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Comparing deliantra/server/common/object.C (file contents):
Revision 1.252 by root, Mon Aug 11 23:23:41 2008 UTC vs.
Revision 1.287 by root, Sat Oct 3 20:11:12 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
186 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 188 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
189 return 0; 190 return 0;
190 191
191 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 234 return 0;
237 235
238 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
242 .any ()) 239 .any ())
243 return 0; 240 return 0;
244 241
245 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
327 { 324 {
328 // see if we are in a container of sorts 325 // see if we are in a container of sorts
329 if (env) 326 if (env)
330 { 327 {
331 // the player inventory itself is always visible 328 // the player inventory itself is always visible
332 if (env->type == PLAYER) 329 if (env->is_player ())
333 return env; 330 return env;
334 331
335 // else a player could have our env open 332 // else a player could have our env open
336 object *envest = env->outer_env (); 333 object *envest = env->outer_env_or_self ();
337 334
338 // the player itself is always on a map, so we will find him here 335 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player. 336 // even if our inv is in a player.
340 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
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))
764 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
773 /* 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
774 * have move_allow right now. 772 * have move_allow right now.
775 */ 773 */
776 || ((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
777 || 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)
778 m.flags_ = 0; 776 m.invalidate ();
779 } 777 }
780 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
781 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
782 * that is being removed. 780 * that is being removed.
783 */ 781 */
784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
785 m.flags_ = 0; 783 m.invalidate ();
786 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
787 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
788 else 786 else
789 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
790 788
794 792
795object::object () 793object::object ()
796{ 794{
797 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
798 796
799 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
800 face = blank_face; 798 face = blank_face;
801} 799}
802 800
803object::~object () 801object::~object ()
804{ 802{
834 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
835 if (active) 833 if (active)
836 return; 834 return;
837 835
838 if (has_active_speed ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
839 actives.insert (this); 841 actives.insert (this);
842 }
840} 843}
841 844
842void 845void
843object::activate_recursive () 846object::activate_recursive ()
844{ 847{
909 || map->in_memory != MAP_ACTIVE 912 || map->in_memory != MAP_ACTIVE
910 || map->no_drop 913 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 914 || ms ().move_block == MOVE_ALL)
912 { 915 {
913 while (inv) 916 while (inv)
914 inv->destroy (true); 917 inv->destroy ();
915 } 918 }
916 else 919 else
917 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
918 while (inv) 921 while (inv)
919 { 922 {
923 || op->flag [FLAG_NO_DROP] 926 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE 927 || op->type == RUNE
925 || op->type == TRAP 928 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE] 929 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH]) 930 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true); 931 op->destroy ();
929 else 932 else
930 map->insert (op, x, y); 933 map->insert (op, x, y);
931 } 934 }
932 } 935 }
933} 936}
962 965
963void 966void
964object::do_destroy () 967object::do_destroy ()
965{ 968{
966 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 970 remove_link ();
968 971
969 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 973 remove_friendly_object (this);
971 974
972 remove (); 975 remove ();
997 attacked_by = 0; 1000 attacked_by = 0;
998 current_weapon = 0; 1001 current_weapon = 0;
999} 1002}
1000 1003
1001void 1004void
1002object::destroy (bool destroy_inventory) 1005object::destroy ()
1003{ 1006{
1004 if (destroyed ()) 1007 if (destroyed ())
1005 return; 1008 return;
1006 1009
1007 if (!is_head () && !head->destroyed ()) 1010 if (!is_head () && !head->destroyed ())
1008 { 1011 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory); 1013 head->destroy ();
1011 return; 1014 return;
1012 } 1015 }
1013 1016
1014 destroy_inv (!destroy_inventory); 1017 destroy_inv (false);
1015 1018
1016 if (is_head ()) 1019 if (is_head ())
1017 if (sound_destroy) 1020 if (sound_destroy)
1018 play_sound (sound_destroy); 1021 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1022 else if (flag [FLAG_MONSTER])
1055 if (object *pl = visible_to ()) 1058 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1059 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1061
1059 adjust_weight (env, -total_weight ()); 1062 adjust_weight (env, -total_weight ());
1063
1064 object *pl = in_player ();
1060 1065
1061 /* we set up values so that it could be inserted into 1066 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1067 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1068 * to the caller to decide what we want to do.
1064 */ 1069 */
1076 1081
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1082 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1083 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1084 * to save cpu time.
1080 */ 1085 */
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1086 if (pl)
1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1088 {
1082 otmp->update_stats (); 1089 pl->update_stats ();
1090
1091 if (glow_radius && pl->is_on_map ())
1092 update_all_los (pl->map, pl->x, pl->y);
1093 }
1083 } 1094 }
1084 else if (map) 1095 else if (map)
1085 { 1096 {
1086 map->dirty = true; 1097 map->dirty = true;
1087 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
1088 1099
1089 if (object *pl = ms.player ()) 1100 if (object *pl = ms.player ())
1090 { 1101 {
1091 if (type == PLAYER) // this == pl(!) 1102 if (is_player ())
1092 { 1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1093 // leaving a spot always closes any open container on the ground 1107 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1108 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1109 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1110 // that the CLOSE event is being sent.
1097 close_container (); 1111 close_container ();
1114 *(below ? &below->above : &ms.bot) = above; 1128 *(below ? &below->above : &ms.bot) = above;
1115 1129
1116 above = 0; 1130 above = 0;
1117 below = 0; 1131 below = 0;
1118 1132
1133 ms.invalidate ();
1134
1119 if (map->in_memory == MAP_SAVING) 1135 if (map->in_memory == MAP_SAVING)
1120 return; 1136 return;
1121 1137
1122 int check_walk_off = !flag [FLAG_NO_APPLY]; 1138 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1139
1155 } 1171 }
1156 1172
1157 last = tmp; 1173 last = tmp;
1158 } 1174 }
1159 1175
1160 /* last == NULL if there are no objects on this space */ 1176 if (affects_los ())
1161 //TODO: this makes little sense, why only update the topmost object?
1162 if (!last)
1163 map->at (x, y).flags_ = 0;
1164 else
1165 update_object (last, UP_OBJ_REMOVE);
1166
1167 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1168 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1169 } 1178 }
1170} 1179}
1171 1180
1172/* 1181/*
1196 esrv_update_item (UPD_NROF, pl, top); 1205 esrv_update_item (UPD_NROF, pl, top);
1197 1206
1198 op->weight = 0; // cancel the addition above 1207 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already 1208 op->carrying = 0; // must be 0 already
1200 1209
1201 op->destroy (1); 1210 op->destroy ();
1202 1211
1203 return top; 1212 return top;
1204 } 1213 }
1205 1214
1206 return 0; 1215 return 0;
1268 * just 'op' otherwise 1277 * just 'op' otherwise
1269 */ 1278 */
1270object * 1279object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1280insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1281{
1273 if (op->is_on_map ())
1274 {
1275 LOG (llevError, "insert_ob_in_map called for object already on map");
1276 abort ();
1277 }
1278
1279 if (op->env)
1280 {
1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1282 op->remove (); 1282 op->remove ();
1283 }
1284 1283
1285 if (op->face && !face_info (op->face))//D TODO: remove soon 1284 if (m == &freed_map)//D TODO: remove soon
1286 {//D 1285 {//D
1287 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1286 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 op->face = 1;//D
1289 }//D 1287 }//D
1290 1288
1291 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1292 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1293 * need extra work 1291 * need extra work
1294 */ 1292 */
1293 maptile *newmap = m;
1295 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1296 { 1295 {
1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1298 return 0; 1297 return 0;
1299 } 1298 }
1300 1299
1301 if (object *more = op->more) 1300 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0; 1302 return 0;
1304 1303
1305 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1306 1305 op->env = 0;
1307 op->map = m; 1306 op->map = newmap;
1307
1308 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1309 1309
1310 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1311 */ 1311 */
1312 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1315 { 1315 {
1316 // TODO: we actually want to update tmp, not op, 1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp 1317 // but some caller surely breaks when we return tmp
1318 // from here :/ 1318 // from here :/
1319 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1320 tmp->destroy (1); 1320 tmp->destroy ();
1321 } 1321 }
1322 1322
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1325 1325
1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1334 abort (); 1334 abort ();
1335 } 1335 }
1336 1336
1337 if (!originator->is_on_map ()) 1337 if (!originator->is_on_map ())
1338 {
1338 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1339 op->debug_desc (), originator->debug_desc ()); 1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1340 1343
1341 op->above = originator; 1344 op->above = originator;
1342 op->below = originator->below; 1345 op->below = originator->below;
1343 originator->below = op; 1346 originator->below = op;
1344 1347
1430 op->below = top; 1433 op->below = top;
1431 *(op->above ? &op->above->below : &ms.top) = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1435 }
1433 } 1436 }
1434 1437
1435 if (op->type == PLAYER) 1438 if (op->is_player ())
1436 { 1439 {
1437 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1438 ++op->map->players; 1441 ++op->map->players;
1439 op->map->touch (); 1442 op->map->touch ();
1440 } 1443 }
1455 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1456 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1457 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1458 * of effect may be sufficient. 1461 * of effect may be sufficient.
1459 */ 1462 */
1460 if (op->map->darkness && (op->glow_radius != 0)) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1461 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1462 1468
1463 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1464 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1465 1471
1466 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1473 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object(). 1480 * update_object().
1475 */ 1481 */
1476 1482
1477 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1479 { 1485 {
1480 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1481 return 0; 1487 return 0;
1482 1488
1483 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1494/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1495 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1496 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1497 */ 1503 */
1498void 1504void
1499replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1500{ 1506{
1501 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1502 1508
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1505 tmp->destroy (1); 1511 tmp->destroy ();
1506 1512
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1508 1514
1509 tmp->x = op->x; 1515 tmp->x = op->x;
1510 tmp->y = op->y; 1516 tmp->y = op->y;
1511 1517
1512 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1633 if (object *pl = tmp->visible_to ()) 1639 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp); 1640 esrv_update_item (UPD_NROF, pl, tmp);
1635 1641
1636 adjust_weight (this, op->total_weight ()); 1642 adjust_weight (this, op->total_weight ());
1637 1643
1638 op->destroy (1); 1644 op->destroy ();
1639 op = tmp; 1645 op = tmp;
1640 goto inserted; 1646 goto inserted;
1641 } 1647 }
1642 1648
1643 op->owner = 0; // it's his/hers now. period. 1649 op->owner = 0; // it's his/hers now. period.
1661 1667
1662 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1663 1669
1664inserted: 1670inserted:
1665 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1666 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1667 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1668 1676 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1669 // if this is a player's inventory, update stats 1678 // if this is a player's inventory, update stats
1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1671 update_stats (); 1679 update_stats ();
1672 1680
1673 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1674 1682
1675 return op; 1683 return op;
1696 * on top. 1704 * on top.
1697 */ 1705 */
1698int 1706int
1699check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1700{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1701 object *tmp; 1712 object *tmp;
1702 maptile *m = op->map; 1713 maptile *m = op->map;
1703 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1704 1715
1705 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1706 1717
1707 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1708 return 0;
1709 1719
1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1713 1723
1714 /* if nothing on this space will slow op down or be applied, 1724 /* if nothing on this space will slow op down or be applied,
1715 * no need to do checking below. have to make sure move_type 1725 * no need to do checking below. have to make sure move_type
1716 * is set, as lots of objects don't have it set - we treat that 1726 * is set, as lots of objects don't have it set - we treat that
1717 * as walking. 1727 * as walking.
1728 return 0; 1738 return 0;
1729 1739
1730 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1731 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1732 */ 1742 */
1733 1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1735 {
1736 /* Trim the search when we find the first other spell effect
1737 * this helps performance so that if a space has 50 spell objects,
1738 * we don't need to check all of them.
1739 */
1740 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1741 break;
1742 } 1744 {
1745 next = tmp->below;
1743 1746
1744 for (; tmp; tmp = tmp->below)
1745 {
1746 if (tmp == op) 1747 if (tmp == op)
1747 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1748 1749
1749 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1750 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1755 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1756 { 1757 {
1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1759 { 1760 {
1760
1761 float
1762 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763 1762
1764 if (op->type == PLAYER) 1763 if (op->is_player ())
1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1767 diff /= 4.0; 1766 diff /= 4.0;
1768 1767
1769 op->speed_left -= diff; 1768 op->speed_left -= diff;
1770 } 1769 }
1771 } 1770 }
1977 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
1978 */ 1977 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue; 1979 continue;
1981 1980
1982 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue; 1982 continue;
1984 1983
1985 altern [index++] = i; 1984 altern [index++] = i;
1986 } 1985 }
1987 1986
2055 * there is capable of. 2054 * there is capable of.
2056 */ 2055 */
2057int 2056int
2058find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2059{ 2058{
2060 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2061
2062 sint16 nx, ny;
2063 object *tmp;
2064 maptile *mp;
2065
2066 MoveType blocked, move_type; 2060 MoveType move_type;
2067 2061
2068 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2069 { 2063 {
2070 exclude = exclude->head; 2064 exclude = exclude->head;
2071 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2074 { 2068 {
2075 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2076 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2077 } 2071 }
2078 2072
2079 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2080 { 2074 {
2081 mp = m; 2075 mapxy pos (m, x, y);
2082 nx = x + freearr_x[i]; 2076 pos.move (i);
2083 ny = y + freearr_y[i];
2084 2077
2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2086
2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i]; 2079 max = maxfree[i];
2089 else 2080 else
2090 { 2081 {
2091 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2092 2083
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2096 max = maxfree[i]; 2085 max = maxfree [i];
2097 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2098 { 2087 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break;
2103
2104 if (tmp)
2105 return freedir[i]; 2091 return freedir [i];
2106 } 2092 }
2107 } 2093 }
2108 } 2094 }
2109 2095
2110 return 0; 2096 return 0;
2185 * This basically means that if direction is 15, then it could either go 2171 * This basically means that if direction is 15, then it could either go
2186 * direction 4, 14, or 16 to get back to where we are. 2172 * direction 4, 14, or 16 to get back to where we are.
2187 * Moved from spell_util.c to object.c with the other related direction 2173 * Moved from spell_util.c to object.c with the other related direction
2188 * functions. 2174 * functions.
2189 */ 2175 */
2190int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2191 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2192 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2193 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2194 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2195 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2291int 2277int
2292can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2293{ 2279{
2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2297} 2283}
2298 2284
2299/* 2285/*
2300 * create clone from object to another 2286 * create clone from object to another
2301 */ 2287 */
2333 return tmp; 2319 return tmp;
2334 2320
2335 return 0; 2321 return 0;
2336} 2322}
2337 2323
2338const shstr & 2324shstr_tmp
2339object::kv_get (const shstr &key) const 2325object::kv_get (shstr_tmp key) const
2340{ 2326{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key) 2328 if (kv->key == key)
2343 return kv->value; 2329 return kv->value;
2344 2330
2345 return shstr_null; 2331 return shstr ();
2346} 2332}
2347 2333
2348void 2334void
2349object::kv_set (const shstr &key, const shstr &value) 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2350{ 2336{
2351 for (key_value *kv = key_values; kv; kv = kv->next) 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key) 2338 if (kv->key == key)
2353 { 2339 {
2354 kv->value = value; 2340 kv->value = value;
2363 2349
2364 key_values = kv; 2350 key_values = kv;
2365} 2351}
2366 2352
2367void 2353void
2368object::kv_del (const shstr &key) 2354object::kv_del (shstr_tmp key)
2369{ 2355{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key) 2357 if ((*kvp)->key == key)
2372 { 2358 {
2373 key_value *kv = *kvp; 2359 key_value *kv = *kvp;
2504 container = 0; 2490 container = 0;
2505 2491
2506 // client needs item update to make it work, client bug requires this to be separate 2492 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2494
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2496 play_sound (sound_find ("chest_close"));
2511 } 2497 }
2512 2498
2513 if (new_container) 2499 if (new_container)
2514 { 2500 {
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2511 new_container->insert (closer);
2526 } 2512 }
2527#endif 2513#endif
2528 2514
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2516
2531 // make sure the container is available, client bug requires this to be separate 2517 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2518 esrv_send_item (this, new_container);
2533 2519
2534 new_container->flag [FLAG_APPLIED] = true; 2520 new_container->flag [FLAG_APPLIED] = true;
2542// else if (!old_container->env && contr && contr->ns) 2528// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2529// contr->ns->floorbox_reset ();
2544} 2530}
2545 2531
2546object * 2532object *
2547object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2548{ 2534{
2549 /* cycle through his inventory to look for the MARK we want to 2535 /* cycle through his inventory to look for the MARK we want to
2550 * place 2536 * place
2551 */ 2537 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2554 return splay (tmp); 2540 return splay (tmp);
2555 2541
2556 return 0; 2542 return 0;
2557} 2543}
2558 2544
2559void 2545object *
2560object::force_add (const shstr name, int duration) 2546object::force_add (shstr_tmp name, int duration)
2561{ 2547{
2562 if (object *force = force_find (name)) 2548 if (object *force = force_find (name))
2563 force->destroy (); 2549 force->destroy ();
2564 2550
2565 object *force = get_archetype (FORCE_NAME); 2551 object *force = get_archetype (FORCE_NAME);
2570 2556
2571 force->set_speed (duration ? 1.f / duration : 0.f); 2557 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true; 2558 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2559 force->flag [FLAG_APPLIED] = true;
2574 2560
2575 insert (force); 2561 return insert (force);
2576} 2562}
2577 2563
2578void 2564void
2579object::play_sound (faceidx sound) 2565object::play_sound (faceidx sound) const
2580{ 2566{
2581 if (!sound) 2567 if (!sound)
2582 return; 2568 return;
2583 2569
2584 if (flag [FLAG_REMOVED]) 2570 if (is_on_map ())
2571 map->play_sound (sound, x, y);
2572 else if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574}
2575
2576void
2577object::say_msg (const char *msg) const
2578{
2579 if (is_on_map ())
2580 map->say_msg (msg, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
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 ())
2585 return; 2595 return;
2586 2596
2587 if (env) 2597 // find old force, or create new one
2588 { 2598 object *force = force_find (shstr_noise_force);
2589 if (object *pl = in_player ()) 2599
2590 pl->contr->play_sound (sound); 2600 if (force)
2591 } 2601 force->speed_left = -1.f; // patch old speed up
2592 else 2602 else
2593 map->play_sound (sound, x, y); 2603 {
2594} 2604 force = archetype::get (shstr_noise_force);
2595 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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