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Comparing deliantra/server/common/object.C (file contents):
Revision 1.254 by root, Sun Aug 31 01:17:11 2008 UTC vs.
Revision 1.317 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 55};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
179 * check weight 248 * check weight
180 */ 249 */
181bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
182{ 251{
183 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
184 if (ob1 == ob2 253 if (ob1 == ob2
185 || ob1->type != ob2->type 254 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 255 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 258 return 0;
190 259
191 /* Do not merge objects if nrof would overflow, assume nrof 260 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */ 261 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof) 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
214 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
215 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
216 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
217 || ob1->value != ob2->value 286 || ob1->value != ob2->value
218 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
219 || (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
220 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
221 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
222 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
223 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
224 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
225 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 302 return 0;
234 303
235 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_CLIENT_SENT)
238 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
239 .any ()) 307 .any ())
240 return 0; 308 return 0;
241 309
242 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
324 { 392 {
325 // see if we are in a container of sorts 393 // see if we are in a container of sorts
326 if (env) 394 if (env)
327 { 395 {
328 // the player inventory itself is always visible 396 // the player inventory itself is always visible
329 if (env->type == PLAYER) 397 if (env->is_player ())
330 return env; 398 return env;
331 399
332 // else a player could have our env open 400 // else a player could have our env open
333 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
334 402
335 // 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
336 // even if our inv is in a player. 404 // even if our inv is in a player.
337 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 407 if (pl->container_ () == env)
340 return pl; 408 return pl;
341 } 409 }
342 else 410 else
343 { 411 {
344 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 416 || pl->container_ () == this)
349 return pl; 417 return pl;
350 } 418 }
351 } 419 }
352 420
353 return 0; 421 return 0;
431 object_freezer freezer; 499 object_freezer freezer;
432 op->write (freezer); 500 op->write (freezer);
433 return freezer.as_string (); 501 return freezer.as_string ();
434} 502}
435 503
436/* 504char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
438 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned.
440 */
441object *
442get_nearest_part (object *op, const object *pl)
443{ 506{
444 object *tmp, *closest; 507 return dump_object (this);
445 int last_dist, i;
446
447 if (!op->more)
448 return op;
449
450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
453 if ((i = distance (tmp, pl)) < last_dist)
454 closest = tmp, last_dist = i;
455
456 return closest;
457} 508}
458 509
459/* 510/*
460 * 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.
461 * VERRRY slow. 512 * VERRRY slow.
463object * 514object *
464find_object (tag_t i) 515find_object (tag_t i)
465{ 516{
466 for_all_objects (op) 517 for_all_objects (op)
467 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)
468 return op; 534 return op;
469 535
470 return 0; 536 return 0;
471} 537}
472 538
531object::change_weapon (object *ob) 597object::change_weapon (object *ob)
532{ 598{
533 if (current_weapon == ob) 599 if (current_weapon == ob)
534 return true; 600 return true;
535 601
536 if (chosen_skill) 602 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 } 603 {
566 else 604 manual_apply (this, current_weapon, AP_UNAPPLY);
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568 605
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) 606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
570 { 607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", 608
572 &name, ob->debug_desc ()); 609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
573 return false; 610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
574 } 623 }
575 624
576 return true; 625 return true;
577} 626}
578 627
634 tail = new_link; 683 tail = new_link;
635 } 684 }
636 } 685 }
637 } 686 }
638 687
639 if (speed < 0) 688 dst->activate ();
640 dst->speed_left -= rndm ();
641
642 dst->set_speed (dst->speed);
643} 689}
644 690
645void 691void
646object::instantiate () 692object::instantiate ()
647{ 693{
648 if (!uuid.seq) // HACK 694 if (!uuid.seq) // HACK
649 uuid = UUID::gen (); 695 uuid = UUID::gen ();
650 696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
651 speed_left = -0.1f; 701 speed_left = -1.;
702
652 /* copy the body_info to the body_used - this is only really 703 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything. 704 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting 705 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created 706 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped. 707 * for it, they can be properly equipped.
664object * 715object *
665object::clone () 716object::clone ()
666{ 717{
667 object *neu = create (); 718 object *neu = create ();
668 copy_to (neu); 719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
669 neu->map = map; // not copied by copy_to 725 neu->map = map; // not copied by copy_to
670 return neu; 726 return neu;
671} 727}
672 728
673/* 729/*
691 * This function needs to be called whenever the speed of an object changes. 747 * This function needs to be called whenever the speed of an object changes.
692 */ 748 */
693void 749void
694object::set_speed (float speed) 750object::set_speed (float speed)
695{ 751{
696 if (flag [FLAG_FREED] && speed)
697 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699 speed = 0;
700 }
701
702 this->speed = speed; 752 this->speed = speed;
703 753
704 if (has_active_speed ()) 754 if (has_active_speed ())
705 activate (); 755 activate ();
706 else 756 else
756 806
757 if (!(m.flags_ & P_UPTODATE)) 807 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 808 /* nop */;
759 else if (action == UP_OBJ_INSERT) 809 else if (action == UP_OBJ_INSERT)
760 { 810 {
811#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 812 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
764 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 815 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 817 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 818 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
768 || (m.move_on | op->move_on ) != m.move_on 819 || (m.move_on | op->move_on ) != m.move_on
769 || (m.move_off | op->move_off ) != m.move_off 820 || (m.move_off | op->move_off ) != m.move_off
770 || (m.move_slow | op->move_slow) != m.move_slow 821 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to 822 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 823 * have move_allow right now.
773 */ 824 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 825 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
826 m.invalidate ();
827#else
775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 828 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
776 m.flags_ = 0; 829 m.invalidate ();
830#endif
777 } 831 }
778 /* if the object is being removed, we can't make intelligent 832 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 833 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 834 * that is being removed.
781 */ 835 */
782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 836 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
783 m.flags_ = 0; 837 m.invalidate ();
784 else if (action == UP_OBJ_FACE) 838 else if (action == UP_OBJ_FACE)
785 /* Nothing to do for that case */ ; 839 /* Nothing to do for that case */ ;
786 else 840 else
787 LOG (llevError, "update_object called with invalid action: %d\n", action); 841 LOG (llevError, "update_object called with invalid action: %d\n", action);
788 842
792 846
793object::object () 847object::object ()
794{ 848{
795 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
796 850
797 expmul = 1.0; 851 //expmul = 1.0; declared const for the time being
798 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
799} 854}
800 855
801object::~object () 856object::~object ()
802{ 857{
803 unlink (); 858 unlink ();
832 /* If already on active list, don't do anything */ 887 /* If already on active list, don't do anything */
833 if (active) 888 if (active)
834 return; 889 return;
835 890
836 if (has_active_speed ()) 891 if (has_active_speed ())
892 {
893 if (flag [FLAG_FREED])
894 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
895
837 actives.insert (this); 896 actives.insert (this);
897 }
838} 898}
839 899
840void 900void
841object::activate_recursive () 901object::activate_recursive ()
842{ 902{
907 || map->in_memory != MAP_ACTIVE 967 || map->in_memory != MAP_ACTIVE
908 || map->no_drop 968 || map->no_drop
909 || ms ().move_block == MOVE_ALL) 969 || ms ().move_block == MOVE_ALL)
910 { 970 {
911 while (inv) 971 while (inv)
912 inv->destroy (true); 972 inv->destroy ();
913 } 973 }
914 else 974 else
915 { /* Put objects in inventory onto this space */ 975 { /* Put objects in inventory onto this space */
916 while (inv) 976 while (inv)
917 { 977 {
921 || op->flag [FLAG_NO_DROP] 981 || op->flag [FLAG_NO_DROP]
922 || op->type == RUNE 982 || op->type == RUNE
923 || op->type == TRAP 983 || op->type == TRAP
924 || op->flag [FLAG_IS_A_TEMPLATE] 984 || op->flag [FLAG_IS_A_TEMPLATE]
925 || op->flag [FLAG_DESTROY_ON_DEATH]) 985 || op->flag [FLAG_DESTROY_ON_DEATH])
926 op->destroy (true); 986 op->destroy ();
927 else 987 else
928 map->insert (op, x, y); 988 map->insert (op, x, y);
929 } 989 }
930 } 990 }
931} 991}
960 1020
961void 1021void
962object::do_destroy () 1022object::do_destroy ()
963{ 1023{
964 if (flag [FLAG_IS_LINKED]) 1024 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this); 1025 remove_link ();
966 1026
967 if (flag [FLAG_FRIENDLY]) 1027 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this); 1028 remove_friendly_object (this);
969 1029
970 remove (); 1030 remove ();
995 attacked_by = 0; 1055 attacked_by = 0;
996 current_weapon = 0; 1056 current_weapon = 0;
997} 1057}
998 1058
999void 1059void
1000object::destroy (bool destroy_inventory) 1060object::destroy ()
1001{ 1061{
1002 if (destroyed ()) 1062 if (destroyed ())
1003 return; 1063 return;
1004 1064
1005 if (!is_head () && !head->destroyed ()) 1065 if (!is_head () && !head->destroyed ())
1006 { 1066 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1067 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1068 head->destroy ();
1009 return; 1069 return;
1010 } 1070 }
1011 1071
1012 destroy_inv (!destroy_inventory); 1072 destroy_inv (false);
1013 1073
1014 if (is_head ()) 1074 if (is_head ())
1015 if (sound_destroy) 1075 if (sound_destroy)
1016 play_sound (sound_destroy); 1076 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1077 else if (flag [FLAG_MONSTER])
1028 * the previous environment. 1088 * the previous environment.
1029 */ 1089 */
1030void 1090void
1031object::do_remove () 1091object::do_remove ()
1032{ 1092{
1033 object *tmp, *last = 0;
1034 object *otmp;
1035
1036 if (flag [FLAG_REMOVED]) 1093 if (flag [FLAG_REMOVED])
1037 return; 1094 return;
1038 1095
1039 INVOKE_OBJECT (REMOVE, this); 1096 INVOKE_OBJECT (REMOVE, this);
1040 1097
1053 if (object *pl = visible_to ()) 1110 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count); 1111 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1112 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 1113
1057 adjust_weight (env, -total_weight ()); 1114 adjust_weight (env, -total_weight ());
1115
1116 object *pl = in_player ();
1058 1117
1059 /* we set up values so that it could be inserted into 1118 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up 1119 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do. 1120 * to the caller to decide what we want to do.
1062 */ 1121 */
1070 1129
1071 above = 0; 1130 above = 0;
1072 below = 0; 1131 below = 0;
1073 env = 0; 1132 env = 0;
1074 1133
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1134 if (pl && pl->is_player ())
1076 * made to players inventory. If set, avoiding the call
1077 * to save cpu time.
1078 */ 1135 {
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1136 if (expect_false (pl->contr->combat_ob == this))
1080 otmp->update_stats (); 1137 {
1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1152 if (expect_false (glow_radius) && pl->is_on_map ())
1153 update_all_los (pl->map, pl->x, pl->y);
1154 }
1081 } 1155 }
1082 else if (map) 1156 else if (map)
1083 { 1157 {
1084 map->dirty = true; 1158 map->dirty = true;
1085 mapspace &ms = this->ms (); 1159 mapspace &ms = this->ms ();
1086 1160
1087 if (object *pl = ms.player ()) 1161 if (object *pl = ms.player ())
1088 { 1162 {
1089 if (type == PLAYER) // this == pl(!) 1163 if (is_player ())
1090 { 1164 {
1165 if (!flag [FLAG_WIZPASS])
1166 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1167
1091 // leaving a spot always closes any open container on the ground 1168 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1169 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1170 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1171 // that the CLOSE event is being sent.
1095 close_container (); 1172 close_container ();
1096 1173
1097 --map->players; 1174 --map->players;
1098 map->touch (); 1175 map->touch ();
1099 } 1176 }
1100 else if (pl->container == this) 1177 else if (pl->container_ () == this)
1101 { 1178 {
1102 // removing a container should close it 1179 // removing a container should close it
1103 close_container (); 1180 close_container ();
1104 } 1181 }
1105 1182
1112 *(below ? &below->above : &ms.bot) = above; 1189 *(below ? &below->above : &ms.bot) = above;
1113 1190
1114 above = 0; 1191 above = 0;
1115 below = 0; 1192 below = 0;
1116 1193
1117 ms.flags_ = 0; 1194 ms.invalidate ();
1118 1195
1119 if (map->in_memory == MAP_SAVING) 1196 if (map->in_memory == MAP_SAVING)
1120 return; 1197 return;
1121 1198
1122 int check_walk_off = !flag [FLAG_NO_APPLY]; 1199 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1200
1124 if (object *pl = ms.player ()) 1201 if (object *pl = ms.player ())
1125 { 1202 {
1126 if (pl->container == this) 1203 if (pl->container_ () == this)
1127 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1128 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1129 * appropriately. 1206 * appropriately.
1130 */ 1207 */
1131 pl->close_container (); 1208 pl->close_container ();
1135 //TODO: update floorbox to preserve ordering 1212 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns) 1213 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update (); 1214 pl->contr->ns->floorbox_update ();
1138 } 1215 }
1139 1216
1217 if (check_walk_off)
1140 for (tmp = ms.bot; tmp; tmp = tmp->above) 1218 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1141 { 1219 {
1220 above = tmp->above;
1221
1142 /* No point updating the players look faces if he is the object 1222 /* No point updating the players look faces if he is the object
1143 * being removed. 1223 * being removed.
1144 */ 1224 */
1145 1225
1146 /* See if object moving off should effect something */ 1226 /* See if object moving off should effect something */
1147 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1227 if ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1228 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1150 {
1151 move_apply (tmp, this, 0); 1229 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 } 1230 }
1156 1231
1157 last = tmp; 1232 if (affects_los ())
1158 }
1159
1160 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los (map, x, y); 1233 update_all_los (map, x, y);
1162 } 1234 }
1163} 1235}
1164 1236
1165/* 1237/*
1189 esrv_update_item (UPD_NROF, pl, top); 1261 esrv_update_item (UPD_NROF, pl, top);
1190 1262
1191 op->weight = 0; // cancel the addition above 1263 op->weight = 0; // cancel the addition above
1192 op->carrying = 0; // must be 0 already 1264 op->carrying = 0; // must be 0 already
1193 1265
1194 op->destroy (1); 1266 op->destroy ();
1195 1267
1196 return top; 1268 return top;
1197 } 1269 }
1198 1270
1199 return 0; 1271 return 0;
1207 1279
1208 object *prev = this; 1280 object *prev = this;
1209 1281
1210 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1211 { 1283 {
1212 object *op = arch_to_object (at); 1284 object *op = at->instance ();
1213 1285
1214 op->name = name; 1286 op->name = name;
1215 op->name_pl = name_pl; 1287 op->name_pl = name_pl;
1216 op->title = title; 1288 op->title = title;
1217 1289
1255 * Passing 0 for flag gives proper default values, so flag really only needs 1327 * Passing 0 for flag gives proper default values, so flag really only needs
1256 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1257 * 1329 *
1258 * Return value: 1330 * Return value:
1259 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1261 * just 'op' otherwise 1333 * just 'op' otherwise
1262 */ 1334 */
1263object * 1335object *
1264insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1265{ 1337{
1266 if (op->is_on_map ())
1267 {
1268 LOG (llevError, "insert_ob_in_map called for object already on map");
1269 abort ();
1270 }
1271
1272 if (op->env)
1273 {
1274 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1275 op->remove (); 1338 op->remove ();
1276 }
1277 1339
1278 if (op->face && !face_info (op->face))//D TODO: remove soon 1340 if (m == &freed_map)//D TODO: remove soon
1279 {//D 1341 {//D
1280 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1342 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 op->face = 1;//D
1282 }//D 1343 }//D
1283 1344
1284 /* Ideally, the caller figures this out. However, it complicates a lot 1345 /* Ideally, the caller figures this out. However, it complicates a lot
1285 * of areas of callers (eg, anything that uses find_free_spot would now 1346 * of areas of callers (eg, anything that uses find_free_spot would now
1286 * need extra work 1347 * need extra work
1287 */ 1348 */
1349 maptile *newmap = m;
1288 if (!xy_normalise (m, op->x, op->y)) 1350 if (!xy_normalise (newmap, op->x, op->y))
1289 { 1351 {
1290 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1352 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1291 return 0; 1353 return 0;
1292 } 1354 }
1293 1355
1294 if (object *more = op->more) 1356 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag)) 1357 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0; 1358 return 0;
1297 1359
1298 CLEAR_FLAG (op, FLAG_REMOVED); 1360 op->flag [FLAG_REMOVED] = false;
1299 1361 op->env = 0;
1300 op->map = m; 1362 op->map = newmap;
1363
1301 mapspace &ms = op->ms (); 1364 mapspace &ms = op->ms ();
1302 1365
1303 /* this has to be done after we translate the coordinates. 1366 /* this has to be done after we translate the coordinates.
1304 */ 1367 */
1305 if (op->nrof && !(flag & INS_NO_MERGE)) 1368 if (op->nrof && !(flag & INS_NO_MERGE))
1308 { 1371 {
1309 // TODO: we actually want to update tmp, not op, 1372 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp 1373 // but some caller surely breaks when we return tmp
1311 // from here :/ 1374 // from here :/
1312 op->nrof += tmp->nrof; 1375 op->nrof += tmp->nrof;
1313 tmp->destroy (1); 1376 tmp->destroy ();
1314 } 1377 }
1315 1378
1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1317 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1380 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1318 1381
1326 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1327 abort (); 1390 abort ();
1328 } 1391 }
1329 1392
1330 if (!originator->is_on_map ()) 1393 if (!originator->is_on_map ())
1394 {
1331 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1395 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1332 op->debug_desc (), originator->debug_desc ()); 1396 op->debug_desc (), originator->debug_desc ());
1397 abort ();
1398 }
1333 1399
1334 op->above = originator; 1400 op->above = originator;
1335 op->below = originator->below; 1401 op->below = originator->below;
1336 originator->below = op; 1402 originator->below = op;
1337 1403
1423 op->below = top; 1489 op->below = top;
1424 *(op->above ? &op->above->below : &ms.top) = op; 1490 *(op->above ? &op->above->below : &ms.top) = op;
1425 } 1491 }
1426 } 1492 }
1427 1493
1428 if (op->type == PLAYER) 1494 if (op->is_player ())
1429 { 1495 {
1430 op->contr->do_los = 1; 1496 op->contr->do_los = 1;
1431 ++op->map->players; 1497 ++op->map->players;
1432 op->map->touch (); 1498 op->map->touch ();
1433 } 1499 }
1448 * be far away from this change and not affected in any way - 1514 * be far away from this change and not affected in any way -
1449 * this should get redone to only look for players within range, 1515 * this should get redone to only look for players within range,
1450 * or just updating the P_UPTODATE for spaces within this area 1516 * or just updating the P_UPTODATE for spaces within this area
1451 * of effect may be sufficient. 1517 * of effect may be sufficient.
1452 */ 1518 */
1453 if (op->map->darkness && (op->glow_radius != 0)) 1519 if (op->affects_los ())
1520 {
1521 op->ms ().invalidate ();
1454 update_all_los (op->map, op->x, op->y); 1522 update_all_los (op->map, op->x, op->y);
1523 }
1455 1524
1456 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1525 /* updates flags (blocked, alive, no magic, etc) for this map space */
1457 update_object (op, UP_OBJ_INSERT); 1526 update_object (op, UP_OBJ_INSERT);
1458 1527
1459 INVOKE_OBJECT (INSERT, op); 1528 INVOKE_OBJECT (INSERT, op);
1466 * blocked() and wall() work properly), and these flags are updated by 1535 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1536 * update_object().
1468 */ 1537 */
1469 1538
1470 /* if this is not the head or flag has been passed, don't check walk on status */ 1539 /* if this is not the head or flag has been passed, don't check walk on status */
1471 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1540 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1472 { 1541 {
1473 if (check_move_on (op, originator)) 1542 if (check_move_on (op, originator))
1474 return 0; 1543 return 0;
1475 1544
1476 /* If we are a multi part object, lets work our way through the check 1545 /* If we are a multi part object, lets work our way through the check
1487/* this function inserts an object in the map, but if it 1556/* this function inserts an object in the map, but if it
1488 * finds an object of its own type, it'll remove that one first. 1557 * finds an object of its own type, it'll remove that one first.
1489 * op is the object to insert it under: supplies x and the map. 1558 * op is the object to insert it under: supplies x and the map.
1490 */ 1559 */
1491void 1560void
1492replace_insert_ob_in_map (const char *arch_string, object *op) 1561replace_insert_ob_in_map (shstr_tmp archname, object *op)
1493{ 1562{
1494 /* first search for itself and remove any old instances */ 1563 /* first search for itself and remove any old instances */
1495 1564
1496 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1497 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1498 tmp->destroy (1); 1567 tmp->destroy ();
1499 1568
1500 object *tmp = arch_to_object (archetype::find (arch_string)); 1569 object *tmp = archetype::find (archname)->instance ();
1501 1570
1502 tmp->x = op->x; 1571 tmp->x = op->x;
1503 tmp->y = op->y; 1572 tmp->y = op->y;
1504 1573
1505 insert_ob_in_map (tmp, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1510{ 1579{
1511 if (where->env) 1580 if (where->env)
1512 return where->env->insert (this); 1581 return where->env->insert (this);
1513 else 1582 else
1514 return where->map->insert (this, where->x, where->y, originator, flags); 1583 return where->map->insert (this, where->x, where->y, originator, flags);
1584}
1585
1586// check whether we can put this into the map, respect max_volume, max_items
1587bool
1588object::can_drop_at (maptile *m, int x, int y, object *originator)
1589{
1590 mapspace &ms = m->at (x, y);
1591
1592 int items = ms.items ();
1593
1594 if (!items // testing !items ensures we can drop at least one item
1595 || (items < m->max_items
1596 && ms.volume () < m->max_volume))
1597 return true;
1598
1599 if (originator && originator->is_player ())
1600 originator->contr->failmsg (format (
1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1602 query_name ()
1603 ));
1604
1605 return false;
1515} 1606}
1516 1607
1517/* 1608/*
1518 * decrease(object, number) decreases a specified number from 1609 * decrease(object, number) decreases a specified number from
1519 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1626 if (object *pl = tmp->visible_to ()) 1717 if (object *pl = tmp->visible_to ())
1627 esrv_update_item (UPD_NROF, pl, tmp); 1718 esrv_update_item (UPD_NROF, pl, tmp);
1628 1719
1629 adjust_weight (this, op->total_weight ()); 1720 adjust_weight (this, op->total_weight ());
1630 1721
1631 op->destroy (1); 1722 op->destroy ();
1632 op = tmp; 1723 op = tmp;
1633 goto inserted; 1724 goto inserted;
1634 } 1725 }
1635 1726
1636 op->owner = 0; // it's his/hers now. period. 1727 op->owner = 0; // it's his/hers now. period.
1654 1745
1655 adjust_weight (this, op->total_weight ()); 1746 adjust_weight (this, op->total_weight ());
1656 1747
1657inserted: 1748inserted:
1658 /* reset the light list and los of the players on the map */ 1749 /* reset the light list and los of the players on the map */
1659 if (op->glow_radius && map && map->darkness) 1750 if (op->glow_radius && is_on_map ())
1751 {
1752 update_stats ();
1660 update_all_los (map, x, y); 1753 update_all_los (map, x, y);
1661 1754 }
1755 else if (is_player ())
1662 // if this is a player's inventory, update stats 1756 // if this is a player's inventory, update stats
1663 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1757 contr->queue_stats_update ();
1664 update_stats ();
1665 1758
1666 INVOKE_OBJECT (INSERT, this); 1759 INVOKE_OBJECT (INSERT, this);
1667 1760
1668 return op; 1761 return op;
1669} 1762}
1689 * on top. 1782 * on top.
1690 */ 1783 */
1691int 1784int
1692check_move_on (object *op, object *originator) 1785check_move_on (object *op, object *originator)
1693{ 1786{
1787 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1788 return 0;
1789
1694 object *tmp; 1790 object *tmp;
1695 maptile *m = op->map; 1791 maptile *m = op->map;
1696 int x = op->x, y = op->y; 1792 int x = op->x, y = op->y;
1697 1793
1698 MoveType move_on, move_slow, move_block; 1794 mapspace &ms = m->at (x, y);
1699 1795
1700 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1796 ms.update ();
1701 return 0;
1702 1797
1703 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1798 MoveType move_on = ms.move_on;
1704 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1799 MoveType move_slow = ms.move_slow;
1705 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1800 MoveType move_block = ms.move_block;
1706 1801
1707 /* if nothing on this space will slow op down or be applied, 1802 /* if nothing on this space will slow op down or be applied,
1708 * no need to do checking below. have to make sure move_type 1803 * no need to do checking below. have to make sure move_type
1709 * is set, as lots of objects don't have it set - we treat that 1804 * is set, as lots of objects don't have it set - we treat that
1710 * as walking. 1805 * as walking.
1721 return 0; 1816 return 0;
1722 1817
1723 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1724 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1725 */ 1820 */
1726 1821 for (object *next, *tmp = ms.top; tmp; tmp = next)
1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1728 {
1729 /* Trim the search when we find the first other spell effect
1730 * this helps performance so that if a space has 50 spell objects,
1731 * we don't need to check all of them.
1732 */
1733 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1734 break;
1735 } 1822 {
1823 next = tmp->below;
1736 1824
1737 for (; tmp; tmp = tmp->below)
1738 {
1739 if (tmp == op) 1825 if (tmp == op)
1740 continue; /* Can't apply yourself */ 1826 continue; /* Can't apply yourself */
1741 1827
1742 /* Check to see if one of the movement types should be slowed down. 1828 /* Check to see if one of the movement types should be slowed down.
1743 * Second check makes sure that the movement types not being slowed 1829 * Second check makes sure that the movement types not being slowed
1748 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1834 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1749 { 1835 {
1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1752 { 1838 {
1753
1754 float
1755 diff = tmp->move_slow_penalty * fabs (op->speed); 1839 float diff = tmp->move_slow_penalty * fabs (op->speed);
1756 1840
1757 if (op->type == PLAYER) 1841 if (op->is_player ())
1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1842 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1843 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1760 diff /= 4.0; 1844 diff /= 4.0;
1761 1845
1762 op->speed_left -= diff; 1846 op->speed_left -= diff;
1763 } 1847 }
1764 } 1848 }
1970 * head of the object should correspond for the entire object. 2054 * head of the object should correspond for the entire object.
1971 */ 2055 */
1972 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1973 continue; 2057 continue;
1974 2058
1975 if (ob->blocked (m, pos.x, pos.y)) 2059 if (ob->blocked (pos.m, pos.x, pos.y))
1976 continue; 2060 continue;
1977 2061
1978 altern [index++] = i; 2062 altern [index++] = i;
1979 } 2063 }
1980 2064
2048 * there is capable of. 2132 * there is capable of.
2049 */ 2133 */
2050int 2134int
2051find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2052{ 2136{
2053 int i, max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE, mflags;
2054
2055 sint16 nx, ny;
2056 object *tmp;
2057 maptile *mp;
2058
2059 MoveType blocked, move_type; 2138 MoveType move_type;
2060 2139
2061 if (exclude && exclude->head_ () != exclude) 2140 if (exclude && exclude->head_ () != exclude)
2062 { 2141 {
2063 exclude = exclude->head; 2142 exclude = exclude->head;
2064 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2067 { 2146 {
2068 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2069 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2070 } 2149 }
2071 2150
2072 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2073 { 2152 {
2074 mp = m; 2153 mapxy pos (m, x, y);
2075 nx = x + freearr_x[i]; 2154 pos.move (i);
2076 ny = y + freearr_y[i];
2077 2155
2078 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2079
2080 if (mflags & P_OUT_OF_MAP)
2081 max = maxfree[i]; 2157 max = maxfree[i];
2082 else 2158 else
2083 { 2159 {
2084 mapspace &ms = mp->at (nx, ny); 2160 mapspace &ms = *pos;
2085 2161
2086 blocked = ms.move_block;
2087
2088 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2089 max = maxfree[i]; 2163 max = maxfree [i];
2090 else if (mflags & P_IS_ALIVE) 2164 else if (ms.flags () & P_IS_ALIVE)
2091 { 2165 {
2092 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2093 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2094 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2095 break;
2096
2097 if (tmp)
2098 return freedir[i]; 2169 return freedir [i];
2099 } 2170 }
2100 } 2171 }
2101 } 2172 }
2102 2173
2103 return 0; 2174 return 0;
2178 * This basically means that if direction is 15, then it could either go 2249 * This basically means that if direction is 15, then it could either go
2179 * direction 4, 14, or 16 to get back to where we are. 2250 * direction 4, 14, or 16 to get back to where we are.
2180 * Moved from spell_util.c to object.c with the other related direction 2251 * Moved from spell_util.c to object.c with the other related direction
2181 * functions. 2252 * functions.
2182 */ 2253 */
2183int reduction_dir[SIZEOFFREE][3] = { 2254static const int reduction_dir[SIZEOFFREE][3] = {
2184 {0, 0, 0}, /* 0 */ 2255 {0, 0, 0}, /* 0 */
2185 {0, 0, 0}, /* 1 */ 2256 {0, 0, 0}, /* 1 */
2186 {0, 0, 0}, /* 2 */ 2257 {0, 0, 0}, /* 2 */
2187 {0, 0, 0}, /* 3 */ 2258 {0, 0, 0}, /* 3 */
2188 {0, 0, 0}, /* 4 */ 2259 {0, 0, 0}, /* 4 */
2284int 2355int
2285can_pick (const object *who, const object *item) 2356can_pick (const object *who, const object *item)
2286{ 2357{
2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2290} 2361}
2291 2362
2292/* 2363/*
2293 * create clone from object to another 2364 * create clone from object to another
2294 */ 2365 */
2326 return tmp; 2397 return tmp;
2327 2398
2328 return 0; 2399 return 0;
2329} 2400}
2330 2401
2331const shstr & 2402shstr_tmp
2332object::kv_get (const shstr &key) const 2403object::kv_get (shstr_tmp key) const
2333{ 2404{
2334 for (key_value *kv = key_values; kv; kv = kv->next) 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2335 if (kv->key == key) 2406 if (kv->key == key)
2336 return kv->value; 2407 return kv->value;
2337 2408
2338 return shstr_null; 2409 return shstr ();
2339} 2410}
2340 2411
2341void 2412void
2342object::kv_set (const shstr &key, const shstr &value) 2413object::kv_set (shstr_tmp key, shstr_tmp value)
2343{ 2414{
2344 for (key_value *kv = key_values; kv; kv = kv->next) 2415 for (key_value *kv = key_values; kv; kv = kv->next)
2345 if (kv->key == key) 2416 if (kv->key == key)
2346 { 2417 {
2347 kv->value = value; 2418 kv->value = value;
2356 2427
2357 key_values = kv; 2428 key_values = kv;
2358} 2429}
2359 2430
2360void 2431void
2361object::kv_del (const shstr &key) 2432object::kv_del (shstr_tmp key)
2362{ 2433{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2434 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key) 2435 if ((*kvp)->key == key)
2365 { 2436 {
2366 key_value *kv = *kvp; 2437 key_value *kv = *kvp;
2459{ 2530{
2460 return map ? map->region (x, y) 2531 return map ? map->region (x, y)
2461 : region::default_region (); 2532 : region::default_region ();
2462} 2533}
2463 2534
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void 2535void
2474object::open_container (object *new_container) 2536object::open_container (object *new_container)
2475{ 2537{
2476 if (container == new_container) 2538 if (container == new_container)
2477 return; 2539 return;
2497 container = 0; 2559 container = 0;
2498 2560
2499 // client needs item update to make it work, client bug requires this to be separate 2561 // client needs item update to make it work, client bug requires this to be separate
2500 esrv_update_item (UPD_FLAGS, this, old_container); 2562 esrv_update_item (UPD_FLAGS, this, old_container);
2501 2563
2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2564 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2503 play_sound (sound_find ("chest_close")); 2565 play_sound (sound_find ("chest_close"));
2504 } 2566 }
2505 2567
2506 if (new_container) 2568 if (new_container)
2507 { 2569 {
2511 // TODO: this does not seem to serve any purpose anymore? 2573 // TODO: this does not seem to serve any purpose anymore?
2512#if 0 2574#if 0
2513 // insert the "Close Container" object. 2575 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch) 2576 if (archetype *closer = new_container->other_arch)
2515 { 2577 {
2516 object *closer = arch_to_object (new_container->other_arch); 2578 object *closer = new_container->other_arch->instance ();
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer); 2580 new_container->insert (closer);
2519 } 2581 }
2520#endif 2582#endif
2521 2583
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2584 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2523 2585
2524 // make sure the container is available, client bug requires this to be separate 2586 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container); 2587 esrv_send_item (this, new_container);
2526 2588
2527 new_container->flag [FLAG_APPLIED] = true; 2589 new_container->flag [FLAG_APPLIED] = true;
2535// else if (!old_container->env && contr && contr->ns) 2597// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset (); 2598// contr->ns->floorbox_reset ();
2537} 2599}
2538 2600
2539object * 2601object *
2540object::force_find (const shstr name) 2602object::force_find (shstr_tmp name)
2541{ 2603{
2542 /* cycle through his inventory to look for the MARK we want to 2604 /* cycle through his inventory to look for the MARK we want to
2543 * place 2605 * place
2544 */ 2606 */
2545 for (object *tmp = inv; tmp; tmp = tmp->below) 2607 for (object *tmp = inv; tmp; tmp = tmp->below)
2547 return splay (tmp); 2609 return splay (tmp);
2548 2610
2549 return 0; 2611 return 0;
2550} 2612}
2551 2613
2614//-GPL
2615
2552void 2616void
2617object::force_set_timer (int duration)
2618{
2619 this->duration = 1;
2620 this->speed_left = -1.f;
2621
2622 this->set_speed (duration ? 1.f / duration : 0.f);
2623}
2624
2625object *
2553object::force_add (const shstr name, int duration) 2626object::force_add (shstr_tmp name, int duration)
2554{ 2627{
2555 if (object *force = force_find (name)) 2628 if (object *force = force_find (name))
2556 force->destroy (); 2629 force->destroy ();
2557 2630
2558 object *force = get_archetype (FORCE_NAME); 2631 object *force = get_archetype (FORCE_NAME);
2559 2632
2560 force->slaying = name; 2633 force->slaying = name;
2561 force->stats.food = 1; 2634 force->force_set_timer (duration);
2562 force->speed_left = -1.f;
2563
2564 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true; 2635 force->flag [FLAG_APPLIED] = true;
2567 2636
2568 insert (force); 2637 return insert (force);
2569} 2638}
2570 2639
2571void 2640void
2572object::play_sound (faceidx sound) 2641object::play_sound (faceidx sound) const
2573{ 2642{
2574 if (!sound) 2643 if (!sound)
2575 return; 2644 return;
2576 2645
2577 if (flag [FLAG_REMOVED]) 2646 if (is_on_map ())
2647 map->play_sound (sound, x, y);
2648 else if (object *pl = in_player ())
2649 pl->contr->play_sound (sound);
2650}
2651
2652void
2653object::say_msg (const char *msg) const
2654{
2655 if (is_on_map ())
2656 map->say_msg (msg, x, y);
2657 else if (object *pl = in_player ())
2658 pl->contr->play_sound (sound);
2659}
2660
2661void
2662object::make_noise ()
2663{
2664 // we do not model noise in the map, so instead put
2665 // a temporary light into the noise source
2666 // could use the map instead, but that's less reliable for our
2667 // goal, which is to make invisibility a bit harder to exploit
2668
2669 // currently only works sensibly for players
2670 if (!is_player ())
2578 return; 2671 return;
2579 2672
2580 if (env) 2673 // find old force, or create new one
2581 { 2674 object *force = force_find (shstr_noise_force);
2582 if (object *pl = in_player ()) 2675
2583 pl->contr->play_sound (sound); 2676 if (force)
2584 } 2677 force->speed_left = -1.f; // patch old speed up
2585 else 2678 else
2586 map->play_sound (sound, x, y); 2679 {
2587} 2680 force = archetype::get (shstr_noise_force);
2588 2681
2682 force->slaying = shstr_noise_force;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (1.f / 4.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691 }
2692}
2693
2694void object::change_move_type (MoveType mt)
2695{
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708}
2709

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