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Comparing deliantra/server/common/object.C (file contents):
Revision 1.262 by elmex, Wed Oct 22 19:51:41 2008 UTC vs.
Revision 1.314 by root, Fri Mar 26 00:59:20 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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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.
462object * 514object *
463find_object (tag_t i) 515find_object (tag_t i)
464{ 516{
465 for_all_objects (op) 517 for_all_objects (op)
466 if (op->count == i) 518 if (op->count == i)
519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
467 return op; 534 return op;
468 535
469 return 0; 536 return 0;
470} 537}
471 538
554 update_stats (); 621 update_stats ();
555 622
556 new_draw_info_format (NDI_UNIQUE, 0, this, 623 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, " 624 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. " 625 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name); 626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
560 return false; 628 return false;
561 } 629 }
562 630
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 } 632 }
633 tail = new_link; 701 tail = new_link;
634 } 702 }
635 } 703 }
636 } 704 }
637 705
638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate (); 706 dst->activate ();
642} 707}
643 708
644void 709void
645object::instantiate () 710object::instantiate ()
646{ 711{
647 if (!uuid.seq) // HACK 712 if (!uuid.seq) // HACK
648 uuid = UUID::gen (); 713 uuid = UUID::gen ();
649 714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
650 speed_left = -0.1f; 719 speed_left = -1.;
720
651 /* copy the body_info to the body_used - this is only really 721 /* 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. 722 * 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 723 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created 724 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped. 725 * for it, they can be properly equipped.
663object * 733object *
664object::clone () 734object::clone ()
665{ 735{
666 object *neu = create (); 736 object *neu = create ();
667 copy_to (neu); 737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
668 neu->map = map; // not copied by copy_to 743 neu->map = map; // not copied by copy_to
669 return neu; 744 return neu;
670} 745}
671 746
672/* 747/*
690 * This function needs to be called whenever the speed of an object changes. 765 * This function needs to be called whenever the speed of an object changes.
691 */ 766 */
692void 767void
693object::set_speed (float speed) 768object::set_speed (float speed)
694{ 769{
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; 770 this->speed = speed;
702 771
703 if (has_active_speed ()) 772 if (has_active_speed ())
704 activate (); 773 activate ();
705 else 774 else
755 824
756 if (!(m.flags_ & P_UPTODATE)) 825 if (!(m.flags_ & P_UPTODATE))
757 /* nop */; 826 /* nop */;
758 else if (action == UP_OBJ_INSERT) 827 else if (action == UP_OBJ_INSERT)
759 { 828 {
829#if 0
760 // this is likely overkill, TODO: revisit (schmorp) 830 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 833 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 837 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 838 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow 839 || (m.move_slow | op->move_slow) != m.move_slow
770 /* This isn't perfect, but I don't expect a lot of objects to 840 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 841 * have move_allow right now.
772 */ 842 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
844 m.invalidate ();
845#else
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.flags_ = 0; 847 m.invalidate ();
848#endif
776 } 849 }
777 /* if the object is being removed, we can't make intelligent 850 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 851 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 852 * that is being removed.
780 */ 853 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 855 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 856 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 857 /* Nothing to do for that case */ ;
785 else 858 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 859 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 860
791 864
792object::object () 865object::object ()
793{ 866{
794 SET_FLAG (this, FLAG_REMOVED); 867 SET_FLAG (this, FLAG_REMOVED);
795 868
796 expmul = 1.0; 869 //expmul = 1.0; declared const for the time being
797 face = blank_face; 870 face = blank_face;
871 material = MATERIAL_NULL;
798} 872}
799 873
800object::~object () 874object::~object ()
801{ 875{
802 unlink (); 876 unlink ();
830{ 904{
831 /* If already on active list, don't do anything */ 905 /* If already on active list, don't do anything */
832 if (active) 906 if (active)
833 return; 907 return;
834 908
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ()) 909 if (has_active_speed ())
910 {
911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
913
839 actives.insert (this); 914 actives.insert (this);
915 }
840} 916}
841 917
842void 918void
843object::activate_recursive () 919object::activate_recursive ()
844{ 920{
962 1038
963void 1039void
964object::do_destroy () 1040object::do_destroy ()
965{ 1041{
966 if (flag [FLAG_IS_LINKED]) 1042 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 1043 remove_link ();
968 1044
969 if (flag [FLAG_FRIENDLY]) 1045 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 1046 remove_friendly_object (this);
971 1047
972 remove (); 1048 remove ();
1030 * the previous environment. 1106 * the previous environment.
1031 */ 1107 */
1032void 1108void
1033object::do_remove () 1109object::do_remove ()
1034{ 1110{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1111 if (flag [FLAG_REMOVED])
1039 return; 1112 return;
1040 1113
1041 INVOKE_OBJECT (REMOVE, this); 1114 INVOKE_OBJECT (REMOVE, this);
1042 1115
1055 if (object *pl = visible_to ()) 1128 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1129 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1131
1059 adjust_weight (env, -total_weight ()); 1132 adjust_weight (env, -total_weight ());
1133
1134 object *pl = in_player ();
1060 1135
1061 /* we set up values so that it could be inserted into 1136 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1137 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1138 * to the caller to decide what we want to do.
1064 */ 1139 */
1072 1147
1073 above = 0; 1148 above = 0;
1074 below = 0; 1149 below = 0;
1075 env = 0; 1150 env = 0;
1076 1151
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1152 if (pl && pl->is_player ())
1078 * made to players inventory. If set, avoiding the call
1079 * to save cpu time.
1080 */ 1153 {
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1154 pl->contr->queue_stats_update ();
1082 otmp->update_stats (); 1155
1156 if (glow_radius && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y);
1158 }
1083 } 1159 }
1084 else if (map) 1160 else if (map)
1085 { 1161 {
1086 map->dirty = true; 1162 map->dirty = true;
1087 mapspace &ms = this->ms (); 1163 mapspace &ms = this->ms ();
1088 1164
1089 if (object *pl = ms.player ()) 1165 if (object *pl = ms.player ())
1090 { 1166 {
1091 if (type == PLAYER) // this == pl(!) 1167 if (is_player ())
1092 { 1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1093 // leaving a spot always closes any open container on the ground 1172 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1173 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1174 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1175 // that the CLOSE event is being sent.
1097 close_container (); 1176 close_container ();
1098 1177
1099 --map->players; 1178 --map->players;
1100 map->touch (); 1179 map->touch ();
1101 } 1180 }
1102 else if (pl->container == this) 1181 else if (pl->container_ () == this)
1103 { 1182 {
1104 // removing a container should close it 1183 // removing a container should close it
1105 close_container (); 1184 close_container ();
1106 } 1185 }
1107 1186
1114 *(below ? &below->above : &ms.bot) = above; 1193 *(below ? &below->above : &ms.bot) = above;
1115 1194
1116 above = 0; 1195 above = 0;
1117 below = 0; 1196 below = 0;
1118 1197
1119 ms.flags_ = 0; 1198 ms.invalidate ();
1120 1199
1121 if (map->in_memory == MAP_SAVING) 1200 if (map->in_memory == MAP_SAVING)
1122 return; 1201 return;
1123 1202
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1203 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1204
1126 if (object *pl = ms.player ()) 1205 if (object *pl = ms.player ())
1127 { 1206 {
1128 if (pl->container == this) 1207 if (pl->container_ () == this)
1129 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1131 * appropriately. 1210 * appropriately.
1132 */ 1211 */
1133 pl->close_container (); 1212 pl->close_container ();
1137 //TODO: update floorbox to preserve ordering 1216 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns) 1217 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update (); 1218 pl->contr->ns->floorbox_update ();
1140 } 1219 }
1141 1220
1221 if (check_walk_off)
1142 for (tmp = ms.bot; tmp; tmp = tmp->above) 1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1143 { 1223 {
1224 above = tmp->above;
1225
1144 /* No point updating the players look faces if he is the object 1226 /* No point updating the players look faces if he is the object
1145 * being removed. 1227 * being removed.
1146 */ 1228 */
1147 1229
1148 /* See if object moving off should effect something */ 1230 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1231 if ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1152 {
1153 move_apply (tmp, this, 0); 1233 move_apply (tmp, this, 0);
1154
1155 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1234 }
1158 1235
1159 last = tmp; 1236 if (affects_los ())
1160 }
1161
1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1237 update_all_los (map, x, y);
1164 } 1238 }
1165} 1239}
1166 1240
1167/* 1241/*
1209 1283
1210 object *prev = this; 1284 object *prev = this;
1211 1285
1212 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1213 { 1287 {
1214 object *op = arch_to_object (at); 1288 object *op = at->instance ();
1215 1289
1216 op->name = name; 1290 op->name = name;
1217 op->name_pl = name_pl; 1291 op->name_pl = name_pl;
1218 op->title = title; 1292 op->title = title;
1219 1293
1257 * Passing 0 for flag gives proper default values, so flag really only needs 1331 * Passing 0 for flag gives proper default values, so flag really only needs
1258 * to be set if special handling is needed. 1332 * to be set if special handling is needed.
1259 * 1333 *
1260 * Return value: 1334 * Return value:
1261 * new object if 'op' was merged with other object 1335 * new object if 'op' was merged with other object
1262 * NULL if 'op' was destroyed 1336 * NULL if there was an error (destroyed, blocked etc.)
1263 * just 'op' otherwise 1337 * just 'op' otherwise
1264 */ 1338 */
1265object * 1339object *
1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1267{ 1341{
1274 1348
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1349 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now 1350 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1351 * need extra work
1278 */ 1352 */
1353 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1354 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1355 {
1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1357 return 0;
1283 } 1358 }
1284 1359
1285 if (object *more = op->more) 1360 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1361 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1362 return 0;
1288 1363
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1364 op->flag [FLAG_REMOVED] = false;
1290 1365 op->env = 0;
1291 op->map = m; 1366 op->map = newmap;
1367
1292 mapspace &ms = op->ms (); 1368 mapspace &ms = op->ms ();
1293 1369
1294 /* this has to be done after we translate the coordinates. 1370 /* this has to be done after we translate the coordinates.
1295 */ 1371 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1372 if (op->nrof && !(flag & INS_NO_MERGE))
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1394 abort ();
1319 } 1395 }
1320 1396
1321 if (!originator->is_on_map ()) 1397 if (!originator->is_on_map ())
1398 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ()); 1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1324 1403
1325 op->above = originator; 1404 op->above = originator;
1326 op->below = originator->below; 1405 op->below = originator->below;
1327 originator->below = op; 1406 originator->below = op;
1328 1407
1414 op->below = top; 1493 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1494 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1495 }
1417 } 1496 }
1418 1497
1419 if (op->type == PLAYER) 1498 if (op->is_player ())
1420 { 1499 {
1421 op->contr->do_los = 1; 1500 op->contr->do_los = 1;
1422 ++op->map->players; 1501 ++op->map->players;
1423 op->map->touch (); 1502 op->map->touch ();
1424 } 1503 }
1439 * be far away from this change and not affected in any way - 1518 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1519 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1520 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1521 * of effect may be sufficient.
1443 */ 1522 */
1444 if (op->map->darkness && (op->glow_radius != 0)) 1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1526 update_all_los (op->map, op->x, op->y);
1527 }
1446 1528
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1530 update_object (op, UP_OBJ_INSERT);
1449 1531
1450 INVOKE_OBJECT (INSERT, op); 1532 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1539 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1540 * update_object().
1459 */ 1541 */
1460 1542
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1543 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1545 {
1464 if (check_move_on (op, originator)) 1546 if (check_move_on (op, originator))
1465 return 0; 1547 return 0;
1466 1548
1467 /* If we are a multi part object, lets work our way through the check 1549 /* If we are a multi part object, lets work our way through the check
1478/* this function inserts an object in the map, but if it 1560/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1561 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1562 * op is the object to insert it under: supplies x and the map.
1481 */ 1563 */
1482void 1564void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1565replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1566{
1485 /* first search for itself and remove any old instances */ 1567 /* first search for itself and remove any old instances */
1486 1568
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1570 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1571 tmp->destroy ();
1490 1572
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1573 object *tmp = archetype::find (archname)->instance ();
1492 1574
1493 tmp->x = op->x; 1575 tmp->x = op->x;
1494 tmp->y = op->y; 1576 tmp->y = op->y;
1495 1577
1496 insert_ob_in_map (tmp, op->map, op, 0); 1578 insert_ob_in_map (tmp, op->map, op, 0);
1501{ 1583{
1502 if (where->env) 1584 if (where->env)
1503 return where->env->insert (this); 1585 return where->env->insert (this);
1504 else 1586 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1587 return where->map->insert (this, where->x, where->y, originator, flags);
1588}
1589
1590// check whether we can put this into the map, respect max_volume, max_items
1591bool
1592object::can_drop_at (maptile *m, int x, int y, object *originator)
1593{
1594 mapspace &ms = m->at (x, y);
1595
1596 int items = ms.items ();
1597
1598 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items
1600 && ms.volume () < m->max_volume))
1601 return true;
1602
1603 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format (
1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1606 query_name ()
1607 ));
1608
1609 return false;
1506} 1610}
1507 1611
1508/* 1612/*
1509 * decrease(object, number) decreases a specified number from 1613 * decrease(object, number) decreases a specified number from
1510 * the amount of an object. If the amount reaches 0, the object 1614 * the amount of an object. If the amount reaches 0, the object
1645 1749
1646 adjust_weight (this, op->total_weight ()); 1750 adjust_weight (this, op->total_weight ());
1647 1751
1648inserted: 1752inserted:
1649 /* reset the light list and los of the players on the map */ 1753 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && map && map->darkness) 1754 if (op->glow_radius && is_on_map ())
1755 {
1756 update_stats ();
1651 update_all_los (map, x, y); 1757 update_all_los (map, x, y);
1652 1758 }
1759 else if (is_player ())
1653 // if this is a player's inventory, update stats 1760 // if this is a player's inventory, update stats
1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1761 contr->queue_stats_update ();
1655 update_stats ();
1656 1762
1657 INVOKE_OBJECT (INSERT, this); 1763 INVOKE_OBJECT (INSERT, this);
1658 1764
1659 return op; 1765 return op;
1660} 1766}
1680 * on top. 1786 * on top.
1681 */ 1787 */
1682int 1788int
1683check_move_on (object *op, object *originator) 1789check_move_on (object *op, object *originator)
1684{ 1790{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1685 object *tmp; 1794 object *tmp;
1686 maptile *m = op->map; 1795 maptile *m = op->map;
1687 int x = op->x, y = op->y; 1796 int x = op->x, y = op->y;
1688 1797
1689 MoveType move_on, move_slow, move_block; 1798 mapspace &ms = m->at (x, y);
1690 1799
1691 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1800 ms.update ();
1692 return 0;
1693 1801
1694 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1802 MoveType move_on = ms.move_on;
1695 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1803 MoveType move_slow = ms.move_slow;
1696 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1804 MoveType move_block = ms.move_block;
1697 1805
1698 /* if nothing on this space will slow op down or be applied, 1806 /* if nothing on this space will slow op down or be applied,
1699 * no need to do checking below. have to make sure move_type 1807 * no need to do checking below. have to make sure move_type
1700 * is set, as lots of objects don't have it set - we treat that 1808 * is set, as lots of objects don't have it set - we treat that
1701 * as walking. 1809 * as walking.
1712 return 0; 1820 return 0;
1713 1821
1714 /* The objects have to be checked from top to bottom. 1822 /* The objects have to be checked from top to bottom.
1715 * Hence, we first go to the top: 1823 * Hence, we first go to the top:
1716 */ 1824 */
1717 1825 for (object *next, *tmp = ms.top; tmp; tmp = next)
1718 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1719 {
1720 /* Trim the search when we find the first other spell effect
1721 * this helps performance so that if a space has 50 spell objects,
1722 * we don't need to check all of them.
1723 */
1724 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1725 break;
1726 } 1826 {
1827 next = tmp->below;
1727 1828
1728 for (; tmp; tmp = tmp->below)
1729 {
1730 if (tmp == op) 1829 if (tmp == op)
1731 continue; /* Can't apply yourself */ 1830 continue; /* Can't apply yourself */
1732 1831
1733 /* Check to see if one of the movement types should be slowed down. 1832 /* Check to see if one of the movement types should be slowed down.
1734 * Second check makes sure that the movement types not being slowed 1833 * Second check makes sure that the movement types not being slowed
1739 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1740 { 1839 {
1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1742 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1743 { 1842 {
1744
1745 float
1746 diff = tmp->move_slow_penalty * fabs (op->speed); 1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1747 1844
1748 if (op->type == PLAYER) 1845 if (op->is_player ())
1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1750 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1751 diff /= 4.0; 1848 diff /= 4.0;
1752 1849
1753 op->speed_left -= diff; 1850 op->speed_left -= diff;
1754 } 1851 }
1755 } 1852 }
2039 * there is capable of. 2136 * there is capable of.
2040 */ 2137 */
2041int 2138int
2042find_dir (maptile *m, int x, int y, object *exclude) 2139find_dir (maptile *m, int x, int y, object *exclude)
2043{ 2140{
2044 int i, max = SIZEOFFREE, mflags; 2141 int max = SIZEOFFREE, mflags;
2045
2046 sint16 nx, ny;
2047 object *tmp;
2048 maptile *mp;
2049
2050 MoveType blocked, move_type; 2142 MoveType move_type;
2051 2143
2052 if (exclude && exclude->head_ () != exclude) 2144 if (exclude && exclude->head_ () != exclude)
2053 { 2145 {
2054 exclude = exclude->head; 2146 exclude = exclude->head;
2055 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2058 { 2150 {
2059 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2060 move_type = MOVE_ALL; 2152 move_type = MOVE_ALL;
2061 } 2153 }
2062 2154
2063 for (i = 1; i < max; i++) 2155 for (int i = 1; i < max; i++)
2064 { 2156 {
2065 mp = m; 2157 mapxy pos (m, x, y);
2066 nx = x + freearr_x[i]; 2158 pos.move (i);
2067 ny = y + freearr_y[i];
2068 2159
2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 if (!pos.normalise ())
2070
2071 if (mflags & P_OUT_OF_MAP)
2072 max = maxfree[i]; 2161 max = maxfree[i];
2073 else 2162 else
2074 { 2163 {
2075 mapspace &ms = mp->at (nx, ny); 2164 mapspace &ms = *pos;
2076 2165
2077 blocked = ms.move_block;
2078
2079 if ((move_type & blocked) == move_type) 2166 if ((move_type & ms.move_block) == move_type)
2080 max = maxfree[i]; 2167 max = maxfree [i];
2081 else if (mflags & P_IS_ALIVE) 2168 else if (ms.flags () & P_IS_ALIVE)
2082 { 2169 {
2083 for (tmp = ms.bot; tmp; tmp = tmp->above) 2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 break;
2087
2088 if (tmp)
2089 return freedir[i]; 2173 return freedir [i];
2090 } 2174 }
2091 } 2175 }
2092 } 2176 }
2093 2177
2094 return 0; 2178 return 0;
2169 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2170 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2171 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2172 * functions. 2256 * functions.
2173 */ 2257 */
2174int reduction_dir[SIZEOFFREE][3] = { 2258static const int reduction_dir[SIZEOFFREE][3] = {
2175 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2176 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2177 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2178 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2179 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2275int 2359int
2276can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2277{ 2361{
2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2280 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2281} 2365}
2282 2366
2283/* 2367/*
2284 * create clone from object to another 2368 * create clone from object to another
2285 */ 2369 */
2317 return tmp; 2401 return tmp;
2318 2402
2319 return 0; 2403 return 0;
2320} 2404}
2321 2405
2322const shstr & 2406shstr_tmp
2323object::kv_get (const shstr &key) const 2407object::kv_get (shstr_tmp key) const
2324{ 2408{
2325 for (key_value *kv = key_values; kv; kv = kv->next) 2409 for (key_value *kv = key_values; kv; kv = kv->next)
2326 if (kv->key == key) 2410 if (kv->key == key)
2327 return kv->value; 2411 return kv->value;
2328 2412
2329 return shstr_null; 2413 return shstr ();
2330} 2414}
2331 2415
2332void 2416void
2333object::kv_set (const shstr &key, const shstr &value) 2417object::kv_set (shstr_tmp key, shstr_tmp value)
2334{ 2418{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2419 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2420 if (kv->key == key)
2337 { 2421 {
2338 kv->value = value; 2422 kv->value = value;
2347 2431
2348 key_values = kv; 2432 key_values = kv;
2349} 2433}
2350 2434
2351void 2435void
2352object::kv_del (const shstr &key) 2436object::kv_del (shstr_tmp key)
2353{ 2437{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key) 2439 if ((*kvp)->key == key)
2356 { 2440 {
2357 key_value *kv = *kvp; 2441 key_value *kv = *kvp;
2450{ 2534{
2451 return map ? map->region (x, y) 2535 return map ? map->region (x, y)
2452 : region::default_region (); 2536 : region::default_region ();
2453} 2537}
2454 2538
2455const materialtype_t *
2456object::dominant_material () const
2457{
2458 if (materialtype_t *mt = name_to_material (materialname))
2459 return mt;
2460
2461 return name_to_material (shstr_unknown);
2462}
2463
2464void 2539void
2465object::open_container (object *new_container) 2540object::open_container (object *new_container)
2466{ 2541{
2467 if (container == new_container) 2542 if (container == new_container)
2468 return; 2543 return;
2488 container = 0; 2563 container = 0;
2489 2564
2490 // client needs item update to make it work, client bug requires this to be separate 2565 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container); 2566 esrv_update_item (UPD_FLAGS, this, old_container);
2492 2567
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2494 play_sound (sound_find ("chest_close")); 2569 play_sound (sound_find ("chest_close"));
2495 } 2570 }
2496 2571
2497 if (new_container) 2572 if (new_container)
2498 { 2573 {
2502 // TODO: this does not seem to serve any purpose anymore? 2577 // TODO: this does not seem to serve any purpose anymore?
2503#if 0 2578#if 0
2504 // insert the "Close Container" object. 2579 // insert the "Close Container" object.
2505 if (archetype *closer = new_container->other_arch) 2580 if (archetype *closer = new_container->other_arch)
2506 { 2581 {
2507 object *closer = arch_to_object (new_container->other_arch); 2582 object *closer = new_container->other_arch->instance ();
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer); 2584 new_container->insert (closer);
2510 } 2585 }
2511#endif 2586#endif
2512 2587
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2514 2589
2515 // make sure the container is available, client bug requires this to be separate 2590 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container); 2591 esrv_send_item (this, new_container);
2517 2592
2518 new_container->flag [FLAG_APPLIED] = true; 2593 new_container->flag [FLAG_APPLIED] = true;
2526// else if (!old_container->env && contr && contr->ns) 2601// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset (); 2602// contr->ns->floorbox_reset ();
2528} 2603}
2529 2604
2530object * 2605object *
2531object::force_find (const shstr name) 2606object::force_find (shstr_tmp name)
2532{ 2607{
2533 /* cycle through his inventory to look for the MARK we want to 2608 /* cycle through his inventory to look for the MARK we want to
2534 * place 2609 * place
2535 */ 2610 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below) 2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2538 return splay (tmp); 2613 return splay (tmp);
2539 2614
2540 return 0; 2615 return 0;
2541} 2616}
2542 2617
2618//-GPL
2619
2543void 2620void
2621object::force_set_timer (int duration)
2622{
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627}
2628
2629object *
2544object::force_add (const shstr name, int duration) 2630object::force_add (shstr_tmp name, int duration)
2545{ 2631{
2546 if (object *force = force_find (name)) 2632 if (object *force = force_find (name))
2547 force->destroy (); 2633 force->destroy ();
2548 2634
2549 object *force = get_archetype (FORCE_NAME); 2635 object *force = get_archetype (FORCE_NAME);
2550 2636
2551 force->slaying = name; 2637 force->slaying = name;
2552 force->stats.food = 1; 2638 force->force_set_timer (duration);
2553 force->speed_left = -1.f;
2554
2555 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true; 2639 force->flag [FLAG_APPLIED] = true;
2558 2640
2559 insert (force); 2641 return insert (force);
2560} 2642}
2561 2643
2562void 2644void
2563object::play_sound (faceidx sound) 2645object::play_sound (faceidx sound) const
2564{ 2646{
2565 if (!sound) 2647 if (!sound)
2566 return; 2648 return;
2567 2649
2568 if (flag [FLAG_REMOVED]) 2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654}
2655
2656void
2657object::say_msg (const char *msg) const
2658{
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663}
2664
2665void
2666object::make_noise ()
2667{
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2569 return; 2675 return;
2570 2676
2571 if (env) 2677 // find old force, or create new one
2572 { 2678 object *force = force_find (shstr_noise_force);
2573 if (object *pl = in_player ()) 2679
2574 pl->contr->play_sound (sound); 2680 if (force)
2575 } 2681 force->speed_left = -1.f; // patch old speed up
2576 else 2682 else
2577 map->play_sound (sound, x, y); 2683 {
2578} 2684 force = archetype::get (shstr_noise_force);
2579 2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696}
2697
2698void object::change_move_type (MoveType mt)
2699{
2700 if (move_type == mt)
2701 return;
2702
2703 if (is_on_map ())
2704 {
2705 // we are on the map, so handle move_on/off effects
2706 remove ();
2707 move_type = mt;
2708 map->insert (this, x, y, this);
2709 }
2710 else
2711 move_type = mt;
2712}
2713

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