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Comparing deliantra/server/common/object.C (file contents):
Revision 1.264 by root, Sun Dec 21 23:29:27 2008 UTC vs.
Revision 1.291 by root, Mon Oct 12 14:00:57 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
40 42
41short freearr_x[SIZEOFFREE] = { 43short freearr_x[SIZEOFFREE] = {
323 { 325 {
324 // see if we are in a container of sorts 326 // see if we are in a container of sorts
325 if (env) 327 if (env)
326 { 328 {
327 // the player inventory itself is always visible 329 // the player inventory itself is always visible
328 if (env->type == PLAYER) 330 if (env->is_player ())
329 return env; 331 return env;
330 332
331 // else a player could have our env open 333 // else a player could have our env open
332 object *envest = env->outer_env (); 334 object *envest = env->outer_env_or_self ();
333 335
334 // the player itself is always on a map, so we will find him here 336 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player. 337 // even if our inv is in a player.
336 if (envest->is_on_map ()) 338 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 339 if (object *pl = envest->ms ().player ())
430 object_freezer freezer; 432 object_freezer freezer;
431 op->write (freezer); 433 op->write (freezer);
432 return freezer.as_string (); 434 return freezer.as_string ();
433} 435}
434 436
437char *
438object::as_string ()
439{
440 return dump_object (this);
441}
442
435/* 443/*
436 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
437 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
438 * If it's not a multi-object, it is returned. 446 * If it's not a multi-object, it is returned.
439 */ 447 */
554 update_stats (); 562 update_stats ();
555 563
556 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
560 return false; 569 return false;
561 } 570 }
562 571
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 } 573 }
758 else if (action == UP_OBJ_INSERT) 767 else if (action == UP_OBJ_INSERT)
759 { 768 {
760 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
770 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 780 * have move_allow right now.
772 */ 781 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
775 m.flags_ = 0; 784 m.invalidate ();
776 } 785 }
777 /* if the object is being removed, we can't make intelligent 786 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 787 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 788 * that is being removed.
780 */ 789 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 790 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 791 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 792 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 793 /* Nothing to do for that case */ ;
785 else 794 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 795 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 796
791 800
792object::object () 801object::object ()
793{ 802{
794 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
795 804
796 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
797 face = blank_face; 806 face = blank_face;
798} 807}
799 808
800object::~object () 809object::~object ()
801{ 810{
830{ 839{
831 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
832 if (active) 841 if (active)
833 return; 842 return;
834 843
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
839 actives.insert (this); 849 actives.insert (this);
850 }
840} 851}
841 852
842void 853void
843object::activate_recursive () 854object::activate_recursive ()
844{ 855{
962 973
963void 974void
964object::do_destroy () 975object::do_destroy ()
965{ 976{
966 if (flag [FLAG_IS_LINKED]) 977 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 978 remove_link ();
968 979
969 if (flag [FLAG_FRIENDLY]) 980 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 981 remove_friendly_object (this);
971 982
972 remove (); 983 remove ();
1055 if (object *pl = visible_to ()) 1066 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1067 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1069
1059 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1060 1073
1061 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1075 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1064 */ 1077 */
1076 1089
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1092 * to save cpu time.
1080 */ 1093 */
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1082 otmp->update_stats (); 1097 pl->update_stats ();
1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1083 } 1102 }
1084 else if (map) 1103 else if (map)
1085 { 1104 {
1086 map->dirty = true; 1105 map->dirty = true;
1087 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1088 1107
1089 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1090 { 1109 {
1091 if (type == PLAYER) // this == pl(!) 1110 if (is_player ())
1092 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1093 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1116 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1097 close_container (); 1119 close_container ();
1114 *(below ? &below->above : &ms.bot) = above; 1136 *(below ? &below->above : &ms.bot) = above;
1115 1137
1116 above = 0; 1138 above = 0;
1117 below = 0; 1139 below = 0;
1118 1140
1119 ms.flags_ = 0; 1141 ms.invalidate ();
1120 1142
1121 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1122 return; 1144 return;
1123 1145
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1157 } 1179 }
1158 1180
1159 last = tmp; 1181 last = tmp;
1160 } 1182 }
1161 1183
1162 if (map->darkness && (glow_radius || flag [FLAG_BLOCKSVIEW])) 1184 if (affects_los ())
1163 update_all_los (map, x, y); 1185 update_all_los (map, x, y);
1164 } 1186 }
1165} 1187}
1166 1188
1167/* 1189/*
1274 1296
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1299 * need extra work
1278 */ 1300 */
1301 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1303 {
1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1304 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1305 return 0;
1283 } 1306 }
1284 1307
1285 if (object *more = op->more) 1308 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1310 return 0;
1288 1311
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1312 op->flag [FLAG_REMOVED] = false;
1290 1313 op->env = 0;
1291 op->map = m; 1314 op->map = newmap;
1315
1292 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1293 1317
1294 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1295 */ 1319 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1341 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1342 abort ();
1319 } 1343 }
1320 1344
1321 if (!originator->is_on_map ()) 1345 if (!originator->is_on_map ())
1346 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1347 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ()); 1348 op->debug_desc (), originator->debug_desc ());
1349 abort ();
1350 }
1324 1351
1325 op->above = originator; 1352 op->above = originator;
1326 op->below = originator->below; 1353 op->below = originator->below;
1327 originator->below = op; 1354 originator->below = op;
1328 1355
1414 op->below = top; 1441 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1442 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1443 }
1417 } 1444 }
1418 1445
1419 if (op->type == PLAYER) 1446 if (op->is_player ())
1420 { 1447 {
1421 op->contr->do_los = 1; 1448 op->contr->do_los = 1;
1422 ++op->map->players; 1449 ++op->map->players;
1423 op->map->touch (); 1450 op->map->touch ();
1424 } 1451 }
1439 * be far away from this change and not affected in any way - 1466 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1467 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1468 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1469 * of effect may be sufficient.
1443 */ 1470 */
1444 if (op->map->darkness && (op->glow_radius || op->flag [FLAG_BLOCKSVIEW])) 1471 if (op->affects_los ())
1472 {
1473 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1475 }
1446 1476
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1477 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1478 update_object (op, UP_OBJ_INSERT);
1449 1479
1450 INVOKE_OBJECT (INSERT, op); 1480 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1488 * update_object().
1459 */ 1489 */
1460 1490
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1493 {
1464 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1465 return 0; 1495 return 0;
1466 1496
1467 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1478/* this function inserts an object in the map, but if it 1508/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1509 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1510 * op is the object to insert it under: supplies x and the map.
1481 */ 1511 */
1482void 1512void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1513replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1514{
1485 /* first search for itself and remove any old instances */ 1515 /* first search for itself and remove any old instances */
1486 1516
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1518 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1519 tmp->destroy ();
1490 1520
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1521 object *tmp = arch_to_object (archetype::find (archname));
1492 1522
1493 tmp->x = op->x; 1523 tmp->x = op->x;
1494 tmp->y = op->y; 1524 tmp->y = op->y;
1495 1525
1496 insert_ob_in_map (tmp, op->map, op, 0); 1526 insert_ob_in_map (tmp, op->map, op, 0);
1645 1675
1646 adjust_weight (this, op->total_weight ()); 1676 adjust_weight (this, op->total_weight ());
1647 1677
1648inserted: 1678inserted:
1649 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && map && map->darkness) 1680 if (op->glow_radius && is_on_map ())
1681 {
1682 update_stats ();
1651 update_all_los (map, x, y); 1683 update_all_los (map, x, y);
1652 1684 }
1685 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1653 // if this is a player's inventory, update stats 1686 // if this is a player's inventory, update stats
1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1655 update_stats (); 1687 update_stats ();
1656 1688
1657 INVOKE_OBJECT (INSERT, this); 1689 INVOKE_OBJECT (INSERT, this);
1658 1690
1659 return op; 1691 return op;
1680 * on top. 1712 * on top.
1681 */ 1713 */
1682int 1714int
1683check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1684{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1685 object *tmp; 1720 object *tmp;
1686 maptile *m = op->map; 1721 maptile *m = op->map;
1687 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1688 1723
1689 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1690 1725
1691 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1692 return 0;
1693 1727
1694 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1695 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1696 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1697 1731
1698 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1699 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1700 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1701 * as walking. 1735 * as walking.
1712 return 0; 1746 return 0;
1713 1747
1714 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1715 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1716 */ 1750 */
1717 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1718 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1719 {
1720 /* Trim the search when we find the first other spell effect
1721 * this helps performance so that if a space has 50 spell objects,
1722 * we don't need to check all of them.
1723 */
1724 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1725 break;
1726 } 1752 {
1753 next = tmp->below;
1727 1754
1728 for (; tmp; tmp = tmp->below)
1729 {
1730 if (tmp == op) 1755 if (tmp == op)
1731 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1732 1757
1733 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1734 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1739 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1740 { 1765 {
1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1742 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1743 { 1768 {
1744
1745 float
1746 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1747 1770
1748 if (op->type == PLAYER) 1771 if (op->is_player ())
1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1750 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1751 diff /= 4.0; 1774 diff /= 4.0;
1752 1775
1753 op->speed_left -= diff; 1776 op->speed_left -= diff;
1754 } 1777 }
1755 } 1778 }
2039 * there is capable of. 2062 * there is capable of.
2040 */ 2063 */
2041int 2064int
2042find_dir (maptile *m, int x, int y, object *exclude) 2065find_dir (maptile *m, int x, int y, object *exclude)
2043{ 2066{
2044 int i, max = SIZEOFFREE, mflags; 2067 int max = SIZEOFFREE, mflags;
2045
2046 sint16 nx, ny;
2047 object *tmp;
2048 maptile *mp;
2049
2050 MoveType blocked, move_type; 2068 MoveType move_type;
2051 2069
2052 if (exclude && exclude->head_ () != exclude) 2070 if (exclude && exclude->head_ () != exclude)
2053 { 2071 {
2054 exclude = exclude->head; 2072 exclude = exclude->head;
2055 move_type = exclude->move_type; 2073 move_type = exclude->move_type;
2058 { 2076 {
2059 /* If we don't have anything, presume it can use all movement types. */ 2077 /* If we don't have anything, presume it can use all movement types. */
2060 move_type = MOVE_ALL; 2078 move_type = MOVE_ALL;
2061 } 2079 }
2062 2080
2063 for (i = 1; i < max; i++) 2081 for (int i = 1; i < max; i++)
2064 { 2082 {
2065 mp = m; 2083 mapxy pos (m, x, y);
2066 nx = x + freearr_x[i]; 2084 pos.move (i);
2067 ny = y + freearr_y[i];
2068 2085
2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 if (!pos.normalise ())
2070
2071 if (mflags & P_OUT_OF_MAP)
2072 max = maxfree[i]; 2087 max = maxfree[i];
2073 else 2088 else
2074 { 2089 {
2075 mapspace &ms = mp->at (nx, ny); 2090 mapspace &ms = *pos;
2076 2091
2077 blocked = ms.move_block;
2078
2079 if ((move_type & blocked) == move_type) 2092 if ((move_type & ms.move_block) == move_type)
2080 max = maxfree[i]; 2093 max = maxfree [i];
2081 else if (mflags & P_IS_ALIVE) 2094 else if (ms.flags () & P_IS_ALIVE)
2082 { 2095 {
2083 for (tmp = ms.bot; tmp; tmp = tmp->above) 2096 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 break;
2087
2088 if (tmp)
2089 return freedir[i]; 2099 return freedir [i];
2090 } 2100 }
2091 } 2101 }
2092 } 2102 }
2093 2103
2094 return 0; 2104 return 0;
2169 * This basically means that if direction is 15, then it could either go 2179 * This basically means that if direction is 15, then it could either go
2170 * direction 4, 14, or 16 to get back to where we are. 2180 * direction 4, 14, or 16 to get back to where we are.
2171 * Moved from spell_util.c to object.c with the other related direction 2181 * Moved from spell_util.c to object.c with the other related direction
2172 * functions. 2182 * functions.
2173 */ 2183 */
2174int reduction_dir[SIZEOFFREE][3] = { 2184const int reduction_dir[SIZEOFFREE][3] = {
2175 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2176 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2177 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2178 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2179 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2275int 2285int
2276can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2277{ 2287{
2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2280 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2281} 2291}
2282 2292
2283/* 2293/*
2284 * create clone from object to another 2294 * create clone from object to another
2285 */ 2295 */
2317 return tmp; 2327 return tmp;
2318 2328
2319 return 0; 2329 return 0;
2320} 2330}
2321 2331
2322const shstr & 2332shstr_tmp
2323object::kv_get (const shstr &key) const 2333object::kv_get (shstr_tmp key) const
2324{ 2334{
2325 for (key_value *kv = key_values; kv; kv = kv->next) 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2326 if (kv->key == key) 2336 if (kv->key == key)
2327 return kv->value; 2337 return kv->value;
2328 2338
2329 return shstr_null; 2339 return shstr ();
2330} 2340}
2331 2341
2332void 2342void
2333object::kv_set (const shstr &key, const shstr &value) 2343object::kv_set (shstr_tmp key, shstr_tmp value)
2334{ 2344{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2346 if (kv->key == key)
2337 { 2347 {
2338 kv->value = value; 2348 kv->value = value;
2347 2357
2348 key_values = kv; 2358 key_values = kv;
2349} 2359}
2350 2360
2351void 2361void
2352object::kv_del (const shstr &key) 2362object::kv_del (shstr_tmp key)
2353{ 2363{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key) 2365 if ((*kvp)->key == key)
2356 { 2366 {
2357 key_value *kv = *kvp; 2367 key_value *kv = *kvp;
2488 container = 0; 2498 container = 0;
2489 2499
2490 // client needs item update to make it work, client bug requires this to be separate 2500 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container); 2501 esrv_update_item (UPD_FLAGS, this, old_container);
2492 2502
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2494 play_sound (sound_find ("chest_close")); 2504 play_sound (sound_find ("chest_close"));
2495 } 2505 }
2496 2506
2497 if (new_container) 2507 if (new_container)
2498 { 2508 {
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer); 2519 new_container->insert (closer);
2510 } 2520 }
2511#endif 2521#endif
2512 2522
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2514 2524
2515 // make sure the container is available, client bug requires this to be separate 2525 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container); 2526 esrv_send_item (this, new_container);
2517 2527
2518 new_container->flag [FLAG_APPLIED] = true; 2528 new_container->flag [FLAG_APPLIED] = true;
2526// else if (!old_container->env && contr && contr->ns) 2536// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset (); 2537// contr->ns->floorbox_reset ();
2528} 2538}
2529 2539
2530object * 2540object *
2531object::force_find (const shstr name) 2541object::force_find (shstr_tmp name)
2532{ 2542{
2533 /* cycle through his inventory to look for the MARK we want to 2543 /* cycle through his inventory to look for the MARK we want to
2534 * place 2544 * place
2535 */ 2545 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below) 2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2539 2549
2540 return 0; 2550 return 0;
2541} 2551}
2542 2552
2543void 2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2562object *
2544object::force_add (const shstr name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2545{ 2564{
2546 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2547 force->destroy (); 2566 force->destroy ();
2548 2567
2549 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2550 2569
2551 force->slaying = name; 2570 force->slaying = name;
2552 force->stats.food = 1;
2553 force->speed_left = -1.f;
2554 2571
2555 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2556 force->flag [FLAG_IS_USED_UP] = true; 2573
2557 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2558 2575
2559 insert (force); 2576 return insert (force);
2560} 2577}
2561 2578
2562void 2579void
2563object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound) const
2564{ 2581{
2565 if (!sound) 2582 if (!sound)
2566 return; 2583 return;
2567 2584
2568 if (flag [FLAG_REMOVED]) 2585 if (is_on_map ())
2586 map->play_sound (sound, x, y);
2587 else if (object *pl = in_player ())
2588 pl->contr->play_sound (sound);
2589}
2590
2591void
2592object::say_msg (const char *msg) const
2593{
2594 if (is_on_map ())
2595 map->say_msg (msg, x, y);
2596 else if (object *pl = in_player ())
2597 pl->contr->play_sound (sound);
2598}
2599
2600void
2601object::make_noise ()
2602{
2603 // we do not model noise in the map, so instead put
2604 // a temporary light into the noise source
2605 // could use the map instead, but that's less reliable for our
2606 // goal, which is to make invisibility a bit harder to exploit
2607
2608 // currently only works sensibly for players
2609 if (!is_player ())
2569 return; 2610 return;
2570 2611
2571 if (env) 2612 // find old force, or create new one
2572 { 2613 object *force = force_find (shstr_noise_force);
2573 if (object *pl = in_player ()) 2614
2574 pl->contr->play_sound (sound); 2615 if (force)
2575 } 2616 force->speed_left = -1.f; // patch old speed up
2576 else 2617 else
2577 map->play_sound (sound, x, y); 2618 {
2578} 2619 force = archetype::get (shstr_noise_force);
2579 2620
2621 force->slaying = shstr_noise_force;
2622 force->stats.food = 1;
2623 force->speed_left = -1.f;
2624
2625 force->set_speed (1.f / 4.f);
2626 force->flag [FLAG_IS_USED_UP] = true;
2627 force->flag [FLAG_APPLIED] = true;
2628
2629 insert (force);
2630 }
2631}
2632

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