ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.246 by root, Thu May 22 15:37:44 2008 UTC vs.
Revision 1.275 by root, Sun Dec 28 15:28:47 2008 UTC

32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
186 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 188 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
189 return 0; 190 return 0;
190 191
191 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 234 return 0;
237 235
238 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
242 .any ()) 239 .any ())
243 return 0; 240 return 0;
244 241
245 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
327 { 324 {
328 // see if we are in a container of sorts 325 // see if we are in a container of sorts
329 if (env) 326 if (env)
330 { 327 {
331 // the player inventory itself is always visible 328 // the player inventory itself is always visible
332 if (env->type == PLAYER) 329 if (env->is_player ())
333 return env; 330 return env;
334 331
335 // else a player could have our env open 332 // else a player could have our env open
336 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
337 334
345 else 342 else
346 { 343 {
347 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
350 if (!pl->container || this == pl->container) 348 || this == pl->container)
351 return pl; 349 return pl;
352 } 350 }
353 } 351 }
354 352
355 return 0; 353 return 0;
639 } 637 }
640 638
641 if (speed < 0) 639 if (speed < 0)
642 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
643 641
644 dst->set_speed (dst->speed); 642 dst->activate ();
645} 643}
646 644
647void 645void
648object::instantiate () 646object::instantiate ()
649{ 647{
761 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
762 { 760 {
763 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
766 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 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
772 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
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 * to 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
832object::activate () 830object::activate ()
833{ 831{
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;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837 838
838 if (has_active_speed ()) 839 if (has_active_speed ())
839 actives.insert (this); 840 actives.insert (this);
840} 841}
841 842
909 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
910 || map->no_drop 911 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
912 { 913 {
913 while (inv) 914 while (inv)
914 {
915 inv->destroy_inv (false);
916 inv->destroy (); 915 inv->destroy ();
917 }
918 } 916 }
919 else 917 else
920 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
921 while (inv) 919 while (inv)
922 { 920 {
926 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
927 || op->type == RUNE 925 || op->type == RUNE
928 || op->type == TRAP 926 || op->type == TRAP
929 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
930 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
931 op->destroy (true); 929 op->destroy ();
932 else 930 else
933 map->insert (op, x, y); 931 map->insert (op, x, y);
934 } 932 }
935 } 933 }
936} 934}
1000 attacked_by = 0; 998 attacked_by = 0;
1001 current_weapon = 0; 999 current_weapon = 0;
1002} 1000}
1003 1001
1004void 1002void
1005object::destroy (bool destroy_inventory) 1003object::destroy ()
1006{ 1004{
1007 if (destroyed ()) 1005 if (destroyed ())
1008 return; 1006 return;
1009 1007
1010 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1011 { 1009 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy (destroy_inventory); 1011 head->destroy ();
1014 return; 1012 return;
1015 } 1013 }
1016 1014
1017 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1018 1016
1019 if (is_head ()) 1017 if (is_head ())
1020 if (sound_destroy) 1018 if (sound_destroy)
1021 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1058 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1059 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1060 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
1061 1059
1062 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1063 1063
1064 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1065 * 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
1066 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1067 */ 1067 */
1079 1079
1080 /* 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
1081 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1082 * to save cpu time. 1082 * to save cpu time.
1083 */ 1083 */
1084 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 {
1085 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 }
1086 } 1092 }
1087 else if (map) 1093 else if (map)
1088 { 1094 {
1089 map->dirty = true; 1095 map->dirty = true;
1090 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1091 1097
1092 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1093 { 1099 {
1094 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1095 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1096 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1097 if (container && !container->env) 1106 if (container && !container->env)
1098 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1099 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1100 close_container (); 1109 close_container ();
1117 *(below ? &below->above : &ms.bot) = above; 1126 *(below ? &below->above : &ms.bot) = above;
1118 1127
1119 above = 0; 1128 above = 0;
1120 below = 0; 1129 below = 0;
1121 1130
1131 ms.invalidate ();
1132
1122 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1123 return; 1134 return;
1124 1135
1125 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1137
1158 } 1169 }
1159 1170
1160 last = tmp; 1171 last = tmp;
1161 } 1172 }
1162 1173
1163 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1164 //TODO: this makes little sense, why only update the topmost object?
1165 if (!last)
1166 map->at (x, y).flags_ = 0;
1167 else
1168 update_object (last, UP_OBJ_REMOVE);
1169
1170 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1171 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1172 } 1176 }
1173} 1177}
1174 1178
1175/* 1179/*
1199 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1200 1204
1201 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1203 1207
1204 op->destroy (1); 1208 op->destroy ();
1205 1209
1206 return top; 1210 return top;
1207 } 1211 }
1208 1212
1209 return 0; 1213 return 0;
1271 * just 'op' otherwise 1275 * just 'op' otherwise
1272 */ 1276 */
1273object * 1277object *
1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1275{ 1279{
1276 if (op->is_on_map ())
1277 {
1278 LOG (llevError, "insert_ob_in_map called for object already on map");
1279 abort ();
1280 }
1281
1282 if (op->env)
1283 {
1284 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1285 op->remove (); 1280 op->remove ();
1286 }
1287 1281
1288 if (op->face && !face_info (op->face))//D TODO: remove soon 1282 if (m == &freed_map)//D TODO: remove soon
1289 {//D 1283 {//D
1290 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1291 op->face = 1;//D
1292 }//D 1285 }//D
1293 1286
1294 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1295 * 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
1296 * need extra work 1289 * need extra work
1297 */ 1290 */
1291 maptile *newmap = m;
1298 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1299 { 1293 {
1300 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1301 return 0; 1295 return 0;
1302 } 1296 }
1303 1297
1304 if (object *more = op->more) 1298 if (object *more = op->more)
1305 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1306 return 0; 1300 return 0;
1307 1301
1308 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1309 1303
1310 op->map = m; 1304 op->map = newmap;
1311 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1312 1306
1313 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1314 */ 1308 */
1315 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1318 { 1312 {
1319 // TODO: we actually want to update tmp, not op, 1313 // TODO: we actually want to update tmp, not op,
1320 // but some caller surely breaks when we return tmp 1314 // but some caller surely breaks when we return tmp
1321 // from here :/ 1315 // from here :/
1322 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1323 tmp->destroy (1); 1317 tmp->destroy ();
1324 } 1318 }
1325 1319
1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1328 1322
1433 op->below = top; 1427 op->below = top;
1434 *(op->above ? &op->above->below : &ms.top) = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1429 }
1436 } 1430 }
1437 1431
1438 if (op->type == PLAYER) 1432 if (op->is_player ())
1439 { 1433 {
1440 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1441 ++op->map->players; 1435 ++op->map->players;
1442 op->map->touch (); 1436 op->map->touch ();
1443 } 1437 }
1458 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1459 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1460 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1461 * of effect may be sufficient. 1455 * of effect may be sufficient.
1462 */ 1456 */
1463 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1464 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1465 1462
1466 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1467 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1468 1465
1469 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1503{ 1500{
1504 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1505 1502
1506 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1507 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1508 tmp->destroy (1); 1505 tmp->destroy ();
1509 1506
1510 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1511 1508
1512 tmp->x = op->x; 1509 tmp->x = op->x;
1513 tmp->y = op->y; 1510 tmp->y = op->y;
1537 if (!nr) 1534 if (!nr)
1538 return true; 1535 return true;
1539 1536
1540 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1541 1538
1539 if (nrof > nr)
1540 {
1542 nrof -= nr; 1541 nrof -= nr;
1543
1544 if (nrof)
1545 {
1546 adjust_weight (env, -weight * nr); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1547 1543
1548 if (object *pl = visible_to ()) 1544 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1550 1546
1551 return true; 1547 return true;
1552 } 1548 }
1553 else 1549 else
1554 { 1550 {
1555 destroy (1); 1551 destroy ();
1556 return false; 1552 return false;
1557 } 1553 }
1558} 1554}
1559 1555
1560/* 1556/*
1637 if (object *pl = tmp->visible_to ()) 1633 if (object *pl = tmp->visible_to ())
1638 esrv_update_item (UPD_NROF, pl, tmp); 1634 esrv_update_item (UPD_NROF, pl, tmp);
1639 1635
1640 adjust_weight (this, op->total_weight ()); 1636 adjust_weight (this, op->total_weight ());
1641 1637
1642 op->destroy (1); 1638 op->destroy ();
1643 op = tmp; 1639 op = tmp;
1644 goto inserted; 1640 goto inserted;
1645 } 1641 }
1646 1642
1647 op->owner = 0; // it's his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1665 1661
1666 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1667 1663
1668inserted: 1664inserted:
1669 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1671 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1672 1670 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1673 // if this is a player's inventory, update stats 1672 // if this is a player's inventory, update stats
1674 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1675 update_stats (); 1673 update_stats ();
1676 1674
1677 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1678 1676
1679 return op; 1677 return op;
1763 { 1761 {
1764 1762
1765 float 1763 float
1766 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1767 1765
1768 if (op->type == PLAYER) 1766 if (op->is_player ())
1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1771 diff /= 4.0; 1769 diff /= 4.0;
1772 1770
1773 op->speed_left -= diff; 1771 op->speed_left -= diff;
1981 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1982 */ 1980 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue; 1982 continue;
1985 1983
1986 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1987 continue; 1985 continue;
1988 1986
1989 altern [index++] = i; 1987 altern [index++] = i;
1990 } 1988 }
1991 1989
2059 * there is capable of. 2057 * there is capable of.
2060 */ 2058 */
2061int 2059int
2062find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2063{ 2061{
2064 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2065
2066 sint16 nx, ny;
2067 object *tmp;
2068 maptile *mp;
2069
2070 MoveType blocked, move_type; 2063 MoveType move_type;
2071 2064
2072 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2073 { 2066 {
2074 exclude = exclude->head; 2067 exclude = exclude->head;
2075 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2078 { 2071 {
2079 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2080 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2081 } 2074 }
2082 2075
2083 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2084 { 2077 {
2085 mp = m; 2078 mapxy pos (m, x, y);
2086 nx = x + freearr_x[i]; 2079 pos.move (i);
2087 ny = y + freearr_y[i];
2088 2080
2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2090
2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i]; 2082 max = maxfree[i];
2093 else 2083 else
2094 { 2084 {
2095 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2096 2086
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2100 max = maxfree[i]; 2088 max = maxfree [i];
2101 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2102 { 2090 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break;
2107
2108 if (tmp)
2109 return freedir[i]; 2094 return freedir [i];
2110 } 2095 }
2111 } 2096 }
2112 } 2097 }
2113 2098
2114 return 0; 2099 return 0;
2295int 2280int
2296can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2297{ 2282{
2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2301} 2286}
2302 2287
2303/* 2288/*
2304 * create clone from object to another 2289 * create clone from object to another
2305 */ 2290 */
2558 return splay (tmp); 2543 return splay (tmp);
2559 2544
2560 return 0; 2545 return 0;
2561} 2546}
2562 2547
2563void 2548object *
2564object::force_add (const shstr name, int duration) 2549object::force_add (const shstr name, int duration)
2565{ 2550{
2566 if (object *force = force_find (name)) 2551 if (object *force = force_find (name))
2567 force->destroy (); 2552 force->destroy ();
2568 2553
2574 2559
2575 force->set_speed (duration ? 1.f / duration : 0.f); 2560 force->set_speed (duration ? 1.f / duration : 0.f);
2576 force->flag [FLAG_IS_USED_UP] = true; 2561 force->flag [FLAG_IS_USED_UP] = true;
2577 force->flag [FLAG_APPLIED] = true; 2562 force->flag [FLAG_APPLIED] = true;
2578 2563
2579 insert (force); 2564 return insert (force);
2580} 2565}
2581 2566
2582void 2567void
2583object::play_sound (faceidx sound) 2568object::play_sound (faceidx sound)
2584{ 2569{
2595 } 2580 }
2596 else 2581 else
2597 map->play_sound (sound, x, y); 2582 map->play_sound (sound, x, y);
2598} 2583}
2599 2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines