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Comparing deliantra/server/common/object.C (file contents):
Revision 1.267 by root, Tue Dec 23 01:51:27 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] = {
323 { 325 {
324 // see if we are in a container of sorts 326 // see if we are in a container of sorts
325 if (env) 327 if (env)
326 { 328 {
327 // the player inventory itself is always visible 329 // the player inventory itself is always visible
328 if (env->type == PLAYER) 330 if (env->is_player ())
329 return env; 331 return env;
330 332
331 // else a player could have our env open 333 // else a player could have our env open
332 object *envest = env->outer_env (); 334 object *envest = env->outer_env_or_self ();
333 335
334 // 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
335 // even if our inv is in a player. 337 // even if our inv is in a player.
336 if (envest->is_on_map ()) 338 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 339 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 340 if (pl->container_ () == env)
339 return pl; 341 return pl;
340 } 342 }
341 else 343 else
342 { 344 {
343 // maybe there is a player standing on the same mapspace 345 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 346 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 347 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 349 || pl->container_ () == this)
348 return pl; 350 return pl;
349 } 351 }
350 } 352 }
351 353
352 return 0; 354 return 0;
428 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
429 431
430 object_freezer freezer; 432 object_freezer freezer;
431 op->write (freezer); 433 op->write (freezer);
432 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
433} 441}
434 442
435/* 443/*
436 * 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
437 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
554 update_stats (); 562 update_stats ();
555 563
556 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
559 "[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);
560 return false; 569 return false;
561 } 570 }
562 571
563 //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);
564 } 573 }
758 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
759 { 768 {
760 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
791 800
792object::object () 801object::object ()
793{ 802{
794 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
795 804
796 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
797 face = blank_face; 806 face = blank_face;
798} 807}
799 808
800object::~object () 809object::~object ()
801{ 810{
830{ 839{
831 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
832 if (active) 841 if (active)
833 return; 842 return;
834 843
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 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
839 actives.insert (this); 849 actives.insert (this);
850 }
840} 851}
841 852
842void 853void
843object::activate_recursive () 854object::activate_recursive ()
844{ 855{
962 973
963void 974void
964object::do_destroy () 975object::do_destroy ()
965{ 976{
966 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 978 remove_link ();
968 979
969 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 981 remove_friendly_object (this);
971 982
972 remove (); 983 remove ();
1083 if (pl) 1094 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))) 1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 { 1096 {
1086 pl->update_stats (); 1097 pl->update_stats ();
1087 1098
1088 if (glow_radius && pl->is_on_map () && pl->map->darkness) 1099 if (glow_radius && pl->is_on_map ())
1089 update_all_los (pl->map, pl->x, pl->y); 1100 update_all_los (pl->map, pl->x, pl->y);
1090 } 1101 }
1091 } 1102 }
1092 else if (map) 1103 else if (map)
1093 { 1104 {
1094 map->dirty = true; 1105 map->dirty = true;
1095 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1096 1107
1097 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1098 { 1109 {
1099 if (type == PLAYER) // this == pl(!) 1110 if (is_player ())
1100 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1101 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env) 1116 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1105 close_container (); 1119 close_container ();
1106 1120
1107 --map->players; 1121 --map->players;
1108 map->touch (); 1122 map->touch ();
1109 } 1123 }
1110 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1111 { 1125 {
1112 // removing a container should close it 1126 // removing a container should close it
1113 close_container (); 1127 close_container ();
1114 } 1128 }
1115 1129
1131 1145
1132 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1133 1147
1134 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1135 { 1149 {
1136 if (pl->container == this) 1150 if (pl->container_ () == this)
1137 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1138 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1139 * appropriately. 1153 * appropriately.
1140 */ 1154 */
1141 pl->close_container (); 1155 pl->close_container ();
1165 } 1179 }
1166 1180
1167 last = tmp; 1181 last = tmp;
1168 } 1182 }
1169 1183
1170 if (map->darkness && affects_los ()) 1184 if (affects_los ())
1171 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1172 } 1186 }
1173} 1187}
1174 1188
1175/* 1189/*
1282 1296
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * 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
1285 * need extra work 1299 * need extra work
1286 */ 1300 */
1301 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1303 {
1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1305 return 0;
1291 } 1306 }
1292 1307
1293 if (object *more = op->more) 1308 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1310 return 0;
1296 1311
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1312 op->flag [FLAG_REMOVED] = false;
1298 1313 op->env = 0;
1299 op->map = m; 1314 op->map = newmap;
1315
1300 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1301 1317
1302 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1303 */ 1319 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1325 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");
1326 abort (); 1342 abort ();
1327 } 1343 }
1328 1344
1329 if (!originator->is_on_map ()) 1345 if (!originator->is_on_map ())
1346 {
1330 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",
1331 op->debug_desc (), originator->debug_desc ()); 1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1332 1351
1333 op->above = originator; 1352 op->above = originator;
1334 op->below = originator->below; 1353 op->below = originator->below;
1335 originator->below = op; 1354 originator->below = op;
1336 1355
1422 op->below = top; 1441 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1443 }
1425 } 1444 }
1426 1445
1427 if (op->type == PLAYER) 1446 if (op->is_player ())
1428 { 1447 {
1429 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1430 ++op->map->players; 1449 ++op->map->players;
1431 op->map->touch (); 1450 op->map->touch ();
1432 } 1451 }
1447 * 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 -
1448 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1469 * of effect may be sufficient.
1451 */ 1470 */
1452 if (op->affects_los () && op->map->darkness) 1471 if (op->affects_los ())
1453 { 1472 {
1454 op->ms ().invalidate (); 1473 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1456 } 1475 }
1457 1476
1468 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1469 * update_object(). 1488 * update_object().
1470 */ 1489 */
1471 1490
1472 /* 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 */
1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1474 { 1493 {
1475 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1476 return 0; 1495 return 0;
1477 1496
1478 /* 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
1489/* this function inserts an object in the map, but if it 1508/* this function inserts an object in the map, but if it
1490 * 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.
1491 * 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.
1492 */ 1511 */
1493void 1512void
1494replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1495{ 1514{
1496 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1497 1516
1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1500 tmp->destroy (); 1519 tmp->destroy ();
1501 1520
1502 object *tmp = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1503 1522
1504 tmp->x = op->x; 1523 tmp->x = op->x;
1505 tmp->y = op->y; 1524 tmp->y = op->y;
1506 1525
1507 insert_ob_in_map (tmp, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1656 1675
1657 adjust_weight (this, op->total_weight ()); 1676 adjust_weight (this, op->total_weight ());
1658 1677
1659inserted: 1678inserted:
1660 /* 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 */
1661 if (op->glow_radius && is_on_map () && map->darkness) 1680 if (op->glow_radius && is_on_map ())
1662 { 1681 {
1663 update_stats (); 1682 update_stats ();
1664 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1665 } 1684 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1667 // if this is a player's inventory, update stats 1686 // if this is a player's inventory, update stats
1668 update_stats (); 1687 update_stats ();
1669 1688
1670 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1671 1690
1693 * on top. 1712 * on top.
1694 */ 1713 */
1695int 1714int
1696check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1697{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1698 object *tmp; 1720 object *tmp;
1699 maptile *m = op->map; 1721 maptile *m = op->map;
1700 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1701 1723
1702 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1703 1725
1704 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1705 return 0;
1706 1727
1707 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1708 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1709 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1710 1731
1711 /* 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,
1712 * 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
1713 * 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
1714 * as walking. 1735 * as walking.
1725 return 0; 1746 return 0;
1726 1747
1727 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1728 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1729 */ 1750 */
1730 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1731 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1732 {
1733 /* Trim the search when we find the first other spell effect
1734 * this helps performance so that if a space has 50 spell objects,
1735 * we don't need to check all of them.
1736 */
1737 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1738 break;
1739 } 1752 {
1753 next = tmp->below;
1740 1754
1741 for (; tmp; tmp = tmp->below)
1742 {
1743 if (tmp == op) 1755 if (tmp == op)
1744 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1745 1757
1746 /* 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.
1747 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1752 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1753 { 1765 {
1754 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1755 ((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))
1756 { 1768 {
1757
1758 float
1759 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1760 1770
1761 if (op->type == PLAYER) 1771 if (op->is_player ())
1762 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)) ||
1763 (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)))
1764 diff /= 4.0; 1774 diff /= 4.0;
1765 1775
1766 op->speed_left -= diff; 1776 op->speed_left -= diff;
1767 } 1777 }
1768 } 1778 }
2052 * there is capable of. 2062 * there is capable of.
2053 */ 2063 */
2054int 2064int
2055find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2056{ 2066{
2057 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2058
2059 sint16 nx, ny;
2060 object *tmp;
2061 maptile *mp;
2062
2063 MoveType blocked, move_type; 2068 MoveType move_type;
2064 2069
2065 if (exclude && exclude->head_ () != exclude) 2070 if (exclude && exclude->head_ () != exclude)
2066 { 2071 {
2067 exclude = exclude->head; 2072 exclude = exclude->head;
2068 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2071 { 2076 {
2072 /* 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. */
2073 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2074 } 2079 }
2075 2080
2076 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2077 { 2082 {
2078 mp = m; 2083 mapxy pos (m, x, y);
2079 nx = x + freearr_x[i]; 2084 pos.move (i);
2080 ny = y + freearr_y[i];
2081 2085
2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2083
2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i]; 2087 max = maxfree[i];
2086 else 2088 else
2087 { 2089 {
2088 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2089 2091
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2093 max = maxfree[i]; 2093 max = maxfree [i];
2094 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2095 { 2095 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 break;
2100
2101 if (tmp)
2102 return freedir[i]; 2099 return freedir [i];
2103 } 2100 }
2104 } 2101 }
2105 } 2102 }
2106 2103
2107 return 0; 2104 return 0;
2182 * 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
2183 * 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.
2184 * 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
2185 * functions. 2182 * functions.
2186 */ 2183 */
2187int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2188 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2189 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2190 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2191 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2192 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2288int 2285int
2289can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2290{ 2287{
2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2293 !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));
2294} 2291}
2295 2292
2296/* 2293/*
2297 * create clone from object to another 2294 * create clone from object to another
2298 */ 2295 */
2330 return tmp; 2327 return tmp;
2331 2328
2332 return 0; 2329 return 0;
2333} 2330}
2334 2331
2335const shstr & 2332shstr_tmp
2336object::kv_get (const shstr &key) const 2333object::kv_get (shstr_tmp key) const
2337{ 2334{
2338 for (key_value *kv = key_values; kv; kv = kv->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2339 if (kv->key == key) 2336 if (kv->key == key)
2340 return kv->value; 2337 return kv->value;
2341 2338
2342 return shstr_null; 2339 return shstr ();
2343} 2340}
2344 2341
2345void 2342void
2346object::kv_set (const shstr &key, const shstr &value) 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2347{ 2344{
2348 for (key_value *kv = key_values; kv; kv = kv->next) 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2349 if (kv->key == key) 2346 if (kv->key == key)
2350 { 2347 {
2351 kv->value = value; 2348 kv->value = value;
2360 2357
2361 key_values = kv; 2358 key_values = kv;
2362} 2359}
2363 2360
2364void 2361void
2365object::kv_del (const shstr &key) 2362object::kv_del (shstr_tmp key)
2366{ 2363{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key) 2365 if ((*kvp)->key == key)
2369 { 2366 {
2370 key_value *kv = *kvp; 2367 key_value *kv = *kvp;
2501 container = 0; 2498 container = 0;
2502 2499
2503 // 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
2504 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2505 2502
2506 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 ());
2507 play_sound (sound_find ("chest_close")); 2504 play_sound (sound_find ("chest_close"));
2508 } 2505 }
2509 2506
2510 if (new_container) 2507 if (new_container)
2511 { 2508 {
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer); 2519 new_container->insert (closer);
2523 } 2520 }
2524#endif 2521#endif
2525 2522
2526 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 ());
2527 2524
2528 // 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
2529 esrv_send_item (this, new_container); 2526 esrv_send_item (this, new_container);
2530 2527
2531 new_container->flag [FLAG_APPLIED] = true; 2528 new_container->flag [FLAG_APPLIED] = true;
2539// else if (!old_container->env && contr && contr->ns) 2536// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset (); 2537// contr->ns->floorbox_reset ();
2541} 2538}
2542 2539
2543object * 2540object *
2544object::force_find (const shstr name) 2541object::force_find (shstr_tmp name)
2545{ 2542{
2546 /* 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
2547 * place 2544 * place
2548 */ 2545 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below) 2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2551 return splay (tmp); 2548 return splay (tmp);
2552 2549
2553 return 0; 2550 return 0;
2554} 2551}
2555 2552
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
2556object * 2562object *
2557object::force_add (const shstr name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2558{ 2564{
2559 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2560 force->destroy (); 2566 force->destroy ();
2561 2567
2562 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2563 2569
2564 force->slaying = name; 2570 force->slaying = name;
2565 force->stats.food = 1;
2566 force->speed_left = -1.f;
2567 2571
2568 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2569 force->flag [FLAG_IS_USED_UP] = true; 2573
2570 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2571 2575
2572 return insert (force); 2576 return insert (force);
2573} 2577}
2574 2578
2575void 2579void
2576object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound) const
2577{ 2581{
2578 if (!sound) 2582 if (!sound)
2579 return; 2583 return;
2580 2584
2581 if (flag [FLAG_REMOVED]) 2585 if (is_on_map ())
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y); 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);
2591} 2598}
2592 2599
2593void 2600void
2594object::make_noise () 2601object::make_noise ()
2595{ 2602{
2604 2611
2605 // find old force, or create new one 2612 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force); 2613 object *force = force_find (shstr_noise_force);
2607 2614
2608 if (force) 2615 if (force)
2609 force->speed = 1.f / 4; // patch old speed up 2616 force->speed_left = -1.f; // patch old speed up
2610 else 2617 else
2611 force_add (shstr_noise_force, 4); 2618 {
2612} 2619 force = archetype::get (shstr_noise_force);
2613 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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