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Comparing deliantra/server/common/object.C (file contents):
Revision 1.235 by root, Tue May 6 20:00:12 2008 UTC vs.
Revision 1.272 by root, Sat Dec 27 04:09:58 2008 UTC

32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
186 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 188 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
189 return 0; 190 return 0;
190 191
191 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 205
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 208
211 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 210 || ob1->name != ob2->name
213 || ob1->title != ob2->title 211 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 218 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 234 return 0;
236 235
237 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
241 .any ()) 239 .any ())
242 return 0; 240 return 0;
243 241
244 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
326 { 324 {
327 // see if we are in a container of sorts 325 // see if we are in a container of sorts
328 if (env) 326 if (env)
329 { 327 {
330 // the player inventory itself is always visible 328 // the player inventory itself is always visible
331 if (env->type == PLAYER) 329 if (env->is_player ())
332 return env; 330 return env;
333 331
334 // else a player could have our env open 332 // else a player could have our env open
335 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
336 334
344 else 342 else
345 { 343 {
346 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 348 || this == pl->container)
350 return pl; 349 return pl;
351 } 350 }
352 } 351 }
353 352
354 return 0; 353 return 0;
478 */ 477 */
479object * 478object *
480find_object_name (const char *str) 479find_object_name (const char *str)
481{ 480{
482 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
483 object *op;
484 482
483 if (str_)
485 for_all_objects (op) 484 for_all_objects (op)
486 if (op->name == str_) 485 if (op->name == str_)
487 break; 486 return op;
488 487
489 return op; 488 return 0;
490} 489}
491 490
492/* 491/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 493 * skill and experience objects.
638 } 637 }
639 638
640 if (speed < 0) 639 if (speed < 0)
641 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
642 641
643 dst->set_speed (dst->speed); 642 dst->activate ();
644} 643}
645 644
646void 645void
647object::instantiate () 646object::instantiate ()
648{ 647{
760 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
761 { 760 {
762 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 772 * have move_allow right now.
774 */ 773 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 776 m.invalidate ();
778 } 777 }
779 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 780 * that is being removed.
782 */ 781 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 783 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
787 else 786 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 788
831object::activate () 830object::activate ()
832{ 831{
833 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
834 if (active) 833 if (active)
835 return; 834 return;
835
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
836 838
837 if (has_active_speed ()) 839 if (has_active_speed ())
838 actives.insert (this); 840 actives.insert (this);
839} 841}
840 842
904 * drop on that space. 906 * drop on that space.
905 */ 907 */
906 if (!drop_to_ground 908 if (!drop_to_ground
907 || !map 909 || !map
908 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 911 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
911 { 913 {
912 while (inv) 914 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 915 inv->destroy ();
916 }
917 } 916 }
918 else 917 else
919 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
920 while (inv) 919 while (inv)
921 { 920 {
925 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 925 || op->type == RUNE
927 || op->type == TRAP 926 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 929 op->destroy ();
931 else 930 else
932 map->insert (op, x, y); 931 map->insert (op, x, y);
933 } 932 }
934 } 933 }
935} 934}
943 942
944static struct freed_map : maptile 943static struct freed_map : maptile
945{ 944{
946 freed_map () 945 freed_map ()
947 { 946 {
948 path = "<freed objects map>"; 947 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 948 name = "/internal/freed_objects_map";
950 width = 3; 949 width = 3;
951 height = 3; 950 height = 3;
952 nodrop = 1; 951 no_drop = 1;
952 no_reset = 1;
953 953
954 alloc (); 954 alloc ();
955 in_memory = MAP_ACTIVE; 955 in_memory = MAP_ACTIVE;
956 } 956 }
957 957
998 attacked_by = 0; 998 attacked_by = 0;
999 current_weapon = 0; 999 current_weapon = 0;
1000} 1000}
1001 1001
1002void 1002void
1003object::destroy (bool destroy_inventory) 1003object::destroy ()
1004{ 1004{
1005 if (destroyed ()) 1005 if (destroyed ())
1006 return; 1006 return;
1007 1007
1008 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1009 { 1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1011 head->destroy ();
1012 return; 1012 return;
1013 } 1013 }
1014 1014
1015 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1016 1016
1017 if (is_head ()) 1017 if (is_head ())
1018 if (sound_destroy) 1018 if (sound_destroy)
1019 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1057 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1059
1060 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061 1061
1062 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1063
1067 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1070 */ 1067 */
1071 map = env->map; 1068 map = env->map;
1072 x = env->x; 1069 x = env->x;
1073 y = env->y; 1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1074 above = 0; 1076 above = 0;
1075 below = 0; 1077 below = 0;
1076 env = 0; 1078 env = 0;
1077 1079
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1082 * to save cpu time.
1081 */ 1083 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1083 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1084 } 1092 }
1085 else if (map) 1093 else if (map)
1086 { 1094 {
1087 map->dirty = true; 1095 map->dirty = true;
1088 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1089 1097
1090 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1091 { 1099 {
1092 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1093 { 1101 {
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1094 // leaving a spot always closes any open container on the ground 1104 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1105 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1106 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1107 // that the CLOSE event is being sent.
1098 close_container (); 1108 close_container ();
1108 1118
1109 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1110 } 1120 }
1111 1121
1112 /* link the object above us */ 1122 /* link the object above us */
1113 if (above) 1123 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1124 *(above ? &above->below : &ms.top) = below;
1115 else 1125 *(below ? &below->above : &ms.bot) = above;
1116 ms.top = below; /* we were top, set new top */
1117
1118 /* Relink the object below us, if there is one */
1119 if (below)
1120 below->above = above;
1121 else
1122 ms.bot = above;
1123 1126
1124 above = 0; 1127 above = 0;
1125 below = 0; 1128 below = 0;
1129
1130 ms.invalidate ();
1126 1131
1127 if (map->in_memory == MAP_SAVING) 1132 if (map->in_memory == MAP_SAVING)
1128 return; 1133 return;
1129 1134
1130 int check_walk_off = !flag [FLAG_NO_APPLY]; 1135 int check_walk_off = !flag [FLAG_NO_APPLY];
1163 } 1168 }
1164 1169
1165 last = tmp; 1170 last = tmp;
1166 } 1171 }
1167 1172
1168 /* last == NULL if there are no objects on this space */ 1173 if (affects_los ())
1169 //TODO: this makes little sense, why only update the topmost object?
1170 if (!last)
1171 map->at (x, y).flags_ = 0;
1172 else
1173 update_object (last, UP_OBJ_REMOVE);
1174
1175 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1176 update_all_los (map, x, y); 1174 update_all_los (map, x, y);
1177 } 1175 }
1178} 1176}
1179 1177
1180/* 1178/*
1204 esrv_update_item (UPD_NROF, pl, top); 1202 esrv_update_item (UPD_NROF, pl, top);
1205 1203
1206 op->weight = 0; // cancel the addition above 1204 op->weight = 0; // cancel the addition above
1207 op->carrying = 0; // must be 0 already 1205 op->carrying = 0; // must be 0 already
1208 1206
1209 op->destroy (1); 1207 op->destroy ();
1210 1208
1211 return top; 1209 return top;
1212 } 1210 }
1213 1211
1214 return 0; 1212 return 0;
1242 * job preparing multi-part monsters. 1240 * job preparing multi-part monsters.
1243 */ 1241 */
1244object * 1242object *
1245insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1243insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1246{ 1244{
1245 op->remove ();
1246
1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1248 { 1248 {
1249 tmp->x = x + tmp->arch->x; 1249 tmp->x = x + tmp->arch->x;
1250 tmp->y = y + tmp->arch->y; 1250 tmp->y = y + tmp->arch->y;
1251 } 1251 }
1274 * just 'op' otherwise 1274 * just 'op' otherwise
1275 */ 1275 */
1276object * 1276object *
1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278{ 1278{
1279 assert (!op->flag [FLAG_FREED]);
1280
1281 op->remove (); 1279 op->remove ();
1280
1281 if (m == &freed_map)//D TODO: remove soon
1282 {//D
1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1284 }//D
1282 1285
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1286 /* 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 1287 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1288 * need extra work
1286 */ 1289 */
1287 if (!xy_normalise (m, op->x, op->y)) 1290 if (!xy_normalise (m, op->x, op->y))
1288 { 1291 {
1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1293 return 0;
1291 } 1294 }
1292 1295
1293 if (object *more = op->more) 1296 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1297 if (!insert_ob_in_map (more, m, originator, flag))
1303 */ 1306 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1307 if (op->nrof && !(flag & INS_NO_MERGE))
1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1308 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 if (object::can_merge (op, tmp)) 1309 if (object::can_merge (op, tmp))
1307 { 1310 {
1308 // TODO: we atcually want to update tmp, not op, 1311 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp 1312 // but some caller surely breaks when we return tmp
1310 // from here :/ 1313 // from here :/
1311 op->nrof += tmp->nrof; 1314 op->nrof += tmp->nrof;
1312 tmp->destroy (1); 1315 tmp->destroy ();
1313 } 1316 }
1314 1317
1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1319 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1317 1320
1324 { 1327 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1329 abort ();
1327 } 1330 }
1328 1331
1332 if (!originator->is_on_map ())
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ());
1335
1329 op->above = originator; 1336 op->above = originator;
1330 op->below = originator->below; 1337 op->below = originator->below;
1331
1332 if (op->below)
1333 op->below->above = op;
1334 else
1335 ms.bot = op;
1336
1337 /* since *below* originator, no need to update top */
1338 originator->below = op; 1338 originator->below = op;
1339
1340 *(op->below ? &op->below->above : &ms.bot) = op;
1339 } 1341 }
1340 else 1342 else
1341 { 1343 {
1342 object *top, *floor = NULL; 1344 object *floor = 0;
1343 1345 object *top = ms.top;
1344 top = ms.bot;
1345 1346
1346 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1347 if (top) 1348 if (top)
1348 { 1349 {
1349 object *last = 0;
1350
1351 /* 1350 /*
1352 * If there are multiple objects on this space, we do some trickier handling. 1351 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate. 1352 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if 1353 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1358 * once we get to them. This reduces the need to traverse over all of 1357 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time 1358 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed 1359 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects. 1360 * that flying non pickable objects are spell objects.
1362 */ 1361 */
1363 for (top = ms.bot; top; top = top->above) 1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 { 1363 {
1365 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1366 floor = top; 1365 floor = tmp;
1367 1366
1368 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1369 { 1368 {
1370 /* We insert above top, so we want this object below this */ 1369 /* We insert above top, so we want this object below this */
1371 top = top->below; 1370 top = tmp->below;
1372 break; 1371 break;
1373 } 1372 }
1374 1373
1375 last = top; 1374 top = tmp;
1376 } 1375 }
1377
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380 1376
1381 /* We let update_position deal with figuring out what the space 1377 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here. 1378 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result. 1379 * makes things faster, and effectively the same result.
1384 */ 1380 */
1391 */ 1387 */
1392 if (!(flag & INS_ON_TOP) 1388 if (!(flag & INS_ON_TOP)
1393 && ms.flags () & P_BLOCKSVIEW 1389 && ms.flags () & P_BLOCKSVIEW
1394 && (op->face && !faces [op->face].visibility)) 1390 && (op->face && !faces [op->face].visibility))
1395 { 1391 {
1392 object *last;
1393
1396 for (last = top; last != floor; last = last->below) 1394 for (last = top; last != floor; last = last->below)
1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1398 break; 1396 break;
1399 1397
1400 /* Check to see if we found the object that blocks view, 1398 /* Check to see if we found the object that blocks view,
1408 } /* If objects on this space */ 1406 } /* If objects on this space */
1409 1407
1410 if (flag & INS_ABOVE_FLOOR_ONLY) 1408 if (flag & INS_ABOVE_FLOOR_ONLY)
1411 top = floor; 1409 top = floor;
1412 1410
1413 /* Top is the object that our object (op) is going to get inserted above. 1411 // insert object above top, or bottom-most if top = 0
1414 */
1415
1416 /* First object on this space */
1417 if (!top) 1412 if (!top)
1418 { 1413 {
1414 op->below = 0;
1419 op->above = ms.bot; 1415 op->above = ms.bot;
1420
1421 if (op->above)
1422 op->above->below = op;
1423
1424 op->below = 0;
1425 ms.bot = op; 1416 ms.bot = op;
1417
1418 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1419 }
1427 else 1420 else
1428 { /* get inserted into the stack above top */ 1421 {
1429 op->above = top->above; 1422 op->above = top->above;
1430
1431 if (op->above)
1432 op->above->below = op; 1423 top->above = op;
1433 1424
1434 op->below = top; 1425 op->below = top;
1435 top->above = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1427 }
1428 }
1437 1429
1438 if (!op->above) 1430 if (op->is_player ())
1439 ms.top = op;
1440 } /* else not INS_BELOW_ORIGINATOR */
1441
1442 if (op->type == PLAYER)
1443 { 1431 {
1444 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1445 ++op->map->players; 1433 ++op->map->players;
1446 op->map->touch (); 1434 op->map->touch ();
1447 } 1435 }
1462 * be far away from this change and not affected in any way - 1450 * be far away from this change and not affected in any way -
1463 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1464 * or just updating the P_UPTODATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1465 * of effect may be sufficient. 1453 * of effect may be sufficient.
1466 */ 1454 */
1467 if (op->map->darkness && (op->glow_radius != 0)) 1455 if (op->affects_los ())
1456 {
1457 op->ms ().invalidate ();
1468 update_all_los (op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1459 }
1469 1460
1470 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1461 /* updates flags (blocked, alive, no magic, etc) for this map space */
1471 update_object (op, UP_OBJ_INSERT); 1462 update_object (op, UP_OBJ_INSERT);
1472 1463
1473 INVOKE_OBJECT (INSERT, op); 1464 INVOKE_OBJECT (INSERT, op);
1507{ 1498{
1508 /* first search for itself and remove any old instances */ 1499 /* first search for itself and remove any old instances */
1509 1500
1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1512 tmp->destroy (1); 1503 tmp->destroy ();
1513 1504
1514 object *tmp = arch_to_object (archetype::find (arch_string)); 1505 object *tmp = arch_to_object (archetype::find (arch_string));
1515 1506
1516 tmp->x = op->x; 1507 tmp->x = op->x;
1517 tmp->y = op->y; 1508 tmp->y = op->y;
1541 if (!nr) 1532 if (!nr)
1542 return true; 1533 return true;
1543 1534
1544 nr = min (nr, nrof); 1535 nr = min (nr, nrof);
1545 1536
1537 if (nrof > nr)
1538 {
1546 nrof -= nr; 1539 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0 1540 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551 1541
1552 if (object *pl = visible_to ()) 1542 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this); 1543 esrv_update_item (UPD_NROF, pl, this);
1554 1544
1555 return true; 1545 return true;
1556 } 1546 }
1557 else 1547 else
1558 { 1548 {
1559 destroy (1); 1549 destroy ();
1560 return false; 1550 return false;
1561 } 1551 }
1562} 1552}
1563 1553
1564/* 1554/*
1641 if (object *pl = tmp->visible_to ()) 1631 if (object *pl = tmp->visible_to ())
1642 esrv_update_item (UPD_NROF, pl, tmp); 1632 esrv_update_item (UPD_NROF, pl, tmp);
1643 1633
1644 adjust_weight (this, op->total_weight ()); 1634 adjust_weight (this, op->total_weight ());
1645 1635
1646 op->destroy (1); 1636 op->destroy ();
1647 op = tmp; 1637 op = tmp;
1648 goto inserted; 1638 goto inserted;
1649 } 1639 }
1650 1640
1651 op->owner = 0; // it's his/hers now. period. 1641 op->owner = 0; // it's his/hers now. period.
1669 1659
1670 adjust_weight (this, op->total_weight ()); 1660 adjust_weight (this, op->total_weight ());
1671 1661
1672inserted: 1662inserted:
1673 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1664 if (op->glow_radius && is_on_map ())
1665 {
1666 update_stats ();
1675 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1676 1668 }
1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1677 // if this is a player's inventory, update stats 1670 // if this is a player's inventory, update stats
1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1679 update_stats (); 1671 update_stats ();
1680 1672
1681 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1682 1674
1683 return op; 1675 return op;
1767 { 1759 {
1768 1760
1769 float 1761 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1763
1772 if (op->type == PLAYER) 1764 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1767 diff /= 4.0;
1776 1768
1777 op->speed_left -= diff; 1769 op->speed_left -= diff;
1985 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1986 */ 1978 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue; 1980 continue;
1989 1981
1990 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1991 continue; 1983 continue;
1992 1984
1993 altern [index++] = i; 1985 altern [index++] = i;
1994 } 1986 }
1995 1987
2103 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2104 max = maxfree[i]; 2096 max = maxfree[i];
2105 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2106 { 2098 {
2107 for (tmp = ms.bot; tmp; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2110 break; 2102 break;
2111 2103
2112 if (tmp) 2104 if (tmp)
2113 return freedir[i]; 2105 return freedir[i];
2299int 2291int
2300can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2301{ 2293{
2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2305} 2297}
2306 2298
2307/* 2299/*
2308 * create clone from object to another 2300 * create clone from object to another
2309 */ 2301 */
2440{ 2432{
2441 char flagdesc[512]; 2433 char flagdesc[512];
2442 char info2[256 * 4]; 2434 char info2[256 * 4];
2443 char *p = info; 2435 char *p = info;
2444 2436
2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2446 count, 2438 count,
2447 uuid.c_str (), 2439 uuid.c_str (),
2448 &name, 2440 &name,
2449 title ? "\",title:\"" : "", 2441 title ? ",title:\"" : "",
2450 title ? (const char *)title : "", 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2451 flag_desc (flagdesc, 512), type); 2444 flag_desc (flagdesc, 512), type);
2452 2445
2453 if (!flag[FLAG_REMOVED] && env) 2446 if (!flag[FLAG_REMOVED] && env)
2454 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2455 2448
2561 return splay (tmp); 2554 return splay (tmp);
2562 2555
2563 return 0; 2556 return 0;
2564} 2557}
2565 2558
2566void 2559object *
2567object::force_add (const shstr name, int duration) 2560object::force_add (const shstr name, int duration)
2568{ 2561{
2569 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2570 force->destroy (); 2563 force->destroy ();
2571 2564
2577 2570
2578 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->set_speed (duration ? 1.f / duration : 0.f);
2579 force->flag [FLAG_IS_USED_UP] = true; 2572 force->flag [FLAG_IS_USED_UP] = true;
2580 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2581 2574
2582 insert (force); 2575 return insert (force);
2583} 2576}
2584 2577
2585void 2578void
2586object::play_sound (faceidx sound) 2579object::play_sound (faceidx sound)
2587{ 2580{
2598 } 2591 }
2599 else 2592 else
2600 map->play_sound (sound, x, y); 2593 map->play_sound (sound, x, y);
2601} 2594}
2602 2595
2596void
2597object::make_noise ()
2598{
2599 // we do not model noise in the map, so instead put
2600 // a temporary light into the noise source
2601 // could use the map instead, but that's less reliable for our
2602 // goal, which is to make invisibility a bit harder to exploit
2603
2604 // currently only works sensibly for players
2605 if (!is_player ())
2606 return;
2607
2608 // find old force, or create new one
2609 object *force = force_find (shstr_noise_force);
2610
2611 if (force)
2612 force->speed_left = -1.f; // patch old speed up
2613 else
2614 {
2615 force = archetype::get (shstr_noise_force);
2616
2617 force->slaying = shstr_noise_force;
2618 force->stats.food = 1;
2619 force->speed_left = -1.f;
2620
2621 force->set_speed (1.f / 4.f);
2622 force->flag [FLAG_IS_USED_UP] = true;
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 insert (force);
2626 }
2627}
2628

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