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Comparing deliantra/server/common/object.C (file contents):
Revision 1.284 by root, Sat Jun 27 08:35:03 2009 UTC vs.
Revision 1.305 by root, Wed Nov 11 04:45:22 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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
62};
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
65}; 69};
66 70
67static void 71static void
68write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
69{ 73{
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 }
691 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
692 */ 745 */
693void 746void
694object::set_speed (float speed) 747object::set_speed (float speed)
695{ 748{
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; 749 this->speed = speed;
703 750
704 if (has_active_speed ()) 751 if (has_active_speed ())
705 activate (); 752 activate ();
706 else 753 else
756 803
757 if (!(m.flags_ & P_UPTODATE)) 804 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 805 /* nop */;
759 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
760 { 807 {
808#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
764 || (op->is_player () && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
770 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 820 * have move_allow right now.
773 */ 821 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 822 || ((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 (); 823 m.invalidate ();
824#else
825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
826 m.invalidate ();
827#endif
777 } 828 }
778 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 831 * that is being removed.
781 */ 832 */
793object::object () 844object::object ()
794{ 845{
795 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
796 847
797 //expmul = 1.0; declared const for the time being 848 //expmul = 1.0; declared const for the time being
798 face = blank_face; 849 face = blank_face;
850 material = MATERIAL_NULL;
799} 851}
800 852
801object::~object () 853object::~object ()
802{ 854{
803 unlink (); 855 unlink ();
831{ 883{
832 /* If already on active list, don't do anything */ 884 /* If already on active list, don't do anything */
833 if (active) 885 if (active)
834 return; 886 return;
835 887
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 ()) 888 if (has_active_speed ())
889 {
890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
892
840 actives.insert (this); 893 actives.insert (this);
894 }
841} 895}
842 896
843void 897void
844object::activate_recursive () 898object::activate_recursive ()
845{ 899{
1031 * the previous environment. 1085 * the previous environment.
1032 */ 1086 */
1033void 1087void
1034object::do_remove () 1088object::do_remove ()
1035{ 1089{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1090 if (flag [FLAG_REMOVED])
1040 return; 1091 return;
1041 1092
1042 INVOKE_OBJECT (REMOVE, this); 1093 INVOKE_OBJECT (REMOVE, this);
1043 1094
1075 1126
1076 above = 0; 1127 above = 0;
1077 below = 0; 1128 below = 0;
1078 env = 0; 1129 env = 0;
1079 1130
1080 /* NO_FIX_PLAYER is set when a great many changes are being 1131 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 { 1132 {
1087 pl->update_stats (); 1133 pl->contr->queue_stats_update ();
1088 1134
1089 if (glow_radius && pl->is_on_map ()) 1135 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y); 1136 update_all_los (pl->map, pl->x, pl->y);
1091 } 1137 }
1092 } 1138 }
1093 else if (map) 1139 else if (map)
1094 { 1140 {
1095 map->dirty = true; 1141 map->dirty = true;
1096 mapspace &ms = this->ms (); 1142 mapspace &ms = this->ms ();
1109 close_container (); 1155 close_container ();
1110 1156
1111 --map->players; 1157 --map->players;
1112 map->touch (); 1158 map->touch ();
1113 } 1159 }
1114 else if (pl->container == this) 1160 else if (pl->container_ () == this)
1115 { 1161 {
1116 // removing a container should close it 1162 // removing a container should close it
1117 close_container (); 1163 close_container ();
1118 } 1164 }
1119 1165
1135 1181
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1182 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1183
1138 if (object *pl = ms.player ()) 1184 if (object *pl = ms.player ())
1139 { 1185 {
1140 if (pl->container == this) 1186 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1187 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1188 * removed (most likely destroyed), update the player view
1143 * appropriately. 1189 * appropriately.
1144 */ 1190 */
1145 pl->close_container (); 1191 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1195 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1196 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1197 pl->contr->ns->floorbox_update ();
1152 } 1198 }
1153 1199
1200 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1201 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1202 {
1203 above = tmp->above;
1204
1156 /* No point updating the players look faces if he is the object 1205 /* No point updating the players look faces if he is the object
1157 * being removed. 1206 * being removed.
1158 */ 1207 */
1159 1208
1160 /* See if object moving off should effect something */ 1209 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1210 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1211 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1212 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 } 1213 }
1170
1171 last = tmp;
1172 }
1173 1214
1174 if (affects_los ()) 1215 if (affects_los ())
1175 update_all_los (map, x, y); 1216 update_all_los (map, x, y);
1176 } 1217 }
1177} 1218}
1477 * blocked() and wall() work properly), and these flags are updated by 1518 * blocked() and wall() work properly), and these flags are updated by
1478 * update_object(). 1519 * update_object().
1479 */ 1520 */
1480 1521
1481 /* if this is not the head or flag has been passed, don't check walk on status */ 1522 /* if this is not the head or flag has been passed, don't check walk on status */
1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1523 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1483 { 1524 {
1484 if (check_move_on (op, originator)) 1525 if (check_move_on (op, originator))
1485 return 0; 1526 return 0;
1486 1527
1487 /* If we are a multi part object, lets work our way through the check 1528 /* If we are a multi part object, lets work our way through the check
1521{ 1562{
1522 if (where->env) 1563 if (where->env)
1523 return where->env->insert (this); 1564 return where->env->insert (this);
1524 else 1565 else
1525 return where->map->insert (this, where->x, where->y, originator, flags); 1566 return where->map->insert (this, where->x, where->y, originator, flags);
1567}
1568
1569// check whether we can put this into the map, respect max_volume, max_items
1570bool
1571object::can_drop_at (maptile *m, int x, int y, object *originator)
1572{
1573 mapspace &ms = m->at (x, y);
1574
1575 int items = ms.items ();
1576
1577 if (!items // testing !items ensures we can drop at least one item
1578 || (items < m->max_items
1579 && ms.volume () < m->max_volume))
1580 return true;
1581
1582 if (originator && originator->is_player ())
1583 originator->contr->failmsg (format (
1584 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1585 query_name ()
1586 ));
1587
1588 return false;
1526} 1589}
1527 1590
1528/* 1591/*
1529 * decrease(object, number) decreases a specified number from 1592 * decrease(object, number) decreases a specified number from
1530 * the amount of an object. If the amount reaches 0, the object 1593 * the amount of an object. If the amount reaches 0, the object
1670 if (op->glow_radius && is_on_map ()) 1733 if (op->glow_radius && is_on_map ())
1671 { 1734 {
1672 update_stats (); 1735 update_stats ();
1673 update_all_los (map, x, y); 1736 update_all_los (map, x, y);
1674 } 1737 }
1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1738 else if (is_player ())
1676 // if this is a player's inventory, update stats 1739 // if this is a player's inventory, update stats
1677 update_stats (); 1740 contr->queue_stats_update ();
1678 1741
1679 INVOKE_OBJECT (INSERT, this); 1742 INVOKE_OBJECT (INSERT, this);
1680 1743
1681 return op; 1744 return op;
1682} 1745}
1702 * on top. 1765 * on top.
1703 */ 1766 */
1704int 1767int
1705check_move_on (object *op, object *originator) 1768check_move_on (object *op, object *originator)
1706{ 1769{
1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1771 return 0;
1772
1707 object *tmp; 1773 object *tmp;
1708 maptile *m = op->map; 1774 maptile *m = op->map;
1709 int x = op->x, y = op->y; 1775 int x = op->x, y = op->y;
1710 1776
1711 MoveType move_on, move_slow, move_block; 1777 mapspace &ms = m->at (x, y);
1712 1778
1713 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1779 ms.update ();
1714 return 0;
1715 1780
1716 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1781 MoveType move_on = ms.move_on;
1717 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1782 MoveType move_slow = ms.move_slow;
1718 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1783 MoveType move_block = ms.move_block;
1719 1784
1720 /* if nothing on this space will slow op down or be applied, 1785 /* if nothing on this space will slow op down or be applied,
1721 * no need to do checking below. have to make sure move_type 1786 * no need to do checking below. have to make sure move_type
1722 * is set, as lots of objects don't have it set - we treat that 1787 * is set, as lots of objects don't have it set - we treat that
1723 * as walking. 1788 * as walking.
1734 return 0; 1799 return 0;
1735 1800
1736 /* The objects have to be checked from top to bottom. 1801 /* The objects have to be checked from top to bottom.
1737 * Hence, we first go to the top: 1802 * Hence, we first go to the top:
1738 */ 1803 */
1739 1804 for (object *next, *tmp = ms.top; tmp; tmp = next)
1740 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1741 {
1742 /* Trim the search when we find the first other spell effect
1743 * this helps performance so that if a space has 50 spell objects,
1744 * we don't need to check all of them.
1745 */
1746 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1747 break;
1748 } 1805 {
1806 next = tmp->below;
1749 1807
1750 for (; tmp; tmp = tmp->below)
1751 {
1752 if (tmp == op) 1808 if (tmp == op)
1753 continue; /* Can't apply yourself */ 1809 continue; /* Can't apply yourself */
1754 1810
1755 /* Check to see if one of the movement types should be slowed down. 1811 /* Check to see if one of the movement types should be slowed down.
1756 * Second check makes sure that the movement types not being slowed 1812 * Second check makes sure that the movement types not being slowed
1761 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1817 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1762 { 1818 {
1763 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1819 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1764 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1820 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1765 { 1821 {
1766
1767 float
1768 diff = tmp->move_slow_penalty * fabs (op->speed); 1822 float diff = tmp->move_slow_penalty * fabs (op->speed);
1769 1823
1770 if (op->is_player ()) 1824 if (op->is_player ())
1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1825 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1772 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1826 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1773 diff /= 4.0; 1827 diff /= 4.0;
1774 1828
1775 op->speed_left -= diff; 1829 op->speed_left -= diff;
1776 } 1830 }
1777 } 1831 }
2178 * This basically means that if direction is 15, then it could either go 2232 * This basically means that if direction is 15, then it could either go
2179 * direction 4, 14, or 16 to get back to where we are. 2233 * direction 4, 14, or 16 to get back to where we are.
2180 * Moved from spell_util.c to object.c with the other related direction 2234 * Moved from spell_util.c to object.c with the other related direction
2181 * functions. 2235 * functions.
2182 */ 2236 */
2183const int reduction_dir[SIZEOFFREE][3] = { 2237static const int reduction_dir[SIZEOFFREE][3] = {
2184 {0, 0, 0}, /* 0 */ 2238 {0, 0, 0}, /* 0 */
2185 {0, 0, 0}, /* 1 */ 2239 {0, 0, 0}, /* 1 */
2186 {0, 0, 0}, /* 2 */ 2240 {0, 0, 0}, /* 2 */
2187 {0, 0, 0}, /* 3 */ 2241 {0, 0, 0}, /* 3 */
2188 {0, 0, 0}, /* 4 */ 2242 {0, 0, 0}, /* 4 */
2459{ 2513{
2460 return map ? map->region (x, y) 2514 return map ? map->region (x, y)
2461 : region::default_region (); 2515 : region::default_region ();
2462} 2516}
2463 2517
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void 2518void
2474object::open_container (object *new_container) 2519object::open_container (object *new_container)
2475{ 2520{
2476 if (container == new_container) 2521 if (container == new_container)
2477 return; 2522 return;
2547 return splay (tmp); 2592 return splay (tmp);
2548 2593
2549 return 0; 2594 return 0;
2550} 2595}
2551 2596
2597//-GPL
2598
2599void
2600object::force_set_timer (int duration)
2601{
2602 this->duration = 1;
2603 this->speed_left = -1.f;
2604
2605 this->set_speed (duration ? 1.f / duration : 0.f);
2606}
2607
2552object * 2608object *
2553object::force_add (shstr_tmp name, int duration) 2609object::force_add (shstr_tmp name, int duration)
2554{ 2610{
2555 if (object *force = force_find (name)) 2611 if (object *force = force_find (name))
2556 force->destroy (); 2612 force->destroy ();
2557 2613
2558 object *force = get_archetype (FORCE_NAME); 2614 object *force = get_archetype (FORCE_NAME);
2559 2615
2560 force->slaying = name; 2616 force->slaying = name;
2561 force->stats.food = 1; 2617 force->force_set_timer (duration);
2562 force->speed_left = -1.f;
2563
2564 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true; 2618 force->flag [FLAG_APPLIED] = true;
2567 2619
2568 return insert (force); 2620 return insert (force);
2569} 2621}
2570 2622
2571void 2623void

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