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Comparing deliantra/server/common/object.C (file contents):
Revision 1.250 by root, Wed Jul 16 14:29:40 2008 UTC vs.
Revision 1.304 by root, Tue Nov 10 16:29:20 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
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
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
223 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
225 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 303 return 0;
237 304
238 if ((ob1->flag ^ ob2->flag) 305 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 306 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 307 .reset (FLAG_REMOVED)
242 .any ()) 308 .any ())
243 return 0; 309 return 0;
244 310
245 /* This is really a spellbook check - we should in general 311 /* This is really a spellbook check - we should in general
327 { 393 {
328 // see if we are in a container of sorts 394 // see if we are in a container of sorts
329 if (env) 395 if (env)
330 { 396 {
331 // the player inventory itself is always visible 397 // the player inventory itself is always visible
332 if (env->type == PLAYER) 398 if (env->is_player ())
333 return env; 399 return env;
334 400
335 // else a player could have our env open 401 // else a player could have our env open
336 object *envest = env->outer_env (); 402 object *envest = env->outer_env_or_self ();
337 403
338 // 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
339 // even if our inv is in a player. 405 // even if our inv is in a player.
340 if (envest->is_on_map ()) 406 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 407 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 408 if (pl->container_ () == env)
343 return pl; 409 return pl;
344 } 410 }
345 else 411 else
346 { 412 {
347 // maybe there is a player standing on the same mapspace 413 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 414 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 415 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 417 || pl->container_ () == this)
352 return pl; 418 return pl;
353 } 419 }
354 } 420 }
355 421
356 return 0; 422 return 0;
434 object_freezer freezer; 500 object_freezer freezer;
435 op->write (freezer); 501 op->write (freezer);
436 return freezer.as_string (); 502 return freezer.as_string ();
437} 503}
438 504
439/* 505char *
440 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
441 * multi-object 1 which is closest to the second object.
442 * If it's not a multi-object, it is returned.
443 */
444object *
445get_nearest_part (object *op, const object *pl)
446{ 507{
447 object *tmp, *closest; 508 return dump_object (this);
448 int last_dist, i;
449
450 if (!op->more)
451 return op;
452
453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
456 if ((i = distance (tmp, pl)) < last_dist)
457 closest = tmp, last_dist = i;
458
459 return closest;
460} 509}
461 510
462/* 511/*
463 * 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.
464 * VERRRY slow. 513 * VERRRY slow.
558 update_stats (); 607 update_stats ();
559 608
560 new_draw_info_format (NDI_UNIQUE, 0, this, 609 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, " 610 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. " 611 "but the %s is just too much for your body. "
563 "[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);
564 return false; 614 return false;
565 } 615 }
566 616
567 //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);
568 } 618 }
640 } 690 }
641 691
642 if (speed < 0) 692 if (speed < 0)
643 dst->speed_left -= rndm (); 693 dst->speed_left -= rndm ();
644 694
645 dst->set_speed (dst->speed); 695 dst->activate ();
646} 696}
647 697
648void 698void
649object::instantiate () 699object::instantiate ()
650{ 700{
694 * 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.
695 */ 745 */
696void 746void
697object::set_speed (float speed) 747object::set_speed (float speed)
698{ 748{
699 if (flag [FLAG_FREED] && speed)
700 {
701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
702 speed = 0;
703 }
704
705 this->speed = speed; 749 this->speed = speed;
706 750
707 if (has_active_speed ()) 751 if (has_active_speed ())
708 activate (); 752 activate ();
709 else 753 else
759 803
760 if (!(m.flags_ & P_UPTODATE)) 804 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 805 /* nop */;
762 else if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
763 { 807 {
808#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 809 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 816 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 817 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 818 || (m.move_slow | op->move_slow) != m.move_slow
774 /* 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
775 * to have move_allow right now. 820 * have move_allow right now.
776 */ 821 */
777 || ((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
778 || 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)
779 m.flags_ = 0; 826 m.invalidate ();
827#endif
780 } 828 }
781 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 831 * that is being removed.
784 */ 832 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 834 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
789 else 837 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 839
795 843
796object::object () 844object::object ()
797{ 845{
798 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
799 847
800 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
801 face = blank_face; 849 face = blank_face;
850 material = MATERIAL_NULL;
802} 851}
803 852
804object::~object () 853object::~object ()
805{ 854{
806 unlink (); 855 unlink ();
835 /* If already on active list, don't do anything */ 884 /* If already on active list, don't do anything */
836 if (active) 885 if (active)
837 return; 886 return;
838 887
839 if (has_active_speed ()) 888 if (has_active_speed ())
889 {
890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
892
840 actives.insert (this); 893 actives.insert (this);
894 }
841} 895}
842 896
843void 897void
844object::activate_recursive () 898object::activate_recursive ()
845{ 899{
910 || map->in_memory != MAP_ACTIVE 964 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 965 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 966 || ms ().move_block == MOVE_ALL)
913 { 967 {
914 while (inv) 968 while (inv)
915 inv->destroy (true); 969 inv->destroy ();
916 } 970 }
917 else 971 else
918 { /* Put objects in inventory onto this space */ 972 { /* Put objects in inventory onto this space */
919 while (inv) 973 while (inv)
920 { 974 {
924 || op->flag [FLAG_NO_DROP] 978 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE 979 || op->type == RUNE
926 || op->type == TRAP 980 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE] 981 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH]) 982 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true); 983 op->destroy ();
930 else 984 else
931 map->insert (op, x, y); 985 map->insert (op, x, y);
932 } 986 }
933 } 987 }
934} 988}
963 1017
964void 1018void
965object::do_destroy () 1019object::do_destroy ()
966{ 1020{
967 if (flag [FLAG_IS_LINKED]) 1021 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1022 remove_link ();
969 1023
970 if (flag [FLAG_FRIENDLY]) 1024 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1025 remove_friendly_object (this);
972 1026
973 remove (); 1027 remove ();
998 attacked_by = 0; 1052 attacked_by = 0;
999 current_weapon = 0; 1053 current_weapon = 0;
1000} 1054}
1001 1055
1002void 1056void
1003object::destroy (bool destroy_inventory) 1057object::destroy ()
1004{ 1058{
1005 if (destroyed ()) 1059 if (destroyed ())
1006 return; 1060 return;
1007 1061
1008 if (!is_head () && !head->destroyed ()) 1062 if (!is_head () && !head->destroyed ())
1009 { 1063 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1065 head->destroy ();
1012 return; 1066 return;
1013 } 1067 }
1014 1068
1015 destroy_inv (!destroy_inventory); 1069 destroy_inv (false);
1016 1070
1017 if (is_head ()) 1071 if (is_head ())
1018 if (sound_destroy) 1072 if (sound_destroy)
1019 play_sound (sound_destroy); 1073 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1074 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1085 * the previous environment.
1032 */ 1086 */
1033void 1087void
1034object::do_remove () 1088object::do_remove ()
1035{ 1089{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1090 if (flag [FLAG_REMOVED])
1040 return; 1091 return;
1041 1092
1042 INVOKE_OBJECT (REMOVE, this); 1093 INVOKE_OBJECT (REMOVE, this);
1043 1094
1056 if (object *pl = visible_to ()) 1107 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1108 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1110
1060 adjust_weight (env, -total_weight ()); 1111 adjust_weight (env, -total_weight ());
1112
1113 object *pl = in_player ();
1061 1114
1062 /* we set up values so that it could be inserted into 1115 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up 1116 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do. 1117 * to the caller to decide what we want to do.
1065 */ 1118 */
1077 1130
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1131 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1132 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1133 * to save cpu time.
1081 */ 1134 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1135 if (pl)
1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 {
1083 otmp->update_stats (); 1138 pl->update_stats ();
1139
1140 if (glow_radius && pl->is_on_map ())
1141 update_all_los (pl->map, pl->x, pl->y);
1142 }
1084 } 1143 }
1085 else if (map) 1144 else if (map)
1086 { 1145 {
1087 map->dirty = true; 1146 map->dirty = true;
1088 mapspace &ms = this->ms (); 1147 mapspace &ms = this->ms ();
1089 1148
1090 if (object *pl = ms.player ()) 1149 if (object *pl = ms.player ())
1091 { 1150 {
1092 if (type == PLAYER) // this == pl(!) 1151 if (is_player ())
1093 { 1152 {
1153 if (!flag [FLAG_WIZPASS])
1154 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1155
1094 // leaving a spot always closes any open container on the ground 1156 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1157 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1158 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1159 // that the CLOSE event is being sent.
1098 close_container (); 1160 close_container ();
1099 1161
1100 --map->players; 1162 --map->players;
1101 map->touch (); 1163 map->touch ();
1102 } 1164 }
1103 else if (pl->container == this) 1165 else if (pl->container_ () == this)
1104 { 1166 {
1105 // removing a container should close it 1167 // removing a container should close it
1106 close_container (); 1168 close_container ();
1107 } 1169 }
1108 1170
1115 *(below ? &below->above : &ms.bot) = above; 1177 *(below ? &below->above : &ms.bot) = above;
1116 1178
1117 above = 0; 1179 above = 0;
1118 below = 0; 1180 below = 0;
1119 1181
1182 ms.invalidate ();
1183
1120 if (map->in_memory == MAP_SAVING) 1184 if (map->in_memory == MAP_SAVING)
1121 return; 1185 return;
1122 1186
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1188
1125 if (object *pl = ms.player ()) 1189 if (object *pl = ms.player ())
1126 { 1190 {
1127 if (pl->container == this) 1191 if (pl->container_ () == this)
1128 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1130 * appropriately. 1194 * appropriately.
1131 */ 1195 */
1132 pl->close_container (); 1196 pl->close_container ();
1136 //TODO: update floorbox to preserve ordering 1200 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns) 1201 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update (); 1202 pl->contr->ns->floorbox_update ();
1139 } 1203 }
1140 1204
1205 if (check_walk_off)
1141 for (tmp = ms.bot; tmp; tmp = tmp->above) 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1142 { 1207 {
1208 above = tmp->above;
1209
1143 /* No point updating the players look faces if he is the object 1210 /* No point updating the players look faces if he is the object
1144 * being removed. 1211 * being removed.
1145 */ 1212 */
1146 1213
1147 /* See if object moving off should effect something */ 1214 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1151 {
1152 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1153
1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 } 1218 }
1157 1219
1158 last = tmp; 1220 if (affects_los ())
1159 }
1160
1161 /* last == NULL if there are no objects on this space */
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1170 } 1222 }
1171} 1223}
1172 1224
1173/* 1225/*
1197 esrv_update_item (UPD_NROF, pl, top); 1249 esrv_update_item (UPD_NROF, pl, top);
1198 1250
1199 op->weight = 0; // cancel the addition above 1251 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1252 op->carrying = 0; // must be 0 already
1201 1253
1202 op->destroy (1); 1254 op->destroy ();
1203 1255
1204 return top; 1256 return top;
1205 } 1257 }
1206 1258
1207 return 0; 1259 return 0;
1269 * just 'op' otherwise 1321 * just 'op' otherwise
1270 */ 1322 */
1271object * 1323object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1325{
1274 if (op->is_on_map ())
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object already on map");
1277 abort ();
1278 }
1279
1280 if (op->env)
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1283 op->remove (); 1326 op->remove ();
1284 }
1285 1327
1286 if (op->face && !face_info (op->face))//D TODO: remove soon 1328 if (m == &freed_map)//D TODO: remove soon
1287 {//D 1329 {//D
1288 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1330 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1289 op->face = 1;//D
1290 }//D 1331 }//D
1291 1332
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1335 * need extra work
1295 */ 1336 */
1337 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1338 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1339 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1341 return 0;
1300 } 1342 }
1301 1343
1302 if (object *more = op->more) 1344 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1345 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1346 return 0;
1305 1347
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1348 op->flag [FLAG_REMOVED] = false;
1307 1349 op->env = 0;
1308 op->map = m; 1350 op->map = newmap;
1351
1309 mapspace &ms = op->ms (); 1352 mapspace &ms = op->ms ();
1310 1353
1311 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1312 */ 1355 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1316 { 1359 {
1317 // TODO: we actually want to update tmp, not op, 1360 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1361 // but some caller surely breaks when we return tmp
1319 // from here :/ 1362 // from here :/
1320 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1364 tmp->destroy ();
1322 } 1365 }
1323 1366
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1369
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1378 abort ();
1336 } 1379 }
1337 1380
1338 if (!originator->is_on_map ()) 1381 if (!originator->is_on_map ())
1382 {
1339 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ()); 1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1341 1387
1342 op->above = originator; 1388 op->above = originator;
1343 op->below = originator->below; 1389 op->below = originator->below;
1344 originator->below = op; 1390 originator->below = op;
1345 1391
1431 op->below = top; 1477 op->below = top;
1432 *(op->above ? &op->above->below : &ms.top) = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1479 }
1434 } 1480 }
1435 1481
1436 if (op->type == PLAYER) 1482 if (op->is_player ())
1437 { 1483 {
1438 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1439 ++op->map->players; 1485 ++op->map->players;
1440 op->map->touch (); 1486 op->map->touch ();
1441 } 1487 }
1456 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1457 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1458 * or just updating the P_UPTODATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1459 * of effect may be sufficient. 1505 * of effect may be sufficient.
1460 */ 1506 */
1461 if (op->map->darkness && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1462 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1463 1512
1464 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1465 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1466 1515
1467 INVOKE_OBJECT (INSERT, op); 1516 INVOKE_OBJECT (INSERT, op);
1474 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1475 * update_object(). 1524 * update_object().
1476 */ 1525 */
1477 1526
1478 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1479 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1480 { 1529 {
1481 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator))
1482 return 0; 1531 return 0;
1483 1532
1484 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, lets work our way through the check
1495/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1496 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1497 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1498 */ 1547 */
1499void 1548void
1500replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1501{ 1550{
1502 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1503 1552
1504 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1505 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1506 tmp->destroy (1); 1555 tmp->destroy ();
1507 1556
1508 object *tmp = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = arch_to_object (archetype::find (archname));
1509 1558
1510 tmp->x = op->x; 1559 tmp->x = op->x;
1511 tmp->y = op->y; 1560 tmp->y = op->y;
1512 1561
1513 insert_ob_in_map (tmp, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1518{ 1567{
1519 if (where->env) 1568 if (where->env)
1520 return where->env->insert (this); 1569 return where->env->insert (this);
1521 else 1570 else
1522 return where->map->insert (this, where->x, where->y, originator, flags); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1572}
1573
1574// check whether we can put this into the map, respect max_volume, max_items
1575bool
1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1577{
1578 mapspace &ms = m->at (x, y);
1579
1580 int items = ms.items ();
1581
1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1586
1587 if (originator && originator->is_player ())
1588 originator->contr->failmsg (format (
1589 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 ));
1592
1593 return false;
1523} 1594}
1524 1595
1525/* 1596/*
1526 * decrease(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1527 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1535 if (!nr) 1606 if (!nr)
1536 return true; 1607 return true;
1537 1608
1538 nr = min (nr, nrof); 1609 nr = min (nr, nrof);
1539 1610
1611 if (nrof > nr)
1612 {
1540 nrof -= nr; 1613 nrof -= nr;
1541
1542 if (nrof)
1543 {
1544 adjust_weight (env, -weight * max (1, nr)); // carrying == 0 1614 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1545 1615
1546 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1547 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1548 1618
1635 if (object *pl = tmp->visible_to ()) 1705 if (object *pl = tmp->visible_to ())
1636 esrv_update_item (UPD_NROF, pl, tmp); 1706 esrv_update_item (UPD_NROF, pl, tmp);
1637 1707
1638 adjust_weight (this, op->total_weight ()); 1708 adjust_weight (this, op->total_weight ());
1639 1709
1640 op->destroy (1); 1710 op->destroy ();
1641 op = tmp; 1711 op = tmp;
1642 goto inserted; 1712 goto inserted;
1643 } 1713 }
1644 1714
1645 op->owner = 0; // it's his/hers now. period. 1715 op->owner = 0; // it's his/hers now. period.
1663 1733
1664 adjust_weight (this, op->total_weight ()); 1734 adjust_weight (this, op->total_weight ());
1665 1735
1666inserted: 1736inserted:
1667 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1668 if (op->glow_radius && map && map->darkness) 1738 if (op->glow_radius && is_on_map ())
1739 {
1740 update_stats ();
1669 update_all_los (map, x, y); 1741 update_all_los (map, x, y);
1670 1742 }
1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1671 // if this is a player's inventory, update stats 1744 // if this is a player's inventory, update stats
1672 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1673 update_stats (); 1745 update_stats ();
1674 1746
1675 INVOKE_OBJECT (INSERT, this); 1747 INVOKE_OBJECT (INSERT, this);
1676 1748
1677 return op; 1749 return op;
1698 * on top. 1770 * on top.
1699 */ 1771 */
1700int 1772int
1701check_move_on (object *op, object *originator) 1773check_move_on (object *op, object *originator)
1702{ 1774{
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776 return 0;
1777
1703 object *tmp; 1778 object *tmp;
1704 maptile *m = op->map; 1779 maptile *m = op->map;
1705 int x = op->x, y = op->y; 1780 int x = op->x, y = op->y;
1706 1781
1707 MoveType move_on, move_slow, move_block; 1782 mapspace &ms = m->at (x, y);
1708 1783
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1784 ms.update ();
1710 return 0;
1711 1785
1712 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1786 MoveType move_on = ms.move_on;
1713 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1787 MoveType move_slow = ms.move_slow;
1714 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1788 MoveType move_block = ms.move_block;
1715 1789
1716 /* if nothing on this space will slow op down or be applied, 1790 /* if nothing on this space will slow op down or be applied,
1717 * no need to do checking below. have to make sure move_type 1791 * no need to do checking below. have to make sure move_type
1718 * is set, as lots of objects don't have it set - we treat that 1792 * is set, as lots of objects don't have it set - we treat that
1719 * as walking. 1793 * as walking.
1730 return 0; 1804 return 0;
1731 1805
1732 /* The objects have to be checked from top to bottom. 1806 /* The objects have to be checked from top to bottom.
1733 * Hence, we first go to the top: 1807 * Hence, we first go to the top:
1734 */ 1808 */
1735 1809 for (object *next, *tmp = ms.top; tmp; tmp = next)
1736 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1737 {
1738 /* Trim the search when we find the first other spell effect
1739 * this helps performance so that if a space has 50 spell objects,
1740 * we don't need to check all of them.
1741 */
1742 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1743 break;
1744 } 1810 {
1811 next = tmp->below;
1745 1812
1746 for (; tmp; tmp = tmp->below)
1747 {
1748 if (tmp == op) 1813 if (tmp == op)
1749 continue; /* Can't apply yourself */ 1814 continue; /* Can't apply yourself */
1750 1815
1751 /* Check to see if one of the movement types should be slowed down. 1816 /* Check to see if one of the movement types should be slowed down.
1752 * Second check makes sure that the movement types not being slowed 1817 * Second check makes sure that the movement types not being slowed
1757 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1758 { 1823 {
1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761 { 1826 {
1762
1763 float
1764 diff = tmp->move_slow_penalty * fabs (op->speed); 1827 float diff = tmp->move_slow_penalty * fabs (op->speed);
1765 1828
1766 if (op->type == PLAYER) 1829 if (op->is_player ())
1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1830 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1831 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1769 diff /= 4.0; 1832 diff /= 4.0;
1770 1833
1771 op->speed_left -= diff; 1834 op->speed_left -= diff;
1772 } 1835 }
1773 } 1836 }
1979 * head of the object should correspond for the entire object. 2042 * head of the object should correspond for the entire object.
1980 */ 2043 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue; 2045 continue;
1983 2046
1984 if (ob->blocked (m, pos.x, pos.y)) 2047 if (ob->blocked (pos.m, pos.x, pos.y))
1985 continue; 2048 continue;
1986 2049
1987 altern [index++] = i; 2050 altern [index++] = i;
1988 } 2051 }
1989 2052
2057 * there is capable of. 2120 * there is capable of.
2058 */ 2121 */
2059int 2122int
2060find_dir (maptile *m, int x, int y, object *exclude) 2123find_dir (maptile *m, int x, int y, object *exclude)
2061{ 2124{
2062 int i, max = SIZEOFFREE, mflags; 2125 int max = SIZEOFFREE, mflags;
2063
2064 sint16 nx, ny;
2065 object *tmp;
2066 maptile *mp;
2067
2068 MoveType blocked, move_type; 2126 MoveType move_type;
2069 2127
2070 if (exclude && exclude->head_ () != exclude) 2128 if (exclude && exclude->head_ () != exclude)
2071 { 2129 {
2072 exclude = exclude->head; 2130 exclude = exclude->head;
2073 move_type = exclude->move_type; 2131 move_type = exclude->move_type;
2076 { 2134 {
2077 /* If we don't have anything, presume it can use all movement types. */ 2135 /* If we don't have anything, presume it can use all movement types. */
2078 move_type = MOVE_ALL; 2136 move_type = MOVE_ALL;
2079 } 2137 }
2080 2138
2081 for (i = 1; i < max; i++) 2139 for (int i = 1; i < max; i++)
2082 { 2140 {
2083 mp = m; 2141 mapxy pos (m, x, y);
2084 nx = x + freearr_x[i]; 2142 pos.move (i);
2085 ny = y + freearr_y[i];
2086 2143
2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 if (!pos.normalise ())
2088
2089 if (mflags & P_OUT_OF_MAP)
2090 max = maxfree[i]; 2145 max = maxfree[i];
2091 else 2146 else
2092 { 2147 {
2093 mapspace &ms = mp->at (nx, ny); 2148 mapspace &ms = *pos;
2094 2149
2095 blocked = ms.move_block;
2096
2097 if ((move_type & blocked) == move_type) 2150 if ((move_type & ms.move_block) == move_type)
2098 max = maxfree[i]; 2151 max = maxfree [i];
2099 else if (mflags & P_IS_ALIVE) 2152 else if (ms.flags () & P_IS_ALIVE)
2100 { 2153 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2154 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2155 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2103 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2156 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break;
2105
2106 if (tmp)
2107 return freedir[i]; 2157 return freedir [i];
2108 } 2158 }
2109 } 2159 }
2110 } 2160 }
2111 2161
2112 return 0; 2162 return 0;
2187 * This basically means that if direction is 15, then it could either go 2237 * This basically means that if direction is 15, then it could either go
2188 * direction 4, 14, or 16 to get back to where we are. 2238 * direction 4, 14, or 16 to get back to where we are.
2189 * Moved from spell_util.c to object.c with the other related direction 2239 * Moved from spell_util.c to object.c with the other related direction
2190 * functions. 2240 * functions.
2191 */ 2241 */
2192int reduction_dir[SIZEOFFREE][3] = { 2242static const int reduction_dir[SIZEOFFREE][3] = {
2193 {0, 0, 0}, /* 0 */ 2243 {0, 0, 0}, /* 0 */
2194 {0, 0, 0}, /* 1 */ 2244 {0, 0, 0}, /* 1 */
2195 {0, 0, 0}, /* 2 */ 2245 {0, 0, 0}, /* 2 */
2196 {0, 0, 0}, /* 3 */ 2246 {0, 0, 0}, /* 3 */
2197 {0, 0, 0}, /* 4 */ 2247 {0, 0, 0}, /* 4 */
2293int 2343int
2294can_pick (const object *who, const object *item) 2344can_pick (const object *who, const object *item)
2295{ 2345{
2296 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2297 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2298 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2348 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2299} 2349}
2300 2350
2301/* 2351/*
2302 * create clone from object to another 2352 * create clone from object to another
2303 */ 2353 */
2335 return tmp; 2385 return tmp;
2336 2386
2337 return 0; 2387 return 0;
2338} 2388}
2339 2389
2340const shstr & 2390shstr_tmp
2341object::kv_get (const shstr &key) const 2391object::kv_get (shstr_tmp key) const
2342{ 2392{
2343 for (key_value *kv = key_values; kv; kv = kv->next) 2393 for (key_value *kv = key_values; kv; kv = kv->next)
2344 if (kv->key == key) 2394 if (kv->key == key)
2345 return kv->value; 2395 return kv->value;
2346 2396
2347 return shstr_null; 2397 return shstr ();
2348} 2398}
2349 2399
2350void 2400void
2351object::kv_set (const shstr &key, const shstr &value) 2401object::kv_set (shstr_tmp key, shstr_tmp value)
2352{ 2402{
2353 for (key_value *kv = key_values; kv; kv = kv->next) 2403 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (kv->key == key) 2404 if (kv->key == key)
2355 { 2405 {
2356 kv->value = value; 2406 kv->value = value;
2365 2415
2366 key_values = kv; 2416 key_values = kv;
2367} 2417}
2368 2418
2369void 2419void
2370object::kv_del (const shstr &key) 2420object::kv_del (shstr_tmp key)
2371{ 2421{
2372 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2422 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2373 if ((*kvp)->key == key) 2423 if ((*kvp)->key == key)
2374 { 2424 {
2375 key_value *kv = *kvp; 2425 key_value *kv = *kvp;
2468{ 2518{
2469 return map ? map->region (x, y) 2519 return map ? map->region (x, y)
2470 : region::default_region (); 2520 : region::default_region ();
2471} 2521}
2472 2522
2473const materialtype_t *
2474object::dominant_material () const
2475{
2476 if (materialtype_t *mt = name_to_material (materialname))
2477 return mt;
2478
2479 return name_to_material (shstr_unknown);
2480}
2481
2482void 2523void
2483object::open_container (object *new_container) 2524object::open_container (object *new_container)
2484{ 2525{
2485 if (container == new_container) 2526 if (container == new_container)
2486 return; 2527 return;
2506 container = 0; 2547 container = 0;
2507 2548
2508 // client needs item update to make it work, client bug requires this to be separate 2549 // client needs item update to make it work, client bug requires this to be separate
2509 esrv_update_item (UPD_FLAGS, this, old_container); 2550 esrv_update_item (UPD_FLAGS, this, old_container);
2510 2551
2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2512 play_sound (sound_find ("chest_close")); 2553 play_sound (sound_find ("chest_close"));
2513 } 2554 }
2514 2555
2515 if (new_container) 2556 if (new_container)
2516 { 2557 {
2526 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2567 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2527 new_container->insert (closer); 2568 new_container->insert (closer);
2528 } 2569 }
2529#endif 2570#endif
2530 2571
2531 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2572 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2532 2573
2533 // make sure the container is available, client bug requires this to be separate 2574 // make sure the container is available, client bug requires this to be separate
2534 esrv_send_item (this, new_container); 2575 esrv_send_item (this, new_container);
2535 2576
2536 new_container->flag [FLAG_APPLIED] = true; 2577 new_container->flag [FLAG_APPLIED] = true;
2544// else if (!old_container->env && contr && contr->ns) 2585// else if (!old_container->env && contr && contr->ns)
2545// contr->ns->floorbox_reset (); 2586// contr->ns->floorbox_reset ();
2546} 2587}
2547 2588
2548object * 2589object *
2549object::force_find (const shstr name) 2590object::force_find (shstr_tmp name)
2550{ 2591{
2551 /* cycle through his inventory to look for the MARK we want to 2592 /* cycle through his inventory to look for the MARK we want to
2552 * place 2593 * place
2553 */ 2594 */
2554 for (object *tmp = inv; tmp; tmp = tmp->below) 2595 for (object *tmp = inv; tmp; tmp = tmp->below)
2556 return splay (tmp); 2597 return splay (tmp);
2557 2598
2558 return 0; 2599 return 0;
2559} 2600}
2560 2601
2602//-GPL
2603
2561void 2604void
2605object::force_set_timer (int duration)
2606{
2607 this->duration = 1;
2608 this->speed_left = -1.f;
2609
2610 this->set_speed (duration ? 1.f / duration : 0.f);
2611}
2612
2613object *
2562object::force_add (const shstr name, int duration) 2614object::force_add (shstr_tmp name, int duration)
2563{ 2615{
2564 if (object *force = force_find (name)) 2616 if (object *force = force_find (name))
2565 force->destroy (); 2617 force->destroy ();
2566 2618
2567 object *force = get_archetype (FORCE_NAME); 2619 object *force = get_archetype (FORCE_NAME);
2568 2620
2569 force->slaying = name; 2621 force->slaying = name;
2570 force->stats.food = 1; 2622 force->force_set_timer (duration);
2571 force->speed_left = -1.f;
2572
2573 force->set_speed (duration ? 1.f / duration : 0.f);
2574 force->flag [FLAG_IS_USED_UP] = true;
2575 force->flag [FLAG_APPLIED] = true; 2623 force->flag [FLAG_APPLIED] = true;
2576 2624
2577 insert (force); 2625 return insert (force);
2578} 2626}
2579 2627
2580void 2628void
2581object::play_sound (faceidx sound) 2629object::play_sound (faceidx sound) const
2582{ 2630{
2583 if (!sound) 2631 if (!sound)
2584 return; 2632 return;
2585 2633
2586 if (flag [FLAG_REMOVED]) 2634 if (is_on_map ())
2635 map->play_sound (sound, x, y);
2636 else if (object *pl = in_player ())
2637 pl->contr->play_sound (sound);
2638}
2639
2640void
2641object::say_msg (const char *msg) const
2642{
2643 if (is_on_map ())
2644 map->say_msg (msg, x, y);
2645 else if (object *pl = in_player ())
2646 pl->contr->play_sound (sound);
2647}
2648
2649void
2650object::make_noise ()
2651{
2652 // we do not model noise in the map, so instead put
2653 // a temporary light into the noise source
2654 // could use the map instead, but that's less reliable for our
2655 // goal, which is to make invisibility a bit harder to exploit
2656
2657 // currently only works sensibly for players
2658 if (!is_player ())
2587 return; 2659 return;
2588 2660
2589 if (env) 2661 // find old force, or create new one
2590 { 2662 object *force = force_find (shstr_noise_force);
2591 if (object *pl = in_player ()) 2663
2592 pl->contr->play_sound (sound); 2664 if (force)
2593 } 2665 force->speed_left = -1.f; // patch old speed up
2594 else 2666 else
2595 map->play_sound (sound, x, y); 2667 {
2596} 2668 force = archetype::get (shstr_noise_force);
2597 2669
2670 force->slaying = shstr_noise_force;
2671 force->stats.food = 1;
2672 force->speed_left = -1.f;
2673
2674 force->set_speed (1.f / 4.f);
2675 force->flag [FLAG_IS_USED_UP] = true;
2676 force->flag [FLAG_APPLIED] = true;
2677
2678 insert (force);
2679 }
2680}
2681

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