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Comparing deliantra/server/common/object.C (file contents):
Revision 1.249 by root, Tue Jul 15 20:41:58 2008 UTC vs.
Revision 1.319 by root, Sat Apr 3 02:29:40 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. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 263 return 0;
198 264
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
217 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 286 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
222 || (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
223 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
225 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 302 return 0;
237 303
238 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
242 .any ()) 307 .any ())
243 return 0; 308 return 0;
244 309
245 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
327 { 392 {
328 // see if we are in a container of sorts 393 // see if we are in a container of sorts
329 if (env) 394 if (env)
330 { 395 {
331 // the player inventory itself is always visible 396 // the player inventory itself is always visible
332 if (env->type == PLAYER) 397 if (env->is_player ())
333 return env; 398 return env;
334 399
335 // else a player could have our env open 400 // else a player could have our env open
336 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
337 402
338 // 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
339 // even if our inv is in a player. 404 // even if our inv is in a player.
340 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 407 if (pl->container_ () == env)
343 return pl; 408 return pl;
344 } 409 }
345 else 410 else
346 { 411 {
347 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 416 || pl->container_ () == this)
352 return pl; 417 return pl;
353 } 418 }
354 } 419 }
355 420
356 return 0; 421 return 0;
434 object_freezer freezer; 499 object_freezer freezer;
435 op->write (freezer); 500 op->write (freezer);
436 return freezer.as_string (); 501 return freezer.as_string ();
437} 502}
438 503
439/* 504char *
440 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
441 * multi-object 1 which is closest to the second object.
442 * If it's not a multi-object, it is returned.
443 */
444object *
445get_nearest_part (object *op, const object *pl)
446{ 506{
447 object *tmp, *closest; 507 return dump_object (this);
448 int last_dist, i;
449
450 if (!op->more)
451 return op;
452
453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
456 if ((i = distance (tmp, pl)) < last_dist)
457 closest = tmp, last_dist = i;
458
459 return closest;
460} 508}
461 509
462/* 510/*
463 * 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.
464 * VERRRY slow. 512 * VERRRY slow.
466object * 514object *
467find_object (tag_t i) 515find_object (tag_t i)
468{ 516{
469 for_all_objects (op) 517 for_all_objects (op)
470 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)
471 return op; 534 return op;
472 535
473 return 0; 536 return 0;
474} 537}
475 538
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510 return; 573 return;
511 } 574 }
512 575
513 this->owner = owner; 576 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
580} 577}
581 578
582/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
583 * refcounts and freeing the links. 580 * refcounts and freeing the links.
584 */ 581 */
637 tail = new_link; 634 tail = new_link;
638 } 635 }
639 } 636 }
640 } 637 }
641 638
642 if (speed < 0) 639 dst->activate ();
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646} 640}
647 641
648void 642void
649object::instantiate () 643object::instantiate ()
650{ 644{
651 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 646 uuid = UUID::gen ();
653 647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
654 speed_left = -0.1f; 652 speed_left = -1.;
653
655 /* copy the body_info to the body_used - this is only really 654 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything. 655 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting 656 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
667object * 666object *
668object::clone () 667object::clone ()
669{ 668{
670 object *neu = create (); 669 object *neu = create ();
671 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
672 neu->map = map; // not copied by copy_to 676 neu->map = map; // not copied by copy_to
673 return neu; 677 return neu;
674} 678}
675 679
676/* 680/*
694 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
695 */ 699 */
696void 700void
697object::set_speed (float speed) 701object::set_speed (float speed)
698{ 702{
699 if (flag [FLAG_FREED] && speed)
700 {
701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
702 speed = 0;
703 }
704
705 this->speed = speed; 703 this->speed = speed;
706 704
707 if (has_active_speed ()) 705 if (has_active_speed ())
708 activate (); 706 activate ();
709 else 707 else
759 757
760 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 759 /* nop */;
762 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
763 { 761 {
762#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
774 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
775 * to have move_allow right now. 774 * have move_allow right now.
776 */ 775 */
777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate ();
778#else
778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
779 m.flags_ = 0; 780 m.invalidate ();
781#endif
780 } 782 }
781 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 785 * that is being removed.
784 */ 786 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 788 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
789 else 791 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 793
795 797
796object::object () 798object::object ()
797{ 799{
798 SET_FLAG (this, FLAG_REMOVED); 800 SET_FLAG (this, FLAG_REMOVED);
799 801
800 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
801 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
802} 805}
803 806
804object::~object () 807object::~object ()
805{ 808{
806 unlink (); 809 unlink ();
835 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
836 if (active) 839 if (active)
837 return; 840 return;
838 841
839 if (has_active_speed ()) 842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
840 actives.insert (this); 847 actives.insert (this);
848 }
841} 849}
842 850
843void 851void
844object::activate_recursive () 852object::activate_recursive ()
845{ 853{
910 || map->in_memory != MAP_ACTIVE 918 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 919 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
913 { 921 {
914 while (inv) 922 while (inv)
915 {
916 inv->destroy_inv (false);
917 inv->destroy (); 923 inv->destroy ();
918 }
919 } 924 }
920 else 925 else
921 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
922 while (inv) 927 while (inv)
923 { 928 {
927 || op->flag [FLAG_NO_DROP] 932 || op->flag [FLAG_NO_DROP]
928 || op->type == RUNE 933 || op->type == RUNE
929 || op->type == TRAP 934 || op->type == TRAP
930 || op->flag [FLAG_IS_A_TEMPLATE] 935 || op->flag [FLAG_IS_A_TEMPLATE]
931 || op->flag [FLAG_DESTROY_ON_DEATH]) 936 || op->flag [FLAG_DESTROY_ON_DEATH])
932 op->destroy (true); 937 op->destroy ();
933 else 938 else
934 map->insert (op, x, y); 939 map->insert (op, x, y);
935 } 940 }
936 } 941 }
937} 942}
966 971
967void 972void
968object::do_destroy () 973object::do_destroy ()
969{ 974{
970 if (flag [FLAG_IS_LINKED]) 975 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this); 976 remove_link ();
972 977
973 if (flag [FLAG_FRIENDLY]) 978 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this); 979 remove_friendly_object (this);
975 980
976 remove (); 981 remove ();
1001 attacked_by = 0; 1006 attacked_by = 0;
1002 current_weapon = 0; 1007 current_weapon = 0;
1003} 1008}
1004 1009
1005void 1010void
1006object::destroy (bool destroy_inventory) 1011object::destroy ()
1007{ 1012{
1008 if (destroyed ()) 1013 if (destroyed ())
1009 return; 1014 return;
1010 1015
1011 if (!is_head () && !head->destroyed ()) 1016 if (!is_head () && !head->destroyed ())
1012 { 1017 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1018 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (destroy_inventory); 1019 head->destroy ();
1015 return; 1020 return;
1016 } 1021 }
1017 1022
1018 destroy_inv (!destroy_inventory); 1023 destroy_inv (false);
1019 1024
1020 if (is_head ()) 1025 if (is_head ())
1021 if (sound_destroy) 1026 if (sound_destroy)
1022 play_sound (sound_destroy); 1027 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER]) 1028 else if (flag [FLAG_MONSTER])
1034 * the previous environment. 1039 * the previous environment.
1035 */ 1040 */
1036void 1041void
1037object::do_remove () 1042object::do_remove ()
1038{ 1043{
1039 object *tmp, *last = 0;
1040 object *otmp;
1041
1042 if (flag [FLAG_REMOVED]) 1044 if (flag [FLAG_REMOVED])
1043 return; 1045 return;
1044 1046
1045 INVOKE_OBJECT (REMOVE, this); 1047 INVOKE_OBJECT (REMOVE, this);
1046 1048
1059 if (object *pl = visible_to ()) 1061 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count); 1062 esrv_del_item (pl->contr, count);
1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1063 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062 1064
1063 adjust_weight (env, -total_weight ()); 1065 adjust_weight (env, -total_weight ());
1066
1067 object *pl = in_player ();
1064 1068
1065 /* we set up values so that it could be inserted into 1069 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up 1070 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do. 1071 * to the caller to decide what we want to do.
1068 */ 1072 */
1076 1080
1077 above = 0; 1081 above = 0;
1078 below = 0; 1082 below = 0;
1079 env = 0; 1083 env = 0;
1080 1084
1081 /* NO_FIX_PLAYER is set when a great many changes are being 1085 if (pl && pl->is_player ())
1082 * made to players inventory. If set, avoiding the call
1083 * to save cpu time.
1084 */ 1086 {
1085 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1087 if (expect_false (pl->contr->combat_ob == this))
1086 otmp->update_stats (); 1088 {
1089 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1090 pl->contr->combat_ob = 0;
1091 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1092 }
1093
1094 if (expect_false (pl->contr->ranged_ob == this))
1095 {
1096 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1097 pl->contr->ranged_ob = 0;
1098 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1099 }
1100
1101 pl->contr->queue_stats_update ();
1102
1103 if (expect_false (glow_radius) && pl->is_on_map ())
1104 update_all_los (pl->map, pl->x, pl->y);
1105 }
1087 } 1106 }
1088 else if (map) 1107 else if (map)
1089 { 1108 {
1090 map->dirty = true; 1109 map->dirty = true;
1091 mapspace &ms = this->ms (); 1110 mapspace &ms = this->ms ();
1092 1111
1093 if (object *pl = ms.player ()) 1112 if (object *pl = ms.player ())
1094 { 1113 {
1095 if (type == PLAYER) // this == pl(!) 1114 if (is_player ())
1096 { 1115 {
1116 if (!flag [FLAG_WIZPASS])
1117 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1118
1097 // leaving a spot always closes any open container on the ground 1119 // leaving a spot always closes any open container on the ground
1098 if (container && !container->env) 1120 if (container && !container->env)
1099 // this causes spurious floorbox updates, but it ensures 1121 // this causes spurious floorbox updates, but it ensures
1100 // that the CLOSE event is being sent. 1122 // that the CLOSE event is being sent.
1101 close_container (); 1123 close_container ();
1102 1124
1103 --map->players; 1125 --map->players;
1104 map->touch (); 1126 map->touch ();
1105 } 1127 }
1106 else if (pl->container == this) 1128 else if (pl->container_ () == this)
1107 { 1129 {
1108 // removing a container should close it 1130 // removing a container should close it
1109 close_container (); 1131 close_container ();
1110 } 1132 }
1111 1133
1118 *(below ? &below->above : &ms.bot) = above; 1140 *(below ? &below->above : &ms.bot) = above;
1119 1141
1120 above = 0; 1142 above = 0;
1121 below = 0; 1143 below = 0;
1122 1144
1145 ms.invalidate ();
1146
1123 if (map->in_memory == MAP_SAVING) 1147 if (map->in_memory == MAP_SAVING)
1124 return; 1148 return;
1125 1149
1126 int check_walk_off = !flag [FLAG_NO_APPLY]; 1150 int check_walk_off = !flag [FLAG_NO_APPLY];
1127 1151
1128 if (object *pl = ms.player ()) 1152 if (object *pl = ms.player ())
1129 { 1153 {
1130 if (pl->container == this) 1154 if (pl->container_ () == this)
1131 /* If a container that the player is currently using somehow gets 1155 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view 1156 * removed (most likely destroyed), update the player view
1133 * appropriately. 1157 * appropriately.
1134 */ 1158 */
1135 pl->close_container (); 1159 pl->close_container ();
1139 //TODO: update floorbox to preserve ordering 1163 //TODO: update floorbox to preserve ordering
1140 if (pl->contr->ns) 1164 if (pl->contr->ns)
1141 pl->contr->ns->floorbox_update (); 1165 pl->contr->ns->floorbox_update ();
1142 } 1166 }
1143 1167
1168 if (check_walk_off)
1144 for (tmp = ms.bot; tmp; tmp = tmp->above) 1169 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1145 { 1170 {
1171 above = tmp->above;
1172
1146 /* No point updating the players look faces if he is the object 1173 /* No point updating the players look faces if he is the object
1147 * being removed. 1174 * being removed.
1148 */ 1175 */
1149 1176
1150 /* See if object moving off should effect something */ 1177 /* See if object moving off should effect something */
1151 if (check_walk_off
1152 && ((move_type & tmp->move_off) 1178 if ((move_type & tmp->move_off)
1153 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1179 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1154 {
1155 move_apply (tmp, this, 0); 1180 move_apply (tmp, this, 0);
1156
1157 if (destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1159 } 1181 }
1160 1182
1161 last = tmp; 1183 if (affects_los ())
1162 }
1163
1164 /* last == NULL if there are no objects on this space */
1165 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last)
1167 map->at (x, y).flags_ = 0;
1168 else
1169 update_object (last, UP_OBJ_REMOVE);
1170
1171 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1173 } 1185 }
1174} 1186}
1175 1187
1176/* 1188/*
1200 esrv_update_item (UPD_NROF, pl, top); 1212 esrv_update_item (UPD_NROF, pl, top);
1201 1213
1202 op->weight = 0; // cancel the addition above 1214 op->weight = 0; // cancel the addition above
1203 op->carrying = 0; // must be 0 already 1215 op->carrying = 0; // must be 0 already
1204 1216
1205 op->destroy (1); 1217 op->destroy ();
1206 1218
1207 return top; 1219 return top;
1208 } 1220 }
1209 1221
1210 return 0; 1222 return 0;
1218 1230
1219 object *prev = this; 1231 object *prev = this;
1220 1232
1221 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1233 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1222 { 1234 {
1223 object *op = arch_to_object (at); 1235 object *op = at->instance ();
1224 1236
1225 op->name = name; 1237 op->name = name;
1226 op->name_pl = name_pl; 1238 op->name_pl = name_pl;
1227 op->title = title; 1239 op->title = title;
1228 1240
1266 * Passing 0 for flag gives proper default values, so flag really only needs 1278 * Passing 0 for flag gives proper default values, so flag really only needs
1267 * to be set if special handling is needed. 1279 * to be set if special handling is needed.
1268 * 1280 *
1269 * Return value: 1281 * Return value:
1270 * new object if 'op' was merged with other object 1282 * new object if 'op' was merged with other object
1271 * NULL if 'op' was destroyed 1283 * NULL if there was an error (destroyed, blocked etc.)
1272 * just 'op' otherwise 1284 * just 'op' otherwise
1273 */ 1285 */
1274object * 1286object *
1275insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1276{ 1288{
1277 if (op->is_on_map ())
1278 {
1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1280 abort ();
1281 }
1282
1283 if (op->env)
1284 {
1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1286 op->remove (); 1289 op->remove ();
1287 }
1288 1290
1289 if (op->face && !face_info (op->face))//D TODO: remove soon 1291 if (m == &freed_map)//D TODO: remove soon
1290 {//D 1292 {//D
1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1292 op->face = 1;//D
1293 }//D 1294 }//D
1294 1295
1295 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * of areas of callers (eg, anything that uses find_free_spot would now 1297 * of areas of callers (eg, anything that uses find_free_spot would now
1297 * need extra work 1298 * need extra work
1298 */ 1299 */
1300 maptile *newmap = m;
1299 if (!xy_normalise (m, op->x, op->y)) 1301 if (!xy_normalise (newmap, op->x, op->y))
1300 { 1302 {
1301 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1303 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1302 return 0; 1304 return 0;
1303 } 1305 }
1304 1306
1305 if (object *more = op->more) 1307 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag)) 1308 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0; 1309 return 0;
1308 1310
1309 CLEAR_FLAG (op, FLAG_REMOVED); 1311 op->flag [FLAG_REMOVED] = false;
1310 1312 op->env = 0;
1311 op->map = m; 1313 op->map = newmap;
1314
1312 mapspace &ms = op->ms (); 1315 mapspace &ms = op->ms ();
1313 1316
1314 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1315 */ 1318 */
1316 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1319 { 1322 {
1320 // TODO: we actually want to update tmp, not op, 1323 // TODO: we actually want to update tmp, not op,
1321 // but some caller surely breaks when we return tmp 1324 // but some caller surely breaks when we return tmp
1322 // from here :/ 1325 // from here :/
1323 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1324 tmp->destroy (1); 1327 tmp->destroy ();
1325 } 1328 }
1326 1329
1327 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1328 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1329 1332
1337 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1338 abort (); 1341 abort ();
1339 } 1342 }
1340 1343
1341 if (!originator->is_on_map ()) 1344 if (!originator->is_on_map ())
1345 {
1342 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1346 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ()); 1347 op->debug_desc (), originator->debug_desc ());
1348 abort ();
1349 }
1344 1350
1345 op->above = originator; 1351 op->above = originator;
1346 op->below = originator->below; 1352 op->below = originator->below;
1347 originator->below = op; 1353 originator->below = op;
1348 1354
1434 op->below = top; 1440 op->below = top;
1435 *(op->above ? &op->above->below : &ms.top) = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1442 }
1437 } 1443 }
1438 1444
1439 if (op->type == PLAYER) 1445 if (op->is_player ())
1440 { 1446 {
1441 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1442 ++op->map->players; 1448 ++op->map->players;
1443 op->map->touch (); 1449 op->map->touch ();
1444 } 1450 }
1459 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1460 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1461 * or just updating the P_UPTODATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1462 * of effect may be sufficient. 1468 * of effect may be sufficient.
1463 */ 1469 */
1464 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1465 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1466 1475
1467 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1468 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1469 1478
1470 INVOKE_OBJECT (INSERT, op); 1479 INVOKE_OBJECT (INSERT, op);
1477 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1478 * update_object(). 1487 * update_object().
1479 */ 1488 */
1480 1489
1481 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1483 { 1492 {
1484 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1485 return 0; 1494 return 0;
1486 1495
1487 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1498/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1499 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1500 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1501 */ 1510 */
1502void 1511void
1503replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1504{ 1513{
1505 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1506 1515
1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1508 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1509 tmp->destroy (1); 1518 tmp->destroy ();
1510 1519
1511 object *tmp = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = archetype::find (archname)->instance ();
1512 1521
1513 tmp->x = op->x; 1522 tmp->x = op->x;
1514 tmp->y = op->y; 1523 tmp->y = op->y;
1515 1524
1516 insert_ob_in_map (tmp, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1521{ 1530{
1522 if (where->env) 1531 if (where->env)
1523 return where->env->insert (this); 1532 return where->env->insert (this);
1524 else 1533 else
1525 return where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1535}
1536
1537// check whether we can put this into the map, respect max_volume, max_items
1538bool
1539object::can_drop_at (maptile *m, int x, int y, object *originator)
1540{
1541 mapspace &ms = m->at (x, y);
1542
1543 int items = ms.items ();
1544
1545 if (!items // testing !items ensures we can drop at least one item
1546 || (items < m->max_items
1547 && ms.volume () < m->max_volume))
1548 return true;
1549
1550 if (originator && originator->is_player ())
1551 originator->contr->failmsg (format (
1552 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1553 query_name ()
1554 ));
1555
1556 return false;
1526} 1557}
1527 1558
1528/* 1559/*
1529 * decrease(object, number) decreases a specified number from 1560 * decrease(object, number) decreases a specified number from
1530 * the amount of an object. If the amount reaches 0, the object 1561 * the amount of an object. If the amount reaches 0, the object
1538 if (!nr) 1569 if (!nr)
1539 return true; 1570 return true;
1540 1571
1541 nr = min (nr, nrof); 1572 nr = min (nr, nrof);
1542 1573
1574 if (nrof > nr)
1575 {
1543 nrof -= nr; 1576 nrof -= nr;
1544
1545 if (nrof)
1546 {
1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0 1577 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1548 1578
1549 if (object *pl = visible_to ()) 1579 if (object *pl = visible_to ())
1550 esrv_update_item (UPD_NROF, pl, this); 1580 esrv_update_item (UPD_NROF, pl, this);
1551 1581
1638 if (object *pl = tmp->visible_to ()) 1668 if (object *pl = tmp->visible_to ())
1639 esrv_update_item (UPD_NROF, pl, tmp); 1669 esrv_update_item (UPD_NROF, pl, tmp);
1640 1670
1641 adjust_weight (this, op->total_weight ()); 1671 adjust_weight (this, op->total_weight ());
1642 1672
1643 op->destroy (1); 1673 op->destroy ();
1644 op = tmp; 1674 op = tmp;
1645 goto inserted; 1675 goto inserted;
1646 } 1676 }
1647 1677
1648 op->owner = 0; // it's his/hers now. period. 1678 op->owner = 0; // it's his/hers now. period.
1666 1696
1667 adjust_weight (this, op->total_weight ()); 1697 adjust_weight (this, op->total_weight ());
1668 1698
1669inserted: 1699inserted:
1670 /* reset the light list and los of the players on the map */ 1700 /* reset the light list and los of the players on the map */
1671 if (op->glow_radius && map && map->darkness) 1701 if (op->glow_radius && is_on_map ())
1702 {
1703 update_stats ();
1672 update_all_los (map, x, y); 1704 update_all_los (map, x, y);
1673 1705 }
1706 else if (is_player ())
1674 // if this is a player's inventory, update stats 1707 // if this is a player's inventory, update stats
1675 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1708 contr->queue_stats_update ();
1676 update_stats ();
1677 1709
1678 INVOKE_OBJECT (INSERT, this); 1710 INVOKE_OBJECT (INSERT, this);
1679 1711
1680 return op; 1712 return op;
1681} 1713}
1701 * on top. 1733 * on top.
1702 */ 1734 */
1703int 1735int
1704check_move_on (object *op, object *originator) 1736check_move_on (object *op, object *originator)
1705{ 1737{
1738 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1739 return 0;
1740
1706 object *tmp; 1741 object *tmp;
1707 maptile *m = op->map; 1742 maptile *m = op->map;
1708 int x = op->x, y = op->y; 1743 int x = op->x, y = op->y;
1709 1744
1710 MoveType move_on, move_slow, move_block; 1745 mapspace &ms = m->at (x, y);
1711 1746
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1747 ms.update ();
1713 return 0;
1714 1748
1715 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1749 MoveType move_on = ms.move_on;
1716 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1750 MoveType move_slow = ms.move_slow;
1717 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1751 MoveType move_block = ms.move_block;
1718 1752
1719 /* if nothing on this space will slow op down or be applied, 1753 /* if nothing on this space will slow op down or be applied,
1720 * no need to do checking below. have to make sure move_type 1754 * no need to do checking below. have to make sure move_type
1721 * is set, as lots of objects don't have it set - we treat that 1755 * is set, as lots of objects don't have it set - we treat that
1722 * as walking. 1756 * as walking.
1733 return 0; 1767 return 0;
1734 1768
1735 /* The objects have to be checked from top to bottom. 1769 /* The objects have to be checked from top to bottom.
1736 * Hence, we first go to the top: 1770 * Hence, we first go to the top:
1737 */ 1771 */
1738 1772 for (object *next, *tmp = ms.top; tmp; tmp = next)
1739 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1740 {
1741 /* Trim the search when we find the first other spell effect
1742 * this helps performance so that if a space has 50 spell objects,
1743 * we don't need to check all of them.
1744 */
1745 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1746 break;
1747 } 1773 {
1774 next = tmp->below;
1748 1775
1749 for (; tmp; tmp = tmp->below)
1750 {
1751 if (tmp == op) 1776 if (tmp == op)
1752 continue; /* Can't apply yourself */ 1777 continue; /* Can't apply yourself */
1753 1778
1754 /* Check to see if one of the movement types should be slowed down. 1779 /* Check to see if one of the movement types should be slowed down.
1755 * Second check makes sure that the movement types not being slowed 1780 * Second check makes sure that the movement types not being slowed
1760 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1785 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1761 { 1786 {
1762 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1787 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1763 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1788 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1764 { 1789 {
1765
1766 float
1767 diff = tmp->move_slow_penalty * fabs (op->speed); 1790 float diff = tmp->move_slow_penalty * fabs (op->speed);
1768 1791
1769 if (op->type == PLAYER) 1792 if (op->is_player ())
1770 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1793 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1771 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1794 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1772 diff /= 4.0; 1795 diff /= 4.0;
1773 1796
1774 op->speed_left -= diff; 1797 op->speed_left -= diff;
1775 } 1798 }
1776 } 1799 }
1982 * head of the object should correspond for the entire object. 2005 * head of the object should correspond for the entire object.
1983 */ 2006 */
1984 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2007 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1985 continue; 2008 continue;
1986 2009
1987 if (ob->blocked (m, pos.x, pos.y)) 2010 if (ob->blocked (pos.m, pos.x, pos.y))
1988 continue; 2011 continue;
1989 2012
1990 altern [index++] = i; 2013 altern [index++] = i;
1991 } 2014 }
1992 2015
2060 * there is capable of. 2083 * there is capable of.
2061 */ 2084 */
2062int 2085int
2063find_dir (maptile *m, int x, int y, object *exclude) 2086find_dir (maptile *m, int x, int y, object *exclude)
2064{ 2087{
2065 int i, max = SIZEOFFREE, mflags; 2088 int max = SIZEOFFREE, mflags;
2066
2067 sint16 nx, ny;
2068 object *tmp;
2069 maptile *mp;
2070
2071 MoveType blocked, move_type; 2089 MoveType move_type;
2072 2090
2073 if (exclude && exclude->head_ () != exclude) 2091 if (exclude && exclude->head_ () != exclude)
2074 { 2092 {
2075 exclude = exclude->head; 2093 exclude = exclude->head;
2076 move_type = exclude->move_type; 2094 move_type = exclude->move_type;
2079 { 2097 {
2080 /* If we don't have anything, presume it can use all movement types. */ 2098 /* If we don't have anything, presume it can use all movement types. */
2081 move_type = MOVE_ALL; 2099 move_type = MOVE_ALL;
2082 } 2100 }
2083 2101
2084 for (i = 1; i < max; i++) 2102 for (int i = 1; i < max; i++)
2085 { 2103 {
2086 mp = m; 2104 mapxy pos (m, x, y);
2087 nx = x + freearr_x[i]; 2105 pos.move (i);
2088 ny = y + freearr_y[i];
2089 2106
2090 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2107 if (!pos.normalise ())
2091
2092 if (mflags & P_OUT_OF_MAP)
2093 max = maxfree[i]; 2108 max = maxfree[i];
2094 else 2109 else
2095 { 2110 {
2096 mapspace &ms = mp->at (nx, ny); 2111 mapspace &ms = *pos;
2097 2112
2098 blocked = ms.move_block;
2099
2100 if ((move_type & blocked) == move_type) 2113 if ((move_type & ms.move_block) == move_type)
2101 max = maxfree[i]; 2114 max = maxfree [i];
2102 else if (mflags & P_IS_ALIVE) 2115 else if (ms.flags () & P_IS_ALIVE)
2103 { 2116 {
2104 for (tmp = ms.bot; tmp; tmp = tmp->above) 2117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2105 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2118 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2106 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2119 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2107 break;
2108
2109 if (tmp)
2110 return freedir[i]; 2120 return freedir [i];
2111 } 2121 }
2112 } 2122 }
2113 } 2123 }
2114 2124
2115 return 0; 2125 return 0;
2190 * This basically means that if direction is 15, then it could either go 2200 * This basically means that if direction is 15, then it could either go
2191 * direction 4, 14, or 16 to get back to where we are. 2201 * direction 4, 14, or 16 to get back to where we are.
2192 * Moved from spell_util.c to object.c with the other related direction 2202 * Moved from spell_util.c to object.c with the other related direction
2193 * functions. 2203 * functions.
2194 */ 2204 */
2195int reduction_dir[SIZEOFFREE][3] = { 2205static const int reduction_dir[SIZEOFFREE][3] = {
2196 {0, 0, 0}, /* 0 */ 2206 {0, 0, 0}, /* 0 */
2197 {0, 0, 0}, /* 1 */ 2207 {0, 0, 0}, /* 1 */
2198 {0, 0, 0}, /* 2 */ 2208 {0, 0, 0}, /* 2 */
2199 {0, 0, 0}, /* 3 */ 2209 {0, 0, 0}, /* 3 */
2200 {0, 0, 0}, /* 4 */ 2210 {0, 0, 0}, /* 4 */
2296int 2306int
2297can_pick (const object *who, const object *item) 2307can_pick (const object *who, const object *item)
2298{ 2308{
2299 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2300 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2301 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2311 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2302} 2312}
2303 2313
2304/* 2314/*
2305 * create clone from object to another 2315 * create clone from object to another
2306 */ 2316 */
2338 return tmp; 2348 return tmp;
2339 2349
2340 return 0; 2350 return 0;
2341} 2351}
2342 2352
2343const shstr & 2353shstr_tmp
2344object::kv_get (const shstr &key) const 2354object::kv_get (shstr_tmp key) const
2345{ 2355{
2346 for (key_value *kv = key_values; kv; kv = kv->next) 2356 for (key_value *kv = key_values; kv; kv = kv->next)
2347 if (kv->key == key) 2357 if (kv->key == key)
2348 return kv->value; 2358 return kv->value;
2349 2359
2350 return shstr_null; 2360 return shstr ();
2351} 2361}
2352 2362
2353void 2363void
2354object::kv_set (const shstr &key, const shstr &value) 2364object::kv_set (shstr_tmp key, shstr_tmp value)
2355{ 2365{
2356 for (key_value *kv = key_values; kv; kv = kv->next) 2366 for (key_value *kv = key_values; kv; kv = kv->next)
2357 if (kv->key == key) 2367 if (kv->key == key)
2358 { 2368 {
2359 kv->value = value; 2369 kv->value = value;
2368 2378
2369 key_values = kv; 2379 key_values = kv;
2370} 2380}
2371 2381
2372void 2382void
2373object::kv_del (const shstr &key) 2383object::kv_del (shstr_tmp key)
2374{ 2384{
2375 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2385 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2376 if ((*kvp)->key == key) 2386 if ((*kvp)->key == key)
2377 { 2387 {
2378 key_value *kv = *kvp; 2388 key_value *kv = *kvp;
2471{ 2481{
2472 return map ? map->region (x, y) 2482 return map ? map->region (x, y)
2473 : region::default_region (); 2483 : region::default_region ();
2474} 2484}
2475 2485
2476const materialtype_t *
2477object::dominant_material () const
2478{
2479 if (materialtype_t *mt = name_to_material (materialname))
2480 return mt;
2481
2482 return name_to_material (shstr_unknown);
2483}
2484
2485void 2486void
2486object::open_container (object *new_container) 2487object::open_container (object *new_container)
2487{ 2488{
2488 if (container == new_container) 2489 if (container == new_container)
2489 return; 2490 return;
2509 container = 0; 2510 container = 0;
2510 2511
2511 // client needs item update to make it work, client bug requires this to be separate 2512 // client needs item update to make it work, client bug requires this to be separate
2512 esrv_update_item (UPD_FLAGS, this, old_container); 2513 esrv_update_item (UPD_FLAGS, this, old_container);
2513 2514
2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2515 play_sound (sound_find ("chest_close")); 2516 play_sound (sound_find ("chest_close"));
2516 } 2517 }
2517 2518
2518 if (new_container) 2519 if (new_container)
2519 { 2520 {
2523 // TODO: this does not seem to serve any purpose anymore? 2524 // TODO: this does not seem to serve any purpose anymore?
2524#if 0 2525#if 0
2525 // insert the "Close Container" object. 2526 // insert the "Close Container" object.
2526 if (archetype *closer = new_container->other_arch) 2527 if (archetype *closer = new_container->other_arch)
2527 { 2528 {
2528 object *closer = arch_to_object (new_container->other_arch); 2529 object *closer = new_container->other_arch->instance ();
2529 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2530 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2530 new_container->insert (closer); 2531 new_container->insert (closer);
2531 } 2532 }
2532#endif 2533#endif
2533 2534
2534 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2535 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2535 2536
2536 // make sure the container is available, client bug requires this to be separate 2537 // make sure the container is available, client bug requires this to be separate
2537 esrv_send_item (this, new_container); 2538 esrv_send_item (this, new_container);
2538 2539
2539 new_container->flag [FLAG_APPLIED] = true; 2540 new_container->flag [FLAG_APPLIED] = true;
2547// else if (!old_container->env && contr && contr->ns) 2548// else if (!old_container->env && contr && contr->ns)
2548// contr->ns->floorbox_reset (); 2549// contr->ns->floorbox_reset ();
2549} 2550}
2550 2551
2551object * 2552object *
2552object::force_find (const shstr name) 2553object::force_find (shstr_tmp name)
2553{ 2554{
2554 /* cycle through his inventory to look for the MARK we want to 2555 /* cycle through his inventory to look for the MARK we want to
2555 * place 2556 * place
2556 */ 2557 */
2557 for (object *tmp = inv; tmp; tmp = tmp->below) 2558 for (object *tmp = inv; tmp; tmp = tmp->below)
2559 return splay (tmp); 2560 return splay (tmp);
2560 2561
2561 return 0; 2562 return 0;
2562} 2563}
2563 2564
2565//-GPL
2566
2564void 2567void
2568object::force_set_timer (int duration)
2569{
2570 this->duration = 1;
2571 this->speed_left = -1.f;
2572
2573 this->set_speed (duration ? 1.f / duration : 0.f);
2574}
2575
2576object *
2565object::force_add (const shstr name, int duration) 2577object::force_add (shstr_tmp name, int duration)
2566{ 2578{
2567 if (object *force = force_find (name)) 2579 if (object *force = force_find (name))
2568 force->destroy (); 2580 force->destroy ();
2569 2581
2570 object *force = get_archetype (FORCE_NAME); 2582 object *force = get_archetype (FORCE_NAME);
2571 2583
2572 force->slaying = name; 2584 force->slaying = name;
2573 force->stats.food = 1; 2585 force->force_set_timer (duration);
2574 force->speed_left = -1.f;
2575
2576 force->set_speed (duration ? 1.f / duration : 0.f);
2577 force->flag [FLAG_IS_USED_UP] = true;
2578 force->flag [FLAG_APPLIED] = true; 2586 force->flag [FLAG_APPLIED] = true;
2579 2587
2580 insert (force); 2588 return insert (force);
2581} 2589}
2582 2590
2583void 2591void
2584object::play_sound (faceidx sound) 2592object::play_sound (faceidx sound) const
2585{ 2593{
2586 if (!sound) 2594 if (!sound)
2587 return; 2595 return;
2588 2596
2589 if (flag [FLAG_REMOVED]) 2597 if (is_on_map ())
2598 map->play_sound (sound, x, y);
2599 else if (object *pl = in_player ())
2600 pl->contr->play_sound (sound);
2601}
2602
2603void
2604object::say_msg (const char *msg) const
2605{
2606 if (is_on_map ())
2607 map->say_msg (msg, x, y);
2608 else if (object *pl = in_player ())
2609 pl->contr->play_sound (sound);
2610}
2611
2612void
2613object::make_noise ()
2614{
2615 // we do not model noise in the map, so instead put
2616 // a temporary light into the noise source
2617 // could use the map instead, but that's less reliable for our
2618 // goal, which is to make invisibility a bit harder to exploit
2619
2620 // currently only works sensibly for players
2621 if (!is_player ())
2590 return; 2622 return;
2591 2623
2592 if (env) 2624 // find old force, or create new one
2593 { 2625 object *force = force_find (shstr_noise_force);
2594 if (object *pl = in_player ()) 2626
2595 pl->contr->play_sound (sound); 2627 if (force)
2596 } 2628 force->speed_left = -1.f; // patch old speed up
2597 else 2629 else
2598 map->play_sound (sound, x, y); 2630 {
2599} 2631 force = archetype::get (shstr_noise_force);
2600 2632
2633 force->slaying = shstr_noise_force;
2634 force->stats.food = 1;
2635 force->speed_left = -1.f;
2636
2637 force->set_speed (1.f / 4.f);
2638 force->flag [FLAG_IS_USED_UP] = true;
2639 force->flag [FLAG_APPLIED] = true;
2640
2641 insert (force);
2642 }
2643}
2644
2645void object::change_move_type (MoveType mt)
2646{
2647 if (move_type == mt)
2648 return;
2649
2650 if (is_on_map ())
2651 {
2652 // we are on the map, so handle move_on/off effects
2653 remove ();
2654 move_type = mt;
2655 map->insert (this, x, y, this);
2656 }
2657 else
2658 move_type = mt;
2659}
2660

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