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Comparing deliantra/server/common/object.C (file contents):
Revision 1.236 by root, Tue May 6 20:08:37 2008 UTC vs.
Revision 1.318 by root, Sat Apr 3 02:27:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 55};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
179 * check weight 248 * check weight
180 */ 249 */
181bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
182{ 251{
183 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
184 if (ob1 == ob2 253 if (ob1 == ob2
185 || ob1->type != ob2->type 254 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 255 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 258 return 0;
190 259
191 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 263 return 0;
198 264
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 273
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 276
211 if (ob1->arch->name != ob2->arch->name 277 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 278 || ob1->name != ob2->name
213 || ob1->title != ob2->title 279 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 281 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 282 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 286 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 302 return 0;
236 303
237 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
241 .any ()) 307 .any ())
242 return 0; 308 return 0;
243 309
244 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
326 { 392 {
327 // see if we are in a container of sorts 393 // see if we are in a container of sorts
328 if (env) 394 if (env)
329 { 395 {
330 // the player inventory itself is always visible 396 // the player inventory itself is always visible
331 if (env->type == PLAYER) 397 if (env->is_player ())
332 return env; 398 return env;
333 399
334 // else a player could have our env open 400 // else a player could have our env open
335 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
336 402
337 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 404 // even if our inv is in a player.
339 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 407 if (pl->container_ () == env)
342 return pl; 408 return pl;
343 } 409 }
344 else 410 else
345 { 411 {
346 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
350 return pl; 417 return pl;
351 } 418 }
352 } 419 }
353 420
354 return 0; 421 return 0;
432 object_freezer freezer; 499 object_freezer freezer;
433 op->write (freezer); 500 op->write (freezer);
434 return freezer.as_string (); 501 return freezer.as_string ();
435} 502}
436 503
437/* 504char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
439 * multi-object 1 which is closest to the second object.
440 * If it's not a multi-object, it is returned.
441 */
442object *
443get_nearest_part (object *op, const object *pl)
444{ 506{
445 object *tmp, *closest; 507 return dump_object (this);
446 int last_dist, i;
447
448 if (!op->more)
449 return op;
450
451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
454 if ((i = distance (tmp, pl)) < last_dist)
455 closest = tmp, last_dist = i;
456
457 return closest;
458} 508}
459 509
460/* 510/*
461 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow. 512 * VERRRY slow.
470 520
471 return 0; 521 return 0;
472} 522}
473 523
474/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
475 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
476 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
477 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
478 */ 543 */
479object * 544object *
480find_object_name (const char *str) 545find_object_name (const char *str)
481{ 546{
482 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
483 object *op;
484 548
549 if (str_)
485 for_all_objects (op) 550 for_all_objects (op)
486 if (op->name == str_) 551 if (op->name == str_)
487 break; 552 return op;
488 553
489 return op; 554 return 0;
490} 555}
491 556
492/* 557/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 559 * skill and experience objects.
524 if (slot [body_combat].info) return slot_combat; 589 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged; 590 if (slot [body_range ].info) return slot_ranged;
526 } 591 }
527 592
528 return slot_none; 593 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578} 594}
579 595
580/* Zero the key_values on op, decrementing the shared-string 596/* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links. 597 * refcounts and freeing the links.
582 */ 598 */
635 tail = new_link; 651 tail = new_link;
636 } 652 }
637 } 653 }
638 } 654 }
639 655
640 if (speed < 0) 656 dst->activate ();
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644} 657}
645 658
646void 659void
647object::instantiate () 660object::instantiate ()
648{ 661{
649 if (!uuid.seq) // HACK 662 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 663 uuid = UUID::gen ();
651 664
665 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
666 if (flag [FLAG_RANDOM_SPEED] && speed)
667 speed_left = - speed - rndm (); // TODO animation
668 else
652 speed_left = -0.1f; 669 speed_left = -1.;
670
653 /* copy the body_info to the body_used - this is only really 671 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything. 672 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting 673 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created 674 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 675 * for it, they can be properly equipped.
665object * 683object *
666object::clone () 684object::clone ()
667{ 685{
668 object *neu = create (); 686 object *neu = create ();
669 copy_to (neu); 687 copy_to (neu);
688
689 // TODO: unclean state changes, should not be done in clone AND instantiate
690 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
691 neu->speed_left = - neu->speed - rndm (); // TODO animation
692
670 neu->map = map; // not copied by copy_to 693 neu->map = map; // not copied by copy_to
671 return neu; 694 return neu;
672} 695}
673 696
674/* 697/*
692 * This function needs to be called whenever the speed of an object changes. 715 * This function needs to be called whenever the speed of an object changes.
693 */ 716 */
694void 717void
695object::set_speed (float speed) 718object::set_speed (float speed)
696{ 719{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 720 this->speed = speed;
704 721
705 if (has_active_speed ()) 722 if (has_active_speed ())
706 activate (); 723 activate ();
707 else 724 else
757 774
758 if (!(m.flags_ & P_UPTODATE)) 775 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 776 /* nop */;
760 else if (action == UP_OBJ_INSERT) 777 else if (action == UP_OBJ_INSERT)
761 { 778 {
779#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 780 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 783 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 787 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 788 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 789 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 790 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 791 * have move_allow right now.
774 */ 792 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
794 m.invalidate ();
795#else
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 796 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
777 m.flags_ = 0; 797 m.invalidate ();
798#endif
778 } 799 }
779 /* if the object is being removed, we can't make intelligent 800 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 801 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 802 * that is being removed.
782 */ 803 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 804 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 805 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 806 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 807 /* Nothing to do for that case */ ;
787 else 808 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 809 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 810
793 814
794object::object () 815object::object ()
795{ 816{
796 SET_FLAG (this, FLAG_REMOVED); 817 SET_FLAG (this, FLAG_REMOVED);
797 818
798 expmul = 1.0; 819 //expmul = 1.0; declared const for the time being
799 face = blank_face; 820 face = blank_face;
821 material = MATERIAL_NULL;
800} 822}
801 823
802object::~object () 824object::~object ()
803{ 825{
804 unlink (); 826 unlink ();
833 /* If already on active list, don't do anything */ 855 /* If already on active list, don't do anything */
834 if (active) 856 if (active)
835 return; 857 return;
836 858
837 if (has_active_speed ()) 859 if (has_active_speed ())
860 {
861 if (flag [FLAG_FREED])
862 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
863
838 actives.insert (this); 864 actives.insert (this);
865 }
839} 866}
840 867
841void 868void
842object::activate_recursive () 869object::activate_recursive ()
843{ 870{
904 * drop on that space. 931 * drop on that space.
905 */ 932 */
906 if (!drop_to_ground 933 if (!drop_to_ground
907 || !map 934 || !map
908 || map->in_memory != MAP_ACTIVE 935 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 936 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 937 || ms ().move_block == MOVE_ALL)
911 { 938 {
912 while (inv) 939 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 940 inv->destroy ();
916 }
917 } 941 }
918 else 942 else
919 { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
920 while (inv) 944 while (inv)
921 { 945 {
925 || op->flag [FLAG_NO_DROP] 949 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 950 || op->type == RUNE
927 || op->type == TRAP 951 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 952 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 953 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 954 op->destroy ();
931 else 955 else
932 map->insert (op, x, y); 956 map->insert (op, x, y);
933 } 957 }
934 } 958 }
935} 959}
943 967
944static struct freed_map : maptile 968static struct freed_map : maptile
945{ 969{
946 freed_map () 970 freed_map ()
947 { 971 {
948 path = "<freed objects map>"; 972 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 973 name = "/internal/freed_objects_map";
950 width = 3; 974 width = 3;
951 height = 3; 975 height = 3;
952 nodrop = 1; 976 no_drop = 1;
977 no_reset = 1;
953 978
954 alloc (); 979 alloc ();
955 in_memory = MAP_ACTIVE; 980 in_memory = MAP_ACTIVE;
956 } 981 }
957 982
963 988
964void 989void
965object::do_destroy () 990object::do_destroy ()
966{ 991{
967 if (flag [FLAG_IS_LINKED]) 992 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 993 remove_link ();
969 994
970 if (flag [FLAG_FRIENDLY]) 995 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 996 remove_friendly_object (this);
972 997
973 remove (); 998 remove ();
998 attacked_by = 0; 1023 attacked_by = 0;
999 current_weapon = 0; 1024 current_weapon = 0;
1000} 1025}
1001 1026
1002void 1027void
1003object::destroy (bool destroy_inventory) 1028object::destroy ()
1004{ 1029{
1005 if (destroyed ()) 1030 if (destroyed ())
1006 return; 1031 return;
1007 1032
1008 if (!is_head () && !head->destroyed ()) 1033 if (!is_head () && !head->destroyed ())
1009 { 1034 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1035 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1036 head->destroy ();
1012 return; 1037 return;
1013 } 1038 }
1014 1039
1015 destroy_inv (!destroy_inventory); 1040 destroy_inv (false);
1016 1041
1017 if (is_head ()) 1042 if (is_head ())
1018 if (sound_destroy) 1043 if (sound_destroy)
1019 play_sound (sound_destroy); 1044 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1045 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1056 * the previous environment.
1032 */ 1057 */
1033void 1058void
1034object::do_remove () 1059object::do_remove ()
1035{ 1060{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1061 if (flag [FLAG_REMOVED])
1040 return; 1062 return;
1041 1063
1042 INVOKE_OBJECT (REMOVE, this); 1064 INVOKE_OBJECT (REMOVE, this);
1043 1065
1057 esrv_del_item (pl->contr, count); 1079 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1080 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1081
1060 adjust_weight (env, -total_weight ()); 1082 adjust_weight (env, -total_weight ());
1061 1083
1062 // make sure cmov optimisation is applicable 1084 object *pl = in_player ();
1063 *(above ? &above->below : &env->inv) = below;
1064 *(below ? &below->above : &above ) = above; // &above is just a dummy
1065
1066 above = 0;
1067 below = 0;
1068 env = 0;
1069 1085
1070 /* we set up values so that it could be inserted into 1086 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1087 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1088 * to the caller to decide what we want to do.
1073 */ 1089 */
1074 map = env->map; 1090 map = env->map;
1075 x = env->x; 1091 x = env->x;
1076 y = env->y; 1092 y = env->y;
1077 1093
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1094 // make sure cmov optimisation is applicable
1079 * made to players inventory. If set, avoiding the call 1095 *(above ? &above->below : &env->inv) = below;
1080 * to save cpu time. 1096 *(below ? &below->above : &above ) = above; // &above is just a dummy
1097
1098 above = 0;
1099 below = 0;
1100 env = 0;
1101
1102 if (pl && pl->is_player ())
1081 */ 1103 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1104 if (expect_false (pl->contr->combat_ob == this))
1083 otmp->update_stats (); 1105 {
1106 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1107 pl->contr->combat_ob = 0;
1108 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1109 }
1110
1111 if (expect_false (pl->contr->ranged_ob == this))
1112 {
1113 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1114 pl->contr->ranged_ob = 0;
1115 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1116 }
1117
1118 pl->contr->queue_stats_update ();
1119
1120 if (expect_false (glow_radius) && pl->is_on_map ())
1121 update_all_los (pl->map, pl->x, pl->y);
1122 }
1084 } 1123 }
1085 else if (map) 1124 else if (map)
1086 { 1125 {
1087 map->dirty = true; 1126 map->dirty = true;
1088 mapspace &ms = this->ms (); 1127 mapspace &ms = this->ms ();
1089 1128
1090 if (object *pl = ms.player ()) 1129 if (object *pl = ms.player ())
1091 { 1130 {
1092 if (type == PLAYER) // this == pl(!) 1131 if (is_player ())
1093 { 1132 {
1133 if (!flag [FLAG_WIZPASS])
1134 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1135
1094 // leaving a spot always closes any open container on the ground 1136 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1137 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1138 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1139 // that the CLOSE event is being sent.
1098 close_container (); 1140 close_container ();
1099 1141
1100 --map->players; 1142 --map->players;
1101 map->touch (); 1143 map->touch ();
1102 } 1144 }
1103 else if (pl->container == this) 1145 else if (pl->container_ () == this)
1104 { 1146 {
1105 // removing a container should close it 1147 // removing a container should close it
1106 close_container (); 1148 close_container ();
1107 } 1149 }
1108 1150
1115 *(below ? &below->above : &ms.bot) = above; 1157 *(below ? &below->above : &ms.bot) = above;
1116 1158
1117 above = 0; 1159 above = 0;
1118 below = 0; 1160 below = 0;
1119 1161
1162 ms.invalidate ();
1163
1120 if (map->in_memory == MAP_SAVING) 1164 if (map->in_memory == MAP_SAVING)
1121 return; 1165 return;
1122 1166
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1167 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1168
1125 if (object *pl = ms.player ()) 1169 if (object *pl = ms.player ())
1126 { 1170 {
1127 if (pl->container == this) 1171 if (pl->container_ () == this)
1128 /* If a container that the player is currently using somehow gets 1172 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view 1173 * removed (most likely destroyed), update the player view
1130 * appropriately. 1174 * appropriately.
1131 */ 1175 */
1132 pl->close_container (); 1176 pl->close_container ();
1136 //TODO: update floorbox to preserve ordering 1180 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns) 1181 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update (); 1182 pl->contr->ns->floorbox_update ();
1139 } 1183 }
1140 1184
1185 if (check_walk_off)
1141 for (tmp = ms.bot; tmp; tmp = tmp->above) 1186 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1142 { 1187 {
1188 above = tmp->above;
1189
1143 /* No point updating the players look faces if he is the object 1190 /* No point updating the players look faces if he is the object
1144 * being removed. 1191 * being removed.
1145 */ 1192 */
1146 1193
1147 /* See if object moving off should effect something */ 1194 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off) 1195 if ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1196 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1151 {
1152 move_apply (tmp, this, 0); 1197 move_apply (tmp, this, 0);
1153
1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 } 1198 }
1157 1199
1158 last = tmp; 1200 if (affects_los ())
1159 }
1160
1161 /* last == NULL if there are no objects on this space */
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1201 update_all_los (map, x, y);
1170 } 1202 }
1171} 1203}
1172 1204
1173/* 1205/*
1197 esrv_update_item (UPD_NROF, pl, top); 1229 esrv_update_item (UPD_NROF, pl, top);
1198 1230
1199 op->weight = 0; // cancel the addition above 1231 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1232 op->carrying = 0; // must be 0 already
1201 1233
1202 op->destroy (1); 1234 op->destroy ();
1203 1235
1204 return top; 1236 return top;
1205 } 1237 }
1206 1238
1207 return 0; 1239 return 0;
1215 1247
1216 object *prev = this; 1248 object *prev = this;
1217 1249
1218 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1250 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 { 1251 {
1220 object *op = arch_to_object (at); 1252 object *op = at->instance ();
1221 1253
1222 op->name = name; 1254 op->name = name;
1223 op->name_pl = name_pl; 1255 op->name_pl = name_pl;
1224 op->title = title; 1256 op->title = title;
1225 1257
1235 * job preparing multi-part monsters. 1267 * job preparing multi-part monsters.
1236 */ 1268 */
1237object * 1269object *
1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1270insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1239{ 1271{
1272 op->remove ();
1273
1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1241 { 1275 {
1242 tmp->x = x + tmp->arch->x; 1276 tmp->x = x + tmp->arch->x;
1243 tmp->y = y + tmp->arch->y; 1277 tmp->y = y + tmp->arch->y;
1244 } 1278 }
1261 * Passing 0 for flag gives proper default values, so flag really only needs 1295 * Passing 0 for flag gives proper default values, so flag really only needs
1262 * to be set if special handling is needed. 1296 * to be set if special handling is needed.
1263 * 1297 *
1264 * Return value: 1298 * Return value:
1265 * new object if 'op' was merged with other object 1299 * new object if 'op' was merged with other object
1266 * NULL if 'op' was destroyed 1300 * NULL if there was an error (destroyed, blocked etc.)
1267 * just 'op' otherwise 1301 * just 'op' otherwise
1268 */ 1302 */
1269object * 1303object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1305{
1272 assert (!op->flag [FLAG_FREED]);
1273
1274 op->remove (); 1306 op->remove ();
1307
1308 if (m == &freed_map)//D TODO: remove soon
1309 {//D
1310 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1311 }//D
1275 1312
1276 /* Ideally, the caller figures this out. However, it complicates a lot 1313 /* Ideally, the caller figures this out. However, it complicates a lot
1277 * of areas of callers (eg, anything that uses find_free_spot would now 1314 * of areas of callers (eg, anything that uses find_free_spot would now
1278 * need extra work 1315 * need extra work
1279 */ 1316 */
1317 maptile *newmap = m;
1280 if (!xy_normalise (m, op->x, op->y)) 1318 if (!xy_normalise (newmap, op->x, op->y))
1281 { 1319 {
1282 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1320 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1283 return 0; 1321 return 0;
1284 } 1322 }
1285 1323
1286 if (object *more = op->more) 1324 if (object *more = op->more)
1287 if (!insert_ob_in_map (more, m, originator, flag)) 1325 if (!insert_ob_in_map (more, m, originator, flag))
1288 return 0; 1326 return 0;
1289 1327
1290 CLEAR_FLAG (op, FLAG_REMOVED); 1328 op->flag [FLAG_REMOVED] = false;
1291 1329 op->env = 0;
1292 op->map = m; 1330 op->map = newmap;
1331
1293 mapspace &ms = op->ms (); 1332 mapspace &ms = op->ms ();
1294 1333
1295 /* this has to be done after we translate the coordinates. 1334 /* this has to be done after we translate the coordinates.
1296 */ 1335 */
1297 if (op->nrof && !(flag & INS_NO_MERGE)) 1336 if (op->nrof && !(flag & INS_NO_MERGE))
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1337 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (object::can_merge (op, tmp)) 1338 if (object::can_merge (op, tmp))
1300 { 1339 {
1301 // TODO: we atcually want to update tmp, not op, 1340 // TODO: we actually want to update tmp, not op,
1302 // but some caller surely breaks when we return tmp 1341 // but some caller surely breaks when we return tmp
1303 // from here :/ 1342 // from here :/
1304 op->nrof += tmp->nrof; 1343 op->nrof += tmp->nrof;
1305 tmp->destroy (1); 1344 tmp->destroy ();
1306 } 1345 }
1307 1346
1308 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1347 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1309 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1348 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1310 1349
1317 { 1356 {
1318 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1357 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1319 abort (); 1358 abort ();
1320 } 1359 }
1321 1360
1361 if (!originator->is_on_map ())
1362 {
1363 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1364 op->debug_desc (), originator->debug_desc ());
1365 abort ();
1366 }
1367
1322 op->above = originator; 1368 op->above = originator;
1323 op->below = originator->below; 1369 op->below = originator->below;
1324
1325 if (op->below)
1326 op->below->above = op;
1327 else
1328 ms.bot = op;
1329
1330 /* since *below* originator, no need to update top */
1331 originator->below = op; 1370 originator->below = op;
1371
1372 *(op->below ? &op->below->above : &ms.bot) = op;
1332 } 1373 }
1333 else 1374 else
1334 { 1375 {
1335 object *top, *floor = NULL; 1376 object *floor = 0;
1336 1377 object *top = ms.top;
1337 top = ms.bot;
1338 1378
1339 /* If there are other objects, then */ 1379 /* If there are other objects, then */
1340 if (top) 1380 if (top)
1341 { 1381 {
1342 object *last = 0;
1343
1344 /* 1382 /*
1345 * If there are multiple objects on this space, we do some trickier handling. 1383 * If there are multiple objects on this space, we do some trickier handling.
1346 * We've already dealt with merging if appropriate. 1384 * We've already dealt with merging if appropriate.
1347 * Generally, we want to put the new object on top. But if 1385 * Generally, we want to put the new object on top. But if
1348 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1386 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1351 * once we get to them. This reduces the need to traverse over all of 1389 * once we get to them. This reduces the need to traverse over all of
1352 * them when adding another one - this saves quite a bit of cpu time 1390 * them when adding another one - this saves quite a bit of cpu time
1353 * when lots of spells are cast in one area. Currently, it is presumed 1391 * when lots of spells are cast in one area. Currently, it is presumed
1354 * that flying non pickable objects are spell objects. 1392 * that flying non pickable objects are spell objects.
1355 */ 1393 */
1356 for (top = ms.bot; top; top = top->above) 1394 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 { 1395 {
1358 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1396 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1359 floor = top; 1397 floor = tmp;
1360 1398
1361 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1399 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1362 { 1400 {
1363 /* We insert above top, so we want this object below this */ 1401 /* We insert above top, so we want this object below this */
1364 top = top->below; 1402 top = tmp->below;
1365 break; 1403 break;
1366 } 1404 }
1367 1405
1368 last = top; 1406 top = tmp;
1369 } 1407 }
1370
1371 /* Don't want top to be NULL, so set it to the last valid object */
1372 top = last;
1373 1408
1374 /* We let update_position deal with figuring out what the space 1409 /* We let update_position deal with figuring out what the space
1375 * looks like instead of lots of conditions here. 1410 * looks like instead of lots of conditions here.
1376 * makes things faster, and effectively the same result. 1411 * makes things faster, and effectively the same result.
1377 */ 1412 */
1384 */ 1419 */
1385 if (!(flag & INS_ON_TOP) 1420 if (!(flag & INS_ON_TOP)
1386 && ms.flags () & P_BLOCKSVIEW 1421 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility)) 1422 && (op->face && !faces [op->face].visibility))
1388 { 1423 {
1424 object *last;
1425
1389 for (last = top; last != floor; last = last->below) 1426 for (last = top; last != floor; last = last->below)
1390 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1427 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1391 break; 1428 break;
1392 1429
1393 /* Check to see if we found the object that blocks view, 1430 /* Check to see if we found the object that blocks view,
1401 } /* If objects on this space */ 1438 } /* If objects on this space */
1402 1439
1403 if (flag & INS_ABOVE_FLOOR_ONLY) 1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1404 top = floor; 1441 top = floor;
1405 1442
1406 /* Top is the object that our object (op) is going to get inserted above. 1443 // insert object above top, or bottom-most if top = 0
1407 */
1408
1409 /* First object on this space */
1410 if (!top) 1444 if (!top)
1411 { 1445 {
1446 op->below = 0;
1412 op->above = ms.bot; 1447 op->above = ms.bot;
1413
1414 if (op->above)
1415 op->above->below = op;
1416
1417 op->below = 0;
1418 ms.bot = op; 1448 ms.bot = op;
1449
1450 *(op->above ? &op->above->below : &ms.top) = op;
1419 } 1451 }
1420 else 1452 else
1421 { /* get inserted into the stack above top */ 1453 {
1422 op->above = top->above; 1454 op->above = top->above;
1423
1424 if (op->above)
1425 op->above->below = op; 1455 top->above = op;
1426 1456
1427 op->below = top; 1457 op->below = top;
1428 top->above = op; 1458 *(op->above ? &op->above->below : &ms.top) = op;
1429 } 1459 }
1460 }
1430 1461
1431 if (!op->above) 1462 if (op->is_player ())
1432 ms.top = op;
1433 } /* else not INS_BELOW_ORIGINATOR */
1434
1435 if (op->type == PLAYER)
1436 { 1463 {
1437 op->contr->do_los = 1; 1464 op->contr->do_los = 1;
1438 ++op->map->players; 1465 ++op->map->players;
1439 op->map->touch (); 1466 op->map->touch ();
1440 } 1467 }
1455 * be far away from this change and not affected in any way - 1482 * be far away from this change and not affected in any way -
1456 * this should get redone to only look for players within range, 1483 * this should get redone to only look for players within range,
1457 * or just updating the P_UPTODATE for spaces within this area 1484 * or just updating the P_UPTODATE for spaces within this area
1458 * of effect may be sufficient. 1485 * of effect may be sufficient.
1459 */ 1486 */
1460 if (op->map->darkness && (op->glow_radius != 0)) 1487 if (op->affects_los ())
1488 {
1489 op->ms ().invalidate ();
1461 update_all_los (op->map, op->x, op->y); 1490 update_all_los (op->map, op->x, op->y);
1491 }
1462 1492
1463 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1464 update_object (op, UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1465 1495
1466 INVOKE_OBJECT (INSERT, op); 1496 INVOKE_OBJECT (INSERT, op);
1473 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object(). 1504 * update_object().
1475 */ 1505 */
1476 1506
1477 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1508 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1479 { 1509 {
1480 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1481 return 0; 1511 return 0;
1482 1512
1483 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1494/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1495 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1496 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1497 */ 1527 */
1498void 1528void
1499replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (shstr_tmp archname, object *op)
1500{ 1530{
1501 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1502 1532
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1534 if (tmp->arch->archname == archname) /* same archetype */
1505 tmp->destroy (1); 1535 tmp->destroy ();
1506 1536
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1537 object *tmp = archetype::find (archname)->instance ();
1508 1538
1509 tmp->x = op->x; 1539 tmp->x = op->x;
1510 tmp->y = op->y; 1540 tmp->y = op->y;
1511 1541
1512 insert_ob_in_map (tmp, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1517{ 1547{
1518 if (where->env) 1548 if (where->env)
1519 return where->env->insert (this); 1549 return where->env->insert (this);
1520 else 1550 else
1521 return where->map->insert (this, where->x, where->y, originator, flags); 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1552}
1553
1554// check whether we can put this into the map, respect max_volume, max_items
1555bool
1556object::can_drop_at (maptile *m, int x, int y, object *originator)
1557{
1558 mapspace &ms = m->at (x, y);
1559
1560 int items = ms.items ();
1561
1562 if (!items // testing !items ensures we can drop at least one item
1563 || (items < m->max_items
1564 && ms.volume () < m->max_volume))
1565 return true;
1566
1567 if (originator && originator->is_player ())
1568 originator->contr->failmsg (format (
1569 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1570 query_name ()
1571 ));
1572
1573 return false;
1522} 1574}
1523 1575
1524/* 1576/*
1525 * decrease(object, number) decreases a specified number from 1577 * decrease(object, number) decreases a specified number from
1526 * the amount of an object. If the amount reaches 0, the object 1578 * the amount of an object. If the amount reaches 0, the object
1534 if (!nr) 1586 if (!nr)
1535 return true; 1587 return true;
1536 1588
1537 nr = min (nr, nrof); 1589 nr = min (nr, nrof);
1538 1590
1591 if (nrof > nr)
1592 {
1539 nrof -= nr; 1593 nrof -= nr;
1540
1541 if (nrof)
1542 {
1543 adjust_weight (env, -weight * nr); // carrying == 0 1594 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1544 1595
1545 if (object *pl = visible_to ()) 1596 if (object *pl = visible_to ())
1546 esrv_update_item (UPD_NROF, pl, this); 1597 esrv_update_item (UPD_NROF, pl, this);
1547 1598
1548 return true; 1599 return true;
1549 } 1600 }
1550 else 1601 else
1551 { 1602 {
1552 destroy (1); 1603 destroy ();
1553 return false; 1604 return false;
1554 } 1605 }
1555} 1606}
1556 1607
1557/* 1608/*
1634 if (object *pl = tmp->visible_to ()) 1685 if (object *pl = tmp->visible_to ())
1635 esrv_update_item (UPD_NROF, pl, tmp); 1686 esrv_update_item (UPD_NROF, pl, tmp);
1636 1687
1637 adjust_weight (this, op->total_weight ()); 1688 adjust_weight (this, op->total_weight ());
1638 1689
1639 op->destroy (1); 1690 op->destroy ();
1640 op = tmp; 1691 op = tmp;
1641 goto inserted; 1692 goto inserted;
1642 } 1693 }
1643 1694
1644 op->owner = 0; // it's his/hers now. period. 1695 op->owner = 0; // it's his/hers now. period.
1662 1713
1663 adjust_weight (this, op->total_weight ()); 1714 adjust_weight (this, op->total_weight ());
1664 1715
1665inserted: 1716inserted:
1666 /* reset the light list and los of the players on the map */ 1717 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness) 1718 if (op->glow_radius && is_on_map ())
1719 {
1720 update_stats ();
1668 update_all_los (map, x, y); 1721 update_all_los (map, x, y);
1669 1722 }
1723 else if (is_player ())
1670 // if this is a player's inventory, update stats 1724 // if this is a player's inventory, update stats
1671 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1725 contr->queue_stats_update ();
1672 update_stats ();
1673 1726
1674 INVOKE_OBJECT (INSERT, this); 1727 INVOKE_OBJECT (INSERT, this);
1675 1728
1676 return op; 1729 return op;
1677} 1730}
1697 * on top. 1750 * on top.
1698 */ 1751 */
1699int 1752int
1700check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1701{ 1754{
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1756 return 0;
1757
1702 object *tmp; 1758 object *tmp;
1703 maptile *m = op->map; 1759 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1760 int x = op->x, y = op->y;
1705 1761
1706 MoveType move_on, move_slow, move_block; 1762 mapspace &ms = m->at (x, y);
1707 1763
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1764 ms.update ();
1709 return 0;
1710 1765
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1766 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1767 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1768 MoveType move_block = ms.move_block;
1714 1769
1715 /* if nothing on this space will slow op down or be applied, 1770 /* if nothing on this space will slow op down or be applied,
1716 * no need to do checking below. have to make sure move_type 1771 * no need to do checking below. have to make sure move_type
1717 * is set, as lots of objects don't have it set - we treat that 1772 * is set, as lots of objects don't have it set - we treat that
1718 * as walking. 1773 * as walking.
1729 return 0; 1784 return 0;
1730 1785
1731 /* The objects have to be checked from top to bottom. 1786 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1787 * Hence, we first go to the top:
1733 */ 1788 */
1734 1789 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1790 {
1791 next = tmp->below;
1744 1792
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1793 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1749 1795
1750 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1751 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1757 { 1803 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 { 1806 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1807 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1808
1765 if (op->type == PLAYER) 1809 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1810 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1811 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1812 diff /= 4.0;
1769 1813
1770 op->speed_left -= diff; 1814 op->speed_left -= diff;
1771 } 1815 }
1772 } 1816 }
1978 * head of the object should correspond for the entire object. 2022 * head of the object should correspond for the entire object.
1979 */ 2023 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2024 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 2025 continue;
1982 2026
1983 if (ob->blocked (m, pos.x, pos.y)) 2027 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 2028 continue;
1985 2029
1986 altern [index++] = i; 2030 altern [index++] = i;
1987 } 2031 }
1988 2032
2056 * there is capable of. 2100 * there is capable of.
2057 */ 2101 */
2058int 2102int
2059find_dir (maptile *m, int x, int y, object *exclude) 2103find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2104{
2061 int i, max = SIZEOFFREE, mflags; 2105 int max = SIZEOFFREE, mflags;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2106 MoveType move_type;
2068 2107
2069 if (exclude && exclude->head_ () != exclude) 2108 if (exclude && exclude->head_ () != exclude)
2070 { 2109 {
2071 exclude = exclude->head; 2110 exclude = exclude->head;
2072 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2075 { 2114 {
2076 /* If we don't have anything, presume it can use all movement types. */ 2115 /* If we don't have anything, presume it can use all movement types. */
2077 move_type = MOVE_ALL; 2116 move_type = MOVE_ALL;
2078 } 2117 }
2079 2118
2080 for (i = 1; i < max; i++) 2119 for (int i = 1; i < max; i++)
2081 { 2120 {
2082 mp = m; 2121 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2122 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2123
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2125 max = maxfree[i];
2090 else 2126 else
2091 { 2127 {
2092 mapspace &ms = mp->at (nx, ny); 2128 mapspace &ms = *pos;
2093 2129
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2130 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2131 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2132 else if (ms.flags () & P_IS_ALIVE)
2099 { 2133 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2134 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2136 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2137 return freedir [i];
2107 } 2138 }
2108 } 2139 }
2109 } 2140 }
2110 2141
2111 return 0; 2142 return 0;
2186 * This basically means that if direction is 15, then it could either go 2217 * This basically means that if direction is 15, then it could either go
2187 * direction 4, 14, or 16 to get back to where we are. 2218 * direction 4, 14, or 16 to get back to where we are.
2188 * Moved from spell_util.c to object.c with the other related direction 2219 * Moved from spell_util.c to object.c with the other related direction
2189 * functions. 2220 * functions.
2190 */ 2221 */
2191int reduction_dir[SIZEOFFREE][3] = { 2222static const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2223 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2224 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2225 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2226 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2227 {0, 0, 0}, /* 4 */
2292int 2323int
2293can_pick (const object *who, const object *item) 2324can_pick (const object *who, const object *item)
2294{ 2325{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298} 2329}
2299 2330
2300/* 2331/*
2301 * create clone from object to another 2332 * create clone from object to another
2302 */ 2333 */
2334 return tmp; 2365 return tmp;
2335 2366
2336 return 0; 2367 return 0;
2337} 2368}
2338 2369
2339const shstr & 2370shstr_tmp
2340object::kv_get (const shstr &key) const 2371object::kv_get (shstr_tmp key) const
2341{ 2372{
2342 for (key_value *kv = key_values; kv; kv = kv->next) 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2343 if (kv->key == key) 2374 if (kv->key == key)
2344 return kv->value; 2375 return kv->value;
2345 2376
2346 return shstr_null; 2377 return shstr ();
2347} 2378}
2348 2379
2349void 2380void
2350object::kv_set (const shstr &key, const shstr &value) 2381object::kv_set (shstr_tmp key, shstr_tmp value)
2351{ 2382{
2352 for (key_value *kv = key_values; kv; kv = kv->next) 2383 for (key_value *kv = key_values; kv; kv = kv->next)
2353 if (kv->key == key) 2384 if (kv->key == key)
2354 { 2385 {
2355 kv->value = value; 2386 kv->value = value;
2364 2395
2365 key_values = kv; 2396 key_values = kv;
2366} 2397}
2367 2398
2368void 2399void
2369object::kv_del (const shstr &key) 2400object::kv_del (shstr_tmp key)
2370{ 2401{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key) 2403 if ((*kvp)->key == key)
2373 { 2404 {
2374 key_value *kv = *kvp; 2405 key_value *kv = *kvp;
2433{ 2464{
2434 char flagdesc[512]; 2465 char flagdesc[512];
2435 char info2[256 * 4]; 2466 char info2[256 * 4];
2436 char *p = info; 2467 char *p = info;
2437 2468
2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2439 count, 2470 count,
2440 uuid.c_str (), 2471 uuid.c_str (),
2441 &name, 2472 &name,
2442 title ? "\",title:\"" : "", 2473 title ? ",title:\"" : "",
2443 title ? (const char *)title : "", 2474 title ? (const char *)title : "",
2475 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type); 2476 flag_desc (flagdesc, 512), type);
2445 2477
2446 if (!flag[FLAG_REMOVED] && env) 2478 if (!flag[FLAG_REMOVED] && env)
2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2479 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2448 2480
2464struct region * 2496struct region *
2465object::region () const 2497object::region () const
2466{ 2498{
2467 return map ? map->region (x, y) 2499 return map ? map->region (x, y)
2468 : region::default_region (); 2500 : region::default_region ();
2469}
2470
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478} 2501}
2479 2502
2480void 2503void
2481object::open_container (object *new_container) 2504object::open_container (object *new_container)
2482{ 2505{
2504 container = 0; 2527 container = 0;
2505 2528
2506 // client needs item update to make it work, client bug requires this to be separate 2529 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2530 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2531
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2532 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2533 play_sound (sound_find ("chest_close"));
2511 } 2534 }
2512 2535
2513 if (new_container) 2536 if (new_container)
2514 { 2537 {
2518 // TODO: this does not seem to serve any purpose anymore? 2541 // TODO: this does not seem to serve any purpose anymore?
2519#if 0 2542#if 0
2520 // insert the "Close Container" object. 2543 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch) 2544 if (archetype *closer = new_container->other_arch)
2522 { 2545 {
2523 object *closer = arch_to_object (new_container->other_arch); 2546 object *closer = new_container->other_arch->instance ();
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2547 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2548 new_container->insert (closer);
2526 } 2549 }
2527#endif 2550#endif
2528 2551
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2553
2531 // make sure the container is available, client bug requires this to be separate 2554 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2555 esrv_send_item (this, new_container);
2533 2556
2534 new_container->flag [FLAG_APPLIED] = true; 2557 new_container->flag [FLAG_APPLIED] = true;
2542// else if (!old_container->env && contr && contr->ns) 2565// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2566// contr->ns->floorbox_reset ();
2544} 2567}
2545 2568
2546object * 2569object *
2547object::force_find (const shstr name) 2570object::force_find (shstr_tmp name)
2548{ 2571{
2549 /* cycle through his inventory to look for the MARK we want to 2572 /* cycle through his inventory to look for the MARK we want to
2550 * place 2573 * place
2551 */ 2574 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2575 for (object *tmp = inv; tmp; tmp = tmp->below)
2554 return splay (tmp); 2577 return splay (tmp);
2555 2578
2556 return 0; 2579 return 0;
2557} 2580}
2558 2581
2582//-GPL
2583
2559void 2584void
2585object::force_set_timer (int duration)
2586{
2587 this->duration = 1;
2588 this->speed_left = -1.f;
2589
2590 this->set_speed (duration ? 1.f / duration : 0.f);
2591}
2592
2593object *
2560object::force_add (const shstr name, int duration) 2594object::force_add (shstr_tmp name, int duration)
2561{ 2595{
2562 if (object *force = force_find (name)) 2596 if (object *force = force_find (name))
2563 force->destroy (); 2597 force->destroy ();
2564 2598
2565 object *force = get_archetype (FORCE_NAME); 2599 object *force = get_archetype (FORCE_NAME);
2566 2600
2567 force->slaying = name; 2601 force->slaying = name;
2568 force->stats.food = 1; 2602 force->force_set_timer (duration);
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2603 force->flag [FLAG_APPLIED] = true;
2574 2604
2575 insert (force); 2605 return insert (force);
2576} 2606}
2577 2607
2578void 2608void
2579object::play_sound (faceidx sound) 2609object::play_sound (faceidx sound) const
2580{ 2610{
2581 if (!sound) 2611 if (!sound)
2582 return; 2612 return;
2583 2613
2584 if (flag [FLAG_REMOVED]) 2614 if (is_on_map ())
2615 map->play_sound (sound, x, y);
2616 else if (object *pl = in_player ())
2617 pl->contr->play_sound (sound);
2618}
2619
2620void
2621object::say_msg (const char *msg) const
2622{
2623 if (is_on_map ())
2624 map->say_msg (msg, x, y);
2625 else if (object *pl = in_player ())
2626 pl->contr->play_sound (sound);
2627}
2628
2629void
2630object::make_noise ()
2631{
2632 // we do not model noise in the map, so instead put
2633 // a temporary light into the noise source
2634 // could use the map instead, but that's less reliable for our
2635 // goal, which is to make invisibility a bit harder to exploit
2636
2637 // currently only works sensibly for players
2638 if (!is_player ())
2585 return; 2639 return;
2586 2640
2587 if (env) 2641 // find old force, or create new one
2588 { 2642 object *force = force_find (shstr_noise_force);
2589 if (object *pl = in_player ()) 2643
2590 pl->contr->play_sound (sound); 2644 if (force)
2591 } 2645 force->speed_left = -1.f; // patch old speed up
2592 else 2646 else
2593 map->play_sound (sound, x, y); 2647 {
2594} 2648 force = archetype::get (shstr_noise_force);
2595 2649
2650 force->slaying = shstr_noise_force;
2651 force->stats.food = 1;
2652 force->speed_left = -1.f;
2653
2654 force->set_speed (1.f / 4.f);
2655 force->flag [FLAG_IS_USED_UP] = true;
2656 force->flag [FLAG_APPLIED] = true;
2657
2658 insert (force);
2659 }
2660}
2661
2662void object::change_move_type (MoveType mt)
2663{
2664 if (move_type == mt)
2665 return;
2666
2667 if (is_on_map ())
2668 {
2669 // we are on the map, so handle move_on/off effects
2670 remove ();
2671 move_type = mt;
2672 map->insert (this, x, y, this);
2673 }
2674 else
2675 move_type = mt;
2676}
2677

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