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Comparing deliantra/server/common/object.C (file contents):
Revision 1.244 by root, Sun May 18 17:52:53 2008 UTC vs.
Revision 1.283 by root, Sat Feb 21 06:25:46 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 ();
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}
969 963
970void 964void
971object::do_destroy () 965object::do_destroy ()
972{ 966{
973 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 968 remove_link ();
975 969
976 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 971 remove_friendly_object (this);
978 972
979 remove (); 973 remove ();
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;
1275 * just 'op' otherwise 1275 * just 'op' otherwise
1276 */ 1276 */
1277object * 1277object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1279{
1280 if (op->is_on_map ())
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object already on map");
1283 abort ();
1284 }
1285
1286 if (op->env)
1287 {
1288 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1289 op->remove (); 1280 op->remove ();
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
1290 } 1285 }//D
1291 1286
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * 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
1294 * need extra work 1289 * need extra work
1295 */ 1290 */
1291 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1293 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1295 return 0;
1300 } 1296 }
1301 1297
1302 if (object *more = op->more) 1298 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1300 return 0;
1305 1301
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1302 op->flag [FLAG_REMOVED] = false;
1307 1303 op->env = 0;
1308 op->map = m; 1304 op->map = newmap;
1305
1309 mapspace &ms = op->ms (); 1306 mapspace &ms = op->ms ();
1310 1307
1311 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1312 */ 1309 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1316 { 1313 {
1317 // TODO: we actually want to update tmp, not op, 1314 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1315 // but some caller surely breaks when we return tmp
1319 // from here :/ 1316 // from here :/
1320 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1318 tmp->destroy ();
1322 } 1319 }
1323 1320
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1323
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1332 abort ();
1336 } 1333 }
1337 1334
1338 if (!originator->is_on_map ()) 1335 if (!originator->is_on_map ())
1336 {
1339 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1337 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ()); 1338 op->debug_desc (), originator->debug_desc ());
1339 abort ();
1340 }
1341 1341
1342 op->above = originator; 1342 op->above = originator;
1343 op->below = originator->below; 1343 op->below = originator->below;
1344 originator->below = op; 1344 originator->below = op;
1345 1345
1431 op->below = top; 1431 op->below = top;
1432 *(op->above ? &op->above->below : &ms.top) = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1433 }
1434 } 1434 }
1435 1435
1436 if (op->type == PLAYER) 1436 if (op->is_player ())
1437 { 1437 {
1438 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1439 ++op->map->players; 1439 ++op->map->players;
1440 op->map->touch (); 1440 op->map->touch ();
1441 } 1441 }
1456 * be far away from this change and not affected in any way - 1456 * be far away from this change and not affected in any way -
1457 * this should get redone to only look for players within range, 1457 * this should get redone to only look for players within range,
1458 * or just updating the P_UPTODATE for spaces within this area 1458 * or just updating the P_UPTODATE for spaces within this area
1459 * of effect may be sufficient. 1459 * of effect may be sufficient.
1460 */ 1460 */
1461 if (op->map->darkness && (op->glow_radius != 0)) 1461 if (op->affects_los ())
1462 {
1463 op->ms ().invalidate ();
1462 update_all_los (op->map, op->x, op->y); 1464 update_all_los (op->map, op->x, op->y);
1465 }
1463 1466
1464 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1467 /* updates flags (blocked, alive, no magic, etc) for this map space */
1465 update_object (op, UP_OBJ_INSERT); 1468 update_object (op, UP_OBJ_INSERT);
1466 1469
1467 INVOKE_OBJECT (INSERT, op); 1470 INVOKE_OBJECT (INSERT, op);
1495/* this function inserts an object in the map, but if it 1498/* this function inserts an object in the map, but if it
1496 * finds an object of its own type, it'll remove that one first. 1499 * finds an object of its own type, it'll remove that one first.
1497 * op is the object to insert it under: supplies x and the map. 1500 * op is the object to insert it under: supplies x and the map.
1498 */ 1501 */
1499void 1502void
1500replace_insert_ob_in_map (const char *arch_string, object *op) 1503replace_insert_ob_in_map (shstr_tmp archname, object *op)
1501{ 1504{
1502 /* first search for itself and remove any old instances */ 1505 /* first search for itself and remove any old instances */
1503 1506
1504 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1505 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1508 if (tmp->arch->archname == archname) /* same archetype */
1506 tmp->destroy (1); 1509 tmp->destroy ();
1507 1510
1508 object *tmp = arch_to_object (archetype::find (arch_string)); 1511 object *tmp = arch_to_object (archetype::find (archname));
1509 1512
1510 tmp->x = op->x; 1513 tmp->x = op->x;
1511 tmp->y = op->y; 1514 tmp->y = op->y;
1512 1515
1513 insert_ob_in_map (tmp, op->map, op, 0); 1516 insert_ob_in_map (tmp, op->map, op, 0);
1535 if (!nr) 1538 if (!nr)
1536 return true; 1539 return true;
1537 1540
1538 nr = min (nr, nrof); 1541 nr = min (nr, nrof);
1539 1542
1543 if (nrof > nr)
1544 {
1540 nrof -= nr; 1545 nrof -= nr;
1541
1542 if (nrof)
1543 {
1544 adjust_weight (env, -weight * nr); // carrying == 0 1546 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1545 1547
1546 if (object *pl = visible_to ()) 1548 if (object *pl = visible_to ())
1547 esrv_update_item (UPD_NROF, pl, this); 1549 esrv_update_item (UPD_NROF, pl, this);
1548 1550
1549 return true; 1551 return true;
1550 } 1552 }
1551 else 1553 else
1552 { 1554 {
1553 destroy (1); 1555 destroy ();
1554 return false; 1556 return false;
1555 } 1557 }
1556} 1558}
1557 1559
1558/* 1560/*
1635 if (object *pl = tmp->visible_to ()) 1637 if (object *pl = tmp->visible_to ())
1636 esrv_update_item (UPD_NROF, pl, tmp); 1638 esrv_update_item (UPD_NROF, pl, tmp);
1637 1639
1638 adjust_weight (this, op->total_weight ()); 1640 adjust_weight (this, op->total_weight ());
1639 1641
1640 op->destroy (1); 1642 op->destroy ();
1641 op = tmp; 1643 op = tmp;
1642 goto inserted; 1644 goto inserted;
1643 } 1645 }
1644 1646
1645 op->owner = 0; // it's his/hers now. period. 1647 op->owner = 0; // it's his/hers now. period.
1663 1665
1664 adjust_weight (this, op->total_weight ()); 1666 adjust_weight (this, op->total_weight ());
1665 1667
1666inserted: 1668inserted:
1667 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1668 if (op->glow_radius && map && map->darkness) 1670 if (op->glow_radius && is_on_map ())
1671 {
1672 update_stats ();
1669 update_all_los (map, x, y); 1673 update_all_los (map, x, y);
1670 1674 }
1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1671 // if this is a player's inventory, update stats 1676 // if this is a player's inventory, update stats
1672 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1673 update_stats (); 1677 update_stats ();
1674 1678
1675 INVOKE_OBJECT (INSERT, this); 1679 INVOKE_OBJECT (INSERT, this);
1676 1680
1677 return op; 1681 return op;
1761 { 1765 {
1762 1766
1763 float 1767 float
1764 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 diff = tmp->move_slow_penalty * fabs (op->speed);
1765 1769
1766 if (op->type == PLAYER) 1770 if (op->is_player ())
1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1769 diff /= 4.0; 1773 diff /= 4.0;
1770 1774
1771 op->speed_left -= diff; 1775 op->speed_left -= diff;
1979 * head of the object should correspond for the entire object. 1983 * head of the object should correspond for the entire object.
1980 */ 1984 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue; 1986 continue;
1983 1987
1984 if (ob->blocked (m, pos.x, pos.y)) 1988 if (ob->blocked (pos.m, pos.x, pos.y))
1985 continue; 1989 continue;
1986 1990
1987 altern [index++] = i; 1991 altern [index++] = i;
1988 } 1992 }
1989 1993
2057 * there is capable of. 2061 * there is capable of.
2058 */ 2062 */
2059int 2063int
2060find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2061{ 2065{
2062 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2063
2064 sint16 nx, ny;
2065 object *tmp;
2066 maptile *mp;
2067
2068 MoveType blocked, move_type; 2067 MoveType move_type;
2069 2068
2070 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2071 { 2070 {
2072 exclude = exclude->head; 2071 exclude = exclude->head;
2073 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2076 { 2075 {
2077 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2078 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2079 } 2078 }
2080 2079
2081 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2082 { 2081 {
2083 mp = m; 2082 mapxy pos (m, x, y);
2084 nx = x + freearr_x[i]; 2083 pos.move (i);
2085 ny = y + freearr_y[i];
2086 2084
2087 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2088
2089 if (mflags & P_OUT_OF_MAP)
2090 max = maxfree[i]; 2086 max = maxfree[i];
2091 else 2087 else
2092 { 2088 {
2093 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2094 2090
2095 blocked = ms.move_block;
2096
2097 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2098 max = maxfree[i]; 2092 max = maxfree [i];
2099 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2100 { 2094 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2103 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break;
2105
2106 if (tmp)
2107 return freedir[i]; 2098 return freedir [i];
2108 } 2099 }
2109 } 2100 }
2110 } 2101 }
2111 2102
2112 return 0; 2103 return 0;
2187 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2188 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2189 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2190 * functions. 2181 * functions.
2191 */ 2182 */
2192int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2193 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2194 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2195 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2196 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2197 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2293int 2284int
2294can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2295{ 2286{
2296 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2297 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2298 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2299} 2290}
2300 2291
2301/* 2292/*
2302 * create clone from object to another 2293 * create clone from object to another
2303 */ 2294 */
2335 return tmp; 2326 return tmp;
2336 2327
2337 return 0; 2328 return 0;
2338} 2329}
2339 2330
2340const shstr & 2331shstr_tmp
2341object::kv_get (const shstr &key) const 2332object::kv_get (shstr_tmp key) const
2342{ 2333{
2343 for (key_value *kv = key_values; kv; kv = kv->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2344 if (kv->key == key) 2335 if (kv->key == key)
2345 return kv->value; 2336 return kv->value;
2346 2337
2347 return shstr_null; 2338 return shstr ();
2348} 2339}
2349 2340
2350void 2341void
2351object::kv_set (const shstr &key, const shstr &value) 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2352{ 2343{
2353 for (key_value *kv = key_values; kv; kv = kv->next) 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (kv->key == key) 2345 if (kv->key == key)
2355 { 2346 {
2356 kv->value = value; 2347 kv->value = value;
2365 2356
2366 key_values = kv; 2357 key_values = kv;
2367} 2358}
2368 2359
2369void 2360void
2370object::kv_del (const shstr &key) 2361object::kv_del (shstr_tmp key)
2371{ 2362{
2372 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2373 if ((*kvp)->key == key) 2364 if ((*kvp)->key == key)
2374 { 2365 {
2375 key_value *kv = *kvp; 2366 key_value *kv = *kvp;
2506 container = 0; 2497 container = 0;
2507 2498
2508 // client needs item update to make it work, client bug requires this to be separate 2499 // client needs item update to make it work, client bug requires this to be separate
2509 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2510 2501
2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2512 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2513 } 2504 }
2514 2505
2515 if (new_container) 2506 if (new_container)
2516 { 2507 {
2526 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2527 new_container->insert (closer); 2518 new_container->insert (closer);
2528 } 2519 }
2529#endif 2520#endif
2530 2521
2531 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2532 2523
2533 // make sure the container is available, client bug requires this to be separate 2524 // make sure the container is available, client bug requires this to be separate
2534 esrv_send_item (this, new_container); 2525 esrv_send_item (this, new_container);
2535 2526
2536 new_container->flag [FLAG_APPLIED] = true; 2527 new_container->flag [FLAG_APPLIED] = true;
2544// else if (!old_container->env && contr && contr->ns) 2535// else if (!old_container->env && contr && contr->ns)
2545// contr->ns->floorbox_reset (); 2536// contr->ns->floorbox_reset ();
2546} 2537}
2547 2538
2548object * 2539object *
2549object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2550{ 2541{
2551 /* cycle through his inventory to look for the MARK we want to 2542 /* cycle through his inventory to look for the MARK we want to
2552 * place 2543 * place
2553 */ 2544 */
2554 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2556 return splay (tmp); 2547 return splay (tmp);
2557 2548
2558 return 0; 2549 return 0;
2559} 2550}
2560 2551
2561void 2552object *
2562object::force_add (const shstr name, int duration) 2553object::force_add (shstr_tmp name, int duration)
2563{ 2554{
2564 if (object *force = force_find (name)) 2555 if (object *force = force_find (name))
2565 force->destroy (); 2556 force->destroy ();
2566 2557
2567 object *force = get_archetype (FORCE_NAME); 2558 object *force = get_archetype (FORCE_NAME);
2572 2563
2573 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->set_speed (duration ? 1.f / duration : 0.f);
2574 force->flag [FLAG_IS_USED_UP] = true; 2565 force->flag [FLAG_IS_USED_UP] = true;
2575 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2576 2567
2577 insert (force); 2568 return insert (force);
2578} 2569}
2579 2570
2580void 2571void
2581object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2582{ 2573{
2583 if (!sound) 2574 if (!sound)
2584 return; 2575 return;
2585 2576
2586 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2587 return; 2602 return;
2588 2603
2589 if (env) 2604 // find old force, or create new one
2590 { 2605 object *force = force_find (shstr_noise_force);
2591 if (object *pl = in_player ()) 2606
2592 pl->contr->play_sound (sound); 2607 if (force)
2593 } 2608 force->speed_left = -1.f; // patch old speed up
2594 else 2609 else
2595 map->play_sound (sound, x, y); 2610 {
2596} 2611 force = archetype::get (shstr_noise_force);
2597 2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

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