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Comparing deliantra/server/common/object.C (file contents):
Revision 1.252 by root, Mon Aug 11 23:23:41 2008 UTC vs.
Revision 1.316 by root, Sun Mar 28 02:53:46 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
551 { 614 {
552 // now check wether any body locations became invalid, in which case 615 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment. 616 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) 617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0) 618 if (slot[i].used < 0)
556 { 619 {
620 if (chosen_skill)
621 chosen_skill->flag [FLAG_APPLIED] = false;
622
557 current_weapon = chosen_skill = 0; 623 current_weapon = chosen_skill = 0;
558 update_stats (); 624 update_stats ();
559 625
560 new_draw_info_format (NDI_UNIQUE, 0, this, 626 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, " 627 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. " 628 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name); 629 "[You need to unapply some items first - use the 'body' command to see "
630 "how many items you can wear on a specific body part.]", &ob->name);
564 return false; 631 return false;
565 } 632 }
566 633
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 634 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 } 635 }
637 tail = new_link; 704 tail = new_link;
638 } 705 }
639 } 706 }
640 } 707 }
641 708
642 if (speed < 0) 709 dst->activate ();
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646} 710}
647 711
648void 712void
649object::instantiate () 713object::instantiate ()
650{ 714{
651 if (!uuid.seq) // HACK 715 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 716 uuid = UUID::gen ();
653 717
718 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
719 if (flag [FLAG_RANDOM_SPEED] && speed)
720 speed_left = - speed - rndm (); // TODO animation
721 else
654 speed_left = -0.1f; 722 speed_left = -1.;
723
655 /* copy the body_info to the body_used - this is only really 724 /* 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. 725 * 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 726 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created 727 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped. 728 * for it, they can be properly equipped.
667object * 736object *
668object::clone () 737object::clone ()
669{ 738{
670 object *neu = create (); 739 object *neu = create ();
671 copy_to (neu); 740 copy_to (neu);
741
742 // TODO: unclean state changes, should not be done in clone AND instantiate
743 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
744 neu->speed_left = - neu->speed - rndm (); // TODO animation
745
672 neu->map = map; // not copied by copy_to 746 neu->map = map; // not copied by copy_to
673 return neu; 747 return neu;
674} 748}
675 749
676/* 750/*
694 * This function needs to be called whenever the speed of an object changes. 768 * This function needs to be called whenever the speed of an object changes.
695 */ 769 */
696void 770void
697object::set_speed (float speed) 771object::set_speed (float speed)
698{ 772{
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; 773 this->speed = speed;
706 774
707 if (has_active_speed ()) 775 if (has_active_speed ())
708 activate (); 776 activate ();
709 else 777 else
759 827
760 if (!(m.flags_ & P_UPTODATE)) 828 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 829 /* nop */;
762 else if (action == UP_OBJ_INSERT) 830 else if (action == UP_OBJ_INSERT)
763 { 831 {
832#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 833 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 834 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 835 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
836 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 837 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 838 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 839 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on 840 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off 841 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow 842 || (m.move_slow | op->move_slow) != m.move_slow
773 /* This isn't perfect, but I don't expect a lot of objects to 843 /* This isn't perfect, but I don't expect a lot of objects to
774 * have move_allow right now. 844 * have move_allow right now.
775 */ 845 */
776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 846 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
847 m.invalidate ();
848#else
777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 849 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
778 m.flags_ = 0; 850 m.invalidate ();
851#endif
779 } 852 }
780 /* if the object is being removed, we can't make intelligent 853 /* if the object is being removed, we can't make intelligent
781 * decisions, because remove_ob can't really pass the object 854 * decisions, because remove_ob can't really pass the object
782 * that is being removed. 855 * that is being removed.
783 */ 856 */
784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 857 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
785 m.flags_ = 0; 858 m.invalidate ();
786 else if (action == UP_OBJ_FACE) 859 else if (action == UP_OBJ_FACE)
787 /* Nothing to do for that case */ ; 860 /* Nothing to do for that case */ ;
788 else 861 else
789 LOG (llevError, "update_object called with invalid action: %d\n", action); 862 LOG (llevError, "update_object called with invalid action: %d\n", action);
790 863
794 867
795object::object () 868object::object ()
796{ 869{
797 SET_FLAG (this, FLAG_REMOVED); 870 SET_FLAG (this, FLAG_REMOVED);
798 871
799 expmul = 1.0; 872 //expmul = 1.0; declared const for the time being
800 face = blank_face; 873 face = blank_face;
874 material = MATERIAL_NULL;
801} 875}
802 876
803object::~object () 877object::~object ()
804{ 878{
805 unlink (); 879 unlink ();
834 /* If already on active list, don't do anything */ 908 /* If already on active list, don't do anything */
835 if (active) 909 if (active)
836 return; 910 return;
837 911
838 if (has_active_speed ()) 912 if (has_active_speed ())
913 {
914 if (flag [FLAG_FREED])
915 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
916
839 actives.insert (this); 917 actives.insert (this);
918 }
840} 919}
841 920
842void 921void
843object::activate_recursive () 922object::activate_recursive ()
844{ 923{
909 || map->in_memory != MAP_ACTIVE 988 || map->in_memory != MAP_ACTIVE
910 || map->no_drop 989 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 990 || ms ().move_block == MOVE_ALL)
912 { 991 {
913 while (inv) 992 while (inv)
914 inv->destroy (true); 993 inv->destroy ();
915 } 994 }
916 else 995 else
917 { /* Put objects in inventory onto this space */ 996 { /* Put objects in inventory onto this space */
918 while (inv) 997 while (inv)
919 { 998 {
923 || op->flag [FLAG_NO_DROP] 1002 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE 1003 || op->type == RUNE
925 || op->type == TRAP 1004 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE] 1005 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH]) 1006 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true); 1007 op->destroy ();
929 else 1008 else
930 map->insert (op, x, y); 1009 map->insert (op, x, y);
931 } 1010 }
932 } 1011 }
933} 1012}
962 1041
963void 1042void
964object::do_destroy () 1043object::do_destroy ()
965{ 1044{
966 if (flag [FLAG_IS_LINKED]) 1045 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 1046 remove_link ();
968 1047
969 if (flag [FLAG_FRIENDLY]) 1048 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 1049 remove_friendly_object (this);
971 1050
972 remove (); 1051 remove ();
997 attacked_by = 0; 1076 attacked_by = 0;
998 current_weapon = 0; 1077 current_weapon = 0;
999} 1078}
1000 1079
1001void 1080void
1002object::destroy (bool destroy_inventory) 1081object::destroy ()
1003{ 1082{
1004 if (destroyed ()) 1083 if (destroyed ())
1005 return; 1084 return;
1006 1085
1007 if (!is_head () && !head->destroyed ()) 1086 if (!is_head () && !head->destroyed ())
1008 { 1087 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1088 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory); 1089 head->destroy ();
1011 return; 1090 return;
1012 } 1091 }
1013 1092
1014 destroy_inv (!destroy_inventory); 1093 destroy_inv (false);
1015 1094
1016 if (is_head ()) 1095 if (is_head ())
1017 if (sound_destroy) 1096 if (sound_destroy)
1018 play_sound (sound_destroy); 1097 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1098 else if (flag [FLAG_MONSTER])
1030 * the previous environment. 1109 * the previous environment.
1031 */ 1110 */
1032void 1111void
1033object::do_remove () 1112object::do_remove ()
1034{ 1113{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1114 if (flag [FLAG_REMOVED])
1039 return; 1115 return;
1040 1116
1041 INVOKE_OBJECT (REMOVE, this); 1117 INVOKE_OBJECT (REMOVE, this);
1042 1118
1055 if (object *pl = visible_to ()) 1131 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1132 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1133 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1134
1059 adjust_weight (env, -total_weight ()); 1135 adjust_weight (env, -total_weight ());
1136
1137 object *pl = in_player ();
1060 1138
1061 /* we set up values so that it could be inserted into 1139 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1140 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1141 * to the caller to decide what we want to do.
1064 */ 1142 */
1072 1150
1073 above = 0; 1151 above = 0;
1074 below = 0; 1152 below = 0;
1075 env = 0; 1153 env = 0;
1076 1154
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1155 if (pl && pl->is_player ())
1078 * made to players inventory. If set, avoiding the call
1079 * to save cpu time.
1080 */ 1156 {
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1157 pl->contr->queue_stats_update ();
1082 otmp->update_stats (); 1158
1159 if (glow_radius && pl->is_on_map ())
1160 update_all_los (pl->map, pl->x, pl->y);
1161 }
1083 } 1162 }
1084 else if (map) 1163 else if (map)
1085 { 1164 {
1086 map->dirty = true; 1165 map->dirty = true;
1087 mapspace &ms = this->ms (); 1166 mapspace &ms = this->ms ();
1088 1167
1089 if (object *pl = ms.player ()) 1168 if (object *pl = ms.player ())
1090 { 1169 {
1091 if (type == PLAYER) // this == pl(!) 1170 if (is_player ())
1092 { 1171 {
1172 if (!flag [FLAG_WIZPASS])
1173 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1174
1093 // leaving a spot always closes any open container on the ground 1175 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1176 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1177 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1178 // that the CLOSE event is being sent.
1097 close_container (); 1179 close_container ();
1098 1180
1099 --map->players; 1181 --map->players;
1100 map->touch (); 1182 map->touch ();
1101 } 1183 }
1102 else if (pl->container == this) 1184 else if (pl->container_ () == this)
1103 { 1185 {
1104 // removing a container should close it 1186 // removing a container should close it
1105 close_container (); 1187 close_container ();
1106 } 1188 }
1107 1189
1114 *(below ? &below->above : &ms.bot) = above; 1196 *(below ? &below->above : &ms.bot) = above;
1115 1197
1116 above = 0; 1198 above = 0;
1117 below = 0; 1199 below = 0;
1118 1200
1201 ms.invalidate ();
1202
1119 if (map->in_memory == MAP_SAVING) 1203 if (map->in_memory == MAP_SAVING)
1120 return; 1204 return;
1121 1205
1122 int check_walk_off = !flag [FLAG_NO_APPLY]; 1206 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1207
1124 if (object *pl = ms.player ()) 1208 if (object *pl = ms.player ())
1125 { 1209 {
1126 if (pl->container == this) 1210 if (pl->container_ () == this)
1127 /* If a container that the player is currently using somehow gets 1211 /* If a container that the player is currently using somehow gets
1128 * removed (most likely destroyed), update the player view 1212 * removed (most likely destroyed), update the player view
1129 * appropriately. 1213 * appropriately.
1130 */ 1214 */
1131 pl->close_container (); 1215 pl->close_container ();
1135 //TODO: update floorbox to preserve ordering 1219 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns) 1220 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update (); 1221 pl->contr->ns->floorbox_update ();
1138 } 1222 }
1139 1223
1224 if (check_walk_off)
1140 for (tmp = ms.bot; tmp; tmp = tmp->above) 1225 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1141 { 1226 {
1227 above = tmp->above;
1228
1142 /* No point updating the players look faces if he is the object 1229 /* No point updating the players look faces if he is the object
1143 * being removed. 1230 * being removed.
1144 */ 1231 */
1145 1232
1146 /* See if object moving off should effect something */ 1233 /* See if object moving off should effect something */
1147 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1234 if ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1235 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1150 {
1151 move_apply (tmp, this, 0); 1236 move_apply (tmp, this, 0);
1152
1153 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 } 1237 }
1156 1238
1157 last = tmp; 1239 if (affects_los ())
1158 }
1159
1160 /* last == NULL if there are no objects on this space */
1161 //TODO: this makes little sense, why only update the topmost object?
1162 if (!last)
1163 map->at (x, y).flags_ = 0;
1164 else
1165 update_object (last, UP_OBJ_REMOVE);
1166
1167 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1168 update_all_los (map, x, y); 1240 update_all_los (map, x, y);
1169 } 1241 }
1170} 1242}
1171 1243
1172/* 1244/*
1196 esrv_update_item (UPD_NROF, pl, top); 1268 esrv_update_item (UPD_NROF, pl, top);
1197 1269
1198 op->weight = 0; // cancel the addition above 1270 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already 1271 op->carrying = 0; // must be 0 already
1200 1272
1201 op->destroy (1); 1273 op->destroy ();
1202 1274
1203 return top; 1275 return top;
1204 } 1276 }
1205 1277
1206 return 0; 1278 return 0;
1214 1286
1215 object *prev = this; 1287 object *prev = this;
1216 1288
1217 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1289 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1218 { 1290 {
1219 object *op = arch_to_object (at); 1291 object *op = at->instance ();
1220 1292
1221 op->name = name; 1293 op->name = name;
1222 op->name_pl = name_pl; 1294 op->name_pl = name_pl;
1223 op->title = title; 1295 op->title = title;
1224 1296
1262 * Passing 0 for flag gives proper default values, so flag really only needs 1334 * Passing 0 for flag gives proper default values, so flag really only needs
1263 * to be set if special handling is needed. 1335 * to be set if special handling is needed.
1264 * 1336 *
1265 * Return value: 1337 * Return value:
1266 * new object if 'op' was merged with other object 1338 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed 1339 * NULL if there was an error (destroyed, blocked etc.)
1268 * just 'op' otherwise 1340 * just 'op' otherwise
1269 */ 1341 */
1270object * 1342object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1343insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1344{
1273 if (op->is_on_map ())
1274 {
1275 LOG (llevError, "insert_ob_in_map called for object already on map");
1276 abort ();
1277 }
1278
1279 if (op->env)
1280 {
1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1282 op->remove (); 1345 op->remove ();
1283 }
1284 1346
1285 if (op->face && !face_info (op->face))//D TODO: remove soon 1347 if (m == &freed_map)//D TODO: remove soon
1286 {//D 1348 {//D
1287 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1349 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 op->face = 1;//D
1289 }//D 1350 }//D
1290 1351
1291 /* Ideally, the caller figures this out. However, it complicates a lot 1352 /* Ideally, the caller figures this out. However, it complicates a lot
1292 * of areas of callers (eg, anything that uses find_free_spot would now 1353 * of areas of callers (eg, anything that uses find_free_spot would now
1293 * need extra work 1354 * need extra work
1294 */ 1355 */
1356 maptile *newmap = m;
1295 if (!xy_normalise (m, op->x, op->y)) 1357 if (!xy_normalise (newmap, op->x, op->y))
1296 { 1358 {
1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1359 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1298 return 0; 1360 return 0;
1299 } 1361 }
1300 1362
1301 if (object *more = op->more) 1363 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag)) 1364 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0; 1365 return 0;
1304 1366
1305 CLEAR_FLAG (op, FLAG_REMOVED); 1367 op->flag [FLAG_REMOVED] = false;
1306 1368 op->env = 0;
1307 op->map = m; 1369 op->map = newmap;
1370
1308 mapspace &ms = op->ms (); 1371 mapspace &ms = op->ms ();
1309 1372
1310 /* this has to be done after we translate the coordinates. 1373 /* this has to be done after we translate the coordinates.
1311 */ 1374 */
1312 if (op->nrof && !(flag & INS_NO_MERGE)) 1375 if (op->nrof && !(flag & INS_NO_MERGE))
1315 { 1378 {
1316 // TODO: we actually want to update tmp, not op, 1379 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp 1380 // but some caller surely breaks when we return tmp
1318 // from here :/ 1381 // from here :/
1319 op->nrof += tmp->nrof; 1382 op->nrof += tmp->nrof;
1320 tmp->destroy (1); 1383 tmp->destroy ();
1321 } 1384 }
1322 1385
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1386 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1387 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1325 1388
1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1396 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1334 abort (); 1397 abort ();
1335 } 1398 }
1336 1399
1337 if (!originator->is_on_map ()) 1400 if (!originator->is_on_map ())
1401 {
1338 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1402 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1339 op->debug_desc (), originator->debug_desc ()); 1403 op->debug_desc (), originator->debug_desc ());
1404 abort ();
1405 }
1340 1406
1341 op->above = originator; 1407 op->above = originator;
1342 op->below = originator->below; 1408 op->below = originator->below;
1343 originator->below = op; 1409 originator->below = op;
1344 1410
1430 op->below = top; 1496 op->below = top;
1431 *(op->above ? &op->above->below : &ms.top) = op; 1497 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1498 }
1433 } 1499 }
1434 1500
1435 if (op->type == PLAYER) 1501 if (op->is_player ())
1436 { 1502 {
1437 op->contr->do_los = 1; 1503 op->contr->do_los = 1;
1438 ++op->map->players; 1504 ++op->map->players;
1439 op->map->touch (); 1505 op->map->touch ();
1440 } 1506 }
1455 * be far away from this change and not affected in any way - 1521 * be far away from this change and not affected in any way -
1456 * this should get redone to only look for players within range, 1522 * this should get redone to only look for players within range,
1457 * or just updating the P_UPTODATE for spaces within this area 1523 * or just updating the P_UPTODATE for spaces within this area
1458 * of effect may be sufficient. 1524 * of effect may be sufficient.
1459 */ 1525 */
1460 if (op->map->darkness && (op->glow_radius != 0)) 1526 if (op->affects_los ())
1527 {
1528 op->ms ().invalidate ();
1461 update_all_los (op->map, op->x, op->y); 1529 update_all_los (op->map, op->x, op->y);
1530 }
1462 1531
1463 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1532 /* updates flags (blocked, alive, no magic, etc) for this map space */
1464 update_object (op, UP_OBJ_INSERT); 1533 update_object (op, UP_OBJ_INSERT);
1465 1534
1466 INVOKE_OBJECT (INSERT, op); 1535 INVOKE_OBJECT (INSERT, op);
1473 * blocked() and wall() work properly), and these flags are updated by 1542 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object(). 1543 * update_object().
1475 */ 1544 */
1476 1545
1477 /* if this is not the head or flag has been passed, don't check walk on status */ 1546 /* if this is not the head or flag has been passed, don't check walk on status */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1547 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1479 { 1548 {
1480 if (check_move_on (op, originator)) 1549 if (check_move_on (op, originator))
1481 return 0; 1550 return 0;
1482 1551
1483 /* If we are a multi part object, lets work our way through the check 1552 /* If we are a multi part object, lets work our way through the check
1494/* this function inserts an object in the map, but if it 1563/* this function inserts an object in the map, but if it
1495 * finds an object of its own type, it'll remove that one first. 1564 * finds an object of its own type, it'll remove that one first.
1496 * op is the object to insert it under: supplies x and the map. 1565 * op is the object to insert it under: supplies x and the map.
1497 */ 1566 */
1498void 1567void
1499replace_insert_ob_in_map (const char *arch_string, object *op) 1568replace_insert_ob_in_map (shstr_tmp archname, object *op)
1500{ 1569{
1501 /* first search for itself and remove any old instances */ 1570 /* first search for itself and remove any old instances */
1502 1571
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1572 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1573 if (tmp->arch->archname == archname) /* same archetype */
1505 tmp->destroy (1); 1574 tmp->destroy ();
1506 1575
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1576 object *tmp = archetype::find (archname)->instance ();
1508 1577
1509 tmp->x = op->x; 1578 tmp->x = op->x;
1510 tmp->y = op->y; 1579 tmp->y = op->y;
1511 1580
1512 insert_ob_in_map (tmp, op->map, op, 0); 1581 insert_ob_in_map (tmp, op->map, op, 0);
1517{ 1586{
1518 if (where->env) 1587 if (where->env)
1519 return where->env->insert (this); 1588 return where->env->insert (this);
1520 else 1589 else
1521 return where->map->insert (this, where->x, where->y, originator, flags); 1590 return where->map->insert (this, where->x, where->y, originator, flags);
1591}
1592
1593// check whether we can put this into the map, respect max_volume, max_items
1594bool
1595object::can_drop_at (maptile *m, int x, int y, object *originator)
1596{
1597 mapspace &ms = m->at (x, y);
1598
1599 int items = ms.items ();
1600
1601 if (!items // testing !items ensures we can drop at least one item
1602 || (items < m->max_items
1603 && ms.volume () < m->max_volume))
1604 return true;
1605
1606 if (originator && originator->is_player ())
1607 originator->contr->failmsg (format (
1608 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1609 query_name ()
1610 ));
1611
1612 return false;
1522} 1613}
1523 1614
1524/* 1615/*
1525 * decrease(object, number) decreases a specified number from 1616 * decrease(object, number) decreases a specified number from
1526 * the amount of an object. If the amount reaches 0, the object 1617 * the amount of an object. If the amount reaches 0, the object
1633 if (object *pl = tmp->visible_to ()) 1724 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp); 1725 esrv_update_item (UPD_NROF, pl, tmp);
1635 1726
1636 adjust_weight (this, op->total_weight ()); 1727 adjust_weight (this, op->total_weight ());
1637 1728
1638 op->destroy (1); 1729 op->destroy ();
1639 op = tmp; 1730 op = tmp;
1640 goto inserted; 1731 goto inserted;
1641 } 1732 }
1642 1733
1643 op->owner = 0; // it's his/hers now. period. 1734 op->owner = 0; // it's his/hers now. period.
1661 1752
1662 adjust_weight (this, op->total_weight ()); 1753 adjust_weight (this, op->total_weight ());
1663 1754
1664inserted: 1755inserted:
1665 /* reset the light list and los of the players on the map */ 1756 /* reset the light list and los of the players on the map */
1666 if (op->glow_radius && map && map->darkness) 1757 if (op->glow_radius && is_on_map ())
1758 {
1759 update_stats ();
1667 update_all_los (map, x, y); 1760 update_all_los (map, x, y);
1668 1761 }
1762 else if (is_player ())
1669 // if this is a player's inventory, update stats 1763 // if this is a player's inventory, update stats
1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1764 contr->queue_stats_update ();
1671 update_stats ();
1672 1765
1673 INVOKE_OBJECT (INSERT, this); 1766 INVOKE_OBJECT (INSERT, this);
1674 1767
1675 return op; 1768 return op;
1676} 1769}
1696 * on top. 1789 * on top.
1697 */ 1790 */
1698int 1791int
1699check_move_on (object *op, object *originator) 1792check_move_on (object *op, object *originator)
1700{ 1793{
1794 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1795 return 0;
1796
1701 object *tmp; 1797 object *tmp;
1702 maptile *m = op->map; 1798 maptile *m = op->map;
1703 int x = op->x, y = op->y; 1799 int x = op->x, y = op->y;
1704 1800
1705 MoveType move_on, move_slow, move_block; 1801 mapspace &ms = m->at (x, y);
1706 1802
1707 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1803 ms.update ();
1708 return 0;
1709 1804
1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1805 MoveType move_on = ms.move_on;
1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1806 MoveType move_slow = ms.move_slow;
1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1807 MoveType move_block = ms.move_block;
1713 1808
1714 /* if nothing on this space will slow op down or be applied, 1809 /* if nothing on this space will slow op down or be applied,
1715 * no need to do checking below. have to make sure move_type 1810 * no need to do checking below. have to make sure move_type
1716 * is set, as lots of objects don't have it set - we treat that 1811 * is set, as lots of objects don't have it set - we treat that
1717 * as walking. 1812 * as walking.
1728 return 0; 1823 return 0;
1729 1824
1730 /* The objects have to be checked from top to bottom. 1825 /* The objects have to be checked from top to bottom.
1731 * Hence, we first go to the top: 1826 * Hence, we first go to the top:
1732 */ 1827 */
1733 1828 for (object *next, *tmp = ms.top; tmp; tmp = next)
1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1735 {
1736 /* Trim the search when we find the first other spell effect
1737 * this helps performance so that if a space has 50 spell objects,
1738 * we don't need to check all of them.
1739 */
1740 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1741 break;
1742 } 1829 {
1830 next = tmp->below;
1743 1831
1744 for (; tmp; tmp = tmp->below)
1745 {
1746 if (tmp == op) 1832 if (tmp == op)
1747 continue; /* Can't apply yourself */ 1833 continue; /* Can't apply yourself */
1748 1834
1749 /* Check to see if one of the movement types should be slowed down. 1835 /* Check to see if one of the movement types should be slowed down.
1750 * Second check makes sure that the movement types not being slowed 1836 * Second check makes sure that the movement types not being slowed
1755 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1841 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1756 { 1842 {
1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1843 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1844 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1759 { 1845 {
1760
1761 float
1762 diff = tmp->move_slow_penalty * fabs (op->speed); 1846 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763 1847
1764 if (op->type == PLAYER) 1848 if (op->is_player ())
1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1849 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1850 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1767 diff /= 4.0; 1851 diff /= 4.0;
1768 1852
1769 op->speed_left -= diff; 1853 op->speed_left -= diff;
1770 } 1854 }
1771 } 1855 }
1977 * head of the object should correspond for the entire object. 2061 * head of the object should correspond for the entire object.
1978 */ 2062 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2063 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue; 2064 continue;
1981 2065
1982 if (ob->blocked (m, pos.x, pos.y)) 2066 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue; 2067 continue;
1984 2068
1985 altern [index++] = i; 2069 altern [index++] = i;
1986 } 2070 }
1987 2071
2055 * there is capable of. 2139 * there is capable of.
2056 */ 2140 */
2057int 2141int
2058find_dir (maptile *m, int x, int y, object *exclude) 2142find_dir (maptile *m, int x, int y, object *exclude)
2059{ 2143{
2060 int i, max = SIZEOFFREE, mflags; 2144 int max = SIZEOFFREE, mflags;
2061
2062 sint16 nx, ny;
2063 object *tmp;
2064 maptile *mp;
2065
2066 MoveType blocked, move_type; 2145 MoveType move_type;
2067 2146
2068 if (exclude && exclude->head_ () != exclude) 2147 if (exclude && exclude->head_ () != exclude)
2069 { 2148 {
2070 exclude = exclude->head; 2149 exclude = exclude->head;
2071 move_type = exclude->move_type; 2150 move_type = exclude->move_type;
2074 { 2153 {
2075 /* If we don't have anything, presume it can use all movement types. */ 2154 /* If we don't have anything, presume it can use all movement types. */
2076 move_type = MOVE_ALL; 2155 move_type = MOVE_ALL;
2077 } 2156 }
2078 2157
2079 for (i = 1; i < max; i++) 2158 for (int i = 1; i < max; i++)
2080 { 2159 {
2081 mp = m; 2160 mapxy pos (m, x, y);
2082 nx = x + freearr_x[i]; 2161 pos.move (i);
2083 ny = y + freearr_y[i];
2084 2162
2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2163 if (!pos.normalise ())
2086
2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i]; 2164 max = maxfree[i];
2089 else 2165 else
2090 { 2166 {
2091 mapspace &ms = mp->at (nx, ny); 2167 mapspace &ms = *pos;
2092 2168
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type) 2169 if ((move_type & ms.move_block) == move_type)
2096 max = maxfree[i]; 2170 max = maxfree [i];
2097 else if (mflags & P_IS_ALIVE) 2171 else if (ms.flags () & P_IS_ALIVE)
2098 { 2172 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2173 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2174 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2175 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break;
2103
2104 if (tmp)
2105 return freedir[i]; 2176 return freedir [i];
2106 } 2177 }
2107 } 2178 }
2108 } 2179 }
2109 2180
2110 return 0; 2181 return 0;
2185 * This basically means that if direction is 15, then it could either go 2256 * This basically means that if direction is 15, then it could either go
2186 * direction 4, 14, or 16 to get back to where we are. 2257 * direction 4, 14, or 16 to get back to where we are.
2187 * Moved from spell_util.c to object.c with the other related direction 2258 * Moved from spell_util.c to object.c with the other related direction
2188 * functions. 2259 * functions.
2189 */ 2260 */
2190int reduction_dir[SIZEOFFREE][3] = { 2261static const int reduction_dir[SIZEOFFREE][3] = {
2191 {0, 0, 0}, /* 0 */ 2262 {0, 0, 0}, /* 0 */
2192 {0, 0, 0}, /* 1 */ 2263 {0, 0, 0}, /* 1 */
2193 {0, 0, 0}, /* 2 */ 2264 {0, 0, 0}, /* 2 */
2194 {0, 0, 0}, /* 3 */ 2265 {0, 0, 0}, /* 3 */
2195 {0, 0, 0}, /* 4 */ 2266 {0, 0, 0}, /* 4 */
2291int 2362int
2292can_pick (const object *who, const object *item) 2363can_pick (const object *who, const object *item)
2293{ 2364{
2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2365 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2366 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2367 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2297} 2368}
2298 2369
2299/* 2370/*
2300 * create clone from object to another 2371 * create clone from object to another
2301 */ 2372 */
2333 return tmp; 2404 return tmp;
2334 2405
2335 return 0; 2406 return 0;
2336} 2407}
2337 2408
2338const shstr & 2409shstr_tmp
2339object::kv_get (const shstr &key) const 2410object::kv_get (shstr_tmp key) const
2340{ 2411{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2412 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key) 2413 if (kv->key == key)
2343 return kv->value; 2414 return kv->value;
2344 2415
2345 return shstr_null; 2416 return shstr ();
2346} 2417}
2347 2418
2348void 2419void
2349object::kv_set (const shstr &key, const shstr &value) 2420object::kv_set (shstr_tmp key, shstr_tmp value)
2350{ 2421{
2351 for (key_value *kv = key_values; kv; kv = kv->next) 2422 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key) 2423 if (kv->key == key)
2353 { 2424 {
2354 kv->value = value; 2425 kv->value = value;
2363 2434
2364 key_values = kv; 2435 key_values = kv;
2365} 2436}
2366 2437
2367void 2438void
2368object::kv_del (const shstr &key) 2439object::kv_del (shstr_tmp key)
2369{ 2440{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2441 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key) 2442 if ((*kvp)->key == key)
2372 { 2443 {
2373 key_value *kv = *kvp; 2444 key_value *kv = *kvp;
2466{ 2537{
2467 return map ? map->region (x, y) 2538 return map ? map->region (x, y)
2468 : region::default_region (); 2539 : region::default_region ();
2469} 2540}
2470 2541
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479
2480void 2542void
2481object::open_container (object *new_container) 2543object::open_container (object *new_container)
2482{ 2544{
2483 if (container == new_container) 2545 if (container == new_container)
2484 return; 2546 return;
2504 container = 0; 2566 container = 0;
2505 2567
2506 // client needs item update to make it work, client bug requires this to be separate 2568 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2569 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2570
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2571 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2572 play_sound (sound_find ("chest_close"));
2511 } 2573 }
2512 2574
2513 if (new_container) 2575 if (new_container)
2514 { 2576 {
2518 // TODO: this does not seem to serve any purpose anymore? 2580 // TODO: this does not seem to serve any purpose anymore?
2519#if 0 2581#if 0
2520 // insert the "Close Container" object. 2582 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch) 2583 if (archetype *closer = new_container->other_arch)
2522 { 2584 {
2523 object *closer = arch_to_object (new_container->other_arch); 2585 object *closer = new_container->other_arch->instance ();
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2586 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2587 new_container->insert (closer);
2526 } 2588 }
2527#endif 2589#endif
2528 2590
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2591 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2592
2531 // make sure the container is available, client bug requires this to be separate 2593 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2594 esrv_send_item (this, new_container);
2533 2595
2534 new_container->flag [FLAG_APPLIED] = true; 2596 new_container->flag [FLAG_APPLIED] = true;
2542// else if (!old_container->env && contr && contr->ns) 2604// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2605// contr->ns->floorbox_reset ();
2544} 2606}
2545 2607
2546object * 2608object *
2547object::force_find (const shstr name) 2609object::force_find (shstr_tmp name)
2548{ 2610{
2549 /* cycle through his inventory to look for the MARK we want to 2611 /* cycle through his inventory to look for the MARK we want to
2550 * place 2612 * place
2551 */ 2613 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2614 for (object *tmp = inv; tmp; tmp = tmp->below)
2554 return splay (tmp); 2616 return splay (tmp);
2555 2617
2556 return 0; 2618 return 0;
2557} 2619}
2558 2620
2621//-GPL
2622
2559void 2623void
2624object::force_set_timer (int duration)
2625{
2626 this->duration = 1;
2627 this->speed_left = -1.f;
2628
2629 this->set_speed (duration ? 1.f / duration : 0.f);
2630}
2631
2632object *
2560object::force_add (const shstr name, int duration) 2633object::force_add (shstr_tmp name, int duration)
2561{ 2634{
2562 if (object *force = force_find (name)) 2635 if (object *force = force_find (name))
2563 force->destroy (); 2636 force->destroy ();
2564 2637
2565 object *force = get_archetype (FORCE_NAME); 2638 object *force = get_archetype (FORCE_NAME);
2566 2639
2567 force->slaying = name; 2640 force->slaying = name;
2568 force->stats.food = 1; 2641 force->force_set_timer (duration);
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2642 force->flag [FLAG_APPLIED] = true;
2574 2643
2575 insert (force); 2644 return insert (force);
2576} 2645}
2577 2646
2578void 2647void
2579object::play_sound (faceidx sound) 2648object::play_sound (faceidx sound) const
2580{ 2649{
2581 if (!sound) 2650 if (!sound)
2582 return; 2651 return;
2583 2652
2584 if (flag [FLAG_REMOVED]) 2653 if (is_on_map ())
2654 map->play_sound (sound, x, y);
2655 else if (object *pl = in_player ())
2656 pl->contr->play_sound (sound);
2657}
2658
2659void
2660object::say_msg (const char *msg) const
2661{
2662 if (is_on_map ())
2663 map->say_msg (msg, x, y);
2664 else if (object *pl = in_player ())
2665 pl->contr->play_sound (sound);
2666}
2667
2668void
2669object::make_noise ()
2670{
2671 // we do not model noise in the map, so instead put
2672 // a temporary light into the noise source
2673 // could use the map instead, but that's less reliable for our
2674 // goal, which is to make invisibility a bit harder to exploit
2675
2676 // currently only works sensibly for players
2677 if (!is_player ())
2585 return; 2678 return;
2586 2679
2587 if (env) 2680 // find old force, or create new one
2588 { 2681 object *force = force_find (shstr_noise_force);
2589 if (object *pl = in_player ()) 2682
2590 pl->contr->play_sound (sound); 2683 if (force)
2591 } 2684 force->speed_left = -1.f; // patch old speed up
2592 else 2685 else
2593 map->play_sound (sound, x, y); 2686 {
2594} 2687 force = archetype::get (shstr_noise_force);
2595 2688
2689 force->slaying = shstr_noise_force;
2690 force->stats.food = 1;
2691 force->speed_left = -1.f;
2692
2693 force->set_speed (1.f / 4.f);
2694 force->flag [FLAG_IS_USED_UP] = true;
2695 force->flag [FLAG_APPLIED] = true;
2696
2697 insert (force);
2698 }
2699}
2700
2701void object::change_move_type (MoveType mt)
2702{
2703 if (move_type == mt)
2704 return;
2705
2706 if (is_on_map ())
2707 {
2708 // we are on the map, so handle move_on/off effects
2709 remove ();
2710 move_type = mt;
2711 map->insert (this, x, y, this);
2712 }
2713 else
2714 move_type = mt;
2715}
2716

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