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Comparing deliantra/server/common/object.C (file contents):
Revision 1.249 by root, Tue Jul 15 20:41:58 2008 UTC vs.
Revision 1.278 by root, Thu Jan 1 19:42:43 2009 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 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 234 return 0;
237 235
238 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
242 .any ()) 239 .any ())
243 return 0; 240 return 0;
244 241
245 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
327 { 324 {
328 // see if we are in a container of sorts 325 // see if we are in a container of sorts
329 if (env) 326 if (env)
330 { 327 {
331 // the player inventory itself is always visible 328 // the player inventory itself is always visible
332 if (env->type == PLAYER) 329 if (env->is_player ())
333 return env; 330 return env;
334 331
335 // else a player could have our env open 332 // else a player could have our env open
336 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
337 334
640 } 637 }
641 638
642 if (speed < 0) 639 if (speed < 0)
643 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
644 641
645 dst->set_speed (dst->speed); 642 dst->activate ();
646} 643}
647 644
648void 645void
649object::instantiate () 646object::instantiate ()
650{ 647{
762 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
763 { 760 {
764 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
774 /* 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
775 * to have move_allow right now. 772 * have move_allow right now.
776 */ 773 */
777 || ((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
778 || 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)
779 m.flags_ = 0; 776 m.invalidate ();
780 } 777 }
781 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 780 * that is being removed.
784 */ 781 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 783 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
789 else 786 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 788
833object::activate () 830object::activate ()
834{ 831{
835 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
836 if (active) 833 if (active)
837 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
838 838
839 if (has_active_speed ()) 839 if (has_active_speed ())
840 actives.insert (this); 840 actives.insert (this);
841} 841}
842 842
910 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 911 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
913 { 913 {
914 while (inv) 914 while (inv)
915 {
916 inv->destroy_inv (false);
917 inv->destroy (); 915 inv->destroy ();
918 }
919 } 916 }
920 else 917 else
921 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
922 while (inv) 919 while (inv)
923 { 920 {
927 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
928 || op->type == RUNE 925 || op->type == RUNE
929 || op->type == TRAP 926 || op->type == TRAP
930 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
931 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
932 op->destroy (true); 929 op->destroy ();
933 else 930 else
934 map->insert (op, x, y); 931 map->insert (op, x, y);
935 } 932 }
936 } 933 }
937} 934}
1001 attacked_by = 0; 998 attacked_by = 0;
1002 current_weapon = 0; 999 current_weapon = 0;
1003} 1000}
1004 1001
1005void 1002void
1006object::destroy (bool destroy_inventory) 1003object::destroy ()
1007{ 1004{
1008 if (destroyed ()) 1005 if (destroyed ())
1009 return; 1006 return;
1010 1007
1011 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1012 { 1009 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (destroy_inventory); 1011 head->destroy ();
1015 return; 1012 return;
1016 } 1013 }
1017 1014
1018 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1019 1016
1020 if (is_head ()) 1017 if (is_head ())
1021 if (sound_destroy) 1018 if (sound_destroy)
1022 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1059 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1061 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
1062 1059
1063 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1064 1063
1065 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1066 * 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
1067 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1068 */ 1067 */
1080 1079
1081 /* 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
1082 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1083 * to save cpu time. 1082 * to save cpu time.
1084 */ 1083 */
1085 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 {
1086 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 }
1087 } 1092 }
1088 else if (map) 1093 else if (map)
1089 { 1094 {
1090 map->dirty = true; 1095 map->dirty = true;
1091 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1092 1097
1093 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1094 { 1099 {
1095 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1096 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1097 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1098 if (container && !container->env) 1106 if (container && !container->env)
1099 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1100 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1101 close_container (); 1109 close_container ();
1118 *(below ? &below->above : &ms.bot) = above; 1126 *(below ? &below->above : &ms.bot) = above;
1119 1127
1120 above = 0; 1128 above = 0;
1121 below = 0; 1129 below = 0;
1122 1130
1131 ms.invalidate ();
1132
1123 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1124 return; 1134 return;
1125 1135
1126 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1127 1137
1159 } 1169 }
1160 1170
1161 last = tmp; 1171 last = tmp;
1162 } 1172 }
1163 1173
1164 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1165 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last)
1167 map->at (x, y).flags_ = 0;
1168 else
1169 update_object (last, UP_OBJ_REMOVE);
1170
1171 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1173 } 1176 }
1174} 1177}
1175 1178
1176/* 1179/*
1200 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1201 1204
1202 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1203 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1204 1207
1205 op->destroy (1); 1208 op->destroy ();
1206 1209
1207 return top; 1210 return top;
1208 } 1211 }
1209 1212
1210 return 0; 1213 return 0;
1272 * just 'op' otherwise 1275 * just 'op' otherwise
1273 */ 1276 */
1274object * 1277object *
1275insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1276{ 1279{
1277 if (op->is_on_map ())
1278 {
1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1280 abort ();
1281 }
1282
1283 if (op->env)
1284 {
1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1286 op->remove (); 1280 op->remove ();
1287 }
1288 1281
1289 if (op->face && !face_info (op->face))//D TODO: remove soon 1282 if (m == &freed_map)//D TODO: remove soon
1290 {//D 1283 {//D
1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1292 op->face = 1;//D
1293 }//D 1285 }//D
1294 1286
1295 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * 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
1297 * need extra work 1289 * need extra work
1298 */ 1290 */
1291 maptile *newmap = m;
1299 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1300 { 1293 {
1301 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1302 return 0; 1295 return 0;
1303 } 1296 }
1304 1297
1305 if (object *more = op->more) 1298 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0; 1300 return 0;
1308 1301
1309 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1310 1303
1311 op->map = m; 1304 op->map = newmap;
1312 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1313 1306
1314 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1315 */ 1308 */
1316 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1319 { 1312 {
1320 // TODO: we actually want to update tmp, not op, 1313 // TODO: we actually want to update tmp, not op,
1321 // but some caller surely breaks when we return tmp 1314 // but some caller surely breaks when we return tmp
1322 // from here :/ 1315 // from here :/
1323 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1324 tmp->destroy (1); 1317 tmp->destroy ();
1325 } 1318 }
1326 1319
1327 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 */
1328 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1329 1322
1434 op->below = top; 1427 op->below = top;
1435 *(op->above ? &op->above->below : &ms.top) = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1429 }
1437 } 1430 }
1438 1431
1439 if (op->type == PLAYER) 1432 if (op->is_player ())
1440 { 1433 {
1441 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1442 ++op->map->players; 1435 ++op->map->players;
1443 op->map->touch (); 1436 op->map->touch ();
1444 } 1437 }
1459 * 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 -
1460 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1461 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1462 * of effect may be sufficient. 1455 * of effect may be sufficient.
1463 */ 1456 */
1464 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1465 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1466 1462
1467 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1468 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1469 1465
1470 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1498/* this function inserts an object in the map, but if it 1494/* this function inserts an object in the map, but if it
1499 * finds an object of its own type, it'll remove that one first. 1495 * finds an object of its own type, it'll remove that one first.
1500 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1501 */ 1497 */
1502void 1498void
1503replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (shstr_tmp archname, object *op)
1504{ 1500{
1505 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1506 1502
1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1508 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (tmp->arch->archname == archname) /* same archetype */
1509 tmp->destroy (1); 1505 tmp->destroy ();
1510 1506
1511 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (archname));
1512 1508
1513 tmp->x = op->x; 1509 tmp->x = op->x;
1514 tmp->y = op->y; 1510 tmp->y = op->y;
1515 1511
1516 insert_ob_in_map (tmp, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1538 if (!nr) 1534 if (!nr)
1539 return true; 1535 return true;
1540 1536
1541 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1542 1538
1539 if (nrof > nr)
1540 {
1543 nrof -= nr; 1541 nrof -= nr;
1544
1545 if (nrof)
1546 {
1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1548 1543
1549 if (object *pl = visible_to ()) 1544 if (object *pl = visible_to ())
1550 esrv_update_item (UPD_NROF, pl, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1551 1546
1638 if (object *pl = tmp->visible_to ()) 1633 if (object *pl = tmp->visible_to ())
1639 esrv_update_item (UPD_NROF, pl, tmp); 1634 esrv_update_item (UPD_NROF, pl, tmp);
1640 1635
1641 adjust_weight (this, op->total_weight ()); 1636 adjust_weight (this, op->total_weight ());
1642 1637
1643 op->destroy (1); 1638 op->destroy ();
1644 op = tmp; 1639 op = tmp;
1645 goto inserted; 1640 goto inserted;
1646 } 1641 }
1647 1642
1648 op->owner = 0; // it's his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1666 1661
1667 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1668 1663
1669inserted: 1664inserted:
1670 /* 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 */
1671 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1672 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1673 1670 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1674 // if this is a player's inventory, update stats 1672 // if this is a player's inventory, update stats
1675 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1676 update_stats (); 1673 update_stats ();
1677 1674
1678 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1679 1676
1680 return op; 1677 return op;
1764 { 1761 {
1765 1762
1766 float 1763 float
1767 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1768 1765
1769 if (op->type == PLAYER) 1766 if (op->is_player ())
1770 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)) ||
1771 (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)))
1772 diff /= 4.0; 1769 diff /= 4.0;
1773 1770
1774 op->speed_left -= diff; 1771 op->speed_left -= diff;
1982 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1983 */ 1980 */
1984 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1985 continue; 1982 continue;
1986 1983
1987 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1988 continue; 1985 continue;
1989 1986
1990 altern [index++] = i; 1987 altern [index++] = i;
1991 } 1988 }
1992 1989
2060 * there is capable of. 2057 * there is capable of.
2061 */ 2058 */
2062int 2059int
2063find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2064{ 2061{
2065 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2066
2067 sint16 nx, ny;
2068 object *tmp;
2069 maptile *mp;
2070
2071 MoveType blocked, move_type; 2063 MoveType move_type;
2072 2064
2073 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2074 { 2066 {
2075 exclude = exclude->head; 2067 exclude = exclude->head;
2076 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2079 { 2071 {
2080 /* 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. */
2081 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2082 } 2074 }
2083 2075
2084 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2085 { 2077 {
2086 mp = m; 2078 mapxy pos (m, x, y);
2087 nx = x + freearr_x[i]; 2079 pos.move (i);
2088 ny = y + freearr_y[i];
2089 2080
2090 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2091
2092 if (mflags & P_OUT_OF_MAP)
2093 max = maxfree[i]; 2082 max = maxfree[i];
2094 else 2083 else
2095 { 2084 {
2096 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2097 2086
2098 blocked = ms.move_block;
2099
2100 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2101 max = maxfree[i]; 2088 max = maxfree [i];
2102 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2103 { 2090 {
2104 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2105 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2106 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2107 break;
2108
2109 if (tmp)
2110 return freedir[i]; 2094 return freedir [i];
2111 } 2095 }
2112 } 2096 }
2113 } 2097 }
2114 2098
2115 return 0; 2099 return 0;
2190 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2191 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2192 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2193 * functions. 2177 * functions.
2194 */ 2178 */
2195int reduction_dir[SIZEOFFREE][3] = { 2179const int reduction_dir[SIZEOFFREE][3] = {
2196 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2197 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2198 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2199 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2200 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2296int 2280int
2297can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2298{ 2282{
2299 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2300 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2301 !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));
2302} 2286}
2303 2287
2304/* 2288/*
2305 * create clone from object to another 2289 * create clone from object to another
2306 */ 2290 */
2338 return tmp; 2322 return tmp;
2339 2323
2340 return 0; 2324 return 0;
2341} 2325}
2342 2326
2343const shstr & 2327shstr_tmp
2344object::kv_get (const shstr &key) const 2328object::kv_get (shstr_tmp key) const
2345{ 2329{
2346 for (key_value *kv = key_values; kv; kv = kv->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2347 if (kv->key == key) 2331 if (kv->key == key)
2348 return kv->value; 2332 return kv->value;
2349 2333
2350 return shstr_null; 2334 return shstr ();
2351} 2335}
2352 2336
2353void 2337void
2354object::kv_set (const shstr &key, const shstr &value) 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2355{ 2339{
2356 for (key_value *kv = key_values; kv; kv = kv->next) 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2357 if (kv->key == key) 2341 if (kv->key == key)
2358 { 2342 {
2359 kv->value = value; 2343 kv->value = value;
2368 2352
2369 key_values = kv; 2353 key_values = kv;
2370} 2354}
2371 2355
2372void 2356void
2373object::kv_del (const shstr &key) 2357object::kv_del (shstr_tmp key)
2374{ 2358{
2375 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2376 if ((*kvp)->key == key) 2360 if ((*kvp)->key == key)
2377 { 2361 {
2378 key_value *kv = *kvp; 2362 key_value *kv = *kvp;
2547// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2548// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2549} 2533}
2550 2534
2551object * 2535object *
2552object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2553{ 2537{
2554 /* 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
2555 * place 2539 * place
2556 */ 2540 */
2557 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2559 return splay (tmp); 2543 return splay (tmp);
2560 2544
2561 return 0; 2545 return 0;
2562} 2546}
2563 2547
2564void 2548object *
2565object::force_add (const shstr name, int duration) 2549object::force_add (shstr_tmp name, int duration)
2566{ 2550{
2567 if (object *force = force_find (name)) 2551 if (object *force = force_find (name))
2568 force->destroy (); 2552 force->destroy ();
2569 2553
2570 object *force = get_archetype (FORCE_NAME); 2554 object *force = get_archetype (FORCE_NAME);
2575 2559
2576 force->set_speed (duration ? 1.f / duration : 0.f); 2560 force->set_speed (duration ? 1.f / duration : 0.f);
2577 force->flag [FLAG_IS_USED_UP] = true; 2561 force->flag [FLAG_IS_USED_UP] = true;
2578 force->flag [FLAG_APPLIED] = true; 2562 force->flag [FLAG_APPLIED] = true;
2579 2563
2580 insert (force); 2564 return insert (force);
2581} 2565}
2582 2566
2583void 2567void
2584object::play_sound (faceidx sound) 2568object::play_sound (faceidx sound)
2585{ 2569{
2596 } 2580 }
2597 else 2581 else
2598 map->play_sound (sound, x, y); 2582 map->play_sound (sound, x, y);
2599} 2583}
2600 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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