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Comparing deliantra/server/common/object.C (file contents):
Revision 1.275 by root, Sun Dec 28 15:28:47 2008 UTC vs.
Revision 1.307 by root, Sun Nov 29 10:55:18 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000; 38uint32_t mapspace::smellcount = 10000;
38 39
39objectvec objects; 40objectvec objects;
40activevec actives; 41activevec actives;
42
43//+GPL
41 44
42short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
43 0, 46 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 52 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 56};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
61 0, 58 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65}; 62};
66 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
67static void 71static void
68write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
69{ 73{
70 CALL_BEGIN (2); 74 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 75 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 78 CALL_END;
75} 79}
76 80
77static void 81static void
78read_uuid (void) 82read_uuid ()
79{ 83{
80 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
81 85
82 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
83 87
97 101
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 103 _exit (1);
100 } 104 }
101 105
102 UUID::BUF buf; 106 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 107 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 108 fgets (buf, sizeof (buf), fp);
105 109
106 if (!UUID::cur.parse (buf)) 110 if (!UUID::cur.parse (buf))
107 { 111 {
134 138
135void 139void
136UUID::init () 140UUID::init ()
137{ 141{
138 read_uuid (); 142 read_uuid ();
143}
144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
139} 208}
140 209
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 211static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
182bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
183{ 252{
184 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
185 if (ob1 == ob2 254 if (ob1 == ob2
186 || ob1->type != ob2->type 255 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
188 || ob1->value != ob2->value 257 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
190 return 0; 259 return 0;
191 260
192 /* Do not merge objects if nrof would overflow, assume nrof 261 /* Do not merge objects if nrof would overflow, assume nrof
217 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 287 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
221 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 303 return 0;
235 304
236 if ((ob1->flag ^ ob2->flag) 305 if ((ob1->flag ^ ob2->flag)
328 // the player inventory itself is always visible 397 // the player inventory itself is always visible
329 if (env->is_player ()) 398 if (env->is_player ())
330 return env; 399 return env;
331 400
332 // else a player could have our env open 401 // else a player could have our env open
333 object *envest = env->outer_env (); 402 object *envest = env->outer_env_or_self ();
334 403
335 // the player itself is always on a map, so we will find him here 404 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 405 // even if our inv is in a player.
337 if (envest->is_on_map ()) 406 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 407 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 408 if (pl->container_ () == env)
340 return pl; 409 return pl;
341 } 410 }
342 else 411 else
343 { 412 {
344 // maybe there is a player standing on the same mapspace 413 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 414 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 415 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 417 || pl->container_ () == this)
349 return pl; 418 return pl;
350 } 419 }
351 } 420 }
352 421
353 return 0; 422 return 0;
431 object_freezer freezer; 500 object_freezer freezer;
432 op->write (freezer); 501 op->write (freezer);
433 return freezer.as_string (); 502 return freezer.as_string ();
434} 503}
435 504
436/* 505char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 506object::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{ 507{
444 object *tmp, *closest; 508 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} 509}
458 510
459/* 511/*
460 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow. 513 * VERRRY slow.
555 update_stats (); 607 update_stats ();
556 608
557 new_draw_info_format (NDI_UNIQUE, 0, this, 609 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 610 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 611 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name); 612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
561 return false; 614 return false;
562 } 615 }
563 616
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 } 618 }
634 tail = new_link; 687 tail = new_link;
635 } 688 }
636 } 689 }
637 } 690 }
638 691
639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate (); 692 dst->activate ();
643} 693}
644 694
645void 695void
646object::instantiate () 696object::instantiate ()
647{ 697{
648 if (!uuid.seq) // HACK 698 if (!uuid.seq) // HACK
649 uuid = UUID::gen (); 699 uuid = UUID::gen ();
650 700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = -rndm (); // TODO animation
704 else
651 speed_left = -0.1f; 705 speed_left = -speed;
706
652 /* copy the body_info to the body_used - this is only really 707 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything. 708 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting 709 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created 710 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped. 711 * for it, they can be properly equipped.
664object * 719object *
665object::clone () 720object::clone ()
666{ 721{
667 object *neu = create (); 722 object *neu = create ();
668 copy_to (neu); 723 copy_to (neu);
724
725 // TODO: unclean state changes, should not be done in clone AND instantiate
726 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
727 neu->speed_left = -rndm (); // TODO animation
728
669 neu->map = map; // not copied by copy_to 729 neu->map = map; // not copied by copy_to
670 return neu; 730 return neu;
671} 731}
672 732
673/* 733/*
691 * This function needs to be called whenever the speed of an object changes. 751 * This function needs to be called whenever the speed of an object changes.
692 */ 752 */
693void 753void
694object::set_speed (float speed) 754object::set_speed (float speed)
695{ 755{
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; 756 this->speed = speed;
703 757
704 if (has_active_speed ()) 758 if (has_active_speed ())
705 activate (); 759 activate ();
706 else 760 else
756 810
757 if (!(m.flags_ & P_UPTODATE)) 811 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 812 /* nop */;
759 else if (action == UP_OBJ_INSERT) 813 else if (action == UP_OBJ_INSERT)
760 { 814 {
815#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 816 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 817 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
764 || (op->is_player () && !(m.flags_ & P_PLAYER)) 819 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
770 || (m.move_slow | op->move_slow) != m.move_slow 825 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to 826 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 827 * have move_allow right now.
773 */ 828 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 829 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
776 m.invalidate (); 830 m.invalidate ();
831#else
832 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
833 m.invalidate ();
834#endif
777 } 835 }
778 /* if the object is being removed, we can't make intelligent 836 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 837 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 838 * that is being removed.
781 */ 839 */
792 850
793object::object () 851object::object ()
794{ 852{
795 SET_FLAG (this, FLAG_REMOVED); 853 SET_FLAG (this, FLAG_REMOVED);
796 854
797 expmul = 1.0; 855 //expmul = 1.0; declared const for the time being
798 face = blank_face; 856 face = blank_face;
857 material = MATERIAL_NULL;
799} 858}
800 859
801object::~object () 860object::~object ()
802{ 861{
803 unlink (); 862 unlink ();
831{ 890{
832 /* If already on active list, don't do anything */ 891 /* If already on active list, don't do anything */
833 if (active) 892 if (active)
834 return; 893 return;
835 894
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 if (has_active_speed ()) 895 if (has_active_speed ())
896 {
897 if (flag [FLAG_FREED])
898 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
899
840 actives.insert (this); 900 actives.insert (this);
901 }
841} 902}
842 903
843void 904void
844object::activate_recursive () 905object::activate_recursive ()
845{ 906{
963 1024
964void 1025void
965object::do_destroy () 1026object::do_destroy ()
966{ 1027{
967 if (flag [FLAG_IS_LINKED]) 1028 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1029 remove_link ();
969 1030
970 if (flag [FLAG_FRIENDLY]) 1031 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1032 remove_friendly_object (this);
972 1033
973 remove (); 1034 remove ();
1031 * the previous environment. 1092 * the previous environment.
1032 */ 1093 */
1033void 1094void
1034object::do_remove () 1095object::do_remove ()
1035{ 1096{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1097 if (flag [FLAG_REMOVED])
1040 return; 1098 return;
1041 1099
1042 INVOKE_OBJECT (REMOVE, this); 1100 INVOKE_OBJECT (REMOVE, this);
1043 1101
1075 1133
1076 above = 0; 1134 above = 0;
1077 below = 0; 1135 below = 0;
1078 env = 0; 1136 env = 0;
1079 1137
1080 /* NO_FIX_PLAYER is set when a great many changes are being 1138 if (pl && pl->is_player ())
1081 * made to players inventory. If set, avoiding the call
1082 * to save cpu time.
1083 */
1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 { 1139 {
1087 pl->update_stats (); 1140 pl->contr->queue_stats_update ();
1088 1141
1089 if (glow_radius && pl->is_on_map ()) 1142 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y); 1143 update_all_los (pl->map, pl->x, pl->y);
1091 } 1144 }
1092 } 1145 }
1093 else if (map) 1146 else if (map)
1094 { 1147 {
1095 map->dirty = true; 1148 map->dirty = true;
1096 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1109 close_container (); 1162 close_container ();
1110 1163
1111 --map->players; 1164 --map->players;
1112 map->touch (); 1165 map->touch ();
1113 } 1166 }
1114 else if (pl->container == this) 1167 else if (pl->container_ () == this)
1115 { 1168 {
1116 // removing a container should close it 1169 // removing a container should close it
1117 close_container (); 1170 close_container ();
1118 } 1171 }
1119 1172
1135 1188
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1189 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1190
1138 if (object *pl = ms.player ()) 1191 if (object *pl = ms.player ())
1139 { 1192 {
1140 if (pl->container == this) 1193 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1194 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1195 * removed (most likely destroyed), update the player view
1143 * appropriately. 1196 * appropriately.
1144 */ 1197 */
1145 pl->close_container (); 1198 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1202 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1203 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1204 pl->contr->ns->floorbox_update ();
1152 } 1205 }
1153 1206
1207 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1208 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1209 {
1210 above = tmp->above;
1211
1156 /* No point updating the players look faces if he is the object 1212 /* No point updating the players look faces if he is the object
1157 * being removed. 1213 * being removed.
1158 */ 1214 */
1159 1215
1160 /* See if object moving off should effect something */ 1216 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1217 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1218 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1219 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 } 1220 }
1170
1171 last = tmp;
1172 }
1173 1221
1174 if (affects_los ()) 1222 if (affects_los ())
1175 update_all_los (map, x, y); 1223 update_all_los (map, x, y);
1176 } 1224 }
1177} 1225}
1297 1345
1298 if (object *more = op->more) 1346 if (object *more = op->more)
1299 if (!insert_ob_in_map (more, m, originator, flag)) 1347 if (!insert_ob_in_map (more, m, originator, flag))
1300 return 0; 1348 return 0;
1301 1349
1302 CLEAR_FLAG (op, FLAG_REMOVED); 1350 op->flag [FLAG_REMOVED] = false;
1303 1351 op->env = 0;
1304 op->map = newmap; 1352 op->map = newmap;
1353
1305 mapspace &ms = op->ms (); 1354 mapspace &ms = op->ms ();
1306 1355
1307 /* this has to be done after we translate the coordinates. 1356 /* this has to be done after we translate the coordinates.
1308 */ 1357 */
1309 if (op->nrof && !(flag & INS_NO_MERGE)) 1358 if (op->nrof && !(flag & INS_NO_MERGE))
1330 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1379 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1331 abort (); 1380 abort ();
1332 } 1381 }
1333 1382
1334 if (!originator->is_on_map ()) 1383 if (!originator->is_on_map ())
1384 {
1335 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1385 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1336 op->debug_desc (), originator->debug_desc ()); 1386 op->debug_desc (), originator->debug_desc ());
1387 abort ();
1388 }
1337 1389
1338 op->above = originator; 1390 op->above = originator;
1339 op->below = originator->below; 1391 op->below = originator->below;
1340 originator->below = op; 1392 originator->below = op;
1341 1393
1473 * blocked() and wall() work properly), and these flags are updated by 1525 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object(). 1526 * update_object().
1475 */ 1527 */
1476 1528
1477 /* if this is not the head or flag has been passed, don't check walk on status */ 1529 /* if this is not the head or flag has been passed, don't check walk on status */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1479 { 1531 {
1480 if (check_move_on (op, originator)) 1532 if (check_move_on (op, originator))
1481 return 0; 1533 return 0;
1482 1534
1483 /* If we are a multi part object, lets work our way through the check 1535 /* If we are a multi part object, lets work our way through the check
1494/* this function inserts an object in the map, but if it 1546/* this function inserts an object in the map, but if it
1495 * finds an object of its own type, it'll remove that one first. 1547 * finds an object of its own type, it'll remove that one first.
1496 * op is the object to insert it under: supplies x and the map. 1548 * op is the object to insert it under: supplies x and the map.
1497 */ 1549 */
1498void 1550void
1499replace_insert_ob_in_map (const char *arch_string, object *op) 1551replace_insert_ob_in_map (shstr_tmp archname, object *op)
1500{ 1552{
1501 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1502 1554
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1556 if (tmp->arch->archname == archname) /* same archetype */
1505 tmp->destroy (); 1557 tmp->destroy ();
1506 1558
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1559 object *tmp = arch_to_object (archetype::find (archname));
1508 1560
1509 tmp->x = op->x; 1561 tmp->x = op->x;
1510 tmp->y = op->y; 1562 tmp->y = op->y;
1511 1563
1512 insert_ob_in_map (tmp, op->map, op, 0); 1564 insert_ob_in_map (tmp, op->map, op, 0);
1517{ 1569{
1518 if (where->env) 1570 if (where->env)
1519 return where->env->insert (this); 1571 return where->env->insert (this);
1520 else 1572 else
1521 return where->map->insert (this, where->x, where->y, originator, flags); 1573 return where->map->insert (this, where->x, where->y, originator, flags);
1574}
1575
1576// check whether we can put this into the map, respect max_volume, max_items
1577bool
1578object::can_drop_at (maptile *m, int x, int y, object *originator)
1579{
1580 mapspace &ms = m->at (x, y);
1581
1582 int items = ms.items ();
1583
1584 if (!items // testing !items ensures we can drop at least one item
1585 || (items < m->max_items
1586 && ms.volume () < m->max_volume))
1587 return true;
1588
1589 if (originator && originator->is_player ())
1590 originator->contr->failmsg (format (
1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1592 query_name ()
1593 ));
1594
1595 return false;
1522} 1596}
1523 1597
1524/* 1598/*
1525 * decrease(object, number) decreases a specified number from 1599 * decrease(object, number) decreases a specified number from
1526 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1666 if (op->glow_radius && is_on_map ()) 1740 if (op->glow_radius && is_on_map ())
1667 { 1741 {
1668 update_stats (); 1742 update_stats ();
1669 update_all_los (map, x, y); 1743 update_all_los (map, x, y);
1670 } 1744 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1745 else if (is_player ())
1672 // if this is a player's inventory, update stats 1746 // if this is a player's inventory, update stats
1673 update_stats (); 1747 contr->queue_stats_update ();
1674 1748
1675 INVOKE_OBJECT (INSERT, this); 1749 INVOKE_OBJECT (INSERT, this);
1676 1750
1677 return op; 1751 return op;
1678} 1752}
1698 * on top. 1772 * on top.
1699 */ 1773 */
1700int 1774int
1701check_move_on (object *op, object *originator) 1775check_move_on (object *op, object *originator)
1702{ 1776{
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1703 object *tmp; 1780 object *tmp;
1704 maptile *m = op->map; 1781 maptile *m = op->map;
1705 int x = op->x, y = op->y; 1782 int x = op->x, y = op->y;
1706 1783
1707 MoveType move_on, move_slow, move_block; 1784 mapspace &ms = m->at (x, y);
1708 1785
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1786 ms.update ();
1710 return 0;
1711 1787
1712 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1788 MoveType move_on = ms.move_on;
1713 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1789 MoveType move_slow = ms.move_slow;
1714 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1790 MoveType move_block = ms.move_block;
1715 1791
1716 /* if nothing on this space will slow op down or be applied, 1792 /* if nothing on this space will slow op down or be applied,
1717 * no need to do checking below. have to make sure move_type 1793 * no need to do checking below. have to make sure move_type
1718 * is set, as lots of objects don't have it set - we treat that 1794 * is set, as lots of objects don't have it set - we treat that
1719 * as walking. 1795 * as walking.
1730 return 0; 1806 return 0;
1731 1807
1732 /* The objects have to be checked from top to bottom. 1808 /* The objects have to be checked from top to bottom.
1733 * Hence, we first go to the top: 1809 * Hence, we first go to the top:
1734 */ 1810 */
1735 1811 for (object *next, *tmp = ms.top; tmp; tmp = next)
1736 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1737 {
1738 /* Trim the search when we find the first other spell effect
1739 * this helps performance so that if a space has 50 spell objects,
1740 * we don't need to check all of them.
1741 */
1742 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1743 break;
1744 } 1812 {
1813 next = tmp->below;
1745 1814
1746 for (; tmp; tmp = tmp->below)
1747 {
1748 if (tmp == op) 1815 if (tmp == op)
1749 continue; /* Can't apply yourself */ 1816 continue; /* Can't apply yourself */
1750 1817
1751 /* Check to see if one of the movement types should be slowed down. 1818 /* Check to see if one of the movement types should be slowed down.
1752 * Second check makes sure that the movement types not being slowed 1819 * Second check makes sure that the movement types not being slowed
1757 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1824 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1758 { 1825 {
1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1827 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761 { 1828 {
1762
1763 float
1764 diff = tmp->move_slow_penalty * fabs (op->speed); 1829 float diff = tmp->move_slow_penalty * fabs (op->speed);
1765 1830
1766 if (op->is_player ()) 1831 if (op->is_player ())
1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1769 diff /= 4.0; 1834 diff /= 4.0;
1770 1835
1771 op->speed_left -= diff; 1836 op->speed_left -= diff;
1772 } 1837 }
1773 } 1838 }
2174 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2175 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2176 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2177 * functions. 2242 * functions.
2178 */ 2243 */
2179int reduction_dir[SIZEOFFREE][3] = { 2244static const int reduction_dir[SIZEOFFREE][3] = {
2180 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2181 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2182 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2183 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2184 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2322 return tmp; 2387 return tmp;
2323 2388
2324 return 0; 2389 return 0;
2325} 2390}
2326 2391
2327const shstr & 2392shstr_tmp
2328object::kv_get (const shstr &key) const 2393object::kv_get (shstr_tmp key) const
2329{ 2394{
2330 for (key_value *kv = key_values; kv; kv = kv->next) 2395 for (key_value *kv = key_values; kv; kv = kv->next)
2331 if (kv->key == key) 2396 if (kv->key == key)
2332 return kv->value; 2397 return kv->value;
2333 2398
2334 return shstr_null; 2399 return shstr ();
2335} 2400}
2336 2401
2337void 2402void
2338object::kv_set (const shstr &key, const shstr &value) 2403object::kv_set (shstr_tmp key, shstr_tmp value)
2339{ 2404{
2340 for (key_value *kv = key_values; kv; kv = kv->next) 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2341 if (kv->key == key) 2406 if (kv->key == key)
2342 { 2407 {
2343 kv->value = value; 2408 kv->value = value;
2352 2417
2353 key_values = kv; 2418 key_values = kv;
2354} 2419}
2355 2420
2356void 2421void
2357object::kv_del (const shstr &key) 2422object::kv_del (shstr_tmp key)
2358{ 2423{
2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2360 if ((*kvp)->key == key) 2425 if ((*kvp)->key == key)
2361 { 2426 {
2362 key_value *kv = *kvp; 2427 key_value *kv = *kvp;
2455{ 2520{
2456 return map ? map->region (x, y) 2521 return map ? map->region (x, y)
2457 : region::default_region (); 2522 : region::default_region ();
2458} 2523}
2459 2524
2460const materialtype_t *
2461object::dominant_material () const
2462{
2463 if (materialtype_t *mt = name_to_material (materialname))
2464 return mt;
2465
2466 return name_to_material (shstr_unknown);
2467}
2468
2469void 2525void
2470object::open_container (object *new_container) 2526object::open_container (object *new_container)
2471{ 2527{
2472 if (container == new_container) 2528 if (container == new_container)
2473 return; 2529 return;
2493 container = 0; 2549 container = 0;
2494 2550
2495 // client needs item update to make it work, client bug requires this to be separate 2551 // client needs item update to make it work, client bug requires this to be separate
2496 esrv_update_item (UPD_FLAGS, this, old_container); 2552 esrv_update_item (UPD_FLAGS, this, old_container);
2497 2553
2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2554 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2499 play_sound (sound_find ("chest_close")); 2555 play_sound (sound_find ("chest_close"));
2500 } 2556 }
2501 2557
2502 if (new_container) 2558 if (new_container)
2503 { 2559 {
2513 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2514 new_container->insert (closer); 2570 new_container->insert (closer);
2515 } 2571 }
2516#endif 2572#endif
2517 2573
2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2574 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2519 2575
2520 // make sure the container is available, client bug requires this to be separate 2576 // make sure the container is available, client bug requires this to be separate
2521 esrv_send_item (this, new_container); 2577 esrv_send_item (this, new_container);
2522 2578
2523 new_container->flag [FLAG_APPLIED] = true; 2579 new_container->flag [FLAG_APPLIED] = true;
2531// else if (!old_container->env && contr && contr->ns) 2587// else if (!old_container->env && contr && contr->ns)
2532// contr->ns->floorbox_reset (); 2588// contr->ns->floorbox_reset ();
2533} 2589}
2534 2590
2535object * 2591object *
2536object::force_find (const shstr name) 2592object::force_find (shstr_tmp name)
2537{ 2593{
2538 /* cycle through his inventory to look for the MARK we want to 2594 /* cycle through his inventory to look for the MARK we want to
2539 * place 2595 * place
2540 */ 2596 */
2541 for (object *tmp = inv; tmp; tmp = tmp->below) 2597 for (object *tmp = inv; tmp; tmp = tmp->below)
2543 return splay (tmp); 2599 return splay (tmp);
2544 2600
2545 return 0; 2601 return 0;
2546} 2602}
2547 2603
2604//-GPL
2605
2606void
2607object::force_set_timer (int duration)
2608{
2609 this->duration = 1;
2610 this->speed_left = -1.f;
2611
2612 this->set_speed (duration ? 1.f / duration : 0.f);
2613}
2614
2548object * 2615object *
2549object::force_add (const shstr name, int duration) 2616object::force_add (shstr_tmp name, int duration)
2550{ 2617{
2551 if (object *force = force_find (name)) 2618 if (object *force = force_find (name))
2552 force->destroy (); 2619 force->destroy ();
2553 2620
2554 object *force = get_archetype (FORCE_NAME); 2621 object *force = get_archetype (FORCE_NAME);
2555 2622
2556 force->slaying = name; 2623 force->slaying = name;
2557 force->stats.food = 1; 2624 force->force_set_timer (duration);
2558 force->speed_left = -1.f;
2559
2560 force->set_speed (duration ? 1.f / duration : 0.f);
2561 force->flag [FLAG_IS_USED_UP] = true;
2562 force->flag [FLAG_APPLIED] = true; 2625 force->flag [FLAG_APPLIED] = true;
2563 2626
2564 return insert (force); 2627 return insert (force);
2565} 2628}
2566 2629
2567void 2630void
2568object::play_sound (faceidx sound) 2631object::play_sound (faceidx sound) const
2569{ 2632{
2570 if (!sound) 2633 if (!sound)
2571 return; 2634 return;
2572 2635
2573 if (flag [FLAG_REMOVED]) 2636 if (is_on_map ())
2574 return;
2575
2576 if (env)
2577 {
2578 if (object *pl = in_player ())
2579 pl->contr->play_sound (sound);
2580 }
2581 else
2582 map->play_sound (sound, x, y); 2637 map->play_sound (sound, x, y);
2638 else if (object *pl = in_player ())
2639 pl->contr->play_sound (sound);
2640}
2641
2642void
2643object::say_msg (const char *msg) const
2644{
2645 if (is_on_map ())
2646 map->say_msg (msg, x, y);
2647 else if (object *pl = in_player ())
2648 pl->contr->play_sound (sound);
2583} 2649}
2584 2650
2585void 2651void
2586object::make_noise () 2652object::make_noise ()
2587{ 2653{

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