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Comparing deliantra/server/common/object.C (file contents):
Revision 1.245 by root, Sun May 18 19:53:07 2008 UTC vs.
Revision 1.310 by root, Thu Dec 17 01:04:37 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 56};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 62};
65 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
69 CALL_BEGIN (2); 74 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 75 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 78 CALL_END;
74} 79}
75 80
76static void 81static void
77read_uuid (void) 82read_uuid ()
78{ 83{
79 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
80 85
81 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
82 87
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 UUID::BUF buf; 106 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 107 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 108 fgets (buf, sizeof (buf), fp);
104 109
105 if (!UUID::cur.parse (buf)) 110 if (!UUID::cur.parse (buf))
106 { 111 {
133 138
134void 139void
135UUID::init () 140UUID::init ()
136{ 141{
137 read_uuid (); 142 read_uuid ();
143}
144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
138} 208}
139 209
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 211static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
179 * check weight 249 * check weight
180 */ 250 */
181bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
182{ 252{
183 /* A couple quicksanity checks */ 253 /* A couple quick sanity checks */
184 if (ob1 == ob2 254 if (ob1 == ob2
185 || ob1->type != ob2->type 255 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 256 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 257 || ob1->name != ob2->name
258 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 259 return 0;
190 260
191 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
193 return 0;
194
195 /* Do not merge objects if nrof would overflow. First part checks 261 /* Do not merge objects if nrof would overflow, assume nrof
196 * for unsigned overflow (2c), second part checks whether the result 262 * is always 0 .. 2**31-1 */
197 * would fit into a 32 bit signed int, which is often used to hold 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * nrof values.
199 */
200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 264 return 0;
202 265
203 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
204 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
205 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
221 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
222 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
223 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
224 || ob1->value != ob2->value 287 || ob1->value != ob2->value
225 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
226 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
227 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
228 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
229 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
230 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
231 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
232 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
233 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
234 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
235 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
236 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
237 || ob1->move_slow_penalty != ob2->move_slow_penalty 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
238 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
240 return 0; 303 return 0;
241 304
242 if ((ob1->flag ^ ob2->flag) 305 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED) 306 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED) 307 .reset (FLAG_REMOVED)
246 .any ()) 308 .any ())
247 return 0; 309 return 0;
248 310
249 /* This is really a spellbook check - we should in general 311 /* This is really a spellbook check - we should in general
331 { 393 {
332 // see if we are in a container of sorts 394 // see if we are in a container of sorts
333 if (env) 395 if (env)
334 { 396 {
335 // the player inventory itself is always visible 397 // the player inventory itself is always visible
336 if (env->type == PLAYER) 398 if (env->is_player ())
337 return env; 399 return env;
338 400
339 // else a player could have our env open 401 // else a player could have our env open
340 object *envest = env->outer_env (); 402 object *envest = env->outer_env_or_self ();
341 403
342 // the player itself is always on a map, so we will find him here 404 // the player itself is always on a map, so we will find him here
343 // even if our inv is in a player. 405 // even if our inv is in a player.
344 if (envest->is_on_map ()) 406 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ()) 407 if (object *pl = envest->ms ().player ())
346 if (pl->container == env) 408 if (pl->container_ () == env)
347 return pl; 409 return pl;
348 } 410 }
349 else 411 else
350 { 412 {
351 // maybe there is a player standing on the same mapspace 413 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player 414 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ()) 415 if (object *pl = ms ().player ())
354 if (!pl->container || this == pl->container) 416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
355 return pl; 418 return pl;
356 } 419 }
357 } 420 }
358 421
359 return 0; 422 return 0;
437 object_freezer freezer; 500 object_freezer freezer;
438 op->write (freezer); 501 op->write (freezer);
439 return freezer.as_string (); 502 return freezer.as_string ();
440} 503}
441 504
442/* 505char *
443 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
444 * multi-object 1 which is closest to the second object.
445 * If it's not a multi-object, it is returned.
446 */
447object *
448get_nearest_part (object *op, const object *pl)
449{ 507{
450 object *tmp, *closest; 508 return dump_object (this);
451 int last_dist, i;
452
453 if (!op->more)
454 return op;
455
456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
459 if ((i = distance (tmp, pl)) < last_dist)
460 closest = tmp, last_dist = i;
461
462 return closest;
463} 509}
464 510
465/* 511/*
466 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow. 513 * VERRRY slow.
561 update_stats (); 607 update_stats ();
562 608
563 new_draw_info_format (NDI_UNIQUE, 0, this, 609 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, " 610 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. " 611 "but the %s is just too much for your body. "
566 "[You need to unapply some items first.]", &ob->name); 612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
567 return false; 614 return false;
568 } 615 }
569 616
570 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 } 618 }
640 tail = new_link; 687 tail = new_link;
641 } 688 }
642 } 689 }
643 } 690 }
644 691
645 if (speed < 0) 692 dst->activate ();
646 dst->speed_left -= rndm ();
647
648 dst->set_speed (dst->speed);
649} 693}
650 694
651void 695void
652object::instantiate () 696object::instantiate ()
653{ 697{
654 if (!uuid.seq) // HACK 698 if (!uuid.seq) // HACK
655 uuid = UUID::gen (); 699 uuid = UUID::gen ();
656 700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = - speed - rndm (); // TODO animation
704 else
657 speed_left = -0.1f; 705 speed_left = -1.;
706
658 /* copy the body_info to the body_used - this is only really 707 /* copy the body_info to the body_used - this is only really
659 * need for monsters, but doesn't hurt to do it for everything. 708 * need for monsters, but doesn't hurt to do it for everything.
660 * by doing so, when a monster is created, it has good starting 709 * by doing so, when a monster is created, it has good starting
661 * values for the body_used info, so when items are created 710 * values for the body_used info, so when items are created
662 * for it, they can be properly equipped. 711 * for it, they can be properly equipped.
670object * 719object *
671object::clone () 720object::clone ()
672{ 721{
673 object *neu = create (); 722 object *neu = create ();
674 copy_to (neu); 723 copy_to (neu);
724
725 // TODO: unclean state changes, should not be done in clone AND instantiate
726 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
727 neu->speed_left = - neu->speed - rndm (); // TODO animation
728
675 neu->map = map; // not copied by copy_to 729 neu->map = map; // not copied by copy_to
676 return neu; 730 return neu;
677} 731}
678 732
679/* 733/*
697 * This function needs to be called whenever the speed of an object changes. 751 * This function needs to be called whenever the speed of an object changes.
698 */ 752 */
699void 753void
700object::set_speed (float speed) 754object::set_speed (float speed)
701{ 755{
702 if (flag [FLAG_FREED] && speed)
703 {
704 LOG (llevError, "Object %s is freed but has speed.\n", &name);
705 speed = 0;
706 }
707
708 this->speed = speed; 756 this->speed = speed;
709 757
710 if (has_active_speed ()) 758 if (has_active_speed ())
711 activate (); 759 activate ();
712 else 760 else
762 810
763 if (!(m.flags_ & P_UPTODATE)) 811 if (!(m.flags_ & P_UPTODATE))
764 /* nop */; 812 /* nop */;
765 else if (action == UP_OBJ_INSERT) 813 else if (action == UP_OBJ_INSERT)
766 { 814 {
815#if 0
767 // this is likely overkill, TODO: revisit (schmorp) 816 // this is likely overkill, TODO: revisit (schmorp)
768 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 817 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 819 || (op->is_player () && !(m.flags_ & P_PLAYER))
771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 822 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
774 || (m.move_on | op->move_on ) != m.move_on 823 || (m.move_on | op->move_on ) != m.move_on
775 || (m.move_off | op->move_off ) != m.move_off 824 || (m.move_off | op->move_off ) != m.move_off
776 || (m.move_slow | op->move_slow) != m.move_slow 825 || (m.move_slow | op->move_slow) != m.move_slow
777 /* This isn't perfect, but I don't expect a lot of objects to 826 /* This isn't perfect, but I don't expect a lot of objects to
778 * to have move_allow right now. 827 * have move_allow right now.
779 */ 828 */
780 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 829 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
830 m.invalidate ();
831#else
781 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 832 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
782 m.flags_ = 0; 833 m.invalidate ();
834#endif
783 } 835 }
784 /* if the object is being removed, we can't make intelligent 836 /* if the object is being removed, we can't make intelligent
785 * decisions, because remove_ob can't really pass the object 837 * decisions, because remove_ob can't really pass the object
786 * that is being removed. 838 * that is being removed.
787 */ 839 */
788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
789 m.flags_ = 0; 841 m.invalidate ();
790 else if (action == UP_OBJ_FACE) 842 else if (action == UP_OBJ_FACE)
791 /* Nothing to do for that case */ ; 843 /* Nothing to do for that case */ ;
792 else 844 else
793 LOG (llevError, "update_object called with invalid action: %d\n", action); 845 LOG (llevError, "update_object called with invalid action: %d\n", action);
794 846
798 850
799object::object () 851object::object ()
800{ 852{
801 SET_FLAG (this, FLAG_REMOVED); 853 SET_FLAG (this, FLAG_REMOVED);
802 854
803 expmul = 1.0; 855 //expmul = 1.0; declared const for the time being
804 face = blank_face; 856 face = blank_face;
857 material = MATERIAL_NULL;
805} 858}
806 859
807object::~object () 860object::~object ()
808{ 861{
809 unlink (); 862 unlink ();
838 /* If already on active list, don't do anything */ 891 /* If already on active list, don't do anything */
839 if (active) 892 if (active)
840 return; 893 return;
841 894
842 if (has_active_speed ()) 895 if (has_active_speed ())
896 {
897 if (flag [FLAG_FREED])
898 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
899
843 actives.insert (this); 900 actives.insert (this);
901 }
844} 902}
845 903
846void 904void
847object::activate_recursive () 905object::activate_recursive ()
848{ 906{
913 || map->in_memory != MAP_ACTIVE 971 || map->in_memory != MAP_ACTIVE
914 || map->no_drop 972 || map->no_drop
915 || ms ().move_block == MOVE_ALL) 973 || ms ().move_block == MOVE_ALL)
916 { 974 {
917 while (inv) 975 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy (); 976 inv->destroy ();
921 }
922 } 977 }
923 else 978 else
924 { /* Put objects in inventory onto this space */ 979 { /* Put objects in inventory onto this space */
925 while (inv) 980 while (inv)
926 { 981 {
930 || op->flag [FLAG_NO_DROP] 985 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE 986 || op->type == RUNE
932 || op->type == TRAP 987 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE] 988 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH]) 989 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true); 990 op->destroy ();
936 else 991 else
937 map->insert (op, x, y); 992 map->insert (op, x, y);
938 } 993 }
939 } 994 }
940} 995}
969 1024
970void 1025void
971object::do_destroy () 1026object::do_destroy ()
972{ 1027{
973 if (flag [FLAG_IS_LINKED]) 1028 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 1029 remove_link ();
975 1030
976 if (flag [FLAG_FRIENDLY]) 1031 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 1032 remove_friendly_object (this);
978 1033
979 remove (); 1034 remove ();
1004 attacked_by = 0; 1059 attacked_by = 0;
1005 current_weapon = 0; 1060 current_weapon = 0;
1006} 1061}
1007 1062
1008void 1063void
1009object::destroy (bool destroy_inventory) 1064object::destroy ()
1010{ 1065{
1011 if (destroyed ()) 1066 if (destroyed ())
1012 return; 1067 return;
1013 1068
1014 if (!is_head () && !head->destroyed ()) 1069 if (!is_head () && !head->destroyed ())
1015 { 1070 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1072 head->destroy ();
1018 return; 1073 return;
1019 } 1074 }
1020 1075
1021 destroy_inv (!destroy_inventory); 1076 destroy_inv (false);
1022 1077
1023 if (is_head ()) 1078 if (is_head ())
1024 if (sound_destroy) 1079 if (sound_destroy)
1025 play_sound (sound_destroy); 1080 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1081 else if (flag [FLAG_MONSTER])
1037 * the previous environment. 1092 * the previous environment.
1038 */ 1093 */
1039void 1094void
1040object::do_remove () 1095object::do_remove ()
1041{ 1096{
1042 object *tmp, *last = 0;
1043 object *otmp;
1044
1045 if (flag [FLAG_REMOVED]) 1097 if (flag [FLAG_REMOVED])
1046 return; 1098 return;
1047 1099
1048 INVOKE_OBJECT (REMOVE, this); 1100 INVOKE_OBJECT (REMOVE, this);
1049 1101
1062 if (object *pl = visible_to ()) 1114 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count); 1115 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1116 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065 1117
1066 adjust_weight (env, -total_weight ()); 1118 adjust_weight (env, -total_weight ());
1119
1120 object *pl = in_player ();
1067 1121
1068 /* we set up values so that it could be inserted into 1122 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up 1123 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do. 1124 * to the caller to decide what we want to do.
1071 */ 1125 */
1079 1133
1080 above = 0; 1134 above = 0;
1081 below = 0; 1135 below = 0;
1082 env = 0; 1136 env = 0;
1083 1137
1084 /* NO_FIX_PLAYER is set when a great many changes are being 1138 if (pl && pl->is_player ())
1085 * made to players inventory. If set, avoiding the call
1086 * to save cpu time.
1087 */ 1139 {
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1140 pl->contr->queue_stats_update ();
1089 otmp->update_stats (); 1141
1142 if (glow_radius && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1090 } 1145 }
1091 else if (map) 1146 else if (map)
1092 { 1147 {
1093 map->dirty = true; 1148 map->dirty = true;
1094 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1095 1150
1096 if (object *pl = ms.player ()) 1151 if (object *pl = ms.player ())
1097 { 1152 {
1098 if (type == PLAYER) // this == pl(!) 1153 if (is_player ())
1099 { 1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1100 // leaving a spot always closes any open container on the ground 1158 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env) 1159 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures 1160 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent. 1161 // that the CLOSE event is being sent.
1104 close_container (); 1162 close_container ();
1105 1163
1106 --map->players; 1164 --map->players;
1107 map->touch (); 1165 map->touch ();
1108 } 1166 }
1109 else if (pl->container == this) 1167 else if (pl->container_ () == this)
1110 { 1168 {
1111 // removing a container should close it 1169 // removing a container should close it
1112 close_container (); 1170 close_container ();
1113 } 1171 }
1114 1172
1121 *(below ? &below->above : &ms.bot) = above; 1179 *(below ? &below->above : &ms.bot) = above;
1122 1180
1123 above = 0; 1181 above = 0;
1124 below = 0; 1182 below = 0;
1125 1183
1184 ms.invalidate ();
1185
1126 if (map->in_memory == MAP_SAVING) 1186 if (map->in_memory == MAP_SAVING)
1127 return; 1187 return;
1128 1188
1129 int check_walk_off = !flag [FLAG_NO_APPLY]; 1189 int check_walk_off = !flag [FLAG_NO_APPLY];
1130 1190
1131 if (object *pl = ms.player ()) 1191 if (object *pl = ms.player ())
1132 { 1192 {
1133 if (pl->container == this) 1193 if (pl->container_ () == this)
1134 /* If a container that the player is currently using somehow gets 1194 /* If a container that the player is currently using somehow gets
1135 * removed (most likely destroyed), update the player view 1195 * removed (most likely destroyed), update the player view
1136 * appropriately. 1196 * appropriately.
1137 */ 1197 */
1138 pl->close_container (); 1198 pl->close_container ();
1142 //TODO: update floorbox to preserve ordering 1202 //TODO: update floorbox to preserve ordering
1143 if (pl->contr->ns) 1203 if (pl->contr->ns)
1144 pl->contr->ns->floorbox_update (); 1204 pl->contr->ns->floorbox_update ();
1145 } 1205 }
1146 1206
1207 if (check_walk_off)
1147 for (tmp = ms.bot; tmp; tmp = tmp->above) 1208 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1148 { 1209 {
1210 above = tmp->above;
1211
1149 /* No point updating the players look faces if he is the object 1212 /* No point updating the players look faces if he is the object
1150 * being removed. 1213 * being removed.
1151 */ 1214 */
1152 1215
1153 /* See if object moving off should effect something */ 1216 /* See if object moving off should effect something */
1154 if (check_walk_off
1155 && ((move_type & tmp->move_off) 1217 if ((move_type & tmp->move_off)
1156 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1218 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1157 {
1158 move_apply (tmp, this, 0); 1219 move_apply (tmp, this, 0);
1159
1160 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1220 }
1163 1221
1164 last = tmp; 1222 if (affects_los ())
1165 }
1166
1167 /* last == NULL if there are no objects on this space */
1168 //TODO: this makes little sense, why only update the topmost object?
1169 if (!last)
1170 map->at (x, y).flags_ = 0;
1171 else
1172 update_object (last, UP_OBJ_REMOVE);
1173
1174 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1175 update_all_los (map, x, y); 1223 update_all_los (map, x, y);
1176 } 1224 }
1177} 1225}
1178 1226
1179/* 1227/*
1203 esrv_update_item (UPD_NROF, pl, top); 1251 esrv_update_item (UPD_NROF, pl, top);
1204 1252
1205 op->weight = 0; // cancel the addition above 1253 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already 1254 op->carrying = 0; // must be 0 already
1207 1255
1208 op->destroy (1); 1256 op->destroy ();
1209 1257
1210 return top; 1258 return top;
1211 } 1259 }
1212 1260
1213 return 0; 1261 return 0;
1221 1269
1222 object *prev = this; 1270 object *prev = this;
1223 1271
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1272 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 { 1273 {
1226 object *op = arch_to_object (at); 1274 object *op = at->instance ();
1227 1275
1228 op->name = name; 1276 op->name = name;
1229 op->name_pl = name_pl; 1277 op->name_pl = name_pl;
1230 op->title = title; 1278 op->title = title;
1231 1279
1275 * just 'op' otherwise 1323 * just 'op' otherwise
1276 */ 1324 */
1277object * 1325object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1326insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1327{
1280 if (op->is_on_map ())
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object already on map");
1283 abort ();
1284 }
1285
1286 if (op->env)
1287 {
1288 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1289 op->remove (); 1328 op->remove ();
1290 }
1291 1329
1292 if (op->face && !face_info (op->face))//D TODO: remove soon 1330 if (m == &freed_map)//D TODO: remove soon
1293 {//D 1331 {//D
1294 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1332 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1295 op->face = 1;//D
1296 }//D 1333 }//D
1297 1334
1298 /* Ideally, the caller figures this out. However, it complicates a lot 1335 /* Ideally, the caller figures this out. However, it complicates a lot
1299 * of areas of callers (eg, anything that uses find_free_spot would now 1336 * of areas of callers (eg, anything that uses find_free_spot would now
1300 * need extra work 1337 * need extra work
1301 */ 1338 */
1339 maptile *newmap = m;
1302 if (!xy_normalise (m, op->x, op->y)) 1340 if (!xy_normalise (newmap, op->x, op->y))
1303 { 1341 {
1304 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1342 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1305 return 0; 1343 return 0;
1306 } 1344 }
1307 1345
1308 if (object *more = op->more) 1346 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag)) 1347 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0; 1348 return 0;
1311 1349
1312 CLEAR_FLAG (op, FLAG_REMOVED); 1350 op->flag [FLAG_REMOVED] = false;
1313 1351 op->env = 0;
1314 op->map = m; 1352 op->map = newmap;
1353
1315 mapspace &ms = op->ms (); 1354 mapspace &ms = op->ms ();
1316 1355
1317 /* this has to be done after we translate the coordinates. 1356 /* this has to be done after we translate the coordinates.
1318 */ 1357 */
1319 if (op->nrof && !(flag & INS_NO_MERGE)) 1358 if (op->nrof && !(flag & INS_NO_MERGE))
1322 { 1361 {
1323 // TODO: we actually want to update tmp, not op, 1362 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp 1363 // but some caller surely breaks when we return tmp
1325 // from here :/ 1364 // from here :/
1326 op->nrof += tmp->nrof; 1365 op->nrof += tmp->nrof;
1327 tmp->destroy (1); 1366 tmp->destroy ();
1328 } 1367 }
1329 1368
1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1369 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1370 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1332 1371
1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1379 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1341 abort (); 1380 abort ();
1342 } 1381 }
1343 1382
1344 if (!originator->is_on_map ()) 1383 if (!originator->is_on_map ())
1384 {
1345 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1385 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1346 op->debug_desc (), originator->debug_desc ()); 1386 op->debug_desc (), originator->debug_desc ());
1387 abort ();
1388 }
1347 1389
1348 op->above = originator; 1390 op->above = originator;
1349 op->below = originator->below; 1391 op->below = originator->below;
1350 originator->below = op; 1392 originator->below = op;
1351 1393
1437 op->below = top; 1479 op->below = top;
1438 *(op->above ? &op->above->below : &ms.top) = op; 1480 *(op->above ? &op->above->below : &ms.top) = op;
1439 } 1481 }
1440 } 1482 }
1441 1483
1442 if (op->type == PLAYER) 1484 if (op->is_player ())
1443 { 1485 {
1444 op->contr->do_los = 1; 1486 op->contr->do_los = 1;
1445 ++op->map->players; 1487 ++op->map->players;
1446 op->map->touch (); 1488 op->map->touch ();
1447 } 1489 }
1462 * be far away from this change and not affected in any way - 1504 * be far away from this change and not affected in any way -
1463 * this should get redone to only look for players within range, 1505 * this should get redone to only look for players within range,
1464 * or just updating the P_UPTODATE for spaces within this area 1506 * or just updating the P_UPTODATE for spaces within this area
1465 * of effect may be sufficient. 1507 * of effect may be sufficient.
1466 */ 1508 */
1467 if (op->map->darkness && (op->glow_radius != 0)) 1509 if (op->affects_los ())
1510 {
1511 op->ms ().invalidate ();
1468 update_all_los (op->map, op->x, op->y); 1512 update_all_los (op->map, op->x, op->y);
1513 }
1469 1514
1470 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1515 /* updates flags (blocked, alive, no magic, etc) for this map space */
1471 update_object (op, UP_OBJ_INSERT); 1516 update_object (op, UP_OBJ_INSERT);
1472 1517
1473 INVOKE_OBJECT (INSERT, op); 1518 INVOKE_OBJECT (INSERT, op);
1480 * blocked() and wall() work properly), and these flags are updated by 1525 * blocked() and wall() work properly), and these flags are updated by
1481 * update_object(). 1526 * update_object().
1482 */ 1527 */
1483 1528
1484 /* if this is not the head or flag has been passed, don't check walk on status */ 1529 /* if this is not the head or flag has been passed, don't check walk on status */
1485 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1486 { 1531 {
1487 if (check_move_on (op, originator)) 1532 if (check_move_on (op, originator))
1488 return 0; 1533 return 0;
1489 1534
1490 /* If we are a multi part object, lets work our way through the check 1535 /* If we are a multi part object, lets work our way through the check
1501/* this function inserts an object in the map, but if it 1546/* this function inserts an object in the map, but if it
1502 * finds an object of its own type, it'll remove that one first. 1547 * finds an object of its own type, it'll remove that one first.
1503 * op is the object to insert it under: supplies x and the map. 1548 * op is the object to insert it under: supplies x and the map.
1504 */ 1549 */
1505void 1550void
1506replace_insert_ob_in_map (const char *arch_string, object *op) 1551replace_insert_ob_in_map (shstr_tmp archname, object *op)
1507{ 1552{
1508 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1509 1554
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1556 if (tmp->arch->archname == archname) /* same archetype */
1512 tmp->destroy (1); 1557 tmp->destroy ();
1513 1558
1514 object *tmp = arch_to_object (archetype::find (arch_string)); 1559 object *tmp = archetype::find (archname)->instance ();
1515 1560
1516 tmp->x = op->x; 1561 tmp->x = op->x;
1517 tmp->y = op->y; 1562 tmp->y = op->y;
1518 1563
1519 insert_ob_in_map (tmp, op->map, op, 0); 1564 insert_ob_in_map (tmp, op->map, op, 0);
1524{ 1569{
1525 if (where->env) 1570 if (where->env)
1526 return where->env->insert (this); 1571 return where->env->insert (this);
1527 else 1572 else
1528 return where->map->insert (this, where->x, where->y, originator, flags); 1573 return where->map->insert (this, where->x, where->y, originator, flags);
1574}
1575
1576// check whether we can put this into the map, respect max_volume, max_items
1577bool
1578object::can_drop_at (maptile *m, int x, int y, object *originator)
1579{
1580 mapspace &ms = m->at (x, y);
1581
1582 int items = ms.items ();
1583
1584 if (!items // testing !items ensures we can drop at least one item
1585 || (items < m->max_items
1586 && ms.volume () < m->max_volume))
1587 return true;
1588
1589 if (originator && originator->is_player ())
1590 originator->contr->failmsg (format (
1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1592 query_name ()
1593 ));
1594
1595 return false;
1529} 1596}
1530 1597
1531/* 1598/*
1532 * decrease(object, number) decreases a specified number from 1599 * decrease(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1541 if (!nr) 1608 if (!nr)
1542 return true; 1609 return true;
1543 1610
1544 nr = min (nr, nrof); 1611 nr = min (nr, nrof);
1545 1612
1613 if (nrof > nr)
1614 {
1546 nrof -= nr; 1615 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0 1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551 1617
1552 if (object *pl = visible_to ()) 1618 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this); 1619 esrv_update_item (UPD_NROF, pl, this);
1554 1620
1555 return true; 1621 return true;
1556 } 1622 }
1557 else 1623 else
1558 { 1624 {
1559 destroy (1); 1625 destroy ();
1560 return false; 1626 return false;
1561 } 1627 }
1562} 1628}
1563 1629
1564/* 1630/*
1641 if (object *pl = tmp->visible_to ()) 1707 if (object *pl = tmp->visible_to ())
1642 esrv_update_item (UPD_NROF, pl, tmp); 1708 esrv_update_item (UPD_NROF, pl, tmp);
1643 1709
1644 adjust_weight (this, op->total_weight ()); 1710 adjust_weight (this, op->total_weight ());
1645 1711
1646 op->destroy (1); 1712 op->destroy ();
1647 op = tmp; 1713 op = tmp;
1648 goto inserted; 1714 goto inserted;
1649 } 1715 }
1650 1716
1651 op->owner = 0; // it's his/hers now. period. 1717 op->owner = 0; // it's his/hers now. period.
1669 1735
1670 adjust_weight (this, op->total_weight ()); 1736 adjust_weight (this, op->total_weight ());
1671 1737
1672inserted: 1738inserted:
1673 /* reset the light list and los of the players on the map */ 1739 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1740 if (op->glow_radius && is_on_map ())
1741 {
1742 update_stats ();
1675 update_all_los (map, x, y); 1743 update_all_los (map, x, y);
1676 1744 }
1745 else if (is_player ())
1677 // if this is a player's inventory, update stats 1746 // if this is a player's inventory, update stats
1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1747 contr->queue_stats_update ();
1679 update_stats ();
1680 1748
1681 INVOKE_OBJECT (INSERT, this); 1749 INVOKE_OBJECT (INSERT, this);
1682 1750
1683 return op; 1751 return op;
1684} 1752}
1704 * on top. 1772 * on top.
1705 */ 1773 */
1706int 1774int
1707check_move_on (object *op, object *originator) 1775check_move_on (object *op, object *originator)
1708{ 1776{
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1709 object *tmp; 1780 object *tmp;
1710 maptile *m = op->map; 1781 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1782 int x = op->x, y = op->y;
1712 1783
1713 MoveType move_on, move_slow, move_block; 1784 mapspace &ms = m->at (x, y);
1714 1785
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1786 ms.update ();
1716 return 0;
1717 1787
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1788 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1789 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1790 MoveType move_block = ms.move_block;
1721 1791
1722 /* if nothing on this space will slow op down or be applied, 1792 /* if nothing on this space will slow op down or be applied,
1723 * no need to do checking below. have to make sure move_type 1793 * no need to do checking below. have to make sure move_type
1724 * is set, as lots of objects don't have it set - we treat that 1794 * is set, as lots of objects don't have it set - we treat that
1725 * as walking. 1795 * as walking.
1736 return 0; 1806 return 0;
1737 1807
1738 /* The objects have to be checked from top to bottom. 1808 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1809 * Hence, we first go to the top:
1740 */ 1810 */
1741 1811 for (object *next, *tmp = ms.top; tmp; tmp = next)
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 } 1812 {
1813 next = tmp->below;
1751 1814
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1815 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1816 continue; /* Can't apply yourself */
1756 1817
1757 /* Check to see if one of the movement types should be slowed down. 1818 /* Check to see if one of the movement types should be slowed down.
1758 * Second check makes sure that the movement types not being slowed 1819 * Second check makes sure that the movement types not being slowed
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1824 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764 { 1825 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1827 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1828 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1829 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1830
1772 if (op->type == PLAYER) 1831 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1834 diff /= 4.0;
1776 1835
1777 op->speed_left -= diff; 1836 op->speed_left -= diff;
1778 } 1837 }
1779 } 1838 }
1985 * head of the object should correspond for the entire object. 2044 * head of the object should correspond for the entire object.
1986 */ 2045 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 2047 continue;
1989 2048
1990 if (ob->blocked (m, pos.x, pos.y)) 2049 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 2050 continue;
1992 2051
1993 altern [index++] = i; 2052 altern [index++] = i;
1994 } 2053 }
1995 2054
2063 * there is capable of. 2122 * there is capable of.
2064 */ 2123 */
2065int 2124int
2066find_dir (maptile *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2067{ 2126{
2068 int i, max = SIZEOFFREE, mflags; 2127 int max = SIZEOFFREE, mflags;
2069
2070 sint16 nx, ny;
2071 object *tmp;
2072 maptile *mp;
2073
2074 MoveType blocked, move_type; 2128 MoveType move_type;
2075 2129
2076 if (exclude && exclude->head_ () != exclude) 2130 if (exclude && exclude->head_ () != exclude)
2077 { 2131 {
2078 exclude = exclude->head; 2132 exclude = exclude->head;
2079 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2082 { 2136 {
2083 /* If we don't have anything, presume it can use all movement types. */ 2137 /* If we don't have anything, presume it can use all movement types. */
2084 move_type = MOVE_ALL; 2138 move_type = MOVE_ALL;
2085 } 2139 }
2086 2140
2087 for (i = 1; i < max; i++) 2141 for (int i = 1; i < max; i++)
2088 { 2142 {
2089 mp = m; 2143 mapxy pos (m, x, y);
2090 nx = x + freearr_x[i]; 2144 pos.move (i);
2091 ny = y + freearr_y[i];
2092 2145
2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2146 if (!pos.normalise ())
2094
2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i]; 2147 max = maxfree[i];
2097 else 2148 else
2098 { 2149 {
2099 mapspace &ms = mp->at (nx, ny); 2150 mapspace &ms = *pos;
2100 2151
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type) 2152 if ((move_type & ms.move_block) == move_type)
2104 max = maxfree[i]; 2153 max = maxfree [i];
2105 else if (mflags & P_IS_ALIVE) 2154 else if (ms.flags () & P_IS_ALIVE)
2106 { 2155 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2156 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break;
2111
2112 if (tmp)
2113 return freedir[i]; 2159 return freedir [i];
2114 } 2160 }
2115 } 2161 }
2116 } 2162 }
2117 2163
2118 return 0; 2164 return 0;
2193 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2194 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2195 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2196 * functions. 2242 * functions.
2197 */ 2243 */
2198int reduction_dir[SIZEOFFREE][3] = { 2244static const int reduction_dir[SIZEOFFREE][3] = {
2199 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2200 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2201 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2202 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2203 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2299int 2345int
2300can_pick (const object *who, const object *item) 2346can_pick (const object *who, const object *item)
2301{ 2347{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2349 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2350 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2305} 2351}
2306 2352
2307/* 2353/*
2308 * create clone from object to another 2354 * create clone from object to another
2309 */ 2355 */
2341 return tmp; 2387 return tmp;
2342 2388
2343 return 0; 2389 return 0;
2344} 2390}
2345 2391
2346const shstr & 2392shstr_tmp
2347object::kv_get (const shstr &key) const 2393object::kv_get (shstr_tmp key) const
2348{ 2394{
2349 for (key_value *kv = key_values; kv; kv = kv->next) 2395 for (key_value *kv = key_values; kv; kv = kv->next)
2350 if (kv->key == key) 2396 if (kv->key == key)
2351 return kv->value; 2397 return kv->value;
2352 2398
2353 return shstr_null; 2399 return shstr ();
2354} 2400}
2355 2401
2356void 2402void
2357object::kv_set (const shstr &key, const shstr &value) 2403object::kv_set (shstr_tmp key, shstr_tmp value)
2358{ 2404{
2359 for (key_value *kv = key_values; kv; kv = kv->next) 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2360 if (kv->key == key) 2406 if (kv->key == key)
2361 { 2407 {
2362 kv->value = value; 2408 kv->value = value;
2371 2417
2372 key_values = kv; 2418 key_values = kv;
2373} 2419}
2374 2420
2375void 2421void
2376object::kv_del (const shstr &key) 2422object::kv_del (shstr_tmp key)
2377{ 2423{
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key) 2425 if ((*kvp)->key == key)
2380 { 2426 {
2381 key_value *kv = *kvp; 2427 key_value *kv = *kvp;
2474{ 2520{
2475 return map ? map->region (x, y) 2521 return map ? map->region (x, y)
2476 : region::default_region (); 2522 : region::default_region ();
2477} 2523}
2478 2524
2479const materialtype_t *
2480object::dominant_material () const
2481{
2482 if (materialtype_t *mt = name_to_material (materialname))
2483 return mt;
2484
2485 return name_to_material (shstr_unknown);
2486}
2487
2488void 2525void
2489object::open_container (object *new_container) 2526object::open_container (object *new_container)
2490{ 2527{
2491 if (container == new_container) 2528 if (container == new_container)
2492 return; 2529 return;
2512 container = 0; 2549 container = 0;
2513 2550
2514 // client needs item update to make it work, client bug requires this to be separate 2551 // client needs item update to make it work, client bug requires this to be separate
2515 esrv_update_item (UPD_FLAGS, this, old_container); 2552 esrv_update_item (UPD_FLAGS, this, old_container);
2516 2553
2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2554 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2518 play_sound (sound_find ("chest_close")); 2555 play_sound (sound_find ("chest_close"));
2519 } 2556 }
2520 2557
2521 if (new_container) 2558 if (new_container)
2522 { 2559 {
2526 // TODO: this does not seem to serve any purpose anymore? 2563 // TODO: this does not seem to serve any purpose anymore?
2527#if 0 2564#if 0
2528 // insert the "Close Container" object. 2565 // insert the "Close Container" object.
2529 if (archetype *closer = new_container->other_arch) 2566 if (archetype *closer = new_container->other_arch)
2530 { 2567 {
2531 object *closer = arch_to_object (new_container->other_arch); 2568 object *closer = new_container->other_arch->instance ();
2532 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2533 new_container->insert (closer); 2570 new_container->insert (closer);
2534 } 2571 }
2535#endif 2572#endif
2536 2573
2537 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2574 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2538 2575
2539 // make sure the container is available, client bug requires this to be separate 2576 // make sure the container is available, client bug requires this to be separate
2540 esrv_send_item (this, new_container); 2577 esrv_send_item (this, new_container);
2541 2578
2542 new_container->flag [FLAG_APPLIED] = true; 2579 new_container->flag [FLAG_APPLIED] = true;
2550// else if (!old_container->env && contr && contr->ns) 2587// else if (!old_container->env && contr && contr->ns)
2551// contr->ns->floorbox_reset (); 2588// contr->ns->floorbox_reset ();
2552} 2589}
2553 2590
2554object * 2591object *
2555object::force_find (const shstr name) 2592object::force_find (shstr_tmp name)
2556{ 2593{
2557 /* cycle through his inventory to look for the MARK we want to 2594 /* cycle through his inventory to look for the MARK we want to
2558 * place 2595 * place
2559 */ 2596 */
2560 for (object *tmp = inv; tmp; tmp = tmp->below) 2597 for (object *tmp = inv; tmp; tmp = tmp->below)
2562 return splay (tmp); 2599 return splay (tmp);
2563 2600
2564 return 0; 2601 return 0;
2565} 2602}
2566 2603
2604//-GPL
2605
2567void 2606void
2607object::force_set_timer (int duration)
2608{
2609 this->duration = 1;
2610 this->speed_left = -1.f;
2611
2612 this->set_speed (duration ? 1.f / duration : 0.f);
2613}
2614
2615object *
2568object::force_add (const shstr name, int duration) 2616object::force_add (shstr_tmp name, int duration)
2569{ 2617{
2570 if (object *force = force_find (name)) 2618 if (object *force = force_find (name))
2571 force->destroy (); 2619 force->destroy ();
2572 2620
2573 object *force = get_archetype (FORCE_NAME); 2621 object *force = get_archetype (FORCE_NAME);
2574 2622
2575 force->slaying = name; 2623 force->slaying = name;
2576 force->stats.food = 1; 2624 force->force_set_timer (duration);
2577 force->speed_left = -1.f;
2578
2579 force->set_speed (duration ? 1.f / duration : 0.f);
2580 force->flag [FLAG_IS_USED_UP] = true;
2581 force->flag [FLAG_APPLIED] = true; 2625 force->flag [FLAG_APPLIED] = true;
2582 2626
2583 insert (force); 2627 return insert (force);
2584} 2628}
2585 2629
2586void 2630void
2587object::play_sound (faceidx sound) 2631object::play_sound (faceidx sound) const
2588{ 2632{
2589 if (!sound) 2633 if (!sound)
2590 return; 2634 return;
2591 2635
2592 if (flag [FLAG_REMOVED]) 2636 if (is_on_map ())
2637 map->play_sound (sound, x, y);
2638 else if (object *pl = in_player ())
2639 pl->contr->play_sound (sound);
2640}
2641
2642void
2643object::say_msg (const char *msg) const
2644{
2645 if (is_on_map ())
2646 map->say_msg (msg, x, y);
2647 else if (object *pl = in_player ())
2648 pl->contr->play_sound (sound);
2649}
2650
2651void
2652object::make_noise ()
2653{
2654 // we do not model noise in the map, so instead put
2655 // a temporary light into the noise source
2656 // could use the map instead, but that's less reliable for our
2657 // goal, which is to make invisibility a bit harder to exploit
2658
2659 // currently only works sensibly for players
2660 if (!is_player ())
2593 return; 2661 return;
2594 2662
2595 if (env) 2663 // find old force, or create new one
2596 { 2664 object *force = force_find (shstr_noise_force);
2597 if (object *pl = in_player ()) 2665
2598 pl->contr->play_sound (sound); 2666 if (force)
2599 } 2667 force->speed_left = -1.f; // patch old speed up
2600 else 2668 else
2601 map->play_sound (sound, x, y); 2669 {
2602} 2670 force = archetype::get (shstr_noise_force);
2603 2671
2672 force->slaying = shstr_noise_force;
2673 force->stats.food = 1;
2674 force->speed_left = -1.f;
2675
2676 force->set_speed (1.f / 4.f);
2677 force->flag [FLAG_IS_USED_UP] = true;
2678 force->flag [FLAG_APPLIED] = true;
2679
2680 insert (force);
2681 }
2682}
2683

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