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Comparing deliantra/server/common/object.C (file contents):
Revision 1.263 by root, Sat Dec 20 16:29:41 2008 UTC vs.
Revision 1.299 by root, Sun Nov 8 20:55:39 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>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
52}; 56};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
181bool object::can_merge_slow (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
182{ 187{
183 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
184 if (ob1 == ob2 189 if (ob1 == ob2
185 || ob1->type != ob2->type 190 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed 191 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
187 || ob1->value != ob2->value 192 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
189 return 0; 194 return 0;
190 195
191 /* Do not merge objects if nrof would overflow, assume nrof 196 /* Do not merge objects if nrof would overflow, assume nrof
225 || ob1->move_block != ob2->move_block 230 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow 231 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on 232 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off 233 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow 234 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty 235 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 238 return 0;
234 239
235 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
323 { 328 {
324 // see if we are in a container of sorts 329 // see if we are in a container of sorts
325 if (env) 330 if (env)
326 { 331 {
327 // the player inventory itself is always visible 332 // the player inventory itself is always visible
328 if (env->type == PLAYER) 333 if (env->is_player ())
329 return env; 334 return env;
330 335
331 // else a player could have our env open 336 // else a player could have our env open
332 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
333 338
334 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player. 340 // even if our inv is in a player.
336 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 343 if (pl->container_ () == env)
339 return pl; 344 return pl;
340 } 345 }
341 else 346 else
342 { 347 {
343 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 352 || pl->container_ () == this)
348 return pl; 353 return pl;
349 } 354 }
350 } 355 }
351 356
352 return 0; 357 return 0;
430 object_freezer freezer; 435 object_freezer freezer;
431 op->write (freezer); 436 op->write (freezer);
432 return freezer.as_string (); 437 return freezer.as_string ();
433} 438}
434 439
435/* 440char *
436 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
437 * multi-object 1 which is closest to the second object.
438 * If it's not a multi-object, it is returned.
439 */
440object *
441get_nearest_part (object *op, const object *pl)
442{ 442{
443 object *tmp, *closest; 443 return dump_object (this);
444 int last_dist, i;
445
446 if (!op->more)
447 return op;
448
449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
452 if ((i = distance (tmp, pl)) < last_dist)
453 closest = tmp, last_dist = i;
454
455 return closest;
456} 444}
457 445
458/* 446/*
459 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow. 448 * VERRRY slow.
554 update_stats (); 542 update_stats ();
555 543
556 new_draw_info_format (NDI_UNIQUE, 0, this, 544 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, " 545 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. " 546 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name); 547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
560 return false; 549 return false;
561 } 550 }
562 551
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 } 553 }
690 * This function needs to be called whenever the speed of an object changes. 679 * This function needs to be called whenever the speed of an object changes.
691 */ 680 */
692void 681void
693object::set_speed (float speed) 682object::set_speed (float speed)
694{ 683{
695 if (flag [FLAG_FREED] && speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698 speed = 0;
699 }
700
701 this->speed = speed; 684 this->speed = speed;
702 685
703 if (has_active_speed ()) 686 if (has_active_speed ())
704 activate (); 687 activate ();
705 else 688 else
755 738
756 if (!(m.flags_ & P_UPTODATE)) 739 if (!(m.flags_ & P_UPTODATE))
757 /* nop */; 740 /* nop */;
758 else if (action == UP_OBJ_INSERT) 741 else if (action == UP_OBJ_INSERT)
759 { 742 {
743#if 0
760 // this is likely overkill, TODO: revisit (schmorp) 744 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 747 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 751 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 752 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow 753 || (m.move_slow | op->move_slow) != m.move_slow
770 /* This isn't perfect, but I don't expect a lot of objects to 754 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 755 * have move_allow right now.
772 */ 756 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
758 m.invalidate ();
759#else
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.flags_ = 0; 761 m.invalidate ();
762#endif
776 } 763 }
777 /* if the object is being removed, we can't make intelligent 764 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 765 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 766 * that is being removed.
780 */ 767 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 769 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 770 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 771 /* Nothing to do for that case */ ;
785 else 772 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 773 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 774
791 778
792object::object () 779object::object ()
793{ 780{
794 SET_FLAG (this, FLAG_REMOVED); 781 SET_FLAG (this, FLAG_REMOVED);
795 782
796 expmul = 1.0; 783 //expmul = 1.0; declared const for the time being
797 face = blank_face; 784 face = blank_face;
798} 785}
799 786
800object::~object () 787object::~object ()
801{ 788{
830{ 817{
831 /* If already on active list, don't do anything */ 818 /* If already on active list, don't do anything */
832 if (active) 819 if (active)
833 return; 820 return;
834 821
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ()) 822 if (has_active_speed ())
823 {
824 if (flag [FLAG_FREED])
825 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
826
839 actives.insert (this); 827 actives.insert (this);
828 }
840} 829}
841 830
842void 831void
843object::activate_recursive () 832object::activate_recursive ()
844{ 833{
962 951
963void 952void
964object::do_destroy () 953object::do_destroy ()
965{ 954{
966 if (flag [FLAG_IS_LINKED]) 955 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 956 remove_link ();
968 957
969 if (flag [FLAG_FRIENDLY]) 958 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 959 remove_friendly_object (this);
971 960
972 remove (); 961 remove ();
1030 * the previous environment. 1019 * the previous environment.
1031 */ 1020 */
1032void 1021void
1033object::do_remove () 1022object::do_remove ()
1034{ 1023{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1024 if (flag [FLAG_REMOVED])
1039 return; 1025 return;
1040 1026
1041 INVOKE_OBJECT (REMOVE, this); 1027 INVOKE_OBJECT (REMOVE, this);
1042 1028
1055 if (object *pl = visible_to ()) 1041 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1042 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1044
1059 adjust_weight (env, -total_weight ()); 1045 adjust_weight (env, -total_weight ());
1046
1047 object *pl = in_player ();
1060 1048
1061 /* we set up values so that it could be inserted into 1049 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1050 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1051 * to the caller to decide what we want to do.
1064 */ 1052 */
1076 1064
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1065 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1066 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1067 * to save cpu time.
1080 */ 1068 */
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1069 if (pl)
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 {
1082 otmp->update_stats (); 1072 pl->update_stats ();
1073
1074 if (glow_radius && pl->is_on_map ())
1075 update_all_los (pl->map, pl->x, pl->y);
1076 }
1083 } 1077 }
1084 else if (map) 1078 else if (map)
1085 { 1079 {
1086 map->dirty = true; 1080 map->dirty = true;
1087 mapspace &ms = this->ms (); 1081 mapspace &ms = this->ms ();
1088 1082
1089 if (object *pl = ms.player ()) 1083 if (object *pl = ms.player ())
1090 { 1084 {
1091 if (type == PLAYER) // this == pl(!) 1085 if (is_player ())
1092 { 1086 {
1087 if (!flag [FLAG_WIZPASS])
1088 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1089
1093 // leaving a spot always closes any open container on the ground 1090 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1091 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1092 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1093 // that the CLOSE event is being sent.
1097 close_container (); 1094 close_container ();
1098 1095
1099 --map->players; 1096 --map->players;
1100 map->touch (); 1097 map->touch ();
1101 } 1098 }
1102 else if (pl->container == this) 1099 else if (pl->container_ () == this)
1103 { 1100 {
1104 // removing a container should close it 1101 // removing a container should close it
1105 close_container (); 1102 close_container ();
1106 } 1103 }
1107 1104
1114 *(below ? &below->above : &ms.bot) = above; 1111 *(below ? &below->above : &ms.bot) = above;
1115 1112
1116 above = 0; 1113 above = 0;
1117 below = 0; 1114 below = 0;
1118 1115
1119 ms.flags_ = 0; 1116 ms.invalidate ();
1120 1117
1121 if (map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1122 return; 1119 return;
1123 1120
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1122
1126 if (object *pl = ms.player ()) 1123 if (object *pl = ms.player ())
1127 { 1124 {
1128 if (pl->container == this) 1125 if (pl->container_ () == this)
1129 /* If a container that the player is currently using somehow gets 1126 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view 1127 * removed (most likely destroyed), update the player view
1131 * appropriately. 1128 * appropriately.
1132 */ 1129 */
1133 pl->close_container (); 1130 pl->close_container ();
1137 //TODO: update floorbox to preserve ordering 1134 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns) 1135 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update (); 1136 pl->contr->ns->floorbox_update ();
1140 } 1137 }
1141 1138
1139 if (check_walk_off)
1142 for (tmp = ms.bot; tmp; tmp = tmp->above) 1140 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1143 { 1141 {
1142 above = tmp->above;
1143
1144 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1145 * being removed. 1145 * being removed.
1146 */ 1146 */
1147 1147
1148 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1149 if ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1152 {
1153 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1154
1155 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1152 }
1158 1153
1159 last = tmp; 1154 if (affects_los ())
1160 }
1161
1162 if (glow_radius || flag [FLAG_BLOCKSVIEW])
1163 update_all_los (map, x, y); 1155 update_all_los (map, x, y);
1164 } 1156 }
1165} 1157}
1166 1158
1167/* 1159/*
1274 1266
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1267 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now 1268 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1269 * need extra work
1278 */ 1270 */
1271 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1272 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1273 {
1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1274 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1275 return 0;
1283 } 1276 }
1284 1277
1285 if (object *more = op->more) 1278 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1279 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1280 return 0;
1288 1281
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1282 op->flag [FLAG_REMOVED] = false;
1290 1283 op->env = 0;
1291 op->map = m; 1284 op->map = newmap;
1285
1292 mapspace &ms = op->ms (); 1286 mapspace &ms = op->ms ();
1293 1287
1294 /* this has to be done after we translate the coordinates. 1288 /* this has to be done after we translate the coordinates.
1295 */ 1289 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1290 if (op->nrof && !(flag & INS_NO_MERGE))
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1312 abort ();
1319 } 1313 }
1320 1314
1321 if (!originator->is_on_map ()) 1315 if (!originator->is_on_map ())
1316 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1317 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ()); 1318 op->debug_desc (), originator->debug_desc ());
1319 abort ();
1320 }
1324 1321
1325 op->above = originator; 1322 op->above = originator;
1326 op->below = originator->below; 1323 op->below = originator->below;
1327 originator->below = op; 1324 originator->below = op;
1328 1325
1414 op->below = top; 1411 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1412 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1413 }
1417 } 1414 }
1418 1415
1419 if (op->type == PLAYER) 1416 if (op->is_player ())
1420 { 1417 {
1421 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1422 ++op->map->players; 1419 ++op->map->players;
1423 op->map->touch (); 1420 op->map->touch ();
1424 } 1421 }
1439 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1439 * of effect may be sufficient.
1443 */ 1440 */
1444 if (op->map->darkness && (op->glow_radius || op->flag [FLAG_BLOCKSVIEW])) 1441 if (op->affects_los ())
1442 {
1443 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1445 }
1446 1446
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1449 1449
1450 INVOKE_OBJECT (INSERT, op); 1450 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1458 * update_object().
1459 */ 1459 */
1460 1460
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1462 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1463 {
1464 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1465 return 0; 1465 return 0;
1466 1466
1467 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1478/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1481 */ 1481 */
1482void 1482void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1484{
1485 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1486 1486
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1488 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1489 tmp->destroy ();
1490 1490
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (archname));
1492 1492
1493 tmp->x = op->x; 1493 tmp->x = op->x;
1494 tmp->y = op->y; 1494 tmp->y = op->y;
1495 1495
1496 insert_ob_in_map (tmp, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1501{ 1501{
1502 if (where->env) 1502 if (where->env)
1503 return where->env->insert (this); 1503 return where->env->insert (this);
1504 else 1504 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1506}
1507
1508// check whether we can put this into the map, respect max_nrof, max_volume, max_items
1509bool
1510object::can_drop_at (maptile *m, int x, int y, object *originator)
1511{
1512 mapspace &ms = m->at (x, y);
1513
1514 int items = ms.items ();
1515
1516 if (!items // testing !items ensures we can drop at least one item
1517 || (items < m->max_items
1518 && ms.volume () < m->max_volume
1519 && nrof <= m->max_nrof))
1520 return true;
1521
1522 if (originator && originator->is_player ())
1523 originator->contr->failmsg (format (
1524 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1525 query_name ()
1526 ));
1527
1528 return false;
1506} 1529}
1507 1530
1508/* 1531/*
1509 * decrease(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1510 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1645 1668
1646 adjust_weight (this, op->total_weight ()); 1669 adjust_weight (this, op->total_weight ());
1647 1670
1648inserted: 1671inserted:
1649 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && map && map->darkness) 1673 if (op->glow_radius && is_on_map ())
1674 {
1675 update_stats ();
1651 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1652 1677 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1653 // if this is a player's inventory, update stats 1679 // if this is a player's inventory, update stats
1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1655 update_stats (); 1680 update_stats ();
1656 1681
1657 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1658 1683
1659 return op; 1684 return op;
1680 * on top. 1705 * on top.
1681 */ 1706 */
1682int 1707int
1683check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1684{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1685 object *tmp; 1713 object *tmp;
1686 maptile *m = op->map; 1714 maptile *m = op->map;
1687 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1688 1716
1689 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1690 1718
1691 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1692 return 0;
1693 1720
1694 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1695 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1696 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1697 1724
1698 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1699 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1700 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1701 * as walking. 1728 * as walking.
1712 return 0; 1739 return 0;
1713 1740
1714 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1715 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1716 */ 1743 */
1717 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1718 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1719 {
1720 /* Trim the search when we find the first other spell effect
1721 * this helps performance so that if a space has 50 spell objects,
1722 * we don't need to check all of them.
1723 */
1724 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1725 break;
1726 } 1745 {
1746 next = tmp->below;
1727 1747
1728 for (; tmp; tmp = tmp->below)
1729 {
1730 if (tmp == op) 1748 if (tmp == op)
1731 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1732 1750
1733 /* Check to see if one of the movement types should be slowed down. 1751 /* Check to see if one of the movement types should be slowed down.
1734 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1739 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1740 { 1758 {
1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1742 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1743 { 1761 {
1744
1745 float
1746 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1747 1763
1748 if (op->type == PLAYER) 1764 if (op->is_player ())
1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1750 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1751 diff /= 4.0; 1767 diff /= 4.0;
1752 1768
1753 op->speed_left -= diff; 1769 op->speed_left -= diff;
1754 } 1770 }
1755 } 1771 }
2039 * there is capable of. 2055 * there is capable of.
2040 */ 2056 */
2041int 2057int
2042find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2043{ 2059{
2044 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2045
2046 sint16 nx, ny;
2047 object *tmp;
2048 maptile *mp;
2049
2050 MoveType blocked, move_type; 2061 MoveType move_type;
2051 2062
2052 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2053 { 2064 {
2054 exclude = exclude->head; 2065 exclude = exclude->head;
2055 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2058 { 2069 {
2059 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2060 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2061 } 2072 }
2062 2073
2063 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2064 { 2075 {
2065 mp = m; 2076 mapxy pos (m, x, y);
2066 nx = x + freearr_x[i]; 2077 pos.move (i);
2067 ny = y + freearr_y[i];
2068 2078
2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2070
2071 if (mflags & P_OUT_OF_MAP)
2072 max = maxfree[i]; 2080 max = maxfree[i];
2073 else 2081 else
2074 { 2082 {
2075 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2076 2084
2077 blocked = ms.move_block;
2078
2079 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2080 max = maxfree[i]; 2086 max = maxfree [i];
2081 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2082 { 2088 {
2083 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 break;
2087
2088 if (tmp)
2089 return freedir[i]; 2092 return freedir [i];
2090 } 2093 }
2091 } 2094 }
2092 } 2095 }
2093 2096
2094 return 0; 2097 return 0;
2169 * This basically means that if direction is 15, then it could either go 2172 * This basically means that if direction is 15, then it could either go
2170 * direction 4, 14, or 16 to get back to where we are. 2173 * direction 4, 14, or 16 to get back to where we are.
2171 * Moved from spell_util.c to object.c with the other related direction 2174 * Moved from spell_util.c to object.c with the other related direction
2172 * functions. 2175 * functions.
2173 */ 2176 */
2174int reduction_dir[SIZEOFFREE][3] = { 2177static const int reduction_dir[SIZEOFFREE][3] = {
2175 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2176 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2177 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2178 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2179 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2275int 2278int
2276can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2277{ 2280{
2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2280 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2281} 2284}
2282 2285
2283/* 2286/*
2284 * create clone from object to another 2287 * create clone from object to another
2285 */ 2288 */
2317 return tmp; 2320 return tmp;
2318 2321
2319 return 0; 2322 return 0;
2320} 2323}
2321 2324
2322const shstr & 2325shstr_tmp
2323object::kv_get (const shstr &key) const 2326object::kv_get (shstr_tmp key) const
2324{ 2327{
2325 for (key_value *kv = key_values; kv; kv = kv->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2326 if (kv->key == key) 2329 if (kv->key == key)
2327 return kv->value; 2330 return kv->value;
2328 2331
2329 return shstr_null; 2332 return shstr ();
2330} 2333}
2331 2334
2332void 2335void
2333object::kv_set (const shstr &key, const shstr &value) 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2334{ 2337{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2339 if (kv->key == key)
2337 { 2340 {
2338 kv->value = value; 2341 kv->value = value;
2347 2350
2348 key_values = kv; 2351 key_values = kv;
2349} 2352}
2350 2353
2351void 2354void
2352object::kv_del (const shstr &key) 2355object::kv_del (shstr_tmp key)
2353{ 2356{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key) 2358 if ((*kvp)->key == key)
2356 { 2359 {
2357 key_value *kv = *kvp; 2360 key_value *kv = *kvp;
2488 container = 0; 2491 container = 0;
2489 2492
2490 // client needs item update to make it work, client bug requires this to be separate 2493 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2492 2495
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2494 play_sound (sound_find ("chest_close")); 2497 play_sound (sound_find ("chest_close"));
2495 } 2498 }
2496 2499
2497 if (new_container) 2500 if (new_container)
2498 { 2501 {
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer); 2512 new_container->insert (closer);
2510 } 2513 }
2511#endif 2514#endif
2512 2515
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2514 2517
2515 // make sure the container is available, client bug requires this to be separate 2518 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container); 2519 esrv_send_item (this, new_container);
2517 2520
2518 new_container->flag [FLAG_APPLIED] = true; 2521 new_container->flag [FLAG_APPLIED] = true;
2526// else if (!old_container->env && contr && contr->ns) 2529// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset (); 2530// contr->ns->floorbox_reset ();
2528} 2531}
2529 2532
2530object * 2533object *
2531object::force_find (const shstr name) 2534object::force_find (shstr_tmp name)
2532{ 2535{
2533 /* cycle through his inventory to look for the MARK we want to 2536 /* cycle through his inventory to look for the MARK we want to
2534 * place 2537 * place
2535 */ 2538 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below) 2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2538 return splay (tmp); 2541 return splay (tmp);
2539 2542
2540 return 0; 2543 return 0;
2541} 2544}
2542 2545
2546//-GPL
2547
2543void 2548void
2549object::force_set_timer (int duration)
2550{
2551 this->duration = 1;
2552 this->speed_left = -1.f;
2553
2554 this->set_speed (duration ? 1.f / duration : 0.f);
2555}
2556
2557object *
2544object::force_add (const shstr name, int duration) 2558object::force_add (shstr_tmp name, int duration)
2545{ 2559{
2546 if (object *force = force_find (name)) 2560 if (object *force = force_find (name))
2547 force->destroy (); 2561 force->destroy ();
2548 2562
2549 object *force = get_archetype (FORCE_NAME); 2563 object *force = get_archetype (FORCE_NAME);
2550 2564
2551 force->slaying = name; 2565 force->slaying = name;
2552 force->stats.food = 1; 2566 force->force_set_timer (duration);
2553 force->speed_left = -1.f;
2554
2555 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true; 2567 force->flag [FLAG_APPLIED] = true;
2558 2568
2559 insert (force); 2569 return insert (force);
2560} 2570}
2561 2571
2562void 2572void
2563object::play_sound (faceidx sound) 2573object::play_sound (faceidx sound) const
2564{ 2574{
2565 if (!sound) 2575 if (!sound)
2566 return; 2576 return;
2567 2577
2568 if (flag [FLAG_REMOVED]) 2578 if (is_on_map ())
2579 map->play_sound (sound, x, y);
2580 else if (object *pl = in_player ())
2581 pl->contr->play_sound (sound);
2582}
2583
2584void
2585object::say_msg (const char *msg) const
2586{
2587 if (is_on_map ())
2588 map->say_msg (msg, x, y);
2589 else if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591}
2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2569 return; 2603 return;
2570 2604
2571 if (env) 2605 // find old force, or create new one
2572 { 2606 object *force = force_find (shstr_noise_force);
2573 if (object *pl = in_player ()) 2607
2574 pl->contr->play_sound (sound); 2608 if (force)
2575 } 2609 force->speed_left = -1.f; // patch old speed up
2576 else 2610 else
2577 map->play_sound (sound, x, y); 2611 {
2578} 2612 force = archetype::get (shstr_noise_force);
2579 2613
2614 force->slaying = shstr_noise_force;
2615 force->stats.food = 1;
2616 force->speed_left = -1.f;
2617
2618 force->set_speed (1.f / 4.f);
2619 force->flag [FLAG_IS_USED_UP] = true;
2620 force->flag [FLAG_APPLIED] = true;
2621
2622 insert (force);
2623 }
2624}
2625

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