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Comparing deliantra/server/common/object.C (file contents):
Revision 1.287 by root, Sat Oct 3 20:11:12 2009 UTC vs.
Revision 1.316 by root, Sun Mar 28 02:53:46 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 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; 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.
463object * 514object *
464find_object (tag_t i) 515find_object (tag_t i)
465{ 516{
466 for_all_objects (op) 517 for_all_objects (op)
467 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)
468 return op; 534 return op;
469 535
470 return 0; 536 return 0;
471} 537}
472 538
548 { 614 {
549 // now check wether any body locations became invalid, in which case 615 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment. 616 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) 617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0) 618 if (slot[i].used < 0)
553 { 619 {
620 if (chosen_skill)
621 chosen_skill->flag [FLAG_APPLIED] = false;
622
554 current_weapon = chosen_skill = 0; 623 current_weapon = chosen_skill = 0;
555 update_stats (); 624 update_stats ();
556 625
557 new_draw_info_format (NDI_UNIQUE, 0, this, 626 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 627 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 628 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name); 629 "[You need to unapply some items first - use the 'body' command to see "
630 "how many items you can wear on a specific body part.]", &ob->name);
561 return false; 631 return false;
562 } 632 }
563 633
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 634 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 } 635 }
634 tail = new_link; 704 tail = new_link;
635 } 705 }
636 } 706 }
637 } 707 }
638 708
639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate (); 709 dst->activate ();
643} 710}
644 711
645void 712void
646object::instantiate () 713object::instantiate ()
647{ 714{
648 if (!uuid.seq) // HACK 715 if (!uuid.seq) // HACK
649 uuid = UUID::gen (); 716 uuid = UUID::gen ();
650 717
718 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
719 if (flag [FLAG_RANDOM_SPEED] && speed)
720 speed_left = - speed - rndm (); // TODO animation
721 else
651 speed_left = -0.1f; 722 speed_left = -1.;
723
652 /* copy the body_info to the body_used - this is only really 724 /* 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. 725 * 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 726 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created 727 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped. 728 * for it, they can be properly equipped.
664object * 736object *
665object::clone () 737object::clone ()
666{ 738{
667 object *neu = create (); 739 object *neu = create ();
668 copy_to (neu); 740 copy_to (neu);
741
742 // TODO: unclean state changes, should not be done in clone AND instantiate
743 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
744 neu->speed_left = - neu->speed - rndm (); // TODO animation
745
669 neu->map = map; // not copied by copy_to 746 neu->map = map; // not copied by copy_to
670 return neu; 747 return neu;
671} 748}
672 749
673/* 750/*
691 * This function needs to be called whenever the speed of an object changes. 768 * This function needs to be called whenever the speed of an object changes.
692 */ 769 */
693void 770void
694object::set_speed (float speed) 771object::set_speed (float speed)
695{ 772{
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; 773 this->speed = speed;
703 774
704 if (has_active_speed ()) 775 if (has_active_speed ())
705 activate (); 776 activate ();
706 else 777 else
756 827
757 if (!(m.flags_ & P_UPTODATE)) 828 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 829 /* nop */;
759 else if (action == UP_OBJ_INSERT) 830 else if (action == UP_OBJ_INSERT)
760 { 831 {
832#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 833 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 834 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 835 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
764 || (op->is_player () && !(m.flags_ & P_PLAYER)) 836 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 837 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
770 || (m.move_slow | op->move_slow) != m.move_slow 842 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to 843 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 844 * have move_allow right now.
773 */ 845 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 846 || ((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 (); 847 m.invalidate ();
848#else
849 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
850 m.invalidate ();
851#endif
777 } 852 }
778 /* if the object is being removed, we can't make intelligent 853 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 854 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 855 * that is being removed.
781 */ 856 */
793object::object () 868object::object ()
794{ 869{
795 SET_FLAG (this, FLAG_REMOVED); 870 SET_FLAG (this, FLAG_REMOVED);
796 871
797 //expmul = 1.0; declared const for the time being 872 //expmul = 1.0; declared const for the time being
798 face = blank_face; 873 face = blank_face;
874 material = MATERIAL_NULL;
799} 875}
800 876
801object::~object () 877object::~object ()
802{ 878{
803 unlink (); 879 unlink ();
1033 * the previous environment. 1109 * the previous environment.
1034 */ 1110 */
1035void 1111void
1036object::do_remove () 1112object::do_remove ()
1037{ 1113{
1038 object *tmp, *last = 0;
1039 object *otmp;
1040
1041 if (flag [FLAG_REMOVED]) 1114 if (flag [FLAG_REMOVED])
1042 return; 1115 return;
1043 1116
1044 INVOKE_OBJECT (REMOVE, this); 1117 INVOKE_OBJECT (REMOVE, this);
1045 1118
1077 1150
1078 above = 0; 1151 above = 0;
1079 below = 0; 1152 below = 0;
1080 env = 0; 1153 env = 0;
1081 1154
1082 /* NO_FIX_PLAYER is set when a great many changes are being 1155 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 { 1156 {
1089 pl->update_stats (); 1157 pl->contr->queue_stats_update ();
1090 1158
1091 if (glow_radius && pl->is_on_map ()) 1159 if (glow_radius && pl->is_on_map ())
1092 update_all_los (pl->map, pl->x, pl->y); 1160 update_all_los (pl->map, pl->x, pl->y);
1093 } 1161 }
1094 } 1162 }
1095 else if (map) 1163 else if (map)
1096 { 1164 {
1097 map->dirty = true; 1165 map->dirty = true;
1098 mapspace &ms = this->ms (); 1166 mapspace &ms = this->ms ();
1111 close_container (); 1179 close_container ();
1112 1180
1113 --map->players; 1181 --map->players;
1114 map->touch (); 1182 map->touch ();
1115 } 1183 }
1116 else if (pl->container == this) 1184 else if (pl->container_ () == this)
1117 { 1185 {
1118 // removing a container should close it 1186 // removing a container should close it
1119 close_container (); 1187 close_container ();
1120 } 1188 }
1121 1189
1137 1205
1138 int check_walk_off = !flag [FLAG_NO_APPLY]; 1206 int check_walk_off = !flag [FLAG_NO_APPLY];
1139 1207
1140 if (object *pl = ms.player ()) 1208 if (object *pl = ms.player ())
1141 { 1209 {
1142 if (pl->container == this) 1210 if (pl->container_ () == this)
1143 /* If a container that the player is currently using somehow gets 1211 /* If a container that the player is currently using somehow gets
1144 * removed (most likely destroyed), update the player view 1212 * removed (most likely destroyed), update the player view
1145 * appropriately. 1213 * appropriately.
1146 */ 1214 */
1147 pl->close_container (); 1215 pl->close_container ();
1151 //TODO: update floorbox to preserve ordering 1219 //TODO: update floorbox to preserve ordering
1152 if (pl->contr->ns) 1220 if (pl->contr->ns)
1153 pl->contr->ns->floorbox_update (); 1221 pl->contr->ns->floorbox_update ();
1154 } 1222 }
1155 1223
1224 if (check_walk_off)
1156 for (tmp = ms.bot; tmp; tmp = tmp->above) 1225 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1157 { 1226 {
1227 above = tmp->above;
1228
1158 /* No point updating the players look faces if he is the object 1229 /* No point updating the players look faces if he is the object
1159 * being removed. 1230 * being removed.
1160 */ 1231 */
1161 1232
1162 /* See if object moving off should effect something */ 1233 /* See if object moving off should effect something */
1163 if (check_walk_off
1164 && ((move_type & tmp->move_off) 1234 if ((move_type & tmp->move_off)
1165 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1235 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1166 {
1167 move_apply (tmp, this, 0); 1236 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 } 1237 }
1172
1173 last = tmp;
1174 }
1175 1238
1176 if (affects_los ()) 1239 if (affects_los ())
1177 update_all_los (map, x, y); 1240 update_all_los (map, x, y);
1178 } 1241 }
1179} 1242}
1223 1286
1224 object *prev = this; 1287 object *prev = this;
1225 1288
1226 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1289 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1227 { 1290 {
1228 object *op = arch_to_object (at); 1291 object *op = at->instance ();
1229 1292
1230 op->name = name; 1293 op->name = name;
1231 op->name_pl = name_pl; 1294 op->name_pl = name_pl;
1232 op->title = title; 1295 op->title = title;
1233 1296
1271 * Passing 0 for flag gives proper default values, so flag really only needs 1334 * Passing 0 for flag gives proper default values, so flag really only needs
1272 * to be set if special handling is needed. 1335 * to be set if special handling is needed.
1273 * 1336 *
1274 * Return value: 1337 * Return value:
1275 * new object if 'op' was merged with other object 1338 * new object if 'op' was merged with other object
1276 * NULL if 'op' was destroyed 1339 * NULL if there was an error (destroyed, blocked etc.)
1277 * just 'op' otherwise 1340 * just 'op' otherwise
1278 */ 1341 */
1279object * 1342object *
1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1343insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1281{ 1344{
1508 1571
1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1572 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1510 if (tmp->arch->archname == archname) /* same archetype */ 1573 if (tmp->arch->archname == archname) /* same archetype */
1511 tmp->destroy (); 1574 tmp->destroy ();
1512 1575
1513 object *tmp = arch_to_object (archetype::find (archname)); 1576 object *tmp = archetype::find (archname)->instance ();
1514 1577
1515 tmp->x = op->x; 1578 tmp->x = op->x;
1516 tmp->y = op->y; 1579 tmp->y = op->y;
1517 1580
1518 insert_ob_in_map (tmp, op->map, op, 0); 1581 insert_ob_in_map (tmp, op->map, op, 0);
1523{ 1586{
1524 if (where->env) 1587 if (where->env)
1525 return where->env->insert (this); 1588 return where->env->insert (this);
1526 else 1589 else
1527 return where->map->insert (this, where->x, where->y, originator, flags); 1590 return where->map->insert (this, where->x, where->y, originator, flags);
1591}
1592
1593// check whether we can put this into the map, respect max_volume, max_items
1594bool
1595object::can_drop_at (maptile *m, int x, int y, object *originator)
1596{
1597 mapspace &ms = m->at (x, y);
1598
1599 int items = ms.items ();
1600
1601 if (!items // testing !items ensures we can drop at least one item
1602 || (items < m->max_items
1603 && ms.volume () < m->max_volume))
1604 return true;
1605
1606 if (originator && originator->is_player ())
1607 originator->contr->failmsg (format (
1608 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1609 query_name ()
1610 ));
1611
1612 return false;
1528} 1613}
1529 1614
1530/* 1615/*
1531 * decrease(object, number) decreases a specified number from 1616 * decrease(object, number) decreases a specified number from
1532 * the amount of an object. If the amount reaches 0, the object 1617 * the amount of an object. If the amount reaches 0, the object
1672 if (op->glow_radius && is_on_map ()) 1757 if (op->glow_radius && is_on_map ())
1673 { 1758 {
1674 update_stats (); 1759 update_stats ();
1675 update_all_los (map, x, y); 1760 update_all_los (map, x, y);
1676 } 1761 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1762 else if (is_player ())
1678 // if this is a player's inventory, update stats 1763 // if this is a player's inventory, update stats
1679 update_stats (); 1764 contr->queue_stats_update ();
1680 1765
1681 INVOKE_OBJECT (INSERT, this); 1766 INVOKE_OBJECT (INSERT, this);
1682 1767
1683 return op; 1768 return op;
1684} 1769}
2171 * This basically means that if direction is 15, then it could either go 2256 * This basically means that if direction is 15, then it could either go
2172 * direction 4, 14, or 16 to get back to where we are. 2257 * direction 4, 14, or 16 to get back to where we are.
2173 * Moved from spell_util.c to object.c with the other related direction 2258 * Moved from spell_util.c to object.c with the other related direction
2174 * functions. 2259 * functions.
2175 */ 2260 */
2176const int reduction_dir[SIZEOFFREE][3] = { 2261static const int reduction_dir[SIZEOFFREE][3] = {
2177 {0, 0, 0}, /* 0 */ 2262 {0, 0, 0}, /* 0 */
2178 {0, 0, 0}, /* 1 */ 2263 {0, 0, 0}, /* 1 */
2179 {0, 0, 0}, /* 2 */ 2264 {0, 0, 0}, /* 2 */
2180 {0, 0, 0}, /* 3 */ 2265 {0, 0, 0}, /* 3 */
2181 {0, 0, 0}, /* 4 */ 2266 {0, 0, 0}, /* 4 */
2452{ 2537{
2453 return map ? map->region (x, y) 2538 return map ? map->region (x, y)
2454 : region::default_region (); 2539 : region::default_region ();
2455} 2540}
2456 2541
2457const materialtype_t *
2458object::dominant_material () const
2459{
2460 if (materialtype_t *mt = name_to_material (materialname))
2461 return mt;
2462
2463 return name_to_material (shstr_unknown);
2464}
2465
2466void 2542void
2467object::open_container (object *new_container) 2543object::open_container (object *new_container)
2468{ 2544{
2469 if (container == new_container) 2545 if (container == new_container)
2470 return; 2546 return;
2504 // TODO: this does not seem to serve any purpose anymore? 2580 // TODO: this does not seem to serve any purpose anymore?
2505#if 0 2581#if 0
2506 // insert the "Close Container" object. 2582 // insert the "Close Container" object.
2507 if (archetype *closer = new_container->other_arch) 2583 if (archetype *closer = new_container->other_arch)
2508 { 2584 {
2509 object *closer = arch_to_object (new_container->other_arch); 2585 object *closer = new_container->other_arch->instance ();
2510 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2586 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2511 new_container->insert (closer); 2587 new_container->insert (closer);
2512 } 2588 }
2513#endif 2589#endif
2514 2590
2540 return splay (tmp); 2616 return splay (tmp);
2541 2617
2542 return 0; 2618 return 0;
2543} 2619}
2544 2620
2621//-GPL
2622
2623void
2624object::force_set_timer (int duration)
2625{
2626 this->duration = 1;
2627 this->speed_left = -1.f;
2628
2629 this->set_speed (duration ? 1.f / duration : 0.f);
2630}
2631
2545object * 2632object *
2546object::force_add (shstr_tmp name, int duration) 2633object::force_add (shstr_tmp name, int duration)
2547{ 2634{
2548 if (object *force = force_find (name)) 2635 if (object *force = force_find (name))
2549 force->destroy (); 2636 force->destroy ();
2550 2637
2551 object *force = get_archetype (FORCE_NAME); 2638 object *force = get_archetype (FORCE_NAME);
2552 2639
2553 force->slaying = name; 2640 force->slaying = name;
2554 force->stats.food = 1; 2641 force->force_set_timer (duration);
2555 force->speed_left = -1.f;
2556
2557 force->set_speed (duration ? 1.f / duration : 0.f);
2558 force->flag [FLAG_IS_USED_UP] = true;
2559 force->flag [FLAG_APPLIED] = true; 2642 force->flag [FLAG_APPLIED] = true;
2560 2643
2561 return insert (force); 2644 return insert (force);
2562} 2645}
2563 2646
2564void 2647void
2613 2696
2614 insert (force); 2697 insert (force);
2615 } 2698 }
2616} 2699}
2617 2700
2701void object::change_move_type (MoveType mt)
2702{
2703 if (move_type == mt)
2704 return;
2705
2706 if (is_on_map ())
2707 {
2708 // we are on the map, so handle move_on/off effects
2709 remove ();
2710 move_type = mt;
2711 map->insert (this, x, y, this);
2712 }
2713 else
2714 move_type = mt;
2715}
2716

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