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Comparing deliantra/server/common/object.C (file contents):
Revision 1.243 by root, Sat May 17 00:17:02 2008 UTC vs.
Revision 1.276 by root, Wed Dec 31 18:07:41 2008 UTC

32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
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 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
193 return 0;
194
195 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
196 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
197 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * nrof values.
199 */
200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 195 return 0;
202 196
203 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
204 * 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
205 * 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
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
240 return 0; 234 return 0;
241 235
242 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
246 .any ()) 239 .any ())
247 return 0; 240 return 0;
248 241
249 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
331 { 324 {
332 // see if we are in a container of sorts 325 // see if we are in a container of sorts
333 if (env) 326 if (env)
334 { 327 {
335 // the player inventory itself is always visible 328 // the player inventory itself is always visible
336 if (env->type == PLAYER) 329 if (env->is_player ())
337 return env; 330 return env;
338 331
339 // else a player could have our env open 332 // else a player could have our env open
340 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
341 334
349 else 342 else
350 { 343 {
351 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
354 if (!pl->container || this == pl->container) 348 || this == pl->container)
355 return pl; 349 return pl;
356 } 350 }
357 } 351 }
358 352
359 return 0; 353 return 0;
643 } 637 }
644 638
645 if (speed < 0) 639 if (speed < 0)
646 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
647 641
648 dst->set_speed (dst->speed); 642 dst->activate ();
649} 643}
650 644
651void 645void
652object::instantiate () 646object::instantiate ()
653{ 647{
765 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
766 { 760 {
767 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
768 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
774 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
775 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
776 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
777 /* 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
778 * to have move_allow right now. 772 * have move_allow right now.
779 */ 773 */
780 || ((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
781 || 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)
782 m.flags_ = 0; 776 m.invalidate ();
783 } 777 }
784 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
785 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
786 * that is being removed. 780 * that is being removed.
787 */ 781 */
788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
789 m.flags_ = 0; 783 m.invalidate ();
790 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
791 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
792 else 786 else
793 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
794 788
836object::activate () 830object::activate ()
837{ 831{
838 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
839 if (active) 833 if (active)
840 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
841 838
842 if (has_active_speed ()) 839 if (has_active_speed ())
843 actives.insert (this); 840 actives.insert (this);
844} 841}
845 842
913 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
914 || map->no_drop 911 || map->no_drop
915 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
916 { 913 {
917 while (inv) 914 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy (); 915 inv->destroy ();
921 }
922 } 916 }
923 else 917 else
924 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
925 while (inv) 919 while (inv)
926 { 920 {
930 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE 925 || op->type == RUNE
932 || op->type == TRAP 926 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true); 929 op->destroy ();
936 else 930 else
937 map->insert (op, x, y); 931 map->insert (op, x, y);
938 } 932 }
939 } 933 }
940} 934}
1004 attacked_by = 0; 998 attacked_by = 0;
1005 current_weapon = 0; 999 current_weapon = 0;
1006} 1000}
1007 1001
1008void 1002void
1009object::destroy (bool destroy_inventory) 1003object::destroy ()
1010{ 1004{
1011 if (destroyed ()) 1005 if (destroyed ())
1012 return; 1006 return;
1013 1007
1014 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1015 { 1009 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1011 head->destroy ();
1018 return; 1012 return;
1019 } 1013 }
1020 1014
1021 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1022 1016
1023 if (is_head ()) 1017 if (is_head ())
1024 if (sound_destroy) 1018 if (sound_destroy)
1025 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1062 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065 1059
1066 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1067 1063
1068 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1071 */ 1067 */
1083 1079
1084 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1085 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1086 * to save cpu time. 1082 * to save cpu time.
1087 */ 1083 */
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1089 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1090 } 1092 }
1091 else if (map) 1093 else if (map)
1092 { 1094 {
1093 map->dirty = true; 1095 map->dirty = true;
1094 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1095 1097
1096 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1097 { 1099 {
1098 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1099 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1100 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env) 1106 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1104 close_container (); 1109 close_container ();
1121 *(below ? &below->above : &ms.bot) = above; 1126 *(below ? &below->above : &ms.bot) = above;
1122 1127
1123 above = 0; 1128 above = 0;
1124 below = 0; 1129 below = 0;
1125 1130
1131 ms.invalidate ();
1132
1126 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1127 return; 1134 return;
1128 1135
1129 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1130 1137
1162 } 1169 }
1163 1170
1164 last = tmp; 1171 last = tmp;
1165 } 1172 }
1166 1173
1167 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1168 //TODO: this makes little sense, why only update the topmost object?
1169 if (!last)
1170 map->at (x, y).flags_ = 0;
1171 else
1172 update_object (last, UP_OBJ_REMOVE);
1173
1174 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1175 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1176 } 1176 }
1177} 1177}
1178 1178
1179/* 1179/*
1203 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1204 1204
1205 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1207 1207
1208 op->destroy (1); 1208 op->destroy ();
1209 1209
1210 return top; 1210 return top;
1211 } 1211 }
1212 1212
1213 return 0; 1213 return 0;
1241 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1242 */ 1242 */
1243object * 1243object *
1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{ 1245{
1246 op->remove ();
1247
1246 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1247 { 1249 {
1248 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1249 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1250 } 1252 }
1275object * 1277object *
1276insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1277{ 1279{
1278 op->remove (); 1280 op->remove ();
1279 1281
1282 if (m == &freed_map)//D TODO: remove soon
1283 {//D
1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 }//D
1286
1280 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1281 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1282 * need extra work 1289 * need extra work
1283 */ 1290 */
1291 maptile *newmap = m;
1284 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1285 { 1293 {
1286 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1287 return 0; 1295 return 0;
1288 } 1296 }
1289 1297
1290 if (object *more = op->more) 1298 if (object *more = op->more)
1291 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1292 return 0; 1300 return 0;
1293 1301
1294 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1295 1303
1296 op->map = m; 1304 op->map = newmap;
1297 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1298 1306
1299 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1300 */ 1308 */
1301 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1304 { 1312 {
1305 // TODO: we actually want to update tmp, not op, 1313 // TODO: we actually want to update tmp, not op,
1306 // but some caller surely breaks when we return tmp 1314 // but some caller surely breaks when we return tmp
1307 // from here :/ 1315 // from here :/
1308 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1309 tmp->destroy (1); 1317 tmp->destroy ();
1310 } 1318 }
1311 1319
1312 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1313 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1314 1322
1419 op->below = top; 1427 op->below = top;
1420 *(op->above ? &op->above->below : &ms.top) = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1421 } 1429 }
1422 } 1430 }
1423 1431
1424 if (op->type == PLAYER) 1432 if (op->is_player ())
1425 { 1433 {
1426 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1427 ++op->map->players; 1435 ++op->map->players;
1428 op->map->touch (); 1436 op->map->touch ();
1429 } 1437 }
1444 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1446 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient. 1455 * of effect may be sufficient.
1448 */ 1456 */
1449 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1450 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1451 1462
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1454 1465
1455 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1489{ 1500{
1490 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1491 1502
1492 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1494 tmp->destroy (1); 1505 tmp->destroy ();
1495 1506
1496 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1497 1508
1498 tmp->x = op->x; 1509 tmp->x = op->x;
1499 tmp->y = op->y; 1510 tmp->y = op->y;
1523 if (!nr) 1534 if (!nr)
1524 return true; 1535 return true;
1525 1536
1526 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1527 1538
1539 if (nrof > nr)
1540 {
1528 nrof -= nr; 1541 nrof -= nr;
1529
1530 if (nrof)
1531 {
1532 adjust_weight (env, -weight * nr); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1533 1543
1534 if (object *pl = visible_to ()) 1544 if (object *pl = visible_to ())
1535 esrv_update_item (UPD_NROF, pl, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1536 1546
1537 return true; 1547 return true;
1538 } 1548 }
1539 else 1549 else
1540 { 1550 {
1541 destroy (1); 1551 destroy ();
1542 return false; 1552 return false;
1543 } 1553 }
1544} 1554}
1545 1555
1546/* 1556/*
1623 if (object *pl = tmp->visible_to ()) 1633 if (object *pl = tmp->visible_to ())
1624 esrv_update_item (UPD_NROF, pl, tmp); 1634 esrv_update_item (UPD_NROF, pl, tmp);
1625 1635
1626 adjust_weight (this, op->total_weight ()); 1636 adjust_weight (this, op->total_weight ());
1627 1637
1628 op->destroy (1); 1638 op->destroy ();
1629 op = tmp; 1639 op = tmp;
1630 goto inserted; 1640 goto inserted;
1631 } 1641 }
1632 1642
1633 op->owner = 0; // it's his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1651 1661
1652 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1653 1663
1654inserted: 1664inserted:
1655 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1656 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1657 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1658 1670 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1659 // if this is a player's inventory, update stats 1672 // if this is a player's inventory, update stats
1660 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1661 update_stats (); 1673 update_stats ();
1662 1674
1663 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1664 1676
1665 return op; 1677 return op;
1749 { 1761 {
1750 1762
1751 float 1763 float
1752 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1753 1765
1754 if (op->type == PLAYER) 1766 if (op->is_player ())
1755 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1756 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1757 diff /= 4.0; 1769 diff /= 4.0;
1758 1770
1759 op->speed_left -= diff; 1771 op->speed_left -= diff;
1967 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1968 */ 1980 */
1969 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1970 continue; 1982 continue;
1971 1983
1972 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1973 continue; 1985 continue;
1974 1986
1975 altern [index++] = i; 1987 altern [index++] = i;
1976 } 1988 }
1977 1989
2045 * there is capable of. 2057 * there is capable of.
2046 */ 2058 */
2047int 2059int
2048find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2049{ 2061{
2050 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2051
2052 sint16 nx, ny;
2053 object *tmp;
2054 maptile *mp;
2055
2056 MoveType blocked, move_type; 2063 MoveType move_type;
2057 2064
2058 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2059 { 2066 {
2060 exclude = exclude->head; 2067 exclude = exclude->head;
2061 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2064 { 2071 {
2065 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2066 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2067 } 2074 }
2068 2075
2069 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2070 { 2077 {
2071 mp = m; 2078 mapxy pos (m, x, y);
2072 nx = x + freearr_x[i]; 2079 pos.move (i);
2073 ny = y + freearr_y[i];
2074 2080
2075 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2076
2077 if (mflags & P_OUT_OF_MAP)
2078 max = maxfree[i]; 2082 max = maxfree[i];
2079 else 2083 else
2080 { 2084 {
2081 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2082 2086
2083 blocked = ms.move_block;
2084
2085 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2086 max = maxfree[i]; 2088 max = maxfree [i];
2087 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2088 { 2090 {
2089 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2090 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2092 break;
2093
2094 if (tmp)
2095 return freedir[i]; 2094 return freedir [i];
2096 } 2095 }
2097 } 2096 }
2098 } 2097 }
2099 2098
2100 return 0; 2099 return 0;
2281int 2280int
2282can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2283{ 2282{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2286 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2287} 2286}
2288 2287
2289/* 2288/*
2290 * create clone from object to another 2289 * create clone from object to another
2291 */ 2290 */
2323 return tmp; 2322 return tmp;
2324 2323
2325 return 0; 2324 return 0;
2326} 2325}
2327 2326
2328const shstr & 2327shstr_tmp
2329object::kv_get (const shstr &key) const 2328object::kv_get (shstr_tmp key) const
2330{ 2329{
2331 for (key_value *kv = key_values; kv; kv = kv->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2332 if (kv->key == key) 2331 if (kv->key == key)
2333 return kv->value; 2332 return kv->value;
2334 2333
2335 return shstr_null; 2334 return shstr ();
2336} 2335}
2337 2336
2338void 2337void
2339object::kv_set (const shstr &key, const shstr &value) 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2340{ 2339{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key) 2341 if (kv->key == key)
2343 { 2342 {
2344 kv->value = value; 2343 kv->value = value;
2353 2352
2354 key_values = kv; 2353 key_values = kv;
2355} 2354}
2356 2355
2357void 2356void
2358object::kv_del (const shstr &key) 2357object::kv_del (shstr_tmp key)
2359{ 2358{
2360 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2361 if ((*kvp)->key == key) 2360 if ((*kvp)->key == key)
2362 { 2361 {
2363 key_value *kv = *kvp; 2362 key_value *kv = *kvp;
2532// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2533// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2534} 2533}
2535 2534
2536object * 2535object *
2537object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2538{ 2537{
2539 /* cycle through his inventory to look for the MARK we want to 2538 /* cycle through his inventory to look for the MARK we want to
2540 * place 2539 * place
2541 */ 2540 */
2542 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2544 return splay (tmp); 2543 return splay (tmp);
2545 2544
2546 return 0; 2545 return 0;
2547} 2546}
2548 2547
2549void 2548object *
2550object::force_add (const shstr name, int duration) 2549object::force_add (shstr_tmp name, int duration)
2551{ 2550{
2552 if (object *force = force_find (name)) 2551 if (object *force = force_find (name))
2553 force->destroy (); 2552 force->destroy ();
2554 2553
2555 object *force = get_archetype (FORCE_NAME); 2554 object *force = get_archetype (FORCE_NAME);
2560 2559
2561 force->set_speed (duration ? 1.f / duration : 0.f); 2560 force->set_speed (duration ? 1.f / duration : 0.f);
2562 force->flag [FLAG_IS_USED_UP] = true; 2561 force->flag [FLAG_IS_USED_UP] = true;
2563 force->flag [FLAG_APPLIED] = true; 2562 force->flag [FLAG_APPLIED] = true;
2564 2563
2565 insert (force); 2564 return insert (force);
2566} 2565}
2567 2566
2568void 2567void
2569object::play_sound (faceidx sound) 2568object::play_sound (faceidx sound)
2570{ 2569{
2581 } 2580 }
2582 else 2581 else
2583 map->play_sound (sound, x, y); 2582 map->play_sound (sound, x, y);
2584} 2583}
2585 2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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