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Comparing deliantra/server/common/object.C (file contents):
Revision 1.246 by root, Thu May 22 15:37:44 2008 UTC vs.
Revision 1.288 by root, Sat Oct 3 22:36:08 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] = {
186 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 188 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
189 return 0; 190 return 0;
190 191
191 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 234 return 0;
237 235
238 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
242 .any ()) 239 .any ())
243 return 0; 240 return 0;
244 241
245 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
327 { 324 {
328 // see if we are in a container of sorts 325 // see if we are in a container of sorts
329 if (env) 326 if (env)
330 { 327 {
331 // the player inventory itself is always visible 328 // the player inventory itself is always visible
332 if (env->type == PLAYER) 329 if (env->is_player ())
333 return env; 330 return env;
334 331
335 // else a player could have our env open 332 // else a player could have our env open
336 object *envest = env->outer_env (); 333 object *envest = env->outer_env_or_self ();
337 334
338 // 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
339 // even if our inv is in a player. 336 // even if our inv is in a player.
340 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
345 else 342 else
346 { 343 {
347 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
350 if (!pl->container || this == pl->container) 348 || this == pl->container)
351 return pl; 349 return pl;
352 } 350 }
353 } 351 }
354 352
355 return 0; 353 return 0;
557 update_stats (); 555 update_stats ();
558 556
559 new_draw_info_format (NDI_UNIQUE, 0, this, 557 new_draw_info_format (NDI_UNIQUE, 0, this,
560 "You try to balance all your items at once, " 558 "You try to balance all your items at once, "
561 "but the %s is just too much for your body. " 559 "but the %s is just too much for your body. "
562 "[You need to unapply some items first.]", &ob->name); 560 "[You need to unapply some items first - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
563 return false; 562 return false;
564 } 563 }
565 564
566 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
567 } 566 }
639 } 638 }
640 639
641 if (speed < 0) 640 if (speed < 0)
642 dst->speed_left -= rndm (); 641 dst->speed_left -= rndm ();
643 642
644 dst->set_speed (dst->speed); 643 dst->activate ();
645} 644}
646 645
647void 646void
648object::instantiate () 647object::instantiate ()
649{ 648{
761 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
762 { 761 {
763 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
766 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 765 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on 769 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off 770 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow 771 || (m.move_slow | op->move_slow) != m.move_slow
773 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
774 * to have move_allow right now. 773 * have move_allow right now.
775 */ 774 */
776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
778 m.flags_ = 0; 777 m.invalidate ();
779 } 778 }
780 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
781 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
782 * that is being removed. 781 * that is being removed.
783 */ 782 */
784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
785 m.flags_ = 0; 784 m.invalidate ();
786 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
787 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
788 else 787 else
789 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
790 789
794 793
795object::object () 794object::object ()
796{ 795{
797 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
798 797
799 expmul = 1.0; 798 //expmul = 1.0; declared const for the time being
800 face = blank_face; 799 face = blank_face;
801} 800}
802 801
803object::~object () 802object::~object ()
804{ 803{
834 /* If already on active list, don't do anything */ 833 /* If already on active list, don't do anything */
835 if (active) 834 if (active)
836 return; 835 return;
837 836
838 if (has_active_speed ()) 837 if (has_active_speed ())
838 {
839 if (flag [FLAG_FREED])
840 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
841
839 actives.insert (this); 842 actives.insert (this);
843 }
840} 844}
841 845
842void 846void
843object::activate_recursive () 847object::activate_recursive ()
844{ 848{
909 || map->in_memory != MAP_ACTIVE 913 || map->in_memory != MAP_ACTIVE
910 || map->no_drop 914 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 915 || ms ().move_block == MOVE_ALL)
912 { 916 {
913 while (inv) 917 while (inv)
914 {
915 inv->destroy_inv (false);
916 inv->destroy (); 918 inv->destroy ();
917 }
918 } 919 }
919 else 920 else
920 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
921 while (inv) 922 while (inv)
922 { 923 {
926 || op->flag [FLAG_NO_DROP] 927 || op->flag [FLAG_NO_DROP]
927 || op->type == RUNE 928 || op->type == RUNE
928 || op->type == TRAP 929 || op->type == TRAP
929 || op->flag [FLAG_IS_A_TEMPLATE] 930 || op->flag [FLAG_IS_A_TEMPLATE]
930 || op->flag [FLAG_DESTROY_ON_DEATH]) 931 || op->flag [FLAG_DESTROY_ON_DEATH])
931 op->destroy (true); 932 op->destroy ();
932 else 933 else
933 map->insert (op, x, y); 934 map->insert (op, x, y);
934 } 935 }
935 } 936 }
936} 937}
965 966
966void 967void
967object::do_destroy () 968object::do_destroy ()
968{ 969{
969 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
970 remove_button_link (this); 971 remove_link ();
971 972
972 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
973 remove_friendly_object (this); 974 remove_friendly_object (this);
974 975
975 remove (); 976 remove ();
1000 attacked_by = 0; 1001 attacked_by = 0;
1001 current_weapon = 0; 1002 current_weapon = 0;
1002} 1003}
1003 1004
1004void 1005void
1005object::destroy (bool destroy_inventory) 1006object::destroy ()
1006{ 1007{
1007 if (destroyed ()) 1008 if (destroyed ())
1008 return; 1009 return;
1009 1010
1010 if (!is_head () && !head->destroyed ()) 1011 if (!is_head () && !head->destroyed ())
1011 { 1012 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy (destroy_inventory); 1014 head->destroy ();
1014 return; 1015 return;
1015 } 1016 }
1016 1017
1017 destroy_inv (!destroy_inventory); 1018 destroy_inv (false);
1018 1019
1019 if (is_head ()) 1020 if (is_head ())
1020 if (sound_destroy) 1021 if (sound_destroy)
1021 play_sound (sound_destroy); 1022 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER]) 1023 else if (flag [FLAG_MONSTER])
1058 if (object *pl = visible_to ()) 1059 if (object *pl = visible_to ())
1059 esrv_del_item (pl->contr, count); 1060 esrv_del_item (pl->contr, count);
1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061 1062
1062 adjust_weight (env, -total_weight ()); 1063 adjust_weight (env, -total_weight ());
1064
1065 object *pl = in_player ();
1063 1066
1064 /* we set up values so that it could be inserted into 1067 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1068 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1069 * to the caller to decide what we want to do.
1067 */ 1070 */
1079 1082
1080 /* NO_FIX_PLAYER is set when a great many changes are being 1083 /* NO_FIX_PLAYER is set when a great many changes are being
1081 * made to players inventory. If set, avoiding the call 1084 * made to players inventory. If set, avoiding the call
1082 * to save cpu time. 1085 * to save cpu time.
1083 */ 1086 */
1084 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1087 if (pl)
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 {
1085 otmp->update_stats (); 1090 pl->update_stats ();
1091
1092 if (glow_radius && pl->is_on_map ())
1093 update_all_los (pl->map, pl->x, pl->y);
1094 }
1086 } 1095 }
1087 else if (map) 1096 else if (map)
1088 { 1097 {
1089 map->dirty = true; 1098 map->dirty = true;
1090 mapspace &ms = this->ms (); 1099 mapspace &ms = this->ms ();
1091 1100
1092 if (object *pl = ms.player ()) 1101 if (object *pl = ms.player ())
1093 { 1102 {
1094 if (type == PLAYER) // this == pl(!) 1103 if (is_player ())
1095 { 1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1096 // leaving a spot always closes any open container on the ground 1108 // leaving a spot always closes any open container on the ground
1097 if (container && !container->env) 1109 if (container && !container->env)
1098 // this causes spurious floorbox updates, but it ensures 1110 // this causes spurious floorbox updates, but it ensures
1099 // that the CLOSE event is being sent. 1111 // that the CLOSE event is being sent.
1100 close_container (); 1112 close_container ();
1117 *(below ? &below->above : &ms.bot) = above; 1129 *(below ? &below->above : &ms.bot) = above;
1118 1130
1119 above = 0; 1131 above = 0;
1120 below = 0; 1132 below = 0;
1121 1133
1134 ms.invalidate ();
1135
1122 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1123 return; 1137 return;
1124 1138
1125 int check_walk_off = !flag [FLAG_NO_APPLY]; 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1140
1158 } 1172 }
1159 1173
1160 last = tmp; 1174 last = tmp;
1161 } 1175 }
1162 1176
1163 /* last == NULL if there are no objects on this space */ 1177 if (affects_los ())
1164 //TODO: this makes little sense, why only update the topmost object?
1165 if (!last)
1166 map->at (x, y).flags_ = 0;
1167 else
1168 update_object (last, UP_OBJ_REMOVE);
1169
1170 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1171 update_all_los (map, x, y); 1178 update_all_los (map, x, y);
1172 } 1179 }
1173} 1180}
1174 1181
1175/* 1182/*
1199 esrv_update_item (UPD_NROF, pl, top); 1206 esrv_update_item (UPD_NROF, pl, top);
1200 1207
1201 op->weight = 0; // cancel the addition above 1208 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already 1209 op->carrying = 0; // must be 0 already
1203 1210
1204 op->destroy (1); 1211 op->destroy ();
1205 1212
1206 return top; 1213 return top;
1207 } 1214 }
1208 1215
1209 return 0; 1216 return 0;
1271 * just 'op' otherwise 1278 * just 'op' otherwise
1272 */ 1279 */
1273object * 1280object *
1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1275{ 1282{
1276 if (op->is_on_map ())
1277 {
1278 LOG (llevError, "insert_ob_in_map called for object already on map");
1279 abort ();
1280 }
1281
1282 if (op->env)
1283 {
1284 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1285 op->remove (); 1283 op->remove ();
1286 }
1287 1284
1288 if (op->face && !face_info (op->face))//D TODO: remove soon 1285 if (m == &freed_map)//D TODO: remove soon
1289 {//D 1286 {//D
1290 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1287 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1291 op->face = 1;//D
1292 }//D 1288 }//D
1293 1289
1294 /* Ideally, the caller figures this out. However, it complicates a lot 1290 /* Ideally, the caller figures this out. However, it complicates a lot
1295 * of areas of callers (eg, anything that uses find_free_spot would now 1291 * of areas of callers (eg, anything that uses find_free_spot would now
1296 * need extra work 1292 * need extra work
1297 */ 1293 */
1294 maptile *newmap = m;
1298 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (newmap, op->x, op->y))
1299 { 1296 {
1300 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1301 return 0; 1298 return 0;
1302 } 1299 }
1303 1300
1304 if (object *more = op->more) 1301 if (object *more = op->more)
1305 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1306 return 0; 1303 return 0;
1307 1304
1308 CLEAR_FLAG (op, FLAG_REMOVED); 1305 op->flag [FLAG_REMOVED] = false;
1309 1306 op->env = 0;
1310 op->map = m; 1307 op->map = newmap;
1308
1311 mapspace &ms = op->ms (); 1309 mapspace &ms = op->ms ();
1312 1310
1313 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1314 */ 1312 */
1315 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1318 { 1316 {
1319 // TODO: we actually want to update tmp, not op, 1317 // TODO: we actually want to update tmp, not op,
1320 // but some caller surely breaks when we return tmp 1318 // but some caller surely breaks when we return tmp
1321 // from here :/ 1319 // from here :/
1322 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1323 tmp->destroy (1); 1321 tmp->destroy ();
1324 } 1322 }
1325 1323
1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1328 1326
1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1337 abort (); 1335 abort ();
1338 } 1336 }
1339 1337
1340 if (!originator->is_on_map ()) 1338 if (!originator->is_on_map ())
1339 {
1341 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1340 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ()); 1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1343 1344
1344 op->above = originator; 1345 op->above = originator;
1345 op->below = originator->below; 1346 op->below = originator->below;
1346 originator->below = op; 1347 originator->below = op;
1347 1348
1433 op->below = top; 1434 op->below = top;
1434 *(op->above ? &op->above->below : &ms.top) = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1436 }
1436 } 1437 }
1437 1438
1438 if (op->type == PLAYER) 1439 if (op->is_player ())
1439 { 1440 {
1440 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1441 ++op->map->players; 1442 ++op->map->players;
1442 op->map->touch (); 1443 op->map->touch ();
1443 } 1444 }
1458 * be far away from this change and not affected in any way - 1459 * be far away from this change and not affected in any way -
1459 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1460 * or just updating the P_UPTODATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1461 * of effect may be sufficient. 1462 * of effect may be sufficient.
1462 */ 1463 */
1463 if (op->map->darkness && (op->glow_radius != 0)) 1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1464 update_all_los (op->map, op->x, op->y); 1467 update_all_los (op->map, op->x, op->y);
1468 }
1465 1469
1466 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1467 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1468 1472
1469 INVOKE_OBJECT (INSERT, op); 1473 INVOKE_OBJECT (INSERT, op);
1476 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1477 * update_object(). 1481 * update_object().
1478 */ 1482 */
1479 1483
1480 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* if this is not the head or flag has been passed, don't check walk on status */
1481 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1482 { 1486 {
1483 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1484 return 0; 1488 return 0;
1485 1489
1486 /* If we are a multi part object, lets work our way through the check 1490 /* If we are a multi part object, lets work our way through the check
1497/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1498 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1499 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1500 */ 1504 */
1501void 1505void
1502replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (shstr_tmp archname, object *op)
1503{ 1507{
1504 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1505 1509
1506 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1507 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1511 if (tmp->arch->archname == archname) /* same archetype */
1508 tmp->destroy (1); 1512 tmp->destroy ();
1509 1513
1510 object *tmp = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (archname));
1511 1515
1512 tmp->x = op->x; 1516 tmp->x = op->x;
1513 tmp->y = op->y; 1517 tmp->y = op->y;
1514 1518
1515 insert_ob_in_map (tmp, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1537 if (!nr) 1541 if (!nr)
1538 return true; 1542 return true;
1539 1543
1540 nr = min (nr, nrof); 1544 nr = min (nr, nrof);
1541 1545
1546 if (nrof > nr)
1547 {
1542 nrof -= nr; 1548 nrof -= nr;
1543
1544 if (nrof)
1545 {
1546 adjust_weight (env, -weight * nr); // carrying == 0 1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1547 1550
1548 if (object *pl = visible_to ()) 1551 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this); 1552 esrv_update_item (UPD_NROF, pl, this);
1550 1553
1551 return true; 1554 return true;
1552 } 1555 }
1553 else 1556 else
1554 { 1557 {
1555 destroy (1); 1558 destroy ();
1556 return false; 1559 return false;
1557 } 1560 }
1558} 1561}
1559 1562
1560/* 1563/*
1637 if (object *pl = tmp->visible_to ()) 1640 if (object *pl = tmp->visible_to ())
1638 esrv_update_item (UPD_NROF, pl, tmp); 1641 esrv_update_item (UPD_NROF, pl, tmp);
1639 1642
1640 adjust_weight (this, op->total_weight ()); 1643 adjust_weight (this, op->total_weight ());
1641 1644
1642 op->destroy (1); 1645 op->destroy ();
1643 op = tmp; 1646 op = tmp;
1644 goto inserted; 1647 goto inserted;
1645 } 1648 }
1646 1649
1647 op->owner = 0; // it's his/hers now. period. 1650 op->owner = 0; // it's his/hers now. period.
1665 1668
1666 adjust_weight (this, op->total_weight ()); 1669 adjust_weight (this, op->total_weight ());
1667 1670
1668inserted: 1671inserted:
1669 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1673 if (op->glow_radius && is_on_map ())
1674 {
1675 update_stats ();
1671 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1672 1677 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1673 // if this is a player's inventory, update stats 1679 // if this is a player's inventory, update stats
1674 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1675 update_stats (); 1680 update_stats ();
1676 1681
1677 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1678 1683
1679 return op; 1684 return op;
1700 * on top. 1705 * on top.
1701 */ 1706 */
1702int 1707int
1703check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1704{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1705 object *tmp; 1713 object *tmp;
1706 maptile *m = op->map; 1714 maptile *m = op->map;
1707 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1708 1716
1709 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1710 1718
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1712 return 0;
1713 1720
1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1717 1724
1718 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1719 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1720 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1721 * as walking. 1728 * as walking.
1732 return 0; 1739 return 0;
1733 1740
1734 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1735 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1736 */ 1743 */
1737 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1739 {
1740 /* Trim the search when we find the first other spell effect
1741 * this helps performance so that if a space has 50 spell objects,
1742 * we don't need to check all of them.
1743 */
1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 } 1745 {
1746 next = tmp->below;
1747 1747
1748 for (; tmp; tmp = tmp->below)
1749 {
1750 if (tmp == op) 1748 if (tmp == op)
1751 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1752 1750
1753 /* Check to see if one of the movement types should be slowed down. 1751 /* Check to see if one of the movement types should be slowed down.
1754 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1760 { 1758 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 { 1761 {
1764
1765 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1763
1768 if (op->type == PLAYER) 1764 if (op->is_player ())
1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1771 diff /= 4.0; 1767 diff /= 4.0;
1772 1768
1773 op->speed_left -= diff; 1769 op->speed_left -= diff;
1774 } 1770 }
1775 } 1771 }
1981 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1982 */ 1978 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 1980 continue;
1985 1981
1986 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 1983 continue;
1988 1984
1989 altern [index++] = i; 1985 altern [index++] = i;
1990 } 1986 }
1991 1987
2059 * there is capable of. 2055 * there is capable of.
2060 */ 2056 */
2061int 2057int
2062find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2059{
2064 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2061 MoveType move_type;
2071 2062
2072 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2073 { 2064 {
2074 exclude = exclude->head; 2065 exclude = exclude->head;
2075 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2078 { 2069 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2081 } 2072 }
2082 2073
2083 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2084 { 2075 {
2085 mp = m; 2076 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2077 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2078
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2080 max = maxfree[i];
2093 else 2081 else
2094 { 2082 {
2095 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2096 2084
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2086 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2102 { 2088 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2092 return freedir [i];
2110 } 2093 }
2111 } 2094 }
2112 } 2095 }
2113 2096
2114 return 0; 2097 return 0;
2189 * This basically means that if direction is 15, then it could either go 2172 * This basically means that if direction is 15, then it could either go
2190 * direction 4, 14, or 16 to get back to where we are. 2173 * direction 4, 14, or 16 to get back to where we are.
2191 * Moved from spell_util.c to object.c with the other related direction 2174 * Moved from spell_util.c to object.c with the other related direction
2192 * functions. 2175 * functions.
2193 */ 2176 */
2194int reduction_dir[SIZEOFFREE][3] = { 2177const int reduction_dir[SIZEOFFREE][3] = {
2195 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2196 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2197 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2198 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2199 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2295int 2278int
2296can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2297{ 2280{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2301} 2284}
2302 2285
2303/* 2286/*
2304 * create clone from object to another 2287 * create clone from object to another
2305 */ 2288 */
2337 return tmp; 2320 return tmp;
2338 2321
2339 return 0; 2322 return 0;
2340} 2323}
2341 2324
2342const shstr & 2325shstr_tmp
2343object::kv_get (const shstr &key) const 2326object::kv_get (shstr_tmp key) const
2344{ 2327{
2345 for (key_value *kv = key_values; kv; kv = kv->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2346 if (kv->key == key) 2329 if (kv->key == key)
2347 return kv->value; 2330 return kv->value;
2348 2331
2349 return shstr_null; 2332 return shstr ();
2350} 2333}
2351 2334
2352void 2335void
2353object::kv_set (const shstr &key, const shstr &value) 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2354{ 2337{
2355 for (key_value *kv = key_values; kv; kv = kv->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2356 if (kv->key == key) 2339 if (kv->key == key)
2357 { 2340 {
2358 kv->value = value; 2341 kv->value = value;
2367 2350
2368 key_values = kv; 2351 key_values = kv;
2369} 2352}
2370 2353
2371void 2354void
2372object::kv_del (const shstr &key) 2355object::kv_del (shstr_tmp key)
2373{ 2356{
2374 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2375 if ((*kvp)->key == key) 2358 if ((*kvp)->key == key)
2376 { 2359 {
2377 key_value *kv = *kvp; 2360 key_value *kv = *kvp;
2508 container = 0; 2491 container = 0;
2509 2492
2510 // client needs item update to make it work, client bug requires this to be separate 2493 // client needs item update to make it work, client bug requires this to be separate
2511 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2512 2495
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2514 play_sound (sound_find ("chest_close")); 2497 play_sound (sound_find ("chest_close"));
2515 } 2498 }
2516 2499
2517 if (new_container) 2500 if (new_container)
2518 { 2501 {
2528 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2529 new_container->insert (closer); 2512 new_container->insert (closer);
2530 } 2513 }
2531#endif 2514#endif
2532 2515
2533 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2534 2517
2535 // make sure the container is available, client bug requires this to be separate 2518 // make sure the container is available, client bug requires this to be separate
2536 esrv_send_item (this, new_container); 2519 esrv_send_item (this, new_container);
2537 2520
2538 new_container->flag [FLAG_APPLIED] = true; 2521 new_container->flag [FLAG_APPLIED] = true;
2546// else if (!old_container->env && contr && contr->ns) 2529// else if (!old_container->env && contr && contr->ns)
2547// contr->ns->floorbox_reset (); 2530// contr->ns->floorbox_reset ();
2548} 2531}
2549 2532
2550object * 2533object *
2551object::force_find (const shstr name) 2534object::force_find (shstr_tmp name)
2552{ 2535{
2553 /* cycle through his inventory to look for the MARK we want to 2536 /* cycle through his inventory to look for the MARK we want to
2554 * place 2537 * place
2555 */ 2538 */
2556 for (object *tmp = inv; tmp; tmp = tmp->below) 2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2558 return splay (tmp); 2541 return splay (tmp);
2559 2542
2560 return 0; 2543 return 0;
2561} 2544}
2562 2545
2563void 2546object *
2564object::force_add (const shstr name, int duration) 2547object::force_add (shstr_tmp name, int duration)
2565{ 2548{
2566 if (object *force = force_find (name)) 2549 if (object *force = force_find (name))
2567 force->destroy (); 2550 force->destroy ();
2568 2551
2569 object *force = get_archetype (FORCE_NAME); 2552 object *force = get_archetype (FORCE_NAME);
2574 2557
2575 force->set_speed (duration ? 1.f / duration : 0.f); 2558 force->set_speed (duration ? 1.f / duration : 0.f);
2576 force->flag [FLAG_IS_USED_UP] = true; 2559 force->flag [FLAG_IS_USED_UP] = true;
2577 force->flag [FLAG_APPLIED] = true; 2560 force->flag [FLAG_APPLIED] = true;
2578 2561
2579 insert (force); 2562 return insert (force);
2580} 2563}
2581 2564
2582void 2565void
2583object::play_sound (faceidx sound) 2566object::play_sound (faceidx sound) const
2584{ 2567{
2585 if (!sound) 2568 if (!sound)
2586 return; 2569 return;
2587 2570
2588 if (flag [FLAG_REMOVED]) 2571 if (is_on_map ())
2572 map->play_sound (sound, x, y);
2573 else if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575}
2576
2577void
2578object::say_msg (const char *msg) const
2579{
2580 if (is_on_map ())
2581 map->say_msg (msg, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::make_noise ()
2588{
2589 // we do not model noise in the map, so instead put
2590 // a temporary light into the noise source
2591 // could use the map instead, but that's less reliable for our
2592 // goal, which is to make invisibility a bit harder to exploit
2593
2594 // currently only works sensibly for players
2595 if (!is_player ())
2589 return; 2596 return;
2590 2597
2591 if (env) 2598 // find old force, or create new one
2592 { 2599 object *force = force_find (shstr_noise_force);
2593 if (object *pl = in_player ()) 2600
2594 pl->contr->play_sound (sound); 2601 if (force)
2595 } 2602 force->speed_left = -1.f; // patch old speed up
2596 else 2603 else
2597 map->play_sound (sound, x, y); 2604 {
2598} 2605 force = archetype::get (shstr_noise_force);
2599 2606
2607 force->slaying = shstr_noise_force;
2608 force->stats.food = 1;
2609 force->speed_left = -1.f;
2610
2611 force->set_speed (1.f / 4.f);
2612 force->flag [FLAG_IS_USED_UP] = true;
2613 force->flag [FLAG_APPLIED] = true;
2614
2615 insert (force);
2616 }
2617}
2618

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