--- deliantra/server/common/object.C 2008/07/20 16:56:34 1.251
+++ deliantra/server/common/object.C 2011/04/10 20:30:53 1.342
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
- * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
*
- * Deliantra is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
@@ -27,17 +28,25 @@
#include
#include
#include
-#include
#include
UUID UUID::cur;
static uint64_t seq_next_save;
static const uint64 UUID_GAP = 1<<19;
+uint32_t mapspace::smellcount = 10000;
objectvec objects;
activevec actives;
+freelist_item *object::freelist;
+uint32_t object::object_count;
+uint32_t object::free_count;
+uint32_t object::create_count;
+uint32_t object::destroy_count;
+
+//+GPL
+
short freearr_x[SIZEOFFREE] = {
0,
0, 1, 1, 1, 0, -1, -1, -1,
@@ -50,12 +59,6 @@
-2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
-3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
};
-int maxfree[SIZEOFFREE] = {
- 0,
- 9, 10, 13, 14, 17, 18, 21, 22,
- 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
- 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
-};
int freedir[SIZEOFFREE] = {
0,
1, 2, 3, 4, 5, 6, 7, 8,
@@ -63,6 +66,32 @@
1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
};
+static int maxfree[SIZEOFFREE] = {
+ 0,
+ 9, 10, 13, 14, 17, 18, 21, 22,
+ 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
+ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
+};
+
+const char *wall_suffix[16] = {
+ "0",
+ "1_3",
+ "1_4",
+ "2_1_2",
+ "1_2",
+ "2_2_4",
+ "2_2_1",
+ "3_1",
+ "1_1",
+ "2_2_3",
+ "2_2_2",
+ "3_3",
+ "2_1_1",
+ "3_4",
+ "3_2",
+ "4"
+};
+
static void
write_uuid (uval64 skip, bool sync)
{
@@ -74,7 +103,7 @@
}
static void
-read_uuid (void)
+read_uuid ()
{
char filename[MAX_BUF];
@@ -98,7 +127,7 @@
_exit (1);
}
- UUID::BUF buf;
+ char buf [UUID::MAX_LEN];
buf[0] = 0;
fgets (buf, sizeof (buf), fp);
@@ -137,6 +166,71 @@
read_uuid ();
}
+bool
+UUID::parse (const char *s)
+{
+ if (*s++ != '<' || *s++ != '1' || *s++ != '.')
+ return false;
+
+ seq = 0;
+
+ while (*s != '>')
+ {
+ if (*s < '0')
+ return false;
+
+ // this gives nice branchless code with gcc
+ assert ('0' < 'a' && '0' == 48 && 'a' == 97);
+ int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
+
+ seq = (seq << 4) | digit;
+
+ ++s;
+ }
+
+ return true;
+}
+
+char *
+UUID::append (char *buf) const
+{
+ *buf++ = '<';
+ *buf++ = '1';
+ *buf++ = '.';
+
+ uint64_t seq = this->seq;
+ const int bits = 64;
+ char nz = 0;
+ static const char tohex [] = "0123456789abcdef";
+
+ // assert (len >= 3 + bits / 4 + 1 + 1);
+ for (int i = bits / 4; --i; )
+ {
+ uint8_t digit = seq >> (bits - 4);
+
+ *buf = tohex [digit];
+ nz |= digit;
+ buf += nz ? 1 : 0;
+ seq <<= 4;
+ }
+
+ // last digit is special - always emit
+ uint8_t digit = seq >> (bits - 4);
+ *buf++ = tohex [digit];
+
+ *buf++ = '>';
+
+ return buf;
+}
+
+char *
+UUID::c_str () const
+{
+ static char buf [MAX_LEN];
+ *append (buf) = 0;
+ return buf;
+}
+
/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
static bool
compare_ob_value_lists_one (const object *wants, const object *has)
@@ -180,20 +274,18 @@
*/
bool object::can_merge_slow (object *ob1, object *ob2)
{
- /* A couple quicksanity checks */
+ /* A couple quick sanity checks */
if (ob1 == ob2
- || ob1->type != ob2->type
- || ob1->speed != ob2->speed
- || ob1->value != ob2->value
- || ob1->name != ob2->name)
+ || ob1->type != ob2->type
+ || ob1->value != ob2->value
+ || ob1->name != ob2->name
+ || ob1->custom_name != ob2->custom_name
+ || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
return 0;
- /* Do not merge objects if nrof would overflow. First part checks
- * for unsigned overflow (2c), second part checks whether the result
- * would fit into a 32 bit signed int, which is often used to hold
- * nrof values.
- */
- if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
+ /* Do not merge objects if nrof would overflow, assume nrof
+ * is always 0 .. 2**31-1 */
+ if (ob1->nrof > 0x7fffffff - ob2->nrof)
return 0;
/* If the objects have been identified, set the BEEN_APPLIED flag.
@@ -202,11 +294,11 @@
* are not equal - just if it has been identified, the been_applied
* flags lose any meaning.
*/
- if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
- SET_FLAG (ob1, FLAG_BEEN_APPLIED);
+ if (ob1->flag [FLAG_IDENTIFIED])
+ ob1->set_flag (FLAG_BEEN_APPLIED);
- if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
- SET_FLAG (ob2, FLAG_BEEN_APPLIED);
+ if (ob2->flag [FLAG_IDENTIFIED])
+ ob2->set_flag (FLAG_BEEN_APPLIED);
if (ob1->arch->archname != ob2->arch->archname
|| ob1->name != ob2->name
@@ -219,9 +311,9 @@
|| ob1->skill != ob2->skill
|| ob1->value != ob2->value
|| ob1->animation_id != ob2->animation_id
- || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
+ || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
|| ob1->client_type != ob2->client_type
- || ob1->materialname != ob2->materialname
+ || ob1->material != ob2->material
|| ob1->lore != ob2->lore
|| ob1->subtype != ob2->subtype
|| ob1->move_type != ob2->move_type
@@ -230,14 +322,13 @@
|| ob1->move_on != ob2->move_on
|| ob1->move_off != ob2->move_off
|| ob1->move_slow != ob2->move_slow
- || ob1->move_slow_penalty != ob2->move_slow_penalty
+ || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
|| memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
|| memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
return 0;
if ((ob1->flag ^ ob2->flag)
.reset (FLAG_INV_LOCKED)
- .reset (FLAG_CLIENT_SENT)
.reset (FLAG_REMOVED)
.any ())
return 0;
@@ -266,14 +357,14 @@
* it is possible for most any character to have more than one of
* some items equipped, and we don't want those to merge.
*/
- if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
+ if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
return 0;
/* Note sure why the following is the case - either the object has to
* be animated or have a very low speed. Is this an attempted monster
* check?
*/
- if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
+ if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
return 0;
switch (ob1->type)
@@ -329,17 +420,17 @@
if (env)
{
// the player inventory itself is always visible
- if (env->type == PLAYER)
+ if (env->is_player ())
return env;
// else a player could have our env open
- object *envest = env->outer_env ();
+ object *envest = env->outer_env_or_self ();
// the player itself is always on a map, so we will find him here
// even if our inv is in a player.
if (envest->is_on_map ())
if (object *pl = envest->ms ().player ())
- if (pl->container == env)
+ if (pl->container_ () == env)
return pl;
}
else
@@ -347,8 +438,8 @@
// maybe there is a player standing on the same mapspace
// this will catch the case where "this" is a player
if (object *pl = ms ().player ())
- if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
- || this == pl->container)
+ if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
+ || pl->container_ () == this)
return pl;
}
}
@@ -357,37 +448,35 @@
}
// adjust weight per container type ("of holding")
-static sint32
-weight_adjust_for (object *op, sint32 weight)
+static uint32
+weight_adjust_for (object *op, uint32 weight)
{
return op->type == CONTAINER
- ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
+ ? weight - weight * op->stats.Str / 100
: weight;
}
/*
- * adjust_weight(object, weight) adds the specified weight to an object,
+ * subtracts, then adds, the specified weight to an object,
* and also updates how much the environment(s) is/are carrying.
*/
static void
-adjust_weight (object *op, sint32 weight)
+adjust_weight (object *op, sint32 sub, sint32 add)
{
while (op)
{
- // adjust by actual difference to account for rounding errors
- // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
- weight = weight_adjust_for (op, op->carrying)
- - weight_adjust_for (op, op->carrying - weight);
-
- if (!weight)
- return;
+ sint32 ocarrying = op->carrying;
- op->carrying += weight;
+ op->carrying -= weight_adjust_for (op, sub);
+ op->carrying += weight_adjust_for (op, add);
if (object *pl = op->visible_to ())
if (pl != op) // player is handled lazily
esrv_update_item (UPD_WEIGHT, pl, op);
+ sub = ocarrying;
+ add = op->carrying;
+
op = op->env;
}
}
@@ -404,16 +493,17 @@
for (object *op = inv; op; op = op->below)
{
- if (op->inv)
- op->update_weight ();
+ op->update_weight ();
- sum += op->total_weight ();
+ sum += weight_adjust_for (this, op->total_weight ());
}
- sum = weight_adjust_for (this, sum);
-
if (sum != carrying)
{
+ if (carrying != sum && carrying)//D
+ LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
+ (long long)sum, (long long)carrying, debug_desc ());
+
carrying = sum;
if (object *pl = visible_to ())
@@ -436,27 +526,10 @@
return freezer.as_string ();
}
-/*
- * get_nearest_part(multi-object, object 2) returns the part of the
- * multi-object 1 which is closest to the second object.
- * If it's not a multi-object, it is returned.
- */
-object *
-get_nearest_part (object *op, const object *pl)
+char *
+object::as_string ()
{
- object *tmp, *closest;
- int last_dist, i;
-
- if (!op->more)
- return op;
-
- for (last_dist = distance (op, pl), closest = op, tmp = op->more;
- tmp;
- tmp = tmp->more)
- if ((i = distance (tmp, pl)) < last_dist)
- closest = tmp, last_dist = i;
-
- return closest;
+ return dump_object (this);
}
/*
@@ -474,6 +547,21 @@
}
/*
+ * Returns the object which has the uuid equal to the argument.
+ * MOAR VERRRY slow.
+ */
+
+object *
+find_object_uuid (UUID i)
+{
+ for_all_objects (op)
+ if (op->uuid == i)
+ return op;
+
+ return 0;
+}
+
+/*
* Returns the first object which has a name equal to the argument.
* Used only by the patch command, but not all that useful.
* Enables features like "patch food 999"
@@ -513,72 +601,6 @@
this->owner = owner;
}
-int
-object::slottype () const
-{
- if (type == SKILL)
- {
- if (IS_COMBAT_SKILL (subtype)) return slot_combat;
- if (IS_RANGED_SKILL (subtype)) return slot_ranged;
- }
- else
- {
- if (slot [body_combat].info) return slot_combat;
- if (slot [body_range ].info) return slot_ranged;
- }
-
- return slot_none;
-}
-
-bool
-object::change_weapon (object *ob)
-{
- if (current_weapon == ob)
- return true;
-
- if (chosen_skill)
- chosen_skill->flag [FLAG_APPLIED] = false;
-
- current_weapon = ob;
- chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
-
- if (chosen_skill)
- chosen_skill->flag [FLAG_APPLIED] = true;
-
- update_stats ();
-
- if (ob)
- {
- // now check wether any body locations became invalid, in which case
- // we cannot apply the weapon at the moment.
- for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
- if (slot[i].used < 0)
- {
- current_weapon = chosen_skill = 0;
- update_stats ();
-
- new_draw_info_format (NDI_UNIQUE, 0, this,
- "You try to balance all your items at once, "
- "but the %s is just too much for your body. "
- "[You need to unapply some items first.]", &ob->name);
- return false;
- }
-
- //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
- }
- else
- ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
-
- if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
- {
- LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
- &name, ob->debug_desc ());
- return false;
- }
-
- return true;
-}
-
/* Zero the key_values on op, decrementing the shared-string
* refcounts and freeing the links.
*/
@@ -639,10 +661,7 @@
}
}
- if (speed < 0)
- dst->speed_left -= rndm ();
-
- dst->set_speed (dst->speed);
+ dst->activate ();
}
void
@@ -651,7 +670,12 @@
if (!uuid.seq) // HACK
uuid = UUID::gen ();
- speed_left = -0.1f;
+ // TODO: unclean state changes, should not be done in copy_to AND instantiate
+ if (flag [FLAG_RANDOM_SPEED] && speed)
+ speed_left = - speed - rndm (); // TODO animation
+ else
+ speed_left = -1.;
+
/* copy the body_info to the body_used - this is only really
* need for monsters, but doesn't hurt to do it for everything.
* by doing so, when a monster is created, it has good starting
@@ -669,6 +693,11 @@
{
object *neu = create ();
copy_to (neu);
+
+ // TODO: unclean state changes, should not be done in clone AND instantiate
+ if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
+ neu->speed_left = - neu->speed - rndm (); // TODO animation
+
neu->map = map; // not copied by copy_to
return neu;
}
@@ -681,7 +710,7 @@
void
update_turn_face (object *op)
{
- if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
+ if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
return;
SET_ANIMATION (op, op->direction);
@@ -696,12 +725,6 @@
void
object::set_speed (float speed)
{
- if (flag [FLAG_FREED] && speed)
- {
- LOG (llevError, "Object %s is freed but has speed.\n", &name);
- speed = 0;
- }
-
this->speed = speed;
if (has_active_speed ())
@@ -761,29 +784,33 @@
/* nop */;
else if (action == UP_OBJ_INSERT)
{
+#if 0
// this is likely overkill, TODO: revisit (schmorp)
- if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
- || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
- || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
+ if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
+ || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
+ || (op->is_player () && !(m.flags_ & P_PLAYER))
|| (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
- || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
- || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
+ || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
+ || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
|| (m.move_on | op->move_on ) != m.move_on
|| (m.move_off | op->move_off ) != m.move_off
|| (m.move_slow | op->move_slow) != m.move_slow
/* This isn't perfect, but I don't expect a lot of objects to
- * to have move_allow right now.
+ * have move_allow right now.
*/
|| ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
- || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
- m.flags_ = 0;
+ m.invalidate ();
+#else
+ // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
+ m.invalidate ();
+#endif
}
/* if the object is being removed, we can't make intelligent
* decisions, because remove_ob can't really pass the object
* that is being removed.
*/
else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
- m.flags_ = 0;
+ m.invalidate ();
else if (action == UP_OBJ_FACE)
/* Nothing to do for that case */ ;
else
@@ -795,10 +822,11 @@
object::object ()
{
- SET_FLAG (this, FLAG_REMOVED);
+ this->set_flag (FLAG_REMOVED);
- expmul = 1.0;
- face = blank_face;
+ //expmul = 1.0; declared const for the time being
+ face = blank_face;
+ material = MATERIAL_NULL;
}
object::~object ()
@@ -808,16 +836,16 @@
free_key_values (this);
}
-static int object_count;
-
void object::link ()
{
assert (!index);//D
uuid = UUID::gen ();
- count = ++object_count;
refcnt_inc ();
objects.insert (this);
+
+ ++create_count;
+
}
void object::unlink ()
@@ -825,6 +853,8 @@
if (!index)
return;
+ ++destroy_count;
+
objects.erase (this);
refcnt_dec ();
}
@@ -837,7 +867,12 @@
return;
if (has_active_speed ())
- actives.insert (this);
+ {
+ if (flag [FLAG_FREED])
+ LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
+
+ actives.insert (this);
+ }
}
void
@@ -912,7 +947,7 @@
|| ms ().move_block == MOVE_ALL)
{
while (inv)
- inv->destroy (true);
+ inv->destroy ();
}
else
{ /* Put objects in inventory onto this space */
@@ -926,32 +961,104 @@
|| op->type == TRAP
|| op->flag [FLAG_IS_A_TEMPLATE]
|| op->flag [FLAG_DESTROY_ON_DEATH])
- op->destroy (true);
+ op->destroy ();
else
map->insert (op, x, y);
}
}
}
-object *object::create ()
+/*
+ * Remove and free all objects in the inventory of the given object.
+ * Unlike destroy_inv, this assumes the *this is destroyed as well
+ * well, so we can (and have to!) take shortcuts.
+ */
+void
+object::destroy_inv_fast ()
{
- object *op = new object;
+ while (object *op = inv)
+ {
+ // remove from object the fast way
+ op->flag [FLAG_REMOVED] = true;
+ op->env = 0;
+ if ((inv = inv->below))
+ inv->above = 0;
+
+ // then destroy
+ op->destroy ();
+ }
+}
+
+void
+object::freelist_free (int count)
+{
+ while (count-- && freelist)
+ {
+ freelist_item *next = freelist->next;
+ // count is being "destroyed"
+
+ sfree ((char *)freelist, sizeof (object));
+
+ freelist = next;
+ --free_count;
+ }
+}
+
+object *
+object::create ()
+{
+ object *op;
+
+ if (freelist)
+ {
+ freelist_item li = *freelist;
+ memset (freelist, 0, sizeof (object));
+
+ op = new (freelist) object;
+ op->count = li.count;
+
+ freelist = li.next;
+ --free_count;
+ }
+ else
+ {
+ void *ni = salloc0 (sizeof (object));
+
+ op = new(ni) object;
+
+ op->count = ++object_count;
+ }
+
op->link ();
+
return op;
}
+void
+object::do_delete ()
+{
+ uint32_t count = this->count;
+
+ this->~object ();
+
+ freelist_item *li = (freelist_item *)this;
+ li->next = freelist;
+ li->count = count;
+
+ freelist = li;
+ ++free_count;
+}
+
static struct freed_map : maptile
{
freed_map ()
+ : maptile (3, 3)
{
path = "";
name = "/internal/freed_objects_map";
- width = 3;
- height = 3;
no_drop = 1;
no_reset = 1;
- alloc ();
in_memory = MAP_ACTIVE;
}
@@ -965,7 +1072,7 @@
object::do_destroy ()
{
if (flag [FLAG_IS_LINKED])
- remove_button_link (this);
+ remove_link ();
if (flag [FLAG_FRIENDLY])
remove_friendly_object (this);
@@ -1000,7 +1107,7 @@
}
void
-object::destroy (bool destroy_inventory)
+object::destroy ()
{
if (destroyed ())
return;
@@ -1008,11 +1115,11 @@
if (!is_head () && !head->destroyed ())
{
LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
- head->destroy (destroy_inventory);
+ head->destroy ();
return;
}
- destroy_inv (!destroy_inventory);
+ destroy_inv_fast ();
if (is_head ())
if (sound_destroy)
@@ -1033,9 +1140,6 @@
void
object::do_remove ()
{
- object *tmp, *last = 0;
- object *otmp;
-
if (flag [FLAG_REMOVED])
return;
@@ -1057,7 +1161,9 @@
esrv_del_item (pl->contr, count);
flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
- adjust_weight (env, -total_weight ());
+ adjust_weight (env, total_weight (), 0);
+
+ object *pl = in_player ();
/* we set up values so that it could be inserted into
* the map, but we don't actually do that - it is up
@@ -1075,12 +1181,27 @@
below = 0;
env = 0;
- /* NO_FIX_PLAYER is set when a great many changes are being
- * made to players inventory. If set, avoiding the call
- * to save cpu time.
- */
- if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
- otmp->update_stats ();
+ if (pl && pl->is_player ())
+ {
+ if (expect_false (pl->contr->combat_ob == this))
+ {
+ pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
+ pl->contr->combat_ob = 0;
+ if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
+ }
+
+ if (expect_false (pl->contr->ranged_ob == this))
+ {
+ pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
+ pl->contr->ranged_ob = 0;
+ if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
+ }
+
+ pl->contr->queue_stats_update ();
+
+ if (expect_false (glow_radius) && pl->is_on_map ())
+ update_all_los (pl->map, pl->x, pl->y);
+ }
}
else if (map)
{
@@ -1089,8 +1210,11 @@
if (object *pl = ms.player ())
{
- if (type == PLAYER) // this == pl(!)
+ if (is_player ())
{
+ if (!flag [FLAG_WIZPASS])
+ ms.smell = ++mapspace::smellcount; // remember the smell of the player
+
// leaving a spot always closes any open container on the ground
if (container && !container->env)
// this causes spurious floorbox updates, but it ensures
@@ -1100,13 +1224,13 @@
--map->players;
map->touch ();
}
- else if (pl->container == this)
+ else if (pl->container_ () == this)
{
// removing a container should close it
close_container ();
}
-
- esrv_del_item (pl->contr, count);
+ else
+ esrv_del_item (pl->contr, count);
}
/* link the object above us */
@@ -1117,6 +1241,8 @@
above = 0;
below = 0;
+ ms.invalidate ();
+
if (map->in_memory == MAP_SAVING)
return;
@@ -1124,7 +1250,7 @@
if (object *pl = ms.player ())
{
- if (pl->container == this)
+ if (pl->container_ () == this)
/* If a container that the player is currently using somehow gets
* removed (most likely destroyed), update the player view
* appropriately.
@@ -1138,34 +1264,22 @@
pl->contr->ns->floorbox_update ();
}
- for (tmp = ms.bot; tmp; tmp = tmp->above)
- {
- /* No point updating the players look faces if he is the object
- * being removed.
- */
-
- /* See if object moving off should effect something */
- if (check_walk_off
- && ((move_type & tmp->move_off)
- && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
- {
- move_apply (tmp, this, 0);
-
- if (destroyed ())
- LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
- }
+ if (check_walk_off)
+ for (object *above, *tmp = ms.bot; tmp; tmp = above)
+ {
+ above = tmp->above;
- last = tmp;
- }
+ /* No point updating the players look faces if he is the object
+ * being removed.
+ */
- /* last == NULL if there are no objects on this space */
- //TODO: this makes little sense, why only update the topmost object?
- if (!last)
- map->at (x, y).flags_ = 0;
- else
- update_object (last, UP_OBJ_REMOVE);
+ /* See if object moving off should effect something */
+ if ((move_type & tmp->move_off)
+ && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
+ move_apply (tmp, this, 0);
+ }
- if (flag [FLAG_BLOCKSVIEW] || glow_radius)
+ if (affects_los ())
update_all_los (map, x, y);
}
}
@@ -1199,7 +1313,7 @@
op->weight = 0; // cancel the addition above
op->carrying = 0; // must be 0 already
- op->destroy (1);
+ op->destroy ();
return top;
}
@@ -1217,7 +1331,7 @@
for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
{
- object *op = arch_to_object (at);
+ object *op = at->instance ();
op->name = name;
op->name_pl = name_pl;
@@ -1265,37 +1379,27 @@
*
* Return value:
* new object if 'op' was merged with other object
- * NULL if 'op' was destroyed
+ * NULL if there was an error (destroyed, blocked etc.)
* just 'op' otherwise
*/
object *
insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
{
- if (op->is_on_map ())
- {
- LOG (llevError, "insert_ob_in_map called for object already on map");
- abort ();
- }
-
- if (op->env)
- {
- LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
- op->remove ();
- }
+ op->remove ();
- if (op->face && !face_info (op->face))//D TODO: remove soon
+ if (m == &freed_map)//D TODO: remove soon
{//D
- LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
- op->face = 1;//D
+ LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
}//D
/* Ideally, the caller figures this out. However, it complicates a lot
* of areas of callers (eg, anything that uses find_free_spot would now
* need extra work
*/
- if (!xy_normalise (m, op->x, op->y))
+ maptile *newmap = m;
+ if (!xy_normalise (newmap, op->x, op->y))
{
- op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
+ op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
return 0;
}
@@ -1303,9 +1407,10 @@
if (!insert_ob_in_map (more, m, originator, flag))
return 0;
- CLEAR_FLAG (op, FLAG_REMOVED);
+ op->flag [FLAG_REMOVED] = false;
+ op->env = 0;
+ op->map = newmap;
- op->map = m;
mapspace &ms = op->ms ();
/* this has to be done after we translate the coordinates.
@@ -1318,14 +1423,14 @@
// but some caller surely breaks when we return tmp
// from here :/
op->nrof += tmp->nrof;
- tmp->destroy (1);
+ tmp->destroy ();
}
- CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
- CLEAR_FLAG (op, FLAG_INV_LOCKED);
+ op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
+ op->clr_flag (FLAG_INV_LOCKED);
- if (!QUERY_FLAG (op, FLAG_ALIVE))
- CLEAR_FLAG (op, FLAG_NO_STEAL);
+ if (!op->flag [FLAG_ALIVE])
+ op->clr_flag (FLAG_NO_STEAL);
if (flag & INS_BELOW_ORIGINATOR)
{
@@ -1336,8 +1441,11 @@
}
if (!originator->is_on_map ())
- LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
- op->debug_desc (), originator->debug_desc ());
+ {
+ LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
+ op->debug_desc (), originator->debug_desc ());
+ abort ();
+ }
op->above = originator;
op->below = originator->below;
@@ -1367,10 +1475,10 @@
*/
for (object *tmp = ms.bot; tmp; tmp = tmp->above)
{
- if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
+ if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
floor = tmp;
- if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
+ if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
{
/* We insert above top, so we want this object below this */
top = tmp->below;
@@ -1398,7 +1506,7 @@
object *last;
for (last = top; last != floor; last = last->below)
- if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
+ if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
break;
/* Check to see if we found the object that blocks view,
@@ -1433,7 +1541,7 @@
}
}
- if (op->type == PLAYER)
+ if (op->is_player ())
{
op->contr->do_los = 1;
++op->map->players;
@@ -1458,8 +1566,11 @@
* or just updating the P_UPTODATE for spaces within this area
* of effect may be sufficient.
*/
- if (op->map->darkness && (op->glow_radius != 0))
- update_all_los (op->map, op->x, op->y);
+ if (op->affects_los ())
+ {
+ op->ms ().invalidate ();
+ update_all_los (op->map, op->x, op->y);
+ }
/* updates flags (blocked, alive, no magic, etc) for this map space */
update_object (op, UP_OBJ_INSERT);
@@ -1476,16 +1587,16 @@
*/
/* if this is not the head or flag has been passed, don't check walk on status */
- if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
+ if (!(flag & INS_NO_WALK_ON) && op->is_head ())
{
- if (check_move_on (op, originator))
+ if (check_move_on (op, originator, flag))
return 0;
- /* If we are a multi part object, lets work our way through the check
+ /* If we are a multi part object, let's work our way through the check
* walk on's.
*/
for (object *tmp = op->more; tmp; tmp = tmp->more)
- if (check_move_on (tmp, originator))
+ if (check_move_on (tmp, originator, flag))
return 0;
}
@@ -1497,15 +1608,15 @@
* op is the object to insert it under: supplies x and the map.
*/
void
-replace_insert_ob_in_map (const char *arch_string, object *op)
+replace_insert_ob_in_map (shstr_tmp archname, object *op)
{
/* first search for itself and remove any old instances */
for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
- if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
- tmp->destroy (1);
+ if (tmp->arch->archname == archname) /* same archetype */
+ tmp->destroy ();
- object *tmp = arch_to_object (archetype::find (arch_string));
+ object *tmp = archetype::find (archname)->instance ();
tmp->x = op->x;
tmp->y = op->y;
@@ -1522,6 +1633,28 @@
return where->map->insert (this, where->x, where->y, originator, flags);
}
+// check whether we can put this into the map, respect max_volume, max_items
+bool
+object::can_drop_at (maptile *m, int x, int y, object *originator)
+{
+ mapspace &ms = m->at (x, y);
+
+ int items = ms.items ();
+
+ if (!items // testing !items ensures we can drop at least one item
+ || (items < m->max_items
+ && ms.volume () < m->max_volume))
+ return true;
+
+ if (originator && originator->is_player ())
+ originator->contr->failmsgf (
+ "No matter how hard you try, you just cannot put the %s here H",
+ query_name ()
+ );
+
+ return false;
+}
+
/*
* decrease(object, number) decreases a specified number from
* the amount of an object. If the amount reaches 0, the object
@@ -1539,12 +1672,15 @@
if (nrof > nr)
{
+ sint64 oweight = total_weight ();
+
nrof -= nr;
- adjust_weight (env, -weight * max (1, nr)); // carrying == 0
if (object *pl = visible_to ())
esrv_update_item (UPD_NROF, pl, this);
+ adjust_weight (env, oweight, total_weight ());
+
return true;
}
else
@@ -1628,15 +1764,19 @@
if (object::can_merge (tmp, op))
{
/* return the original object and remove inserted object
- (client needs the original object) */
+ (client prefers the original object) */
+
+ // carring must be 0 for mergable objects
+ sint64 oweight = tmp->weight * tmp->nrof;
+
tmp->nrof += op->nrof;
if (object *pl = tmp->visible_to ())
esrv_update_item (UPD_NROF, pl, tmp);
- adjust_weight (this, op->total_weight ());
+ adjust_weight (this, oweight, tmp->weight * tmp->nrof);
- op->destroy (1);
+ op->destroy ();
op = tmp;
goto inserted;
}
@@ -1660,16 +1800,18 @@
if (object *pl = op->visible_to ())
esrv_send_item (pl, op);
- adjust_weight (this, op->total_weight ());
+ adjust_weight (this, 0, op->total_weight ());
inserted:
/* reset the light list and los of the players on the map */
- if (op->glow_radius && map && map->darkness)
- update_all_los (map, x, y);
-
- // if this is a player's inventory, update stats
- if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
- update_stats ();
+ if (op->glow_radius && is_on_map ())
+ {
+ update_stats ();
+ update_all_los (map, x, y);
+ }
+ else if (is_player ())
+ // if this is a player's inventory, update stats
+ contr->queue_stats_update ();
INVOKE_OBJECT (INSERT, this);
@@ -1697,20 +1839,22 @@
* on top.
*/
int
-check_move_on (object *op, object *originator)
+check_move_on (object *op, object *originator, int flags)
{
+ if (op->flag [FLAG_NO_APPLY])
+ return 0;
+
object *tmp;
maptile *m = op->map;
int x = op->x, y = op->y;
- MoveType move_on, move_slow, move_block;
+ mapspace &ms = m->at (x, y);
- if (QUERY_FLAG (op, FLAG_NO_APPLY))
- return 0;
+ ms.update ();
- move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
- move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
- move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
+ MoveType move_on = ms.move_on;
+ MoveType move_slow = ms.move_slow;
+ MoveType move_block = ms.move_block;
/* if nothing on this space will slow op down or be applied,
* no need to do checking below. have to make sure move_type
@@ -1731,19 +1875,10 @@
/* The objects have to be checked from top to bottom.
* Hence, we first go to the top:
*/
-
- for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
+ for (object *next, *tmp = ms.top; tmp; tmp = next)
{
- /* Trim the search when we find the first other spell effect
- * this helps performance so that if a space has 50 spell objects,
- * we don't need to check all of them.
- */
- if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
- break;
- }
+ next = tmp->below;
- for (; tmp; tmp = tmp->below)
- {
if (tmp == op)
continue; /* Can't apply yourself */
@@ -1753,18 +1888,16 @@
* space doesn't slow down swimming (for example), if you can't actually
* swim on that space, can't use it to avoid the penalty.
*/
- if (!QUERY_FLAG (op, FLAG_WIZPASS))
+ if (!op->flag [FLAG_WIZPASS])
{
if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
{
+ float diff = tmp->move_slow_penalty * fabs (op->speed);
- float
- diff = tmp->move_slow_penalty * fabs (op->speed);
-
- if (op->type == PLAYER)
- if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
- (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
+ if (op->is_player ())
+ if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
+ (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
diff /= 4.0;
op->speed_left -= diff;
@@ -1775,6 +1908,11 @@
if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
{
+ if ((flags & INS_NO_AUTO_EXIT)
+ && (tmp->type == EXIT || tmp->type == TELEPORTER
+ || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
+ continue;
+
move_apply (tmp, op, originator);
if (op->destroyed ())
@@ -1896,7 +2034,7 @@
{
for (object *tmp = op->inv; tmp; tmp = tmp->below)
{
- SET_FLAG (tmp, flag);
+ tmp->set_flag (flag);
flag_inv (tmp, flag);
}
}
@@ -1909,7 +2047,7 @@
{
for (object *tmp = op->inv; tmp; tmp = tmp->below)
{
- CLEAR_FLAG (tmp, flag);
+ tmp->clr_flag (flag);
unflag_inv (tmp, flag);
}
}
@@ -1980,7 +2118,7 @@
if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
continue;
- if (ob->blocked (m, pos.x, pos.y))
+ if (ob->blocked (pos.m, pos.x, pos.y))
continue;
altern [index++] = i;
@@ -2058,13 +2196,8 @@
int
find_dir (maptile *m, int x, int y, object *exclude)
{
- int i, max = SIZEOFFREE, mflags;
-
- sint16 nx, ny;
- object *tmp;
- maptile *mp;
-
- MoveType blocked, move_type;
+ int max = SIZEOFFREE, mflags;
+ MoveType move_type;
if (exclude && exclude->head_ () != exclude)
{
@@ -2077,33 +2210,25 @@
move_type = MOVE_ALL;
}
- for (i = 1; i < max; i++)
+ for (int i = 1; i < max; i++)
{
- mp = m;
- nx = x + freearr_x[i];
- ny = y + freearr_y[i];
+ mapxy pos (m, x, y);
+ pos.move (i);
- mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
-
- if (mflags & P_OUT_OF_MAP)
+ if (!pos.normalise ())
max = maxfree[i];
else
{
- mapspace &ms = mp->at (nx, ny);
+ mapspace &ms = *pos;
- blocked = ms.move_block;
-
- if ((move_type & blocked) == move_type)
- max = maxfree[i];
- else if (mflags & P_IS_ALIVE)
+ if ((move_type & ms.move_block) == move_type)
+ max = maxfree [i];
+ else if (ms.flags () & P_IS_ALIVE)
{
- for (tmp = ms.bot; tmp; tmp = tmp->above)
- if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
+ for (object *tmp = ms.bot; tmp; tmp = tmp->above)
+ if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
&& (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
- break;
-
- if (tmp)
- return freedir[i];
+ return freedir [i];
}
}
}
@@ -2122,45 +2247,84 @@
}
/*
- * find_dir_2(delta-x,delta-y) will return a direction in which
- * an object which has subtracted the x and y coordinates of another
- * object, needs to travel toward it.
+ * find_dir_2(delta-x,delta-y) will return a direction value
+ * for running into direct [dx, dy].
+ * (the opposite of crossfire's find_dir_2!)
*/
int
find_dir_2 (int x, int y)
{
+#if 1 // new algorithm
+ // this works by putting x, y into 16 sectors, which
+ // are not equal sized, but are a better approximation
+ // then the old algorithm, and then using a mapping
+ // table to map it into a direction value.
+ // basically, it maps these comparisons to each bit
+ // bit #3: x < 0
+ // bit #2: y < 0
+ // bit #1: x > y
+ // bit #0: x > 2y
+
+ static const uint8 dir[16] = {
+ 4, 5, 4, 3,
+ 2, 1, 2, 3,
+ 6, 5, 6, 7,
+ 8, 1, 8, 7,
+ };
+ int sector = 0;
+
+ // this is a bit ugly, but more likely to result in branchless code
+ sector |= x < 0 ? 8 : 0;
+ x = x < 0 ? -x : x; // abs
+
+ sector |= y < 0 ? 4 : 0;
+ y = y < 0 ? -y : y; // abs
+
+ if (x > y)
+ {
+ sector |= 2;
+
+ if (x > y * 2)
+ sector |= 1;
+ }
+ else
+ {
+ if (y > x * 2)
+ sector |= 1;
+ else if (!y)
+ return 0; // x == 0 here
+ }
+
+ return dir [sector];
+#else // old algorithm
int q;
if (y)
- q = x * 100 / y;
+ q = 128 * x / y;
else if (x)
- q = -300 * x;
+ q = -512 * x; // to make it > 309
else
return 0;
if (y > 0)
{
- if (q < -242)
- return 3;
- if (q < -41)
- return 2;
- if (q < 41)
- return 1;
- if (q < 242)
- return 8;
- return 7;
- }
+ if (q < -309) return 7;
+ if (q < -52) return 6;
+ if (q < 52) return 5;
+ if (q < 309) return 4;
- if (q < -242)
- return 7;
- if (q < -41)
- return 6;
- if (q < 41)
- return 5;
- if (q < 242)
- return 4;
+ return 3;
+ }
+ else
+ {
+ if (q < -309) return 3;
+ if (q < -52) return 2;
+ if (q < 52) return 1;
+ if (q < 309) return 8;
- return 3;
+ return 7;
+ }
+#endif
}
/*
@@ -2170,13 +2334,9 @@
int
dirdiff (int dir1, int dir2)
{
- int d;
+ int d = abs (dir1 - dir2);
- d = abs (dir1 - dir2);
- if (d > 4)
- d = 8 - d;
-
- return d;
+ return d > 4 ? 8 - d : d;
}
/* peterm:
@@ -2188,7 +2348,7 @@
* Moved from spell_util.c to object.c with the other related direction
* functions.
*/
-int reduction_dir[SIZEOFFREE][3] = {
+static const int reduction_dir[SIZEOFFREE][3] = {
{0, 0, 0}, /* 0 */
{0, 0, 0}, /* 1 */
{0, 0, 0}, /* 2 */
@@ -2292,9 +2452,9 @@
int
can_pick (const object *who, const object *item)
{
- return /*QUERY_FLAG(who,FLAG_WIZ)|| */
- (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
- !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
+ return /*who->flag [FLAG_WIZ]|| */
+ (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
+ !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
}
/*
@@ -2336,18 +2496,18 @@
return 0;
}
-const shstr &
-object::kv_get (const shstr &key) const
+shstr_tmp
+object::kv_get (shstr_tmp key) const
{
for (key_value *kv = key_values; kv; kv = kv->next)
if (kv->key == key)
return kv->value;
- return shstr_null;
+ return shstr ();
}
void
-object::kv_set (const shstr &key, const shstr &value)
+object::kv_set (shstr_tmp key, shstr_tmp value)
{
for (key_value *kv = key_values; kv; kv = kv->next)
if (kv->key == key)
@@ -2366,7 +2526,7 @@
}
void
-object::kv_del (const shstr &key)
+object::kv_del (shstr_tmp key)
{
for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
if ((*kvp)->key == key)
@@ -2469,15 +2629,6 @@
: region::default_region ();
}
-const materialtype_t *
-object::dominant_material () const
-{
- if (materialtype_t *mt = name_to_material (materialname))
- return mt;
-
- return name_to_material (shstr_unknown);
-}
-
void
object::open_container (object *new_container)
{
@@ -2507,7 +2658,7 @@
// client needs item update to make it work, client bug requires this to be separate
esrv_update_item (UPD_FLAGS, this, old_container);
- new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
+ new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
play_sound (sound_find ("chest_close"));
}
@@ -2521,13 +2672,13 @@
// insert the "Close Container" object.
if (archetype *closer = new_container->other_arch)
{
- object *closer = arch_to_object (new_container->other_arch);
+ object *closer = new_container->other_arch->instance ();
closer->flag [FLAG_NO_MAP_SAVE] = 1;
new_container->insert (closer);
}
#endif
- new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
+ new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
// make sure the container is available, client bug requires this to be separate
esrv_send_item (this, new_container);
@@ -2545,7 +2696,7 @@
}
object *
-object::force_find (const shstr name)
+object::force_find (shstr_tmp name)
{
/* cycle through his inventory to look for the MARK we want to
* place
@@ -2557,40 +2708,124 @@
return 0;
}
+//-GPL
+
void
-object::force_add (const shstr name, int duration)
+object::force_set_timer (int duration)
+{
+ this->duration = 1;
+ this->speed_left = -1.f;
+
+ this->set_speed (duration ? 1.f / duration : 0.f);
+}
+
+object *
+object::force_add (shstr_tmp name, int duration)
{
if (object *force = force_find (name))
force->destroy ();
object *force = get_archetype (FORCE_NAME);
- force->slaying = name;
- force->stats.food = 1;
- force->speed_left = -1.f;
+ force->slaying = name;
+ force->force_set_timer (duration);
+ force->flag [FLAG_APPLIED] = true;
- force->set_speed (duration ? 1.f / duration : 0.f);
- force->flag [FLAG_IS_USED_UP] = true;
- force->flag [FLAG_APPLIED] = true;
-
- insert (force);
+ return insert (force);
}
void
-object::play_sound (faceidx sound)
+object::play_sound (faceidx sound) const
{
if (!sound)
return;
- if (flag [FLAG_REMOVED])
+ if (is_on_map ())
+ map->play_sound (sound, x, y);
+ else if (object *pl = in_player ())
+ pl->contr->play_sound (sound);
+}
+
+void
+object::say_msg (const char *msg) const
+{
+ if (is_on_map ())
+ map->say_msg (msg, x, y);
+ else if (object *pl = in_player ())
+ pl->contr->play_sound (sound);
+}
+
+void
+object::make_noise ()
+{
+ // we do not model noise in the map, so instead put
+ // a temporary light into the noise source
+ // could use the map instead, but that's less reliable for our
+ // goal, which is to make invisibility a bit harder to exploit
+
+ // currently only works sensibly for players
+ if (!is_player ())
return;
- if (env)
+ // find old force, or create new one
+ object *force = force_find (shstr_noise_force);
+
+ if (force)
+ force->speed_left = -1.f; // patch old speed up
+ else
+ {
+ force = archetype::get (shstr_noise_force);
+
+ force->slaying = shstr_noise_force;
+ force->stats.food = 1;
+ force->speed_left = -1.f;
+
+ force->set_speed (1.f / 4.f);
+ force->flag [FLAG_IS_USED_UP] = true;
+ force->flag [FLAG_APPLIED] = true;
+
+ insert (force);
+ }
+}
+
+void object::change_move_type (MoveType mt)
+{
+ if (move_type == mt)
+ return;
+
+ if (is_on_map ())
{
- if (object *pl = in_player ())
- pl->contr->play_sound (sound);
+ // we are on the map, so handle move_on/off effects
+ remove ();
+ move_type = mt;
+ map->insert (this, x, y, this);
}
else
- map->play_sound (sound, x, y);
+ move_type = mt;
+}
+
+/* object should be a player.
+ * we return the object the player has marked with the 'mark' command
+ * below. If no match is found (or object has changed), we return
+ * NULL. We leave it up to the calling function to print messages if
+ * nothing is found.
+ */
+object *
+object::mark () const
+{
+ if (contr && contr->mark && contr->mark->env == this)
+ return contr->mark;
+ else
+ return 0;
+}
+
+// put marked object first in the inventory
+// this is used by identify-like spells so players can influence
+// the order a bit.
+void
+object::splay_marked ()
+{
+ if (object *marked = mark ())
+ splay (marked);
}