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Comparing deliantra/server/common/object.C (file contents):
Revision 1.258 by root, Mon Sep 29 09:04:50 2008 UTC vs.
Revision 1.287 by root, Sat Oct 3 20:11:12 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
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] = {
323 { 324 {
324 // see if we are in a container of sorts 325 // see if we are in a container of sorts
325 if (env) 326 if (env)
326 { 327 {
327 // the player inventory itself is always visible 328 // the player inventory itself is always visible
328 if (env->type == PLAYER) 329 if (env->is_player ())
329 return env; 330 return env;
330 331
331 // else a player could have our env open 332 // else a player could have our env open
332 object *envest = env->outer_env (); 333 object *envest = env->outer_env_or_self ();
333 334
334 // the player itself is always on a map, so we will find him here 335 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player. 336 // even if our inv is in a player.
336 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
758 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
759 { 760 {
760 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
770 /* 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
771 * have move_allow right now. 772 * have move_allow right now.
772 */ 773 */
773 || ((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
774 || 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)
775 m.flags_ = 0; 776 m.invalidate ();
776 } 777 }
777 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 780 * that is being removed.
780 */ 781 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 783 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
785 else 786 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 788
791 792
792object::object () 793object::object ()
793{ 794{
794 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
795 796
796 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
797 face = blank_face; 798 face = blank_face;
798} 799}
799 800
800object::~object () 801object::~object ()
801{ 802{
830{ 831{
831 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
832 if (active) 833 if (active)
833 return; 834 return;
834 835
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 ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
839 actives.insert (this); 841 actives.insert (this);
842 }
840} 843}
841 844
842void 845void
843object::activate_recursive () 846object::activate_recursive ()
844{ 847{
909 || map->in_memory != MAP_ACTIVE 912 || map->in_memory != MAP_ACTIVE
910 || map->no_drop 913 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
912 { 915 {
913 while (inv) 916 while (inv)
914 inv->destroy (true); 917 inv->destroy ();
915 } 918 }
916 else 919 else
917 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
918 while (inv) 921 while (inv)
919 { 922 {
923 || op->flag [FLAG_NO_DROP] 926 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE 927 || op->type == RUNE
925 || op->type == TRAP 928 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE] 929 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH]) 930 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true); 931 op->destroy ();
929 else 932 else
930 map->insert (op, x, y); 933 map->insert (op, x, y);
931 } 934 }
932 } 935 }
933} 936}
962 965
963void 966void
964object::do_destroy () 967object::do_destroy ()
965{ 968{
966 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 970 remove_link ();
968 971
969 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 973 remove_friendly_object (this);
971 974
972 remove (); 975 remove ();
983 x = 1; 986 x = 1;
984 y = 1; 987 y = 1;
985 988
986 if (more) 989 if (more)
987 { 990 {
988 more->destroy (true); 991 more->destroy ();
989 more = 0; 992 more = 0;
990 } 993 }
991 994
992 head = 0; 995 head = 0;
993 996
997 attacked_by = 0; 1000 attacked_by = 0;
998 current_weapon = 0; 1001 current_weapon = 0;
999} 1002}
1000 1003
1001void 1004void
1002object::destroy (bool destroy_inventory) 1005object::destroy ()
1003{ 1006{
1004 if (destroyed ()) 1007 if (destroyed ())
1005 return; 1008 return;
1006 1009
1007 if (!is_head () && !head->destroyed ()) 1010 if (!is_head () && !head->destroyed ())
1008 { 1011 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory); 1013 head->destroy ();
1011 return; 1014 return;
1012 } 1015 }
1013 1016
1014 destroy_inv (!destroy_inventory); 1017 destroy_inv (false);
1015 1018
1016 if (is_head ()) 1019 if (is_head ())
1017 if (sound_destroy) 1020 if (sound_destroy)
1018 play_sound (sound_destroy); 1021 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1022 else if (flag [FLAG_MONSTER])
1055 if (object *pl = visible_to ()) 1058 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1059 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1061
1059 adjust_weight (env, -total_weight ()); 1062 adjust_weight (env, -total_weight ());
1063
1064 object *pl = in_player ();
1060 1065
1061 /* we set up values so that it could be inserted into 1066 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1067 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1068 * to the caller to decide what we want to do.
1064 */ 1069 */
1076 1081
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1084 * to save cpu time.
1080 */ 1085 */
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
1082 otmp->update_stats (); 1089 pl->update_stats ();
1090
1091 if (glow_radius && pl->is_on_map ())
1092 update_all_los (pl->map, pl->x, pl->y);
1093 }
1083 } 1094 }
1084 else if (map) 1095 else if (map)
1085 { 1096 {
1086 map->dirty = true; 1097 map->dirty = true;
1087 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
1088 1099
1089 if (object *pl = ms.player ()) 1100 if (object *pl = ms.player ())
1090 { 1101 {
1091 if (type == PLAYER) // this == pl(!) 1102 if (is_player ())
1092 { 1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1093 // leaving a spot always closes any open container on the ground 1107 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1108 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1109 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1110 // that the CLOSE event is being sent.
1097 close_container (); 1111 close_container ();
1114 *(below ? &below->above : &ms.bot) = above; 1128 *(below ? &below->above : &ms.bot) = above;
1115 1129
1116 above = 0; 1130 above = 0;
1117 below = 0; 1131 below = 0;
1118 1132
1119 ms.flags_ = 0; 1133 ms.invalidate ();
1120 1134
1121 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1122 return; 1136 return;
1123 1137
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1157 } 1171 }
1158 1172
1159 last = tmp; 1173 last = tmp;
1160 } 1174 }
1161 1175
1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1176 if (affects_los ())
1163 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1164 } 1178 }
1165} 1179}
1166 1180
1167/* 1181/*
1191 esrv_update_item (UPD_NROF, pl, top); 1205 esrv_update_item (UPD_NROF, pl, top);
1192 1206
1193 op->weight = 0; // cancel the addition above 1207 op->weight = 0; // cancel the addition above
1194 op->carrying = 0; // must be 0 already 1208 op->carrying = 0; // must be 0 already
1195 1209
1196 op->destroy (true); 1210 op->destroy ();
1197 1211
1198 return top; 1212 return top;
1199 } 1213 }
1200 1214
1201 return 0; 1215 return 0;
1263 * just 'op' otherwise 1277 * just 'op' otherwise
1264 */ 1278 */
1265object * 1279object *
1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1267{ 1281{
1268 if (op->is_on_map ())
1269 {
1270 LOG (llevError, "insert_ob_in_map called for object already on map");
1271 abort ();
1272 }
1273
1274 if (op->env)
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1277 op->remove (); 1282 op->remove ();
1278 }
1279 1283
1280 if (m == &freed_map)//D TODO: remove soon 1284 if (m == &freed_map)//D TODO: remove soon
1281 {//D 1285 {//D
1282 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1283 }//D 1287 }//D
1284 1288
1285 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1286 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1287 * need extra work 1291 * need extra work
1288 */ 1292 */
1293 maptile *newmap = m;
1289 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1290 { 1295 {
1291 op->head_ ()->destroy (true);// remove head_ once all tail object destroyers found 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1292 return 0; 1297 return 0;
1293 } 1298 }
1294 1299
1295 if (object *more = op->more) 1300 if (object *more = op->more)
1296 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1297 return 0; 1302 return 0;
1298 1303
1299 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1300 1305 op->env = 0;
1301 op->map = m; 1306 op->map = newmap;
1307
1302 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1303 1309
1304 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1305 */ 1311 */
1306 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1309 { 1315 {
1310 // TODO: we actually want to update tmp, not op, 1316 // TODO: we actually want to update tmp, not op,
1311 // but some caller surely breaks when we return tmp 1317 // but some caller surely breaks when we return tmp
1312 // from here :/ 1318 // from here :/
1313 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1314 tmp->destroy (true); 1320 tmp->destroy ();
1315 } 1321 }
1316 1322
1317 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1318 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1319 1325
1327 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1328 abort (); 1334 abort ();
1329 } 1335 }
1330 1336
1331 if (!originator->is_on_map ()) 1337 if (!originator->is_on_map ())
1338 {
1332 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1333 op->debug_desc (), originator->debug_desc ()); 1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1334 1343
1335 op->above = originator; 1344 op->above = originator;
1336 op->below = originator->below; 1345 op->below = originator->below;
1337 originator->below = op; 1346 originator->below = op;
1338 1347
1424 op->below = top; 1433 op->below = top;
1425 *(op->above ? &op->above->below : &ms.top) = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1435 }
1427 } 1436 }
1428 1437
1429 if (op->type == PLAYER) 1438 if (op->is_player ())
1430 { 1439 {
1431 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1432 ++op->map->players; 1441 ++op->map->players;
1433 op->map->touch (); 1442 op->map->touch ();
1434 } 1443 }
1449 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1450 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1451 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1452 * of effect may be sufficient. 1461 * of effect may be sufficient.
1453 */ 1462 */
1454 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1456 1468
1457 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1458 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1459 1471
1460 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1467 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1468 * update_object(). 1480 * update_object().
1469 */ 1481 */
1470 1482
1471 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1472 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1473 { 1485 {
1474 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1475 return 0; 1487 return 0;
1476 1488
1477 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1488/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1489 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1490 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1491 */ 1503 */
1492void 1504void
1493replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1494{ 1506{
1495 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1496 1508
1497 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1498 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1499 tmp->destroy (true); 1511 tmp->destroy ();
1500 1512
1501 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1502 1514
1503 tmp->x = op->x; 1515 tmp->x = op->x;
1504 tmp->y = op->y; 1516 tmp->y = op->y;
1505 1517
1506 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1627 if (object *pl = tmp->visible_to ()) 1639 if (object *pl = tmp->visible_to ())
1628 esrv_update_item (UPD_NROF, pl, tmp); 1640 esrv_update_item (UPD_NROF, pl, tmp);
1629 1641
1630 adjust_weight (this, op->total_weight ()); 1642 adjust_weight (this, op->total_weight ());
1631 1643
1632 op->destroy (true); 1644 op->destroy ();
1633 op = tmp; 1645 op = tmp;
1634 goto inserted; 1646 goto inserted;
1635 } 1647 }
1636 1648
1637 op->owner = 0; // it's his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1655 1667
1656 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1657 1669
1658inserted: 1670inserted:
1659 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1660 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1661 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1662 1676 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1663 // if this is a player's inventory, update stats 1678 // if this is a player's inventory, update stats
1664 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1665 update_stats (); 1679 update_stats ();
1666 1680
1667 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1668 1682
1669 return op; 1683 return op;
1690 * on top. 1704 * on top.
1691 */ 1705 */
1692int 1706int
1693check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1694{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1695 object *tmp; 1712 object *tmp;
1696 maptile *m = op->map; 1713 maptile *m = op->map;
1697 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1698 1715
1699 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1700 1717
1701 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1702 return 0;
1703 1719
1704 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1705 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1706 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1707 1723
1708 /* if nothing on this space will slow op down or be applied, 1724 /* if nothing on this space will slow op down or be applied,
1709 * no need to do checking below. have to make sure move_type 1725 * no need to do checking below. have to make sure move_type
1710 * is set, as lots of objects don't have it set - we treat that 1726 * is set, as lots of objects don't have it set - we treat that
1711 * as walking. 1727 * as walking.
1722 return 0; 1738 return 0;
1723 1739
1724 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1725 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1726 */ 1742 */
1727 1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1728 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1729 {
1730 /* Trim the search when we find the first other spell effect
1731 * this helps performance so that if a space has 50 spell objects,
1732 * we don't need to check all of them.
1733 */
1734 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1735 break;
1736 } 1744 {
1745 next = tmp->below;
1737 1746
1738 for (; tmp; tmp = tmp->below)
1739 {
1740 if (tmp == op) 1747 if (tmp == op)
1741 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1742 1749
1743 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1744 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1749 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1750 { 1757 {
1751 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1752 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1753 { 1760 {
1754
1755 float
1756 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1757 1762
1758 if (op->type == PLAYER) 1763 if (op->is_player ())
1759 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1760 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1761 diff /= 4.0; 1766 diff /= 4.0;
1762 1767
1763 op->speed_left -= diff; 1768 op->speed_left -= diff;
1764 } 1769 }
1765 } 1770 }
1971 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
1972 */ 1977 */
1973 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1974 continue; 1979 continue;
1975 1980
1976 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
1977 continue; 1982 continue;
1978 1983
1979 altern [index++] = i; 1984 altern [index++] = i;
1980 } 1985 }
1981 1986
2049 * there is capable of. 2054 * there is capable of.
2050 */ 2055 */
2051int 2056int
2052find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2053{ 2058{
2054 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2055
2056 sint16 nx, ny;
2057 object *tmp;
2058 maptile *mp;
2059
2060 MoveType blocked, move_type; 2060 MoveType move_type;
2061 2061
2062 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2063 { 2063 {
2064 exclude = exclude->head; 2064 exclude = exclude->head;
2065 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2068 { 2068 {
2069 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2070 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2071 } 2071 }
2072 2072
2073 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2074 { 2074 {
2075 mp = m; 2075 mapxy pos (m, x, y);
2076 nx = x + freearr_x[i]; 2076 pos.move (i);
2077 ny = y + freearr_y[i];
2078 2077
2079 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2080
2081 if (mflags & P_OUT_OF_MAP)
2082 max = maxfree[i]; 2079 max = maxfree[i];
2083 else 2080 else
2084 { 2081 {
2085 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2086 2083
2087 blocked = ms.move_block;
2088
2089 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2090 max = maxfree[i]; 2085 max = maxfree [i];
2091 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2092 { 2087 {
2093 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2094 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2095 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2096 break;
2097
2098 if (tmp)
2099 return freedir[i]; 2091 return freedir [i];
2100 } 2092 }
2101 } 2093 }
2102 } 2094 }
2103 2095
2104 return 0; 2096 return 0;
2179 * This basically means that if direction is 15, then it could either go 2171 * This basically means that if direction is 15, then it could either go
2180 * direction 4, 14, or 16 to get back to where we are. 2172 * direction 4, 14, or 16 to get back to where we are.
2181 * Moved from spell_util.c to object.c with the other related direction 2173 * Moved from spell_util.c to object.c with the other related direction
2182 * functions. 2174 * functions.
2183 */ 2175 */
2184int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2185 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2186 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2187 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2188 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2189 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2285int 2277int
2286can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2287{ 2279{
2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2291} 2283}
2292 2284
2293/* 2285/*
2294 * create clone from object to another 2286 * create clone from object to another
2295 */ 2287 */
2327 return tmp; 2319 return tmp;
2328 2320
2329 return 0; 2321 return 0;
2330} 2322}
2331 2323
2332const shstr & 2324shstr_tmp
2333object::kv_get (const shstr &key) const 2325object::kv_get (shstr_tmp key) const
2334{ 2326{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2328 if (kv->key == key)
2337 return kv->value; 2329 return kv->value;
2338 2330
2339 return shstr_null; 2331 return shstr ();
2340} 2332}
2341 2333
2342void 2334void
2343object::kv_set (const shstr &key, const shstr &value) 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2344{ 2336{
2345 for (key_value *kv = key_values; kv; kv = kv->next) 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2346 if (kv->key == key) 2338 if (kv->key == key)
2347 { 2339 {
2348 kv->value = value; 2340 kv->value = value;
2357 2349
2358 key_values = kv; 2350 key_values = kv;
2359} 2351}
2360 2352
2361void 2353void
2362object::kv_del (const shstr &key) 2354object::kv_del (shstr_tmp key)
2363{ 2355{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key) 2357 if ((*kvp)->key == key)
2366 { 2358 {
2367 key_value *kv = *kvp; 2359 key_value *kv = *kvp;
2486 2478
2487#if 0 2479#if 0
2488 // remove the "Close old_container" object. 2480 // remove the "Close old_container" object.
2489 if (object *closer = old_container->inv) 2481 if (object *closer = old_container->inv)
2490 if (closer->type == CLOSE_CON) 2482 if (closer->type == CLOSE_CON)
2491 closer->destroy (true); 2483 closer->destroy ();
2492#endif 2484#endif
2493 2485
2494 // make sure the container is available 2486 // make sure the container is available
2495 esrv_send_item (this, old_container); 2487 esrv_send_item (this, old_container);
2496 2488
2498 container = 0; 2490 container = 0;
2499 2491
2500 // client needs item update to make it work, client bug requires this to be separate 2492 // client needs item update to make it work, client bug requires this to be separate
2501 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2502 2494
2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2504 play_sound (sound_find ("chest_close")); 2496 play_sound (sound_find ("chest_close"));
2505 } 2497 }
2506 2498
2507 if (new_container) 2499 if (new_container)
2508 { 2500 {
2518 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2519 new_container->insert (closer); 2511 new_container->insert (closer);
2520 } 2512 }
2521#endif 2513#endif
2522 2514
2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2524 2516
2525 // make sure the container is available, client bug requires this to be separate 2517 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container); 2518 esrv_send_item (this, new_container);
2527 2519
2528 new_container->flag [FLAG_APPLIED] = true; 2520 new_container->flag [FLAG_APPLIED] = true;
2536// else if (!old_container->env && contr && contr->ns) 2528// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset (); 2529// contr->ns->floorbox_reset ();
2538} 2530}
2539 2531
2540object * 2532object *
2541object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2542{ 2534{
2543 /* cycle through his inventory to look for the MARK we want to 2535 /* cycle through his inventory to look for the MARK we want to
2544 * place 2536 * place
2545 */ 2537 */
2546 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2548 return splay (tmp); 2540 return splay (tmp);
2549 2541
2550 return 0; 2542 return 0;
2551} 2543}
2552 2544
2553void 2545object *
2554object::force_add (const shstr name, int duration) 2546object::force_add (shstr_tmp name, int duration)
2555{ 2547{
2556 if (object *force = force_find (name)) 2548 if (object *force = force_find (name))
2557 force->destroy (true); 2549 force->destroy ();
2558 2550
2559 object *force = get_archetype (FORCE_NAME); 2551 object *force = get_archetype (FORCE_NAME);
2560 2552
2561 force->slaying = name; 2553 force->slaying = name;
2562 force->stats.food = 1; 2554 force->stats.food = 1;
2564 2556
2565 force->set_speed (duration ? 1.f / duration : 0.f); 2557 force->set_speed (duration ? 1.f / duration : 0.f);
2566 force->flag [FLAG_IS_USED_UP] = true; 2558 force->flag [FLAG_IS_USED_UP] = true;
2567 force->flag [FLAG_APPLIED] = true; 2559 force->flag [FLAG_APPLIED] = true;
2568 2560
2569 insert (force); 2561 return insert (force);
2570} 2562}
2571 2563
2572void 2564void
2573object::play_sound (faceidx sound) 2565object::play_sound (faceidx sound) const
2574{ 2566{
2575 if (!sound) 2567 if (!sound)
2576 return; 2568 return;
2577 2569
2578 if (flag [FLAG_REMOVED]) 2570 if (is_on_map ())
2571 map->play_sound (sound, x, y);
2572 else if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574}
2575
2576void
2577object::say_msg (const char *msg) const
2578{
2579 if (is_on_map ())
2580 map->say_msg (msg, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
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 ())
2579 return; 2595 return;
2580 2596
2581 if (env) 2597 // find old force, or create new one
2582 { 2598 object *force = force_find (shstr_noise_force);
2583 if (object *pl = in_player ()) 2599
2584 pl->contr->play_sound (sound); 2600 if (force)
2585 } 2601 force->speed_left = -1.f; // patch old speed up
2586 else 2602 else
2587 map->play_sound (sound, x, y); 2603 {
2588} 2604 force = archetype::get (shstr_noise_force);
2589 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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