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Comparing deliantra/server/common/object.C (file contents):
Revision 1.256 by root, Sun Aug 31 05:47:14 2008 UTC vs.
Revision 1.311 by root, Sat Jan 16 13:41:37 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 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>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 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, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -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, 53 -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 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 55};
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] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 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, 59 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 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
179 * check weight 248 * check weight
180 */ 249 */
181bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
182{ 251{
183 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
184 if (ob1 == ob2 253 if (ob1 == ob2
185 || ob1->type != ob2->type 254 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 255 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 258 return 0;
190 259
191 /* Do not merge objects if nrof would overflow, assume nrof 260 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */ 261 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof) 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
214 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
215 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
216 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
217 || ob1->value != ob2->value 286 || ob1->value != ob2->value
218 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
220 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
221 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
222 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
223 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
224 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
225 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 302 return 0;
234 303
235 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
323 { 392 {
324 // see if we are in a container of sorts 393 // see if we are in a container of sorts
325 if (env) 394 if (env)
326 { 395 {
327 // the player inventory itself is always visible 396 // the player inventory itself is always visible
328 if (env->type == PLAYER) 397 if (env->is_player ())
329 return env; 398 return env;
330 399
331 // else a player could have our env open 400 // else a player could have our env open
332 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
333 402
334 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player. 404 // even if our inv is in a player.
336 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 407 if (pl->container_ () == env)
339 return pl; 408 return pl;
340 } 409 }
341 else 410 else
342 { 411 {
343 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 416 || pl->container_ () == this)
348 return pl; 417 return pl;
349 } 418 }
350 } 419 }
351 420
352 return 0; 421 return 0;
430 object_freezer freezer; 499 object_freezer freezer;
431 op->write (freezer); 500 op->write (freezer);
432 return freezer.as_string (); 501 return freezer.as_string ();
433} 502}
434 503
435/* 504char *
436 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
437 * multi-object 1 which is closest to the second object.
438 * If it's not a multi-object, it is returned.
439 */
440object *
441get_nearest_part (object *op, const object *pl)
442{ 506{
443 object *tmp, *closest; 507 return dump_object (this);
444 int last_dist, i;
445
446 if (!op->more)
447 return op;
448
449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
452 if ((i = distance (tmp, pl)) < last_dist)
453 closest = tmp, last_dist = i;
454
455 return closest;
456} 508}
457 509
458/* 510/*
459 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow. 512 * VERRRY slow.
554 update_stats (); 606 update_stats ();
555 607
556 new_draw_info_format (NDI_UNIQUE, 0, this, 608 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, " 609 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. " 610 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name); 611 "[You need to unapply some items first - use the 'body' command to see "
612 "how many items you cna wera on a specific body part.]", &ob->name);
560 return false; 613 return false;
561 } 614 }
562 615
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 616 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 } 617 }
633 tail = new_link; 686 tail = new_link;
634 } 687 }
635 } 688 }
636 } 689 }
637 690
638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate (); 691 dst->activate ();
642} 692}
643 693
644void 694void
645object::instantiate () 695object::instantiate ()
646{ 696{
647 if (!uuid.seq) // HACK 697 if (!uuid.seq) // HACK
648 uuid = UUID::gen (); 698 uuid = UUID::gen ();
649 699
700 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
701 if (flag [FLAG_RANDOM_SPEED] && speed)
702 speed_left = - speed - rndm (); // TODO animation
703 else
650 speed_left = -0.1f; 704 speed_left = -1.;
705
651 /* copy the body_info to the body_used - this is only really 706 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything. 707 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting 708 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created 709 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped. 710 * for it, they can be properly equipped.
663object * 718object *
664object::clone () 719object::clone ()
665{ 720{
666 object *neu = create (); 721 object *neu = create ();
667 copy_to (neu); 722 copy_to (neu);
723
724 // TODO: unclean state changes, should not be done in clone AND instantiate
725 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
726 neu->speed_left = - neu->speed - rndm (); // TODO animation
727
668 neu->map = map; // not copied by copy_to 728 neu->map = map; // not copied by copy_to
669 return neu; 729 return neu;
670} 730}
671 731
672/* 732/*
690 * This function needs to be called whenever the speed of an object changes. 750 * This function needs to be called whenever the speed of an object changes.
691 */ 751 */
692void 752void
693object::set_speed (float speed) 753object::set_speed (float speed)
694{ 754{
695 if (flag [FLAG_FREED] && speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698 speed = 0;
699 }
700
701 this->speed = speed; 755 this->speed = speed;
702 756
703 if (has_active_speed ()) 757 if (has_active_speed ())
704 activate (); 758 activate ();
705 else 759 else
755 809
756 if (!(m.flags_ & P_UPTODATE)) 810 if (!(m.flags_ & P_UPTODATE))
757 /* nop */; 811 /* nop */;
758 else if (action == UP_OBJ_INSERT) 812 else if (action == UP_OBJ_INSERT)
759 { 813 {
814#if 0
760 // this is likely overkill, TODO: revisit (schmorp) 815 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 818 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 820 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 821 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 822 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 823 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow 824 || (m.move_slow | op->move_slow) != m.move_slow
770 /* This isn't perfect, but I don't expect a lot of objects to 825 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 826 * have move_allow right now.
772 */ 827 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 828 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
829 m.invalidate ();
830#else
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 831 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.flags_ = 0; 832 m.invalidate ();
833#endif
776 } 834 }
777 /* if the object is being removed, we can't make intelligent 835 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 836 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 837 * that is being removed.
780 */ 838 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 839 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 840 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 841 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 842 /* Nothing to do for that case */ ;
785 else 843 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 844 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 845
791 849
792object::object () 850object::object ()
793{ 851{
794 SET_FLAG (this, FLAG_REMOVED); 852 SET_FLAG (this, FLAG_REMOVED);
795 853
796 expmul = 1.0; 854 //expmul = 1.0; declared const for the time being
797 face = blank_face; 855 face = blank_face;
856 material = MATERIAL_NULL;
798} 857}
799 858
800object::~object () 859object::~object ()
801{ 860{
802 unlink (); 861 unlink ();
830{ 889{
831 /* If already on active list, don't do anything */ 890 /* If already on active list, don't do anything */
832 if (active) 891 if (active)
833 return; 892 return;
834 893
835 if (has_active_speed () && flag [FLAG_FREED ]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836
837 if (has_active_speed ()) 894 if (has_active_speed ())
895 {
896 if (flag [FLAG_FREED])
897 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
898
838 actives.insert (this); 899 actives.insert (this);
900 }
839} 901}
840 902
841void 903void
842object::activate_recursive () 904object::activate_recursive ()
843{ 905{
908 || map->in_memory != MAP_ACTIVE 970 || map->in_memory != MAP_ACTIVE
909 || map->no_drop 971 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 972 || ms ().move_block == MOVE_ALL)
911 { 973 {
912 while (inv) 974 while (inv)
913 inv->destroy (true); 975 inv->destroy ();
914 } 976 }
915 else 977 else
916 { /* Put objects in inventory onto this space */ 978 { /* Put objects in inventory onto this space */
917 while (inv) 979 while (inv)
918 { 980 {
922 || op->flag [FLAG_NO_DROP] 984 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 985 || op->type == RUNE
924 || op->type == TRAP 986 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 987 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 988 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 989 op->destroy ();
928 else 990 else
929 map->insert (op, x, y); 991 map->insert (op, x, y);
930 } 992 }
931 } 993 }
932} 994}
961 1023
962void 1024void
963object::do_destroy () 1025object::do_destroy ()
964{ 1026{
965 if (flag [FLAG_IS_LINKED]) 1027 if (flag [FLAG_IS_LINKED])
966 remove_button_link (this); 1028 remove_link ();
967 1029
968 if (flag [FLAG_FRIENDLY]) 1030 if (flag [FLAG_FRIENDLY])
969 remove_friendly_object (this); 1031 remove_friendly_object (this);
970 1032
971 remove (); 1033 remove ();
996 attacked_by = 0; 1058 attacked_by = 0;
997 current_weapon = 0; 1059 current_weapon = 0;
998} 1060}
999 1061
1000void 1062void
1001object::destroy (bool destroy_inventory) 1063object::destroy ()
1002{ 1064{
1003 if (destroyed ()) 1065 if (destroyed ())
1004 return; 1066 return;
1005 1067
1006 if (!is_head () && !head->destroyed ()) 1068 if (!is_head () && !head->destroyed ())
1007 { 1069 {
1008 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1070 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1009 head->destroy (destroy_inventory); 1071 head->destroy ();
1010 return; 1072 return;
1011 } 1073 }
1012 1074
1013 destroy_inv (!destroy_inventory); 1075 destroy_inv (false);
1014 1076
1015 if (is_head ()) 1077 if (is_head ())
1016 if (sound_destroy) 1078 if (sound_destroy)
1017 play_sound (sound_destroy); 1079 play_sound (sound_destroy);
1018 else if (flag [FLAG_MONSTER]) 1080 else if (flag [FLAG_MONSTER])
1029 * the previous environment. 1091 * the previous environment.
1030 */ 1092 */
1031void 1093void
1032object::do_remove () 1094object::do_remove ()
1033{ 1095{
1034 object *tmp, *last = 0;
1035 object *otmp;
1036
1037 if (flag [FLAG_REMOVED]) 1096 if (flag [FLAG_REMOVED])
1038 return; 1097 return;
1039 1098
1040 INVOKE_OBJECT (REMOVE, this); 1099 INVOKE_OBJECT (REMOVE, this);
1041 1100
1054 if (object *pl = visible_to ()) 1113 if (object *pl = visible_to ())
1055 esrv_del_item (pl->contr, count); 1114 esrv_del_item (pl->contr, count);
1056 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1115 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1057 1116
1058 adjust_weight (env, -total_weight ()); 1117 adjust_weight (env, -total_weight ());
1118
1119 object *pl = in_player ();
1059 1120
1060 /* we set up values so that it could be inserted into 1121 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up 1122 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do. 1123 * to the caller to decide what we want to do.
1063 */ 1124 */
1071 1132
1072 above = 0; 1133 above = 0;
1073 below = 0; 1134 below = 0;
1074 env = 0; 1135 env = 0;
1075 1136
1076 /* NO_FIX_PLAYER is set when a great many changes are being 1137 if (pl && pl->is_player ())
1077 * made to players inventory. If set, avoiding the call
1078 * to save cpu time.
1079 */ 1138 {
1080 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1139 pl->contr->queue_stats_update ();
1081 otmp->update_stats (); 1140
1141 if (glow_radius && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
1082 } 1144 }
1083 else if (map) 1145 else if (map)
1084 { 1146 {
1085 map->dirty = true; 1147 map->dirty = true;
1086 mapspace &ms = this->ms (); 1148 mapspace &ms = this->ms ();
1087 1149
1088 if (object *pl = ms.player ()) 1150 if (object *pl = ms.player ())
1089 { 1151 {
1090 if (type == PLAYER) // this == pl(!) 1152 if (is_player ())
1091 { 1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1092 // leaving a spot always closes any open container on the ground 1157 // leaving a spot always closes any open container on the ground
1093 if (container && !container->env) 1158 if (container && !container->env)
1094 // this causes spurious floorbox updates, but it ensures 1159 // this causes spurious floorbox updates, but it ensures
1095 // that the CLOSE event is being sent. 1160 // that the CLOSE event is being sent.
1096 close_container (); 1161 close_container ();
1097 1162
1098 --map->players; 1163 --map->players;
1099 map->touch (); 1164 map->touch ();
1100 } 1165 }
1101 else if (pl->container == this) 1166 else if (pl->container_ () == this)
1102 { 1167 {
1103 // removing a container should close it 1168 // removing a container should close it
1104 close_container (); 1169 close_container ();
1105 } 1170 }
1106 1171
1113 *(below ? &below->above : &ms.bot) = above; 1178 *(below ? &below->above : &ms.bot) = above;
1114 1179
1115 above = 0; 1180 above = 0;
1116 below = 0; 1181 below = 0;
1117 1182
1118 ms.flags_ = 0; 1183 ms.invalidate ();
1119 1184
1120 if (map->in_memory == MAP_SAVING) 1185 if (map->in_memory == MAP_SAVING)
1121 return; 1186 return;
1122 1187
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1188 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1189
1125 if (object *pl = ms.player ()) 1190 if (object *pl = ms.player ())
1126 { 1191 {
1127 if (pl->container == this) 1192 if (pl->container_ () == this)
1128 /* If a container that the player is currently using somehow gets 1193 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view 1194 * removed (most likely destroyed), update the player view
1130 * appropriately. 1195 * appropriately.
1131 */ 1196 */
1132 pl->close_container (); 1197 pl->close_container ();
1136 //TODO: update floorbox to preserve ordering 1201 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns) 1202 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update (); 1203 pl->contr->ns->floorbox_update ();
1139 } 1204 }
1140 1205
1206 if (check_walk_off)
1141 for (tmp = ms.bot; tmp; tmp = tmp->above) 1207 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1142 { 1208 {
1209 above = tmp->above;
1210
1143 /* No point updating the players look faces if he is the object 1211 /* No point updating the players look faces if he is the object
1144 * being removed. 1212 * being removed.
1145 */ 1213 */
1146 1214
1147 /* See if object moving off should effect something */ 1215 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off) 1216 if ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1217 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1151 {
1152 move_apply (tmp, this, 0); 1218 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 } 1219 }
1157 1220
1158 last = tmp; 1221 if (affects_los ())
1159 }
1160
1161 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1162 update_all_los (map, x, y); 1222 update_all_los (map, x, y);
1163 } 1223 }
1164} 1224}
1165 1225
1166/* 1226/*
1190 esrv_update_item (UPD_NROF, pl, top); 1250 esrv_update_item (UPD_NROF, pl, top);
1191 1251
1192 op->weight = 0; // cancel the addition above 1252 op->weight = 0; // cancel the addition above
1193 op->carrying = 0; // must be 0 already 1253 op->carrying = 0; // must be 0 already
1194 1254
1195 op->destroy (1); 1255 op->destroy ();
1196 1256
1197 return top; 1257 return top;
1198 } 1258 }
1199 1259
1200 return 0; 1260 return 0;
1208 1268
1209 object *prev = this; 1269 object *prev = this;
1210 1270
1211 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1271 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1212 { 1272 {
1213 object *op = arch_to_object (at); 1273 object *op = at->instance ();
1214 1274
1215 op->name = name; 1275 op->name = name;
1216 op->name_pl = name_pl; 1276 op->name_pl = name_pl;
1217 op->title = title; 1277 op->title = title;
1218 1278
1262 * just 'op' otherwise 1322 * just 'op' otherwise
1263 */ 1323 */
1264object * 1324object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1325insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1326{
1267 if (op->is_on_map ())
1268 {
1269 LOG (llevError, "insert_ob_in_map called for object already on map");
1270 abort ();
1271 }
1272
1273 if (op->env)
1274 {
1275 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1276 op->remove (); 1327 op->remove ();
1277 }
1278 1328
1279 if (op->face && !face_info (op->face))//D TODO: remove soon 1329 if (m == &freed_map)//D TODO: remove soon
1280 {//D 1330 {//D
1281 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1331 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1282 op->face = 1;//D
1283 }//D 1332 }//D
1284 1333
1285 /* Ideally, the caller figures this out. However, it complicates a lot 1334 /* Ideally, the caller figures this out. However, it complicates a lot
1286 * of areas of callers (eg, anything that uses find_free_spot would now 1335 * of areas of callers (eg, anything that uses find_free_spot would now
1287 * need extra work 1336 * need extra work
1288 */ 1337 */
1338 maptile *newmap = m;
1289 if (!xy_normalise (m, op->x, op->y)) 1339 if (!xy_normalise (newmap, op->x, op->y))
1290 { 1340 {
1291 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1341 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1292 return 0; 1342 return 0;
1293 } 1343 }
1294 1344
1295 if (object *more = op->more) 1345 if (object *more = op->more)
1296 if (!insert_ob_in_map (more, m, originator, flag)) 1346 if (!insert_ob_in_map (more, m, originator, flag))
1297 return 0; 1347 return 0;
1298 1348
1299 CLEAR_FLAG (op, FLAG_REMOVED); 1349 op->flag [FLAG_REMOVED] = false;
1300 1350 op->env = 0;
1301 op->map = m; 1351 op->map = newmap;
1352
1302 mapspace &ms = op->ms (); 1353 mapspace &ms = op->ms ();
1303 1354
1304 /* this has to be done after we translate the coordinates. 1355 /* this has to be done after we translate the coordinates.
1305 */ 1356 */
1306 if (op->nrof && !(flag & INS_NO_MERGE)) 1357 if (op->nrof && !(flag & INS_NO_MERGE))
1309 { 1360 {
1310 // TODO: we actually want to update tmp, not op, 1361 // TODO: we actually want to update tmp, not op,
1311 // but some caller surely breaks when we return tmp 1362 // but some caller surely breaks when we return tmp
1312 // from here :/ 1363 // from here :/
1313 op->nrof += tmp->nrof; 1364 op->nrof += tmp->nrof;
1314 tmp->destroy (1); 1365 tmp->destroy ();
1315 } 1366 }
1316 1367
1317 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1368 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1318 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1369 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1319 1370
1327 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1378 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1328 abort (); 1379 abort ();
1329 } 1380 }
1330 1381
1331 if (!originator->is_on_map ()) 1382 if (!originator->is_on_map ())
1383 {
1332 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1384 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1333 op->debug_desc (), originator->debug_desc ()); 1385 op->debug_desc (), originator->debug_desc ());
1386 abort ();
1387 }
1334 1388
1335 op->above = originator; 1389 op->above = originator;
1336 op->below = originator->below; 1390 op->below = originator->below;
1337 originator->below = op; 1391 originator->below = op;
1338 1392
1424 op->below = top; 1478 op->below = top;
1425 *(op->above ? &op->above->below : &ms.top) = op; 1479 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1480 }
1427 } 1481 }
1428 1482
1429 if (op->type == PLAYER) 1483 if (op->is_player ())
1430 { 1484 {
1431 op->contr->do_los = 1; 1485 op->contr->do_los = 1;
1432 ++op->map->players; 1486 ++op->map->players;
1433 op->map->touch (); 1487 op->map->touch ();
1434 } 1488 }
1449 * be far away from this change and not affected in any way - 1503 * be far away from this change and not affected in any way -
1450 * this should get redone to only look for players within range, 1504 * this should get redone to only look for players within range,
1451 * or just updating the P_UPTODATE for spaces within this area 1505 * or just updating the P_UPTODATE for spaces within this area
1452 * of effect may be sufficient. 1506 * of effect may be sufficient.
1453 */ 1507 */
1454 if (op->map->darkness && (op->glow_radius != 0)) 1508 if (op->affects_los ())
1509 {
1510 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1511 update_all_los (op->map, op->x, op->y);
1512 }
1456 1513
1457 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1458 update_object (op, UP_OBJ_INSERT); 1515 update_object (op, UP_OBJ_INSERT);
1459 1516
1460 INVOKE_OBJECT (INSERT, op); 1517 INVOKE_OBJECT (INSERT, op);
1467 * blocked() and wall() work properly), and these flags are updated by 1524 * blocked() and wall() work properly), and these flags are updated by
1468 * update_object(). 1525 * update_object().
1469 */ 1526 */
1470 1527
1471 /* if this is not the head or flag has been passed, don't check walk on status */ 1528 /* if this is not the head or flag has been passed, don't check walk on status */
1472 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1473 { 1530 {
1474 if (check_move_on (op, originator)) 1531 if (check_move_on (op, originator))
1475 return 0; 1532 return 0;
1476 1533
1477 /* If we are a multi part object, lets work our way through the check 1534 /* If we are a multi part object, lets work our way through the check
1488/* this function inserts an object in the map, but if it 1545/* this function inserts an object in the map, but if it
1489 * finds an object of its own type, it'll remove that one first. 1546 * finds an object of its own type, it'll remove that one first.
1490 * op is the object to insert it under: supplies x and the map. 1547 * op is the object to insert it under: supplies x and the map.
1491 */ 1548 */
1492void 1549void
1493replace_insert_ob_in_map (const char *arch_string, object *op) 1550replace_insert_ob_in_map (shstr_tmp archname, object *op)
1494{ 1551{
1495 /* first search for itself and remove any old instances */ 1552 /* first search for itself and remove any old instances */
1496 1553
1497 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1554 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1498 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1555 if (tmp->arch->archname == archname) /* same archetype */
1499 tmp->destroy (1); 1556 tmp->destroy ();
1500 1557
1501 object *tmp = arch_to_object (archetype::find (arch_string)); 1558 object *tmp = archetype::find (archname)->instance ();
1502 1559
1503 tmp->x = op->x; 1560 tmp->x = op->x;
1504 tmp->y = op->y; 1561 tmp->y = op->y;
1505 1562
1506 insert_ob_in_map (tmp, op->map, op, 0); 1563 insert_ob_in_map (tmp, op->map, op, 0);
1511{ 1568{
1512 if (where->env) 1569 if (where->env)
1513 return where->env->insert (this); 1570 return where->env->insert (this);
1514 else 1571 else
1515 return where->map->insert (this, where->x, where->y, originator, flags); 1572 return where->map->insert (this, where->x, where->y, originator, flags);
1573}
1574
1575// check whether we can put this into the map, respect max_volume, max_items
1576bool
1577object::can_drop_at (maptile *m, int x, int y, object *originator)
1578{
1579 mapspace &ms = m->at (x, y);
1580
1581 int items = ms.items ();
1582
1583 if (!items // testing !items ensures we can drop at least one item
1584 || (items < m->max_items
1585 && ms.volume () < m->max_volume))
1586 return true;
1587
1588 if (originator && originator->is_player ())
1589 originator->contr->failmsg (format (
1590 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1591 query_name ()
1592 ));
1593
1594 return false;
1516} 1595}
1517 1596
1518/* 1597/*
1519 * decrease(object, number) decreases a specified number from 1598 * decrease(object, number) decreases a specified number from
1520 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1627 if (object *pl = tmp->visible_to ()) 1706 if (object *pl = tmp->visible_to ())
1628 esrv_update_item (UPD_NROF, pl, tmp); 1707 esrv_update_item (UPD_NROF, pl, tmp);
1629 1708
1630 adjust_weight (this, op->total_weight ()); 1709 adjust_weight (this, op->total_weight ());
1631 1710
1632 op->destroy (1); 1711 op->destroy ();
1633 op = tmp; 1712 op = tmp;
1634 goto inserted; 1713 goto inserted;
1635 } 1714 }
1636 1715
1637 op->owner = 0; // it's his/hers now. period. 1716 op->owner = 0; // it's his/hers now. period.
1655 1734
1656 adjust_weight (this, op->total_weight ()); 1735 adjust_weight (this, op->total_weight ());
1657 1736
1658inserted: 1737inserted:
1659 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1660 if (op->glow_radius && map && map->darkness) 1739 if (op->glow_radius && is_on_map ())
1740 {
1741 update_stats ();
1661 update_all_los (map, x, y); 1742 update_all_los (map, x, y);
1662 1743 }
1744 else if (is_player ())
1663 // if this is a player's inventory, update stats 1745 // if this is a player's inventory, update stats
1664 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1746 contr->queue_stats_update ();
1665 update_stats ();
1666 1747
1667 INVOKE_OBJECT (INSERT, this); 1748 INVOKE_OBJECT (INSERT, this);
1668 1749
1669 return op; 1750 return op;
1670} 1751}
1690 * on top. 1771 * on top.
1691 */ 1772 */
1692int 1773int
1693check_move_on (object *op, object *originator) 1774check_move_on (object *op, object *originator)
1694{ 1775{
1776 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1777 return 0;
1778
1695 object *tmp; 1779 object *tmp;
1696 maptile *m = op->map; 1780 maptile *m = op->map;
1697 int x = op->x, y = op->y; 1781 int x = op->x, y = op->y;
1698 1782
1699 MoveType move_on, move_slow, move_block; 1783 mapspace &ms = m->at (x, y);
1700 1784
1701 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1785 ms.update ();
1702 return 0;
1703 1786
1704 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1787 MoveType move_on = ms.move_on;
1705 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1788 MoveType move_slow = ms.move_slow;
1706 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1789 MoveType move_block = ms.move_block;
1707 1790
1708 /* if nothing on this space will slow op down or be applied, 1791 /* if nothing on this space will slow op down or be applied,
1709 * no need to do checking below. have to make sure move_type 1792 * no need to do checking below. have to make sure move_type
1710 * is set, as lots of objects don't have it set - we treat that 1793 * is set, as lots of objects don't have it set - we treat that
1711 * as walking. 1794 * as walking.
1722 return 0; 1805 return 0;
1723 1806
1724 /* The objects have to be checked from top to bottom. 1807 /* The objects have to be checked from top to bottom.
1725 * Hence, we first go to the top: 1808 * Hence, we first go to the top:
1726 */ 1809 */
1727 1810 for (object *next, *tmp = ms.top; tmp; tmp = next)
1728 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1729 {
1730 /* Trim the search when we find the first other spell effect
1731 * this helps performance so that if a space has 50 spell objects,
1732 * we don't need to check all of them.
1733 */
1734 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1735 break;
1736 } 1811 {
1812 next = tmp->below;
1737 1813
1738 for (; tmp; tmp = tmp->below)
1739 {
1740 if (tmp == op) 1814 if (tmp == op)
1741 continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
1742 1816
1743 /* Check to see if one of the movement types should be slowed down. 1817 /* Check to see if one of the movement types should be slowed down.
1744 * Second check makes sure that the movement types not being slowed 1818 * Second check makes sure that the movement types not being slowed
1749 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1750 { 1824 {
1751 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1752 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1753 { 1827 {
1754
1755 float
1756 diff = tmp->move_slow_penalty * fabs (op->speed); 1828 float diff = tmp->move_slow_penalty * fabs (op->speed);
1757 1829
1758 if (op->type == PLAYER) 1830 if (op->is_player ())
1759 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1831 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1760 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1832 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1761 diff /= 4.0; 1833 diff /= 4.0;
1762 1834
1763 op->speed_left -= diff; 1835 op->speed_left -= diff;
1764 } 1836 }
1765 } 1837 }
1971 * head of the object should correspond for the entire object. 2043 * head of the object should correspond for the entire object.
1972 */ 2044 */
1973 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1974 continue; 2046 continue;
1975 2047
1976 if (ob->blocked (m, pos.x, pos.y)) 2048 if (ob->blocked (pos.m, pos.x, pos.y))
1977 continue; 2049 continue;
1978 2050
1979 altern [index++] = i; 2051 altern [index++] = i;
1980 } 2052 }
1981 2053
2049 * there is capable of. 2121 * there is capable of.
2050 */ 2122 */
2051int 2123int
2052find_dir (maptile *m, int x, int y, object *exclude) 2124find_dir (maptile *m, int x, int y, object *exclude)
2053{ 2125{
2054 int i, max = SIZEOFFREE, mflags; 2126 int max = SIZEOFFREE, mflags;
2055
2056 sint16 nx, ny;
2057 object *tmp;
2058 maptile *mp;
2059
2060 MoveType blocked, move_type; 2127 MoveType move_type;
2061 2128
2062 if (exclude && exclude->head_ () != exclude) 2129 if (exclude && exclude->head_ () != exclude)
2063 { 2130 {
2064 exclude = exclude->head; 2131 exclude = exclude->head;
2065 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2068 { 2135 {
2069 /* If we don't have anything, presume it can use all movement types. */ 2136 /* If we don't have anything, presume it can use all movement types. */
2070 move_type = MOVE_ALL; 2137 move_type = MOVE_ALL;
2071 } 2138 }
2072 2139
2073 for (i = 1; i < max; i++) 2140 for (int i = 1; i < max; i++)
2074 { 2141 {
2075 mp = m; 2142 mapxy pos (m, x, y);
2076 nx = x + freearr_x[i]; 2143 pos.move (i);
2077 ny = y + freearr_y[i];
2078 2144
2079 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2145 if (!pos.normalise ())
2080
2081 if (mflags & P_OUT_OF_MAP)
2082 max = maxfree[i]; 2146 max = maxfree[i];
2083 else 2147 else
2084 { 2148 {
2085 mapspace &ms = mp->at (nx, ny); 2149 mapspace &ms = *pos;
2086 2150
2087 blocked = ms.move_block;
2088
2089 if ((move_type & blocked) == move_type) 2151 if ((move_type & ms.move_block) == move_type)
2090 max = maxfree[i]; 2152 max = maxfree [i];
2091 else if (mflags & P_IS_ALIVE) 2153 else if (ms.flags () & P_IS_ALIVE)
2092 { 2154 {
2093 for (tmp = ms.bot; tmp; tmp = tmp->above) 2155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2094 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2156 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2095 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2096 break;
2097
2098 if (tmp)
2099 return freedir[i]; 2158 return freedir [i];
2100 } 2159 }
2101 } 2160 }
2102 } 2161 }
2103 2162
2104 return 0; 2163 return 0;
2179 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2180 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2181 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2182 * functions. 2241 * functions.
2183 */ 2242 */
2184int reduction_dir[SIZEOFFREE][3] = { 2243static const int reduction_dir[SIZEOFFREE][3] = {
2185 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2186 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2187 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2188 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2189 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2285int 2344int
2286can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2287{ 2346{
2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2291} 2350}
2292 2351
2293/* 2352/*
2294 * create clone from object to another 2353 * create clone from object to another
2295 */ 2354 */
2327 return tmp; 2386 return tmp;
2328 2387
2329 return 0; 2388 return 0;
2330} 2389}
2331 2390
2332const shstr & 2391shstr_tmp
2333object::kv_get (const shstr &key) const 2392object::kv_get (shstr_tmp key) const
2334{ 2393{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2394 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2395 if (kv->key == key)
2337 return kv->value; 2396 return kv->value;
2338 2397
2339 return shstr_null; 2398 return shstr ();
2340} 2399}
2341 2400
2342void 2401void
2343object::kv_set (const shstr &key, const shstr &value) 2402object::kv_set (shstr_tmp key, shstr_tmp value)
2344{ 2403{
2345 for (key_value *kv = key_values; kv; kv = kv->next) 2404 for (key_value *kv = key_values; kv; kv = kv->next)
2346 if (kv->key == key) 2405 if (kv->key == key)
2347 { 2406 {
2348 kv->value = value; 2407 kv->value = value;
2357 2416
2358 key_values = kv; 2417 key_values = kv;
2359} 2418}
2360 2419
2361void 2420void
2362object::kv_del (const shstr &key) 2421object::kv_del (shstr_tmp key)
2363{ 2422{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2423 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key) 2424 if ((*kvp)->key == key)
2366 { 2425 {
2367 key_value *kv = *kvp; 2426 key_value *kv = *kvp;
2460{ 2519{
2461 return map ? map->region (x, y) 2520 return map ? map->region (x, y)
2462 : region::default_region (); 2521 : region::default_region ();
2463} 2522}
2464 2523
2465const materialtype_t *
2466object::dominant_material () const
2467{
2468 if (materialtype_t *mt = name_to_material (materialname))
2469 return mt;
2470
2471 return name_to_material (shstr_unknown);
2472}
2473
2474void 2524void
2475object::open_container (object *new_container) 2525object::open_container (object *new_container)
2476{ 2526{
2477 if (container == new_container) 2527 if (container == new_container)
2478 return; 2528 return;
2498 container = 0; 2548 container = 0;
2499 2549
2500 // client needs item update to make it work, client bug requires this to be separate 2550 // client needs item update to make it work, client bug requires this to be separate
2501 esrv_update_item (UPD_FLAGS, this, old_container); 2551 esrv_update_item (UPD_FLAGS, this, old_container);
2502 2552
2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2553 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2504 play_sound (sound_find ("chest_close")); 2554 play_sound (sound_find ("chest_close"));
2505 } 2555 }
2506 2556
2507 if (new_container) 2557 if (new_container)
2508 { 2558 {
2512 // TODO: this does not seem to serve any purpose anymore? 2562 // TODO: this does not seem to serve any purpose anymore?
2513#if 0 2563#if 0
2514 // insert the "Close Container" object. 2564 // insert the "Close Container" object.
2515 if (archetype *closer = new_container->other_arch) 2565 if (archetype *closer = new_container->other_arch)
2516 { 2566 {
2517 object *closer = arch_to_object (new_container->other_arch); 2567 object *closer = new_container->other_arch->instance ();
2518 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2568 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2519 new_container->insert (closer); 2569 new_container->insert (closer);
2520 } 2570 }
2521#endif 2571#endif
2522 2572
2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2573 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2524 2574
2525 // make sure the container is available, client bug requires this to be separate 2575 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container); 2576 esrv_send_item (this, new_container);
2527 2577
2528 new_container->flag [FLAG_APPLIED] = true; 2578 new_container->flag [FLAG_APPLIED] = true;
2536// else if (!old_container->env && contr && contr->ns) 2586// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset (); 2587// contr->ns->floorbox_reset ();
2538} 2588}
2539 2589
2540object * 2590object *
2541object::force_find (const shstr name) 2591object::force_find (shstr_tmp name)
2542{ 2592{
2543 /* cycle through his inventory to look for the MARK we want to 2593 /* cycle through his inventory to look for the MARK we want to
2544 * place 2594 * place
2545 */ 2595 */
2546 for (object *tmp = inv; tmp; tmp = tmp->below) 2596 for (object *tmp = inv; tmp; tmp = tmp->below)
2548 return splay (tmp); 2598 return splay (tmp);
2549 2599
2550 return 0; 2600 return 0;
2551} 2601}
2552 2602
2603//-GPL
2604
2553void 2605void
2606object::force_set_timer (int duration)
2607{
2608 this->duration = 1;
2609 this->speed_left = -1.f;
2610
2611 this->set_speed (duration ? 1.f / duration : 0.f);
2612}
2613
2614object *
2554object::force_add (const shstr name, int duration) 2615object::force_add (shstr_tmp name, int duration)
2555{ 2616{
2556 if (object *force = force_find (name)) 2617 if (object *force = force_find (name))
2557 force->destroy (); 2618 force->destroy ();
2558 2619
2559 object *force = get_archetype (FORCE_NAME); 2620 object *force = get_archetype (FORCE_NAME);
2560 2621
2561 force->slaying = name; 2622 force->slaying = name;
2562 force->stats.food = 1; 2623 force->force_set_timer (duration);
2563 force->speed_left = -1.f;
2564
2565 force->set_speed (duration ? 1.f / duration : 0.f);
2566 force->flag [FLAG_IS_USED_UP] = true;
2567 force->flag [FLAG_APPLIED] = true; 2624 force->flag [FLAG_APPLIED] = true;
2568 2625
2569 insert (force); 2626 return insert (force);
2570} 2627}
2571 2628
2572void 2629void
2573object::play_sound (faceidx sound) 2630object::play_sound (faceidx sound) const
2574{ 2631{
2575 if (!sound) 2632 if (!sound)
2576 return; 2633 return;
2577 2634
2578 if (flag [FLAG_REMOVED]) 2635 if (is_on_map ())
2636 map->play_sound (sound, x, y);
2637 else if (object *pl = in_player ())
2638 pl->contr->play_sound (sound);
2639}
2640
2641void
2642object::say_msg (const char *msg) const
2643{
2644 if (is_on_map ())
2645 map->say_msg (msg, x, y);
2646 else if (object *pl = in_player ())
2647 pl->contr->play_sound (sound);
2648}
2649
2650void
2651object::make_noise ()
2652{
2653 // we do not model noise in the map, so instead put
2654 // a temporary light into the noise source
2655 // could use the map instead, but that's less reliable for our
2656 // goal, which is to make invisibility a bit harder to exploit
2657
2658 // currently only works sensibly for players
2659 if (!is_player ())
2579 return; 2660 return;
2580 2661
2581 if (env) 2662 // find old force, or create new one
2582 { 2663 object *force = force_find (shstr_noise_force);
2583 if (object *pl = in_player ()) 2664
2584 pl->contr->play_sound (sound); 2665 if (force)
2585 } 2666 force->speed_left = -1.f; // patch old speed up
2586 else 2667 else
2587 map->play_sound (sound, x, y); 2668 {
2588} 2669 force = archetype::get (shstr_noise_force);
2589 2670
2671 force->slaying = shstr_noise_force;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (1.f / 4.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680 }
2681}
2682

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