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Comparing deliantra/server/common/object.C (file contents):
Revision 1.265 by root, Tue Dec 23 00:39:48 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
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
1079 /* 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
1080 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1081 * to save cpu time. 1091 * to save cpu time.
1082 */ 1092 */
1083 if (pl) 1093 if (pl)
1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)) 1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 { 1095 {
1086 pl->update_stats (); 1096 pl->update_stats ();
1087 1097
1088 if (affects_los () && pl->is_on_map () && pl->map->darkness) 1098 if (glow_radius && pl->is_on_map ())
1089 update_all_los (pl->map, pl->x, pl->y); 1099 update_all_los (pl->map, pl->x, pl->y);
1090 } 1100 }
1091 } 1101 }
1092 else if (map) 1102 else if (map)
1093 { 1103 {
1094 map->dirty = true; 1104 map->dirty = true;
1095 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1096 1106
1097 if (object *pl = ms.player ()) 1107 if (object *pl = ms.player ())
1098 { 1108 {
1099 if (type == PLAYER) // this == pl(!) 1109 if (is_player ())
1100 { 1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1101 // leaving a spot always closes any open container on the ground 1114 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env) 1115 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures 1116 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent. 1117 // that the CLOSE event is being sent.
1105 close_container (); 1118 close_container ();
1106 1119
1107 --map->players; 1120 --map->players;
1108 map->touch (); 1121 map->touch ();
1109 } 1122 }
1110 else if (pl->container == this) 1123 else if (pl->container_ () == this)
1111 { 1124 {
1112 // removing a container should close it 1125 // removing a container should close it
1113 close_container (); 1126 close_container ();
1114 } 1127 }
1115 1128
1131 1144
1132 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1133 1146
1134 if (object *pl = ms.player ()) 1147 if (object *pl = ms.player ())
1135 { 1148 {
1136 if (pl->container == this) 1149 if (pl->container_ () == this)
1137 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1138 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1139 * appropriately. 1152 * appropriately.
1140 */ 1153 */
1141 pl->close_container (); 1154 pl->close_container ();
1145 //TODO: update floorbox to preserve ordering 1158 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns) 1159 if (pl->contr->ns)
1147 pl->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1148 } 1161 }
1149 1162
1163 if (check_walk_off)
1150 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1151 { 1165 {
1166 above = tmp->above;
1167
1152 /* 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
1153 * being removed. 1169 * being removed.
1154 */ 1170 */
1155 1171
1156 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1157 if (check_walk_off
1158 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1159 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1160 {
1161 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1162
1163 if (destroyed ())
1164 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1165 } 1176 }
1166 1177
1167 last = tmp; 1178 if (affects_los ())
1168 }
1169
1170 if (map->darkness && affects_los ())
1171 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1172 } 1180 }
1173} 1181}
1174 1182
1175/* 1183/*
1282 1290
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * 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
1285 * need extra work 1293 * need extra work
1286 */ 1294 */
1295 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1297 {
1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1299 return 0;
1291 } 1300 }
1292 1301
1293 if (object *more = op->more) 1302 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1303 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1304 return 0;
1296 1305
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1306 op->flag [FLAG_REMOVED] = false;
1298 1307 op->env = 0;
1299 op->map = m; 1308 op->map = newmap;
1309
1300 mapspace &ms = op->ms (); 1310 mapspace &ms = op->ms ();
1301 1311
1302 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1303 */ 1313 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1325 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");
1326 abort (); 1336 abort ();
1327 } 1337 }
1328 1338
1329 if (!originator->is_on_map ()) 1339 if (!originator->is_on_map ())
1340 {
1330 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",
1331 op->debug_desc (), originator->debug_desc ()); 1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1332 1345
1333 op->above = originator; 1346 op->above = originator;
1334 op->below = originator->below; 1347 op->below = originator->below;
1335 originator->below = op; 1348 originator->below = op;
1336 1349
1422 op->below = top; 1435 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1437 }
1425 } 1438 }
1426 1439
1427 if (op->type == PLAYER) 1440 if (op->is_player ())
1428 { 1441 {
1429 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1430 ++op->map->players; 1443 ++op->map->players;
1431 op->map->touch (); 1444 op->map->touch ();
1432 } 1445 }
1447 * 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 -
1448 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1463 * of effect may be sufficient.
1451 */ 1464 */
1452 if (op->affects_los () && op->map->darkness) 1465 if (op->affects_los ())
1453 { 1466 {
1454 op->ms ().invalidate (); 1467 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1456 } 1469 }
1457 1470
1468 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1469 * update_object(). 1482 * update_object().
1470 */ 1483 */
1471 1484
1472 /* 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 */
1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1474 { 1487 {
1475 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1476 return 0; 1489 return 0;
1477 1490
1478 /* 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
1489/* this function inserts an object in the map, but if it 1502/* this function inserts an object in the map, but if it
1490 * 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.
1491 * 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.
1492 */ 1505 */
1493void 1506void
1494replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1495{ 1508{
1496 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1497 1510
1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1500 tmp->destroy (); 1513 tmp->destroy ();
1501 1514
1502 object *tmp = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1503 1516
1504 tmp->x = op->x; 1517 tmp->x = op->x;
1505 tmp->y = op->y; 1518 tmp->y = op->y;
1506 1519
1507 insert_ob_in_map (tmp, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1656 1669
1657 adjust_weight (this, op->total_weight ()); 1670 adjust_weight (this, op->total_weight ());
1658 1671
1659inserted: 1672inserted:
1660 /* 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 */
1661 if (op->glow_radius && is_on_map () && map->darkness) 1674 if (op->glow_radius && is_on_map ())
1662 { 1675 {
1663 update_stats (); 1676 update_stats ();
1664 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1665 } 1678 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1667 // if this is a player's inventory, update stats 1680 // if this is a player's inventory, update stats
1668 update_stats (); 1681 update_stats ();
1669 1682
1670 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1671 1684
1693 * on top. 1706 * on top.
1694 */ 1707 */
1695int 1708int
1696check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1697{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1698 object *tmp; 1714 object *tmp;
1699 maptile *m = op->map; 1715 maptile *m = op->map;
1700 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1701 1717
1702 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1703 1719
1704 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1705 return 0;
1706 1721
1707 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1708 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1709 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1710 1725
1711 /* 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,
1712 * 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
1713 * 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
1714 * as walking. 1729 * as walking.
1725 return 0; 1740 return 0;
1726 1741
1727 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1728 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1729 */ 1744 */
1730 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1731 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1732 {
1733 /* Trim the search when we find the first other spell effect
1734 * this helps performance so that if a space has 50 spell objects,
1735 * we don't need to check all of them.
1736 */
1737 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1738 break;
1739 } 1746 {
1747 next = tmp->below;
1740 1748
1741 for (; tmp; tmp = tmp->below)
1742 {
1743 if (tmp == op) 1749 if (tmp == op)
1744 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1745 1751
1746 /* 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.
1747 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1752 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1753 { 1759 {
1754 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1755 ((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))
1756 { 1762 {
1757
1758 float
1759 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1760 1764
1761 if (op->type == PLAYER) 1765 if (op->is_player ())
1762 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)) ||
1763 (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)))
1764 diff /= 4.0; 1768 diff /= 4.0;
1765 1769
1766 op->speed_left -= diff; 1770 op->speed_left -= diff;
1767 } 1771 }
1768 } 1772 }
2052 * there is capable of. 2056 * there is capable of.
2053 */ 2057 */
2054int 2058int
2055find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2056{ 2060{
2057 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2058
2059 sint16 nx, ny;
2060 object *tmp;
2061 maptile *mp;
2062
2063 MoveType blocked, move_type; 2062 MoveType move_type;
2064 2063
2065 if (exclude && exclude->head_ () != exclude) 2064 if (exclude && exclude->head_ () != exclude)
2066 { 2065 {
2067 exclude = exclude->head; 2066 exclude = exclude->head;
2068 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2071 { 2070 {
2072 /* 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. */
2073 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2074 } 2073 }
2075 2074
2076 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2077 { 2076 {
2078 mp = m; 2077 mapxy pos (m, x, y);
2079 nx = x + freearr_x[i]; 2078 pos.move (i);
2080 ny = y + freearr_y[i];
2081 2079
2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2083
2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i]; 2081 max = maxfree[i];
2086 else 2082 else
2087 { 2083 {
2088 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2089 2085
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2093 max = maxfree[i]; 2087 max = maxfree [i];
2094 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2095 { 2089 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 break;
2100
2101 if (tmp)
2102 return freedir[i]; 2093 return freedir [i];
2103 } 2094 }
2104 } 2095 }
2105 } 2096 }
2106 2097
2107 return 0; 2098 return 0;
2182 * 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
2183 * 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.
2184 * 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
2185 * functions. 2176 * functions.
2186 */ 2177 */
2187int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2188 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2189 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2190 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2191 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2192 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2288int 2279int
2289can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2290{ 2281{
2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2293 !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));
2294} 2285}
2295 2286
2296/* 2287/*
2297 * create clone from object to another 2288 * create clone from object to another
2298 */ 2289 */
2330 return tmp; 2321 return tmp;
2331 2322
2332 return 0; 2323 return 0;
2333} 2324}
2334 2325
2335const shstr & 2326shstr_tmp
2336object::kv_get (const shstr &key) const 2327object::kv_get (shstr_tmp key) const
2337{ 2328{
2338 for (key_value *kv = key_values; kv; kv = kv->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2339 if (kv->key == key) 2330 if (kv->key == key)
2340 return kv->value; 2331 return kv->value;
2341 2332
2342 return shstr_null; 2333 return shstr ();
2343} 2334}
2344 2335
2345void 2336void
2346object::kv_set (const shstr &key, const shstr &value) 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2347{ 2338{
2348 for (key_value *kv = key_values; kv; kv = kv->next) 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2349 if (kv->key == key) 2340 if (kv->key == key)
2350 { 2341 {
2351 kv->value = value; 2342 kv->value = value;
2360 2351
2361 key_values = kv; 2352 key_values = kv;
2362} 2353}
2363 2354
2364void 2355void
2365object::kv_del (const shstr &key) 2356object::kv_del (shstr_tmp key)
2366{ 2357{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key) 2359 if ((*kvp)->key == key)
2369 { 2360 {
2370 key_value *kv = *kvp; 2361 key_value *kv = *kvp;
2501 container = 0; 2492 container = 0;
2502 2493
2503 // 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
2504 esrv_update_item (UPD_FLAGS, this, old_container); 2495 esrv_update_item (UPD_FLAGS, this, old_container);
2505 2496
2506 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 ());
2507 play_sound (sound_find ("chest_close")); 2498 play_sound (sound_find ("chest_close"));
2508 } 2499 }
2509 2500
2510 if (new_container) 2501 if (new_container)
2511 { 2502 {
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer); 2513 new_container->insert (closer);
2523 } 2514 }
2524#endif 2515#endif
2525 2516
2526 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 ());
2527 2518
2528 // 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
2529 esrv_send_item (this, new_container); 2520 esrv_send_item (this, new_container);
2530 2521
2531 new_container->flag [FLAG_APPLIED] = true; 2522 new_container->flag [FLAG_APPLIED] = true;
2539// else if (!old_container->env && contr && contr->ns) 2530// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset (); 2531// contr->ns->floorbox_reset ();
2541} 2532}
2542 2533
2543object * 2534object *
2544object::force_find (const shstr name) 2535object::force_find (shstr_tmp name)
2545{ 2536{
2546 /* 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
2547 * place 2538 * place
2548 */ 2539 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below) 2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2551 return splay (tmp); 2542 return splay (tmp);
2552 2543
2553 return 0; 2544 return 0;
2554} 2545}
2555 2546
2547//-GPL
2548
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
2556object * 2558object *
2557object::force_add (const shstr name, int duration) 2559object::force_add (shstr_tmp name, int duration)
2558{ 2560{
2559 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2560 force->destroy (); 2562 force->destroy ();
2561 2563
2562 object *force = get_archetype (FORCE_NAME); 2564 object *force = get_archetype (FORCE_NAME);
2563 2565
2564 force->slaying = name; 2566 force->slaying = name;
2565 force->stats.food = 1; 2567 force->force_set_timer (duration);
2566 force->speed_left = -1.f;
2567
2568 force->set_speed (duration ? 1.f / duration : 0.f);
2569 force->flag [FLAG_IS_USED_UP] = true;
2570 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2571 2569
2572 return insert (force); 2570 return insert (force);
2573} 2571}
2574 2572
2575void 2573void
2576object::play_sound (faceidx sound) 2574object::play_sound (faceidx sound) const
2577{ 2575{
2578 if (!sound) 2576 if (!sound)
2579 return; 2577 return;
2580 2578
2581 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y); 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);
2591} 2592}
2592 2593
2593void 2594void
2594object::make_noise () 2595object::make_noise ()
2595{ 2596{
2596 // we do not model noise in the map, so instead put 2597 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source 2598 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our 2599 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit 2600 // goal, which is to make invisibility a bit harder to exploit
2600 2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2604 return;
2605
2601 // find old force, or create new one 2606 // find old force, or create new one
2602 object *force = force_find (shstr_noise_force); 2607 object *force = force_find (shstr_noise_force);
2603 2608
2604 if (force) 2609 if (force)
2605 force->speed = 1.f / 4; // patch old speed up 2610 force->speed_left = -1.f; // patch old speed up
2606 else 2611 else
2607 { 2612 {
2608 force = get_archetype (shstr_noise_force); 2613 force = archetype::get (shstr_noise_force);
2609 2614
2610 force->slaying = name; 2615 force->slaying = shstr_noise_force;
2611 force->stats.food = 1; 2616 force->stats.food = 1;
2612 force->speed_left = -1.f; 2617 force->speed_left = -1.f;
2613 2618
2614 force->set_speed (1.f / 4); 2619 force->set_speed (1.f / 4.f);
2615 force->flag [FLAG_IS_USED_UP] = true; 2620 force->flag [FLAG_IS_USED_UP] = true;
2616 force->flag [FLAG_APPLIED] = true; 2621 force->flag [FLAG_APPLIED] = true;
2617 2622
2618 insert (force); 2623 insert (force);
2619 } 2624 }

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