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Comparing deliantra/server/common/object.C (file contents):
Revision 1.286 by root, Wed Sep 2 16:54:20 2009 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 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; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41
42//+GPL
41 43
42short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
43 0, 45 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 51 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 55};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
61 0, 57 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65}; 61};
66 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
67static void 70static void
68write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
69{ 72{
70 CALL_BEGIN (2); 73 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 77 CALL_END;
75} 78}
76 79
77static void 80static void
78read_uuid (void) 81read_uuid ()
79{ 82{
80 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
81 84
82 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
83 86
97 100
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 102 _exit (1);
100 } 103 }
101 104
102 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 106 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
105 108
106 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
107 { 110 {
134 137
135void 138void
136UUID::init () 139UUID::init ()
137{ 140{
138 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
139} 207}
140 208
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 210static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
179 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
180 * check weight 248 * check weight
181 */ 249 */
182bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
183{ 251{
184 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
185 if (ob1 == ob2 253 if (ob1 == ob2
186 || ob1->type != ob2->type 254 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value 255 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 258 return 0;
191 259
192 /* Do not merge objects if nrof would overflow, assume nrof 260 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 261 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
215 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 286 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
221 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 302 return 0;
235 303
236 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
334 402
335 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 404 // even if our inv is in a player.
337 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 407 if (pl->container_ () == env)
340 return pl; 408 return pl;
341 } 409 }
342 else 410 else
343 { 411 {
344 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 416 || pl->container_ () == this)
349 return pl; 417 return pl;
350 } 418 }
351 } 419 }
352 420
353 return 0; 421 return 0;
431 object_freezer freezer; 499 object_freezer freezer;
432 op->write (freezer); 500 op->write (freezer);
433 return freezer.as_string (); 501 return freezer.as_string ();
434} 502}
435 503
436/* 504char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
438 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned.
440 */
441object *
442get_nearest_part (object *op, const object *pl)
443{ 506{
444 object *tmp, *closest; 507 return dump_object (this);
445 int last_dist, i;
446
447 if (!op->more)
448 return op;
449
450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
453 if ((i = distance (tmp, pl)) < last_dist)
454 closest = tmp, last_dist = i;
455
456 return closest;
457} 508}
458 509
459/* 510/*
460 * 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.
461 * VERRRY slow. 512 * VERRRY slow.
555 update_stats (); 606 update_stats ();
556 607
557 new_draw_info_format (NDI_UNIQUE, 0, this, 608 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 609 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 610 "but the %s is just too much for your body. "
560 "[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);
561 return false; 613 return false;
562 } 614 }
563 615
564 //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);
565 } 617 }
634 tail = new_link; 686 tail = new_link;
635 } 687 }
636 } 688 }
637 } 689 }
638 690
639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate (); 691 dst->activate ();
643} 692}
644 693
645void 694void
646object::instantiate () 695object::instantiate ()
647{ 696{
648 if (!uuid.seq) // HACK 697 if (!uuid.seq) // HACK
649 uuid = UUID::gen (); 698 uuid = UUID::gen ();
650 699
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
651 speed_left = -0.1f; 704 speed_left = -1.;
705
652 /* 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
653 * 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.
654 * 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
655 * values for the body_used info, so when items are created 709 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped. 710 * for it, they can be properly equipped.
664object * 718object *
665object::clone () 719object::clone ()
666{ 720{
667 object *neu = create (); 721 object *neu = create ();
668 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
669 neu->map = map; // not copied by copy_to 728 neu->map = map; // not copied by copy_to
670 return neu; 729 return neu;
671} 730}
672 731
673/* 732/*
691 * 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.
692 */ 751 */
693void 752void
694object::set_speed (float speed) 753object::set_speed (float speed)
695{ 754{
696 if (flag [FLAG_FREED] && speed)
697 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699 speed = 0;
700 }
701
702 this->speed = speed; 755 this->speed = speed;
703 756
704 if (has_active_speed ()) 757 if (has_active_speed ())
705 activate (); 758 activate ();
706 else 759 else
756 809
757 if (!(m.flags_ & P_UPTODATE)) 810 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 811 /* nop */;
759 else if (action == UP_OBJ_INSERT) 812 else if (action == UP_OBJ_INSERT)
760 { 813 {
814#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 815 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
764 || (op->is_player () && !(m.flags_ & P_PLAYER)) 818 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
770 || (m.move_slow | op->move_slow) != m.move_slow 824 || (m.move_slow | op->move_slow) != m.move_slow
771 /* 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
772 * have move_allow right now. 826 * have move_allow right now.
773 */ 827 */
774 || ((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
775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
776 m.invalidate (); 829 m.invalidate ();
830#else
831 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
832 m.invalidate ();
833#endif
777 } 834 }
778 /* if the object is being removed, we can't make intelligent 835 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 836 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 837 * that is being removed.
781 */ 838 */
793object::object () 850object::object ()
794{ 851{
795 SET_FLAG (this, FLAG_REMOVED); 852 SET_FLAG (this, FLAG_REMOVED);
796 853
797 //expmul = 1.0; declared const for the time being 854 //expmul = 1.0; declared const for the time being
798 face = blank_face; 855 face = blank_face;
856 material = MATERIAL_NULL;
799} 857}
800 858
801object::~object () 859object::~object ()
802{ 860{
803 unlink (); 861 unlink ();
1033 * the previous environment. 1091 * the previous environment.
1034 */ 1092 */
1035void 1093void
1036object::do_remove () 1094object::do_remove ()
1037{ 1095{
1038 object *tmp, *last = 0;
1039 object *otmp;
1040
1041 if (flag [FLAG_REMOVED]) 1096 if (flag [FLAG_REMOVED])
1042 return; 1097 return;
1043 1098
1044 INVOKE_OBJECT (REMOVE, this); 1099 INVOKE_OBJECT (REMOVE, this);
1045 1100
1077 1132
1078 above = 0; 1133 above = 0;
1079 below = 0; 1134 below = 0;
1080 env = 0; 1135 env = 0;
1081 1136
1082 /* NO_FIX_PLAYER is set when a great many changes are being 1137 if (pl && pl->is_player ())
1083 * made to players inventory. If set, avoiding the call
1084 * to save cpu time.
1085 */
1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 { 1138 {
1089 pl->update_stats (); 1139 pl->contr->queue_stats_update ();
1090 1140
1091 if (glow_radius && pl->is_on_map ()) 1141 if (glow_radius && pl->is_on_map ())
1092 update_all_los (pl->map, pl->x, pl->y); 1142 update_all_los (pl->map, pl->x, pl->y);
1093 } 1143 }
1094 } 1144 }
1095 else if (map) 1145 else if (map)
1096 { 1146 {
1097 map->dirty = true; 1147 map->dirty = true;
1098 mapspace &ms = this->ms (); 1148 mapspace &ms = this->ms ();
1111 close_container (); 1161 close_container ();
1112 1162
1113 --map->players; 1163 --map->players;
1114 map->touch (); 1164 map->touch ();
1115 } 1165 }
1116 else if (pl->container == this) 1166 else if (pl->container_ () == this)
1117 { 1167 {
1118 // removing a container should close it 1168 // removing a container should close it
1119 close_container (); 1169 close_container ();
1120 } 1170 }
1121 1171
1137 1187
1138 int check_walk_off = !flag [FLAG_NO_APPLY]; 1188 int check_walk_off = !flag [FLAG_NO_APPLY];
1139 1189
1140 if (object *pl = ms.player ()) 1190 if (object *pl = ms.player ())
1141 { 1191 {
1142 if (pl->container == this) 1192 if (pl->container_ () == this)
1143 /* If a container that the player is currently using somehow gets 1193 /* If a container that the player is currently using somehow gets
1144 * removed (most likely destroyed), update the player view 1194 * removed (most likely destroyed), update the player view
1145 * appropriately. 1195 * appropriately.
1146 */ 1196 */
1147 pl->close_container (); 1197 pl->close_container ();
1151 //TODO: update floorbox to preserve ordering 1201 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns) 1202 if (pl->contr->ns)
1153 pl->contr->ns->floorbox_update (); 1203 pl->contr->ns->floorbox_update ();
1154 } 1204 }
1155 1205
1206 if (check_walk_off)
1156 for (tmp = ms.bot; tmp; tmp = tmp->above) 1207 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1157 { 1208 {
1209 above = tmp->above;
1210
1158 /* 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
1159 * being removed. 1212 * being removed.
1160 */ 1213 */
1161 1214
1162 /* See if object moving off should effect something */ 1215 /* See if object moving off should effect something */
1163 if (check_walk_off
1164 && ((move_type & tmp->move_off) 1216 if ((move_type & tmp->move_off)
1165 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1217 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1166 {
1167 move_apply (tmp, this, 0); 1218 move_apply (tmp, this, 0);
1168
1169 if (destroyed ())
1170 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1171 } 1219 }
1172
1173 last = tmp;
1174 }
1175 1220
1176 if (affects_los ()) 1221 if (affects_los ())
1177 update_all_los (map, x, y); 1222 update_all_los (map, x, y);
1178 } 1223 }
1179} 1224}
1223 1268
1224 object *prev = this; 1269 object *prev = this;
1225 1270
1226 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1271 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1227 { 1272 {
1228 object *op = arch_to_object (at); 1273 object *op = at->instance ();
1229 1274
1230 op->name = name; 1275 op->name = name;
1231 op->name_pl = name_pl; 1276 op->name_pl = name_pl;
1232 op->title = title; 1277 op->title = title;
1233 1278
1479 * blocked() and wall() work properly), and these flags are updated by 1524 * blocked() and wall() work properly), and these flags are updated by
1480 * update_object(). 1525 * update_object().
1481 */ 1526 */
1482 1527
1483 /* 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 */
1484 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1485 { 1530 {
1486 if (check_move_on (op, originator)) 1531 if (check_move_on (op, originator))
1487 return 0; 1532 return 0;
1488 1533
1489 /* 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
1508 1553
1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1554 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1510 if (tmp->arch->archname == archname) /* same archetype */ 1555 if (tmp->arch->archname == archname) /* same archetype */
1511 tmp->destroy (); 1556 tmp->destroy ();
1512 1557
1513 object *tmp = arch_to_object (archetype::find (archname)); 1558 object *tmp = archetype::find (archname)->instance ();
1514 1559
1515 tmp->x = op->x; 1560 tmp->x = op->x;
1516 tmp->y = op->y; 1561 tmp->y = op->y;
1517 1562
1518 insert_ob_in_map (tmp, op->map, op, 0); 1563 insert_ob_in_map (tmp, op->map, op, 0);
1523{ 1568{
1524 if (where->env) 1569 if (where->env)
1525 return where->env->insert (this); 1570 return where->env->insert (this);
1526 else 1571 else
1527 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;
1528} 1595}
1529 1596
1530/* 1597/*
1531 * decrease(object, number) decreases a specified number from 1598 * decrease(object, number) decreases a specified number from
1532 * 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
1672 if (op->glow_radius && is_on_map ()) 1739 if (op->glow_radius && is_on_map ())
1673 { 1740 {
1674 update_stats (); 1741 update_stats ();
1675 update_all_los (map, x, y); 1742 update_all_los (map, x, y);
1676 } 1743 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1744 else if (is_player ())
1678 // if this is a player's inventory, update stats 1745 // if this is a player's inventory, update stats
1679 update_stats (); 1746 contr->queue_stats_update ();
1680 1747
1681 INVOKE_OBJECT (INSERT, this); 1748 INVOKE_OBJECT (INSERT, this);
1682 1749
1683 return op; 1750 return op;
1684} 1751}
1704 * on top. 1771 * on top.
1705 */ 1772 */
1706int 1773int
1707check_move_on (object *op, object *originator) 1774check_move_on (object *op, object *originator)
1708{ 1775{
1776 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1777 return 0;
1778
1709 object *tmp; 1779 object *tmp;
1710 maptile *m = op->map; 1780 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1781 int x = op->x, y = op->y;
1712 1782
1713 MoveType move_on, move_slow, move_block; 1783 mapspace &ms = m->at (x, y);
1714 1784
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1785 ms.update ();
1716 return 0;
1717 1786
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1787 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1788 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1789 MoveType move_block = ms.move_block;
1721 1790
1722 /* 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,
1723 * 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
1724 * 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
1725 * as walking. 1794 * as walking.
1736 return 0; 1805 return 0;
1737 1806
1738 /* The objects have to be checked from top to bottom. 1807 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1808 * Hence, we first go to the top:
1740 */ 1809 */
1741 1810 for (object *next, *tmp = ms.top; tmp; tmp = next)
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 } 1811 {
1812 next = tmp->below;
1751 1813
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1814 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
1756 1816
1757 /* 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.
1758 * Second check makes sure that the movement types not being slowed 1818 * Second check makes sure that the movement types not being slowed
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764 { 1824 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((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))
1767 { 1827 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1828 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1829
1772 if (op->is_player ()) 1830 if (op->is_player ())
1773 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)) ||
1774 (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)))
1775 diff /= 4.0; 1833 diff /= 4.0;
1776 1834
1777 op->speed_left -= diff; 1835 op->speed_left -= diff;
1778 } 1836 }
1779 } 1837 }
2180 * 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
2181 * 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.
2182 * 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
2183 * functions. 2241 * functions.
2184 */ 2242 */
2185const int reduction_dir[SIZEOFFREE][3] = { 2243static const int reduction_dir[SIZEOFFREE][3] = {
2186 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2187 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2188 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2189 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2190 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2461{ 2519{
2462 return map ? map->region (x, y) 2520 return map ? map->region (x, y)
2463 : region::default_region (); 2521 : region::default_region ();
2464} 2522}
2465 2523
2466const materialtype_t *
2467object::dominant_material () const
2468{
2469 if (materialtype_t *mt = name_to_material (materialname))
2470 return mt;
2471
2472 return name_to_material (shstr_unknown);
2473}
2474
2475void 2524void
2476object::open_container (object *new_container) 2525object::open_container (object *new_container)
2477{ 2526{
2478 if (container == new_container) 2527 if (container == new_container)
2479 return; 2528 return;
2513 // TODO: this does not seem to serve any purpose anymore? 2562 // TODO: this does not seem to serve any purpose anymore?
2514#if 0 2563#if 0
2515 // insert the "Close Container" object. 2564 // insert the "Close Container" object.
2516 if (archetype *closer = new_container->other_arch) 2565 if (archetype *closer = new_container->other_arch)
2517 { 2566 {
2518 object *closer = arch_to_object (new_container->other_arch); 2567 object *closer = new_container->other_arch->instance ();
2519 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2568 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2520 new_container->insert (closer); 2569 new_container->insert (closer);
2521 } 2570 }
2522#endif 2571#endif
2523 2572
2549 return splay (tmp); 2598 return splay (tmp);
2550 2599
2551 return 0; 2600 return 0;
2552} 2601}
2553 2602
2603//-GPL
2604
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
2554object * 2614object *
2555object::force_add (shstr_tmp name, int duration) 2615object::force_add (shstr_tmp name, int duration)
2556{ 2616{
2557 if (object *force = force_find (name)) 2617 if (object *force = force_find (name))
2558 force->destroy (); 2618 force->destroy ();
2559 2619
2560 object *force = get_archetype (FORCE_NAME); 2620 object *force = get_archetype (FORCE_NAME);
2561 2621
2562 force->slaying = name; 2622 force->slaying = name;
2563 force->stats.food = 1; 2623 force->force_set_timer (duration);
2564 force->speed_left = -1.f;
2565
2566 force->set_speed (duration ? 1.f / duration : 0.f);
2567 force->flag [FLAG_IS_USED_UP] = true;
2568 force->flag [FLAG_APPLIED] = true; 2624 force->flag [FLAG_APPLIED] = true;
2569 2625
2570 return insert (force); 2626 return insert (force);
2571} 2627}
2572 2628
2573void 2629void

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