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Comparing deliantra/server/common/object.C (file contents):
Revision 1.253 by root, Sun Aug 17 22:46:26 2008 UTC vs.
Revision 1.317 by root, Fri Apr 2 03:41:24 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
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
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
223 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
225 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 302 return 0;
237 303
238 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
242 .any ()) 307 .any ())
243 return 0; 308 return 0;
244 309
245 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
327 { 392 {
328 // see if we are in a container of sorts 393 // see if we are in a container of sorts
329 if (env) 394 if (env)
330 { 395 {
331 // the player inventory itself is always visible 396 // the player inventory itself is always visible
332 if (env->type == PLAYER) 397 if (env->is_player ())
333 return env; 398 return env;
334 399
335 // else a player could have our env open 400 // else a player could have our env open
336 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
337 402
338 // 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
339 // even if our inv is in a player. 404 // even if our inv is in a player.
340 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 407 if (pl->container_ () == env)
343 return pl; 408 return pl;
344 } 409 }
345 else 410 else
346 { 411 {
347 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 416 || pl->container_ () == this)
352 return pl; 417 return pl;
353 } 418 }
354 } 419 }
355 420
356 return 0; 421 return 0;
434 object_freezer freezer; 499 object_freezer freezer;
435 op->write (freezer); 500 op->write (freezer);
436 return freezer.as_string (); 501 return freezer.as_string ();
437} 502}
438 503
439/* 504char *
440 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
441 * multi-object 1 which is closest to the second object.
442 * If it's not a multi-object, it is returned.
443 */
444object *
445get_nearest_part (object *op, const object *pl)
446{ 506{
447 object *tmp, *closest; 507 return dump_object (this);
448 int last_dist, i;
449
450 if (!op->more)
451 return op;
452
453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
456 if ((i = distance (tmp, pl)) < last_dist)
457 closest = tmp, last_dist = i;
458
459 return closest;
460} 508}
461 509
462/* 510/*
463 * 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.
464 * VERRRY slow. 512 * VERRRY slow.
466object * 514object *
467find_object (tag_t i) 515find_object (tag_t i)
468{ 516{
469 for_all_objects (op) 517 for_all_objects (op)
470 if (op->count == i) 518 if (op->count == i)
519 return op;
520
521 return 0;
522}
523
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)
471 return op; 534 return op;
472 535
473 return 0; 536 return 0;
474} 537}
475 538
534object::change_weapon (object *ob) 597object::change_weapon (object *ob)
535{ 598{
536 if (current_weapon == ob) 599 if (current_weapon == ob)
537 return true; 600 return true;
538 601
539 if (chosen_skill) 602 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 } 603 {
569 else 604 manual_apply (this, current_weapon, AP_UNAPPLY);
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571 605
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) 606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
573 { 607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", 608
575 &name, ob->debug_desc ()); 609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
576 return false; 610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
577 } 623 }
578 624
579 return true; 625 return true;
580} 626}
581 627
637 tail = new_link; 683 tail = new_link;
638 } 684 }
639 } 685 }
640 } 686 }
641 687
642 if (speed < 0) 688 dst->activate ();
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646} 689}
647 690
648void 691void
649object::instantiate () 692object::instantiate ()
650{ 693{
651 if (!uuid.seq) // HACK 694 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 695 uuid = UUID::gen ();
653 696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
654 speed_left = -0.1f; 701 speed_left = -1.;
702
655 /* copy the body_info to the body_used - this is only really 703 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything. 704 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting 705 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created 706 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped. 707 * for it, they can be properly equipped.
667object * 715object *
668object::clone () 716object::clone ()
669{ 717{
670 object *neu = create (); 718 object *neu = create ();
671 copy_to (neu); 719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
672 neu->map = map; // not copied by copy_to 725 neu->map = map; // not copied by copy_to
673 return neu; 726 return neu;
674} 727}
675 728
676/* 729/*
694 * This function needs to be called whenever the speed of an object changes. 747 * This function needs to be called whenever the speed of an object changes.
695 */ 748 */
696void 749void
697object::set_speed (float speed) 750object::set_speed (float speed)
698{ 751{
699 if (flag [FLAG_FREED] && speed)
700 {
701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
702 speed = 0;
703 }
704
705 this->speed = speed; 752 this->speed = speed;
706 753
707 if (has_active_speed ()) 754 if (has_active_speed ())
708 activate (); 755 activate ();
709 else 756 else
759 806
760 if (!(m.flags_ & P_UPTODATE)) 807 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 808 /* nop */;
762 else if (action == UP_OBJ_INSERT) 809 else if (action == UP_OBJ_INSERT)
763 { 810 {
811#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 812 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 815 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 817 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 818 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 819 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 820 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 821 || (m.move_slow | op->move_slow) != m.move_slow
774 /* This isn't perfect, but I don't expect a lot of objects to 822 /* This isn't perfect, but I don't expect a lot of objects to
775 * have move_allow right now. 823 * have move_allow right now.
776 */ 824 */
777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 825 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
826 m.invalidate ();
827#else
778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 828 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
779 m.flags_ = 0; 829 m.invalidate ();
830#endif
780 } 831 }
781 /* if the object is being removed, we can't make intelligent 832 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 833 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 834 * that is being removed.
784 */ 835 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 836 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 837 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 838 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 839 /* Nothing to do for that case */ ;
789 else 840 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 841 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 842
795 846
796object::object () 847object::object ()
797{ 848{
798 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
799 850
800 expmul = 1.0; 851 //expmul = 1.0; declared const for the time being
801 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
802} 854}
803 855
804object::~object () 856object::~object ()
805{ 857{
806 unlink (); 858 unlink ();
835 /* If already on active list, don't do anything */ 887 /* If already on active list, don't do anything */
836 if (active) 888 if (active)
837 return; 889 return;
838 890
839 if (has_active_speed ()) 891 if (has_active_speed ())
892 {
893 if (flag [FLAG_FREED])
894 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
895
840 actives.insert (this); 896 actives.insert (this);
897 }
841} 898}
842 899
843void 900void
844object::activate_recursive () 901object::activate_recursive ()
845{ 902{
910 || map->in_memory != MAP_ACTIVE 967 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 968 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 969 || ms ().move_block == MOVE_ALL)
913 { 970 {
914 while (inv) 971 while (inv)
915 inv->destroy (true); 972 inv->destroy ();
916 } 973 }
917 else 974 else
918 { /* Put objects in inventory onto this space */ 975 { /* Put objects in inventory onto this space */
919 while (inv) 976 while (inv)
920 { 977 {
924 || op->flag [FLAG_NO_DROP] 981 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE 982 || op->type == RUNE
926 || op->type == TRAP 983 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE] 984 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH]) 985 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true); 986 op->destroy ();
930 else 987 else
931 map->insert (op, x, y); 988 map->insert (op, x, y);
932 } 989 }
933 } 990 }
934} 991}
963 1020
964void 1021void
965object::do_destroy () 1022object::do_destroy ()
966{ 1023{
967 if (flag [FLAG_IS_LINKED]) 1024 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1025 remove_link ();
969 1026
970 if (flag [FLAG_FRIENDLY]) 1027 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1028 remove_friendly_object (this);
972 1029
973 remove (); 1030 remove ();
998 attacked_by = 0; 1055 attacked_by = 0;
999 current_weapon = 0; 1056 current_weapon = 0;
1000} 1057}
1001 1058
1002void 1059void
1003object::destroy (bool destroy_inventory) 1060object::destroy ()
1004{ 1061{
1005 if (destroyed ()) 1062 if (destroyed ())
1006 return; 1063 return;
1007 1064
1008 if (!is_head () && !head->destroyed ()) 1065 if (!is_head () && !head->destroyed ())
1009 { 1066 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1067 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1068 head->destroy ();
1012 return; 1069 return;
1013 } 1070 }
1014 1071
1015 destroy_inv (!destroy_inventory); 1072 destroy_inv (false);
1016 1073
1017 if (is_head ()) 1074 if (is_head ())
1018 if (sound_destroy) 1075 if (sound_destroy)
1019 play_sound (sound_destroy); 1076 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1077 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1088 * the previous environment.
1032 */ 1089 */
1033void 1090void
1034object::do_remove () 1091object::do_remove ()
1035{ 1092{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1093 if (flag [FLAG_REMOVED])
1040 return; 1094 return;
1041 1095
1042 INVOKE_OBJECT (REMOVE, this); 1096 INVOKE_OBJECT (REMOVE, this);
1043 1097
1056 if (object *pl = visible_to ()) 1110 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1111 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1112 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1113
1060 adjust_weight (env, -total_weight ()); 1114 adjust_weight (env, -total_weight ());
1115
1116 object *pl = in_player ();
1061 1117
1062 /* we set up values so that it could be inserted into 1118 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up 1119 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do. 1120 * to the caller to decide what we want to do.
1065 */ 1121 */
1073 1129
1074 above = 0; 1130 above = 0;
1075 below = 0; 1131 below = 0;
1076 env = 0; 1132 env = 0;
1077 1133
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1134 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1135 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1136 if (expect_false (pl->contr->combat_ob == this))
1083 otmp->update_stats (); 1137 {
1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1152 if (expect_false (glow_radius) && pl->is_on_map ())
1153 update_all_los (pl->map, pl->x, pl->y);
1154 }
1084 } 1155 }
1085 else if (map) 1156 else if (map)
1086 { 1157 {
1087 map->dirty = true; 1158 map->dirty = true;
1088 mapspace &ms = this->ms (); 1159 mapspace &ms = this->ms ();
1089 1160
1090 if (object *pl = ms.player ()) 1161 if (object *pl = ms.player ())
1091 { 1162 {
1092 if (type == PLAYER) // this == pl(!) 1163 if (is_player ())
1093 { 1164 {
1165 if (!flag [FLAG_WIZPASS])
1166 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1167
1094 // leaving a spot always closes any open container on the ground 1168 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1169 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1170 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1171 // that the CLOSE event is being sent.
1098 close_container (); 1172 close_container ();
1099 1173
1100 --map->players; 1174 --map->players;
1101 map->touch (); 1175 map->touch ();
1102 } 1176 }
1103 else if (pl->container == this) 1177 else if (pl->container_ () == this)
1104 { 1178 {
1105 // removing a container should close it 1179 // removing a container should close it
1106 close_container (); 1180 close_container ();
1107 } 1181 }
1108 1182
1115 *(below ? &below->above : &ms.bot) = above; 1189 *(below ? &below->above : &ms.bot) = above;
1116 1190
1117 above = 0; 1191 above = 0;
1118 below = 0; 1192 below = 0;
1119 1193
1120 ms.flags_ = 0; 1194 ms.invalidate ();
1121 1195
1122 if (map->in_memory == MAP_SAVING) 1196 if (map->in_memory == MAP_SAVING)
1123 return; 1197 return;
1124 1198
1125 int check_walk_off = !flag [FLAG_NO_APPLY]; 1199 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1200
1127 if (object *pl = ms.player ()) 1201 if (object *pl = ms.player ())
1128 { 1202 {
1129 if (pl->container == this) 1203 if (pl->container_ () == this)
1130 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1132 * appropriately. 1206 * appropriately.
1133 */ 1207 */
1134 pl->close_container (); 1208 pl->close_container ();
1138 //TODO: update floorbox to preserve ordering 1212 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns) 1213 if (pl->contr->ns)
1140 pl->contr->ns->floorbox_update (); 1214 pl->contr->ns->floorbox_update ();
1141 } 1215 }
1142 1216
1217 if (check_walk_off)
1143 for (tmp = ms.bot; tmp; tmp = tmp->above) 1218 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1144 { 1219 {
1220 above = tmp->above;
1221
1145 /* No point updating the players look faces if he is the object 1222 /* No point updating the players look faces if he is the object
1146 * being removed. 1223 * being removed.
1147 */ 1224 */
1148 1225
1149 /* See if object moving off should effect something */ 1226 /* See if object moving off should effect something */
1150 if (check_walk_off
1151 && ((move_type & tmp->move_off) 1227 if ((move_type & tmp->move_off)
1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1228 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1153 {
1154 move_apply (tmp, this, 0); 1229 move_apply (tmp, this, 0);
1155
1156 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1158 } 1230 }
1159 1231
1160 last = tmp; 1232 if (affects_los ())
1161 }
1162
1163 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1164 update_all_los (map, x, y); 1233 update_all_los (map, x, y);
1165 } 1234 }
1166} 1235}
1167 1236
1168/* 1237/*
1192 esrv_update_item (UPD_NROF, pl, top); 1261 esrv_update_item (UPD_NROF, pl, top);
1193 1262
1194 op->weight = 0; // cancel the addition above 1263 op->weight = 0; // cancel the addition above
1195 op->carrying = 0; // must be 0 already 1264 op->carrying = 0; // must be 0 already
1196 1265
1197 op->destroy (1); 1266 op->destroy ();
1198 1267
1199 return top; 1268 return top;
1200 } 1269 }
1201 1270
1202 return 0; 1271 return 0;
1210 1279
1211 object *prev = this; 1280 object *prev = this;
1212 1281
1213 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1214 { 1283 {
1215 object *op = arch_to_object (at); 1284 object *op = at->instance ();
1216 1285
1217 op->name = name; 1286 op->name = name;
1218 op->name_pl = name_pl; 1287 op->name_pl = name_pl;
1219 op->title = title; 1288 op->title = title;
1220 1289
1258 * Passing 0 for flag gives proper default values, so flag really only needs 1327 * Passing 0 for flag gives proper default values, so flag really only needs
1259 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1260 * 1329 *
1261 * Return value: 1330 * Return value:
1262 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1263 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1264 * just 'op' otherwise 1333 * just 'op' otherwise
1265 */ 1334 */
1266object * 1335object *
1267insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1268{ 1337{
1269 if (op->is_on_map ())
1270 {
1271 LOG (llevError, "insert_ob_in_map called for object already on map");
1272 abort ();
1273 }
1274
1275 if (op->env)
1276 {
1277 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1278 op->remove (); 1338 op->remove ();
1279 }
1280 1339
1281 if (op->face && !face_info (op->face))//D TODO: remove soon 1340 if (m == &freed_map)//D TODO: remove soon
1282 {//D 1341 {//D
1283 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1342 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1284 op->face = 1;//D
1285 }//D 1343 }//D
1286 1344
1287 /* Ideally, the caller figures this out. However, it complicates a lot 1345 /* Ideally, the caller figures this out. However, it complicates a lot
1288 * of areas of callers (eg, anything that uses find_free_spot would now 1346 * of areas of callers (eg, anything that uses find_free_spot would now
1289 * need extra work 1347 * need extra work
1290 */ 1348 */
1349 maptile *newmap = m;
1291 if (!xy_normalise (m, op->x, op->y)) 1350 if (!xy_normalise (newmap, op->x, op->y))
1292 { 1351 {
1293 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1352 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1294 return 0; 1353 return 0;
1295 } 1354 }
1296 1355
1297 if (object *more = op->more) 1356 if (object *more = op->more)
1298 if (!insert_ob_in_map (more, m, originator, flag)) 1357 if (!insert_ob_in_map (more, m, originator, flag))
1299 return 0; 1358 return 0;
1300 1359
1301 CLEAR_FLAG (op, FLAG_REMOVED); 1360 op->flag [FLAG_REMOVED] = false;
1302 1361 op->env = 0;
1303 op->map = m; 1362 op->map = newmap;
1363
1304 mapspace &ms = op->ms (); 1364 mapspace &ms = op->ms ();
1305 1365
1306 /* this has to be done after we translate the coordinates. 1366 /* this has to be done after we translate the coordinates.
1307 */ 1367 */
1308 if (op->nrof && !(flag & INS_NO_MERGE)) 1368 if (op->nrof && !(flag & INS_NO_MERGE))
1311 { 1371 {
1312 // TODO: we actually want to update tmp, not op, 1372 // TODO: we actually want to update tmp, not op,
1313 // but some caller surely breaks when we return tmp 1373 // but some caller surely breaks when we return tmp
1314 // from here :/ 1374 // from here :/
1315 op->nrof += tmp->nrof; 1375 op->nrof += tmp->nrof;
1316 tmp->destroy (1); 1376 tmp->destroy ();
1317 } 1377 }
1318 1378
1319 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1320 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1380 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1321 1381
1329 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1330 abort (); 1390 abort ();
1331 } 1391 }
1332 1392
1333 if (!originator->is_on_map ()) 1393 if (!originator->is_on_map ())
1394 {
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1395 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ()); 1396 op->debug_desc (), originator->debug_desc ());
1397 abort ();
1398 }
1336 1399
1337 op->above = originator; 1400 op->above = originator;
1338 op->below = originator->below; 1401 op->below = originator->below;
1339 originator->below = op; 1402 originator->below = op;
1340 1403
1426 op->below = top; 1489 op->below = top;
1427 *(op->above ? &op->above->below : &ms.top) = op; 1490 *(op->above ? &op->above->below : &ms.top) = op;
1428 } 1491 }
1429 } 1492 }
1430 1493
1431 if (op->type == PLAYER) 1494 if (op->is_player ())
1432 { 1495 {
1433 op->contr->do_los = 1; 1496 op->contr->do_los = 1;
1434 ++op->map->players; 1497 ++op->map->players;
1435 op->map->touch (); 1498 op->map->touch ();
1436 } 1499 }
1451 * be far away from this change and not affected in any way - 1514 * be far away from this change and not affected in any way -
1452 * this should get redone to only look for players within range, 1515 * this should get redone to only look for players within range,
1453 * or just updating the P_UPTODATE for spaces within this area 1516 * or just updating the P_UPTODATE for spaces within this area
1454 * of effect may be sufficient. 1517 * of effect may be sufficient.
1455 */ 1518 */
1456 if (op->map->darkness && (op->glow_radius != 0)) 1519 if (op->affects_los ())
1520 {
1521 op->ms ().invalidate ();
1457 update_all_los (op->map, op->x, op->y); 1522 update_all_los (op->map, op->x, op->y);
1523 }
1458 1524
1459 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1525 /* updates flags (blocked, alive, no magic, etc) for this map space */
1460 update_object (op, UP_OBJ_INSERT); 1526 update_object (op, UP_OBJ_INSERT);
1461 1527
1462 INVOKE_OBJECT (INSERT, op); 1528 INVOKE_OBJECT (INSERT, op);
1469 * blocked() and wall() work properly), and these flags are updated by 1535 * blocked() and wall() work properly), and these flags are updated by
1470 * update_object(). 1536 * update_object().
1471 */ 1537 */
1472 1538
1473 /* if this is not the head or flag has been passed, don't check walk on status */ 1539 /* if this is not the head or flag has been passed, don't check walk on status */
1474 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1540 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1475 { 1541 {
1476 if (check_move_on (op, originator)) 1542 if (check_move_on (op, originator))
1477 return 0; 1543 return 0;
1478 1544
1479 /* If we are a multi part object, lets work our way through the check 1545 /* If we are a multi part object, lets work our way through the check
1490/* this function inserts an object in the map, but if it 1556/* this function inserts an object in the map, but if it
1491 * finds an object of its own type, it'll remove that one first. 1557 * finds an object of its own type, it'll remove that one first.
1492 * op is the object to insert it under: supplies x and the map. 1558 * op is the object to insert it under: supplies x and the map.
1493 */ 1559 */
1494void 1560void
1495replace_insert_ob_in_map (const char *arch_string, object *op) 1561replace_insert_ob_in_map (shstr_tmp archname, object *op)
1496{ 1562{
1497 /* first search for itself and remove any old instances */ 1563 /* first search for itself and remove any old instances */
1498 1564
1499 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1500 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1501 tmp->destroy (1); 1567 tmp->destroy ();
1502 1568
1503 object *tmp = arch_to_object (archetype::find (arch_string)); 1569 object *tmp = archetype::find (archname)->instance ();
1504 1570
1505 tmp->x = op->x; 1571 tmp->x = op->x;
1506 tmp->y = op->y; 1572 tmp->y = op->y;
1507 1573
1508 insert_ob_in_map (tmp, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1513{ 1579{
1514 if (where->env) 1580 if (where->env)
1515 return where->env->insert (this); 1581 return where->env->insert (this);
1516 else 1582 else
1517 return where->map->insert (this, where->x, where->y, originator, flags); 1583 return where->map->insert (this, where->x, where->y, originator, flags);
1584}
1585
1586// check whether we can put this into the map, respect max_volume, max_items
1587bool
1588object::can_drop_at (maptile *m, int x, int y, object *originator)
1589{
1590 mapspace &ms = m->at (x, y);
1591
1592 int items = ms.items ();
1593
1594 if (!items // testing !items ensures we can drop at least one item
1595 || (items < m->max_items
1596 && ms.volume () < m->max_volume))
1597 return true;
1598
1599 if (originator && originator->is_player ())
1600 originator->contr->failmsg (format (
1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1602 query_name ()
1603 ));
1604
1605 return false;
1518} 1606}
1519 1607
1520/* 1608/*
1521 * decrease(object, number) decreases a specified number from 1609 * decrease(object, number) decreases a specified number from
1522 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1629 if (object *pl = tmp->visible_to ()) 1717 if (object *pl = tmp->visible_to ())
1630 esrv_update_item (UPD_NROF, pl, tmp); 1718 esrv_update_item (UPD_NROF, pl, tmp);
1631 1719
1632 adjust_weight (this, op->total_weight ()); 1720 adjust_weight (this, op->total_weight ());
1633 1721
1634 op->destroy (1); 1722 op->destroy ();
1635 op = tmp; 1723 op = tmp;
1636 goto inserted; 1724 goto inserted;
1637 } 1725 }
1638 1726
1639 op->owner = 0; // it's his/hers now. period. 1727 op->owner = 0; // it's his/hers now. period.
1657 1745
1658 adjust_weight (this, op->total_weight ()); 1746 adjust_weight (this, op->total_weight ());
1659 1747
1660inserted: 1748inserted:
1661 /* reset the light list and los of the players on the map */ 1749 /* reset the light list and los of the players on the map */
1662 if (op->glow_radius && map && map->darkness) 1750 if (op->glow_radius && is_on_map ())
1751 {
1752 update_stats ();
1663 update_all_los (map, x, y); 1753 update_all_los (map, x, y);
1664 1754 }
1755 else if (is_player ())
1665 // if this is a player's inventory, update stats 1756 // if this is a player's inventory, update stats
1666 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1757 contr->queue_stats_update ();
1667 update_stats ();
1668 1758
1669 INVOKE_OBJECT (INSERT, this); 1759 INVOKE_OBJECT (INSERT, this);
1670 1760
1671 return op; 1761 return op;
1672} 1762}
1692 * on top. 1782 * on top.
1693 */ 1783 */
1694int 1784int
1695check_move_on (object *op, object *originator) 1785check_move_on (object *op, object *originator)
1696{ 1786{
1787 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1788 return 0;
1789
1697 object *tmp; 1790 object *tmp;
1698 maptile *m = op->map; 1791 maptile *m = op->map;
1699 int x = op->x, y = op->y; 1792 int x = op->x, y = op->y;
1700 1793
1701 MoveType move_on, move_slow, move_block; 1794 mapspace &ms = m->at (x, y);
1702 1795
1703 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1796 ms.update ();
1704 return 0;
1705 1797
1706 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1798 MoveType move_on = ms.move_on;
1707 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1799 MoveType move_slow = ms.move_slow;
1708 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1800 MoveType move_block = ms.move_block;
1709 1801
1710 /* if nothing on this space will slow op down or be applied, 1802 /* if nothing on this space will slow op down or be applied,
1711 * no need to do checking below. have to make sure move_type 1803 * no need to do checking below. have to make sure move_type
1712 * is set, as lots of objects don't have it set - we treat that 1804 * is set, as lots of objects don't have it set - we treat that
1713 * as walking. 1805 * as walking.
1724 return 0; 1816 return 0;
1725 1817
1726 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1727 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1728 */ 1820 */
1729 1821 for (object *next, *tmp = ms.top; tmp; tmp = next)
1730 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1731 {
1732 /* Trim the search when we find the first other spell effect
1733 * this helps performance so that if a space has 50 spell objects,
1734 * we don't need to check all of them.
1735 */
1736 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1737 break;
1738 } 1822 {
1823 next = tmp->below;
1739 1824
1740 for (; tmp; tmp = tmp->below)
1741 {
1742 if (tmp == op) 1825 if (tmp == op)
1743 continue; /* Can't apply yourself */ 1826 continue; /* Can't apply yourself */
1744 1827
1745 /* Check to see if one of the movement types should be slowed down. 1828 /* Check to see if one of the movement types should be slowed down.
1746 * Second check makes sure that the movement types not being slowed 1829 * Second check makes sure that the movement types not being slowed
1751 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1834 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1752 { 1835 {
1753 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1754 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1755 { 1838 {
1756
1757 float
1758 diff = tmp->move_slow_penalty * fabs (op->speed); 1839 float diff = tmp->move_slow_penalty * fabs (op->speed);
1759 1840
1760 if (op->type == PLAYER) 1841 if (op->is_player ())
1761 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1842 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1762 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1843 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1763 diff /= 4.0; 1844 diff /= 4.0;
1764 1845
1765 op->speed_left -= diff; 1846 op->speed_left -= diff;
1766 } 1847 }
1767 } 1848 }
1973 * head of the object should correspond for the entire object. 2054 * head of the object should correspond for the entire object.
1974 */ 2055 */
1975 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1976 continue; 2057 continue;
1977 2058
1978 if (ob->blocked (m, pos.x, pos.y)) 2059 if (ob->blocked (pos.m, pos.x, pos.y))
1979 continue; 2060 continue;
1980 2061
1981 altern [index++] = i; 2062 altern [index++] = i;
1982 } 2063 }
1983 2064
2051 * there is capable of. 2132 * there is capable of.
2052 */ 2133 */
2053int 2134int
2054find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2055{ 2136{
2056 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE, mflags;
2057
2058 sint16 nx, ny;
2059 object *tmp;
2060 maptile *mp;
2061
2062 MoveType blocked, move_type; 2138 MoveType move_type;
2063 2139
2064 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2065 { 2141 {
2066 exclude = exclude->head; 2142 exclude = exclude->head;
2067 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2070 { 2146 {
2071 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2072 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2073 } 2149 }
2074 2150
2075 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2076 { 2152 {
2077 mp = m; 2153 mapxy pos (m, x, y);
2078 nx = x + freearr_x[i]; 2154 pos.move (i);
2079 ny = y + freearr_y[i];
2080 2155
2081 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2082
2083 if (mflags & P_OUT_OF_MAP)
2084 max = maxfree[i]; 2157 max = maxfree[i];
2085 else 2158 else
2086 { 2159 {
2087 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2088 2161
2089 blocked = ms.move_block;
2090
2091 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2092 max = maxfree[i]; 2163 max = maxfree [i];
2093 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2094 { 2165 {
2095 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2096 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2098 break;
2099
2100 if (tmp)
2101 return freedir[i]; 2169 return freedir [i];
2102 } 2170 }
2103 } 2171 }
2104 } 2172 }
2105 2173
2106 return 0; 2174 return 0;
2181 * This basically means that if direction is 15, then it could either go 2249 * This basically means that if direction is 15, then it could either go
2182 * direction 4, 14, or 16 to get back to where we are. 2250 * direction 4, 14, or 16 to get back to where we are.
2183 * Moved from spell_util.c to object.c with the other related direction 2251 * Moved from spell_util.c to object.c with the other related direction
2184 * functions. 2252 * functions.
2185 */ 2253 */
2186int reduction_dir[SIZEOFFREE][3] = { 2254static const int reduction_dir[SIZEOFFREE][3] = {
2187 {0, 0, 0}, /* 0 */ 2255 {0, 0, 0}, /* 0 */
2188 {0, 0, 0}, /* 1 */ 2256 {0, 0, 0}, /* 1 */
2189 {0, 0, 0}, /* 2 */ 2257 {0, 0, 0}, /* 2 */
2190 {0, 0, 0}, /* 3 */ 2258 {0, 0, 0}, /* 3 */
2191 {0, 0, 0}, /* 4 */ 2259 {0, 0, 0}, /* 4 */
2287int 2355int
2288can_pick (const object *who, const object *item) 2356can_pick (const object *who, const object *item)
2289{ 2357{
2290 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2291 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2292 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2293} 2361}
2294 2362
2295/* 2363/*
2296 * create clone from object to another 2364 * create clone from object to another
2297 */ 2365 */
2329 return tmp; 2397 return tmp;
2330 2398
2331 return 0; 2399 return 0;
2332} 2400}
2333 2401
2334const shstr & 2402shstr_tmp
2335object::kv_get (const shstr &key) const 2403object::kv_get (shstr_tmp key) const
2336{ 2404{
2337 for (key_value *kv = key_values; kv; kv = kv->next) 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2338 if (kv->key == key) 2406 if (kv->key == key)
2339 return kv->value; 2407 return kv->value;
2340 2408
2341 return shstr_null; 2409 return shstr ();
2342} 2410}
2343 2411
2344void 2412void
2345object::kv_set (const shstr &key, const shstr &value) 2413object::kv_set (shstr_tmp key, shstr_tmp value)
2346{ 2414{
2347 for (key_value *kv = key_values; kv; kv = kv->next) 2415 for (key_value *kv = key_values; kv; kv = kv->next)
2348 if (kv->key == key) 2416 if (kv->key == key)
2349 { 2417 {
2350 kv->value = value; 2418 kv->value = value;
2359 2427
2360 key_values = kv; 2428 key_values = kv;
2361} 2429}
2362 2430
2363void 2431void
2364object::kv_del (const shstr &key) 2432object::kv_del (shstr_tmp key)
2365{ 2433{
2366 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2434 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2367 if ((*kvp)->key == key) 2435 if ((*kvp)->key == key)
2368 { 2436 {
2369 key_value *kv = *kvp; 2437 key_value *kv = *kvp;
2462{ 2530{
2463 return map ? map->region (x, y) 2531 return map ? map->region (x, y)
2464 : region::default_region (); 2532 : region::default_region ();
2465} 2533}
2466 2534
2467const materialtype_t *
2468object::dominant_material () const
2469{
2470 if (materialtype_t *mt = name_to_material (materialname))
2471 return mt;
2472
2473 return name_to_material (shstr_unknown);
2474}
2475
2476void 2535void
2477object::open_container (object *new_container) 2536object::open_container (object *new_container)
2478{ 2537{
2479 if (container == new_container) 2538 if (container == new_container)
2480 return; 2539 return;
2500 container = 0; 2559 container = 0;
2501 2560
2502 // client needs item update to make it work, client bug requires this to be separate 2561 // client needs item update to make it work, client bug requires this to be separate
2503 esrv_update_item (UPD_FLAGS, this, old_container); 2562 esrv_update_item (UPD_FLAGS, this, old_container);
2504 2563
2505 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2564 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2506 play_sound (sound_find ("chest_close")); 2565 play_sound (sound_find ("chest_close"));
2507 } 2566 }
2508 2567
2509 if (new_container) 2568 if (new_container)
2510 { 2569 {
2514 // TODO: this does not seem to serve any purpose anymore? 2573 // TODO: this does not seem to serve any purpose anymore?
2515#if 0 2574#if 0
2516 // insert the "Close Container" object. 2575 // insert the "Close Container" object.
2517 if (archetype *closer = new_container->other_arch) 2576 if (archetype *closer = new_container->other_arch)
2518 { 2577 {
2519 object *closer = arch_to_object (new_container->other_arch); 2578 object *closer = new_container->other_arch->instance ();
2520 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2521 new_container->insert (closer); 2580 new_container->insert (closer);
2522 } 2581 }
2523#endif 2582#endif
2524 2583
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2584 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2526 2585
2527 // make sure the container is available, client bug requires this to be separate 2586 // make sure the container is available, client bug requires this to be separate
2528 esrv_send_item (this, new_container); 2587 esrv_send_item (this, new_container);
2529 2588
2530 new_container->flag [FLAG_APPLIED] = true; 2589 new_container->flag [FLAG_APPLIED] = true;
2538// else if (!old_container->env && contr && contr->ns) 2597// else if (!old_container->env && contr && contr->ns)
2539// contr->ns->floorbox_reset (); 2598// contr->ns->floorbox_reset ();
2540} 2599}
2541 2600
2542object * 2601object *
2543object::force_find (const shstr name) 2602object::force_find (shstr_tmp name)
2544{ 2603{
2545 /* cycle through his inventory to look for the MARK we want to 2604 /* cycle through his inventory to look for the MARK we want to
2546 * place 2605 * place
2547 */ 2606 */
2548 for (object *tmp = inv; tmp; tmp = tmp->below) 2607 for (object *tmp = inv; tmp; tmp = tmp->below)
2550 return splay (tmp); 2609 return splay (tmp);
2551 2610
2552 return 0; 2611 return 0;
2553} 2612}
2554 2613
2614//-GPL
2615
2555void 2616void
2617object::force_set_timer (int duration)
2618{
2619 this->duration = 1;
2620 this->speed_left = -1.f;
2621
2622 this->set_speed (duration ? 1.f / duration : 0.f);
2623}
2624
2625object *
2556object::force_add (const shstr name, int duration) 2626object::force_add (shstr_tmp name, int duration)
2557{ 2627{
2558 if (object *force = force_find (name)) 2628 if (object *force = force_find (name))
2559 force->destroy (); 2629 force->destroy ();
2560 2630
2561 object *force = get_archetype (FORCE_NAME); 2631 object *force = get_archetype (FORCE_NAME);
2562 2632
2563 force->slaying = name; 2633 force->slaying = name;
2564 force->stats.food = 1; 2634 force->force_set_timer (duration);
2565 force->speed_left = -1.f;
2566
2567 force->set_speed (duration ? 1.f / duration : 0.f);
2568 force->flag [FLAG_IS_USED_UP] = true;
2569 force->flag [FLAG_APPLIED] = true; 2635 force->flag [FLAG_APPLIED] = true;
2570 2636
2571 insert (force); 2637 return insert (force);
2572} 2638}
2573 2639
2574void 2640void
2575object::play_sound (faceidx sound) 2641object::play_sound (faceidx sound) const
2576{ 2642{
2577 if (!sound) 2643 if (!sound)
2578 return; 2644 return;
2579 2645
2580 if (flag [FLAG_REMOVED]) 2646 if (is_on_map ())
2647 map->play_sound (sound, x, y);
2648 else if (object *pl = in_player ())
2649 pl->contr->play_sound (sound);
2650}
2651
2652void
2653object::say_msg (const char *msg) const
2654{
2655 if (is_on_map ())
2656 map->say_msg (msg, x, y);
2657 else if (object *pl = in_player ())
2658 pl->contr->play_sound (sound);
2659}
2660
2661void
2662object::make_noise ()
2663{
2664 // we do not model noise in the map, so instead put
2665 // a temporary light into the noise source
2666 // could use the map instead, but that's less reliable for our
2667 // goal, which is to make invisibility a bit harder to exploit
2668
2669 // currently only works sensibly for players
2670 if (!is_player ())
2581 return; 2671 return;
2582 2672
2583 if (env) 2673 // find old force, or create new one
2584 { 2674 object *force = force_find (shstr_noise_force);
2585 if (object *pl = in_player ()) 2675
2586 pl->contr->play_sound (sound); 2676 if (force)
2587 } 2677 force->speed_left = -1.f; // patch old speed up
2588 else 2678 else
2589 map->play_sound (sound, x, y); 2679 {
2590} 2680 force = archetype::get (shstr_noise_force);
2591 2681
2682 force->slaying = shstr_noise_force;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (1.f / 4.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691 }
2692}
2693
2694void object::change_move_type (MoveType mt)
2695{
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708}
2709

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