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Comparing deliantra/server/common/object.C (file contents):
Revision 1.264 by root, Sun Dec 21 23:29:27 2008 UTC vs.
Revision 1.288 by root, Sat Oct 3 22:36:08 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
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_or_self ();
333 334
334 // 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
335 // even if our inv is in a player. 336 // even if our inv is in a player.
336 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
554 update_stats (); 555 update_stats ();
555 556
556 new_draw_info_format (NDI_UNIQUE, 0, this, 557 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, " 558 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. " 559 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name); 560 "[You need to unapply some items first - use the 'body' command to see "
561 "how many items you cna wera on a specific body part.]", &ob->name);
560 return false; 562 return false;
561 } 563 }
562 564
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 } 566 }
758 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
759 { 761 {
760 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 765 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 769 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 770 || (m.move_off | op->move_off ) != m.move_off
770 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 773 * have move_allow right now.
772 */ 774 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
775 m.flags_ = 0; 777 m.invalidate ();
776 } 778 }
777 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 781 * that is being removed.
780 */ 782 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 784 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
785 else 787 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 789
791 793
792object::object () 794object::object ()
793{ 795{
794 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
795 797
796 expmul = 1.0; 798 //expmul = 1.0; declared const for the time being
797 face = blank_face; 799 face = blank_face;
798} 800}
799 801
800object::~object () 802object::~object ()
801{ 803{
830{ 832{
831 /* If already on active list, don't do anything */ 833 /* If already on active list, don't do anything */
832 if (active) 834 if (active)
833 return; 835 return;
834 836
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ()) 837 if (has_active_speed ())
838 {
839 if (flag [FLAG_FREED])
840 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
841
839 actives.insert (this); 842 actives.insert (this);
843 }
840} 844}
841 845
842void 846void
843object::activate_recursive () 847object::activate_recursive ()
844{ 848{
962 966
963void 967void
964object::do_destroy () 968object::do_destroy ()
965{ 969{
966 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 971 remove_link ();
968 972
969 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 974 remove_friendly_object (this);
971 975
972 remove (); 976 remove ();
1055 if (object *pl = visible_to ()) 1059 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1060 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1062
1059 adjust_weight (env, -total_weight ()); 1063 adjust_weight (env, -total_weight ());
1064
1065 object *pl = in_player ();
1060 1066
1061 /* we set up values so that it could be inserted into 1067 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1068 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1069 * to the caller to decide what we want to do.
1064 */ 1070 */
1076 1082
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1083 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1084 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1085 * to save cpu time.
1080 */ 1086 */
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1087 if (pl)
1088 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 {
1082 otmp->update_stats (); 1090 pl->update_stats ();
1091
1092 if (glow_radius && pl->is_on_map ())
1093 update_all_los (pl->map, pl->x, pl->y);
1094 }
1083 } 1095 }
1084 else if (map) 1096 else if (map)
1085 { 1097 {
1086 map->dirty = true; 1098 map->dirty = true;
1087 mapspace &ms = this->ms (); 1099 mapspace &ms = this->ms ();
1088 1100
1089 if (object *pl = ms.player ()) 1101 if (object *pl = ms.player ())
1090 { 1102 {
1091 if (type == PLAYER) // this == pl(!) 1103 if (is_player ())
1092 { 1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1093 // leaving a spot always closes any open container on the ground 1108 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1109 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1110 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1111 // that the CLOSE event is being sent.
1097 close_container (); 1112 close_container ();
1114 *(below ? &below->above : &ms.bot) = above; 1129 *(below ? &below->above : &ms.bot) = above;
1115 1130
1116 above = 0; 1131 above = 0;
1117 below = 0; 1132 below = 0;
1118 1133
1119 ms.flags_ = 0; 1134 ms.invalidate ();
1120 1135
1121 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1122 return; 1137 return;
1123 1138
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1157 } 1172 }
1158 1173
1159 last = tmp; 1174 last = tmp;
1160 } 1175 }
1161 1176
1162 if (map->darkness && (glow_radius || flag [FLAG_BLOCKSVIEW])) 1177 if (affects_los ())
1163 update_all_los (map, x, y); 1178 update_all_los (map, x, y);
1164 } 1179 }
1165} 1180}
1166 1181
1167/* 1182/*
1274 1289
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1290 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now 1291 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1292 * need extra work
1278 */ 1293 */
1294 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1296 {
1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1298 return 0;
1283 } 1299 }
1284 1300
1285 if (object *more = op->more) 1301 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1303 return 0;
1288 1304
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1305 op->flag [FLAG_REMOVED] = false;
1290 1306 op->env = 0;
1291 op->map = m; 1307 op->map = newmap;
1308
1292 mapspace &ms = op->ms (); 1309 mapspace &ms = op->ms ();
1293 1310
1294 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1295 */ 1312 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1335 abort ();
1319 } 1336 }
1320 1337
1321 if (!originator->is_on_map ()) 1338 if (!originator->is_on_map ())
1339 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1340 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ()); 1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1324 1344
1325 op->above = originator; 1345 op->above = originator;
1326 op->below = originator->below; 1346 op->below = originator->below;
1327 originator->below = op; 1347 originator->below = op;
1328 1348
1414 op->below = top; 1434 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1436 }
1417 } 1437 }
1418 1438
1419 if (op->type == PLAYER) 1439 if (op->is_player ())
1420 { 1440 {
1421 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1422 ++op->map->players; 1442 ++op->map->players;
1423 op->map->touch (); 1443 op->map->touch ();
1424 } 1444 }
1439 * be far away from this change and not affected in any way - 1459 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1462 * of effect may be sufficient.
1443 */ 1463 */
1444 if (op->map->darkness && (op->glow_radius || op->flag [FLAG_BLOCKSVIEW])) 1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1467 update_all_los (op->map, op->x, op->y);
1468 }
1446 1469
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1449 1472
1450 INVOKE_OBJECT (INSERT, op); 1473 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1481 * update_object().
1459 */ 1482 */
1460 1483
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1486 {
1464 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1465 return 0; 1488 return 0;
1466 1489
1467 /* If we are a multi part object, lets work our way through the check 1490 /* If we are a multi part object, lets work our way through the check
1478/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1481 */ 1504 */
1482void 1505void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1507{
1485 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1486 1509
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1511 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1512 tmp->destroy ();
1490 1513
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (archname));
1492 1515
1493 tmp->x = op->x; 1516 tmp->x = op->x;
1494 tmp->y = op->y; 1517 tmp->y = op->y;
1495 1518
1496 insert_ob_in_map (tmp, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1645 1668
1646 adjust_weight (this, op->total_weight ()); 1669 adjust_weight (this, op->total_weight ());
1647 1670
1648inserted: 1671inserted:
1649 /* reset the light list and los of the players on the map */ 1672 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && map && map->darkness) 1673 if (op->glow_radius && is_on_map ())
1674 {
1675 update_stats ();
1651 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1652 1677 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1653 // if this is a player's inventory, update stats 1679 // if this is a player's inventory, update stats
1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1655 update_stats (); 1680 update_stats ();
1656 1681
1657 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1658 1683
1659 return op; 1684 return op;
1680 * on top. 1705 * on top.
1681 */ 1706 */
1682int 1707int
1683check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1684{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1685 object *tmp; 1713 object *tmp;
1686 maptile *m = op->map; 1714 maptile *m = op->map;
1687 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1688 1716
1689 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1690 1718
1691 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1692 return 0;
1693 1720
1694 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1695 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1696 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1697 1724
1698 /* if nothing on this space will slow op down or be applied, 1725 /* if nothing on this space will slow op down or be applied,
1699 * no need to do checking below. have to make sure move_type 1726 * no need to do checking below. have to make sure move_type
1700 * is set, as lots of objects don't have it set - we treat that 1727 * is set, as lots of objects don't have it set - we treat that
1701 * as walking. 1728 * as walking.
1712 return 0; 1739 return 0;
1713 1740
1714 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1715 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1716 */ 1743 */
1717 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1718 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1719 {
1720 /* Trim the search when we find the first other spell effect
1721 * this helps performance so that if a space has 50 spell objects,
1722 * we don't need to check all of them.
1723 */
1724 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1725 break;
1726 } 1745 {
1746 next = tmp->below;
1727 1747
1728 for (; tmp; tmp = tmp->below)
1729 {
1730 if (tmp == op) 1748 if (tmp == op)
1731 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1732 1750
1733 /* Check to see if one of the movement types should be slowed down. 1751 /* Check to see if one of the movement types should be slowed down.
1734 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1739 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1740 { 1758 {
1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1742 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1743 { 1761 {
1744
1745 float
1746 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1747 1763
1748 if (op->type == PLAYER) 1764 if (op->is_player ())
1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1750 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1751 diff /= 4.0; 1767 diff /= 4.0;
1752 1768
1753 op->speed_left -= diff; 1769 op->speed_left -= diff;
1754 } 1770 }
1755 } 1771 }
2039 * there is capable of. 2055 * there is capable of.
2040 */ 2056 */
2041int 2057int
2042find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2043{ 2059{
2044 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2045
2046 sint16 nx, ny;
2047 object *tmp;
2048 maptile *mp;
2049
2050 MoveType blocked, move_type; 2061 MoveType move_type;
2051 2062
2052 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2053 { 2064 {
2054 exclude = exclude->head; 2065 exclude = exclude->head;
2055 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2058 { 2069 {
2059 /* If we don't have anything, presume it can use all movement types. */ 2070 /* If we don't have anything, presume it can use all movement types. */
2060 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2061 } 2072 }
2062 2073
2063 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2064 { 2075 {
2065 mp = m; 2076 mapxy pos (m, x, y);
2066 nx = x + freearr_x[i]; 2077 pos.move (i);
2067 ny = y + freearr_y[i];
2068 2078
2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2070
2071 if (mflags & P_OUT_OF_MAP)
2072 max = maxfree[i]; 2080 max = maxfree[i];
2073 else 2081 else
2074 { 2082 {
2075 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2076 2084
2077 blocked = ms.move_block;
2078
2079 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2080 max = maxfree[i]; 2086 max = maxfree [i];
2081 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2082 { 2088 {
2083 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 break;
2087
2088 if (tmp)
2089 return freedir[i]; 2092 return freedir [i];
2090 } 2093 }
2091 } 2094 }
2092 } 2095 }
2093 2096
2094 return 0; 2097 return 0;
2169 * This basically means that if direction is 15, then it could either go 2172 * This basically means that if direction is 15, then it could either go
2170 * direction 4, 14, or 16 to get back to where we are. 2173 * direction 4, 14, or 16 to get back to where we are.
2171 * Moved from spell_util.c to object.c with the other related direction 2174 * Moved from spell_util.c to object.c with the other related direction
2172 * functions. 2175 * functions.
2173 */ 2176 */
2174int reduction_dir[SIZEOFFREE][3] = { 2177const int reduction_dir[SIZEOFFREE][3] = {
2175 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2176 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2177 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2178 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2179 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2275int 2278int
2276can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2277{ 2280{
2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2280 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2281} 2284}
2282 2285
2283/* 2286/*
2284 * create clone from object to another 2287 * create clone from object to another
2285 */ 2288 */
2317 return tmp; 2320 return tmp;
2318 2321
2319 return 0; 2322 return 0;
2320} 2323}
2321 2324
2322const shstr & 2325shstr_tmp
2323object::kv_get (const shstr &key) const 2326object::kv_get (shstr_tmp key) const
2324{ 2327{
2325 for (key_value *kv = key_values; kv; kv = kv->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2326 if (kv->key == key) 2329 if (kv->key == key)
2327 return kv->value; 2330 return kv->value;
2328 2331
2329 return shstr_null; 2332 return shstr ();
2330} 2333}
2331 2334
2332void 2335void
2333object::kv_set (const shstr &key, const shstr &value) 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2334{ 2337{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2339 if (kv->key == key)
2337 { 2340 {
2338 kv->value = value; 2341 kv->value = value;
2347 2350
2348 key_values = kv; 2351 key_values = kv;
2349} 2352}
2350 2353
2351void 2354void
2352object::kv_del (const shstr &key) 2355object::kv_del (shstr_tmp key)
2353{ 2356{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key) 2358 if ((*kvp)->key == key)
2356 { 2359 {
2357 key_value *kv = *kvp; 2360 key_value *kv = *kvp;
2488 container = 0; 2491 container = 0;
2489 2492
2490 // client needs item update to make it work, client bug requires this to be separate 2493 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2492 2495
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2496 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2494 play_sound (sound_find ("chest_close")); 2497 play_sound (sound_find ("chest_close"));
2495 } 2498 }
2496 2499
2497 if (new_container) 2500 if (new_container)
2498 { 2501 {
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer); 2512 new_container->insert (closer);
2510 } 2513 }
2511#endif 2514#endif
2512 2515
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2514 2517
2515 // make sure the container is available, client bug requires this to be separate 2518 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container); 2519 esrv_send_item (this, new_container);
2517 2520
2518 new_container->flag [FLAG_APPLIED] = true; 2521 new_container->flag [FLAG_APPLIED] = true;
2526// else if (!old_container->env && contr && contr->ns) 2529// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset (); 2530// contr->ns->floorbox_reset ();
2528} 2531}
2529 2532
2530object * 2533object *
2531object::force_find (const shstr name) 2534object::force_find (shstr_tmp name)
2532{ 2535{
2533 /* cycle through his inventory to look for the MARK we want to 2536 /* cycle through his inventory to look for the MARK we want to
2534 * place 2537 * place
2535 */ 2538 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below) 2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2538 return splay (tmp); 2541 return splay (tmp);
2539 2542
2540 return 0; 2543 return 0;
2541} 2544}
2542 2545
2543void 2546object *
2544object::force_add (const shstr name, int duration) 2547object::force_add (shstr_tmp name, int duration)
2545{ 2548{
2546 if (object *force = force_find (name)) 2549 if (object *force = force_find (name))
2547 force->destroy (); 2550 force->destroy ();
2548 2551
2549 object *force = get_archetype (FORCE_NAME); 2552 object *force = get_archetype (FORCE_NAME);
2554 2557
2555 force->set_speed (duration ? 1.f / duration : 0.f); 2558 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true; 2559 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true; 2560 force->flag [FLAG_APPLIED] = true;
2558 2561
2559 insert (force); 2562 return insert (force);
2560} 2563}
2561 2564
2562void 2565void
2563object::play_sound (faceidx sound) 2566object::play_sound (faceidx sound) const
2564{ 2567{
2565 if (!sound) 2568 if (!sound)
2566 return; 2569 return;
2567 2570
2568 if (flag [FLAG_REMOVED]) 2571 if (is_on_map ())
2572 map->play_sound (sound, x, y);
2573 else if (object *pl = in_player ())
2574 pl->contr->play_sound (sound);
2575}
2576
2577void
2578object::say_msg (const char *msg) const
2579{
2580 if (is_on_map ())
2581 map->say_msg (msg, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::make_noise ()
2588{
2589 // we do not model noise in the map, so instead put
2590 // a temporary light into the noise source
2591 // could use the map instead, but that's less reliable for our
2592 // goal, which is to make invisibility a bit harder to exploit
2593
2594 // currently only works sensibly for players
2595 if (!is_player ())
2569 return; 2596 return;
2570 2597
2571 if (env) 2598 // find old force, or create new one
2572 { 2599 object *force = force_find (shstr_noise_force);
2573 if (object *pl = in_player ()) 2600
2574 pl->contr->play_sound (sound); 2601 if (force)
2575 } 2602 force->speed_left = -1.f; // patch old speed up
2576 else 2603 else
2577 map->play_sound (sound, x, y); 2604 {
2578} 2605 force = archetype::get (shstr_noise_force);
2579 2606
2607 force->slaying = shstr_noise_force;
2608 force->stats.food = 1;
2609 force->speed_left = -1.f;
2610
2611 force->set_speed (1.f / 4.f);
2612 force->flag [FLAG_IS_USED_UP] = true;
2613 force->flag [FLAG_APPLIED] = true;
2614
2615 insert (force);
2616 }
2617}
2618

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