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Comparing deliantra/server/common/object.C (file contents):
Revision 1.266 by root, Tue Dec 23 01:13:15 2008 UTC vs.
Revision 1.323 by root, Sun Apr 11 23:56:09 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)
197 * 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
198 * 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
199 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
200 * flags lose any meaning. 269 * flags lose any meaning.
201 */ 270 */
202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (ob1->flag [FLAG_IDENTIFIED])
203 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 ob1->set_flag (FLAG_BEEN_APPLIED);
204 273
205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (ob2->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 ob2->set_flag (FLAG_BEEN_APPLIED);
207 276
208 if (ob1->arch->archname != ob2->arch->archname 277 if (ob1->arch->archname != ob2->arch->archname
209 || ob1->name != ob2->name 278 || ob1->name != ob2->name
210 || ob1->title != ob2->title 279 || ob1->title != ob2->title
211 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
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)
260 329
261 /* Don't merge objects that are applied. With the new 'body' code, 330 /* Don't merge objects that are applied. With the new 'body' code,
262 * it is possible for most any character to have more than one of 331 * it is possible for most any character to have more than one of
263 * some items equipped, and we don't want those to merge. 332 * some items equipped, and we don't want those to merge.
264 */ 333 */
265 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 334 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
266 return 0; 335 return 0;
267 336
268 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
269 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
270 * check? 339 * check?
271 */ 340 */
272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 341 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
273 return 0; 342 return 0;
274 343
275 switch (ob1->type) 344 switch (ob1->type)
276 { 345 {
277 case SCROLL: 346 case SCROLL:
323 { 392 {
324 // see if we are in a container of sorts 393 // see if we are in a container of sorts
325 if (env) 394 if (env)
326 { 395 {
327 // the player inventory itself is always visible 396 // the player inventory itself is always visible
328 if (env->type == PLAYER) 397 if (env->is_player ())
329 return env; 398 return env;
330 399
331 // else a player could have our env open 400 // else a player could have our env open
332 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
333 402
334 // 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
335 // even if our inv is in a player. 404 // even if our inv is in a player.
336 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 407 if (pl->container_ () == env)
339 return pl; 408 return pl;
340 } 409 }
341 else 410 else
342 { 411 {
343 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 416 || pl->container_ () == this)
348 return pl; 417 return pl;
349 } 418 }
350 } 419 }
351 420
352 return 0; 421 return 0;
430 object_freezer freezer; 499 object_freezer freezer;
431 op->write (freezer); 500 op->write (freezer);
432 return freezer.as_string (); 501 return freezer.as_string ();
433} 502}
434 503
435/* 504char *
436 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
437 * multi-object 1 which is closest to the second object.
438 * If it's not a multi-object, it is returned.
439 */
440object *
441get_nearest_part (object *op, const object *pl)
442{ 506{
443 object *tmp, *closest; 507 return dump_object (this);
444 int last_dist, i;
445
446 if (!op->more)
447 return op;
448
449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
452 if ((i = distance (tmp, pl)) < last_dist)
453 closest = tmp, last_dist = i;
454
455 return closest;
456} 508}
457 509
458/* 510/*
459 * 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.
460 * VERRRY slow. 512 * VERRRY slow.
462object * 514object *
463find_object (tag_t i) 515find_object (tag_t i)
464{ 516{
465 for_all_objects (op) 517 for_all_objects (op)
466 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)
467 return op; 534 return op;
468 535
469 return 0; 536 return 0;
470} 537}
471 538
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return; 573 return;
507 } 574 }
508 575
509 this->owner = owner; 576 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
576} 577}
577 578
578/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
579 * refcounts and freeing the links. 580 * refcounts and freeing the links.
580 */ 581 */
633 tail = new_link; 634 tail = new_link;
634 } 635 }
635 } 636 }
636 } 637 }
637 638
638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate (); 639 dst->activate ();
642} 640}
643 641
644void 642void
645object::instantiate () 643object::instantiate ()
646{ 644{
647 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
648 uuid = UUID::gen (); 646 uuid = UUID::gen ();
649 647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
650 speed_left = -0.1f; 652 speed_left = -1.;
653
651 /* copy the body_info to the body_used - this is only really 654 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything. 655 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting 656 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
663object * 666object *
664object::clone () 667object::clone ()
665{ 668{
666 object *neu = create (); 669 object *neu = create ();
667 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
668 neu->map = map; // not copied by copy_to 676 neu->map = map; // not copied by copy_to
669 return neu; 677 return neu;
670} 678}
671 679
672/* 680/*
675 * be called to update the face variable, _and_ how it looks on the map. 683 * be called to update the face variable, _and_ how it looks on the map.
676 */ 684 */
677void 685void
678update_turn_face (object *op) 686update_turn_face (object *op)
679{ 687{
680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 688 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
681 return; 689 return;
682 690
683 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
684 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
685} 693}
690 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
691 */ 699 */
692void 700void
693object::set_speed (float speed) 701object::set_speed (float speed)
694{ 702{
695 if (flag [FLAG_FREED] && speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698 speed = 0;
699 }
700
701 this->speed = speed; 703 this->speed = speed;
702 704
703 if (has_active_speed ()) 705 if (has_active_speed ())
704 activate (); 706 activate ();
705 else 707 else
755 757
756 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
757 /* nop */; 759 /* nop */;
758 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
759 { 761 {
762#if 0
760 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
770 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 774 * have move_allow right now.
772 */ 775 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
775 m.invalidate (); 777 m.invalidate ();
778#else
779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
780 m.invalidate ();
781#endif
776 } 782 }
777 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 785 * that is being removed.
780 */ 786 */
789 update_object (op->more, action); 795 update_object (op->more, action);
790} 796}
791 797
792object::object () 798object::object ()
793{ 799{
794 SET_FLAG (this, FLAG_REMOVED); 800 this->set_flag (FLAG_REMOVED);
795 801
796 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
797 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
798} 805}
799 806
800object::~object () 807object::~object ()
801{ 808{
802 unlink (); 809 unlink ();
830{ 837{
831 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
832 if (active) 839 if (active)
833 return; 840 return;
834 841
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ()) 842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
839 actives.insert (this); 847 actives.insert (this);
848 }
840} 849}
841 850
842void 851void
843object::activate_recursive () 852object::activate_recursive ()
844{ 853{
930 map->insert (op, x, y); 939 map->insert (op, x, y);
931 } 940 }
932 } 941 }
933} 942}
934 943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963}
964
935object *object::create () 965object *object::create ()
936{ 966{
937 object *op = new object; 967 object *op = new object;
938 op->link (); 968 op->link ();
939 return op; 969 return op;
962 992
963void 993void
964object::do_destroy () 994object::do_destroy ()
965{ 995{
966 if (flag [FLAG_IS_LINKED]) 996 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 997 remove_link ();
968 998
969 if (flag [FLAG_FRIENDLY]) 999 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 1000 remove_friendly_object (this);
971 1001
972 remove (); 1002 remove ();
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (); 1040 head->destroy ();
1011 return; 1041 return;
1012 } 1042 }
1013 1043
1014 destroy_inv (false); 1044 destroy_inv_fast ();
1015 1045
1016 if (is_head ()) 1046 if (is_head ())
1017 if (sound_destroy) 1047 if (sound_destroy)
1018 play_sound (sound_destroy); 1048 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1049 else if (flag [FLAG_MONSTER])
1030 * the previous environment. 1060 * the previous environment.
1031 */ 1061 */
1032void 1062void
1033object::do_remove () 1063object::do_remove ()
1034{ 1064{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1065 if (flag [FLAG_REMOVED])
1039 return; 1066 return;
1040 1067
1041 INVOKE_OBJECT (REMOVE, this); 1068 INVOKE_OBJECT (REMOVE, this);
1042 1069
1074 1101
1075 above = 0; 1102 above = 0;
1076 below = 0; 1103 below = 0;
1077 env = 0; 1104 env = 0;
1078 1105
1079 /* NO_FIX_PLAYER is set when a great many changes are being 1106 if (pl && pl->is_player ())
1080 * made to players inventory. If set, avoiding the call
1081 * to save cpu time.
1082 */ 1107 {
1083 if (pl) 1108 if (expect_false (pl->contr->combat_ob == this))
1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))
1085 { 1109 {
1086 pl->update_stats (); 1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1087 1114
1088 if (affects_los () && pl->is_on_map () && pl->map->darkness) 1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1089 update_all_los (pl->map, pl->x, pl->y); 1125 update_all_los (pl->map, pl->x, pl->y);
1090 } 1126 }
1091 } 1127 }
1092 else if (map) 1128 else if (map)
1093 { 1129 {
1094 map->dirty = true; 1130 map->dirty = true;
1095 mapspace &ms = this->ms (); 1131 mapspace &ms = this->ms ();
1096 1132
1097 if (object *pl = ms.player ()) 1133 if (object *pl = ms.player ())
1098 { 1134 {
1099 if (type == PLAYER) // this == pl(!) 1135 if (is_player ())
1100 { 1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1101 // leaving a spot always closes any open container on the ground 1140 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env) 1141 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures 1142 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent. 1143 // that the CLOSE event is being sent.
1105 close_container (); 1144 close_container ();
1106 1145
1107 --map->players; 1146 --map->players;
1108 map->touch (); 1147 map->touch ();
1109 } 1148 }
1110 else if (pl->container == this) 1149 else if (pl->container_ () == this)
1111 { 1150 {
1112 // removing a container should close it 1151 // removing a container should close it
1113 close_container (); 1152 close_container ();
1114 } 1153 }
1115 1154 else
1116 esrv_del_item (pl->contr, count); 1155 esrv_del_item (pl->contr, count);
1117 } 1156 }
1118 1157
1119 /* link the object above us */ 1158 /* link the object above us */
1120 // re-link, make sure compiler can easily use cmove 1159 // re-link, make sure compiler can easily use cmove
1121 *(above ? &above->below : &ms.top) = below; 1160 *(above ? &above->below : &ms.top) = below;
1131 1170
1132 int check_walk_off = !flag [FLAG_NO_APPLY]; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1133 1172
1134 if (object *pl = ms.player ()) 1173 if (object *pl = ms.player ())
1135 { 1174 {
1136 if (pl->container == this) 1175 if (pl->container_ () == this)
1137 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1138 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1139 * appropriately. 1178 * appropriately.
1140 */ 1179 */
1141 pl->close_container (); 1180 pl->close_container ();
1145 //TODO: update floorbox to preserve ordering 1184 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns) 1185 if (pl->contr->ns)
1147 pl->contr->ns->floorbox_update (); 1186 pl->contr->ns->floorbox_update ();
1148 } 1187 }
1149 1188
1189 if (check_walk_off)
1150 for (tmp = ms.bot; tmp; tmp = tmp->above) 1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1151 { 1191 {
1192 above = tmp->above;
1193
1152 /* No point updating the players look faces if he is the object 1194 /* No point updating the players look faces if he is the object
1153 * being removed. 1195 * being removed.
1154 */ 1196 */
1155 1197
1156 /* See if object moving off should effect something */ 1198 /* See if object moving off should effect something */
1157 if (check_walk_off
1158 && ((move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1159 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1160 {
1161 move_apply (tmp, this, 0); 1201 move_apply (tmp, this, 0);
1162
1163 if (destroyed ())
1164 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1165 } 1202 }
1166 1203
1167 last = tmp; 1204 if (affects_los ())
1168 }
1169
1170 if (map->darkness && affects_los ())
1171 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1172 } 1206 }
1173} 1207}
1174 1208
1175/* 1209/*
1217 1251
1218 object *prev = this; 1252 object *prev = this;
1219 1253
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 { 1255 {
1222 object *op = arch_to_object (at); 1256 object *op = at->instance ();
1223 1257
1224 op->name = name; 1258 op->name = name;
1225 op->name_pl = name_pl; 1259 op->name_pl = name_pl;
1226 op->title = title; 1260 op->title = title;
1227 1261
1265 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1266 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1267 * 1301 *
1268 * Return value: 1302 * Return value:
1269 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1270 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1271 * just 'op' otherwise 1305 * just 'op' otherwise
1272 */ 1306 */
1273object * 1307object *
1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1275{ 1309{
1282 1316
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1319 * need extra work
1286 */ 1320 */
1321 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1322 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1323 {
1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1325 return 0;
1291 } 1326 }
1292 1327
1293 if (object *more = op->more) 1328 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1329 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1330 return 0;
1296 1331
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1332 op->flag [FLAG_REMOVED] = false;
1298 1333 op->env = 0;
1299 op->map = m; 1334 op->map = newmap;
1335
1300 mapspace &ms = op->ms (); 1336 mapspace &ms = op->ms ();
1301 1337
1302 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1303 */ 1339 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1310 // from here :/ 1346 // from here :/
1311 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1312 tmp->destroy (); 1348 tmp->destroy ();
1313 } 1349 }
1314 1350
1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1352 op->clr_flag (FLAG_INV_LOCKED);
1317 1353
1318 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1354 if (!op->flag [FLAG_ALIVE])
1319 CLEAR_FLAG (op, FLAG_NO_STEAL); 1355 op->clr_flag (FLAG_NO_STEAL);
1320 1356
1321 if (flag & INS_BELOW_ORIGINATOR) 1357 if (flag & INS_BELOW_ORIGINATOR)
1322 { 1358 {
1323 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1324 { 1360 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1362 abort ();
1327 } 1363 }
1328 1364
1329 if (!originator->is_on_map ()) 1365 if (!originator->is_on_map ())
1366 {
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ()); 1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1332 1371
1333 op->above = originator; 1372 op->above = originator;
1334 op->below = originator->below; 1373 op->below = originator->below;
1335 originator->below = op; 1374 originator->below = op;
1336 1375
1356 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1358 */ 1397 */
1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1360 { 1399 {
1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1400 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1362 floor = tmp; 1401 floor = tmp;
1363 1402
1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1403 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1365 { 1404 {
1366 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1367 top = tmp->below; 1406 top = tmp->below;
1368 break; 1407 break;
1369 } 1408 }
1387 && (op->face && !faces [op->face].visibility)) 1426 && (op->face && !faces [op->face].visibility))
1388 { 1427 {
1389 object *last; 1428 object *last;
1390 1429
1391 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1393 break; 1432 break;
1394 1433
1395 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1396 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1397 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1422 op->below = top; 1461 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1463 }
1425 } 1464 }
1426 1465
1427 if (op->type == PLAYER) 1466 if (op->is_player ())
1428 { 1467 {
1429 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1430 ++op->map->players; 1469 ++op->map->players;
1431 op->map->touch (); 1470 op->map->touch ();
1432 } 1471 }
1447 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1448 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1489 * of effect may be sufficient.
1451 */ 1490 */
1452 if (op->affects_los () && op->map->darkness) 1491 if (op->affects_los ())
1453 { 1492 {
1454 op->ms ().invalidate (); 1493 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1456 } 1495 }
1457 1496
1468 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1469 * update_object(). 1508 * update_object().
1470 */ 1509 */
1471 1510
1472 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1474 { 1513 {
1475 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1476 return 0; 1515 return 0;
1477 1516
1478 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1489/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1490 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1491 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1492 */ 1531 */
1493void 1532void
1494replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1495{ 1534{
1496 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1497 1536
1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1500 tmp->destroy (); 1539 tmp->destroy ();
1501 1540
1502 object *tmp = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1503 1542
1504 tmp->x = op->x; 1543 tmp->x = op->x;
1505 tmp->y = op->y; 1544 tmp->y = op->y;
1506 1545
1507 insert_ob_in_map (tmp, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1512{ 1551{
1513 if (where->env) 1552 if (where->env)
1514 return where->env->insert (this); 1553 return where->env->insert (this);
1515 else 1554 else
1516 return where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1556}
1557
1558// check whether we can put this into the map, respect max_volume, max_items
1559bool
1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1561{
1562 mapspace &ms = m->at (x, y);
1563
1564 int items = ms.items ();
1565
1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1569 return true;
1570
1571 if (originator && originator->is_player ())
1572 originator->contr->failmsgf (
1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1574 query_name ()
1575 );
1576
1577 return false;
1517} 1578}
1518 1579
1519/* 1580/*
1520 * decrease(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1521 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1656 1717
1657 adjust_weight (this, op->total_weight ()); 1718 adjust_weight (this, op->total_weight ());
1658 1719
1659inserted: 1720inserted:
1660 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1661 if (op->glow_radius && is_on_map () && map->darkness) 1722 if (op->glow_radius && is_on_map ())
1662 { 1723 {
1663 update_stats (); 1724 update_stats ();
1664 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1665 } 1726 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1727 else if (is_player ())
1667 // if this is a player's inventory, update stats 1728 // if this is a player's inventory, update stats
1668 update_stats (); 1729 contr->queue_stats_update ();
1669 1730
1670 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1671 1732
1672 return op; 1733 return op;
1673} 1734}
1693 * on top. 1754 * on top.
1694 */ 1755 */
1695int 1756int
1696check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1697{ 1758{
1759 if (op->flag [FLAG_NO_APPLY])
1760 return 0;
1761
1698 object *tmp; 1762 object *tmp;
1699 maptile *m = op->map; 1763 maptile *m = op->map;
1700 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1701 1765
1702 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1703 1767
1704 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1705 return 0;
1706 1769
1707 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1708 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1709 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1710 1773
1711 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1712 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1713 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1714 * as walking. 1777 * as walking.
1725 return 0; 1788 return 0;
1726 1789
1727 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1728 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1729 */ 1792 */
1730 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1731 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1732 {
1733 /* Trim the search when we find the first other spell effect
1734 * this helps performance so that if a space has 50 spell objects,
1735 * we don't need to check all of them.
1736 */
1737 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1738 break;
1739 } 1794 {
1795 next = tmp->below;
1740 1796
1741 for (; tmp; tmp = tmp->below)
1742 {
1743 if (tmp == op) 1797 if (tmp == op)
1744 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1745 1799
1746 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1747 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1748 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1749 * space doesn't slow down swimming (for example), if you can't actually 1803 * space doesn't slow down swimming (for example), if you can't actually
1750 * swim on that space, can't use it to avoid the penalty. 1804 * swim on that space, can't use it to avoid the penalty.
1751 */ 1805 */
1752 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!op->flag [FLAG_WIZPASS])
1753 { 1807 {
1754 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1755 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1756 { 1810 {
1757
1758 float
1759 diff = tmp->move_slow_penalty * fabs (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1760 1812
1761 if (op->type == PLAYER) 1813 if (op->is_player ())
1762 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1763 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1764 diff /= 4.0; 1816 diff /= 4.0;
1765 1817
1766 op->speed_left -= diff; 1818 op->speed_left -= diff;
1767 } 1819 }
1768 } 1820 }
1890void 1942void
1891flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1892{ 1944{
1893 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894 { 1946 {
1895 SET_FLAG (tmp, flag); 1947 tmp->set_flag (flag);
1896 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
1897 } 1949 }
1898} 1950}
1899 1951
1900/* 1952/*
1903void 1955void
1904unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
1905{ 1957{
1906 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 { 1959 {
1908 CLEAR_FLAG (tmp, flag); 1960 tmp->clr_flag (flag);
1909 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
1910 } 1962 }
1911} 1963}
1912 1964
1913/* 1965/*
2052 * there is capable of. 2104 * there is capable of.
2053 */ 2105 */
2054int 2106int
2055find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2056{ 2108{
2057 int i, max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2058
2059 sint16 nx, ny;
2060 object *tmp;
2061 maptile *mp;
2062
2063 MoveType blocked, move_type; 2110 MoveType move_type;
2064 2111
2065 if (exclude && exclude->head_ () != exclude) 2112 if (exclude && exclude->head_ () != exclude)
2066 { 2113 {
2067 exclude = exclude->head; 2114 exclude = exclude->head;
2068 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2071 { 2118 {
2072 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2073 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2074 } 2121 }
2075 2122
2076 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2077 { 2124 {
2078 mp = m; 2125 mapxy pos (m, x, y);
2079 nx = x + freearr_x[i]; 2126 pos.move (i);
2080 ny = y + freearr_y[i];
2081 2127
2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2083
2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i]; 2129 max = maxfree[i];
2086 else 2130 else
2087 { 2131 {
2088 mapspace &ms = mp->at (nx, ny); 2132 mapspace &ms = *pos;
2089 2133
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2093 max = maxfree[i]; 2135 max = maxfree [i];
2094 else if (mflags & P_IS_ALIVE) 2136 else if (ms.flags () & P_IS_ALIVE)
2095 { 2137 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 break;
2100
2101 if (tmp)
2102 return freedir[i]; 2141 return freedir [i];
2103 } 2142 }
2104 } 2143 }
2105 } 2144 }
2106 2145
2107 return 0; 2146 return 0;
2182 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2183 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2184 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2185 * functions. 2224 * functions.
2186 */ 2225 */
2187int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2188 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2189 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2190 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2191 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2192 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2286 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2287 */ 2326 */
2288int 2327int
2289can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2290{ 2329{
2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*who->flag [FLAG_WIZ]|| */
2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2293 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2294} 2333}
2295 2334
2296/* 2335/*
2297 * create clone from object to another 2336 * create clone from object to another
2298 */ 2337 */
2330 return tmp; 2369 return tmp;
2331 2370
2332 return 0; 2371 return 0;
2333} 2372}
2334 2373
2335const shstr & 2374shstr_tmp
2336object::kv_get (const shstr &key) const 2375object::kv_get (shstr_tmp key) const
2337{ 2376{
2338 for (key_value *kv = key_values; kv; kv = kv->next) 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2339 if (kv->key == key) 2378 if (kv->key == key)
2340 return kv->value; 2379 return kv->value;
2341 2380
2342 return shstr_null; 2381 return shstr ();
2343} 2382}
2344 2383
2345void 2384void
2346object::kv_set (const shstr &key, const shstr &value) 2385object::kv_set (shstr_tmp key, shstr_tmp value)
2347{ 2386{
2348 for (key_value *kv = key_values; kv; kv = kv->next) 2387 for (key_value *kv = key_values; kv; kv = kv->next)
2349 if (kv->key == key) 2388 if (kv->key == key)
2350 { 2389 {
2351 kv->value = value; 2390 kv->value = value;
2360 2399
2361 key_values = kv; 2400 key_values = kv;
2362} 2401}
2363 2402
2364void 2403void
2365object::kv_del (const shstr &key) 2404object::kv_del (shstr_tmp key)
2366{ 2405{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key) 2407 if ((*kvp)->key == key)
2369 { 2408 {
2370 key_value *kv = *kvp; 2409 key_value *kv = *kvp;
2463{ 2502{
2464 return map ? map->region (x, y) 2503 return map ? map->region (x, y)
2465 : region::default_region (); 2504 : region::default_region ();
2466} 2505}
2467 2506
2468const materialtype_t *
2469object::dominant_material () const
2470{
2471 if (materialtype_t *mt = name_to_material (materialname))
2472 return mt;
2473
2474 return name_to_material (shstr_unknown);
2475}
2476
2477void 2507void
2478object::open_container (object *new_container) 2508object::open_container (object *new_container)
2479{ 2509{
2480 if (container == new_container) 2510 if (container == new_container)
2481 return; 2511 return;
2501 container = 0; 2531 container = 0;
2502 2532
2503 // client needs item update to make it work, client bug requires this to be separate 2533 // client needs item update to make it work, client bug requires this to be separate
2504 esrv_update_item (UPD_FLAGS, this, old_container); 2534 esrv_update_item (UPD_FLAGS, this, old_container);
2505 2535
2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2507 play_sound (sound_find ("chest_close")); 2537 play_sound (sound_find ("chest_close"));
2508 } 2538 }
2509 2539
2510 if (new_container) 2540 if (new_container)
2511 { 2541 {
2515 // TODO: this does not seem to serve any purpose anymore? 2545 // TODO: this does not seem to serve any purpose anymore?
2516#if 0 2546#if 0
2517 // insert the "Close Container" object. 2547 // insert the "Close Container" object.
2518 if (archetype *closer = new_container->other_arch) 2548 if (archetype *closer = new_container->other_arch)
2519 { 2549 {
2520 object *closer = arch_to_object (new_container->other_arch); 2550 object *closer = new_container->other_arch->instance ();
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer); 2552 new_container->insert (closer);
2523 } 2553 }
2524#endif 2554#endif
2525 2555
2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2527 2557
2528 // make sure the container is available, client bug requires this to be separate 2558 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container); 2559 esrv_send_item (this, new_container);
2530 2560
2531 new_container->flag [FLAG_APPLIED] = true; 2561 new_container->flag [FLAG_APPLIED] = true;
2539// else if (!old_container->env && contr && contr->ns) 2569// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset (); 2570// contr->ns->floorbox_reset ();
2541} 2571}
2542 2572
2543object * 2573object *
2544object::force_find (const shstr name) 2574object::force_find (shstr_tmp name)
2545{ 2575{
2546 /* cycle through his inventory to look for the MARK we want to 2576 /* cycle through his inventory to look for the MARK we want to
2547 * place 2577 * place
2548 */ 2578 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below) 2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2551 return splay (tmp); 2581 return splay (tmp);
2552 2582
2553 return 0; 2583 return 0;
2554} 2584}
2555 2585
2586//-GPL
2587
2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2556object * 2597object *
2557object::force_add (const shstr name, int duration) 2598object::force_add (shstr_tmp name, int duration)
2558{ 2599{
2559 if (object *force = force_find (name)) 2600 if (object *force = force_find (name))
2560 force->destroy (); 2601 force->destroy ();
2561 2602
2562 object *force = get_archetype (FORCE_NAME); 2603 object *force = get_archetype (FORCE_NAME);
2563 2604
2564 force->slaying = name; 2605 force->slaying = name;
2565 force->stats.food = 1; 2606 force->force_set_timer (duration);
2566 force->speed_left = -1.f;
2567
2568 force->set_speed (duration ? 1.f / duration : 0.f);
2569 force->flag [FLAG_IS_USED_UP] = true;
2570 force->flag [FLAG_APPLIED] = true; 2607 force->flag [FLAG_APPLIED] = true;
2571 2608
2572 return insert (force); 2609 return insert (force);
2573} 2610}
2574 2611
2575void 2612void
2576object::play_sound (faceidx sound) 2613object::play_sound (faceidx sound) const
2577{ 2614{
2578 if (!sound) 2615 if (!sound)
2579 return; 2616 return;
2580 2617
2581 if (flag [FLAG_REMOVED]) 2618 if (is_on_map ())
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y); 2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2591} 2631}
2592 2632
2593void 2633void
2594object::make_noise () 2634object::make_noise ()
2595{ 2635{
2604 2644
2605 // find old force, or create new one 2645 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force); 2646 object *force = force_find (shstr_noise_force);
2607 2647
2608 if (force) 2648 if (force)
2609 force->speed = 1.f / 4; // patch old speed up 2649 force->speed_left = -1.f; // patch old speed up
2610 else 2650 else
2611 force_add (shstr_noise_force, 4); 2651 {
2612} 2652 force = archetype::get (shstr_noise_force);
2613 2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

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