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Comparing deliantra/server/common/object.C (file contents):
Revision 1.271 by root, Sat Dec 27 04:07:44 2008 UTC vs.
Revision 1.295 by root, Fri Nov 6 13:03:34 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;
37uint32_t mapspace::smellcount; 38uint32_t mapspace::smellcount = 10000;
38 39
39objectvec objects; 40objectvec objects;
40activevec actives; 41activevec actives;
42
43//+GPL
41 44
42short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
43 0, 46 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
45 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,
49 0, 52 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 56};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
61 0, 58 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
65}; 69};
66 70
67static void 71static void
68write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
69{ 73{
328 // the player inventory itself is always visible 332 // the player inventory itself is always visible
329 if (env->is_player ()) 333 if (env->is_player ())
330 return env; 334 return env;
331 335
332 // else a player could have our env open 336 // else a player could have our env open
333 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
334 338
335 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 340 // even if our inv is in a player.
337 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 343 if (pl->container_ () == env)
340 return pl; 344 return pl;
341 } 345 }
342 else 346 else
343 { 347 {
344 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 352 || pl->container_ () == this)
349 return pl; 353 return pl;
350 } 354 }
351 } 355 }
352 356
353 return 0; 357 return 0;
431 object_freezer freezer; 435 object_freezer freezer;
432 op->write (freezer); 436 op->write (freezer);
433 return freezer.as_string (); 437 return freezer.as_string ();
434} 438}
435 439
440char *
441object::as_string ()
442{
443 return dump_object (this);
444}
445
436/* 446/*
437 * get_nearest_part(multi-object, object 2) returns the part of the 447 * get_nearest_part(multi-object, object 2) returns the part of the
438 * multi-object 1 which is closest to the second object. 448 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned. 449 * If it's not a multi-object, it is returned.
440 */ 450 */
441object * 451static object *
442get_nearest_part (object *op, const object *pl) 452get_nearest_part (object *op, const object *pl)
443{ 453{
444 object *tmp, *closest; 454 object *tmp, *closest;
445 int last_dist, i; 455 int last_dist, i;
446 456
555 update_stats (); 565 update_stats ();
556 566
557 new_draw_info_format (NDI_UNIQUE, 0, this, 567 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 568 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 569 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name); 570 "[You need to unapply some items first - use the 'body' command to see "
571 "how many items you cna wera on a specific body part.]", &ob->name);
561 return false; 572 return false;
562 } 573 }
563 574
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 } 576 }
792 803
793object::object () 804object::object ()
794{ 805{
795 SET_FLAG (this, FLAG_REMOVED); 806 SET_FLAG (this, FLAG_REMOVED);
796 807
797 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
798 face = blank_face; 809 face = blank_face;
799} 810}
800 811
801object::~object () 812object::~object ()
802{ 813{
831{ 842{
832 /* If already on active list, don't do anything */ 843 /* If already on active list, don't do anything */
833 if (active) 844 if (active)
834 return; 845 return;
835 846
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 if (has_active_speed ()) 847 if (has_active_speed ())
848 {
849 if (flag [FLAG_FREED])
850 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
851
840 actives.insert (this); 852 actives.insert (this);
853 }
841} 854}
842 855
843void 856void
844object::activate_recursive () 857object::activate_recursive ()
845{ 858{
963 976
964void 977void
965object::do_destroy () 978object::do_destroy ()
966{ 979{
967 if (flag [FLAG_IS_LINKED]) 980 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 981 remove_link ();
969 982
970 if (flag [FLAG_FRIENDLY]) 983 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 984 remove_friendly_object (this);
972 985
973 remove (); 986 remove ();
1031 * the previous environment. 1044 * the previous environment.
1032 */ 1045 */
1033void 1046void
1034object::do_remove () 1047object::do_remove ()
1035{ 1048{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1049 if (flag [FLAG_REMOVED])
1040 return; 1050 return;
1041 1051
1042 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1043 1053
1097 1107
1098 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1099 { 1109 {
1100 if (is_player ()) 1110 if (is_player ())
1101 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player 1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103 1114
1104 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env) 1116 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1108 close_container (); 1119 close_container ();
1109 1120
1110 --map->players; 1121 --map->players;
1111 map->touch (); 1122 map->touch ();
1112 } 1123 }
1113 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1114 { 1125 {
1115 // removing a container should close it 1126 // removing a container should close it
1116 close_container (); 1127 close_container ();
1117 } 1128 }
1118 1129
1134 1145
1135 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1136 1147
1137 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1138 { 1149 {
1139 if (pl->container == this) 1150 if (pl->container_ () == this)
1140 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1142 * appropriately. 1153 * appropriately.
1143 */ 1154 */
1144 pl->close_container (); 1155 pl->close_container ();
1148 //TODO: update floorbox to preserve ordering 1159 //TODO: update floorbox to preserve ordering
1149 if (pl->contr->ns) 1160 if (pl->contr->ns)
1150 pl->contr->ns->floorbox_update (); 1161 pl->contr->ns->floorbox_update ();
1151 } 1162 }
1152 1163
1164 if (check_walk_off)
1153 for (tmp = ms.bot; tmp; tmp = tmp->above) 1165 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1154 { 1166 {
1167 above = tmp->above;
1168
1155 /* No point updating the players look faces if he is the object 1169 /* No point updating the players look faces if he is the object
1156 * being removed. 1170 * being removed.
1157 */ 1171 */
1158 1172
1159 /* See if object moving off should effect something */ 1173 /* See if object moving off should effect something */
1160 if (check_walk_off
1161 && ((move_type & tmp->move_off) 1174 if ((move_type & tmp->move_off)
1162 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1175 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1163 {
1164 move_apply (tmp, this, 0); 1176 move_apply (tmp, this, 0);
1165
1166 if (destroyed ())
1167 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1168 } 1177 }
1169
1170 last = tmp;
1171 }
1172 1178
1173 if (affects_los ()) 1179 if (affects_los ())
1174 update_all_los (map, x, y); 1180 update_all_los (map, x, y);
1175 } 1181 }
1176} 1182}
1285 1291
1286 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1287 * of areas of callers (eg, anything that uses find_free_spot would now 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1288 * need extra work 1294 * need extra work
1289 */ 1295 */
1296 maptile *newmap = m;
1290 if (!xy_normalise (m, op->x, op->y)) 1297 if (!xy_normalise (newmap, op->x, op->y))
1291 { 1298 {
1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1299 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1293 return 0; 1300 return 0;
1294 } 1301 }
1295 1302
1296 if (object *more = op->more) 1303 if (object *more = op->more)
1297 if (!insert_ob_in_map (more, m, originator, flag)) 1304 if (!insert_ob_in_map (more, m, originator, flag))
1298 return 0; 1305 return 0;
1299 1306
1300 CLEAR_FLAG (op, FLAG_REMOVED); 1307 op->flag [FLAG_REMOVED] = false;
1301 1308 op->env = 0;
1302 op->map = m; 1309 op->map = newmap;
1310
1303 mapspace &ms = op->ms (); 1311 mapspace &ms = op->ms ();
1304 1312
1305 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1306 */ 1314 */
1307 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort (); 1337 abort ();
1330 } 1338 }
1331 1339
1332 if (!originator->is_on_map ()) 1340 if (!originator->is_on_map ())
1341 {
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1342 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ()); 1343 op->debug_desc (), originator->debug_desc ());
1344 abort ();
1345 }
1335 1346
1336 op->above = originator; 1347 op->above = originator;
1337 op->below = originator->below; 1348 op->below = originator->below;
1338 originator->below = op; 1349 originator->below = op;
1339 1350
1471 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1472 * update_object(). 1483 * update_object().
1473 */ 1484 */
1474 1485
1475 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* if this is not the head or flag has been passed, don't check walk on status */
1476 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1487 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1477 { 1488 {
1478 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1479 return 0; 1490 return 0;
1480 1491
1481 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1492/* this function inserts an object in the map, but if it 1503/* this function inserts an object in the map, but if it
1493 * finds an object of its own type, it'll remove that one first. 1504 * finds an object of its own type, it'll remove that one first.
1494 * op is the object to insert it under: supplies x and the map. 1505 * op is the object to insert it under: supplies x and the map.
1495 */ 1506 */
1496void 1507void
1497replace_insert_ob_in_map (const char *arch_string, object *op) 1508replace_insert_ob_in_map (shstr_tmp archname, object *op)
1498{ 1509{
1499 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1500 1511
1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1513 if (tmp->arch->archname == archname) /* same archetype */
1503 tmp->destroy (); 1514 tmp->destroy ();
1504 1515
1505 object *tmp = arch_to_object (archetype::find (arch_string)); 1516 object *tmp = arch_to_object (archetype::find (archname));
1506 1517
1507 tmp->x = op->x; 1518 tmp->x = op->x;
1508 tmp->y = op->y; 1519 tmp->y = op->y;
1509 1520
1510 insert_ob_in_map (tmp, op->map, op, 0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1696 * on top. 1707 * on top.
1697 */ 1708 */
1698int 1709int
1699check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1700{ 1711{
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1713 return 0;
1714
1701 object *tmp; 1715 object *tmp;
1702 maptile *m = op->map; 1716 maptile *m = op->map;
1703 int x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1704 1718
1705 MoveType move_on, move_slow, move_block; 1719 mapspace &ms = m->at (x, y);
1706 1720
1707 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 ms.update ();
1708 return 0;
1709 1722
1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1723 MoveType move_on = ms.move_on;
1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1724 MoveType move_slow = ms.move_slow;
1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1725 MoveType move_block = ms.move_block;
1713 1726
1714 /* if nothing on this space will slow op down or be applied, 1727 /* if nothing on this space will slow op down or be applied,
1715 * no need to do checking below. have to make sure move_type 1728 * no need to do checking below. have to make sure move_type
1716 * is set, as lots of objects don't have it set - we treat that 1729 * is set, as lots of objects don't have it set - we treat that
1717 * as walking. 1730 * as walking.
1728 return 0; 1741 return 0;
1729 1742
1730 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
1731 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
1732 */ 1745 */
1733 1746 for (object *next, *tmp = ms.top; tmp; tmp = next)
1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1735 {
1736 /* Trim the search when we find the first other spell effect
1737 * this helps performance so that if a space has 50 spell objects,
1738 * we don't need to check all of them.
1739 */
1740 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1741 break;
1742 } 1747 {
1748 next = tmp->below;
1743 1749
1744 for (; tmp; tmp = tmp->below)
1745 {
1746 if (tmp == op) 1750 if (tmp == op)
1747 continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
1748 1752
1749 /* Check to see if one of the movement types should be slowed down. 1753 /* Check to see if one of the movement types should be slowed down.
1750 * Second check makes sure that the movement types not being slowed 1754 * Second check makes sure that the movement types not being slowed
1755 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1756 { 1760 {
1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1759 { 1763 {
1760
1761 float
1762 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763 1765
1764 if (op->is_player ()) 1766 if (op->is_player ())
1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1767 diff /= 4.0; 1769 diff /= 4.0;
1768 1770
1769 op->speed_left -= diff; 1771 op->speed_left -= diff;
1770 } 1772 }
1771 } 1773 }
2055 * there is capable of. 2057 * there is capable of.
2056 */ 2058 */
2057int 2059int
2058find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2059{ 2061{
2060 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2061
2062 sint16 nx, ny;
2063 object *tmp;
2064 maptile *mp;
2065
2066 MoveType blocked, move_type; 2063 MoveType move_type;
2067 2064
2068 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2069 { 2066 {
2070 exclude = exclude->head; 2067 exclude = exclude->head;
2071 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2074 { 2071 {
2075 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2076 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2077 } 2074 }
2078 2075
2079 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2080 { 2077 {
2081 mp = m; 2078 mapxy pos (m, x, y);
2082 nx = x + freearr_x[i]; 2079 pos.move (i);
2083 ny = y + freearr_y[i];
2084 2080
2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2086
2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i]; 2082 max = maxfree[i];
2089 else 2083 else
2090 { 2084 {
2091 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2092 2086
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2096 max = maxfree[i]; 2088 max = maxfree [i];
2097 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2098 { 2090 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ()) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break;
2103
2104 if (tmp)
2105 return freedir[i]; 2094 return freedir [i];
2106 } 2095 }
2107 } 2096 }
2108 } 2097 }
2109 2098
2110 return 0; 2099 return 0;
2185 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2186 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2187 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2188 * functions. 2177 * functions.
2189 */ 2178 */
2190int reduction_dir[SIZEOFFREE][3] = { 2179static const int reduction_dir[SIZEOFFREE][3] = {
2191 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2192 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2193 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2194 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2195 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2333 return tmp; 2322 return tmp;
2334 2323
2335 return 0; 2324 return 0;
2336} 2325}
2337 2326
2338const shstr & 2327shstr_tmp
2339object::kv_get (const shstr &key) const 2328object::kv_get (shstr_tmp key) const
2340{ 2329{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key) 2331 if (kv->key == key)
2343 return kv->value; 2332 return kv->value;
2344 2333
2345 return shstr_null; 2334 return shstr ();
2346} 2335}
2347 2336
2348void 2337void
2349object::kv_set (const shstr &key, const shstr &value) 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2350{ 2339{
2351 for (key_value *kv = key_values; kv; kv = kv->next) 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key) 2341 if (kv->key == key)
2353 { 2342 {
2354 kv->value = value; 2343 kv->value = value;
2363 2352
2364 key_values = kv; 2353 key_values = kv;
2365} 2354}
2366 2355
2367void 2356void
2368object::kv_del (const shstr &key) 2357object::kv_del (shstr_tmp key)
2369{ 2358{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key) 2360 if ((*kvp)->key == key)
2372 { 2361 {
2373 key_value *kv = *kvp; 2362 key_value *kv = *kvp;
2504 container = 0; 2493 container = 0;
2505 2494
2506 // client needs item update to make it work, client bug requires this to be separate 2495 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2496 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2497
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2499 play_sound (sound_find ("chest_close"));
2511 } 2500 }
2512 2501
2513 if (new_container) 2502 if (new_container)
2514 { 2503 {
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2514 new_container->insert (closer);
2526 } 2515 }
2527#endif 2516#endif
2528 2517
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2519
2531 // make sure the container is available, client bug requires this to be separate 2520 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2521 esrv_send_item (this, new_container);
2533 2522
2534 new_container->flag [FLAG_APPLIED] = true; 2523 new_container->flag [FLAG_APPLIED] = true;
2542// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2544} 2533}
2545 2534
2546object * 2535object *
2547object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2548{ 2537{
2549 /* cycle through his inventory to look for the MARK we want to 2538 /* cycle through his inventory to look for the MARK we want to
2550 * place 2539 * place
2551 */ 2540 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2554 return splay (tmp); 2543 return splay (tmp);
2555 2544
2556 return 0; 2545 return 0;
2557} 2546}
2558 2547
2548//-GPL
2549
2550void
2551object::force_set_timer (int duration)
2552{
2553 this->duration = 1;
2554 this->speed_left = -1.f;
2555
2556 this->set_speed (duration ? 1.f / duration : 0.f);
2557}
2558
2559object * 2559object *
2560object::force_add (const shstr name, int duration) 2560object::force_add (shstr_tmp name, int duration)
2561{ 2561{
2562 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2563 force->destroy (); 2563 force->destroy ();
2564 2564
2565 object *force = get_archetype (FORCE_NAME); 2565 object *force = get_archetype (FORCE_NAME);
2566 2566
2567 force->slaying = name; 2567 force->slaying = name;
2568 force->stats.food = 1; 2568 force->force_set_timer (duration);
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2569 force->flag [FLAG_APPLIED] = true;
2574 2570
2575 return insert (force); 2571 return insert (force);
2576} 2572}
2577 2573
2578void 2574void
2579object::play_sound (faceidx sound) 2575object::play_sound (faceidx sound) const
2580{ 2576{
2581 if (!sound) 2577 if (!sound)
2582 return; 2578 return;
2583 2579
2584 if (flag [FLAG_REMOVED]) 2580 if (is_on_map ())
2585 return;
2586
2587 if (env)
2588 {
2589 if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591 }
2592 else
2593 map->play_sound (sound, x, y); 2581 map->play_sound (sound, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::say_msg (const char *msg) const
2588{
2589 if (is_on_map ())
2590 map->say_msg (msg, x, y);
2591 else if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2594} 2593}
2595 2594
2596void 2595void
2597object::make_noise () 2596object::make_noise ()
2598{ 2597{

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