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Comparing deliantra/server/common/object.C (file contents):
Revision 1.263 by root, Sat Dec 20 16:29:41 2008 UTC vs.
Revision 1.296 by root, Fri Nov 6 13:31:47 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,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
50 -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,
51 -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
52}; 56};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
62 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,
63 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
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
323 { 328 {
324 // see if we are in a container of sorts 329 // see if we are in a container of sorts
325 if (env) 330 if (env)
326 { 331 {
327 // the player inventory itself is always visible 332 // the player inventory itself is always visible
328 if (env->type == PLAYER) 333 if (env->is_player ())
329 return env; 334 return env;
330 335
331 // else a player could have our env open 336 // else a player could have our env open
332 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
333 338
334 // 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
335 // even if our inv is in a player. 340 // even if our inv is in a player.
336 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 343 if (pl->container_ () == env)
339 return pl; 344 return pl;
340 } 345 }
341 else 346 else
342 { 347 {
343 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 352 || pl->container_ () == this)
348 return pl; 353 return pl;
349 } 354 }
350 } 355 }
351 356
352 return 0; 357 return 0;
430 object_freezer freezer; 435 object_freezer freezer;
431 op->write (freezer); 436 op->write (freezer);
432 return freezer.as_string (); 437 return freezer.as_string ();
433} 438}
434 439
435/* 440char *
436 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
437 * multi-object 1 which is closest to the second object.
438 * If it's not a multi-object, it is returned.
439 */
440object *
441get_nearest_part (object *op, const object *pl)
442{ 442{
443 object *tmp, *closest; 443 return dump_object (this);
444 int last_dist, i;
445
446 if (!op->more)
447 return op;
448
449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
452 if ((i = distance (tmp, pl)) < last_dist)
453 closest = tmp, last_dist = i;
454
455 return closest;
456} 444}
457 445
458/* 446/*
459 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow. 448 * VERRRY slow.
554 update_stats (); 542 update_stats ();
555 543
556 new_draw_info_format (NDI_UNIQUE, 0, this, 544 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, " 545 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. " 546 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name); 547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
560 return false; 549 return false;
561 } 550 }
562 551
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 } 553 }
758 else if (action == UP_OBJ_INSERT) 747 else if (action == UP_OBJ_INSERT)
759 { 748 {
760 // this is likely overkill, TODO: revisit (schmorp) 749 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 750 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 751 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 752 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 753 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 754 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 755 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 756 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 757 || (m.move_off | op->move_off ) != m.move_off
770 /* This isn't perfect, but I don't expect a lot of objects to 759 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 760 * have move_allow right now.
772 */ 761 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 762 || ((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) 763 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
775 m.flags_ = 0; 764 m.invalidate ();
776 } 765 }
777 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 768 * that is being removed.
780 */ 769 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 771 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
785 else 774 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 776
791 780
792object::object () 781object::object ()
793{ 782{
794 SET_FLAG (this, FLAG_REMOVED); 783 SET_FLAG (this, FLAG_REMOVED);
795 784
796 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
797 face = blank_face; 786 face = blank_face;
798} 787}
799 788
800object::~object () 789object::~object ()
801{ 790{
830{ 819{
831 /* If already on active list, don't do anything */ 820 /* If already on active list, don't do anything */
832 if (active) 821 if (active)
833 return; 822 return;
834 823
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 ()) 824 if (has_active_speed ())
825 {
826 if (flag [FLAG_FREED])
827 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
828
839 actives.insert (this); 829 actives.insert (this);
830 }
840} 831}
841 832
842void 833void
843object::activate_recursive () 834object::activate_recursive ()
844{ 835{
962 953
963void 954void
964object::do_destroy () 955object::do_destroy ()
965{ 956{
966 if (flag [FLAG_IS_LINKED]) 957 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 958 remove_link ();
968 959
969 if (flag [FLAG_FRIENDLY]) 960 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 961 remove_friendly_object (this);
971 962
972 remove (); 963 remove ();
1030 * the previous environment. 1021 * the previous environment.
1031 */ 1022 */
1032void 1023void
1033object::do_remove () 1024object::do_remove ()
1034{ 1025{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1026 if (flag [FLAG_REMOVED])
1039 return; 1027 return;
1040 1028
1041 INVOKE_OBJECT (REMOVE, this); 1029 INVOKE_OBJECT (REMOVE, this);
1042 1030
1055 if (object *pl = visible_to ()) 1043 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1044 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1045 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1046
1059 adjust_weight (env, -total_weight ()); 1047 adjust_weight (env, -total_weight ());
1048
1049 object *pl = in_player ();
1060 1050
1061 /* we set up values so that it could be inserted into 1051 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1052 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1053 * to the caller to decide what we want to do.
1064 */ 1054 */
1076 1066
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1067 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1068 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1069 * to save cpu time.
1080 */ 1070 */
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1071 if (pl)
1072 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1073 {
1082 otmp->update_stats (); 1074 pl->update_stats ();
1075
1076 if (glow_radius && pl->is_on_map ())
1077 update_all_los (pl->map, pl->x, pl->y);
1078 }
1083 } 1079 }
1084 else if (map) 1080 else if (map)
1085 { 1081 {
1086 map->dirty = true; 1082 map->dirty = true;
1087 mapspace &ms = this->ms (); 1083 mapspace &ms = this->ms ();
1088 1084
1089 if (object *pl = ms.player ()) 1085 if (object *pl = ms.player ())
1090 { 1086 {
1091 if (type == PLAYER) // this == pl(!) 1087 if (is_player ())
1092 { 1088 {
1089 if (!flag [FLAG_WIZPASS])
1090 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1091
1093 // leaving a spot always closes any open container on the ground 1092 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1093 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1094 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1095 // that the CLOSE event is being sent.
1097 close_container (); 1096 close_container ();
1098 1097
1099 --map->players; 1098 --map->players;
1100 map->touch (); 1099 map->touch ();
1101 } 1100 }
1102 else if (pl->container == this) 1101 else if (pl->container_ () == this)
1103 { 1102 {
1104 // removing a container should close it 1103 // removing a container should close it
1105 close_container (); 1104 close_container ();
1106 } 1105 }
1107 1106
1114 *(below ? &below->above : &ms.bot) = above; 1113 *(below ? &below->above : &ms.bot) = above;
1115 1114
1116 above = 0; 1115 above = 0;
1117 below = 0; 1116 below = 0;
1118 1117
1119 ms.flags_ = 0; 1118 ms.invalidate ();
1120 1119
1121 if (map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1122 return; 1121 return;
1123 1122
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1124
1126 if (object *pl = ms.player ()) 1125 if (object *pl = ms.player ())
1127 { 1126 {
1128 if (pl->container == this) 1127 if (pl->container_ () == this)
1129 /* If a container that the player is currently using somehow gets 1128 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view 1129 * removed (most likely destroyed), update the player view
1131 * appropriately. 1130 * appropriately.
1132 */ 1131 */
1133 pl->close_container (); 1132 pl->close_container ();
1137 //TODO: update floorbox to preserve ordering 1136 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns) 1137 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update (); 1138 pl->contr->ns->floorbox_update ();
1140 } 1139 }
1141 1140
1141 if (check_walk_off)
1142 for (tmp = ms.bot; tmp; tmp = tmp->above) 1142 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1143 { 1143 {
1144 above = tmp->above;
1145
1144 /* No point updating the players look faces if he is the object 1146 /* No point updating the players look faces if he is the object
1145 * being removed. 1147 * being removed.
1146 */ 1148 */
1147 1149
1148 /* See if object moving off should effect something */ 1150 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1151 if ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1152 {
1153 move_apply (tmp, this, 0); 1153 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 } 1154 }
1158 1155
1159 last = tmp; 1156 if (affects_los ())
1160 }
1161
1162 if (glow_radius || flag [FLAG_BLOCKSVIEW])
1163 update_all_los (map, x, y); 1157 update_all_los (map, x, y);
1164 } 1158 }
1165} 1159}
1166 1160
1167/* 1161/*
1274 1268
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1269 /* 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 1270 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1271 * need extra work
1278 */ 1272 */
1273 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1274 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1275 {
1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1276 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1277 return 0;
1283 } 1278 }
1284 1279
1285 if (object *more = op->more) 1280 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1281 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1282 return 0;
1288 1283
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1284 op->flag [FLAG_REMOVED] = false;
1290 1285 op->env = 0;
1291 op->map = m; 1286 op->map = newmap;
1287
1292 mapspace &ms = op->ms (); 1288 mapspace &ms = op->ms ();
1293 1289
1294 /* this has to be done after we translate the coordinates. 1290 /* this has to be done after we translate the coordinates.
1295 */ 1291 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1292 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"); 1313 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1314 abort ();
1319 } 1315 }
1320 1316
1321 if (!originator->is_on_map ()) 1317 if (!originator->is_on_map ())
1318 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1319 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 ()); 1320 op->debug_desc (), originator->debug_desc ());
1321 abort ();
1322 }
1324 1323
1325 op->above = originator; 1324 op->above = originator;
1326 op->below = originator->below; 1325 op->below = originator->below;
1327 originator->below = op; 1326 originator->below = op;
1328 1327
1414 op->below = top; 1413 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1414 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1415 }
1417 } 1416 }
1418 1417
1419 if (op->type == PLAYER) 1418 if (op->is_player ())
1420 { 1419 {
1421 op->contr->do_los = 1; 1420 op->contr->do_los = 1;
1422 ++op->map->players; 1421 ++op->map->players;
1423 op->map->touch (); 1422 op->map->touch ();
1424 } 1423 }
1439 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1441 * of effect may be sufficient.
1443 */ 1442 */
1444 if (op->map->darkness && (op->glow_radius || op->flag [FLAG_BLOCKSVIEW])) 1443 if (op->affects_los ())
1444 {
1445 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1446 update_all_los (op->map, op->x, op->y);
1447 }
1446 1448
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1449 1451
1450 INVOKE_OBJECT (INSERT, op); 1452 INVOKE_OBJECT (INSERT, op);
1457 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1460 * update_object().
1459 */ 1461 */
1460 1462
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* 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) 1464 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1465 {
1464 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1465 return 0; 1467 return 0;
1466 1468
1467 /* If we are a multi part object, lets work our way through the check 1469 /* 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 1480/* 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. 1481 * 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. 1482 * op is the object to insert it under: supplies x and the map.
1481 */ 1483 */
1482void 1484void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1485replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1486{
1485 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1486 1488
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1489 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1490 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1491 tmp->destroy ();
1490 1492
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1493 object *tmp = arch_to_object (archetype::find (archname));
1492 1494
1493 tmp->x = op->x; 1495 tmp->x = op->x;
1494 tmp->y = op->y; 1496 tmp->y = op->y;
1495 1497
1496 insert_ob_in_map (tmp, op->map, op, 0); 1498 insert_ob_in_map (tmp, op->map, op, 0);
1645 1647
1646 adjust_weight (this, op->total_weight ()); 1648 adjust_weight (this, op->total_weight ());
1647 1649
1648inserted: 1650inserted:
1649 /* reset the light list and los of the players on the map */ 1651 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && map && map->darkness) 1652 if (op->glow_radius && is_on_map ())
1653 {
1654 update_stats ();
1651 update_all_los (map, x, y); 1655 update_all_los (map, x, y);
1652 1656 }
1657 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1653 // if this is a player's inventory, update stats 1658 // if this is a player's inventory, update stats
1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1655 update_stats (); 1659 update_stats ();
1656 1660
1657 INVOKE_OBJECT (INSERT, this); 1661 INVOKE_OBJECT (INSERT, this);
1658 1662
1659 return op; 1663 return op;
1680 * on top. 1684 * on top.
1681 */ 1685 */
1682int 1686int
1683check_move_on (object *op, object *originator) 1687check_move_on (object *op, object *originator)
1684{ 1688{
1689 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1690 return 0;
1691
1685 object *tmp; 1692 object *tmp;
1686 maptile *m = op->map; 1693 maptile *m = op->map;
1687 int x = op->x, y = op->y; 1694 int x = op->x, y = op->y;
1688 1695
1689 MoveType move_on, move_slow, move_block; 1696 mapspace &ms = m->at (x, y);
1690 1697
1691 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1698 ms.update ();
1692 return 0;
1693 1699
1694 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1700 MoveType move_on = ms.move_on;
1695 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1701 MoveType move_slow = ms.move_slow;
1696 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1702 MoveType move_block = ms.move_block;
1697 1703
1698 /* if nothing on this space will slow op down or be applied, 1704 /* 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 1705 * 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 1706 * is set, as lots of objects don't have it set - we treat that
1701 * as walking. 1707 * as walking.
1712 return 0; 1718 return 0;
1713 1719
1714 /* The objects have to be checked from top to bottom. 1720 /* The objects have to be checked from top to bottom.
1715 * Hence, we first go to the top: 1721 * Hence, we first go to the top:
1716 */ 1722 */
1717 1723 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 } 1724 {
1725 next = tmp->below;
1727 1726
1728 for (; tmp; tmp = tmp->below)
1729 {
1730 if (tmp == op) 1727 if (tmp == op)
1731 continue; /* Can't apply yourself */ 1728 continue; /* Can't apply yourself */
1732 1729
1733 /* Check to see if one of the movement types should be slowed down. 1730 /* 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 1731 * Second check makes sure that the movement types not being slowed
1739 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1736 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1740 { 1737 {
1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1738 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)) 1739 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1743 { 1740 {
1744
1745 float
1746 diff = tmp->move_slow_penalty * fabs (op->speed); 1741 float diff = tmp->move_slow_penalty * fabs (op->speed);
1747 1742
1748 if (op->type == PLAYER) 1743 if (op->is_player ())
1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1744 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))) 1745 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1751 diff /= 4.0; 1746 diff /= 4.0;
1752 1747
1753 op->speed_left -= diff; 1748 op->speed_left -= diff;
1754 } 1749 }
1755 } 1750 }
2039 * there is capable of. 2034 * there is capable of.
2040 */ 2035 */
2041int 2036int
2042find_dir (maptile *m, int x, int y, object *exclude) 2037find_dir (maptile *m, int x, int y, object *exclude)
2043{ 2038{
2044 int i, max = SIZEOFFREE, mflags; 2039 int max = SIZEOFFREE, mflags;
2045
2046 sint16 nx, ny;
2047 object *tmp;
2048 maptile *mp;
2049
2050 MoveType blocked, move_type; 2040 MoveType move_type;
2051 2041
2052 if (exclude && exclude->head_ () != exclude) 2042 if (exclude && exclude->head_ () != exclude)
2053 { 2043 {
2054 exclude = exclude->head; 2044 exclude = exclude->head;
2055 move_type = exclude->move_type; 2045 move_type = exclude->move_type;
2058 { 2048 {
2059 /* If we don't have anything, presume it can use all movement types. */ 2049 /* If we don't have anything, presume it can use all movement types. */
2060 move_type = MOVE_ALL; 2050 move_type = MOVE_ALL;
2061 } 2051 }
2062 2052
2063 for (i = 1; i < max; i++) 2053 for (int i = 1; i < max; i++)
2064 { 2054 {
2065 mp = m; 2055 mapxy pos (m, x, y);
2066 nx = x + freearr_x[i]; 2056 pos.move (i);
2067 ny = y + freearr_y[i];
2068 2057
2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2058 if (!pos.normalise ())
2070
2071 if (mflags & P_OUT_OF_MAP)
2072 max = maxfree[i]; 2059 max = maxfree[i];
2073 else 2060 else
2074 { 2061 {
2075 mapspace &ms = mp->at (nx, ny); 2062 mapspace &ms = *pos;
2076 2063
2077 blocked = ms.move_block;
2078
2079 if ((move_type & blocked) == move_type) 2064 if ((move_type & ms.move_block) == move_type)
2080 max = maxfree[i]; 2065 max = maxfree [i];
2081 else if (mflags & P_IS_ALIVE) 2066 else if (ms.flags () & P_IS_ALIVE)
2082 { 2067 {
2083 for (tmp = ms.bot; tmp; tmp = tmp->above) 2068 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2069 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2070 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 break;
2087
2088 if (tmp)
2089 return freedir[i]; 2071 return freedir [i];
2090 } 2072 }
2091 } 2073 }
2092 } 2074 }
2093 2075
2094 return 0; 2076 return 0;
2169 * This basically means that if direction is 15, then it could either go 2151 * 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. 2152 * 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 2153 * Moved from spell_util.c to object.c with the other related direction
2172 * functions. 2154 * functions.
2173 */ 2155 */
2174int reduction_dir[SIZEOFFREE][3] = { 2156static const int reduction_dir[SIZEOFFREE][3] = {
2175 {0, 0, 0}, /* 0 */ 2157 {0, 0, 0}, /* 0 */
2176 {0, 0, 0}, /* 1 */ 2158 {0, 0, 0}, /* 1 */
2177 {0, 0, 0}, /* 2 */ 2159 {0, 0, 0}, /* 2 */
2178 {0, 0, 0}, /* 3 */ 2160 {0, 0, 0}, /* 3 */
2179 {0, 0, 0}, /* 4 */ 2161 {0, 0, 0}, /* 4 */
2275int 2257int
2276can_pick (const object *who, const object *item) 2258can_pick (const object *who, const object *item)
2277{ 2259{
2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2260 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2261 (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)); 2262 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2281} 2263}
2282 2264
2283/* 2265/*
2284 * create clone from object to another 2266 * create clone from object to another
2285 */ 2267 */
2317 return tmp; 2299 return tmp;
2318 2300
2319 return 0; 2301 return 0;
2320} 2302}
2321 2303
2322const shstr & 2304shstr_tmp
2323object::kv_get (const shstr &key) const 2305object::kv_get (shstr_tmp key) const
2324{ 2306{
2325 for (key_value *kv = key_values; kv; kv = kv->next) 2307 for (key_value *kv = key_values; kv; kv = kv->next)
2326 if (kv->key == key) 2308 if (kv->key == key)
2327 return kv->value; 2309 return kv->value;
2328 2310
2329 return shstr_null; 2311 return shstr ();
2330} 2312}
2331 2313
2332void 2314void
2333object::kv_set (const shstr &key, const shstr &value) 2315object::kv_set (shstr_tmp key, shstr_tmp value)
2334{ 2316{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2317 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2318 if (kv->key == key)
2337 { 2319 {
2338 kv->value = value; 2320 kv->value = value;
2347 2329
2348 key_values = kv; 2330 key_values = kv;
2349} 2331}
2350 2332
2351void 2333void
2352object::kv_del (const shstr &key) 2334object::kv_del (shstr_tmp key)
2353{ 2335{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2336 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key) 2337 if ((*kvp)->key == key)
2356 { 2338 {
2357 key_value *kv = *kvp; 2339 key_value *kv = *kvp;
2488 container = 0; 2470 container = 0;
2489 2471
2490 // client needs item update to make it work, client bug requires this to be separate 2472 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container); 2473 esrv_update_item (UPD_FLAGS, this, old_container);
2492 2474
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2475 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2494 play_sound (sound_find ("chest_close")); 2476 play_sound (sound_find ("chest_close"));
2495 } 2477 }
2496 2478
2497 if (new_container) 2479 if (new_container)
2498 { 2480 {
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2490 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer); 2491 new_container->insert (closer);
2510 } 2492 }
2511#endif 2493#endif
2512 2494
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2514 2496
2515 // make sure the container is available, client bug requires this to be separate 2497 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container); 2498 esrv_send_item (this, new_container);
2517 2499
2518 new_container->flag [FLAG_APPLIED] = true; 2500 new_container->flag [FLAG_APPLIED] = true;
2526// else if (!old_container->env && contr && contr->ns) 2508// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset (); 2509// contr->ns->floorbox_reset ();
2528} 2510}
2529 2511
2530object * 2512object *
2531object::force_find (const shstr name) 2513object::force_find (shstr_tmp name)
2532{ 2514{
2533 /* cycle through his inventory to look for the MARK we want to 2515 /* cycle through his inventory to look for the MARK we want to
2534 * place 2516 * place
2535 */ 2517 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below) 2518 for (object *tmp = inv; tmp; tmp = tmp->below)
2538 return splay (tmp); 2520 return splay (tmp);
2539 2521
2540 return 0; 2522 return 0;
2541} 2523}
2542 2524
2525//-GPL
2526
2543void 2527void
2528object::force_set_timer (int duration)
2529{
2530 this->duration = 1;
2531 this->speed_left = -1.f;
2532
2533 this->set_speed (duration ? 1.f / duration : 0.f);
2534}
2535
2536object *
2544object::force_add (const shstr name, int duration) 2537object::force_add (shstr_tmp name, int duration)
2545{ 2538{
2546 if (object *force = force_find (name)) 2539 if (object *force = force_find (name))
2547 force->destroy (); 2540 force->destroy ();
2548 2541
2549 object *force = get_archetype (FORCE_NAME); 2542 object *force = get_archetype (FORCE_NAME);
2550 2543
2551 force->slaying = name; 2544 force->slaying = name;
2552 force->stats.food = 1; 2545 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; 2546 force->flag [FLAG_APPLIED] = true;
2558 2547
2559 insert (force); 2548 return insert (force);
2560} 2549}
2561 2550
2562void 2551void
2563object::play_sound (faceidx sound) 2552object::play_sound (faceidx sound) const
2564{ 2553{
2565 if (!sound) 2554 if (!sound)
2566 return; 2555 return;
2567 2556
2568 if (flag [FLAG_REMOVED]) 2557 if (is_on_map ())
2558 map->play_sound (sound, x, y);
2559 else if (object *pl = in_player ())
2560 pl->contr->play_sound (sound);
2561}
2562
2563void
2564object::say_msg (const char *msg) const
2565{
2566 if (is_on_map ())
2567 map->say_msg (msg, x, y);
2568 else if (object *pl = in_player ())
2569 pl->contr->play_sound (sound);
2570}
2571
2572void
2573object::make_noise ()
2574{
2575 // we do not model noise in the map, so instead put
2576 // a temporary light into the noise source
2577 // could use the map instead, but that's less reliable for our
2578 // goal, which is to make invisibility a bit harder to exploit
2579
2580 // currently only works sensibly for players
2581 if (!is_player ())
2569 return; 2582 return;
2570 2583
2571 if (env) 2584 // find old force, or create new one
2572 { 2585 object *force = force_find (shstr_noise_force);
2573 if (object *pl = in_player ()) 2586
2574 pl->contr->play_sound (sound); 2587 if (force)
2575 } 2588 force->speed_left = -1.f; // patch old speed up
2576 else 2589 else
2577 map->play_sound (sound, x, y); 2590 {
2578} 2591 force = archetype::get (shstr_noise_force);
2579 2592
2593 force->slaying = shstr_noise_force;
2594 force->stats.food = 1;
2595 force->speed_left = -1.f;
2596
2597 force->set_speed (1.f / 4.f);
2598 force->flag [FLAG_IS_USED_UP] = true;
2599 force->flag [FLAG_APPLIED] = true;
2600
2601 insert (force);
2602 }
2603}
2604

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