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Comparing deliantra/server/common/object.C (file contents):
Revision 1.245 by root, Sun May 18 19:53:07 2008 UTC vs.
Revision 1.290 by sf-marcmagus, Sun Oct 11 05:43:35 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 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
193 return 0;
194
195 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
196 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
197 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * nrof values.
199 */
200 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 195 return 0;
202 196
203 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
204 * 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
205 * 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
239 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
240 return 0; 234 return 0;
241 235
242 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
243 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
244 .reset (FLAG_CLIENT_SENT)
245 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
246 .any ()) 239 .any ())
247 return 0; 240 return 0;
248 241
249 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
331 { 324 {
332 // see if we are in a container of sorts 325 // see if we are in a container of sorts
333 if (env) 326 if (env)
334 { 327 {
335 // the player inventory itself is always visible 328 // the player inventory itself is always visible
336 if (env->type == PLAYER) 329 if (env->is_player ())
337 return env; 330 return env;
338 331
339 // else a player could have our env open 332 // else a player could have our env open
340 object *envest = env->outer_env (); 333 object *envest = env->outer_env_or_self ();
341 334
342 // 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
343 // even if our inv is in a player. 336 // even if our inv is in a player.
344 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
349 else 342 else
350 { 343 {
351 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
354 if (!pl->container || this == pl->container) 348 || this == pl->container)
355 return pl; 349 return pl;
356 } 350 }
357 } 351 }
358 352
359 return 0; 353 return 0;
435 return strdup ("[NULLOBJ]"); 429 return strdup ("[NULLOBJ]");
436 430
437 object_freezer freezer; 431 object_freezer freezer;
438 op->write (freezer); 432 op->write (freezer);
439 return freezer.as_string (); 433 return freezer.as_string ();
434}
435
436char *
437object::as_string ()
438{
439 return dump_object (this);
440} 440}
441 441
442/* 442/*
443 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
444 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
561 update_stats (); 561 update_stats ();
562 562
563 new_draw_info_format (NDI_UNIQUE, 0, this, 563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, " 564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. " 565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first.]", &ob->name); 566 "[You need to unapply some items first - use the 'body' command to see "
567 "how many items you cna wera on a specific body part.]", &ob->name);
567 return false; 568 return false;
568 } 569 }
569 570
570 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 571 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
571 } 572 }
643 } 644 }
644 645
645 if (speed < 0) 646 if (speed < 0)
646 dst->speed_left -= rndm (); 647 dst->speed_left -= rndm ();
647 648
648 dst->set_speed (dst->speed); 649 dst->activate ();
649} 650}
650 651
651void 652void
652object::instantiate () 653object::instantiate ()
653{ 654{
765 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
766 { 767 {
767 // this is likely overkill, TODO: revisit (schmorp) 768 // this is likely overkill, TODO: revisit (schmorp)
768 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
769 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
771 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
772 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 773 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
773 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 774 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
774 || (m.move_on | op->move_on ) != m.move_on 775 || (m.move_on | op->move_on ) != m.move_on
775 || (m.move_off | op->move_off ) != m.move_off 776 || (m.move_off | op->move_off ) != m.move_off
776 || (m.move_slow | op->move_slow) != m.move_slow 777 || (m.move_slow | op->move_slow) != m.move_slow
777 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
778 * to have move_allow right now. 779 * have move_allow right now.
779 */ 780 */
780 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
781 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 782 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
782 m.flags_ = 0; 783 m.invalidate ();
783 } 784 }
784 /* if the object is being removed, we can't make intelligent 785 /* if the object is being removed, we can't make intelligent
785 * decisions, because remove_ob can't really pass the object 786 * decisions, because remove_ob can't really pass the object
786 * that is being removed. 787 * that is being removed.
787 */ 788 */
788 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 789 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
789 m.flags_ = 0; 790 m.invalidate ();
790 else if (action == UP_OBJ_FACE) 791 else if (action == UP_OBJ_FACE)
791 /* Nothing to do for that case */ ; 792 /* Nothing to do for that case */ ;
792 else 793 else
793 LOG (llevError, "update_object called with invalid action: %d\n", action); 794 LOG (llevError, "update_object called with invalid action: %d\n", action);
794 795
798 799
799object::object () 800object::object ()
800{ 801{
801 SET_FLAG (this, FLAG_REMOVED); 802 SET_FLAG (this, FLAG_REMOVED);
802 803
803 expmul = 1.0; 804 //expmul = 1.0; declared const for the time being
804 face = blank_face; 805 face = blank_face;
805} 806}
806 807
807object::~object () 808object::~object ()
808{ 809{
838 /* If already on active list, don't do anything */ 839 /* If already on active list, don't do anything */
839 if (active) 840 if (active)
840 return; 841 return;
841 842
842 if (has_active_speed ()) 843 if (has_active_speed ())
844 {
845 if (flag [FLAG_FREED])
846 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
847
843 actives.insert (this); 848 actives.insert (this);
849 }
844} 850}
845 851
846void 852void
847object::activate_recursive () 853object::activate_recursive ()
848{ 854{
913 || map->in_memory != MAP_ACTIVE 919 || map->in_memory != MAP_ACTIVE
914 || map->no_drop 920 || map->no_drop
915 || ms ().move_block == MOVE_ALL) 921 || ms ().move_block == MOVE_ALL)
916 { 922 {
917 while (inv) 923 while (inv)
918 {
919 inv->destroy_inv (false);
920 inv->destroy (); 924 inv->destroy ();
921 }
922 } 925 }
923 else 926 else
924 { /* Put objects in inventory onto this space */ 927 { /* Put objects in inventory onto this space */
925 while (inv) 928 while (inv)
926 { 929 {
930 || op->flag [FLAG_NO_DROP] 933 || op->flag [FLAG_NO_DROP]
931 || op->type == RUNE 934 || op->type == RUNE
932 || op->type == TRAP 935 || op->type == TRAP
933 || op->flag [FLAG_IS_A_TEMPLATE] 936 || op->flag [FLAG_IS_A_TEMPLATE]
934 || op->flag [FLAG_DESTROY_ON_DEATH]) 937 || op->flag [FLAG_DESTROY_ON_DEATH])
935 op->destroy (true); 938 op->destroy ();
936 else 939 else
937 map->insert (op, x, y); 940 map->insert (op, x, y);
938 } 941 }
939 } 942 }
940} 943}
969 972
970void 973void
971object::do_destroy () 974object::do_destroy ()
972{ 975{
973 if (flag [FLAG_IS_LINKED]) 976 if (flag [FLAG_IS_LINKED])
974 remove_button_link (this); 977 remove_link ();
975 978
976 if (flag [FLAG_FRIENDLY]) 979 if (flag [FLAG_FRIENDLY])
977 remove_friendly_object (this); 980 remove_friendly_object (this);
978 981
979 remove (); 982 remove ();
1004 attacked_by = 0; 1007 attacked_by = 0;
1005 current_weapon = 0; 1008 current_weapon = 0;
1006} 1009}
1007 1010
1008void 1011void
1009object::destroy (bool destroy_inventory) 1012object::destroy ()
1010{ 1013{
1011 if (destroyed ()) 1014 if (destroyed ())
1012 return; 1015 return;
1013 1016
1014 if (!is_head () && !head->destroyed ()) 1017 if (!is_head () && !head->destroyed ())
1015 { 1018 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1019 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory); 1020 head->destroy ();
1018 return; 1021 return;
1019 } 1022 }
1020 1023
1021 destroy_inv (!destroy_inventory); 1024 destroy_inv (false);
1022 1025
1023 if (is_head ()) 1026 if (is_head ())
1024 if (sound_destroy) 1027 if (sound_destroy)
1025 play_sound (sound_destroy); 1028 play_sound (sound_destroy);
1026 else if (flag [FLAG_MONSTER]) 1029 else if (flag [FLAG_MONSTER])
1062 if (object *pl = visible_to ()) 1065 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count); 1066 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065 1068
1066 adjust_weight (env, -total_weight ()); 1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1067 1072
1068 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1069 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1070 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1071 */ 1076 */
1083 1088
1084 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1085 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1086 * to save cpu time. 1091 * to save cpu time.
1087 */ 1092 */
1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1089 otmp->update_stats (); 1096 pl->update_stats ();
1097
1098 if (glow_radius && pl->is_on_map ())
1099 update_all_los (pl->map, pl->x, pl->y);
1100 }
1090 } 1101 }
1091 else if (map) 1102 else if (map)
1092 { 1103 {
1093 map->dirty = true; 1104 map->dirty = true;
1094 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1095 1106
1096 if (object *pl = ms.player ()) 1107 if (object *pl = ms.player ())
1097 { 1108 {
1098 if (type == PLAYER) // this == pl(!) 1109 if (is_player ())
1099 { 1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1100 // leaving a spot always closes any open container on the ground 1114 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env) 1115 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures 1116 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent. 1117 // that the CLOSE event is being sent.
1104 close_container (); 1118 close_container ();
1121 *(below ? &below->above : &ms.bot) = above; 1135 *(below ? &below->above : &ms.bot) = above;
1122 1136
1123 above = 0; 1137 above = 0;
1124 below = 0; 1138 below = 0;
1125 1139
1140 ms.invalidate ();
1141
1126 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1127 return; 1143 return;
1128 1144
1129 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1130 1146
1162 } 1178 }
1163 1179
1164 last = tmp; 1180 last = tmp;
1165 } 1181 }
1166 1182
1167 /* last == NULL if there are no objects on this space */ 1183 if (affects_los ())
1168 //TODO: this makes little sense, why only update the topmost object?
1169 if (!last)
1170 map->at (x, y).flags_ = 0;
1171 else
1172 update_object (last, UP_OBJ_REMOVE);
1173
1174 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1175 update_all_los (map, x, y); 1184 update_all_los (map, x, y);
1176 } 1185 }
1177} 1186}
1178 1187
1179/* 1188/*
1203 esrv_update_item (UPD_NROF, pl, top); 1212 esrv_update_item (UPD_NROF, pl, top);
1204 1213
1205 op->weight = 0; // cancel the addition above 1214 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already 1215 op->carrying = 0; // must be 0 already
1207 1216
1208 op->destroy (1); 1217 op->destroy ();
1209 1218
1210 return top; 1219 return top;
1211 } 1220 }
1212 1221
1213 return 0; 1222 return 0;
1275 * just 'op' otherwise 1284 * just 'op' otherwise
1276 */ 1285 */
1277object * 1286object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1288{
1280 if (op->is_on_map ())
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object already on map");
1283 abort ();
1284 }
1285
1286 if (op->env)
1287 {
1288 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1289 op->remove (); 1289 op->remove ();
1290 }
1291 1290
1292 if (op->face && !face_info (op->face))//D TODO: remove soon 1291 if (m == &freed_map)//D TODO: remove soon
1293 {//D 1292 {//D
1294 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1295 op->face = 1;//D
1296 }//D 1294 }//D
1297 1295
1298 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1299 * of areas of callers (eg, anything that uses find_free_spot would now 1297 * of areas of callers (eg, anything that uses find_free_spot would now
1300 * need extra work 1298 * need extra work
1301 */ 1299 */
1300 maptile *newmap = m;
1302 if (!xy_normalise (m, op->x, op->y)) 1301 if (!xy_normalise (newmap, op->x, op->y))
1303 { 1302 {
1304 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1303 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1305 return 0; 1304 return 0;
1306 } 1305 }
1307 1306
1308 if (object *more = op->more) 1307 if (object *more = op->more)
1309 if (!insert_ob_in_map (more, m, originator, flag)) 1308 if (!insert_ob_in_map (more, m, originator, flag))
1310 return 0; 1309 return 0;
1311 1310
1312 CLEAR_FLAG (op, FLAG_REMOVED); 1311 op->flag [FLAG_REMOVED] = false;
1313 1312 op->env = 0;
1314 op->map = m; 1313 op->map = newmap;
1314
1315 mapspace &ms = op->ms (); 1315 mapspace &ms = op->ms ();
1316 1316
1317 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1318 */ 1318 */
1319 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1322 { 1322 {
1323 // TODO: we actually want to update tmp, not op, 1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp 1324 // but some caller surely breaks when we return tmp
1325 // from here :/ 1325 // from here :/
1326 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1327 tmp->destroy (1); 1327 tmp->destroy ();
1328 } 1328 }
1329 1329
1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1332 1332
1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1341 abort (); 1341 abort ();
1342 } 1342 }
1343 1343
1344 if (!originator->is_on_map ()) 1344 if (!originator->is_on_map ())
1345 {
1345 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1346 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1346 op->debug_desc (), originator->debug_desc ()); 1347 op->debug_desc (), originator->debug_desc ());
1348 abort ();
1349 }
1347 1350
1348 op->above = originator; 1351 op->above = originator;
1349 op->below = originator->below; 1352 op->below = originator->below;
1350 originator->below = op; 1353 originator->below = op;
1351 1354
1437 op->below = top; 1440 op->below = top;
1438 *(op->above ? &op->above->below : &ms.top) = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1439 } 1442 }
1440 } 1443 }
1441 1444
1442 if (op->type == PLAYER) 1445 if (op->is_player ())
1443 { 1446 {
1444 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1445 ++op->map->players; 1448 ++op->map->players;
1446 op->map->touch (); 1449 op->map->touch ();
1447 } 1450 }
1462 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1463 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1464 * or just updating the P_UPTODATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1465 * of effect may be sufficient. 1468 * of effect may be sufficient.
1466 */ 1469 */
1467 if (op->map->darkness && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1468 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1469 1475
1470 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1471 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1472 1478
1473 INVOKE_OBJECT (INSERT, op); 1479 INVOKE_OBJECT (INSERT, op);
1480 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1481 * update_object(). 1487 * update_object().
1482 */ 1488 */
1483 1489
1484 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1485 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1486 { 1492 {
1487 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1488 return 0; 1494 return 0;
1489 1495
1490 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1501/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1502 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1503 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1504 */ 1510 */
1505void 1511void
1506replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1507{ 1513{
1508 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1509 1515
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1512 tmp->destroy (1); 1518 tmp->destroy ();
1513 1519
1514 object *tmp = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (archname));
1515 1521
1516 tmp->x = op->x; 1522 tmp->x = op->x;
1517 tmp->y = op->y; 1523 tmp->y = op->y;
1518 1524
1519 insert_ob_in_map (tmp, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1541 if (!nr) 1547 if (!nr)
1542 return true; 1548 return true;
1543 1549
1544 nr = min (nr, nrof); 1550 nr = min (nr, nrof);
1545 1551
1552 if (nrof > nr)
1553 {
1546 nrof -= nr; 1554 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0 1555 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551 1556
1552 if (object *pl = visible_to ()) 1557 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this); 1558 esrv_update_item (UPD_NROF, pl, this);
1554 1559
1555 return true; 1560 return true;
1556 } 1561 }
1557 else 1562 else
1558 { 1563 {
1559 destroy (1); 1564 destroy ();
1560 return false; 1565 return false;
1561 } 1566 }
1562} 1567}
1563 1568
1564/* 1569/*
1641 if (object *pl = tmp->visible_to ()) 1646 if (object *pl = tmp->visible_to ())
1642 esrv_update_item (UPD_NROF, pl, tmp); 1647 esrv_update_item (UPD_NROF, pl, tmp);
1643 1648
1644 adjust_weight (this, op->total_weight ()); 1649 adjust_weight (this, op->total_weight ());
1645 1650
1646 op->destroy (1); 1651 op->destroy ();
1647 op = tmp; 1652 op = tmp;
1648 goto inserted; 1653 goto inserted;
1649 } 1654 }
1650 1655
1651 op->owner = 0; // it's his/hers now. period. 1656 op->owner = 0; // it's his/hers now. period.
1669 1674
1670 adjust_weight (this, op->total_weight ()); 1675 adjust_weight (this, op->total_weight ());
1671 1676
1672inserted: 1677inserted:
1673 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1679 if (op->glow_radius && is_on_map ())
1680 {
1681 update_stats ();
1675 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1676 1683 }
1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1677 // if this is a player's inventory, update stats 1685 // if this is a player's inventory, update stats
1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1679 update_stats (); 1686 update_stats ();
1680 1687
1681 INVOKE_OBJECT (INSERT, this); 1688 INVOKE_OBJECT (INSERT, this);
1682 1689
1683 return op; 1690 return op;
1704 * on top. 1711 * on top.
1705 */ 1712 */
1706int 1713int
1707check_move_on (object *op, object *originator) 1714check_move_on (object *op, object *originator)
1708{ 1715{
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1717 return 0;
1718
1709 object *tmp; 1719 object *tmp;
1710 maptile *m = op->map; 1720 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1721 int x = op->x, y = op->y;
1712 1722
1713 MoveType move_on, move_slow, move_block; 1723 mapspace &ms = m->at (x, y);
1714 1724
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1725 ms.update ();
1716 return 0;
1717 1726
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1727 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1728 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1729 MoveType move_block = ms.move_block;
1721 1730
1722 /* if nothing on this space will slow op down or be applied, 1731 /* if nothing on this space will slow op down or be applied,
1723 * no need to do checking below. have to make sure move_type 1732 * no need to do checking below. have to make sure move_type
1724 * is set, as lots of objects don't have it set - we treat that 1733 * is set, as lots of objects don't have it set - we treat that
1725 * as walking. 1734 * as walking.
1736 return 0; 1745 return 0;
1737 1746
1738 /* The objects have to be checked from top to bottom. 1747 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1748 * Hence, we first go to the top:
1740 */ 1749 */
1741 1750 for (object *next, *tmp = ms.top; tmp; tmp = next)
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 } 1751 {
1752 next = tmp->below;
1751 1753
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1754 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
1756 1756
1757 /* Check to see if one of the movement types should be slowed down. 1757 /* Check to see if one of the movement types should be slowed down.
1758 * Second check makes sure that the movement types not being slowed 1758 * Second check makes sure that the movement types not being slowed
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764 { 1764 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1767 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1769
1772 if (op->type == PLAYER) 1770 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1773 diff /= 4.0;
1776 1774
1777 op->speed_left -= diff; 1775 op->speed_left -= diff;
1778 } 1776 }
1779 } 1777 }
1985 * head of the object should correspond for the entire object. 1983 * head of the object should correspond for the entire object.
1986 */ 1984 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 1986 continue;
1989 1987
1990 if (ob->blocked (m, pos.x, pos.y)) 1988 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 1989 continue;
1992 1990
1993 altern [index++] = i; 1991 altern [index++] = i;
1994 } 1992 }
1995 1993
2063 * there is capable of. 2061 * there is capable of.
2064 */ 2062 */
2065int 2063int
2066find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2067{ 2065{
2068 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2069
2070 sint16 nx, ny;
2071 object *tmp;
2072 maptile *mp;
2073
2074 MoveType blocked, move_type; 2067 MoveType move_type;
2075 2068
2076 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2077 { 2070 {
2078 exclude = exclude->head; 2071 exclude = exclude->head;
2079 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2082 { 2075 {
2083 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2084 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2085 } 2078 }
2086 2079
2087 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2088 { 2081 {
2089 mp = m; 2082 mapxy pos (m, x, y);
2090 nx = x + freearr_x[i]; 2083 pos.move (i);
2091 ny = y + freearr_y[i];
2092 2084
2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2094
2095 if (mflags & P_OUT_OF_MAP)
2096 max = maxfree[i]; 2086 max = maxfree[i];
2097 else 2087 else
2098 { 2088 {
2099 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2100 2090
2101 blocked = ms.move_block;
2102
2103 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2104 max = maxfree[i]; 2092 max = maxfree [i];
2105 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2106 { 2094 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break;
2111
2112 if (tmp)
2113 return freedir[i]; 2098 return freedir [i];
2114 } 2099 }
2115 } 2100 }
2116 } 2101 }
2117 2102
2118 return 0; 2103 return 0;
2193 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2194 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2195 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2196 * functions. 2181 * functions.
2197 */ 2182 */
2198int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2199 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2200 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2201 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2202 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2203 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2299int 2284int
2300can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2301{ 2286{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2305} 2290}
2306 2291
2307/* 2292/*
2308 * create clone from object to another 2293 * create clone from object to another
2309 */ 2294 */
2341 return tmp; 2326 return tmp;
2342 2327
2343 return 0; 2328 return 0;
2344} 2329}
2345 2330
2346const shstr & 2331shstr_tmp
2347object::kv_get (const shstr &key) const 2332object::kv_get (shstr_tmp key) const
2348{ 2333{
2349 for (key_value *kv = key_values; kv; kv = kv->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2350 if (kv->key == key) 2335 if (kv->key == key)
2351 return kv->value; 2336 return kv->value;
2352 2337
2353 return shstr_null; 2338 return shstr ();
2354} 2339}
2355 2340
2356void 2341void
2357object::kv_set (const shstr &key, const shstr &value) 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2358{ 2343{
2359 for (key_value *kv = key_values; kv; kv = kv->next) 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2360 if (kv->key == key) 2345 if (kv->key == key)
2361 { 2346 {
2362 kv->value = value; 2347 kv->value = value;
2371 2356
2372 key_values = kv; 2357 key_values = kv;
2373} 2358}
2374 2359
2375void 2360void
2376object::kv_del (const shstr &key) 2361object::kv_del (shstr_tmp key)
2377{ 2362{
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key) 2364 if ((*kvp)->key == key)
2380 { 2365 {
2381 key_value *kv = *kvp; 2366 key_value *kv = *kvp;
2512 container = 0; 2497 container = 0;
2513 2498
2514 // client needs item update to make it work, client bug requires this to be separate 2499 // client needs item update to make it work, client bug requires this to be separate
2515 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2516 2501
2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2518 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2519 } 2504 }
2520 2505
2521 if (new_container) 2506 if (new_container)
2522 { 2507 {
2532 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2533 new_container->insert (closer); 2518 new_container->insert (closer);
2534 } 2519 }
2535#endif 2520#endif
2536 2521
2537 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2538 2523
2539 // make sure the container is available, client bug requires this to be separate 2524 // make sure the container is available, client bug requires this to be separate
2540 esrv_send_item (this, new_container); 2525 esrv_send_item (this, new_container);
2541 2526
2542 new_container->flag [FLAG_APPLIED] = true; 2527 new_container->flag [FLAG_APPLIED] = true;
2550// else if (!old_container->env && contr && contr->ns) 2535// else if (!old_container->env && contr && contr->ns)
2551// contr->ns->floorbox_reset (); 2536// contr->ns->floorbox_reset ();
2552} 2537}
2553 2538
2554object * 2539object *
2555object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2556{ 2541{
2557 /* cycle through his inventory to look for the MARK we want to 2542 /* cycle through his inventory to look for the MARK we want to
2558 * place 2543 * place
2559 */ 2544 */
2560 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2563 2548
2564 return 0; 2549 return 0;
2565} 2550}
2566 2551
2567void 2552void
2553object::force_set_timer (int duration)
2554{
2555 this->duration = 1;
2556 this->speed_left = -1.f;
2557
2558 this->set_speed (duration ? 1.f / duration : 0.f);
2559}
2560
2561object *
2568object::force_add (const shstr name, int duration) 2562object::force_add (shstr_tmp name, int duration)
2569{ 2563{
2570 if (object *force = force_find (name)) 2564 if (object *force = force_find (name))
2571 force->destroy (); 2565 force->destroy ();
2572 2566
2573 object *force = get_archetype (FORCE_NAME); 2567 object *force = get_archetype (FORCE_NAME);
2574 2568
2575 force->slaying = name; 2569 force->slaying = name;
2576 force->stats.food = 1;
2577 force->speed_left = -1.f;
2578 2570
2579 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->force_set_timer (duration);
2580 force->flag [FLAG_IS_USED_UP] = true; 2572
2581 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2582 2574
2583 insert (force); 2575 return insert (force);
2584} 2576}
2585 2577
2586void 2578void
2587object::play_sound (faceidx sound) 2579object::play_sound (faceidx sound) const
2588{ 2580{
2589 if (!sound) 2581 if (!sound)
2590 return; 2582 return;
2591 2583
2592 if (flag [FLAG_REMOVED]) 2584 if (is_on_map ())
2585 map->play_sound (sound, x, y);
2586 else if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588}
2589
2590void
2591object::say_msg (const char *msg) const
2592{
2593 if (is_on_map ())
2594 map->say_msg (msg, x, y);
2595 else if (object *pl = in_player ())
2596 pl->contr->play_sound (sound);
2597}
2598
2599void
2600object::make_noise ()
2601{
2602 // we do not model noise in the map, so instead put
2603 // a temporary light into the noise source
2604 // could use the map instead, but that's less reliable for our
2605 // goal, which is to make invisibility a bit harder to exploit
2606
2607 // currently only works sensibly for players
2608 if (!is_player ())
2593 return; 2609 return;
2594 2610
2595 if (env) 2611 // find old force, or create new one
2596 { 2612 object *force = force_find (shstr_noise_force);
2597 if (object *pl = in_player ()) 2613
2598 pl->contr->play_sound (sound); 2614 if (force)
2599 } 2615 force->speed_left = -1.f; // patch old speed up
2600 else 2616 else
2601 map->play_sound (sound, x, y); 2617 {
2602} 2618 force = archetype::get (shstr_noise_force);
2603 2619
2620 force->slaying = shstr_noise_force;
2621 force->stats.food = 1;
2622 force->speed_left = -1.f;
2623
2624 force->set_speed (1.f / 4.f);
2625 force->flag [FLAG_IS_USED_UP] = true;
2626 force->flag [FLAG_APPLIED] = true;
2627
2628 insert (force);
2629 }
2630}
2631

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