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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 1.293 by root, Wed Oct 21 00:44:39 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 ())
338 if (pl->container == env) 340 if (pl->container_ () == env)
339 return pl; 341 return pl;
340 } 342 }
341 else 343 else
342 { 344 {
343 // maybe there is a player standing on the same mapspace 345 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 346 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 347 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 349 || pl->container_ () == this)
348 return pl; 350 return pl;
349 } 351 }
350 } 352 }
351 353
352 return 0; 354 return 0;
428 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
429 431
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 ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
433} 441}
434 442
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.
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 ();
1030 * the previous environment. 1041 * the previous environment.
1031 */ 1042 */
1032void 1043void
1033object::do_remove () 1044object::do_remove ()
1034{ 1045{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1046 if (flag [FLAG_REMOVED])
1039 return; 1047 return;
1040 1048
1041 INVOKE_OBJECT (REMOVE, this); 1049 INVOKE_OBJECT (REMOVE, this);
1042 1050
1055 if (object *pl = visible_to ()) 1063 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1064 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1065 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1066
1059 adjust_weight (env, -total_weight ()); 1067 adjust_weight (env, -total_weight ());
1068
1069 object *pl = in_player ();
1060 1070
1061 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1072 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1064 */ 1074 */
1076 1086
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1087 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1088 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1089 * to save cpu time.
1080 */ 1090 */
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1091 if (pl)
1092 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1093 {
1082 otmp->update_stats (); 1094 pl->update_stats ();
1095
1096 if (glow_radius && pl->is_on_map ())
1097 update_all_los (pl->map, pl->x, pl->y);
1098 }
1083 } 1099 }
1084 else if (map) 1100 else if (map)
1085 { 1101 {
1086 map->dirty = true; 1102 map->dirty = true;
1087 mapspace &ms = this->ms (); 1103 mapspace &ms = this->ms ();
1088 1104
1089 if (object *pl = ms.player ()) 1105 if (object *pl = ms.player ())
1090 { 1106 {
1091 if (type == PLAYER) // this == pl(!) 1107 if (is_player ())
1092 { 1108 {
1109 if (!flag [FLAG_WIZPASS])
1110 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1111
1093 // leaving a spot always closes any open container on the ground 1112 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1113 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1114 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1115 // that the CLOSE event is being sent.
1097 close_container (); 1116 close_container ();
1098 1117
1099 --map->players; 1118 --map->players;
1100 map->touch (); 1119 map->touch ();
1101 } 1120 }
1102 else if (pl->container == this) 1121 else if (pl->container_ () == this)
1103 { 1122 {
1104 // removing a container should close it 1123 // removing a container should close it
1105 close_container (); 1124 close_container ();
1106 } 1125 }
1107 1126
1114 *(below ? &below->above : &ms.bot) = above; 1133 *(below ? &below->above : &ms.bot) = above;
1115 1134
1116 above = 0; 1135 above = 0;
1117 below = 0; 1136 below = 0;
1118 1137
1119 ms.flags_ = 0; 1138 ms.invalidate ();
1120 1139
1121 if (map->in_memory == MAP_SAVING) 1140 if (map->in_memory == MAP_SAVING)
1122 return; 1141 return;
1123 1142
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1144
1126 if (object *pl = ms.player ()) 1145 if (object *pl = ms.player ())
1127 { 1146 {
1128 if (pl->container == this) 1147 if (pl->container_ () == this)
1129 /* If a container that the player is currently using somehow gets 1148 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view 1149 * removed (most likely destroyed), update the player view
1131 * appropriately. 1150 * appropriately.
1132 */ 1151 */
1133 pl->close_container (); 1152 pl->close_container ();
1137 //TODO: update floorbox to preserve ordering 1156 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns) 1157 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update (); 1158 pl->contr->ns->floorbox_update ();
1140 } 1159 }
1141 1160
1161 if (check_walk_off)
1142 for (tmp = ms.bot; tmp; tmp = tmp->above) 1162 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1143 { 1163 {
1164 above = tmp->above;
1165
1144 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1145 * being removed. 1167 * being removed.
1146 */ 1168 */
1147 1169
1148 /* See if object moving off should effect something */ 1170 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1171 if ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1152 {
1153 move_apply (tmp, this, 0); 1173 move_apply (tmp, this, 0);
1154
1155 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1174 }
1158 1175
1159 last = tmp; 1176 if (affects_los ())
1160 }
1161
1162 if (map->darkness && (glow_radius || flag [FLAG_BLOCKSVIEW]))
1163 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1164 } 1178 }
1165} 1179}
1166 1180
1167/* 1181/*
1274 1288
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* 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 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1291 * need extra work
1278 */ 1292 */
1293 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1295 {
1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1297 return 0;
1283 } 1298 }
1284 1299
1285 if (object *more = op->more) 1300 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1302 return 0;
1288 1303
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1290 1305 op->env = 0;
1291 op->map = m; 1306 op->map = newmap;
1307
1292 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1293 1309
1294 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1295 */ 1311 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 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"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1334 abort ();
1319 } 1335 }
1320 1336
1321 if (!originator->is_on_map ()) 1337 if (!originator->is_on_map ())
1338 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1339 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 ()); 1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1324 1343
1325 op->above = originator; 1344 op->above = originator;
1326 op->below = originator->below; 1345 op->below = originator->below;
1327 originator->below = op; 1346 originator->below = op;
1328 1347
1414 op->below = top; 1433 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1435 }
1417 } 1436 }
1418 1437
1419 if (op->type == PLAYER) 1438 if (op->is_player ())
1420 { 1439 {
1421 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1422 ++op->map->players; 1441 ++op->map->players;
1423 op->map->touch (); 1442 op->map->touch ();
1424 } 1443 }
1439 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1461 * of effect may be sufficient.
1443 */ 1462 */
1444 if (op->map->darkness && (op->glow_radius || op->flag [FLAG_BLOCKSVIEW])) 1463 if (op->affects_los ())
1464 {
1465 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1467 }
1446 1468
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1469 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1470 update_object (op, UP_OBJ_INSERT);
1449 1471
1450 INVOKE_OBJECT (INSERT, op); 1472 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1480 * update_object().
1459 */ 1481 */
1460 1482
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* 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) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1485 {
1464 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1465 return 0; 1487 return 0;
1466 1488
1467 /* If we are a multi part object, lets work our way through the check 1489 /* 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 1500/* 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. 1501 * 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. 1502 * op is the object to insert it under: supplies x and the map.
1481 */ 1503 */
1482void 1504void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1506{
1485 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1486 1508
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1511 tmp->destroy ();
1490 1512
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1492 1514
1493 tmp->x = op->x; 1515 tmp->x = op->x;
1494 tmp->y = op->y; 1516 tmp->y = op->y;
1495 1517
1496 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1645 1667
1646 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1647 1669
1648inserted: 1670inserted:
1649 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && map && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1673 {
1674 update_stats ();
1651 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1652 1676 }
1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1653 // if this is a player's inventory, update stats 1678 // if this is a player's inventory, update stats
1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1655 update_stats (); 1679 update_stats ();
1656 1680
1657 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1658 1682
1659 return op; 1683 return op;
1680 * on top. 1704 * on top.
1681 */ 1705 */
1682int 1706int
1683check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1684{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1685 object *tmp; 1712 object *tmp;
1686 maptile *m = op->map; 1713 maptile *m = op->map;
1687 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1688 1715
1689 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1690 1717
1691 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1692 return 0;
1693 1719
1694 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1695 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1696 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1697 1723
1698 /* if nothing on this space will slow op down or be applied, 1724 /* 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 1725 * 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 1726 * is set, as lots of objects don't have it set - we treat that
1701 * as walking. 1727 * as walking.
1712 return 0; 1738 return 0;
1713 1739
1714 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1715 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1716 */ 1742 */
1717 1743 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 } 1744 {
1745 next = tmp->below;
1727 1746
1728 for (; tmp; tmp = tmp->below)
1729 {
1730 if (tmp == op) 1747 if (tmp == op)
1731 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1732 1749
1733 /* Check to see if one of the movement types should be slowed down. 1750 /* 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 1751 * Second check makes sure that the movement types not being slowed
1739 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1740 { 1757 {
1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 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)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1743 { 1760 {
1744
1745 float
1746 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1747 1762
1748 if (op->type == PLAYER) 1763 if (op->is_player ())
1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 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))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1751 diff /= 4.0; 1766 diff /= 4.0;
1752 1767
1753 op->speed_left -= diff; 1768 op->speed_left -= diff;
1754 } 1769 }
1755 } 1770 }
2039 * there is capable of. 2054 * there is capable of.
2040 */ 2055 */
2041int 2056int
2042find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2043{ 2058{
2044 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2045
2046 sint16 nx, ny;
2047 object *tmp;
2048 maptile *mp;
2049
2050 MoveType blocked, move_type; 2060 MoveType move_type;
2051 2061
2052 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2053 { 2063 {
2054 exclude = exclude->head; 2064 exclude = exclude->head;
2055 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2058 { 2068 {
2059 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2060 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2061 } 2071 }
2062 2072
2063 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2064 { 2074 {
2065 mp = m; 2075 mapxy pos (m, x, y);
2066 nx = x + freearr_x[i]; 2076 pos.move (i);
2067 ny = y + freearr_y[i];
2068 2077
2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2070
2071 if (mflags & P_OUT_OF_MAP)
2072 max = maxfree[i]; 2079 max = maxfree[i];
2073 else 2080 else
2074 { 2081 {
2075 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2076 2083
2077 blocked = ms.move_block;
2078
2079 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2080 max = maxfree[i]; 2085 max = maxfree [i];
2081 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2082 { 2087 {
2083 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 break;
2087
2088 if (tmp)
2089 return freedir[i]; 2091 return freedir [i];
2090 } 2092 }
2091 } 2093 }
2092 } 2094 }
2093 2095
2094 return 0; 2096 return 0;
2169 * This basically means that if direction is 15, then it could either go 2171 * 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. 2172 * 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 2173 * Moved from spell_util.c to object.c with the other related direction
2172 * functions. 2174 * functions.
2173 */ 2175 */
2174int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2175 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2176 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2177 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2178 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2179 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2275int 2277int
2276can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2277{ 2279{
2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (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)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2281} 2283}
2282 2284
2283/* 2285/*
2284 * create clone from object to another 2286 * create clone from object to another
2285 */ 2287 */
2317 return tmp; 2319 return tmp;
2318 2320
2319 return 0; 2321 return 0;
2320} 2322}
2321 2323
2322const shstr & 2324shstr_tmp
2323object::kv_get (const shstr &key) const 2325object::kv_get (shstr_tmp key) const
2324{ 2326{
2325 for (key_value *kv = key_values; kv; kv = kv->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2326 if (kv->key == key) 2328 if (kv->key == key)
2327 return kv->value; 2329 return kv->value;
2328 2330
2329 return shstr_null; 2331 return shstr ();
2330} 2332}
2331 2333
2332void 2334void
2333object::kv_set (const shstr &key, const shstr &value) 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2334{ 2336{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2338 if (kv->key == key)
2337 { 2339 {
2338 kv->value = value; 2340 kv->value = value;
2347 2349
2348 key_values = kv; 2350 key_values = kv;
2349} 2351}
2350 2352
2351void 2353void
2352object::kv_del (const shstr &key) 2354object::kv_del (shstr_tmp key)
2353{ 2355{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key) 2357 if ((*kvp)->key == key)
2356 { 2358 {
2357 key_value *kv = *kvp; 2359 key_value *kv = *kvp;
2488 container = 0; 2490 container = 0;
2489 2491
2490 // client needs item update to make it work, client bug requires this to be separate 2492 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2492 2494
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2494 play_sound (sound_find ("chest_close")); 2496 play_sound (sound_find ("chest_close"));
2495 } 2497 }
2496 2498
2497 if (new_container) 2499 if (new_container)
2498 { 2500 {
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer); 2511 new_container->insert (closer);
2510 } 2512 }
2511#endif 2513#endif
2512 2514
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2514 2516
2515 // make sure the container is available, client bug requires this to be separate 2517 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container); 2518 esrv_send_item (this, new_container);
2517 2519
2518 new_container->flag [FLAG_APPLIED] = true; 2520 new_container->flag [FLAG_APPLIED] = true;
2526// else if (!old_container->env && contr && contr->ns) 2528// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset (); 2529// contr->ns->floorbox_reset ();
2528} 2530}
2529 2531
2530object * 2532object *
2531object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2532{ 2534{
2533 /* cycle through his inventory to look for the MARK we want to 2535 /* cycle through his inventory to look for the MARK we want to
2534 * place 2536 * place
2535 */ 2537 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2539 2541
2540 return 0; 2542 return 0;
2541} 2543}
2542 2544
2543void 2545void
2546object::force_set_timer (int duration)
2547{
2548 this->duration = 1;
2549 this->speed_left = -1.f;
2550
2551 this->set_speed (duration ? 1.f / duration : 0.f);
2552}
2553
2554object *
2544object::force_add (const shstr name, int duration) 2555object::force_add (shstr_tmp name, int duration)
2545{ 2556{
2546 if (object *force = force_find (name)) 2557 if (object *force = force_find (name))
2547 force->destroy (); 2558 force->destroy ();
2548 2559
2549 object *force = get_archetype (FORCE_NAME); 2560 object *force = get_archetype (FORCE_NAME);
2550 2561
2551 force->slaying = name; 2562 force->slaying = name;
2552 force->stats.food = 1;
2553 force->speed_left = -1.f;
2554 2563
2555 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->force_set_timer (duration);
2556 force->flag [FLAG_IS_USED_UP] = true; 2565
2557 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2558 2567
2559 insert (force); 2568 return insert (force);
2560} 2569}
2561 2570
2562void 2571void
2563object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2564{ 2573{
2565 if (!sound) 2574 if (!sound)
2566 return; 2575 return;
2567 2576
2568 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2569 return; 2602 return;
2570 2603
2571 if (env) 2604 // find old force, or create new one
2572 { 2605 object *force = force_find (shstr_noise_force);
2573 if (object *pl = in_player ()) 2606
2574 pl->contr->play_sound (sound); 2607 if (force)
2575 } 2608 force->speed_left = -1.f; // patch old speed up
2576 else 2609 else
2577 map->play_sound (sound, x, y); 2610 {
2578} 2611 force = archetype::get (shstr_noise_force);
2579 2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

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