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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 1.294 by root, Thu Nov 5 15:43:21 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;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
323 { 327 {
324 // see if we are in a container of sorts 328 // see if we are in a container of sorts
325 if (env) 329 if (env)
326 { 330 {
327 // the player inventory itself is always visible 331 // the player inventory itself is always visible
328 if (env->type == PLAYER) 332 if (env->is_player ())
329 return env; 333 return env;
330 334
331 // else a player could have our env open 335 // else a player could have our env open
332 object *envest = env->outer_env (); 336 object *envest = env->outer_env_or_self ();
333 337
334 // the player itself is always on a map, so we will find him here 338 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player. 339 // even if our inv is in a player.
336 if (envest->is_on_map ()) 340 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 341 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 342 if (pl->container_ () == env)
339 return pl; 343 return pl;
340 } 344 }
341 else 345 else
342 { 346 {
343 // maybe there is a player standing on the same mapspace 347 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 348 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 349 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 351 || pl->container_ () == this)
348 return pl; 352 return pl;
349 } 353 }
350 } 354 }
351 355
352 return 0; 356 return 0;
428 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
429 433
430 object_freezer freezer; 434 object_freezer freezer;
431 op->write (freezer); 435 op->write (freezer);
432 return freezer.as_string (); 436 return freezer.as_string ();
437}
438
439char *
440object::as_string ()
441{
442 return dump_object (this);
433} 443}
434 444
435/* 445/*
436 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
437 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
554 update_stats (); 564 update_stats ();
555 565
556 new_draw_info_format (NDI_UNIQUE, 0, this, 566 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, " 567 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. " 568 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name); 569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
560 return false; 571 return false;
561 } 572 }
562 573
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 } 575 }
758 else if (action == UP_OBJ_INSERT) 769 else if (action == UP_OBJ_INSERT)
759 { 770 {
760 // this is likely overkill, TODO: revisit (schmorp) 771 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 774 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 778 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 779 || (m.move_off | op->move_off ) != m.move_off
770 /* This isn't perfect, but I don't expect a lot of objects to 781 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 782 * have move_allow right now.
772 */ 783 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 784 || ((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) 785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
775 m.flags_ = 0; 786 m.invalidate ();
776 } 787 }
777 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 790 * that is being removed.
780 */ 791 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 793 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
785 else 796 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 798
791 802
792object::object () 803object::object ()
793{ 804{
794 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
795 806
796 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
797 face = blank_face; 808 face = blank_face;
798} 809}
799 810
800object::~object () 811object::~object ()
801{ 812{
830{ 841{
831 /* If already on active list, don't do anything */ 842 /* If already on active list, don't do anything */
832 if (active) 843 if (active)
833 return; 844 return;
834 845
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 ()) 846 if (has_active_speed ())
847 {
848 if (flag [FLAG_FREED])
849 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
850
839 actives.insert (this); 851 actives.insert (this);
852 }
840} 853}
841 854
842void 855void
843object::activate_recursive () 856object::activate_recursive ()
844{ 857{
962 975
963void 976void
964object::do_destroy () 977object::do_destroy ()
965{ 978{
966 if (flag [FLAG_IS_LINKED]) 979 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 980 remove_link ();
968 981
969 if (flag [FLAG_FRIENDLY]) 982 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 983 remove_friendly_object (this);
971 984
972 remove (); 985 remove ();
1030 * the previous environment. 1043 * the previous environment.
1031 */ 1044 */
1032void 1045void
1033object::do_remove () 1046object::do_remove ()
1034{ 1047{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1048 if (flag [FLAG_REMOVED])
1039 return; 1049 return;
1040 1050
1041 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1042 1052
1055 if (object *pl = visible_to ()) 1065 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1066 esrv_del_item (pl->contr, count);
1057 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
1058 1068
1059 adjust_weight (env, -total_weight ()); 1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1060 1072
1061 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1062 * 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
1063 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1064 */ 1076 */
1076 1088
1077 /* 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
1078 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1091 * to save cpu time.
1080 */ 1092 */
1081 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 {
1082 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 }
1083 } 1101 }
1084 else if (map) 1102 else if (map)
1085 { 1103 {
1086 map->dirty = true; 1104 map->dirty = true;
1087 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1088 1106
1089 if (object *pl = ms.player ()) 1107 if (object *pl = ms.player ())
1090 { 1108 {
1091 if (type == PLAYER) // this == pl(!) 1109 if (is_player ())
1092 { 1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1093 // leaving a spot always closes any open container on the ground 1114 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1115 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1116 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1117 // that the CLOSE event is being sent.
1097 close_container (); 1118 close_container ();
1098 1119
1099 --map->players; 1120 --map->players;
1100 map->touch (); 1121 map->touch ();
1101 } 1122 }
1102 else if (pl->container == this) 1123 else if (pl->container_ () == this)
1103 { 1124 {
1104 // removing a container should close it 1125 // removing a container should close it
1105 close_container (); 1126 close_container ();
1106 } 1127 }
1107 1128
1114 *(below ? &below->above : &ms.bot) = above; 1135 *(below ? &below->above : &ms.bot) = above;
1115 1136
1116 above = 0; 1137 above = 0;
1117 below = 0; 1138 below = 0;
1118 1139
1119 ms.flags_ = 0; 1140 ms.invalidate ();
1120 1141
1121 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1122 return; 1143 return;
1123 1144
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1146
1126 if (object *pl = ms.player ()) 1147 if (object *pl = ms.player ())
1127 { 1148 {
1128 if (pl->container == this) 1149 if (pl->container_ () == this)
1129 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1131 * appropriately. 1152 * appropriately.
1132 */ 1153 */
1133 pl->close_container (); 1154 pl->close_container ();
1137 //TODO: update floorbox to preserve ordering 1158 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns) 1159 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1140 } 1161 }
1141 1162
1163 if (check_walk_off)
1142 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1143 { 1165 {
1166 above = tmp->above;
1167
1144 /* No point updating the players look faces if he is the object 1168 /* No point updating the players look faces if he is the object
1145 * being removed. 1169 * being removed.
1146 */ 1170 */
1147 1171
1148 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1152 {
1153 move_apply (tmp, this, 0); 1175 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 } 1176 }
1158 1177
1159 last = tmp; 1178 if (affects_los ())
1160 }
1161
1162 if (map->darkness && (glow_radius || flag [FLAG_BLOCKSVIEW]))
1163 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1164 } 1180 }
1165} 1181}
1166 1182
1167/* 1183/*
1274 1290
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* 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 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1293 * need extra work
1278 */ 1294 */
1295 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1297 {
1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1299 return 0;
1283 } 1300 }
1284 1301
1285 if (object *more = op->more) 1302 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1303 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1304 return 0;
1288 1305
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1306 op->flag [FLAG_REMOVED] = false;
1290 1307 op->env = 0;
1291 op->map = m; 1308 op->map = newmap;
1309
1292 mapspace &ms = op->ms (); 1310 mapspace &ms = op->ms ();
1293 1311
1294 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1295 */ 1313 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 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"); 1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1336 abort ();
1319 } 1337 }
1320 1338
1321 if (!originator->is_on_map ()) 1339 if (!originator->is_on_map ())
1340 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1341 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 ()); 1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1324 1345
1325 op->above = originator; 1346 op->above = originator;
1326 op->below = originator->below; 1347 op->below = originator->below;
1327 originator->below = op; 1348 originator->below = op;
1328 1349
1414 op->below = top; 1435 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1437 }
1417 } 1438 }
1418 1439
1419 if (op->type == PLAYER) 1440 if (op->is_player ())
1420 { 1441 {
1421 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1422 ++op->map->players; 1443 ++op->map->players;
1423 op->map->touch (); 1444 op->map->touch ();
1424 } 1445 }
1439 * be far away from this change and not affected in any way - 1460 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1463 * of effect may be sufficient.
1443 */ 1464 */
1444 if (op->map->darkness && (op->glow_radius || op->flag [FLAG_BLOCKSVIEW])) 1465 if (op->affects_los ())
1466 {
1467 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1469 }
1446 1470
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1449 1473
1450 INVOKE_OBJECT (INSERT, op); 1474 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1482 * update_object().
1459 */ 1483 */
1460 1484
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* 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) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1487 {
1464 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1465 return 0; 1489 return 0;
1466 1490
1467 /* If we are a multi part object, lets work our way through the check 1491 /* 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 1502/* 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. 1503 * 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. 1504 * op is the object to insert it under: supplies x and the map.
1481 */ 1505 */
1482void 1506void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1508{
1485 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1486 1510
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1513 tmp->destroy ();
1490 1514
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1492 1516
1493 tmp->x = op->x; 1517 tmp->x = op->x;
1494 tmp->y = op->y; 1518 tmp->y = op->y;
1495 1519
1496 insert_ob_in_map (tmp, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1645 1669
1646 adjust_weight (this, op->total_weight ()); 1670 adjust_weight (this, op->total_weight ());
1647 1671
1648inserted: 1672inserted:
1649 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && map && map->darkness) 1674 if (op->glow_radius && is_on_map ())
1675 {
1676 update_stats ();
1651 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1652 1678 }
1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1653 // if this is a player's inventory, update stats 1680 // if this is a player's inventory, update stats
1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1655 update_stats (); 1681 update_stats ();
1656 1682
1657 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1658 1684
1659 return op; 1685 return op;
1680 * on top. 1706 * on top.
1681 */ 1707 */
1682int 1708int
1683check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1684{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1685 object *tmp; 1714 object *tmp;
1686 maptile *m = op->map; 1715 maptile *m = op->map;
1687 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1688 1717
1689 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1690 1719
1691 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1692 return 0;
1693 1721
1694 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1695 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1696 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1697 1725
1698 /* if nothing on this space will slow op down or be applied, 1726 /* 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 1727 * 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 1728 * is set, as lots of objects don't have it set - we treat that
1701 * as walking. 1729 * as walking.
1712 return 0; 1740 return 0;
1713 1741
1714 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1715 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1716 */ 1744 */
1717 1745 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 } 1746 {
1747 next = tmp->below;
1727 1748
1728 for (; tmp; tmp = tmp->below)
1729 {
1730 if (tmp == op) 1749 if (tmp == op)
1731 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1732 1751
1733 /* Check to see if one of the movement types should be slowed down. 1752 /* 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 1753 * Second check makes sure that the movement types not being slowed
1739 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1740 { 1759 {
1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 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)) 1761 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1743 { 1762 {
1744
1745 float
1746 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1747 1764
1748 if (op->type == PLAYER) 1765 if (op->is_player ())
1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 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))) 1767 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1751 diff /= 4.0; 1768 diff /= 4.0;
1752 1769
1753 op->speed_left -= diff; 1770 op->speed_left -= diff;
1754 } 1771 }
1755 } 1772 }
2039 * there is capable of. 2056 * there is capable of.
2040 */ 2057 */
2041int 2058int
2042find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2043{ 2060{
2044 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2045
2046 sint16 nx, ny;
2047 object *tmp;
2048 maptile *mp;
2049
2050 MoveType blocked, move_type; 2062 MoveType move_type;
2051 2063
2052 if (exclude && exclude->head_ () != exclude) 2064 if (exclude && exclude->head_ () != exclude)
2053 { 2065 {
2054 exclude = exclude->head; 2066 exclude = exclude->head;
2055 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2058 { 2070 {
2059 /* If we don't have anything, presume it can use all movement types. */ 2071 /* If we don't have anything, presume it can use all movement types. */
2060 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2061 } 2073 }
2062 2074
2063 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2064 { 2076 {
2065 mp = m; 2077 mapxy pos (m, x, y);
2066 nx = x + freearr_x[i]; 2078 pos.move (i);
2067 ny = y + freearr_y[i];
2068 2079
2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2070
2071 if (mflags & P_OUT_OF_MAP)
2072 max = maxfree[i]; 2081 max = maxfree[i];
2073 else 2082 else
2074 { 2083 {
2075 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2076 2085
2077 blocked = ms.move_block;
2078
2079 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2080 max = maxfree[i]; 2087 max = maxfree [i];
2081 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2082 { 2089 {
2083 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 break;
2087
2088 if (tmp)
2089 return freedir[i]; 2093 return freedir [i];
2090 } 2094 }
2091 } 2095 }
2092 } 2096 }
2093 2097
2094 return 0; 2098 return 0;
2169 * This basically means that if direction is 15, then it could either go 2173 * 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. 2174 * 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 2175 * Moved from spell_util.c to object.c with the other related direction
2172 * functions. 2176 * functions.
2173 */ 2177 */
2174int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2175 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2176 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2177 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2178 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2179 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2275int 2279int
2276can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2277{ 2281{
2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (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)); 2284 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2281} 2285}
2282 2286
2283/* 2287/*
2284 * create clone from object to another 2288 * create clone from object to another
2285 */ 2289 */
2317 return tmp; 2321 return tmp;
2318 2322
2319 return 0; 2323 return 0;
2320} 2324}
2321 2325
2322const shstr & 2326shstr_tmp
2323object::kv_get (const shstr &key) const 2327object::kv_get (shstr_tmp key) const
2324{ 2328{
2325 for (key_value *kv = key_values; kv; kv = kv->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2326 if (kv->key == key) 2330 if (kv->key == key)
2327 return kv->value; 2331 return kv->value;
2328 2332
2329 return shstr_null; 2333 return shstr ();
2330} 2334}
2331 2335
2332void 2336void
2333object::kv_set (const shstr &key, const shstr &value) 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2334{ 2338{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2340 if (kv->key == key)
2337 { 2341 {
2338 kv->value = value; 2342 kv->value = value;
2347 2351
2348 key_values = kv; 2352 key_values = kv;
2349} 2353}
2350 2354
2351void 2355void
2352object::kv_del (const shstr &key) 2356object::kv_del (shstr_tmp key)
2353{ 2357{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key) 2359 if ((*kvp)->key == key)
2356 { 2360 {
2357 key_value *kv = *kvp; 2361 key_value *kv = *kvp;
2488 container = 0; 2492 container = 0;
2489 2493
2490 // client needs item update to make it work, client bug requires this to be separate 2494 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container); 2495 esrv_update_item (UPD_FLAGS, this, old_container);
2492 2496
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2497 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2494 play_sound (sound_find ("chest_close")); 2498 play_sound (sound_find ("chest_close"));
2495 } 2499 }
2496 2500
2497 if (new_container) 2501 if (new_container)
2498 { 2502 {
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer); 2513 new_container->insert (closer);
2510 } 2514 }
2511#endif 2515#endif
2512 2516
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2514 2518
2515 // make sure the container is available, client bug requires this to be separate 2519 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container); 2520 esrv_send_item (this, new_container);
2517 2521
2518 new_container->flag [FLAG_APPLIED] = true; 2522 new_container->flag [FLAG_APPLIED] = true;
2526// else if (!old_container->env && contr && contr->ns) 2530// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset (); 2531// contr->ns->floorbox_reset ();
2528} 2532}
2529 2533
2530object * 2534object *
2531object::force_find (const shstr name) 2535object::force_find (shstr_tmp name)
2532{ 2536{
2533 /* cycle through his inventory to look for the MARK we want to 2537 /* cycle through his inventory to look for the MARK we want to
2534 * place 2538 * place
2535 */ 2539 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below) 2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2538 return splay (tmp); 2542 return splay (tmp);
2539 2543
2540 return 0; 2544 return 0;
2541} 2545}
2542 2546
2547//-GPL
2548
2543void 2549void
2550object::force_set_timer (int duration)
2551{
2552 this->duration = 1;
2553 this->speed_left = -1.f;
2554
2555 this->set_speed (duration ? 1.f / duration : 0.f);
2556}
2557
2558object *
2544object::force_add (const shstr name, int duration) 2559object::force_add (shstr_tmp name, int duration)
2545{ 2560{
2546 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2547 force->destroy (); 2562 force->destroy ();
2548 2563
2549 object *force = get_archetype (FORCE_NAME); 2564 object *force = get_archetype (FORCE_NAME);
2550 2565
2551 force->slaying = name; 2566 force->slaying = name;
2552 force->stats.food = 1; 2567 force->force_set_timer (duration);
2553 force->speed_left = -1.f;
2554
2555 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2558 2569
2559 insert (force); 2570 return insert (force);
2560} 2571}
2561 2572
2562void 2573void
2563object::play_sound (faceidx sound) 2574object::play_sound (faceidx sound) const
2564{ 2575{
2565 if (!sound) 2576 if (!sound)
2566 return; 2577 return;
2567 2578
2568 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2569 return; 2604 return;
2570 2605
2571 if (env) 2606 // find old force, or create new one
2572 { 2607 object *force = force_find (shstr_noise_force);
2573 if (object *pl = in_player ()) 2608
2574 pl->contr->play_sound (sound); 2609 if (force)
2575 } 2610 force->speed_left = -1.f; // patch old speed up
2576 else 2611 else
2577 map->play_sound (sound, x, y); 2612 {
2578} 2613 force = archetype::get (shstr_noise_force);
2579 2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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