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Comparing deliantra/server/common/object.C (file contents):
Revision 1.259 by root, Mon Sep 29 10:32:50 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] = {
323 { 324 {
324 // see if we are in a container of sorts 325 // see if we are in a container of sorts
325 if (env) 326 if (env)
326 { 327 {
327 // the player inventory itself is always visible 328 // the player inventory itself is always visible
328 if (env->type == PLAYER) 329 if (env->is_player ())
329 return env; 330 return env;
330 331
331 // else a player could have our env open 332 // else a player could have our env open
332 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
333 334
758 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
759 { 760 {
760 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
770 /* 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
771 * have move_allow right now. 772 * have move_allow right now.
772 */ 773 */
773 || ((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
774 || 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)
775 m.flags_ = 0; 776 m.invalidate ();
776 } 777 }
777 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 780 * that is being removed.
780 */ 781 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 783 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
785 else 786 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 788
962 963
963void 964void
964object::do_destroy () 965object::do_destroy ()
965{ 966{
966 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 968 remove_link ();
968 969
969 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 971 remove_friendly_object (this);
971 972
972 remove (); 973 remove ();
997 attacked_by = 0; 998 attacked_by = 0;
998 current_weapon = 0; 999 current_weapon = 0;
999} 1000}
1000 1001
1001void 1002void
1002object::destroy (bool destroy_inventory) 1003object::destroy ()
1003{ 1004{
1004 if (destroyed ()) 1005 if (destroyed ())
1005 return; 1006 return;
1006 1007
1007 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1008 { 1009 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory); 1011 head->destroy ();
1011 return; 1012 return;
1012 } 1013 }
1013 1014
1014 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1015 1016
1016 if (is_head ()) 1017 if (is_head ())
1017 if (sound_destroy) 1018 if (sound_destroy)
1018 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1055 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1057 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
1058 1059
1059 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1060 1063
1061 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1062 * 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
1063 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1064 */ 1067 */
1076 1079
1077 /* 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
1078 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1082 * to save cpu time.
1080 */ 1083 */
1081 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 {
1082 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 }
1083 } 1092 }
1084 else if (map) 1093 else if (map)
1085 { 1094 {
1086 map->dirty = true; 1095 map->dirty = true;
1087 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1088 1097
1089 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1090 { 1099 {
1091 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1092 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1093 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1106 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1097 close_container (); 1109 close_container ();
1114 *(below ? &below->above : &ms.bot) = above; 1126 *(below ? &below->above : &ms.bot) = above;
1115 1127
1116 above = 0; 1128 above = 0;
1117 below = 0; 1129 below = 0;
1118 1130
1119 ms.flags_ = 0; 1131 ms.invalidate ();
1120 1132
1121 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1122 return; 1134 return;
1123 1135
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1157 } 1169 }
1158 1170
1159 last = tmp; 1171 last = tmp;
1160 } 1172 }
1161 1173
1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1174 if (affects_los ())
1163 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1164 } 1176 }
1165} 1177}
1166 1178
1167/* 1179/*
1263 * just 'op' otherwise 1275 * just 'op' otherwise
1264 */ 1276 */
1265object * 1277object *
1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1267{ 1279{
1268 if (op->is_on_map ())
1269 {
1270 LOG (llevError, "insert_ob_in_map called for object already on map");
1271 abort ();
1272 }
1273
1274 if (op->env)
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1277 op->remove (); 1280 op->remove ();
1278 }
1279 1281
1280 if (m == &freed_map)//D TODO: remove soon 1282 if (m == &freed_map)//D TODO: remove soon
1281 {//D 1283 {//D
1282 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1283 }//D 1285 }//D
1284 1286
1285 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1286 * 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
1287 * need extra work 1289 * need extra work
1288 */ 1290 */
1291 maptile *newmap = m;
1289 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1290 { 1293 {
1291 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1292 return 0; 1295 return 0;
1293 } 1296 }
1294 1297
1295 if (object *more = op->more) 1298 if (object *more = op->more)
1296 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1297 return 0; 1300 return 0;
1298 1301
1299 CLEAR_FLAG (op, FLAG_REMOVED); 1302 op->flag [FLAG_REMOVED] = false;
1300 1303 op->env = 0;
1301 op->map = m; 1304 op->map = newmap;
1305
1302 mapspace &ms = op->ms (); 1306 mapspace &ms = op->ms ();
1303 1307
1304 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1305 */ 1309 */
1306 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1327 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");
1328 abort (); 1332 abort ();
1329 } 1333 }
1330 1334
1331 if (!originator->is_on_map ()) 1335 if (!originator->is_on_map ())
1336 {
1332 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",
1333 op->debug_desc (), originator->debug_desc ()); 1338 op->debug_desc (), originator->debug_desc ());
1339 abort ();
1340 }
1334 1341
1335 op->above = originator; 1342 op->above = originator;
1336 op->below = originator->below; 1343 op->below = originator->below;
1337 originator->below = op; 1344 originator->below = op;
1338 1345
1424 op->below = top; 1431 op->below = top;
1425 *(op->above ? &op->above->below : &ms.top) = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1433 }
1427 } 1434 }
1428 1435
1429 if (op->type == PLAYER) 1436 if (op->is_player ())
1430 { 1437 {
1431 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1432 ++op->map->players; 1439 ++op->map->players;
1433 op->map->touch (); 1440 op->map->touch ();
1434 } 1441 }
1449 * 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 -
1450 * this should get redone to only look for players within range, 1457 * this should get redone to only look for players within range,
1451 * or just updating the P_UPTODATE for spaces within this area 1458 * or just updating the P_UPTODATE for spaces within this area
1452 * of effect may be sufficient. 1459 * of effect may be sufficient.
1453 */ 1460 */
1454 if (op->map->darkness && (op->glow_radius != 0)) 1461 if (op->affects_los ())
1462 {
1463 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1464 update_all_los (op->map, op->x, op->y);
1465 }
1456 1466
1457 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1467 /* updates flags (blocked, alive, no magic, etc) for this map space */
1458 update_object (op, UP_OBJ_INSERT); 1468 update_object (op, UP_OBJ_INSERT);
1459 1469
1460 INVOKE_OBJECT (INSERT, op); 1470 INVOKE_OBJECT (INSERT, op);
1488/* this function inserts an object in the map, but if it 1498/* this function inserts an object in the map, but if it
1489 * 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.
1490 * 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.
1491 */ 1501 */
1492void 1502void
1493replace_insert_ob_in_map (const char *arch_string, object *op) 1503replace_insert_ob_in_map (shstr_tmp archname, object *op)
1494{ 1504{
1495 /* first search for itself and remove any old instances */ 1505 /* first search for itself and remove any old instances */
1496 1506
1497 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1498 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1508 if (tmp->arch->archname == archname) /* same archetype */
1499 tmp->destroy (); 1509 tmp->destroy ();
1500 1510
1501 object *tmp = arch_to_object (archetype::find (arch_string)); 1511 object *tmp = arch_to_object (archetype::find (archname));
1502 1512
1503 tmp->x = op->x; 1513 tmp->x = op->x;
1504 tmp->y = op->y; 1514 tmp->y = op->y;
1505 1515
1506 insert_ob_in_map (tmp, op->map, op, 0); 1516 insert_ob_in_map (tmp, op->map, op, 0);
1655 1665
1656 adjust_weight (this, op->total_weight ()); 1666 adjust_weight (this, op->total_weight ());
1657 1667
1658inserted: 1668inserted:
1659 /* 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 */
1660 if (op->glow_radius && map && map->darkness) 1670 if (op->glow_radius && is_on_map ())
1671 {
1672 update_stats ();
1661 update_all_los (map, x, y); 1673 update_all_los (map, x, y);
1662 1674 }
1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1663 // if this is a player's inventory, update stats 1676 // if this is a player's inventory, update stats
1664 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1665 update_stats (); 1677 update_stats ();
1666 1678
1667 INVOKE_OBJECT (INSERT, this); 1679 INVOKE_OBJECT (INSERT, this);
1668 1680
1669 return op; 1681 return op;
1753 { 1765 {
1754 1766
1755 float 1767 float
1756 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 diff = tmp->move_slow_penalty * fabs (op->speed);
1757 1769
1758 if (op->type == PLAYER) 1770 if (op->is_player ())
1759 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)) ||
1760 (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)))
1761 diff /= 4.0; 1773 diff /= 4.0;
1762 1774
1763 op->speed_left -= diff; 1775 op->speed_left -= diff;
1971 * head of the object should correspond for the entire object. 1983 * head of the object should correspond for the entire object.
1972 */ 1984 */
1973 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1974 continue; 1986 continue;
1975 1987
1976 if (ob->blocked (m, pos.x, pos.y)) 1988 if (ob->blocked (pos.m, pos.x, pos.y))
1977 continue; 1989 continue;
1978 1990
1979 altern [index++] = i; 1991 altern [index++] = i;
1980 } 1992 }
1981 1993
2049 * there is capable of. 2061 * there is capable of.
2050 */ 2062 */
2051int 2063int
2052find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2053{ 2065{
2054 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2055
2056 sint16 nx, ny;
2057 object *tmp;
2058 maptile *mp;
2059
2060 MoveType blocked, move_type; 2067 MoveType move_type;
2061 2068
2062 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2063 { 2070 {
2064 exclude = exclude->head; 2071 exclude = exclude->head;
2065 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2068 { 2075 {
2069 /* 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. */
2070 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2071 } 2078 }
2072 2079
2073 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2074 { 2081 {
2075 mp = m; 2082 mapxy pos (m, x, y);
2076 nx = x + freearr_x[i]; 2083 pos.move (i);
2077 ny = y + freearr_y[i];
2078 2084
2079 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2080
2081 if (mflags & P_OUT_OF_MAP)
2082 max = maxfree[i]; 2086 max = maxfree[i];
2083 else 2087 else
2084 { 2088 {
2085 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2086 2090
2087 blocked = ms.move_block;
2088
2089 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2090 max = maxfree[i]; 2092 max = maxfree [i];
2091 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2092 { 2094 {
2093 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2094 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2095 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2096 break;
2097
2098 if (tmp)
2099 return freedir[i]; 2098 return freedir [i];
2100 } 2099 }
2101 } 2100 }
2102 } 2101 }
2103 2102
2104 return 0; 2103 return 0;
2179 * 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
2180 * 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.
2181 * 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
2182 * functions. 2181 * functions.
2183 */ 2182 */
2184int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2185 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2186 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2187 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2188 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2189 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2285int 2284int
2286can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2287{ 2286{
2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2290 !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));
2291} 2290}
2292 2291
2293/* 2292/*
2294 * create clone from object to another 2293 * create clone from object to another
2295 */ 2294 */
2327 return tmp; 2326 return tmp;
2328 2327
2329 return 0; 2328 return 0;
2330} 2329}
2331 2330
2332const shstr & 2331shstr_tmp
2333object::kv_get (const shstr &key) const 2332object::kv_get (shstr_tmp key) const
2334{ 2333{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2335 if (kv->key == key)
2337 return kv->value; 2336 return kv->value;
2338 2337
2339 return shstr_null; 2338 return shstr ();
2340} 2339}
2341 2340
2342void 2341void
2343object::kv_set (const shstr &key, const shstr &value) 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2344{ 2343{
2345 for (key_value *kv = key_values; kv; kv = kv->next) 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2346 if (kv->key == key) 2345 if (kv->key == key)
2347 { 2346 {
2348 kv->value = value; 2347 kv->value = value;
2357 2356
2358 key_values = kv; 2357 key_values = kv;
2359} 2358}
2360 2359
2361void 2360void
2362object::kv_del (const shstr &key) 2361object::kv_del (shstr_tmp key)
2363{ 2362{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key) 2364 if ((*kvp)->key == key)
2366 { 2365 {
2367 key_value *kv = *kvp; 2366 key_value *kv = *kvp;
2498 container = 0; 2497 container = 0;
2499 2498
2500 // 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
2501 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2502 2501
2503 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 ());
2504 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2505 } 2504 }
2506 2505
2507 if (new_container) 2506 if (new_container)
2508 { 2507 {
2518 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2519 new_container->insert (closer); 2518 new_container->insert (closer);
2520 } 2519 }
2521#endif 2520#endif
2522 2521
2523 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 ());
2524 2523
2525 // 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
2526 esrv_send_item (this, new_container); 2525 esrv_send_item (this, new_container);
2527 2526
2528 new_container->flag [FLAG_APPLIED] = true; 2527 new_container->flag [FLAG_APPLIED] = true;
2536// else if (!old_container->env && contr && contr->ns) 2535// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset (); 2536// contr->ns->floorbox_reset ();
2538} 2537}
2539 2538
2540object * 2539object *
2541object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2542{ 2541{
2543 /* 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
2544 * place 2543 * place
2545 */ 2544 */
2546 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2548 return splay (tmp); 2547 return splay (tmp);
2549 2548
2550 return 0; 2549 return 0;
2551} 2550}
2552 2551
2553void 2552object *
2554object::force_add (const shstr name, int duration) 2553object::force_add (shstr_tmp name, int duration)
2555{ 2554{
2556 if (object *force = force_find (name)) 2555 if (object *force = force_find (name))
2557 force->destroy (); 2556 force->destroy ();
2558 2557
2559 object *force = get_archetype (FORCE_NAME); 2558 object *force = get_archetype (FORCE_NAME);
2564 2563
2565 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->set_speed (duration ? 1.f / duration : 0.f);
2566 force->flag [FLAG_IS_USED_UP] = true; 2565 force->flag [FLAG_IS_USED_UP] = true;
2567 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2568 2567
2569 insert (force); 2568 return insert (force);
2570} 2569}
2571 2570
2572void 2571void
2573object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2574{ 2573{
2575 if (!sound) 2574 if (!sound)
2576 return; 2575 return;
2577 2576
2578 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 ())
2579 return; 2602 return;
2580 2603
2581 if (env) 2604 // find old force, or create new one
2582 { 2605 object *force = force_find (shstr_noise_force);
2583 if (object *pl = in_player ()) 2606
2584 pl->contr->play_sound (sound); 2607 if (force)
2585 } 2608 force->speed_left = -1.f; // patch old speed up
2586 else 2609 else
2587 map->play_sound (sound, x, y); 2610 {
2588} 2611 force = archetype::get (shstr_noise_force);
2589 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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