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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 1.288 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 // 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_or_self ();
341 334
342 // 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
343 // even if our inv is in a player. 336 // even if our inv is in a player.
344 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
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;
561 update_stats (); 555 update_stats ();
562 556
563 new_draw_info_format (NDI_UNIQUE, 0, this, 557 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, " 558 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. " 559 "but the %s is just too much for your body. "
566 "[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);
567 return false; 562 return false;
568 } 563 }
569 564
570 //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);
571 } 566 }
643 } 638 }
644 639
645 if (speed < 0) 640 if (speed < 0)
646 dst->speed_left -= rndm (); 641 dst->speed_left -= rndm ();
647 642
648 dst->set_speed (dst->speed); 643 dst->activate ();
649} 644}
650 645
651void 646void
652object::instantiate () 647object::instantiate ()
653{ 648{
765 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
766 { 761 {
767 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
768 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 765 || (op->is_player () && !(m.flags_ & P_PLAYER))
771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
774 || (m.move_on | op->move_on ) != m.move_on 769 || (m.move_on | op->move_on ) != m.move_on
775 || (m.move_off | op->move_off ) != m.move_off 770 || (m.move_off | op->move_off ) != m.move_off
776 || (m.move_slow | op->move_slow) != m.move_slow 771 || (m.move_slow | op->move_slow) != m.move_slow
777 /* 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
778 * to have move_allow right now. 773 * have move_allow right now.
779 */ 774 */
780 || ((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
781 || 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)
782 m.flags_ = 0; 777 m.invalidate ();
783 } 778 }
784 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
785 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
786 * that is being removed. 781 * that is being removed.
787 */ 782 */
788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
789 m.flags_ = 0; 784 m.invalidate ();
790 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
791 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
792 else 787 else
793 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
794 789
798 793
799object::object () 794object::object ()
800{ 795{
801 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
802 797
803 expmul = 1.0; 798 //expmul = 1.0; declared const for the time being
804 face = blank_face; 799 face = blank_face;
805} 800}
806 801
807object::~object () 802object::~object ()
808{ 803{
838 /* If already on active list, don't do anything */ 833 /* If already on active list, don't do anything */
839 if (active) 834 if (active)
840 return; 835 return;
841 836
842 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
843 actives.insert (this); 842 actives.insert (this);
843 }
844} 844}
845 845
846void 846void
847object::activate_recursive () 847object::activate_recursive ()
848{ 848{
913 || map->in_memory != MAP_ACTIVE 913 || map->in_memory != MAP_ACTIVE
914 || map->no_drop 914 || map->no_drop
915 || ms ().move_block == MOVE_ALL) 915 || ms ().move_block == MOVE_ALL)
916 { 916 {
917 while (inv) 917 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy (); 918 inv->destroy ();
921 }
922 } 919 }
923 else 920 else
924 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
925 while (inv) 922 while (inv)
926 { 923 {
930 || op->flag [FLAG_NO_DROP] 927 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE 928 || op->type == RUNE
932 || op->type == TRAP 929 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE] 930 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH]) 931 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true); 932 op->destroy ();
936 else 933 else
937 map->insert (op, x, y); 934 map->insert (op, x, y);
938 } 935 }
939 } 936 }
940} 937}
969 966
970void 967void
971object::do_destroy () 968object::do_destroy ()
972{ 969{
973 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 971 remove_link ();
975 972
976 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 974 remove_friendly_object (this);
978 975
979 remove (); 976 remove ();
1004 attacked_by = 0; 1001 attacked_by = 0;
1005 current_weapon = 0; 1002 current_weapon = 0;
1006} 1003}
1007 1004
1008void 1005void
1009object::destroy (bool destroy_inventory) 1006object::destroy ()
1010{ 1007{
1011 if (destroyed ()) 1008 if (destroyed ())
1012 return; 1009 return;
1013 1010
1014 if (!is_head () && !head->destroyed ()) 1011 if (!is_head () && !head->destroyed ())
1015 { 1012 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1014 head->destroy ();
1018 return; 1015 return;
1019 } 1016 }
1020 1017
1021 destroy_inv (!destroy_inventory); 1018 destroy_inv (false);
1022 1019
1023 if (is_head ()) 1020 if (is_head ())
1024 if (sound_destroy) 1021 if (sound_destroy)
1025 play_sound (sound_destroy); 1022 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1023 else if (flag [FLAG_MONSTER])
1062 if (object *pl = visible_to ()) 1059 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count); 1060 esrv_del_item (pl->contr, count);
1064 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
1065 1062
1066 adjust_weight (env, -total_weight ()); 1063 adjust_weight (env, -total_weight ());
1064
1065 object *pl = in_player ();
1067 1066
1068 /* we set up values so that it could be inserted into 1067 /* we set up values so that it could be inserted into
1069 * 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
1070 * to the caller to decide what we want to do. 1069 * to the caller to decide what we want to do.
1071 */ 1070 */
1083 1082
1084 /* 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
1085 * made to players inventory. If set, avoiding the call 1084 * made to players inventory. If set, avoiding the call
1086 * to save cpu time. 1085 * to save cpu time.
1087 */ 1086 */
1088 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 {
1089 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 }
1090 } 1095 }
1091 else if (map) 1096 else if (map)
1092 { 1097 {
1093 map->dirty = true; 1098 map->dirty = true;
1094 mapspace &ms = this->ms (); 1099 mapspace &ms = this->ms ();
1095 1100
1096 if (object *pl = ms.player ()) 1101 if (object *pl = ms.player ())
1097 { 1102 {
1098 if (type == PLAYER) // this == pl(!) 1103 if (is_player ())
1099 { 1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1100 // leaving a spot always closes any open container on the ground 1108 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env) 1109 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures 1110 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent. 1111 // that the CLOSE event is being sent.
1104 close_container (); 1112 close_container ();
1121 *(below ? &below->above : &ms.bot) = above; 1129 *(below ? &below->above : &ms.bot) = above;
1122 1130
1123 above = 0; 1131 above = 0;
1124 below = 0; 1132 below = 0;
1125 1133
1134 ms.invalidate ();
1135
1126 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1127 return; 1137 return;
1128 1138
1129 int check_walk_off = !flag [FLAG_NO_APPLY]; 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1130 1140
1162 } 1172 }
1163 1173
1164 last = tmp; 1174 last = tmp;
1165 } 1175 }
1166 1176
1167 /* last == NULL if there are no objects on this space */ 1177 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); 1178 update_all_los (map, x, y);
1176 } 1179 }
1177} 1180}
1178 1181
1179/* 1182/*
1203 esrv_update_item (UPD_NROF, pl, top); 1206 esrv_update_item (UPD_NROF, pl, top);
1204 1207
1205 op->weight = 0; // cancel the addition above 1208 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already 1209 op->carrying = 0; // must be 0 already
1207 1210
1208 op->destroy (1); 1211 op->destroy ();
1209 1212
1210 return top; 1213 return top;
1211 } 1214 }
1212 1215
1213 return 0; 1216 return 0;
1241 * job preparing multi-part monsters. 1244 * job preparing multi-part monsters.
1242 */ 1245 */
1243object * 1246object *
1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1247insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{ 1248{
1249 op->remove ();
1250
1246 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1251 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1247 { 1252 {
1248 tmp->x = x + tmp->arch->x; 1253 tmp->x = x + tmp->arch->x;
1249 tmp->y = y + tmp->arch->y; 1254 tmp->y = y + tmp->arch->y;
1250 } 1255 }
1275object * 1280object *
1276insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1277{ 1282{
1278 op->remove (); 1283 op->remove ();
1279 1284
1285 if (m == &freed_map)//D TODO: remove soon
1286 {//D
1287 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 }//D
1289
1280 /* Ideally, the caller figures this out. However, it complicates a lot 1290 /* 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 1291 * of areas of callers (eg, anything that uses find_free_spot would now
1282 * need extra work 1292 * need extra work
1283 */ 1293 */
1294 maptile *newmap = m;
1284 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (newmap, op->x, op->y))
1285 { 1296 {
1286 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1287 return 0; 1298 return 0;
1288 } 1299 }
1289 1300
1290 if (object *more = op->more) 1301 if (object *more = op->more)
1291 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1292 return 0; 1303 return 0;
1293 1304
1294 CLEAR_FLAG (op, FLAG_REMOVED); 1305 op->flag [FLAG_REMOVED] = false;
1295 1306 op->env = 0;
1296 op->map = m; 1307 op->map = newmap;
1308
1297 mapspace &ms = op->ms (); 1309 mapspace &ms = op->ms ();
1298 1310
1299 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1300 */ 1312 */
1301 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1304 { 1316 {
1305 // TODO: we actually want to update tmp, not op, 1317 // TODO: we actually want to update tmp, not op,
1306 // but some caller surely breaks when we return tmp 1318 // but some caller surely breaks when we return tmp
1307 // from here :/ 1319 // from here :/
1308 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1309 tmp->destroy (1); 1321 tmp->destroy ();
1310 } 1322 }
1311 1323
1312 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 */
1313 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1314 1326
1322 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");
1323 abort (); 1335 abort ();
1324 } 1336 }
1325 1337
1326 if (!originator->is_on_map ()) 1338 if (!originator->is_on_map ())
1339 {
1327 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",
1328 op->debug_desc (), originator->debug_desc ()); 1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1329 1344
1330 op->above = originator; 1345 op->above = originator;
1331 op->below = originator->below; 1346 op->below = originator->below;
1332 originator->below = op; 1347 originator->below = op;
1333 1348
1419 op->below = top; 1434 op->below = top;
1420 *(op->above ? &op->above->below : &ms.top) = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1421 } 1436 }
1422 } 1437 }
1423 1438
1424 if (op->type == PLAYER) 1439 if (op->is_player ())
1425 { 1440 {
1426 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1427 ++op->map->players; 1442 ++op->map->players;
1428 op->map->touch (); 1443 op->map->touch ();
1429 } 1444 }
1444 * 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 -
1445 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1446 * or just updating the P_UPTODATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient. 1462 * of effect may be sufficient.
1448 */ 1463 */
1449 if (op->map->darkness && (op->glow_radius != 0)) 1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1450 update_all_los (op->map, op->x, op->y); 1467 update_all_los (op->map, op->x, op->y);
1468 }
1451 1469
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1454 1472
1455 INVOKE_OBJECT (INSERT, op); 1473 INVOKE_OBJECT (INSERT, op);
1462 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1481 * update_object().
1464 */ 1482 */
1465 1483
1466 /* 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 */
1467 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1468 { 1486 {
1469 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1470 return 0; 1488 return 0;
1471 1489
1472 /* 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
1483/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1484 * 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.
1485 * 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.
1486 */ 1504 */
1487void 1505void
1488replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (shstr_tmp archname, object *op)
1489{ 1507{
1490 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1491 1509
1492 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1511 if (tmp->arch->archname == archname) /* same archetype */
1494 tmp->destroy (1); 1512 tmp->destroy ();
1495 1513
1496 object *tmp = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (archname));
1497 1515
1498 tmp->x = op->x; 1516 tmp->x = op->x;
1499 tmp->y = op->y; 1517 tmp->y = op->y;
1500 1518
1501 insert_ob_in_map (tmp, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1523 if (!nr) 1541 if (!nr)
1524 return true; 1542 return true;
1525 1543
1526 nr = min (nr, nrof); 1544 nr = min (nr, nrof);
1527 1545
1546 if (nrof > nr)
1547 {
1528 nrof -= nr; 1548 nrof -= nr;
1529
1530 if (nrof)
1531 {
1532 adjust_weight (env, -weight * nr); // carrying == 0 1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1533 1550
1534 if (object *pl = visible_to ()) 1551 if (object *pl = visible_to ())
1535 esrv_update_item (UPD_NROF, pl, this); 1552 esrv_update_item (UPD_NROF, pl, this);
1536 1553
1537 return true; 1554 return true;
1538 } 1555 }
1539 else 1556 else
1540 { 1557 {
1541 destroy (1); 1558 destroy ();
1542 return false; 1559 return false;
1543 } 1560 }
1544} 1561}
1545 1562
1546/* 1563/*
1623 if (object *pl = tmp->visible_to ()) 1640 if (object *pl = tmp->visible_to ())
1624 esrv_update_item (UPD_NROF, pl, tmp); 1641 esrv_update_item (UPD_NROF, pl, tmp);
1625 1642
1626 adjust_weight (this, op->total_weight ()); 1643 adjust_weight (this, op->total_weight ());
1627 1644
1628 op->destroy (1); 1645 op->destroy ();
1629 op = tmp; 1646 op = tmp;
1630 goto inserted; 1647 goto inserted;
1631 } 1648 }
1632 1649
1633 op->owner = 0; // it's his/hers now. period. 1650 op->owner = 0; // it's his/hers now. period.
1651 1668
1652 adjust_weight (this, op->total_weight ()); 1669 adjust_weight (this, op->total_weight ());
1653 1670
1654inserted: 1671inserted:
1655 /* 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 */
1656 if (op->glow_radius && map && map->darkness) 1673 if (op->glow_radius && is_on_map ())
1674 {
1675 update_stats ();
1657 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1658 1677 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1659 // if this is a player's inventory, update stats 1679 // if this is a player's inventory, update stats
1660 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1661 update_stats (); 1680 update_stats ();
1662 1681
1663 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1664 1683
1665 return op; 1684 return op;
1686 * on top. 1705 * on top.
1687 */ 1706 */
1688int 1707int
1689check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1690{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1691 object *tmp; 1713 object *tmp;
1692 maptile *m = op->map; 1714 maptile *m = op->map;
1693 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1694 1716
1695 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1696 1718
1697 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1698 return 0;
1699 1720
1700 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1701 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1702 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1703 1724
1704 /* 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,
1705 * 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
1706 * 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
1707 * as walking. 1728 * as walking.
1718 return 0; 1739 return 0;
1719 1740
1720 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1721 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1722 */ 1743 */
1723 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1724 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1725 {
1726 /* Trim the search when we find the first other spell effect
1727 * this helps performance so that if a space has 50 spell objects,
1728 * we don't need to check all of them.
1729 */
1730 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1731 break;
1732 } 1745 {
1746 next = tmp->below;
1733 1747
1734 for (; tmp; tmp = tmp->below)
1735 {
1736 if (tmp == op) 1748 if (tmp == op)
1737 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1738 1750
1739 /* 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.
1740 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1745 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1746 { 1758 {
1747 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1748 ((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))
1749 { 1761 {
1750
1751 float
1752 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1753 1763
1754 if (op->type == PLAYER) 1764 if (op->is_player ())
1755 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)) ||
1756 (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)))
1757 diff /= 4.0; 1767 diff /= 4.0;
1758 1768
1759 op->speed_left -= diff; 1769 op->speed_left -= diff;
1760 } 1770 }
1761 } 1771 }
1967 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1968 */ 1978 */
1969 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1970 continue; 1980 continue;
1971 1981
1972 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1973 continue; 1983 continue;
1974 1984
1975 altern [index++] = i; 1985 altern [index++] = i;
1976 } 1986 }
1977 1987
2045 * there is capable of. 2055 * there is capable of.
2046 */ 2056 */
2047int 2057int
2048find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2049{ 2059{
2050 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2051
2052 sint16 nx, ny;
2053 object *tmp;
2054 maptile *mp;
2055
2056 MoveType blocked, move_type; 2061 MoveType move_type;
2057 2062
2058 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2059 { 2064 {
2060 exclude = exclude->head; 2065 exclude = exclude->head;
2061 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2064 { 2069 {
2065 /* 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. */
2066 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2067 } 2072 }
2068 2073
2069 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2070 { 2075 {
2071 mp = m; 2076 mapxy pos (m, x, y);
2072 nx = x + freearr_x[i]; 2077 pos.move (i);
2073 ny = y + freearr_y[i];
2074 2078
2075 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2076
2077 if (mflags & P_OUT_OF_MAP)
2078 max = maxfree[i]; 2080 max = maxfree[i];
2079 else 2081 else
2080 { 2082 {
2081 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2082 2084
2083 blocked = ms.move_block;
2084
2085 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2086 max = maxfree[i]; 2086 max = maxfree [i];
2087 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2088 { 2088 {
2089 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2090 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2092 break;
2093
2094 if (tmp)
2095 return freedir[i]; 2092 return freedir [i];
2096 } 2093 }
2097 } 2094 }
2098 } 2095 }
2099 2096
2100 return 0; 2097 return 0;
2175 * 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
2176 * 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.
2177 * 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
2178 * functions. 2175 * functions.
2179 */ 2176 */
2180int reduction_dir[SIZEOFFREE][3] = { 2177const int reduction_dir[SIZEOFFREE][3] = {
2181 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2182 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2183 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2184 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2185 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2281int 2278int
2282can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2283{ 2280{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (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)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2287} 2284}
2288 2285
2289/* 2286/*
2290 * create clone from object to another 2287 * create clone from object to another
2291 */ 2288 */
2323 return tmp; 2320 return tmp;
2324 2321
2325 return 0; 2322 return 0;
2326} 2323}
2327 2324
2328const shstr & 2325shstr_tmp
2329object::kv_get (const shstr &key) const 2326object::kv_get (shstr_tmp key) const
2330{ 2327{
2331 for (key_value *kv = key_values; kv; kv = kv->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2332 if (kv->key == key) 2329 if (kv->key == key)
2333 return kv->value; 2330 return kv->value;
2334 2331
2335 return shstr_null; 2332 return shstr ();
2336} 2333}
2337 2334
2338void 2335void
2339object::kv_set (const shstr &key, const shstr &value) 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2340{ 2337{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key) 2339 if (kv->key == key)
2343 { 2340 {
2344 kv->value = value; 2341 kv->value = value;
2353 2350
2354 key_values = kv; 2351 key_values = kv;
2355} 2352}
2356 2353
2357void 2354void
2358object::kv_del (const shstr &key) 2355object::kv_del (shstr_tmp key)
2359{ 2356{
2360 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2361 if ((*kvp)->key == key) 2358 if ((*kvp)->key == key)
2362 { 2359 {
2363 key_value *kv = *kvp; 2360 key_value *kv = *kvp;
2494 container = 0; 2491 container = 0;
2495 2492
2496 // 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
2497 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2498 2495
2499 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 ());
2500 play_sound (sound_find ("chest_close")); 2497 play_sound (sound_find ("chest_close"));
2501 } 2498 }
2502 2499
2503 if (new_container) 2500 if (new_container)
2504 { 2501 {
2514 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2515 new_container->insert (closer); 2512 new_container->insert (closer);
2516 } 2513 }
2517#endif 2514#endif
2518 2515
2519 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 ());
2520 2517
2521 // 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
2522 esrv_send_item (this, new_container); 2519 esrv_send_item (this, new_container);
2523 2520
2524 new_container->flag [FLAG_APPLIED] = true; 2521 new_container->flag [FLAG_APPLIED] = true;
2532// else if (!old_container->env && contr && contr->ns) 2529// else if (!old_container->env && contr && contr->ns)
2533// contr->ns->floorbox_reset (); 2530// contr->ns->floorbox_reset ();
2534} 2531}
2535 2532
2536object * 2533object *
2537object::force_find (const shstr name) 2534object::force_find (shstr_tmp name)
2538{ 2535{
2539 /* 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
2540 * place 2537 * place
2541 */ 2538 */
2542 for (object *tmp = inv; tmp; tmp = tmp->below) 2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2544 return splay (tmp); 2541 return splay (tmp);
2545 2542
2546 return 0; 2543 return 0;
2547} 2544}
2548 2545
2549void 2546object *
2550object::force_add (const shstr name, int duration) 2547object::force_add (shstr_tmp name, int duration)
2551{ 2548{
2552 if (object *force = force_find (name)) 2549 if (object *force = force_find (name))
2553 force->destroy (); 2550 force->destroy ();
2554 2551
2555 object *force = get_archetype (FORCE_NAME); 2552 object *force = get_archetype (FORCE_NAME);
2560 2557
2561 force->set_speed (duration ? 1.f / duration : 0.f); 2558 force->set_speed (duration ? 1.f / duration : 0.f);
2562 force->flag [FLAG_IS_USED_UP] = true; 2559 force->flag [FLAG_IS_USED_UP] = true;
2563 force->flag [FLAG_APPLIED] = true; 2560 force->flag [FLAG_APPLIED] = true;
2564 2561
2565 insert (force); 2562 return insert (force);
2566} 2563}
2567 2564
2568void 2565void
2569object::play_sound (faceidx sound) 2566object::play_sound (faceidx sound) const
2570{ 2567{
2571 if (!sound) 2568 if (!sound)
2572 return; 2569 return;
2573 2570
2574 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 ())
2575 return; 2596 return;
2576 2597
2577 if (env) 2598 // find old force, or create new one
2578 { 2599 object *force = force_find (shstr_noise_force);
2579 if (object *pl = in_player ()) 2600
2580 pl->contr->play_sound (sound); 2601 if (force)
2581 } 2602 force->speed_left = -1.f; // patch old speed up
2582 else 2603 else
2583 map->play_sound (sound, x, y); 2604 {
2584} 2605 force = archetype::get (shstr_noise_force);
2585 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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