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Comparing deliantra/server/common/object.C (file contents):
Revision 1.254 by root, Sun Aug 31 01:17:11 2008 UTC vs.
Revision 1.278 by root, Thu Jan 1 19:42:43 2009 UTC

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;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 234 return 0;
234 235
235 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_CLIENT_SENT)
238 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
239 .any ()) 239 .any ())
240 return 0; 240 return 0;
241 241
242 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
324 { 324 {
325 // see if we are in a container of sorts 325 // see if we are in a container of sorts
326 if (env) 326 if (env)
327 { 327 {
328 // the player inventory itself is always visible 328 // the player inventory itself is always visible
329 if (env->type == PLAYER) 329 if (env->is_player ())
330 return env; 330 return env;
331 331
332 // else a player could have our env open 332 // else a player could have our env open
333 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
334 334
637 } 637 }
638 638
639 if (speed < 0) 639 if (speed < 0)
640 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
641 641
642 dst->set_speed (dst->speed); 642 dst->activate ();
643} 643}
644 644
645void 645void
646object::instantiate () 646object::instantiate ()
647{ 647{
759 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
760 { 760 {
761 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
764 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
768 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
769 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
771 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 772 * have move_allow right now.
773 */ 773 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
776 m.flags_ = 0; 776 m.invalidate ();
777 } 777 }
778 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 780 * that is being removed.
781 */ 781 */
782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
783 m.flags_ = 0; 783 m.invalidate ();
784 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
785 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
786 else 786 else
787 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
788 788
830object::activate () 830object::activate ()
831{ 831{
832 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
833 if (active) 833 if (active)
834 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
835 838
836 if (has_active_speed ()) 839 if (has_active_speed ())
837 actives.insert (this); 840 actives.insert (this);
838} 841}
839 842
907 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
908 || map->no_drop 911 || map->no_drop
909 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
910 { 913 {
911 while (inv) 914 while (inv)
912 inv->destroy (true); 915 inv->destroy ();
913 } 916 }
914 else 917 else
915 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
916 while (inv) 919 while (inv)
917 { 920 {
921 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
922 || op->type == RUNE 925 || op->type == RUNE
923 || op->type == TRAP 926 || op->type == TRAP
924 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
925 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
926 op->destroy (true); 929 op->destroy ();
927 else 930 else
928 map->insert (op, x, y); 931 map->insert (op, x, y);
929 } 932 }
930 } 933 }
931} 934}
995 attacked_by = 0; 998 attacked_by = 0;
996 current_weapon = 0; 999 current_weapon = 0;
997} 1000}
998 1001
999void 1002void
1000object::destroy (bool destroy_inventory) 1003object::destroy ()
1001{ 1004{
1002 if (destroyed ()) 1005 if (destroyed ())
1003 return; 1006 return;
1004 1007
1005 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1006 { 1009 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1011 head->destroy ();
1009 return; 1012 return;
1010 } 1013 }
1011 1014
1012 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1013 1016
1014 if (is_head ()) 1017 if (is_head ())
1015 if (sound_destroy) 1018 if (sound_destroy)
1016 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1053 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 1059
1057 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1058 1063
1059 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1062 */ 1067 */
1074 1079
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 1082 * to save cpu time.
1078 */ 1083 */
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1080 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1081 } 1092 }
1082 else if (map) 1093 else if (map)
1083 { 1094 {
1084 map->dirty = true; 1095 map->dirty = true;
1085 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1086 1097
1087 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1088 { 1099 {
1089 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1090 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1091 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1106 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1095 close_container (); 1109 close_container ();
1112 *(below ? &below->above : &ms.bot) = above; 1126 *(below ? &below->above : &ms.bot) = above;
1113 1127
1114 above = 0; 1128 above = 0;
1115 below = 0; 1129 below = 0;
1116 1130
1117 ms.flags_ = 0; 1131 ms.invalidate ();
1118 1132
1119 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1120 return; 1134 return;
1121 1135
1122 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1155 } 1169 }
1156 1170
1157 last = tmp; 1171 last = tmp;
1158 } 1172 }
1159 1173
1160 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1174 if (affects_los ())
1161 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1162 } 1176 }
1163} 1177}
1164 1178
1165/* 1179/*
1189 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1190 1204
1191 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1192 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1193 1207
1194 op->destroy (1); 1208 op->destroy ();
1195 1209
1196 return top; 1210 return top;
1197 } 1211 }
1198 1212
1199 return 0; 1213 return 0;
1261 * just 'op' otherwise 1275 * just 'op' otherwise
1262 */ 1276 */
1263object * 1277object *
1264insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1265{ 1279{
1266 if (op->is_on_map ())
1267 {
1268 LOG (llevError, "insert_ob_in_map called for object already on map");
1269 abort ();
1270 }
1271
1272 if (op->env)
1273 {
1274 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1275 op->remove (); 1280 op->remove ();
1276 }
1277 1281
1278 if (op->face && !face_info (op->face))//D TODO: remove soon 1282 if (m == &freed_map)//D TODO: remove soon
1279 {//D 1283 {//D
1280 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 op->face = 1;//D
1282 }//D 1285 }//D
1283 1286
1284 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1285 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1286 * need extra work 1289 * need extra work
1287 */ 1290 */
1291 maptile *newmap = m;
1288 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1289 { 1293 {
1290 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1291 return 0; 1295 return 0;
1292 } 1296 }
1293 1297
1294 if (object *more = op->more) 1298 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0; 1300 return 0;
1297 1301
1298 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1299 1303
1300 op->map = m; 1304 op->map = newmap;
1301 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1302 1306
1303 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1304 */ 1308 */
1305 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1308 { 1312 {
1309 // TODO: we actually want to update tmp, not op, 1313 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp 1314 // but some caller surely breaks when we return tmp
1311 // from here :/ 1315 // from here :/
1312 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1313 tmp->destroy (1); 1317 tmp->destroy ();
1314 } 1318 }
1315 1319
1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1317 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1318 1322
1423 op->below = top; 1427 op->below = top;
1424 *(op->above ? &op->above->below : &ms.top) = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1425 } 1429 }
1426 } 1430 }
1427 1431
1428 if (op->type == PLAYER) 1432 if (op->is_player ())
1429 { 1433 {
1430 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1431 ++op->map->players; 1435 ++op->map->players;
1432 op->map->touch (); 1436 op->map->touch ();
1433 } 1437 }
1448 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1449 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1450 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1451 * of effect may be sufficient. 1455 * of effect may be sufficient.
1452 */ 1456 */
1453 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1454 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1455 1462
1456 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1457 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1458 1465
1459 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1487/* this function inserts an object in the map, but if it 1494/* this function inserts an object in the map, but if it
1488 * finds an object of its own type, it'll remove that one first. 1495 * finds an object of its own type, it'll remove that one first.
1489 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1490 */ 1497 */
1491void 1498void
1492replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (shstr_tmp archname, object *op)
1493{ 1500{
1494 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1495 1502
1496 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1497 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (tmp->arch->archname == archname) /* same archetype */
1498 tmp->destroy (1); 1505 tmp->destroy ();
1499 1506
1500 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (archname));
1501 1508
1502 tmp->x = op->x; 1509 tmp->x = op->x;
1503 tmp->y = op->y; 1510 tmp->y = op->y;
1504 1511
1505 insert_ob_in_map (tmp, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1626 if (object *pl = tmp->visible_to ()) 1633 if (object *pl = tmp->visible_to ())
1627 esrv_update_item (UPD_NROF, pl, tmp); 1634 esrv_update_item (UPD_NROF, pl, tmp);
1628 1635
1629 adjust_weight (this, op->total_weight ()); 1636 adjust_weight (this, op->total_weight ());
1630 1637
1631 op->destroy (1); 1638 op->destroy ();
1632 op = tmp; 1639 op = tmp;
1633 goto inserted; 1640 goto inserted;
1634 } 1641 }
1635 1642
1636 op->owner = 0; // it's his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1654 1661
1655 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1656 1663
1657inserted: 1664inserted:
1658 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1659 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1660 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1661 1670 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1662 // if this is a player's inventory, update stats 1672 // if this is a player's inventory, update stats
1663 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1664 update_stats (); 1673 update_stats ();
1665 1674
1666 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1667 1676
1668 return op; 1677 return op;
1752 { 1761 {
1753 1762
1754 float 1763 float
1755 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1756 1765
1757 if (op->type == PLAYER) 1766 if (op->is_player ())
1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1760 diff /= 4.0; 1769 diff /= 4.0;
1761 1770
1762 op->speed_left -= diff; 1771 op->speed_left -= diff;
1970 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1971 */ 1980 */
1972 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1973 continue; 1982 continue;
1974 1983
1975 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1976 continue; 1985 continue;
1977 1986
1978 altern [index++] = i; 1987 altern [index++] = i;
1979 } 1988 }
1980 1989
2048 * there is capable of. 2057 * there is capable of.
2049 */ 2058 */
2050int 2059int
2051find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2052{ 2061{
2053 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2054
2055 sint16 nx, ny;
2056 object *tmp;
2057 maptile *mp;
2058
2059 MoveType blocked, move_type; 2063 MoveType move_type;
2060 2064
2061 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2062 { 2066 {
2063 exclude = exclude->head; 2067 exclude = exclude->head;
2064 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2067 { 2071 {
2068 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2069 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2070 } 2074 }
2071 2075
2072 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2073 { 2077 {
2074 mp = m; 2078 mapxy pos (m, x, y);
2075 nx = x + freearr_x[i]; 2079 pos.move (i);
2076 ny = y + freearr_y[i];
2077 2080
2078 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2079
2080 if (mflags & P_OUT_OF_MAP)
2081 max = maxfree[i]; 2082 max = maxfree[i];
2082 else 2083 else
2083 { 2084 {
2084 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2085 2086
2086 blocked = ms.move_block;
2087
2088 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2089 max = maxfree[i]; 2088 max = maxfree [i];
2090 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2091 { 2090 {
2092 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2093 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2094 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2095 break;
2096
2097 if (tmp)
2098 return freedir[i]; 2094 return freedir [i];
2099 } 2095 }
2100 } 2096 }
2101 } 2097 }
2102 2098
2103 return 0; 2099 return 0;
2178 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2179 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2180 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2181 * functions. 2177 * functions.
2182 */ 2178 */
2183int reduction_dir[SIZEOFFREE][3] = { 2179const int reduction_dir[SIZEOFFREE][3] = {
2184 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2185 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2186 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2187 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2188 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2284int 2280int
2285can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2286{ 2282{
2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2290} 2286}
2291 2287
2292/* 2288/*
2293 * create clone from object to another 2289 * create clone from object to another
2294 */ 2290 */
2326 return tmp; 2322 return tmp;
2327 2323
2328 return 0; 2324 return 0;
2329} 2325}
2330 2326
2331const shstr & 2327shstr_tmp
2332object::kv_get (const shstr &key) const 2328object::kv_get (shstr_tmp key) const
2333{ 2329{
2334 for (key_value *kv = key_values; kv; kv = kv->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2335 if (kv->key == key) 2331 if (kv->key == key)
2336 return kv->value; 2332 return kv->value;
2337 2333
2338 return shstr_null; 2334 return shstr ();
2339} 2335}
2340 2336
2341void 2337void
2342object::kv_set (const shstr &key, const shstr &value) 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2343{ 2339{
2344 for (key_value *kv = key_values; kv; kv = kv->next) 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2345 if (kv->key == key) 2341 if (kv->key == key)
2346 { 2342 {
2347 kv->value = value; 2343 kv->value = value;
2356 2352
2357 key_values = kv; 2353 key_values = kv;
2358} 2354}
2359 2355
2360void 2356void
2361object::kv_del (const shstr &key) 2357object::kv_del (shstr_tmp key)
2362{ 2358{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key) 2360 if ((*kvp)->key == key)
2365 { 2361 {
2366 key_value *kv = *kvp; 2362 key_value *kv = *kvp;
2535// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2537} 2533}
2538 2534
2539object * 2535object *
2540object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2541{ 2537{
2542 /* cycle through his inventory to look for the MARK we want to 2538 /* cycle through his inventory to look for the MARK we want to
2543 * place 2539 * place
2544 */ 2540 */
2545 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2547 return splay (tmp); 2543 return splay (tmp);
2548 2544
2549 return 0; 2545 return 0;
2550} 2546}
2551 2547
2552void 2548object *
2553object::force_add (const shstr name, int duration) 2549object::force_add (shstr_tmp name, int duration)
2554{ 2550{
2555 if (object *force = force_find (name)) 2551 if (object *force = force_find (name))
2556 force->destroy (); 2552 force->destroy ();
2557 2553
2558 object *force = get_archetype (FORCE_NAME); 2554 object *force = get_archetype (FORCE_NAME);
2563 2559
2564 force->set_speed (duration ? 1.f / duration : 0.f); 2560 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true; 2561 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true; 2562 force->flag [FLAG_APPLIED] = true;
2567 2563
2568 insert (force); 2564 return insert (force);
2569} 2565}
2570 2566
2571void 2567void
2572object::play_sound (faceidx sound) 2568object::play_sound (faceidx sound)
2573{ 2569{
2584 } 2580 }
2585 else 2581 else
2586 map->play_sound (sound, x, y); 2582 map->play_sound (sound, x, y);
2587} 2583}
2588 2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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