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Comparing deliantra/server/common/object.C (file contents):
Revision 1.242 by elmex, Wed May 7 21:00:02 2008 UTC vs.
Revision 1.302 by root, Tue Nov 10 00:01:31 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{
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 UUID::BUF buf; 106 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 107 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 108 fgets (buf, sizeof (buf), fp);
104 109
105 if (!UUID::cur.parse (buf)) 110 if (!UUID::cur.parse (buf))
106 { 111 {
133 138
134void 139void
135UUID::init () 140UUID::init ()
136{ 141{
137 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;
138} 208}
139 209
140/* 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. */
141static bool 211static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
181bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
182{ 252{
183 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
184 if (ob1 == ob2 254 if (ob1 == ob2
185 || ob1->type != ob2->type 255 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
187 || ob1->value != ob2->value 257 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
189 return 0; 259 return 0;
190 260
191 /* Do not merge objects if nrof would overflow. First part checks 261 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 262 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 264 return 0;
198 265
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 274
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 277
211 if (ob1->arch->name != ob2->arch->name 278 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 279 || ob1->name != ob2->name
213 || ob1->title != ob2->title 280 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 282 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 283 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 287 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 291 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 303 return 0;
236 304
237 if ((ob1->flag ^ ob2->flag) 305 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 306 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 307 .reset (FLAG_REMOVED)
241 .any ()) 308 .any ())
242 return 0; 309 return 0;
243 310
244 /* This is really a spellbook check - we should in general 311 /* This is really a spellbook check - we should in general
326 { 393 {
327 // see if we are in a container of sorts 394 // see if we are in a container of sorts
328 if (env) 395 if (env)
329 { 396 {
330 // the player inventory itself is always visible 397 // the player inventory itself is always visible
331 if (env->type == PLAYER) 398 if (env->is_player ())
332 return env; 399 return env;
333 400
334 // else a player could have our env open 401 // else a player could have our env open
335 object *envest = env->outer_env (); 402 object *envest = env->outer_env_or_self ();
336 403
337 // 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
338 // even if our inv is in a player. 405 // even if our inv is in a player.
339 if (envest->is_on_map ()) 406 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 407 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 408 if (pl->container_ () == env)
342 return pl; 409 return pl;
343 } 410 }
344 else 411 else
345 { 412 {
346 // maybe there is a player standing on the same mapspace 413 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 414 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 415 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
350 return pl; 418 return pl;
351 } 419 }
352 } 420 }
353 421
354 return 0; 422 return 0;
432 object_freezer freezer; 500 object_freezer freezer;
433 op->write (freezer); 501 op->write (freezer);
434 return freezer.as_string (); 502 return freezer.as_string ();
435} 503}
436 504
437/* 505char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
439 * multi-object 1 which is closest to the second object.
440 * If it's not a multi-object, it is returned.
441 */
442object *
443get_nearest_part (object *op, const object *pl)
444{ 507{
445 object *tmp, *closest; 508 return dump_object (this);
446 int last_dist, i;
447
448 if (!op->more)
449 return op;
450
451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
454 if ((i = distance (tmp, pl)) < last_dist)
455 closest = tmp, last_dist = i;
456
457 return closest;
458} 509}
459 510
460/* 511/*
461 * 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.
462 * VERRRY slow. 513 * VERRRY slow.
478 */ 529 */
479object * 530object *
480find_object_name (const char *str) 531find_object_name (const char *str)
481{ 532{
482 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
483 object *op;
484 534
535 if (str_)
485 for_all_objects (op) 536 for_all_objects (op)
486 if (op->name == str_) 537 if (op->name == str_)
487 break; 538 return op;
488 539
489 return op; 540 return 0;
490} 541}
491 542
492/* 543/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 545 * skill and experience objects.
556 update_stats (); 607 update_stats ();
557 608
558 new_draw_info_format (NDI_UNIQUE, 0, this, 609 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, " 610 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. " 611 "but the %s is just too much for your body. "
561 "[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);
562 return false; 614 return false;
563 } 615 }
564 616
565 //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);
566 } 618 }
638 } 690 }
639 691
640 if (speed < 0) 692 if (speed < 0)
641 dst->speed_left -= rndm (); 693 dst->speed_left -= rndm ();
642 694
643 dst->set_speed (dst->speed); 695 dst->activate ();
644} 696}
645 697
646void 698void
647object::instantiate () 699object::instantiate ()
648{ 700{
692 * 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.
693 */ 745 */
694void 746void
695object::set_speed (float speed) 747object::set_speed (float speed)
696{ 748{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 749 this->speed = speed;
704 750
705 if (has_active_speed ()) 751 if (has_active_speed ())
706 activate (); 752 activate ();
707 else 753 else
757 803
758 if (!(m.flags_ & P_UPTODATE)) 804 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 805 /* nop */;
760 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
761 { 807 {
808#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
772 /* 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
773 * to have move_allow right now. 820 * have move_allow right now.
774 */ 821 */
775 || ((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
823 m.invalidate ();
824#else
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
777 m.flags_ = 0; 826 m.invalidate ();
827#endif
778 } 828 }
779 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 831 * that is being removed.
782 */ 832 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 834 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
787 else 837 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 839
793 843
794object::object () 844object::object ()
795{ 845{
796 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
797 847
798 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
799 face = blank_face; 849 face = blank_face;
800} 850}
801 851
802object::~object () 852object::~object ()
803{ 853{
833 /* If already on active list, don't do anything */ 883 /* If already on active list, don't do anything */
834 if (active) 884 if (active)
835 return; 885 return;
836 886
837 if (has_active_speed ()) 887 if (has_active_speed ())
888 {
889 if (flag [FLAG_FREED])
890 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
891
838 actives.insert (this); 892 actives.insert (this);
893 }
839} 894}
840 895
841void 896void
842object::activate_recursive () 897object::activate_recursive ()
843{ 898{
908 || map->in_memory != MAP_ACTIVE 963 || map->in_memory != MAP_ACTIVE
909 || map->no_drop 964 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 965 || ms ().move_block == MOVE_ALL)
911 { 966 {
912 while (inv) 967 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 968 inv->destroy ();
916 }
917 } 969 }
918 else 970 else
919 { /* Put objects in inventory onto this space */ 971 { /* Put objects in inventory onto this space */
920 while (inv) 972 while (inv)
921 { 973 {
925 || op->flag [FLAG_NO_DROP] 977 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 978 || op->type == RUNE
927 || op->type == TRAP 979 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 980 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 981 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 982 op->destroy ();
931 else 983 else
932 map->insert (op, x, y); 984 map->insert (op, x, y);
933 } 985 }
934 } 986 }
935} 987}
964 1016
965void 1017void
966object::do_destroy () 1018object::do_destroy ()
967{ 1019{
968 if (flag [FLAG_IS_LINKED]) 1020 if (flag [FLAG_IS_LINKED])
969 remove_button_link (this); 1021 remove_link ();
970 1022
971 if (flag [FLAG_FRIENDLY]) 1023 if (flag [FLAG_FRIENDLY])
972 remove_friendly_object (this); 1024 remove_friendly_object (this);
973 1025
974 remove (); 1026 remove ();
999 attacked_by = 0; 1051 attacked_by = 0;
1000 current_weapon = 0; 1052 current_weapon = 0;
1001} 1053}
1002 1054
1003void 1055void
1004object::destroy (bool destroy_inventory) 1056object::destroy ()
1005{ 1057{
1006 if (destroyed ()) 1058 if (destroyed ())
1007 return; 1059 return;
1008 1060
1009 if (!is_head () && !head->destroyed ()) 1061 if (!is_head () && !head->destroyed ())
1010 { 1062 {
1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1063 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1012 head->destroy (destroy_inventory); 1064 head->destroy ();
1013 return; 1065 return;
1014 } 1066 }
1015 1067
1016 destroy_inv (!destroy_inventory); 1068 destroy_inv (false);
1017 1069
1018 if (is_head ()) 1070 if (is_head ())
1019 if (sound_destroy) 1071 if (sound_destroy)
1020 play_sound (sound_destroy); 1072 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER]) 1073 else if (flag [FLAG_MONSTER])
1032 * the previous environment. 1084 * the previous environment.
1033 */ 1085 */
1034void 1086void
1035object::do_remove () 1087object::do_remove ()
1036{ 1088{
1037 object *tmp, *last = 0;
1038 object *otmp;
1039
1040 if (flag [FLAG_REMOVED]) 1089 if (flag [FLAG_REMOVED])
1041 return; 1090 return;
1042 1091
1043 INVOKE_OBJECT (REMOVE, this); 1092 INVOKE_OBJECT (REMOVE, this);
1044 1093
1057 if (object *pl = visible_to ()) 1106 if (object *pl = visible_to ())
1058 esrv_del_item (pl->contr, count); 1107 esrv_del_item (pl->contr, count);
1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1108 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060 1109
1061 adjust_weight (env, -total_weight ()); 1110 adjust_weight (env, -total_weight ());
1111
1112 object *pl = in_player ();
1062 1113
1063 /* we set up values so that it could be inserted into 1114 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 1115 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 1116 * to the caller to decide what we want to do.
1066 */ 1117 */
1078 1129
1079 /* NO_FIX_PLAYER is set when a great many changes are being 1130 /* NO_FIX_PLAYER is set when a great many changes are being
1080 * made to players inventory. If set, avoiding the call 1131 * made to players inventory. If set, avoiding the call
1081 * to save cpu time. 1132 * to save cpu time.
1082 */ 1133 */
1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1134 if (pl)
1135 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1136 {
1084 otmp->update_stats (); 1137 pl->update_stats ();
1138
1139 if (glow_radius && pl->is_on_map ())
1140 update_all_los (pl->map, pl->x, pl->y);
1141 }
1085 } 1142 }
1086 else if (map) 1143 else if (map)
1087 { 1144 {
1088 map->dirty = true; 1145 map->dirty = true;
1089 mapspace &ms = this->ms (); 1146 mapspace &ms = this->ms ();
1090 1147
1091 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1092 { 1149 {
1093 if (type == PLAYER) // this == pl(!) 1150 if (is_player ())
1094 { 1151 {
1152 if (!flag [FLAG_WIZPASS])
1153 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1154
1095 // leaving a spot always closes any open container on the ground 1155 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env) 1156 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures 1157 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent. 1158 // that the CLOSE event is being sent.
1099 close_container (); 1159 close_container ();
1100 1160
1101 --map->players; 1161 --map->players;
1102 map->touch (); 1162 map->touch ();
1103 } 1163 }
1104 else if (pl->container == this) 1164 else if (pl->container_ () == this)
1105 { 1165 {
1106 // removing a container should close it 1166 // removing a container should close it
1107 close_container (); 1167 close_container ();
1108 } 1168 }
1109 1169
1116 *(below ? &below->above : &ms.bot) = above; 1176 *(below ? &below->above : &ms.bot) = above;
1117 1177
1118 above = 0; 1178 above = 0;
1119 below = 0; 1179 below = 0;
1120 1180
1181 ms.invalidate ();
1182
1121 if (map->in_memory == MAP_SAVING) 1183 if (map->in_memory == MAP_SAVING)
1122 return; 1184 return;
1123 1185
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1187
1126 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1127 { 1189 {
1128 if (pl->container == this) 1190 if (pl->container_ () == this)
1129 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1131 * appropriately. 1193 * appropriately.
1132 */ 1194 */
1133 pl->close_container (); 1195 pl->close_container ();
1137 //TODO: update floorbox to preserve ordering 1199 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns) 1200 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update (); 1201 pl->contr->ns->floorbox_update ();
1140 } 1202 }
1141 1203
1204 if (check_walk_off)
1142 for (tmp = ms.bot; tmp; tmp = tmp->above) 1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1143 { 1206 {
1207 above = tmp->above;
1208
1144 /* No point updating the players look faces if he is the object 1209 /* No point updating the players look faces if he is the object
1145 * being removed. 1210 * being removed.
1146 */ 1211 */
1147 1212
1148 /* See if object moving off should effect something */ 1213 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1152 {
1153 move_apply (tmp, this, 0); 1216 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 } 1217 }
1158 1218
1159 last = tmp; 1219 if (affects_los ())
1160 }
1161
1162 /* last == NULL if there are no objects on this space */
1163 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last)
1165 map->at (x, y).flags_ = 0;
1166 else
1167 update_object (last, UP_OBJ_REMOVE);
1168
1169 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1170 update_all_los (map, x, y); 1220 update_all_los (map, x, y);
1171 } 1221 }
1172} 1222}
1173 1223
1174/* 1224/*
1198 esrv_update_item (UPD_NROF, pl, top); 1248 esrv_update_item (UPD_NROF, pl, top);
1199 1249
1200 op->weight = 0; // cancel the addition above 1250 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already 1251 op->carrying = 0; // must be 0 already
1202 1252
1203 op->destroy (1); 1253 op->destroy ();
1204 1254
1205 return top; 1255 return top;
1206 } 1256 }
1207 1257
1208 return 0; 1258 return 0;
1236 * job preparing multi-part monsters. 1286 * job preparing multi-part monsters.
1237 */ 1287 */
1238object * 1288object *
1239insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1240{ 1290{
1291 op->remove ();
1292
1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1294 {
1243 tmp->x = x + tmp->arch->x; 1295 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->y; 1296 tmp->y = y + tmp->arch->y;
1245 } 1297 }
1270object * 1322object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1324{
1273 op->remove (); 1325 op->remove ();
1274 1326
1327 if (m == &freed_map)//D TODO: remove soon
1328 {//D
1329 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1330 }//D
1331
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* 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 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1334 * need extra work
1278 */ 1335 */
1336 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1337 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1338 {
1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1340 return 0;
1283 } 1341 }
1284 1342
1285 if (object *more = op->more) 1343 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1344 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1345 return 0;
1288 1346
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1347 op->flag [FLAG_REMOVED] = false;
1290 1348 op->env = 0;
1291 op->map = m; 1349 op->map = newmap;
1350
1292 mapspace &ms = op->ms (); 1351 mapspace &ms = op->ms ();
1293 1352
1294 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1295 */ 1354 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1299 { 1358 {
1300 // TODO: we actually want to update tmp, not op, 1359 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp 1360 // but some caller surely breaks when we return tmp
1302 // from here :/ 1361 // from here :/
1303 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1304 tmp->destroy (1); 1363 tmp->destroy ();
1305 } 1364 }
1306 1365
1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1308 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1309 1368
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1377 abort ();
1319 } 1378 }
1320 1379
1321 if (!originator->is_on_map ()) 1380 if (!originator->is_on_map ())
1381 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1382 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 ()); 1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1324 1386
1325 op->above = originator; 1387 op->above = originator;
1326 op->below = originator->below; 1388 op->below = originator->below;
1327 originator->below = op; 1389 originator->below = op;
1328 1390
1414 op->below = top; 1476 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1478 }
1417 } 1479 }
1418 1480
1419 if (op->type == PLAYER) 1481 if (op->is_player ())
1420 { 1482 {
1421 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1422 ++op->map->players; 1484 ++op->map->players;
1423 op->map->touch (); 1485 op->map->touch ();
1424 } 1486 }
1439 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1504 * of effect may be sufficient.
1443 */ 1505 */
1444 if (op->map->darkness && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1446 1511
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1449 1514
1450 INVOKE_OBJECT (INSERT, op); 1515 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1523 * update_object().
1459 */ 1524 */
1460 1525
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* 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) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1528 {
1464 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator))
1465 return 0; 1530 return 0;
1466 1531
1467 /* If we are a multi part object, lets work our way through the check 1532 /* 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 1543/* 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. 1544 * 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. 1545 * op is the object to insert it under: supplies x and the map.
1481 */ 1546 */
1482void 1547void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1549{
1485 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1486 1551
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (1); 1554 tmp->destroy ();
1490 1555
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = arch_to_object (archetype::find (archname));
1492 1557
1493 tmp->x = op->x; 1558 tmp->x = op->x;
1494 tmp->y = op->y; 1559 tmp->y = op->y;
1495 1560
1496 insert_ob_in_map (tmp, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1501{ 1566{
1502 if (where->env) 1567 if (where->env)
1503 return where->env->insert (this); 1568 return where->env->insert (this);
1504 else 1569 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1571}
1572
1573// check whether we can put this into the map, respect max_volume, max_items
1574bool
1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1576{
1577 mapspace &ms = m->at (x, y);
1578
1579 int items = ms.items ();
1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1585
1586 if (originator && originator->is_player ())
1587 originator->contr->failmsg (format (
1588 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1589 query_name ()
1590 ));
1591
1592 return false;
1506} 1593}
1507 1594
1508/* 1595/*
1509 * decrease(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1510 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1518 if (!nr) 1605 if (!nr)
1519 return true; 1606 return true;
1520 1607
1521 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1522 1609
1610 if (nrof > nr)
1611 {
1523 nrof -= nr; 1612 nrof -= nr;
1524
1525 if (nrof)
1526 {
1527 adjust_weight (env, -weight * nr); // carrying == 0 1613 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1528 1614
1529 if (object *pl = visible_to ()) 1615 if (object *pl = visible_to ())
1530 esrv_update_item (UPD_NROF, pl, this); 1616 esrv_update_item (UPD_NROF, pl, this);
1531 1617
1532 return true; 1618 return true;
1533 } 1619 }
1534 else 1620 else
1535 { 1621 {
1536 destroy (1); 1622 destroy ();
1537 return false; 1623 return false;
1538 } 1624 }
1539} 1625}
1540 1626
1541/* 1627/*
1618 if (object *pl = tmp->visible_to ()) 1704 if (object *pl = tmp->visible_to ())
1619 esrv_update_item (UPD_NROF, pl, tmp); 1705 esrv_update_item (UPD_NROF, pl, tmp);
1620 1706
1621 adjust_weight (this, op->total_weight ()); 1707 adjust_weight (this, op->total_weight ());
1622 1708
1623 op->destroy (1); 1709 op->destroy ();
1624 op = tmp; 1710 op = tmp;
1625 goto inserted; 1711 goto inserted;
1626 } 1712 }
1627 1713
1628 op->owner = 0; // it's his/hers now. period. 1714 op->owner = 0; // it's his/hers now. period.
1646 1732
1647 adjust_weight (this, op->total_weight ()); 1733 adjust_weight (this, op->total_weight ());
1648 1734
1649inserted: 1735inserted:
1650 /* reset the light list and los of the players on the map */ 1736 /* reset the light list and los of the players on the map */
1651 if (op->glow_radius && map && map->darkness) 1737 if (op->glow_radius && is_on_map ())
1738 {
1739 update_stats ();
1652 update_all_los (map, x, y); 1740 update_all_los (map, x, y);
1653 1741 }
1742 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1654 // if this is a player's inventory, update stats 1743 // if this is a player's inventory, update stats
1655 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1656 update_stats (); 1744 update_stats ();
1657 1745
1658 INVOKE_OBJECT (INSERT, this); 1746 INVOKE_OBJECT (INSERT, this);
1659 1747
1660 return op; 1748 return op;
1681 * on top. 1769 * on top.
1682 */ 1770 */
1683int 1771int
1684check_move_on (object *op, object *originator) 1772check_move_on (object *op, object *originator)
1685{ 1773{
1774 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1775 return 0;
1776
1686 object *tmp; 1777 object *tmp;
1687 maptile *m = op->map; 1778 maptile *m = op->map;
1688 int x = op->x, y = op->y; 1779 int x = op->x, y = op->y;
1689 1780
1690 MoveType move_on, move_slow, move_block; 1781 mapspace &ms = m->at (x, y);
1691 1782
1692 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1783 ms.update ();
1693 return 0;
1694 1784
1695 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1785 MoveType move_on = ms.move_on;
1696 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1786 MoveType move_slow = ms.move_slow;
1697 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1787 MoveType move_block = ms.move_block;
1698 1788
1699 /* if nothing on this space will slow op down or be applied, 1789 /* if nothing on this space will slow op down or be applied,
1700 * no need to do checking below. have to make sure move_type 1790 * no need to do checking below. have to make sure move_type
1701 * is set, as lots of objects don't have it set - we treat that 1791 * is set, as lots of objects don't have it set - we treat that
1702 * as walking. 1792 * as walking.
1713 return 0; 1803 return 0;
1714 1804
1715 /* The objects have to be checked from top to bottom. 1805 /* The objects have to be checked from top to bottom.
1716 * Hence, we first go to the top: 1806 * Hence, we first go to the top:
1717 */ 1807 */
1718 1808 for (object *next, *tmp = ms.top; tmp; tmp = next)
1719 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1720 {
1721 /* Trim the search when we find the first other spell effect
1722 * this helps performance so that if a space has 50 spell objects,
1723 * we don't need to check all of them.
1724 */
1725 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1726 break;
1727 } 1809 {
1810 next = tmp->below;
1728 1811
1729 for (; tmp; tmp = tmp->below)
1730 {
1731 if (tmp == op) 1812 if (tmp == op)
1732 continue; /* Can't apply yourself */ 1813 continue; /* Can't apply yourself */
1733 1814
1734 /* Check to see if one of the movement types should be slowed down. 1815 /* Check to see if one of the movement types should be slowed down.
1735 * Second check makes sure that the movement types not being slowed 1816 * Second check makes sure that the movement types not being slowed
1740 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1821 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1741 { 1822 {
1742 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1823 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1743 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1824 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1744 { 1825 {
1745
1746 float
1747 diff = tmp->move_slow_penalty * fabs (op->speed); 1826 float diff = tmp->move_slow_penalty * fabs (op->speed);
1748 1827
1749 if (op->type == PLAYER) 1828 if (op->is_player ())
1750 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1751 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1752 diff /= 4.0; 1831 diff /= 4.0;
1753 1832
1754 op->speed_left -= diff; 1833 op->speed_left -= diff;
1755 } 1834 }
1756 } 1835 }
1962 * head of the object should correspond for the entire object. 2041 * head of the object should correspond for the entire object.
1963 */ 2042 */
1964 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2043 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1965 continue; 2044 continue;
1966 2045
1967 if (ob->blocked (m, pos.x, pos.y)) 2046 if (ob->blocked (pos.m, pos.x, pos.y))
1968 continue; 2047 continue;
1969 2048
1970 altern [index++] = i; 2049 altern [index++] = i;
1971 } 2050 }
1972 2051
2040 * there is capable of. 2119 * there is capable of.
2041 */ 2120 */
2042int 2121int
2043find_dir (maptile *m, int x, int y, object *exclude) 2122find_dir (maptile *m, int x, int y, object *exclude)
2044{ 2123{
2045 int i, max = SIZEOFFREE, mflags; 2124 int max = SIZEOFFREE, mflags;
2046
2047 sint16 nx, ny;
2048 object *tmp;
2049 maptile *mp;
2050
2051 MoveType blocked, move_type; 2125 MoveType move_type;
2052 2126
2053 if (exclude && exclude->head_ () != exclude) 2127 if (exclude && exclude->head_ () != exclude)
2054 { 2128 {
2055 exclude = exclude->head; 2129 exclude = exclude->head;
2056 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2059 { 2133 {
2060 /* If we don't have anything, presume it can use all movement types. */ 2134 /* If we don't have anything, presume it can use all movement types. */
2061 move_type = MOVE_ALL; 2135 move_type = MOVE_ALL;
2062 } 2136 }
2063 2137
2064 for (i = 1; i < max; i++) 2138 for (int i = 1; i < max; i++)
2065 { 2139 {
2066 mp = m; 2140 mapxy pos (m, x, y);
2067 nx = x + freearr_x[i]; 2141 pos.move (i);
2068 ny = y + freearr_y[i];
2069 2142
2070 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 if (!pos.normalise ())
2071
2072 if (mflags & P_OUT_OF_MAP)
2073 max = maxfree[i]; 2144 max = maxfree[i];
2074 else 2145 else
2075 { 2146 {
2076 mapspace &ms = mp->at (nx, ny); 2147 mapspace &ms = *pos;
2077 2148
2078 blocked = ms.move_block;
2079
2080 if ((move_type & blocked) == move_type) 2149 if ((move_type & ms.move_block) == move_type)
2081 max = maxfree[i]; 2150 max = maxfree [i];
2082 else if (mflags & P_IS_ALIVE) 2151 else if (ms.flags () & P_IS_ALIVE)
2083 { 2152 {
2084 for (tmp = ms.bot; tmp; tmp = tmp->above) 2153 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2085 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2154 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2086 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2087 break;
2088
2089 if (tmp)
2090 return freedir[i]; 2156 return freedir [i];
2091 } 2157 }
2092 } 2158 }
2093 } 2159 }
2094 2160
2095 return 0; 2161 return 0;
2170 * This basically means that if direction is 15, then it could either go 2236 * This basically means that if direction is 15, then it could either go
2171 * direction 4, 14, or 16 to get back to where we are. 2237 * direction 4, 14, or 16 to get back to where we are.
2172 * Moved from spell_util.c to object.c with the other related direction 2238 * Moved from spell_util.c to object.c with the other related direction
2173 * functions. 2239 * functions.
2174 */ 2240 */
2175int reduction_dir[SIZEOFFREE][3] = { 2241static const int reduction_dir[SIZEOFFREE][3] = {
2176 {0, 0, 0}, /* 0 */ 2242 {0, 0, 0}, /* 0 */
2177 {0, 0, 0}, /* 1 */ 2243 {0, 0, 0}, /* 1 */
2178 {0, 0, 0}, /* 2 */ 2244 {0, 0, 0}, /* 2 */
2179 {0, 0, 0}, /* 3 */ 2245 {0, 0, 0}, /* 3 */
2180 {0, 0, 0}, /* 4 */ 2246 {0, 0, 0}, /* 4 */
2276int 2342int
2277can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2278{ 2344{
2279 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2280 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2281 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2347 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2282} 2348}
2283 2349
2284/* 2350/*
2285 * create clone from object to another 2351 * create clone from object to another
2286 */ 2352 */
2318 return tmp; 2384 return tmp;
2319 2385
2320 return 0; 2386 return 0;
2321} 2387}
2322 2388
2323const shstr & 2389shstr_tmp
2324object::kv_get (const shstr &key) const 2390object::kv_get (shstr_tmp key) const
2325{ 2391{
2326 for (key_value *kv = key_values; kv; kv = kv->next) 2392 for (key_value *kv = key_values; kv; kv = kv->next)
2327 if (kv->key == key) 2393 if (kv->key == key)
2328 return kv->value; 2394 return kv->value;
2329 2395
2330 return shstr_null; 2396 return shstr ();
2331} 2397}
2332 2398
2333void 2399void
2334object::kv_set (const shstr &key, const shstr &value) 2400object::kv_set (shstr_tmp key, shstr_tmp value)
2335{ 2401{
2336 for (key_value *kv = key_values; kv; kv = kv->next) 2402 for (key_value *kv = key_values; kv; kv = kv->next)
2337 if (kv->key == key) 2403 if (kv->key == key)
2338 { 2404 {
2339 kv->value = value; 2405 kv->value = value;
2348 2414
2349 key_values = kv; 2415 key_values = kv;
2350} 2416}
2351 2417
2352void 2418void
2353object::kv_del (const shstr &key) 2419object::kv_del (shstr_tmp key)
2354{ 2420{
2355 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2421 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2356 if ((*kvp)->key == key) 2422 if ((*kvp)->key == key)
2357 { 2423 {
2358 key_value *kv = *kvp; 2424 key_value *kv = *kvp;
2451{ 2517{
2452 return map ? map->region (x, y) 2518 return map ? map->region (x, y)
2453 : region::default_region (); 2519 : region::default_region ();
2454} 2520}
2455 2521
2456const materialtype_t *
2457object::dominant_material () const
2458{
2459 if (materialtype_t *mt = name_to_material (materialname))
2460 return mt;
2461
2462 return name_to_material (shstr_unknown);
2463}
2464
2465void 2522void
2466object::open_container (object *new_container) 2523object::open_container (object *new_container)
2467{ 2524{
2468 if (container == new_container) 2525 if (container == new_container)
2469 return; 2526 return;
2489 container = 0; 2546 container = 0;
2490 2547
2491 // client needs item update to make it work, client bug requires this to be separate 2548 // client needs item update to make it work, client bug requires this to be separate
2492 esrv_update_item (UPD_FLAGS, this, old_container); 2549 esrv_update_item (UPD_FLAGS, this, old_container);
2493 2550
2494 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2551 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2495 play_sound (sound_find ("chest_close")); 2552 play_sound (sound_find ("chest_close"));
2496 } 2553 }
2497 2554
2498 if (new_container) 2555 if (new_container)
2499 { 2556 {
2509 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2566 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2510 new_container->insert (closer); 2567 new_container->insert (closer);
2511 } 2568 }
2512#endif 2569#endif
2513 2570
2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2571 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2515 2572
2516 // make sure the container is available, client bug requires this to be separate 2573 // make sure the container is available, client bug requires this to be separate
2517 esrv_send_item (this, new_container); 2574 esrv_send_item (this, new_container);
2518 2575
2519 new_container->flag [FLAG_APPLIED] = true; 2576 new_container->flag [FLAG_APPLIED] = true;
2527// else if (!old_container->env && contr && contr->ns) 2584// else if (!old_container->env && contr && contr->ns)
2528// contr->ns->floorbox_reset (); 2585// contr->ns->floorbox_reset ();
2529} 2586}
2530 2587
2531object * 2588object *
2532object::force_find (const shstr name) 2589object::force_find (shstr_tmp name)
2533{ 2590{
2534 /* cycle through his inventory to look for the MARK we want to 2591 /* cycle through his inventory to look for the MARK we want to
2535 * place 2592 * place
2536 */ 2593 */
2537 for (object *tmp = inv; tmp; tmp = tmp->below) 2594 for (object *tmp = inv; tmp; tmp = tmp->below)
2539 return splay (tmp); 2596 return splay (tmp);
2540 2597
2541 return 0; 2598 return 0;
2542} 2599}
2543 2600
2601//-GPL
2602
2544void 2603void
2604object::force_set_timer (int duration)
2605{
2606 this->duration = 1;
2607 this->speed_left = -1.f;
2608
2609 this->set_speed (duration ? 1.f / duration : 0.f);
2610}
2611
2612object *
2545object::force_add (const shstr name, int duration) 2613object::force_add (shstr_tmp name, int duration)
2546{ 2614{
2547 if (object *force = force_find (name)) 2615 if (object *force = force_find (name))
2548 force->destroy (); 2616 force->destroy ();
2549 2617
2550 object *force = get_archetype (FORCE_NAME); 2618 object *force = get_archetype (FORCE_NAME);
2551 2619
2552 force->slaying = name; 2620 force->slaying = name;
2553 force->stats.food = 1; 2621 force->force_set_timer (duration);
2554 force->speed_left = -1.f;
2555
2556 force->set_speed (duration ? 1.f / duration : 0.f);
2557 force->flag [FLAG_IS_USED_UP] = true;
2558 force->flag [FLAG_APPLIED] = true; 2622 force->flag [FLAG_APPLIED] = true;
2559 2623
2560 insert (force); 2624 return insert (force);
2561} 2625}
2562 2626
2563void 2627void
2564object::play_sound (faceidx sound) 2628object::play_sound (faceidx sound) const
2565{ 2629{
2566 if (!sound) 2630 if (!sound)
2567 return; 2631 return;
2568 2632
2569 if (flag [FLAG_REMOVED]) 2633 if (is_on_map ())
2634 map->play_sound (sound, x, y);
2635 else if (object *pl = in_player ())
2636 pl->contr->play_sound (sound);
2637}
2638
2639void
2640object::say_msg (const char *msg) const
2641{
2642 if (is_on_map ())
2643 map->say_msg (msg, x, y);
2644 else if (object *pl = in_player ())
2645 pl->contr->play_sound (sound);
2646}
2647
2648void
2649object::make_noise ()
2650{
2651 // we do not model noise in the map, so instead put
2652 // a temporary light into the noise source
2653 // could use the map instead, but that's less reliable for our
2654 // goal, which is to make invisibility a bit harder to exploit
2655
2656 // currently only works sensibly for players
2657 if (!is_player ())
2570 return; 2658 return;
2571 2659
2572 if (env) 2660 // find old force, or create new one
2573 { 2661 object *force = force_find (shstr_noise_force);
2574 if (object *pl = in_player ()) 2662
2575 pl->contr->play_sound (sound); 2663 if (force)
2576 } 2664 force->speed_left = -1.f; // patch old speed up
2577 else 2665 else
2578 map->play_sound (sound, x, y); 2666 {
2579} 2667 force = archetype::get (shstr_noise_force);
2580 2668
2669 force->slaying = shstr_noise_force;
2670 force->stats.food = 1;
2671 force->speed_left = -1.f;
2672
2673 force->set_speed (1.f / 4.f);
2674 force->flag [FLAG_IS_USED_UP] = true;
2675 force->flag [FLAG_APPLIED] = true;
2676
2677 insert (force);
2678 }
2679}
2680

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