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Comparing deliantra/server/common/object.C (file contents):
Revision 1.251 by root, Sun Jul 20 16:56:34 2008 UTC vs.
Revision 1.292 by root, Mon Oct 19 21:48:49 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 42
41short freearr_x[SIZEOFFREE] = { 43short freearr_x[SIZEOFFREE] = {
186 || ob1->speed != ob2->speed 188 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 189 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 190 || ob1->name != ob2->name)
189 return 0; 191 return 0;
190 192
191 /* Do not merge objects if nrof would overflow. First part checks 193 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 194 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 195 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; 196 return 0;
198 197
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 198 /* 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 199 * 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 200 * just can't ignore the been applied or identified flags, as they
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 235 return 0;
237 236
238 if ((ob1->flag ^ ob2->flag) 237 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 238 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 239 .reset (FLAG_REMOVED)
242 .any ()) 240 .any ())
243 return 0; 241 return 0;
244 242
245 /* This is really a spellbook check - we should in general 243 /* This is really a spellbook check - we should in general
327 { 325 {
328 // see if we are in a container of sorts 326 // see if we are in a container of sorts
329 if (env) 327 if (env)
330 { 328 {
331 // the player inventory itself is always visible 329 // the player inventory itself is always visible
332 if (env->type == PLAYER) 330 if (env->is_player ())
333 return env; 331 return env;
334 332
335 // else a player could have our env open 333 // else a player could have our env open
336 object *envest = env->outer_env (); 334 object *envest = env->outer_env_or_self ();
337 335
338 // the player itself is always on a map, so we will find him here 336 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player. 337 // even if our inv is in a player.
340 if (envest->is_on_map ()) 338 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 339 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 340 if (pl->container_ () == env)
343 return pl; 341 return pl;
344 } 342 }
345 else 343 else
346 { 344 {
347 // maybe there is a player standing on the same mapspace 345 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 346 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 347 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 349 || pl->container_ () == this)
352 return pl; 350 return pl;
353 } 351 }
354 } 352 }
355 353
356 return 0; 354 return 0;
432 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
433 431
434 object_freezer freezer; 432 object_freezer freezer;
435 op->write (freezer); 433 op->write (freezer);
436 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
437} 441}
438 442
439/* 443/*
440 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
441 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
558 update_stats (); 562 update_stats ();
559 563
560 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
564 return false; 569 return false;
565 } 570 }
566 571
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 } 573 }
640 } 645 }
641 646
642 if (speed < 0) 647 if (speed < 0)
643 dst->speed_left -= rndm (); 648 dst->speed_left -= rndm ();
644 649
645 dst->set_speed (dst->speed); 650 dst->activate ();
646} 651}
647 652
648void 653void
649object::instantiate () 654object::instantiate ()
650{ 655{
762 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
763 { 768 {
764 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
774 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
775 * to have move_allow right now. 780 * have move_allow right now.
776 */ 781 */
777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
779 m.flags_ = 0; 784 m.invalidate ();
780 } 785 }
781 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 788 * that is being removed.
784 */ 789 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 791 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
789 else 794 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 796
795 800
796object::object () 801object::object ()
797{ 802{
798 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
799 804
800 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
801 face = blank_face; 806 face = blank_face;
802} 807}
803 808
804object::~object () 809object::~object ()
805{ 810{
835 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
836 if (active) 841 if (active)
837 return; 842 return;
838 843
839 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
840 actives.insert (this); 849 actives.insert (this);
850 }
841} 851}
842 852
843void 853void
844object::activate_recursive () 854object::activate_recursive ()
845{ 855{
910 || map->in_memory != MAP_ACTIVE 920 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 921 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 922 || ms ().move_block == MOVE_ALL)
913 { 923 {
914 while (inv) 924 while (inv)
915 inv->destroy (true); 925 inv->destroy ();
916 } 926 }
917 else 927 else
918 { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
919 while (inv) 929 while (inv)
920 { 930 {
924 || op->flag [FLAG_NO_DROP] 934 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE 935 || op->type == RUNE
926 || op->type == TRAP 936 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE] 937 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH]) 938 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true); 939 op->destroy ();
930 else 940 else
931 map->insert (op, x, y); 941 map->insert (op, x, y);
932 } 942 }
933 } 943 }
934} 944}
963 973
964void 974void
965object::do_destroy () 975object::do_destroy ()
966{ 976{
967 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 978 remove_link ();
969 979
970 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 981 remove_friendly_object (this);
972 982
973 remove (); 983 remove ();
998 attacked_by = 0; 1008 attacked_by = 0;
999 current_weapon = 0; 1009 current_weapon = 0;
1000} 1010}
1001 1011
1002void 1012void
1003object::destroy (bool destroy_inventory) 1013object::destroy ()
1004{ 1014{
1005 if (destroyed ()) 1015 if (destroyed ())
1006 return; 1016 return;
1007 1017
1008 if (!is_head () && !head->destroyed ()) 1018 if (!is_head () && !head->destroyed ())
1009 { 1019 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1020 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1021 head->destroy ();
1012 return; 1022 return;
1013 } 1023 }
1014 1024
1015 destroy_inv (!destroy_inventory); 1025 destroy_inv (false);
1016 1026
1017 if (is_head ()) 1027 if (is_head ())
1018 if (sound_destroy) 1028 if (sound_destroy)
1019 play_sound (sound_destroy); 1029 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1030 else if (flag [FLAG_MONSTER])
1056 if (object *pl = visible_to ()) 1066 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1067 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1069
1060 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1061 1073
1062 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up 1075 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1065 */ 1077 */
1077 1089
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1092 * to save cpu time.
1081 */ 1093 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1083 otmp->update_stats (); 1097 pl->update_stats ();
1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1084 } 1102 }
1085 else if (map) 1103 else if (map)
1086 { 1104 {
1087 map->dirty = true; 1105 map->dirty = true;
1088 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1089 1107
1090 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1091 { 1109 {
1092 if (type == PLAYER) // this == pl(!) 1110 if (is_player ())
1093 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1094 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1116 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1098 close_container (); 1119 close_container ();
1099 1120
1100 --map->players; 1121 --map->players;
1101 map->touch (); 1122 map->touch ();
1102 } 1123 }
1103 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1104 { 1125 {
1105 // removing a container should close it 1126 // removing a container should close it
1106 close_container (); 1127 close_container ();
1107 } 1128 }
1108 1129
1115 *(below ? &below->above : &ms.bot) = above; 1136 *(below ? &below->above : &ms.bot) = above;
1116 1137
1117 above = 0; 1138 above = 0;
1118 below = 0; 1139 below = 0;
1119 1140
1141 ms.invalidate ();
1142
1120 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1121 return; 1144 return;
1122 1145
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1147
1125 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1126 { 1149 {
1127 if (pl->container == this) 1150 if (pl->container_ () == this)
1128 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1130 * appropriately. 1153 * appropriately.
1131 */ 1154 */
1132 pl->close_container (); 1155 pl->close_container ();
1156 } 1179 }
1157 1180
1158 last = tmp; 1181 last = tmp;
1159 } 1182 }
1160 1183
1161 /* last == NULL if there are no objects on this space */ 1184 if (affects_los ())
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1170 } 1186 }
1171} 1187}
1172 1188
1173/* 1189/*
1197 esrv_update_item (UPD_NROF, pl, top); 1213 esrv_update_item (UPD_NROF, pl, top);
1198 1214
1199 op->weight = 0; // cancel the addition above 1215 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1216 op->carrying = 0; // must be 0 already
1201 1217
1202 op->destroy (1); 1218 op->destroy ();
1203 1219
1204 return top; 1220 return top;
1205 } 1221 }
1206 1222
1207 return 0; 1223 return 0;
1269 * just 'op' otherwise 1285 * just 'op' otherwise
1270 */ 1286 */
1271object * 1287object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1288insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1289{
1274 if (op->is_on_map ())
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object already on map");
1277 abort ();
1278 }
1279
1280 if (op->env)
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1283 op->remove (); 1290 op->remove ();
1284 }
1285 1291
1286 if (op->face && !face_info (op->face))//D TODO: remove soon 1292 if (m == &freed_map)//D TODO: remove soon
1287 {//D 1293 {//D
1288 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1294 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1289 op->face = 1;//D
1290 }//D 1295 }//D
1291 1296
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1299 * need extra work
1295 */ 1300 */
1301 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1303 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1305 return 0;
1300 } 1306 }
1301 1307
1302 if (object *more = op->more) 1308 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1310 return 0;
1305 1311
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1312 op->flag [FLAG_REMOVED] = false;
1307 1313 op->env = 0;
1308 op->map = m; 1314 op->map = newmap;
1315
1309 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1310 1317
1311 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1312 */ 1319 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1316 { 1323 {
1317 // TODO: we actually want to update tmp, not op, 1324 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1325 // but some caller surely breaks when we return tmp
1319 // from here :/ 1326 // from here :/
1320 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1328 tmp->destroy ();
1322 } 1329 }
1323 1330
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1332 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1333
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1342 abort ();
1336 } 1343 }
1337 1344
1338 if (!originator->is_on_map ()) 1345 if (!originator->is_on_map ())
1346 {
1339 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ()); 1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1341 1351
1342 op->above = originator; 1352 op->above = originator;
1343 op->below = originator->below; 1353 op->below = originator->below;
1344 originator->below = op; 1354 originator->below = op;
1345 1355
1431 op->below = top; 1441 op->below = top;
1432 *(op->above ? &op->above->below : &ms.top) = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1443 }
1434 } 1444 }
1435 1445
1436 if (op->type == PLAYER) 1446 if (op->is_player ())
1437 { 1447 {
1438 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1439 ++op->map->players; 1449 ++op->map->players;
1440 op->map->touch (); 1450 op->map->touch ();
1441 } 1451 }
1456 * be far away from this change and not affected in any way - 1466 * be far away from this change and not affected in any way -
1457 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1458 * or just updating the P_UPTODATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1459 * of effect may be sufficient. 1469 * of effect may be sufficient.
1460 */ 1470 */
1461 if (op->map->darkness && (op->glow_radius != 0)) 1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1462 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1475 }
1463 1476
1464 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1465 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1466 1479
1467 INVOKE_OBJECT (INSERT, op); 1480 INVOKE_OBJECT (INSERT, op);
1474 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1475 * update_object(). 1488 * update_object().
1476 */ 1489 */
1477 1490
1478 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1479 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1480 { 1493 {
1481 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1482 return 0; 1495 return 0;
1483 1496
1484 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1495/* this function inserts an object in the map, but if it 1508/* this function inserts an object in the map, but if it
1496 * finds an object of its own type, it'll remove that one first. 1509 * finds an object of its own type, it'll remove that one first.
1497 * op is the object to insert it under: supplies x and the map. 1510 * op is the object to insert it under: supplies x and the map.
1498 */ 1511 */
1499void 1512void
1500replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1501{ 1514{
1502 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1503 1516
1504 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1505 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1506 tmp->destroy (1); 1519 tmp->destroy ();
1507 1520
1508 object *tmp = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1509 1522
1510 tmp->x = op->x; 1523 tmp->x = op->x;
1511 tmp->y = op->y; 1524 tmp->y = op->y;
1512 1525
1513 insert_ob_in_map (tmp, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1634 if (object *pl = tmp->visible_to ()) 1647 if (object *pl = tmp->visible_to ())
1635 esrv_update_item (UPD_NROF, pl, tmp); 1648 esrv_update_item (UPD_NROF, pl, tmp);
1636 1649
1637 adjust_weight (this, op->total_weight ()); 1650 adjust_weight (this, op->total_weight ());
1638 1651
1639 op->destroy (1); 1652 op->destroy ();
1640 op = tmp; 1653 op = tmp;
1641 goto inserted; 1654 goto inserted;
1642 } 1655 }
1643 1656
1644 op->owner = 0; // it's his/hers now. period. 1657 op->owner = 0; // it's his/hers now. period.
1662 1675
1663 adjust_weight (this, op->total_weight ()); 1676 adjust_weight (this, op->total_weight ());
1664 1677
1665inserted: 1678inserted:
1666 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness) 1680 if (op->glow_radius && is_on_map ())
1681 {
1682 update_stats ();
1668 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1669 1684 }
1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1670 // if this is a player's inventory, update stats 1686 // if this is a player's inventory, update stats
1671 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1672 update_stats (); 1687 update_stats ();
1673 1688
1674 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1675 1690
1676 return op; 1691 return op;
1697 * on top. 1712 * on top.
1698 */ 1713 */
1699int 1714int
1700check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1701{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1702 object *tmp; 1720 object *tmp;
1703 maptile *m = op->map; 1721 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1705 1723
1706 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1707 1725
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1709 return 0;
1710 1727
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1714 1731
1715 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1716 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1717 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1718 * as walking. 1735 * as walking.
1729 return 0; 1746 return 0;
1730 1747
1731 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1733 */ 1750 */
1734 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1752 {
1753 next = tmp->below;
1744 1754
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1755 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1749 1757
1750 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1751 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1757 { 1765 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 { 1768 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1770
1765 if (op->type == PLAYER) 1771 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1774 diff /= 4.0;
1769 1775
1770 op->speed_left -= diff; 1776 op->speed_left -= diff;
1771 } 1777 }
1772 } 1778 }
1978 * head of the object should correspond for the entire object. 1984 * head of the object should correspond for the entire object.
1979 */ 1985 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1986 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 1987 continue;
1982 1988
1983 if (ob->blocked (m, pos.x, pos.y)) 1989 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 1990 continue;
1985 1991
1986 altern [index++] = i; 1992 altern [index++] = i;
1987 } 1993 }
1988 1994
2056 * there is capable of. 2062 * there is capable of.
2057 */ 2063 */
2058int 2064int
2059find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2066{
2061 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2068 MoveType move_type;
2068 2069
2069 if (exclude && exclude->head_ () != exclude) 2070 if (exclude && exclude->head_ () != exclude)
2070 { 2071 {
2071 exclude = exclude->head; 2072 exclude = exclude->head;
2072 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2075 { 2076 {
2076 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2077 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2078 } 2079 }
2079 2080
2080 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2081 { 2082 {
2082 mp = m; 2083 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2084 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2085
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2087 max = maxfree[i];
2090 else 2088 else
2091 { 2089 {
2092 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2093 2091
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2093 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2099 { 2095 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2099 return freedir [i];
2107 } 2100 }
2108 } 2101 }
2109 } 2102 }
2110 2103
2111 return 0; 2104 return 0;
2186 * This basically means that if direction is 15, then it could either go 2179 * This basically means that if direction is 15, then it could either go
2187 * direction 4, 14, or 16 to get back to where we are. 2180 * direction 4, 14, or 16 to get back to where we are.
2188 * Moved from spell_util.c to object.c with the other related direction 2181 * Moved from spell_util.c to object.c with the other related direction
2189 * functions. 2182 * functions.
2190 */ 2183 */
2191int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2292int 2285int
2293can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2294{ 2287{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298} 2291}
2299 2292
2300/* 2293/*
2301 * create clone from object to another 2294 * create clone from object to another
2302 */ 2295 */
2334 return tmp; 2327 return tmp;
2335 2328
2336 return 0; 2329 return 0;
2337} 2330}
2338 2331
2339const shstr & 2332shstr_tmp
2340object::kv_get (const shstr &key) const 2333object::kv_get (shstr_tmp key) const
2341{ 2334{
2342 for (key_value *kv = key_values; kv; kv = kv->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2343 if (kv->key == key) 2336 if (kv->key == key)
2344 return kv->value; 2337 return kv->value;
2345 2338
2346 return shstr_null; 2339 return shstr ();
2347} 2340}
2348 2341
2349void 2342void
2350object::kv_set (const shstr &key, const shstr &value) 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2351{ 2344{
2352 for (key_value *kv = key_values; kv; kv = kv->next) 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2353 if (kv->key == key) 2346 if (kv->key == key)
2354 { 2347 {
2355 kv->value = value; 2348 kv->value = value;
2364 2357
2365 key_values = kv; 2358 key_values = kv;
2366} 2359}
2367 2360
2368void 2361void
2369object::kv_del (const shstr &key) 2362object::kv_del (shstr_tmp key)
2370{ 2363{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key) 2365 if ((*kvp)->key == key)
2373 { 2366 {
2374 key_value *kv = *kvp; 2367 key_value *kv = *kvp;
2505 container = 0; 2498 container = 0;
2506 2499
2507 // client needs item update to make it work, client bug requires this to be separate 2500 // client needs item update to make it work, client bug requires this to be separate
2508 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2509 2502
2510 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2511 play_sound (sound_find ("chest_close")); 2504 play_sound (sound_find ("chest_close"));
2512 } 2505 }
2513 2506
2514 if (new_container) 2507 if (new_container)
2515 { 2508 {
2525 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2526 new_container->insert (closer); 2519 new_container->insert (closer);
2527 } 2520 }
2528#endif 2521#endif
2529 2522
2530 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2531 2524
2532 // make sure the container is available, client bug requires this to be separate 2525 // make sure the container is available, client bug requires this to be separate
2533 esrv_send_item (this, new_container); 2526 esrv_send_item (this, new_container);
2534 2527
2535 new_container->flag [FLAG_APPLIED] = true; 2528 new_container->flag [FLAG_APPLIED] = true;
2543// else if (!old_container->env && contr && contr->ns) 2536// else if (!old_container->env && contr && contr->ns)
2544// contr->ns->floorbox_reset (); 2537// contr->ns->floorbox_reset ();
2545} 2538}
2546 2539
2547object * 2540object *
2548object::force_find (const shstr name) 2541object::force_find (shstr_tmp name)
2549{ 2542{
2550 /* cycle through his inventory to look for the MARK we want to 2543 /* cycle through his inventory to look for the MARK we want to
2551 * place 2544 * place
2552 */ 2545 */
2553 for (object *tmp = inv; tmp; tmp = tmp->below) 2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2556 2549
2557 return 0; 2550 return 0;
2558} 2551}
2559 2552
2560void 2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2562object *
2561object::force_add (const shstr name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2562{ 2564{
2563 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2564 force->destroy (); 2566 force->destroy ();
2565 2567
2566 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2567 2569
2568 force->slaying = name; 2570 force->slaying = name;
2569 force->stats.food = 1;
2570 force->speed_left = -1.f;
2571 2571
2572 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2573 force->flag [FLAG_IS_USED_UP] = true; 2573
2574 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2575 2575
2576 insert (force); 2576 return insert (force);
2577} 2577}
2578 2578
2579void 2579void
2580object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound) const
2581{ 2581{
2582 if (!sound) 2582 if (!sound)
2583 return; 2583 return;
2584 2584
2585 if (flag [FLAG_REMOVED]) 2585 if (is_on_map ())
2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589}
2590
2591void
2592object::say_msg (const char *msg) const
2593{
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2598}
2599
2600void
2601object::make_noise ()
2602{
2603 // we do not model noise in the map, so instead put
2604 // a temporary light into the noise source
2605 // could use the map instead, but that's less reliable for our
2606 // goal, which is to make invisibility a bit harder to exploit
2607
2608 // currently only works sensibly for players
2609 if (!is_player ())
2586 return; 2610 return;
2587 2611
2588 if (env) 2612 // find old force, or create new one
2589 { 2613 object *force = force_find (shstr_noise_force);
2590 if (object *pl = in_player ()) 2614
2591 pl->contr->play_sound (sound); 2615 if (force)
2592 } 2616 force->speed_left = -1.f; // patch old speed up
2593 else 2617 else
2594 map->play_sound (sound, x, y); 2618 {
2595} 2619 force = archetype::get (shstr_noise_force);
2596 2620
2621 force->slaying = shstr_noise_force;
2622 force->stats.food = 1;
2623 force->speed_left = -1.f;
2624
2625 force->set_speed (1.f / 4.f);
2626 force->flag [FLAG_IS_USED_UP] = true;
2627 force->flag [FLAG_APPLIED] = true;
2628
2629 insert (force);
2630 }
2631}
2632

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