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Comparing deliantra/server/common/object.C (file contents):
Revision 1.248 by root, Mon Jul 14 23:47:06 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] = {
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 ())
558 update_stats (); 555 update_stats ();
559 556
560 new_draw_info_format (NDI_UNIQUE, 0, this, 557 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, " 558 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. " 559 "but the %s is just too much for your body. "
563 "[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);
564 return false; 562 return false;
565 } 563 }
566 564
567 //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);
568 } 566 }
640 } 638 }
641 639
642 if (speed < 0) 640 if (speed < 0)
643 dst->speed_left -= rndm (); 641 dst->speed_left -= rndm ();
644 642
645 dst->set_speed (dst->speed); 643 dst->activate ();
646} 644}
647 645
648void 646void
649object::instantiate () 647object::instantiate ()
650{ 648{
762 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
763 { 761 {
764 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 765 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 769 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 770 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 771 || (m.move_slow | op->move_slow) != m.move_slow
774 /* 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
775 * to have move_allow right now. 773 * have move_allow right now.
776 */ 774 */
777 || ((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
778 || 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)
779 m.flags_ = 0; 777 m.invalidate ();
780 } 778 }
781 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 781 * that is being removed.
784 */ 782 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 784 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
789 else 787 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 789
795 793
796object::object () 794object::object ()
797{ 795{
798 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
799 797
800 expmul = 1.0; 798 //expmul = 1.0; declared const for the time being
801 face = blank_face; 799 face = blank_face;
802} 800}
803 801
804object::~object () 802object::~object ()
805{ 803{
835 /* If already on active list, don't do anything */ 833 /* If already on active list, don't do anything */
836 if (active) 834 if (active)
837 return; 835 return;
838 836
839 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
840 actives.insert (this); 842 actives.insert (this);
843 }
841} 844}
842 845
843void 846void
844object::activate_recursive () 847object::activate_recursive ()
845{ 848{
910 || map->in_memory != MAP_ACTIVE 913 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 914 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 915 || ms ().move_block == MOVE_ALL)
913 { 916 {
914 while (inv) 917 while (inv)
915 {
916 inv->destroy_inv (false);
917 inv->destroy (); 918 inv->destroy ();
918 }
919 } 919 }
920 else 920 else
921 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
922 while (inv) 922 while (inv)
923 { 923 {
927 || op->flag [FLAG_NO_DROP] 927 || op->flag [FLAG_NO_DROP]
928 || op->type == RUNE 928 || op->type == RUNE
929 || op->type == TRAP 929 || op->type == TRAP
930 || op->flag [FLAG_IS_A_TEMPLATE] 930 || op->flag [FLAG_IS_A_TEMPLATE]
931 || op->flag [FLAG_DESTROY_ON_DEATH]) 931 || op->flag [FLAG_DESTROY_ON_DEATH])
932 op->destroy (true); 932 op->destroy ();
933 else 933 else
934 map->insert (op, x, y); 934 map->insert (op, x, y);
935 } 935 }
936 } 936 }
937} 937}
966 966
967void 967void
968object::do_destroy () 968object::do_destroy ()
969{ 969{
970 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this); 971 remove_link ();
972 972
973 if (flag [FLAG_FRIENDLY]) 973 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this); 974 remove_friendly_object (this);
975 975
976 remove (); 976 remove ();
1001 attacked_by = 0; 1001 attacked_by = 0;
1002 current_weapon = 0; 1002 current_weapon = 0;
1003} 1003}
1004 1004
1005void 1005void
1006object::destroy (bool destroy_inventory) 1006object::destroy ()
1007{ 1007{
1008 if (destroyed ()) 1008 if (destroyed ())
1009 return; 1009 return;
1010 1010
1011 if (!is_head () && !head->destroyed ()) 1011 if (!is_head () && !head->destroyed ())
1012 { 1012 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (destroy_inventory); 1014 head->destroy ();
1015 return; 1015 return;
1016 } 1016 }
1017 1017
1018 destroy_inv (!destroy_inventory); 1018 destroy_inv (false);
1019 1019
1020 if (is_head ()) 1020 if (is_head ())
1021 if (sound_destroy) 1021 if (sound_destroy)
1022 play_sound (sound_destroy); 1022 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER]) 1023 else if (flag [FLAG_MONSTER])
1059 if (object *pl = visible_to ()) 1059 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count); 1060 esrv_del_item (pl->contr, count);
1061 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
1062 1062
1063 adjust_weight (env, -total_weight ()); 1063 adjust_weight (env, -total_weight ());
1064
1065 object *pl = in_player ();
1064 1066
1065 /* we set up values so that it could be inserted into 1067 /* we set up values so that it could be inserted into
1066 * 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
1067 * to the caller to decide what we want to do. 1069 * to the caller to decide what we want to do.
1068 */ 1070 */
1080 1082
1081 /* 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
1082 * made to players inventory. If set, avoiding the call 1084 * made to players inventory. If set, avoiding the call
1083 * to save cpu time. 1085 * to save cpu time.
1084 */ 1086 */
1085 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 {
1086 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 }
1087 } 1095 }
1088 else if (map) 1096 else if (map)
1089 { 1097 {
1090 map->dirty = true; 1098 map->dirty = true;
1091 mapspace &ms = this->ms (); 1099 mapspace &ms = this->ms ();
1092 1100
1093 if (object *pl = ms.player ()) 1101 if (object *pl = ms.player ())
1094 { 1102 {
1095 if (type == PLAYER) // this == pl(!) 1103 if (is_player ())
1096 { 1104 {
1105 if (!flag [FLAG_WIZPASS])
1106 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107
1097 // leaving a spot always closes any open container on the ground 1108 // leaving a spot always closes any open container on the ground
1098 if (container && !container->env) 1109 if (container && !container->env)
1099 // this causes spurious floorbox updates, but it ensures 1110 // this causes spurious floorbox updates, but it ensures
1100 // that the CLOSE event is being sent. 1111 // that the CLOSE event is being sent.
1101 close_container (); 1112 close_container ();
1118 *(below ? &below->above : &ms.bot) = above; 1129 *(below ? &below->above : &ms.bot) = above;
1119 1130
1120 above = 0; 1131 above = 0;
1121 below = 0; 1132 below = 0;
1122 1133
1134 ms.invalidate ();
1135
1123 if (map->in_memory == MAP_SAVING) 1136 if (map->in_memory == MAP_SAVING)
1124 return; 1137 return;
1125 1138
1126 int check_walk_off = !flag [FLAG_NO_APPLY]; 1139 int check_walk_off = !flag [FLAG_NO_APPLY];
1127 1140
1159 } 1172 }
1160 1173
1161 last = tmp; 1174 last = tmp;
1162 } 1175 }
1163 1176
1164 /* last == NULL if there are no objects on this space */ 1177 if (affects_los ())
1165 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last)
1167 map->at (x, y).flags_ = 0;
1168 else
1169 update_object (last, UP_OBJ_REMOVE);
1170
1171 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1178 update_all_los (map, x, y);
1173 } 1179 }
1174} 1180}
1175 1181
1176/* 1182/*
1200 esrv_update_item (UPD_NROF, pl, top); 1206 esrv_update_item (UPD_NROF, pl, top);
1201 1207
1202 op->weight = 0; // cancel the addition above 1208 op->weight = 0; // cancel the addition above
1203 op->carrying = 0; // must be 0 already 1209 op->carrying = 0; // must be 0 already
1204 1210
1205 op->destroy (1); 1211 op->destroy ();
1206 1212
1207 return top; 1213 return top;
1208 } 1214 }
1209 1215
1210 return 0; 1216 return 0;
1272 * just 'op' otherwise 1278 * just 'op' otherwise
1273 */ 1279 */
1274object * 1280object *
1275insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1281insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1276{ 1282{
1277 if (op->is_on_map ())
1278 {
1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1280 abort ();
1281 }
1282
1283 if (op->env)
1284 {
1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1286 op->remove (); 1283 op->remove ();
1287 }
1288 1284
1289 if (op->face && !face_info (op->face))//D TODO: remove soon 1285 if (m == &freed_map)//D TODO: remove soon
1290 {//D 1286 {//D
1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1287 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1292 op->face = 1;//D
1293 }//D 1288 }//D
1294 1289
1295 /* Ideally, the caller figures this out. However, it complicates a lot 1290 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * of areas of callers (eg, anything that uses find_free_spot would now 1291 * of areas of callers (eg, anything that uses find_free_spot would now
1297 * need extra work 1292 * need extra work
1298 */ 1293 */
1294 maptile *newmap = m;
1299 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (newmap, op->x, op->y))
1300 { 1296 {
1301 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1297 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1302 return 0; 1298 return 0;
1303 } 1299 }
1304 1300
1305 if (object *more = op->more) 1301 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0; 1303 return 0;
1308 1304
1309 CLEAR_FLAG (op, FLAG_REMOVED); 1305 op->flag [FLAG_REMOVED] = false;
1310 1306 op->env = 0;
1311 op->map = m; 1307 op->map = newmap;
1308
1312 mapspace &ms = op->ms (); 1309 mapspace &ms = op->ms ();
1313 1310
1314 /* this has to be done after we translate the coordinates. 1311 /* this has to be done after we translate the coordinates.
1315 */ 1312 */
1316 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1319 { 1316 {
1320 // TODO: we actually want to update tmp, not op, 1317 // TODO: we actually want to update tmp, not op,
1321 // but some caller surely breaks when we return tmp 1318 // but some caller surely breaks when we return tmp
1322 // from here :/ 1319 // from here :/
1323 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1324 tmp->destroy (1); 1321 tmp->destroy ();
1325 } 1322 }
1326 1323
1327 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1328 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1329 1326
1337 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");
1338 abort (); 1335 abort ();
1339 } 1336 }
1340 1337
1341 if (!originator->is_on_map ()) 1338 if (!originator->is_on_map ())
1339 {
1342 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",
1343 op->debug_desc (), originator->debug_desc ()); 1341 op->debug_desc (), originator->debug_desc ());
1342 abort ();
1343 }
1344 1344
1345 op->above = originator; 1345 op->above = originator;
1346 op->below = originator->below; 1346 op->below = originator->below;
1347 originator->below = op; 1347 originator->below = op;
1348 1348
1434 op->below = top; 1434 op->below = top;
1435 *(op->above ? &op->above->below : &ms.top) = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1436 }
1437 } 1437 }
1438 1438
1439 if (op->type == PLAYER) 1439 if (op->is_player ())
1440 { 1440 {
1441 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1442 ++op->map->players; 1442 ++op->map->players;
1443 op->map->touch (); 1443 op->map->touch ();
1444 } 1444 }
1459 * 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 -
1460 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1461 * or just updating the P_UPTODATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1462 * of effect may be sufficient. 1462 * of effect may be sufficient.
1463 */ 1463 */
1464 if (op->map->darkness && (op->glow_radius != 0)) 1464 if (op->affects_los ())
1465 {
1466 op->ms ().invalidate ();
1465 update_all_los (op->map, op->x, op->y); 1467 update_all_los (op->map, op->x, op->y);
1468 }
1466 1469
1467 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1468 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1469 1472
1470 INVOKE_OBJECT (INSERT, op); 1473 INVOKE_OBJECT (INSERT, op);
1477 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1478 * update_object(). 1481 * update_object().
1479 */ 1482 */
1480 1483
1481 /* 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 */
1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1485 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1483 { 1486 {
1484 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1485 return 0; 1488 return 0;
1486 1489
1487 /* 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
1498/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1499 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1500 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1501 */ 1504 */
1502void 1505void
1503replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (shstr_tmp archname, object *op)
1504{ 1507{
1505 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1506 1509
1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1508 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1511 if (tmp->arch->archname == archname) /* same archetype */
1509 tmp->destroy (1); 1512 tmp->destroy ();
1510 1513
1511 object *tmp = arch_to_object (archetype::find (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (archname));
1512 1515
1513 tmp->x = op->x; 1516 tmp->x = op->x;
1514 tmp->y = op->y; 1517 tmp->y = op->y;
1515 1518
1516 insert_ob_in_map (tmp, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1538 if (!nr) 1541 if (!nr)
1539 return true; 1542 return true;
1540 1543
1541 nr = min (nr, nrof); 1544 nr = min (nr, nrof);
1542 1545
1546 if (nrof > nr)
1547 {
1543 nrof -= nr; 1548 nrof -= nr;
1544
1545 if (nrof)
1546 {
1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0 1549 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1548 1550
1549 if (object *pl = visible_to ()) 1551 if (object *pl = visible_to ())
1550 esrv_update_item (UPD_NROF, pl, this); 1552 esrv_update_item (UPD_NROF, pl, this);
1551 1553
1552 return true; 1554 return true;
1553 } 1555 }
1554 else 1556 else
1555 { 1557 {
1556 destroy (1); 1558 destroy ();
1557 return false; 1559 return false;
1558 } 1560 }
1559} 1561}
1560 1562
1561/* 1563/*
1638 if (object *pl = tmp->visible_to ()) 1640 if (object *pl = tmp->visible_to ())
1639 esrv_update_item (UPD_NROF, pl, tmp); 1641 esrv_update_item (UPD_NROF, pl, tmp);
1640 1642
1641 adjust_weight (this, op->total_weight ()); 1643 adjust_weight (this, op->total_weight ());
1642 1644
1643 op->destroy (1); 1645 op->destroy ();
1644 op = tmp; 1646 op = tmp;
1645 goto inserted; 1647 goto inserted;
1646 } 1648 }
1647 1649
1648 op->owner = 0; // it's his/hers now. period. 1650 op->owner = 0; // it's his/hers now. period.
1666 1668
1667 adjust_weight (this, op->total_weight ()); 1669 adjust_weight (this, op->total_weight ());
1668 1670
1669inserted: 1671inserted:
1670 /* 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 */
1671 if (op->glow_radius && map && map->darkness) 1673 if (op->glow_radius && is_on_map ())
1674 {
1675 update_stats ();
1672 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1673 1677 }
1678 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1674 // if this is a player's inventory, update stats 1679 // if this is a player's inventory, update stats
1675 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1676 update_stats (); 1680 update_stats ();
1677 1681
1678 INVOKE_OBJECT (INSERT, this); 1682 INVOKE_OBJECT (INSERT, this);
1679 1683
1680 return op; 1684 return op;
1701 * on top. 1705 * on top.
1702 */ 1706 */
1703int 1707int
1704check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1705{ 1709{
1710 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711 return 0;
1712
1706 object *tmp; 1713 object *tmp;
1707 maptile *m = op->map; 1714 maptile *m = op->map;
1708 int x = op->x, y = op->y; 1715 int x = op->x, y = op->y;
1709 1716
1710 MoveType move_on, move_slow, move_block; 1717 mapspace &ms = m->at (x, y);
1711 1718
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1719 ms.update ();
1713 return 0;
1714 1720
1715 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 MoveType move_on = ms.move_on;
1716 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 MoveType move_slow = ms.move_slow;
1717 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 MoveType move_block = ms.move_block;
1718 1724
1719 /* 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,
1720 * 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
1721 * 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
1722 * as walking. 1728 * as walking.
1733 return 0; 1739 return 0;
1734 1740
1735 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1736 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1737 */ 1743 */
1738 1744 for (object *next, *tmp = ms.top; tmp; tmp = next)
1739 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1740 {
1741 /* Trim the search when we find the first other spell effect
1742 * this helps performance so that if a space has 50 spell objects,
1743 * we don't need to check all of them.
1744 */
1745 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1746 break;
1747 } 1745 {
1746 next = tmp->below;
1748 1747
1749 for (; tmp; tmp = tmp->below)
1750 {
1751 if (tmp == op) 1748 if (tmp == op)
1752 continue; /* Can't apply yourself */ 1749 continue; /* Can't apply yourself */
1753 1750
1754 /* 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.
1755 * Second check makes sure that the movement types not being slowed 1752 * Second check makes sure that the movement types not being slowed
1760 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1757 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1761 { 1758 {
1762 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1763 ((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))
1764 { 1761 {
1765
1766 float
1767 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 float diff = tmp->move_slow_penalty * fabs (op->speed);
1768 1763
1769 if (op->type == PLAYER) 1764 if (op->is_player ())
1770 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)) ||
1771 (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)))
1772 diff /= 4.0; 1767 diff /= 4.0;
1773 1768
1774 op->speed_left -= diff; 1769 op->speed_left -= diff;
1775 } 1770 }
1776 } 1771 }
1982 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1983 */ 1978 */
1984 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1985 continue; 1980 continue;
1986 1981
1987 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1988 continue; 1983 continue;
1989 1984
1990 altern [index++] = i; 1985 altern [index++] = i;
1991 } 1986 }
1992 1987
2060 * there is capable of. 2055 * there is capable of.
2061 */ 2056 */
2062int 2057int
2063find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2064{ 2059{
2065 int i, max = SIZEOFFREE, mflags; 2060 int max = SIZEOFFREE, mflags;
2066
2067 sint16 nx, ny;
2068 object *tmp;
2069 maptile *mp;
2070
2071 MoveType blocked, move_type; 2061 MoveType move_type;
2072 2062
2073 if (exclude && exclude->head_ () != exclude) 2063 if (exclude && exclude->head_ () != exclude)
2074 { 2064 {
2075 exclude = exclude->head; 2065 exclude = exclude->head;
2076 move_type = exclude->move_type; 2066 move_type = exclude->move_type;
2079 { 2069 {
2080 /* 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. */
2081 move_type = MOVE_ALL; 2071 move_type = MOVE_ALL;
2082 } 2072 }
2083 2073
2084 for (i = 1; i < max; i++) 2074 for (int i = 1; i < max; i++)
2085 { 2075 {
2086 mp = m; 2076 mapxy pos (m, x, y);
2087 nx = x + freearr_x[i]; 2077 pos.move (i);
2088 ny = y + freearr_y[i];
2089 2078
2090 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 if (!pos.normalise ())
2091
2092 if (mflags & P_OUT_OF_MAP)
2093 max = maxfree[i]; 2080 max = maxfree[i];
2094 else 2081 else
2095 { 2082 {
2096 mapspace &ms = mp->at (nx, ny); 2083 mapspace &ms = *pos;
2097 2084
2098 blocked = ms.move_block;
2099
2100 if ((move_type & blocked) == move_type) 2085 if ((move_type & ms.move_block) == move_type)
2101 max = maxfree[i]; 2086 max = maxfree [i];
2102 else if (mflags & P_IS_ALIVE) 2087 else if (ms.flags () & P_IS_ALIVE)
2103 { 2088 {
2104 for (tmp = ms.bot; tmp; tmp = tmp->above) 2089 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2105 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2090 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2106 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2091 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2107 break;
2108
2109 if (tmp)
2110 return freedir[i]; 2092 return freedir [i];
2111 } 2093 }
2112 } 2094 }
2113 } 2095 }
2114 2096
2115 return 0; 2097 return 0;
2190 * 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
2191 * 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.
2192 * 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
2193 * functions. 2175 * functions.
2194 */ 2176 */
2195int reduction_dir[SIZEOFFREE][3] = { 2177const int reduction_dir[SIZEOFFREE][3] = {
2196 {0, 0, 0}, /* 0 */ 2178 {0, 0, 0}, /* 0 */
2197 {0, 0, 0}, /* 1 */ 2179 {0, 0, 0}, /* 1 */
2198 {0, 0, 0}, /* 2 */ 2180 {0, 0, 0}, /* 2 */
2199 {0, 0, 0}, /* 3 */ 2181 {0, 0, 0}, /* 3 */
2200 {0, 0, 0}, /* 4 */ 2182 {0, 0, 0}, /* 4 */
2296int 2278int
2297can_pick (const object *who, const object *item) 2279can_pick (const object *who, const object *item)
2298{ 2280{
2299 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2281 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2300 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2282 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2301 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2283 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2302} 2284}
2303 2285
2304/* 2286/*
2305 * create clone from object to another 2287 * create clone from object to another
2306 */ 2288 */
2338 return tmp; 2320 return tmp;
2339 2321
2340 return 0; 2322 return 0;
2341} 2323}
2342 2324
2343const shstr & 2325shstr_tmp
2344object::kv_get (const shstr &key) const 2326object::kv_get (shstr_tmp key) const
2345{ 2327{
2346 for (key_value *kv = key_values; kv; kv = kv->next) 2328 for (key_value *kv = key_values; kv; kv = kv->next)
2347 if (kv->key == key) 2329 if (kv->key == key)
2348 return kv->value; 2330 return kv->value;
2349 2331
2350 return shstr_null; 2332 return shstr ();
2351} 2333}
2352 2334
2353void 2335void
2354object::kv_set (const shstr &key, const shstr &value) 2336object::kv_set (shstr_tmp key, shstr_tmp value)
2355{ 2337{
2356 for (key_value *kv = key_values; kv; kv = kv->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2357 if (kv->key == key) 2339 if (kv->key == key)
2358 { 2340 {
2359 kv->value = value; 2341 kv->value = value;
2368 2350
2369 key_values = kv; 2351 key_values = kv;
2370} 2352}
2371 2353
2372void 2354void
2373object::kv_del (const shstr &key) 2355object::kv_del (shstr_tmp key)
2374{ 2356{
2375 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2357 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2376 if ((*kvp)->key == key) 2358 if ((*kvp)->key == key)
2377 { 2359 {
2378 key_value *kv = *kvp; 2360 key_value *kv = *kvp;
2509 container = 0; 2491 container = 0;
2510 2492
2511 // 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
2512 esrv_update_item (UPD_FLAGS, this, old_container); 2494 esrv_update_item (UPD_FLAGS, this, old_container);
2513 2495
2514 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 ());
2515 play_sound (sound_find ("chest_close")); 2497 play_sound (sound_find ("chest_close"));
2516 } 2498 }
2517 2499
2518 if (new_container) 2500 if (new_container)
2519 { 2501 {
2529 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2511 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2530 new_container->insert (closer); 2512 new_container->insert (closer);
2531 } 2513 }
2532#endif 2514#endif
2533 2515
2534 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 ());
2535 2517
2536 // 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
2537 esrv_send_item (this, new_container); 2519 esrv_send_item (this, new_container);
2538 2520
2539 new_container->flag [FLAG_APPLIED] = true; 2521 new_container->flag [FLAG_APPLIED] = true;
2547// else if (!old_container->env && contr && contr->ns) 2529// else if (!old_container->env && contr && contr->ns)
2548// contr->ns->floorbox_reset (); 2530// contr->ns->floorbox_reset ();
2549} 2531}
2550 2532
2551object * 2533object *
2552object::force_find (const shstr name) 2534object::force_find (shstr_tmp name)
2553{ 2535{
2554 /* 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
2555 * place 2537 * place
2556 */ 2538 */
2557 for (object *tmp = inv; tmp; tmp = tmp->below) 2539 for (object *tmp = inv; tmp; tmp = tmp->below)
2559 return splay (tmp); 2541 return splay (tmp);
2560 2542
2561 return 0; 2543 return 0;
2562} 2544}
2563 2545
2564void 2546object *
2565object::force_add (const shstr name, int duration) 2547object::force_add (shstr_tmp name, int duration)
2566{ 2548{
2567 if (object *force = force_find (name)) 2549 if (object *force = force_find (name))
2568 force->destroy (); 2550 force->destroy ();
2569 2551
2570 object *force = get_archetype (FORCE_NAME); 2552 object *force = get_archetype (FORCE_NAME);
2575 2557
2576 force->set_speed (duration ? 1.f / duration : 0.f); 2558 force->set_speed (duration ? 1.f / duration : 0.f);
2577 force->flag [FLAG_IS_USED_UP] = true; 2559 force->flag [FLAG_IS_USED_UP] = true;
2578 force->flag [FLAG_APPLIED] = true; 2560 force->flag [FLAG_APPLIED] = true;
2579 2561
2580 insert (force); 2562 return insert (force);
2581} 2563}
2582 2564
2583void 2565void
2584object::play_sound (faceidx sound) 2566object::play_sound (faceidx sound) const
2585{ 2567{
2586 if (!sound) 2568 if (!sound)
2587 return; 2569 return;
2588 2570
2589 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 ())
2590 return; 2596 return;
2591 2597
2592 if (env) 2598 // find old force, or create new one
2593 { 2599 object *force = force_find (shstr_noise_force);
2594 if (object *pl = in_player ()) 2600
2595 pl->contr->play_sound (sound); 2601 if (force)
2596 } 2602 force->speed_left = -1.f; // patch old speed up
2597 else 2603 else
2598 map->play_sound (sound, x, y); 2604 {
2599} 2605 force = archetype::get (shstr_noise_force);
2600 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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