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Comparing deliantra/server/common/object.C (file contents):
Revision 1.290 by sf-marcmagus, Sun Oct 11 05:43:35 2009 UTC vs.
Revision 1.317 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41
42//+GPL
41 43
42short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
43 0, 45 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 46 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, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 51 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 52 -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, 53 -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 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
53}; 55};
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] = { 56int freedir[SIZEOFFREE] = {
61 0, 57 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 58 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, 59 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 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
65}; 61};
66 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
67static void 70static void
68write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
69{ 72{
70 CALL_BEGIN (2); 73 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 77 CALL_END;
75} 78}
76 79
77static void 80static void
78read_uuid (void) 81read_uuid ()
79{ 82{
80 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
81 84
82 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
83 86
97 100
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 102 _exit (1);
100 } 103 }
101 104
102 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 106 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
105 108
106 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
107 { 110 {
134 137
135void 138void
136UUID::init () 139UUID::init ()
137{ 140{
138 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;
139} 207}
140 208
141/* 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. */
142static bool 210static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
179 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
180 * check weight 248 * check weight
181 */ 249 */
182bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
183{ 251{
184 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
185 if (ob1 == ob2 253 if (ob1 == ob2
186 || ob1->type != ob2->type 254 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value 255 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 258 return 0;
191 259
192 /* Do not merge objects if nrof would overflow, assume nrof 260 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 261 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
215 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 286 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
220 || (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
221 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 302 return 0;
235 303
236 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
334 402
335 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 404 // even if our inv is in a player.
337 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 407 if (pl->container_ () == env)
340 return pl; 408 return pl;
341 } 409 }
342 else 410 else
343 { 411 {
344 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 416 || pl->container_ () == this)
349 return pl; 417 return pl;
350 } 418 }
351 } 419 }
352 420
353 return 0; 421 return 0;
438{ 506{
439 return dump_object (this); 507 return dump_object (this);
440} 508}
441 509
442/* 510/*
443 * get_nearest_part(multi-object, object 2) returns the part of the
444 * multi-object 1 which is closest to the second object.
445 * If it's not a multi-object, it is returned.
446 */
447object *
448get_nearest_part (object *op, const object *pl)
449{
450 object *tmp, *closest;
451 int last_dist, i;
452
453 if (!op->more)
454 return op;
455
456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
459 if ((i = distance (tmp, pl)) < last_dist)
460 closest = tmp, last_dist = i;
461
462 return closest;
463}
464
465/*
466 * 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.
467 * VERRRY slow. 512 * VERRRY slow.
468 */ 513 */
469object * 514object *
470find_object (tag_t i) 515find_object (tag_t i)
471{ 516{
472 for_all_objects (op) 517 for_all_objects (op)
473 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)
474 return op; 534 return op;
475 535
476 return 0; 536 return 0;
477} 537}
478 538
537object::change_weapon (object *ob) 597object::change_weapon (object *ob)
538{ 598{
539 if (current_weapon == ob) 599 if (current_weapon == ob)
540 return true; 600 return true;
541 601
542 if (chosen_skill) 602 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
559 {
560 current_weapon = chosen_skill = 0;
561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first - use the 'body' command to see "
567 "how many items you cna wera on a specific body part.]", &ob->name);
568 return false;
569 }
570
571 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
572 } 603 {
573 else 604 manual_apply (this, current_weapon, AP_UNAPPLY);
574 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
575 605
576 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) 606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
577 { 607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
578 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", 608
579 &name, ob->debug_desc ()); 609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
580 return false; 610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
581 } 623 }
582 624
583 return true; 625 return true;
584} 626}
585 627
641 tail = new_link; 683 tail = new_link;
642 } 684 }
643 } 685 }
644 } 686 }
645 687
646 if (speed < 0)
647 dst->speed_left -= rndm ();
648
649 dst->activate (); 688 dst->activate ();
650} 689}
651 690
652void 691void
653object::instantiate () 692object::instantiate ()
654{ 693{
655 if (!uuid.seq) // HACK 694 if (!uuid.seq) // HACK
656 uuid = UUID::gen (); 695 uuid = UUID::gen ();
657 696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
658 speed_left = -0.1f; 701 speed_left = -1.;
702
659 /* copy the body_info to the body_used - this is only really 703 /* copy the body_info to the body_used - this is only really
660 * need for monsters, but doesn't hurt to do it for everything. 704 * need for monsters, but doesn't hurt to do it for everything.
661 * by doing so, when a monster is created, it has good starting 705 * by doing so, when a monster is created, it has good starting
662 * values for the body_used info, so when items are created 706 * values for the body_used info, so when items are created
663 * for it, they can be properly equipped. 707 * for it, they can be properly equipped.
671object * 715object *
672object::clone () 716object::clone ()
673{ 717{
674 object *neu = create (); 718 object *neu = create ();
675 copy_to (neu); 719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
676 neu->map = map; // not copied by copy_to 725 neu->map = map; // not copied by copy_to
677 return neu; 726 return neu;
678} 727}
679 728
680/* 729/*
698 * This function needs to be called whenever the speed of an object changes. 747 * This function needs to be called whenever the speed of an object changes.
699 */ 748 */
700void 749void
701object::set_speed (float speed) 750object::set_speed (float speed)
702{ 751{
703 if (flag [FLAG_FREED] && speed)
704 {
705 LOG (llevError, "Object %s is freed but has speed.\n", &name);
706 speed = 0;
707 }
708
709 this->speed = speed; 752 this->speed = speed;
710 753
711 if (has_active_speed ()) 754 if (has_active_speed ())
712 activate (); 755 activate ();
713 else 756 else
763 806
764 if (!(m.flags_ & P_UPTODATE)) 807 if (!(m.flags_ & P_UPTODATE))
765 /* nop */; 808 /* nop */;
766 else if (action == UP_OBJ_INSERT) 809 else if (action == UP_OBJ_INSERT)
767 { 810 {
811#if 0
768 // this is likely overkill, TODO: revisit (schmorp) 812 // this is likely overkill, TODO: revisit (schmorp)
769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
771 || (op->is_player () && !(m.flags_ & P_PLAYER)) 815 || (op->is_player () && !(m.flags_ & P_PLAYER))
772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
777 || (m.move_slow | op->move_slow) != m.move_slow 821 || (m.move_slow | op->move_slow) != m.move_slow
778 /* This isn't perfect, but I don't expect a lot of objects to 822 /* This isn't perfect, but I don't expect a lot of objects to
779 * have move_allow right now. 823 * have move_allow right now.
780 */ 824 */
781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 825 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
782 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
783 m.invalidate (); 826 m.invalidate ();
827#else
828 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
829 m.invalidate ();
830#endif
784 } 831 }
785 /* if the object is being removed, we can't make intelligent 832 /* if the object is being removed, we can't make intelligent
786 * decisions, because remove_ob can't really pass the object 833 * decisions, because remove_ob can't really pass the object
787 * that is being removed. 834 * that is being removed.
788 */ 835 */
800object::object () 847object::object ()
801{ 848{
802 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
803 850
804 //expmul = 1.0; declared const for the time being 851 //expmul = 1.0; declared const for the time being
805 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
806} 854}
807 855
808object::~object () 856object::~object ()
809{ 857{
810 unlink (); 858 unlink ();
1040 * the previous environment. 1088 * the previous environment.
1041 */ 1089 */
1042void 1090void
1043object::do_remove () 1091object::do_remove ()
1044{ 1092{
1045 object *tmp, *last = 0;
1046 object *otmp;
1047
1048 if (flag [FLAG_REMOVED]) 1093 if (flag [FLAG_REMOVED])
1049 return; 1094 return;
1050 1095
1051 INVOKE_OBJECT (REMOVE, this); 1096 INVOKE_OBJECT (REMOVE, this);
1052 1097
1084 1129
1085 above = 0; 1130 above = 0;
1086 below = 0; 1131 below = 0;
1087 env = 0; 1132 env = 0;
1088 1133
1089 /* NO_FIX_PLAYER is set when a great many changes are being 1134 if (pl && pl->is_player ())
1090 * made to players inventory. If set, avoiding the call
1091 * to save cpu time.
1092 */ 1135 {
1093 if (pl) 1136 if (expect_false (pl->contr->combat_ob == this))
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 { 1137 {
1096 pl->update_stats (); 1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1097 1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1098 if (glow_radius && pl->is_on_map ()) 1152 if (expect_false (glow_radius) && pl->is_on_map ())
1099 update_all_los (pl->map, pl->x, pl->y); 1153 update_all_los (pl->map, pl->x, pl->y);
1100 } 1154 }
1101 } 1155 }
1102 else if (map) 1156 else if (map)
1103 { 1157 {
1104 map->dirty = true; 1158 map->dirty = true;
1105 mapspace &ms = this->ms (); 1159 mapspace &ms = this->ms ();
1118 close_container (); 1172 close_container ();
1119 1173
1120 --map->players; 1174 --map->players;
1121 map->touch (); 1175 map->touch ();
1122 } 1176 }
1123 else if (pl->container == this) 1177 else if (pl->container_ () == this)
1124 { 1178 {
1125 // removing a container should close it 1179 // removing a container should close it
1126 close_container (); 1180 close_container ();
1127 } 1181 }
1128 1182
1144 1198
1145 int check_walk_off = !flag [FLAG_NO_APPLY]; 1199 int check_walk_off = !flag [FLAG_NO_APPLY];
1146 1200
1147 if (object *pl = ms.player ()) 1201 if (object *pl = ms.player ())
1148 { 1202 {
1149 if (pl->container == this) 1203 if (pl->container_ () == this)
1150 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1151 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1152 * appropriately. 1206 * appropriately.
1153 */ 1207 */
1154 pl->close_container (); 1208 pl->close_container ();
1158 //TODO: update floorbox to preserve ordering 1212 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns) 1213 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update (); 1214 pl->contr->ns->floorbox_update ();
1161 } 1215 }
1162 1216
1217 if (check_walk_off)
1163 for (tmp = ms.bot; tmp; tmp = tmp->above) 1218 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1164 { 1219 {
1220 above = tmp->above;
1221
1165 /* No point updating the players look faces if he is the object 1222 /* No point updating the players look faces if he is the object
1166 * being removed. 1223 * being removed.
1167 */ 1224 */
1168 1225
1169 /* See if object moving off should effect something */ 1226 /* See if object moving off should effect something */
1170 if (check_walk_off
1171 && ((move_type & tmp->move_off) 1227 if ((move_type & tmp->move_off)
1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1228 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1173 {
1174 move_apply (tmp, this, 0); 1229 move_apply (tmp, this, 0);
1175
1176 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1230 }
1179
1180 last = tmp;
1181 }
1182 1231
1183 if (affects_los ()) 1232 if (affects_los ())
1184 update_all_los (map, x, y); 1233 update_all_los (map, x, y);
1185 } 1234 }
1186} 1235}
1230 1279
1231 object *prev = this; 1280 object *prev = this;
1232 1281
1233 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1234 { 1283 {
1235 object *op = arch_to_object (at); 1284 object *op = at->instance ();
1236 1285
1237 op->name = name; 1286 op->name = name;
1238 op->name_pl = name_pl; 1287 op->name_pl = name_pl;
1239 op->title = title; 1288 op->title = title;
1240 1289
1278 * Passing 0 for flag gives proper default values, so flag really only needs 1327 * Passing 0 for flag gives proper default values, so flag really only needs
1279 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1280 * 1329 *
1281 * Return value: 1330 * Return value:
1282 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1283 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1284 * just 'op' otherwise 1333 * just 'op' otherwise
1285 */ 1334 */
1286object * 1335object *
1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288{ 1337{
1515 1564
1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 if (tmp->arch->archname == archname) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1518 tmp->destroy (); 1567 tmp->destroy ();
1519 1568
1520 object *tmp = arch_to_object (archetype::find (archname)); 1569 object *tmp = archetype::find (archname)->instance ();
1521 1570
1522 tmp->x = op->x; 1571 tmp->x = op->x;
1523 tmp->y = op->y; 1572 tmp->y = op->y;
1524 1573
1525 insert_ob_in_map (tmp, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1530{ 1579{
1531 if (where->env) 1580 if (where->env)
1532 return where->env->insert (this); 1581 return where->env->insert (this);
1533 else 1582 else
1534 return where->map->insert (this, where->x, where->y, originator, flags); 1583 return where->map->insert (this, where->x, where->y, originator, flags);
1584}
1585
1586// check whether we can put this into the map, respect max_volume, max_items
1587bool
1588object::can_drop_at (maptile *m, int x, int y, object *originator)
1589{
1590 mapspace &ms = m->at (x, y);
1591
1592 int items = ms.items ();
1593
1594 if (!items // testing !items ensures we can drop at least one item
1595 || (items < m->max_items
1596 && ms.volume () < m->max_volume))
1597 return true;
1598
1599 if (originator && originator->is_player ())
1600 originator->contr->failmsg (format (
1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1602 query_name ()
1603 ));
1604
1605 return false;
1535} 1606}
1536 1607
1537/* 1608/*
1538 * decrease(object, number) decreases a specified number from 1609 * decrease(object, number) decreases a specified number from
1539 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1679 if (op->glow_radius && is_on_map ()) 1750 if (op->glow_radius && is_on_map ())
1680 { 1751 {
1681 update_stats (); 1752 update_stats ();
1682 update_all_los (map, x, y); 1753 update_all_los (map, x, y);
1683 } 1754 }
1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1755 else if (is_player ())
1685 // if this is a player's inventory, update stats 1756 // if this is a player's inventory, update stats
1686 update_stats (); 1757 contr->queue_stats_update ();
1687 1758
1688 INVOKE_OBJECT (INSERT, this); 1759 INVOKE_OBJECT (INSERT, this);
1689 1760
1690 return op; 1761 return op;
1691} 1762}
2178 * This basically means that if direction is 15, then it could either go 2249 * This basically means that if direction is 15, then it could either go
2179 * direction 4, 14, or 16 to get back to where we are. 2250 * direction 4, 14, or 16 to get back to where we are.
2180 * Moved from spell_util.c to object.c with the other related direction 2251 * Moved from spell_util.c to object.c with the other related direction
2181 * functions. 2252 * functions.
2182 */ 2253 */
2183const int reduction_dir[SIZEOFFREE][3] = { 2254static const int reduction_dir[SIZEOFFREE][3] = {
2184 {0, 0, 0}, /* 0 */ 2255 {0, 0, 0}, /* 0 */
2185 {0, 0, 0}, /* 1 */ 2256 {0, 0, 0}, /* 1 */
2186 {0, 0, 0}, /* 2 */ 2257 {0, 0, 0}, /* 2 */
2187 {0, 0, 0}, /* 3 */ 2258 {0, 0, 0}, /* 3 */
2188 {0, 0, 0}, /* 4 */ 2259 {0, 0, 0}, /* 4 */
2459{ 2530{
2460 return map ? map->region (x, y) 2531 return map ? map->region (x, y)
2461 : region::default_region (); 2532 : region::default_region ();
2462} 2533}
2463 2534
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void 2535void
2474object::open_container (object *new_container) 2536object::open_container (object *new_container)
2475{ 2537{
2476 if (container == new_container) 2538 if (container == new_container)
2477 return; 2539 return;
2511 // TODO: this does not seem to serve any purpose anymore? 2573 // TODO: this does not seem to serve any purpose anymore?
2512#if 0 2574#if 0
2513 // insert the "Close Container" object. 2575 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch) 2576 if (archetype *closer = new_container->other_arch)
2515 { 2577 {
2516 object *closer = arch_to_object (new_container->other_arch); 2578 object *closer = new_container->other_arch->instance ();
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer); 2580 new_container->insert (closer);
2519 } 2581 }
2520#endif 2582#endif
2521 2583
2547 return splay (tmp); 2609 return splay (tmp);
2548 2610
2549 return 0; 2611 return 0;
2550} 2612}
2551 2613
2614//-GPL
2615
2552void 2616void
2553object::force_set_timer (int duration) 2617object::force_set_timer (int duration)
2554{ 2618{
2555 this->duration = 1; 2619 this->duration = 1;
2556 this->speed_left = -1.f; 2620 this->speed_left = -1.f;
2565 force->destroy (); 2629 force->destroy ();
2566 2630
2567 object *force = get_archetype (FORCE_NAME); 2631 object *force = get_archetype (FORCE_NAME);
2568 2632
2569 force->slaying = name; 2633 force->slaying = name;
2570
2571 force->force_set_timer (duration); 2634 force->force_set_timer (duration);
2572
2573 force->flag [FLAG_APPLIED] = true; 2635 force->flag [FLAG_APPLIED] = true;
2574 2636
2575 return insert (force); 2637 return insert (force);
2576} 2638}
2577 2639
2578void 2640void
2627 2689
2628 insert (force); 2690 insert (force);
2629 } 2691 }
2630} 2692}
2631 2693
2694void object::change_move_type (MoveType mt)
2695{
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708}
2709

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