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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 1.318 by root, Sat Apr 3 02:27:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 55};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
179 * check weight 248 * check weight
180 */ 249 */
181bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
182{ 251{
183 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
184 if (ob1 == ob2 253 if (ob1 == ob2
185 || ob1->type != ob2->type 254 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 255 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 258 return 0;
190 259
191 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 263 return 0;
198 264
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
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
526 if (slot [body_combat].info) return slot_combat; 589 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged; 590 if (slot [body_range ].info) return slot_ranged;
528 } 591 }
529 592
530 return slot_none; 593 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
580} 594}
581 595
582/* Zero the key_values on op, decrementing the shared-string 596/* Zero the key_values on op, decrementing the shared-string
583 * refcounts and freeing the links. 597 * refcounts and freeing the links.
584 */ 598 */
637 tail = new_link; 651 tail = new_link;
638 } 652 }
639 } 653 }
640 } 654 }
641 655
642 if (speed < 0) 656 dst->activate ();
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646} 657}
647 658
648void 659void
649object::instantiate () 660object::instantiate ()
650{ 661{
651 if (!uuid.seq) // HACK 662 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 663 uuid = UUID::gen ();
653 664
665 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
666 if (flag [FLAG_RANDOM_SPEED] && speed)
667 speed_left = - speed - rndm (); // TODO animation
668 else
654 speed_left = -0.1f; 669 speed_left = -1.;
670
655 /* copy the body_info to the body_used - this is only really 671 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything. 672 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting 673 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created 674 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped. 675 * for it, they can be properly equipped.
667object * 683object *
668object::clone () 684object::clone ()
669{ 685{
670 object *neu = create (); 686 object *neu = create ();
671 copy_to (neu); 687 copy_to (neu);
688
689 // TODO: unclean state changes, should not be done in clone AND instantiate
690 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
691 neu->speed_left = - neu->speed - rndm (); // TODO animation
692
672 neu->map = map; // not copied by copy_to 693 neu->map = map; // not copied by copy_to
673 return neu; 694 return neu;
674} 695}
675 696
676/* 697/*
694 * This function needs to be called whenever the speed of an object changes. 715 * This function needs to be called whenever the speed of an object changes.
695 */ 716 */
696void 717void
697object::set_speed (float speed) 718object::set_speed (float speed)
698{ 719{
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; 720 this->speed = speed;
706 721
707 if (has_active_speed ()) 722 if (has_active_speed ())
708 activate (); 723 activate ();
709 else 724 else
759 774
760 if (!(m.flags_ & P_UPTODATE)) 775 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 776 /* nop */;
762 else if (action == UP_OBJ_INSERT) 777 else if (action == UP_OBJ_INSERT)
763 { 778 {
779#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 780 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on 787 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off 788 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow 789 || (m.move_slow | op->move_slow) != m.move_slow
773 /* This isn't perfect, but I don't expect a lot of objects to 790 /* This isn't perfect, but I don't expect a lot of objects to
774 * have move_allow right now. 791 * have move_allow right now.
775 */ 792 */
776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
794 m.invalidate ();
795#else
777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 796 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
778 m.flags_ = 0; 797 m.invalidate ();
798#endif
779 } 799 }
780 /* if the object is being removed, we can't make intelligent 800 /* if the object is being removed, we can't make intelligent
781 * decisions, because remove_ob can't really pass the object 801 * decisions, because remove_ob can't really pass the object
782 * that is being removed. 802 * that is being removed.
783 */ 803 */
784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 804 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
785 m.flags_ = 0; 805 m.invalidate ();
786 else if (action == UP_OBJ_FACE) 806 else if (action == UP_OBJ_FACE)
787 /* Nothing to do for that case */ ; 807 /* Nothing to do for that case */ ;
788 else 808 else
789 LOG (llevError, "update_object called with invalid action: %d\n", action); 809 LOG (llevError, "update_object called with invalid action: %d\n", action);
790 810
794 814
795object::object () 815object::object ()
796{ 816{
797 SET_FLAG (this, FLAG_REMOVED); 817 SET_FLAG (this, FLAG_REMOVED);
798 818
799 expmul = 1.0; 819 //expmul = 1.0; declared const for the time being
800 face = blank_face; 820 face = blank_face;
821 material = MATERIAL_NULL;
801} 822}
802 823
803object::~object () 824object::~object ()
804{ 825{
805 unlink (); 826 unlink ();
834 /* If already on active list, don't do anything */ 855 /* If already on active list, don't do anything */
835 if (active) 856 if (active)
836 return; 857 return;
837 858
838 if (has_active_speed ()) 859 if (has_active_speed ())
860 {
861 if (flag [FLAG_FREED])
862 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
863
839 actives.insert (this); 864 actives.insert (this);
865 }
840} 866}
841 867
842void 868void
843object::activate_recursive () 869object::activate_recursive ()
844{ 870{
909 || map->in_memory != MAP_ACTIVE 935 || map->in_memory != MAP_ACTIVE
910 || map->no_drop 936 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 937 || ms ().move_block == MOVE_ALL)
912 { 938 {
913 while (inv) 939 while (inv)
914 inv->destroy (true); 940 inv->destroy ();
915 } 941 }
916 else 942 else
917 { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
918 while (inv) 944 while (inv)
919 { 945 {
923 || op->flag [FLAG_NO_DROP] 949 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE 950 || op->type == RUNE
925 || op->type == TRAP 951 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE] 952 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH]) 953 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true); 954 op->destroy ();
929 else 955 else
930 map->insert (op, x, y); 956 map->insert (op, x, y);
931 } 957 }
932 } 958 }
933} 959}
962 988
963void 989void
964object::do_destroy () 990object::do_destroy ()
965{ 991{
966 if (flag [FLAG_IS_LINKED]) 992 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 993 remove_link ();
968 994
969 if (flag [FLAG_FRIENDLY]) 995 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 996 remove_friendly_object (this);
971 997
972 remove (); 998 remove ();
997 attacked_by = 0; 1023 attacked_by = 0;
998 current_weapon = 0; 1024 current_weapon = 0;
999} 1025}
1000 1026
1001void 1027void
1002object::destroy (bool destroy_inventory) 1028object::destroy ()
1003{ 1029{
1004 if (destroyed ()) 1030 if (destroyed ())
1005 return; 1031 return;
1006 1032
1007 if (!is_head () && !head->destroyed ()) 1033 if (!is_head () && !head->destroyed ())
1008 { 1034 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1035 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory); 1036 head->destroy ();
1011 return; 1037 return;
1012 } 1038 }
1013 1039
1014 destroy_inv (!destroy_inventory); 1040 destroy_inv (false);
1015 1041
1016 if (is_head ()) 1042 if (is_head ())
1017 if (sound_destroy) 1043 if (sound_destroy)
1018 play_sound (sound_destroy); 1044 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1045 else if (flag [FLAG_MONSTER])
1030 * the previous environment. 1056 * the previous environment.
1031 */ 1057 */
1032void 1058void
1033object::do_remove () 1059object::do_remove ()
1034{ 1060{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1061 if (flag [FLAG_REMOVED])
1039 return; 1062 return;
1040 1063
1041 INVOKE_OBJECT (REMOVE, this); 1064 INVOKE_OBJECT (REMOVE, this);
1042 1065
1055 if (object *pl = visible_to ()) 1078 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1079 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1080 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1081
1059 adjust_weight (env, -total_weight ()); 1082 adjust_weight (env, -total_weight ());
1083
1084 object *pl = in_player ();
1060 1085
1061 /* we set up values so that it could be inserted into 1086 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1087 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1088 * to the caller to decide what we want to do.
1064 */ 1089 */
1072 1097
1073 above = 0; 1098 above = 0;
1074 below = 0; 1099 below = 0;
1075 env = 0; 1100 env = 0;
1076 1101
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1102 if (pl && pl->is_player ())
1078 * made to players inventory. If set, avoiding the call
1079 * to save cpu time.
1080 */ 1103 {
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1104 if (expect_false (pl->contr->combat_ob == this))
1082 otmp->update_stats (); 1105 {
1106 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1107 pl->contr->combat_ob = 0;
1108 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1109 }
1110
1111 if (expect_false (pl->contr->ranged_ob == this))
1112 {
1113 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1114 pl->contr->ranged_ob = 0;
1115 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1116 }
1117
1118 pl->contr->queue_stats_update ();
1119
1120 if (expect_false (glow_radius) && pl->is_on_map ())
1121 update_all_los (pl->map, pl->x, pl->y);
1122 }
1083 } 1123 }
1084 else if (map) 1124 else if (map)
1085 { 1125 {
1086 map->dirty = true; 1126 map->dirty = true;
1087 mapspace &ms = this->ms (); 1127 mapspace &ms = this->ms ();
1088 1128
1089 if (object *pl = ms.player ()) 1129 if (object *pl = ms.player ())
1090 { 1130 {
1091 if (type == PLAYER) // this == pl(!) 1131 if (is_player ())
1092 { 1132 {
1133 if (!flag [FLAG_WIZPASS])
1134 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1135
1093 // leaving a spot always closes any open container on the ground 1136 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1137 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1138 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1139 // that the CLOSE event is being sent.
1097 close_container (); 1140 close_container ();
1098 1141
1099 --map->players; 1142 --map->players;
1100 map->touch (); 1143 map->touch ();
1101 } 1144 }
1102 else if (pl->container == this) 1145 else if (pl->container_ () == this)
1103 { 1146 {
1104 // removing a container should close it 1147 // removing a container should close it
1105 close_container (); 1148 close_container ();
1106 } 1149 }
1107 1150
1114 *(below ? &below->above : &ms.bot) = above; 1157 *(below ? &below->above : &ms.bot) = above;
1115 1158
1116 above = 0; 1159 above = 0;
1117 below = 0; 1160 below = 0;
1118 1161
1162 ms.invalidate ();
1163
1119 if (map->in_memory == MAP_SAVING) 1164 if (map->in_memory == MAP_SAVING)
1120 return; 1165 return;
1121 1166
1122 int check_walk_off = !flag [FLAG_NO_APPLY]; 1167 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1168
1124 if (object *pl = ms.player ()) 1169 if (object *pl = ms.player ())
1125 { 1170 {
1126 if (pl->container == this) 1171 if (pl->container_ () == this)
1127 /* If a container that the player is currently using somehow gets 1172 /* If a container that the player is currently using somehow gets
1128 * removed (most likely destroyed), update the player view 1173 * removed (most likely destroyed), update the player view
1129 * appropriately. 1174 * appropriately.
1130 */ 1175 */
1131 pl->close_container (); 1176 pl->close_container ();
1135 //TODO: update floorbox to preserve ordering 1180 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns) 1181 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update (); 1182 pl->contr->ns->floorbox_update ();
1138 } 1183 }
1139 1184
1185 if (check_walk_off)
1140 for (tmp = ms.bot; tmp; tmp = tmp->above) 1186 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1141 { 1187 {
1188 above = tmp->above;
1189
1142 /* No point updating the players look faces if he is the object 1190 /* No point updating the players look faces if he is the object
1143 * being removed. 1191 * being removed.
1144 */ 1192 */
1145 1193
1146 /* See if object moving off should effect something */ 1194 /* See if object moving off should effect something */
1147 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1195 if ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1196 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1150 {
1151 move_apply (tmp, this, 0); 1197 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 } 1198 }
1156 1199
1157 last = tmp; 1200 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); 1201 update_all_los (map, x, y);
1169 } 1202 }
1170} 1203}
1171 1204
1172/* 1205/*
1196 esrv_update_item (UPD_NROF, pl, top); 1229 esrv_update_item (UPD_NROF, pl, top);
1197 1230
1198 op->weight = 0; // cancel the addition above 1231 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already 1232 op->carrying = 0; // must be 0 already
1200 1233
1201 op->destroy (1); 1234 op->destroy ();
1202 1235
1203 return top; 1236 return top;
1204 } 1237 }
1205 1238
1206 return 0; 1239 return 0;
1214 1247
1215 object *prev = this; 1248 object *prev = this;
1216 1249
1217 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1250 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1218 { 1251 {
1219 object *op = arch_to_object (at); 1252 object *op = at->instance ();
1220 1253
1221 op->name = name; 1254 op->name = name;
1222 op->name_pl = name_pl; 1255 op->name_pl = name_pl;
1223 op->title = title; 1256 op->title = title;
1224 1257
1262 * Passing 0 for flag gives proper default values, so flag really only needs 1295 * Passing 0 for flag gives proper default values, so flag really only needs
1263 * to be set if special handling is needed. 1296 * to be set if special handling is needed.
1264 * 1297 *
1265 * Return value: 1298 * Return value:
1266 * new object if 'op' was merged with other object 1299 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed 1300 * NULL if there was an error (destroyed, blocked etc.)
1268 * just 'op' otherwise 1301 * just 'op' otherwise
1269 */ 1302 */
1270object * 1303object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1305{
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 (); 1306 op->remove ();
1283 }
1284 1307
1285 if (op->face && !face_info (op->face))//D TODO: remove soon 1308 if (m == &freed_map)//D TODO: remove soon
1286 {//D 1309 {//D
1287 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1310 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 op->face = 1;//D
1289 }//D 1311 }//D
1290 1312
1291 /* Ideally, the caller figures this out. However, it complicates a lot 1313 /* 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 1314 * of areas of callers (eg, anything that uses find_free_spot would now
1293 * need extra work 1315 * need extra work
1294 */ 1316 */
1317 maptile *newmap = m;
1295 if (!xy_normalise (m, op->x, op->y)) 1318 if (!xy_normalise (newmap, op->x, op->y))
1296 { 1319 {
1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1320 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1298 return 0; 1321 return 0;
1299 } 1322 }
1300 1323
1301 if (object *more = op->more) 1324 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag)) 1325 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0; 1326 return 0;
1304 1327
1305 CLEAR_FLAG (op, FLAG_REMOVED); 1328 op->flag [FLAG_REMOVED] = false;
1306 1329 op->env = 0;
1307 op->map = m; 1330 op->map = newmap;
1331
1308 mapspace &ms = op->ms (); 1332 mapspace &ms = op->ms ();
1309 1333
1310 /* this has to be done after we translate the coordinates. 1334 /* this has to be done after we translate the coordinates.
1311 */ 1335 */
1312 if (op->nrof && !(flag & INS_NO_MERGE)) 1336 if (op->nrof && !(flag & INS_NO_MERGE))
1315 { 1339 {
1316 // TODO: we actually want to update tmp, not op, 1340 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp 1341 // but some caller surely breaks when we return tmp
1318 // from here :/ 1342 // from here :/
1319 op->nrof += tmp->nrof; 1343 op->nrof += tmp->nrof;
1320 tmp->destroy (1); 1344 tmp->destroy ();
1321 } 1345 }
1322 1346
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1347 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1348 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1325 1349
1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1357 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1334 abort (); 1358 abort ();
1335 } 1359 }
1336 1360
1337 if (!originator->is_on_map ()) 1361 if (!originator->is_on_map ())
1362 {
1338 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1363 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 ()); 1364 op->debug_desc (), originator->debug_desc ());
1365 abort ();
1366 }
1340 1367
1341 op->above = originator; 1368 op->above = originator;
1342 op->below = originator->below; 1369 op->below = originator->below;
1343 originator->below = op; 1370 originator->below = op;
1344 1371
1430 op->below = top; 1457 op->below = top;
1431 *(op->above ? &op->above->below : &ms.top) = op; 1458 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1459 }
1433 } 1460 }
1434 1461
1435 if (op->type == PLAYER) 1462 if (op->is_player ())
1436 { 1463 {
1437 op->contr->do_los = 1; 1464 op->contr->do_los = 1;
1438 ++op->map->players; 1465 ++op->map->players;
1439 op->map->touch (); 1466 op->map->touch ();
1440 } 1467 }
1455 * be far away from this change and not affected in any way - 1482 * be far away from this change and not affected in any way -
1456 * this should get redone to only look for players within range, 1483 * this should get redone to only look for players within range,
1457 * or just updating the P_UPTODATE for spaces within this area 1484 * or just updating the P_UPTODATE for spaces within this area
1458 * of effect may be sufficient. 1485 * of effect may be sufficient.
1459 */ 1486 */
1460 if (op->map->darkness && (op->glow_radius != 0)) 1487 if (op->affects_los ())
1488 {
1489 op->ms ().invalidate ();
1461 update_all_los (op->map, op->x, op->y); 1490 update_all_los (op->map, op->x, op->y);
1491 }
1462 1492
1463 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1464 update_object (op, UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1465 1495
1466 INVOKE_OBJECT (INSERT, op); 1496 INVOKE_OBJECT (INSERT, op);
1473 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object(). 1504 * update_object().
1475 */ 1505 */
1476 1506
1477 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1508 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1479 { 1509 {
1480 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1481 return 0; 1511 return 0;
1482 1512
1483 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1494/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1495 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1496 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1497 */ 1527 */
1498void 1528void
1499replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (shstr_tmp archname, object *op)
1500{ 1530{
1501 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1502 1532
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1534 if (tmp->arch->archname == archname) /* same archetype */
1505 tmp->destroy (1); 1535 tmp->destroy ();
1506 1536
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1537 object *tmp = archetype::find (archname)->instance ();
1508 1538
1509 tmp->x = op->x; 1539 tmp->x = op->x;
1510 tmp->y = op->y; 1540 tmp->y = op->y;
1511 1541
1512 insert_ob_in_map (tmp, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1517{ 1547{
1518 if (where->env) 1548 if (where->env)
1519 return where->env->insert (this); 1549 return where->env->insert (this);
1520 else 1550 else
1521 return where->map->insert (this, where->x, where->y, originator, flags); 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1552}
1553
1554// check whether we can put this into the map, respect max_volume, max_items
1555bool
1556object::can_drop_at (maptile *m, int x, int y, object *originator)
1557{
1558 mapspace &ms = m->at (x, y);
1559
1560 int items = ms.items ();
1561
1562 if (!items // testing !items ensures we can drop at least one item
1563 || (items < m->max_items
1564 && ms.volume () < m->max_volume))
1565 return true;
1566
1567 if (originator && originator->is_player ())
1568 originator->contr->failmsg (format (
1569 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1570 query_name ()
1571 ));
1572
1573 return false;
1522} 1574}
1523 1575
1524/* 1576/*
1525 * decrease(object, number) decreases a specified number from 1577 * decrease(object, number) decreases a specified number from
1526 * the amount of an object. If the amount reaches 0, the object 1578 * the amount of an object. If the amount reaches 0, the object
1633 if (object *pl = tmp->visible_to ()) 1685 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp); 1686 esrv_update_item (UPD_NROF, pl, tmp);
1635 1687
1636 adjust_weight (this, op->total_weight ()); 1688 adjust_weight (this, op->total_weight ());
1637 1689
1638 op->destroy (1); 1690 op->destroy ();
1639 op = tmp; 1691 op = tmp;
1640 goto inserted; 1692 goto inserted;
1641 } 1693 }
1642 1694
1643 op->owner = 0; // it's his/hers now. period. 1695 op->owner = 0; // it's his/hers now. period.
1661 1713
1662 adjust_weight (this, op->total_weight ()); 1714 adjust_weight (this, op->total_weight ());
1663 1715
1664inserted: 1716inserted:
1665 /* reset the light list and los of the players on the map */ 1717 /* reset the light list and los of the players on the map */
1666 if (op->glow_radius && map && map->darkness) 1718 if (op->glow_radius && is_on_map ())
1719 {
1720 update_stats ();
1667 update_all_los (map, x, y); 1721 update_all_los (map, x, y);
1668 1722 }
1723 else if (is_player ())
1669 // if this is a player's inventory, update stats 1724 // if this is a player's inventory, update stats
1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1725 contr->queue_stats_update ();
1671 update_stats ();
1672 1726
1673 INVOKE_OBJECT (INSERT, this); 1727 INVOKE_OBJECT (INSERT, this);
1674 1728
1675 return op; 1729 return op;
1676} 1730}
1696 * on top. 1750 * on top.
1697 */ 1751 */
1698int 1752int
1699check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1700{ 1754{
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1756 return 0;
1757
1701 object *tmp; 1758 object *tmp;
1702 maptile *m = op->map; 1759 maptile *m = op->map;
1703 int x = op->x, y = op->y; 1760 int x = op->x, y = op->y;
1704 1761
1705 MoveType move_on, move_slow, move_block; 1762 mapspace &ms = m->at (x, y);
1706 1763
1707 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1764 ms.update ();
1708 return 0;
1709 1765
1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1766 MoveType move_on = ms.move_on;
1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1767 MoveType move_slow = ms.move_slow;
1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1768 MoveType move_block = ms.move_block;
1713 1769
1714 /* if nothing on this space will slow op down or be applied, 1770 /* if nothing on this space will slow op down or be applied,
1715 * no need to do checking below. have to make sure move_type 1771 * no need to do checking below. have to make sure move_type
1716 * is set, as lots of objects don't have it set - we treat that 1772 * is set, as lots of objects don't have it set - we treat that
1717 * as walking. 1773 * as walking.
1728 return 0; 1784 return 0;
1729 1785
1730 /* The objects have to be checked from top to bottom. 1786 /* The objects have to be checked from top to bottom.
1731 * Hence, we first go to the top: 1787 * Hence, we first go to the top:
1732 */ 1788 */
1733 1789 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 } 1790 {
1791 next = tmp->below;
1743 1792
1744 for (; tmp; tmp = tmp->below)
1745 {
1746 if (tmp == op) 1793 if (tmp == op)
1747 continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1748 1795
1749 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1750 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1755 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1756 { 1803 {
1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 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)) 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1759 { 1806 {
1760
1761 float
1762 diff = tmp->move_slow_penalty * fabs (op->speed); 1807 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763 1808
1764 if (op->type == PLAYER) 1809 if (op->is_player ())
1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1810 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1811 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1767 diff /= 4.0; 1812 diff /= 4.0;
1768 1813
1769 op->speed_left -= diff; 1814 op->speed_left -= diff;
1770 } 1815 }
1771 } 1816 }
1977 * head of the object should correspond for the entire object. 2022 * head of the object should correspond for the entire object.
1978 */ 2023 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2024 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue; 2025 continue;
1981 2026
1982 if (ob->blocked (m, pos.x, pos.y)) 2027 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue; 2028 continue;
1984 2029
1985 altern [index++] = i; 2030 altern [index++] = i;
1986 } 2031 }
1987 2032
2055 * there is capable of. 2100 * there is capable of.
2056 */ 2101 */
2057int 2102int
2058find_dir (maptile *m, int x, int y, object *exclude) 2103find_dir (maptile *m, int x, int y, object *exclude)
2059{ 2104{
2060 int i, max = SIZEOFFREE, mflags; 2105 int max = SIZEOFFREE, mflags;
2061
2062 sint16 nx, ny;
2063 object *tmp;
2064 maptile *mp;
2065
2066 MoveType blocked, move_type; 2106 MoveType move_type;
2067 2107
2068 if (exclude && exclude->head_ () != exclude) 2108 if (exclude && exclude->head_ () != exclude)
2069 { 2109 {
2070 exclude = exclude->head; 2110 exclude = exclude->head;
2071 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2074 { 2114 {
2075 /* If we don't have anything, presume it can use all movement types. */ 2115 /* If we don't have anything, presume it can use all movement types. */
2076 move_type = MOVE_ALL; 2116 move_type = MOVE_ALL;
2077 } 2117 }
2078 2118
2079 for (i = 1; i < max; i++) 2119 for (int i = 1; i < max; i++)
2080 { 2120 {
2081 mp = m; 2121 mapxy pos (m, x, y);
2082 nx = x + freearr_x[i]; 2122 pos.move (i);
2083 ny = y + freearr_y[i];
2084 2123
2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 if (!pos.normalise ())
2086
2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i]; 2125 max = maxfree[i];
2089 else 2126 else
2090 { 2127 {
2091 mapspace &ms = mp->at (nx, ny); 2128 mapspace &ms = *pos;
2092 2129
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type) 2130 if ((move_type & ms.move_block) == move_type)
2096 max = maxfree[i]; 2131 max = maxfree [i];
2097 else if (mflags & P_IS_ALIVE) 2132 else if (ms.flags () & P_IS_ALIVE)
2098 { 2133 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2134 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2136 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break;
2103
2104 if (tmp)
2105 return freedir[i]; 2137 return freedir [i];
2106 } 2138 }
2107 } 2139 }
2108 } 2140 }
2109 2141
2110 return 0; 2142 return 0;
2185 * This basically means that if direction is 15, then it could either go 2217 * This basically means that if direction is 15, then it could either go
2186 * direction 4, 14, or 16 to get back to where we are. 2218 * direction 4, 14, or 16 to get back to where we are.
2187 * Moved from spell_util.c to object.c with the other related direction 2219 * Moved from spell_util.c to object.c with the other related direction
2188 * functions. 2220 * functions.
2189 */ 2221 */
2190int reduction_dir[SIZEOFFREE][3] = { 2222static const int reduction_dir[SIZEOFFREE][3] = {
2191 {0, 0, 0}, /* 0 */ 2223 {0, 0, 0}, /* 0 */
2192 {0, 0, 0}, /* 1 */ 2224 {0, 0, 0}, /* 1 */
2193 {0, 0, 0}, /* 2 */ 2225 {0, 0, 0}, /* 2 */
2194 {0, 0, 0}, /* 3 */ 2226 {0, 0, 0}, /* 3 */
2195 {0, 0, 0}, /* 4 */ 2227 {0, 0, 0}, /* 4 */
2291int 2323int
2292can_pick (const object *who, const object *item) 2324can_pick (const object *who, const object *item)
2293{ 2325{
2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2327 (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)); 2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2297} 2329}
2298 2330
2299/* 2331/*
2300 * create clone from object to another 2332 * create clone from object to another
2301 */ 2333 */
2333 return tmp; 2365 return tmp;
2334 2366
2335 return 0; 2367 return 0;
2336} 2368}
2337 2369
2338const shstr & 2370shstr_tmp
2339object::kv_get (const shstr &key) const 2371object::kv_get (shstr_tmp key) const
2340{ 2372{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key) 2374 if (kv->key == key)
2343 return kv->value; 2375 return kv->value;
2344 2376
2345 return shstr_null; 2377 return shstr ();
2346} 2378}
2347 2379
2348void 2380void
2349object::kv_set (const shstr &key, const shstr &value) 2381object::kv_set (shstr_tmp key, shstr_tmp value)
2350{ 2382{
2351 for (key_value *kv = key_values; kv; kv = kv->next) 2383 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key) 2384 if (kv->key == key)
2353 { 2385 {
2354 kv->value = value; 2386 kv->value = value;
2363 2395
2364 key_values = kv; 2396 key_values = kv;
2365} 2397}
2366 2398
2367void 2399void
2368object::kv_del (const shstr &key) 2400object::kv_del (shstr_tmp key)
2369{ 2401{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key) 2403 if ((*kvp)->key == key)
2372 { 2404 {
2373 key_value *kv = *kvp; 2405 key_value *kv = *kvp;
2466{ 2498{
2467 return map ? map->region (x, y) 2499 return map ? map->region (x, y)
2468 : region::default_region (); 2500 : region::default_region ();
2469} 2501}
2470 2502
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 2503void
2481object::open_container (object *new_container) 2504object::open_container (object *new_container)
2482{ 2505{
2483 if (container == new_container) 2506 if (container == new_container)
2484 return; 2507 return;
2504 container = 0; 2527 container = 0;
2505 2528
2506 // client needs item update to make it work, client bug requires this to be separate 2529 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2530 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2531
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2532 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2533 play_sound (sound_find ("chest_close"));
2511 } 2534 }
2512 2535
2513 if (new_container) 2536 if (new_container)
2514 { 2537 {
2518 // TODO: this does not seem to serve any purpose anymore? 2541 // TODO: this does not seem to serve any purpose anymore?
2519#if 0 2542#if 0
2520 // insert the "Close Container" object. 2543 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch) 2544 if (archetype *closer = new_container->other_arch)
2522 { 2545 {
2523 object *closer = arch_to_object (new_container->other_arch); 2546 object *closer = new_container->other_arch->instance ();
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2547 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2548 new_container->insert (closer);
2526 } 2549 }
2527#endif 2550#endif
2528 2551
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2553
2531 // make sure the container is available, client bug requires this to be separate 2554 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2555 esrv_send_item (this, new_container);
2533 2556
2534 new_container->flag [FLAG_APPLIED] = true; 2557 new_container->flag [FLAG_APPLIED] = true;
2542// else if (!old_container->env && contr && contr->ns) 2565// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2566// contr->ns->floorbox_reset ();
2544} 2567}
2545 2568
2546object * 2569object *
2547object::force_find (const shstr name) 2570object::force_find (shstr_tmp name)
2548{ 2571{
2549 /* cycle through his inventory to look for the MARK we want to 2572 /* cycle through his inventory to look for the MARK we want to
2550 * place 2573 * place
2551 */ 2574 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2575 for (object *tmp = inv; tmp; tmp = tmp->below)
2554 return splay (tmp); 2577 return splay (tmp);
2555 2578
2556 return 0; 2579 return 0;
2557} 2580}
2558 2581
2582//-GPL
2583
2559void 2584void
2585object::force_set_timer (int duration)
2586{
2587 this->duration = 1;
2588 this->speed_left = -1.f;
2589
2590 this->set_speed (duration ? 1.f / duration : 0.f);
2591}
2592
2593object *
2560object::force_add (const shstr name, int duration) 2594object::force_add (shstr_tmp name, int duration)
2561{ 2595{
2562 if (object *force = force_find (name)) 2596 if (object *force = force_find (name))
2563 force->destroy (); 2597 force->destroy ();
2564 2598
2565 object *force = get_archetype (FORCE_NAME); 2599 object *force = get_archetype (FORCE_NAME);
2566 2600
2567 force->slaying = name; 2601 force->slaying = name;
2568 force->stats.food = 1; 2602 force->force_set_timer (duration);
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2603 force->flag [FLAG_APPLIED] = true;
2574 2604
2575 insert (force); 2605 return insert (force);
2576} 2606}
2577 2607
2578void 2608void
2579object::play_sound (faceidx sound) 2609object::play_sound (faceidx sound) const
2580{ 2610{
2581 if (!sound) 2611 if (!sound)
2582 return; 2612 return;
2583 2613
2584 if (flag [FLAG_REMOVED]) 2614 if (is_on_map ())
2615 map->play_sound (sound, x, y);
2616 else if (object *pl = in_player ())
2617 pl->contr->play_sound (sound);
2618}
2619
2620void
2621object::say_msg (const char *msg) const
2622{
2623 if (is_on_map ())
2624 map->say_msg (msg, x, y);
2625 else if (object *pl = in_player ())
2626 pl->contr->play_sound (sound);
2627}
2628
2629void
2630object::make_noise ()
2631{
2632 // we do not model noise in the map, so instead put
2633 // a temporary light into the noise source
2634 // could use the map instead, but that's less reliable for our
2635 // goal, which is to make invisibility a bit harder to exploit
2636
2637 // currently only works sensibly for players
2638 if (!is_player ())
2585 return; 2639 return;
2586 2640
2587 if (env) 2641 // find old force, or create new one
2588 { 2642 object *force = force_find (shstr_noise_force);
2589 if (object *pl = in_player ()) 2643
2590 pl->contr->play_sound (sound); 2644 if (force)
2591 } 2645 force->speed_left = -1.f; // patch old speed up
2592 else 2646 else
2593 map->play_sound (sound, x, y); 2647 {
2594} 2648 force = archetype::get (shstr_noise_force);
2595 2649
2650 force->slaying = shstr_noise_force;
2651 force->stats.food = 1;
2652 force->speed_left = -1.f;
2653
2654 force->set_speed (1.f / 4.f);
2655 force->flag [FLAG_IS_USED_UP] = true;
2656 force->flag [FLAG_APPLIED] = true;
2657
2658 insert (force);
2659 }
2660}
2661
2662void object::change_move_type (MoveType mt)
2663{
2664 if (move_type == mt)
2665 return;
2666
2667 if (is_on_map ())
2668 {
2669 // we are on the map, so handle move_on/off effects
2670 remove ();
2671 move_type = mt;
2672 map->insert (this, x, y, this);
2673 }
2674 else
2675 move_type = mt;
2676}
2677

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