y;
2328
2329 if (!part->head)
2330 {
2331 dst = tmp;
2332 tmp->head = 0;
2333 }
2334 else
2335 tmp->head = dst; 2381 tmp->head = dst;
2336
2337 tmp->more = 0;
2338
2339 if (prev)
2340 prev->more = tmp; 2382 prev->more = tmp;
2341
2342 prev = tmp; 2383 prev = tmp;
2343 } 2384 }
2344 2385
2345 for (object *item = src->inv; item; item = item->below) 2386 for (object *item = inv; item; item = item->below)
2346 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (item->deep_clone (), dst);
2347 2388
2348 return dst; 2389 return dst;
2349} 2390}
2350 2391
2351/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2360 return tmp; 2401 return tmp;
2361 2402
2362 return 0; 2403 return 0;
2363} 2404}
2364 2405
2365const shstr & 2406shstr_tmp
2366object::kv_get (const shstr &key) const 2407object::kv_get (shstr_tmp key) const
2367{ 2408{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2409 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2410 if (kv->key == key)
2370 return kv->value; 2411 return kv->value;
2371 2412
2372 return shstr_null; 2413 return shstr ();
2373} 2414}
2374 2415
2375void 2416void
2376object::kv_set (const shstr &key, const shstr &value) 2417object::kv_set (shstr_tmp key, shstr_tmp value)
2377{ 2418{
2378 for (key_value *kv = key_values; kv; kv = kv->next) 2419 for (key_value *kv = key_values; kv; kv = kv->next)
2379 if (kv->key == key) 2420 if (kv->key == key)
2380 { 2421 {
2381 kv->value = value; 2422 kv->value = value;
2390 2431
2391 key_values = kv; 2432 key_values = kv;
2392} 2433}
2393 2434
2394void 2435void
2395object::kv_del (const shstr &key) 2436object::kv_del (shstr_tmp key)
2396{ 2437{
2397 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2398 if ((*kvp)->key == key) 2439 if ((*kvp)->key == key)
2399 { 2440 {
2400 key_value *kv = *kvp; 2441 key_value *kv = *kvp;
2459{ 2500{
2460 char flagdesc[512]; 2501 char flagdesc[512];
2461 char info2[256 * 4]; 2502 char info2[256 * 4];
2462 char *p = info; 2503 char *p = info;
2463 2504
2464 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2505 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2465 count, 2506 count,
2466 uuid.c_str (), 2507 uuid.c_str (),
2467 &name, 2508 &name,
2468 title ? "\",title:\"" : "", 2509 title ? ",title:\"" : "",
2469 title ? (const char *)title : "", 2510 title ? (const char *)title : "",
2511 title ? "\"" : "",
2470 flag_desc (flagdesc, 512), type); 2512 flag_desc (flagdesc, 512), type);
2471 2513
2472 if (!flag[FLAG_REMOVED] && env) 2514 if (!flag[FLAG_REMOVED] && env)
2473 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2515 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2474 2516
2490struct region * 2532struct region *
2491object::region () const 2533object::region () const
2492{ 2534{
2493 return map ? map->region (x, y) 2535 return map ? map->region (x, y)
2494 : region::default_region (); 2536 : region::default_region ();
2495}
2496
2497const materialtype_t *
2498object::dominant_material () const
2499{
2500 if (materialtype_t *mt = name_to_material (materialname))
2501 return mt;
2502
2503 return name_to_material (shstr_unknown);
2504} 2537}
2505 2538
2506void 2539void
2507object::open_container (object *new_container) 2540object::open_container (object *new_container)
2508{ 2541{
2530 container = 0; 2563 container = 0;
2531 2564
2532 // client needs item update to make it work, client bug requires this to be separate 2565 // client needs item update to make it work, client bug requires this to be separate
2533 esrv_update_item (UPD_FLAGS, this, old_container); 2566 esrv_update_item (UPD_FLAGS, this, old_container);
2534 2567
2535 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2536 play_sound (sound_find ("chest_close")); 2569 play_sound (sound_find ("chest_close"));
2537 } 2570 }
2538 2571
2539 if (new_container) 2572 if (new_container)
2540 { 2573 {
2544 // TODO: this does not seem to serve any purpose anymore? 2577 // TODO: this does not seem to serve any purpose anymore?
2545#if 0 2578#if 0
2546 // insert the "Close Container" object. 2579 // insert the "Close Container" object.
2547 if (archetype *closer = new_container->other_arch) 2580 if (archetype *closer = new_container->other_arch)
2548 { 2581 {
2549 object *closer = arch_to_object (new_container->other_arch); 2582 object *closer = new_container->other_arch->instance ();
2550 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2551 new_container->insert (closer); 2584 new_container->insert (closer);
2552 } 2585 }
2553#endif 2586#endif
2554 2587
2555 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2556 2589
2557 // make sure the container is available, client bug requires this to be separate 2590 // make sure the container is available, client bug requires this to be separate
2558 esrv_send_item (this, new_container); 2591 esrv_send_item (this, new_container);
2559 2592
2560 new_container->flag [FLAG_APPLIED] = true; 2593 new_container->flag [FLAG_APPLIED] = true;
2568// else if (!old_container->env && contr && contr->ns) 2601// else if (!old_container->env && contr && contr->ns)
2569// contr->ns->floorbox_reset (); 2602// contr->ns->floorbox_reset ();
2570} 2603}
2571 2604
2572object * 2605object *
2573object::force_find (const shstr name) 2606object::force_find (shstr_tmp name)
2574{ 2607{
2575 /* cycle through his inventory to look for the MARK we want to 2608 /* cycle through his inventory to look for the MARK we want to
2576 * place 2609 * place
2577 */ 2610 */
2578 for (object *tmp = inv; tmp; tmp = tmp->below) 2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 return splay (tmp); 2613 return splay (tmp);
2581 2614
2582 return 0; 2615 return 0;
2583} 2616}
2584 2617
2618//-GPL
2619
2585void 2620void
2621object::force_set_timer (int duration)
2622{
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627}
2628
2629object *
2586object::force_add (const shstr name, int duration) 2630object::force_add (shstr_tmp name, int duration)
2587{ 2631{
2588 if (object *force = force_find (name)) 2632 if (object *force = force_find (name))
2589 force->destroy (); 2633 force->destroy ();
2590 2634
2591 object *force = get_archetype (FORCE_NAME); 2635 object *force = get_archetype (FORCE_NAME);
2592 2636
2593 force->slaying = name; 2637 force->slaying = name;
2594 force->stats.food = 1; 2638 force->force_set_timer (duration);
2595 force->speed_left = -1.f;
2596
2597 force->set_speed (duration ? 1.f / duration : 0.f);
2598 force->flag [FLAG_IS_USED_UP] = true;
2599 force->flag [FLAG_APPLIED] = true; 2639 force->flag [FLAG_APPLIED] = true;
2600 2640
2601 insert (force); 2641 return insert (force);
2602} 2642}
2603 2643
2604void 2644void
2605object::play_sound (faceidx sound) 2645object::play_sound (faceidx sound) const
2606{ 2646{
2607 if (!sound) 2647 if (!sound)
2608 return; 2648 return;
2609 2649
2610 if (flag [FLAG_REMOVED]) 2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654}
2655
2656void
2657object::say_msg (const char *msg) const
2658{
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663}
2664
2665void
2666object::make_noise ()
2667{
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2611 return; 2675 return;
2612 2676
2613 if (env) 2677 // find old force, or create new one
2614 { 2678 object *force = force_find (shstr_noise_force);
2615 if (object *pl = in_player ()) 2679
2616 pl->contr->play_sound (sound); 2680 if (force)
2617 } 2681 force->speed_left = -1.f; // patch old speed up
2618 else 2682 else
2619 map->play_sound (sound, x, y); 2683 {
2620} 2684 force = archetype::get (shstr_noise_force);
2621 2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696}
2697
2698void object::change_move_type (MoveType mt)
2699{
2700 if (move_type == mt)
2701 return;
2702
2703 if (is_on_map ())
2704 {
2705 // we are on the map, so handle move_on/off effects
2706 remove ();
2707 move_type = mt;
2708 map->insert (this, x, y, this);
2709 }
2710 else
2711 move_type = mt;
2712}
2713

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