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Comparing deliantra/server/common/object.C (file contents):
Revision 1.236 by root, Tue May 6 20:08:37 2008 UTC vs.
Revision 1.270 by root, Sat Dec 27 02:31:19 2008 UTC

186 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 187 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
189 return 0; 189 return 0;
190 190
191 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 192 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 193 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; 194 return 0;
198 195
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* 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 197 * 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 198 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 204
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 207
211 if (ob1->arch->name != ob2->arch->name 208 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 209 || ob1->name != ob2->name
213 || ob1->title != ob2->title 210 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 217 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 233 return 0;
236 234
237 if ((ob1->flag ^ ob2->flag) 235 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 236 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 237 .reset (FLAG_REMOVED)
241 .any ()) 238 .any ())
242 return 0; 239 return 0;
243 240
244 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
326 { 323 {
327 // see if we are in a container of sorts 324 // see if we are in a container of sorts
328 if (env) 325 if (env)
329 { 326 {
330 // the player inventory itself is always visible 327 // the player inventory itself is always visible
331 if (env->type == PLAYER) 328 if (env->is_player ())
332 return env; 329 return env;
333 330
334 // else a player could have our env open 331 // else a player could have our env open
335 object *envest = env->outer_env (); 332 object *envest = env->outer_env ();
336 333
344 else 341 else
345 { 342 {
346 // maybe there is a player standing on the same mapspace 343 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 344 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 347 || this == pl->container)
350 return pl; 348 return pl;
351 } 349 }
352 } 350 }
353 351
354 return 0; 352 return 0;
478 */ 476 */
479object * 477object *
480find_object_name (const char *str) 478find_object_name (const char *str)
481{ 479{
482 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
483 object *op;
484 481
482 if (str_)
485 for_all_objects (op) 483 for_all_objects (op)
486 if (op->name == str_) 484 if (op->name == str_)
487 break; 485 return op;
488 486
489 return op; 487 return 0;
490} 488}
491 489
492/* 490/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 492 * skill and experience objects.
638 } 636 }
639 637
640 if (speed < 0) 638 if (speed < 0)
641 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
642 640
643 dst->set_speed (dst->speed); 641 dst->activate ();
644} 642}
645 643
646void 644void
647object::instantiate () 645object::instantiate ()
648{ 646{
760 else if (action == UP_OBJ_INSERT) 758 else if (action == UP_OBJ_INSERT)
761 { 759 {
762 // this is likely overkill, TODO: revisit (schmorp) 760 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 763 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 771 * have move_allow right now.
774 */ 772 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((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) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 775 m.invalidate ();
778 } 776 }
779 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 779 * that is being removed.
782 */ 780 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 782 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
787 else 785 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 787
831object::activate () 829object::activate ()
832{ 830{
833 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
834 if (active) 832 if (active)
835 return; 833 return;
834
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
836 837
837 if (has_active_speed ()) 838 if (has_active_speed ())
838 actives.insert (this); 839 actives.insert (this);
839} 840}
840 841
904 * drop on that space. 905 * drop on that space.
905 */ 906 */
906 if (!drop_to_ground 907 if (!drop_to_ground
907 || !map 908 || !map
908 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 910 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
911 { 912 {
912 while (inv) 913 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 914 inv->destroy ();
916 }
917 } 915 }
918 else 916 else
919 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
920 while (inv) 918 while (inv)
921 { 919 {
925 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 924 || op->type == RUNE
927 || op->type == TRAP 925 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 928 op->destroy ();
931 else 929 else
932 map->insert (op, x, y); 930 map->insert (op, x, y);
933 } 931 }
934 } 932 }
935} 933}
943 941
944static struct freed_map : maptile 942static struct freed_map : maptile
945{ 943{
946 freed_map () 944 freed_map ()
947 { 945 {
948 path = "<freed objects map>"; 946 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 947 name = "/internal/freed_objects_map";
950 width = 3; 948 width = 3;
951 height = 3; 949 height = 3;
952 nodrop = 1; 950 no_drop = 1;
951 no_reset = 1;
953 952
954 alloc (); 953 alloc ();
955 in_memory = MAP_ACTIVE; 954 in_memory = MAP_ACTIVE;
956 } 955 }
957 956
998 attacked_by = 0; 997 attacked_by = 0;
999 current_weapon = 0; 998 current_weapon = 0;
1000} 999}
1001 1000
1002void 1001void
1003object::destroy (bool destroy_inventory) 1002object::destroy ()
1004{ 1003{
1005 if (destroyed ()) 1004 if (destroyed ())
1006 return; 1005 return;
1007 1006
1008 if (!is_head () && !head->destroyed ()) 1007 if (!is_head () && !head->destroyed ())
1009 { 1008 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1010 head->destroy ();
1012 return; 1011 return;
1013 } 1012 }
1014 1013
1015 destroy_inv (!destroy_inventory); 1014 destroy_inv (false);
1016 1015
1017 if (is_head ()) 1016 if (is_head ())
1018 if (sound_destroy) 1017 if (sound_destroy)
1019 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1057 esrv_del_item (pl->contr, count); 1056 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1058
1060 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1061 1060
1062 // make sure cmov optimisation is applicable 1061 object *pl = in_player ();
1063 *(above ? &above->below : &env->inv) = below;
1064 *(below ? &below->above : &above ) = above; // &above is just a dummy
1065
1066 above = 0;
1067 below = 0;
1068 env = 0;
1069 1062
1070 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1073 */ 1066 */
1074 map = env->map; 1067 map = env->map;
1075 x = env->x; 1068 x = env->x;
1076 y = env->y; 1069 y = env->y;
1077 1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
1078
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1081 * to save cpu time.
1081 */ 1082 */
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
1083 otmp->update_stats (); 1086 pl->update_stats ();
1087
1088 if (glow_radius && pl->is_on_map ())
1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1084 } 1091 }
1085 else if (map) 1092 else if (map)
1086 { 1093 {
1087 map->dirty = true; 1094 map->dirty = true;
1088 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1089 1096
1090 if (object *pl = ms.player ()) 1097 if (object *pl = ms.player ())
1091 { 1098 {
1092 if (type == PLAYER) // this == pl(!) 1099 if (is_player ())
1093 { 1100 {
1101 ms.smell = pticks; // remember the smell of the player
1102
1094 // leaving a spot always closes any open container on the ground 1103 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1104 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1105 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1106 // that the CLOSE event is being sent.
1098 close_container (); 1107 close_container ();
1115 *(below ? &below->above : &ms.bot) = above; 1124 *(below ? &below->above : &ms.bot) = above;
1116 1125
1117 above = 0; 1126 above = 0;
1118 below = 0; 1127 below = 0;
1119 1128
1129 ms.invalidate ();
1130
1120 if (map->in_memory == MAP_SAVING) 1131 if (map->in_memory == MAP_SAVING)
1121 return; 1132 return;
1122 1133
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1134 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1135
1156 } 1167 }
1157 1168
1158 last = tmp; 1169 last = tmp;
1159 } 1170 }
1160 1171
1161 /* last == NULL if there are no objects on this space */ 1172 if (affects_los ())
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1173 update_all_los (map, x, y);
1170 } 1174 }
1171} 1175}
1172 1176
1173/* 1177/*
1197 esrv_update_item (UPD_NROF, pl, top); 1201 esrv_update_item (UPD_NROF, pl, top);
1198 1202
1199 op->weight = 0; // cancel the addition above 1203 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1204 op->carrying = 0; // must be 0 already
1201 1205
1202 op->destroy (1); 1206 op->destroy ();
1203 1207
1204 return top; 1208 return top;
1205 } 1209 }
1206 1210
1207 return 0; 1211 return 0;
1235 * job preparing multi-part monsters. 1239 * job preparing multi-part monsters.
1236 */ 1240 */
1237object * 1241object *
1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1242insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1239{ 1243{
1244 op->remove ();
1245
1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1246 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1241 { 1247 {
1242 tmp->x = x + tmp->arch->x; 1248 tmp->x = x + tmp->arch->x;
1243 tmp->y = y + tmp->arch->y; 1249 tmp->y = y + tmp->arch->y;
1244 } 1250 }
1267 * just 'op' otherwise 1273 * just 'op' otherwise
1268 */ 1274 */
1269object * 1275object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1276insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1277{
1272 assert (!op->flag [FLAG_FREED]);
1273
1274 op->remove (); 1278 op->remove ();
1279
1280 if (m == &freed_map)//D TODO: remove soon
1281 {//D
1282 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1283 }//D
1275 1284
1276 /* Ideally, the caller figures this out. However, it complicates a lot 1285 /* Ideally, the caller figures this out. However, it complicates a lot
1277 * of areas of callers (eg, anything that uses find_free_spot would now 1286 * of areas of callers (eg, anything that uses find_free_spot would now
1278 * need extra work 1287 * need extra work
1279 */ 1288 */
1280 if (!xy_normalise (m, op->x, op->y)) 1289 if (!xy_normalise (m, op->x, op->y))
1281 { 1290 {
1282 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1291 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1283 return 0; 1292 return 0;
1284 } 1293 }
1285 1294
1286 if (object *more = op->more) 1295 if (object *more = op->more)
1287 if (!insert_ob_in_map (more, m, originator, flag)) 1296 if (!insert_ob_in_map (more, m, originator, flag))
1296 */ 1305 */
1297 if (op->nrof && !(flag & INS_NO_MERGE)) 1306 if (op->nrof && !(flag & INS_NO_MERGE))
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1307 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (object::can_merge (op, tmp)) 1308 if (object::can_merge (op, tmp))
1300 { 1309 {
1301 // TODO: we atcually want to update tmp, not op, 1310 // TODO: we actually want to update tmp, not op,
1302 // but some caller surely breaks when we return tmp 1311 // but some caller surely breaks when we return tmp
1303 // from here :/ 1312 // from here :/
1304 op->nrof += tmp->nrof; 1313 op->nrof += tmp->nrof;
1305 tmp->destroy (1); 1314 tmp->destroy ();
1306 } 1315 }
1307 1316
1308 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1317 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1309 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1318 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1310 1319
1317 { 1326 {
1318 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1327 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1319 abort (); 1328 abort ();
1320 } 1329 }
1321 1330
1331 if (!originator->is_on_map ())
1332 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1333 op->debug_desc (), originator->debug_desc ());
1334
1322 op->above = originator; 1335 op->above = originator;
1323 op->below = originator->below; 1336 op->below = originator->below;
1324
1325 if (op->below)
1326 op->below->above = op;
1327 else
1328 ms.bot = op;
1329
1330 /* since *below* originator, no need to update top */
1331 originator->below = op; 1337 originator->below = op;
1338
1339 *(op->below ? &op->below->above : &ms.bot) = op;
1332 } 1340 }
1333 else 1341 else
1334 { 1342 {
1335 object *top, *floor = NULL; 1343 object *floor = 0;
1336 1344 object *top = ms.top;
1337 top = ms.bot;
1338 1345
1339 /* If there are other objects, then */ 1346 /* If there are other objects, then */
1340 if (top) 1347 if (top)
1341 { 1348 {
1342 object *last = 0;
1343
1344 /* 1349 /*
1345 * If there are multiple objects on this space, we do some trickier handling. 1350 * If there are multiple objects on this space, we do some trickier handling.
1346 * We've already dealt with merging if appropriate. 1351 * We've already dealt with merging if appropriate.
1347 * Generally, we want to put the new object on top. But if 1352 * Generally, we want to put the new object on top. But if
1348 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1353 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1351 * once we get to them. This reduces the need to traverse over all of 1356 * once we get to them. This reduces the need to traverse over all of
1352 * them when adding another one - this saves quite a bit of cpu time 1357 * them when adding another one - this saves quite a bit of cpu time
1353 * when lots of spells are cast in one area. Currently, it is presumed 1358 * when lots of spells are cast in one area. Currently, it is presumed
1354 * that flying non pickable objects are spell objects. 1359 * that flying non pickable objects are spell objects.
1355 */ 1360 */
1356 for (top = ms.bot; top; top = top->above) 1361 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 { 1362 {
1358 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1363 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1359 floor = top; 1364 floor = tmp;
1360 1365
1361 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1362 { 1367 {
1363 /* We insert above top, so we want this object below this */ 1368 /* We insert above top, so we want this object below this */
1364 top = top->below; 1369 top = tmp->below;
1365 break; 1370 break;
1366 } 1371 }
1367 1372
1368 last = top; 1373 top = tmp;
1369 } 1374 }
1370
1371 /* Don't want top to be NULL, so set it to the last valid object */
1372 top = last;
1373 1375
1374 /* We let update_position deal with figuring out what the space 1376 /* We let update_position deal with figuring out what the space
1375 * looks like instead of lots of conditions here. 1377 * looks like instead of lots of conditions here.
1376 * makes things faster, and effectively the same result. 1378 * makes things faster, and effectively the same result.
1377 */ 1379 */
1384 */ 1386 */
1385 if (!(flag & INS_ON_TOP) 1387 if (!(flag & INS_ON_TOP)
1386 && ms.flags () & P_BLOCKSVIEW 1388 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility)) 1389 && (op->face && !faces [op->face].visibility))
1388 { 1390 {
1391 object *last;
1392
1389 for (last = top; last != floor; last = last->below) 1393 for (last = top; last != floor; last = last->below)
1390 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1394 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1391 break; 1395 break;
1392 1396
1393 /* Check to see if we found the object that blocks view, 1397 /* Check to see if we found the object that blocks view,
1401 } /* If objects on this space */ 1405 } /* If objects on this space */
1402 1406
1403 if (flag & INS_ABOVE_FLOOR_ONLY) 1407 if (flag & INS_ABOVE_FLOOR_ONLY)
1404 top = floor; 1408 top = floor;
1405 1409
1406 /* Top is the object that our object (op) is going to get inserted above. 1410 // insert object above top, or bottom-most if top = 0
1407 */
1408
1409 /* First object on this space */
1410 if (!top) 1411 if (!top)
1411 { 1412 {
1413 op->below = 0;
1412 op->above = ms.bot; 1414 op->above = ms.bot;
1413
1414 if (op->above)
1415 op->above->below = op;
1416
1417 op->below = 0;
1418 ms.bot = op; 1415 ms.bot = op;
1416
1417 *(op->above ? &op->above->below : &ms.top) = op;
1419 } 1418 }
1420 else 1419 else
1421 { /* get inserted into the stack above top */ 1420 {
1422 op->above = top->above; 1421 op->above = top->above;
1423
1424 if (op->above)
1425 op->above->below = op; 1422 top->above = op;
1426 1423
1427 op->below = top; 1424 op->below = top;
1428 top->above = op; 1425 *(op->above ? &op->above->below : &ms.top) = op;
1429 } 1426 }
1427 }
1430 1428
1431 if (!op->above) 1429 if (op->is_player ())
1432 ms.top = op;
1433 } /* else not INS_BELOW_ORIGINATOR */
1434
1435 if (op->type == PLAYER)
1436 { 1430 {
1437 op->contr->do_los = 1; 1431 op->contr->do_los = 1;
1438 ++op->map->players; 1432 ++op->map->players;
1439 op->map->touch (); 1433 op->map->touch ();
1440 } 1434 }
1455 * be far away from this change and not affected in any way - 1449 * be far away from this change and not affected in any way -
1456 * this should get redone to only look for players within range, 1450 * this should get redone to only look for players within range,
1457 * or just updating the P_UPTODATE for spaces within this area 1451 * or just updating the P_UPTODATE for spaces within this area
1458 * of effect may be sufficient. 1452 * of effect may be sufficient.
1459 */ 1453 */
1460 if (op->map->darkness && (op->glow_radius != 0)) 1454 if (op->affects_los ())
1455 {
1456 op->ms ().invalidate ();
1461 update_all_los (op->map, op->x, op->y); 1457 update_all_los (op->map, op->x, op->y);
1458 }
1462 1459
1463 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1460 /* updates flags (blocked, alive, no magic, etc) for this map space */
1464 update_object (op, UP_OBJ_INSERT); 1461 update_object (op, UP_OBJ_INSERT);
1465 1462
1466 INVOKE_OBJECT (INSERT, op); 1463 INVOKE_OBJECT (INSERT, op);
1500{ 1497{
1501 /* first search for itself and remove any old instances */ 1498 /* first search for itself and remove any old instances */
1502 1499
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1500 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1501 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1505 tmp->destroy (1); 1502 tmp->destroy ();
1506 1503
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1504 object *tmp = arch_to_object (archetype::find (arch_string));
1508 1505
1509 tmp->x = op->x; 1506 tmp->x = op->x;
1510 tmp->y = op->y; 1507 tmp->y = op->y;
1534 if (!nr) 1531 if (!nr)
1535 return true; 1532 return true;
1536 1533
1537 nr = min (nr, nrof); 1534 nr = min (nr, nrof);
1538 1535
1536 if (nrof > nr)
1537 {
1539 nrof -= nr; 1538 nrof -= nr;
1540
1541 if (nrof)
1542 {
1543 adjust_weight (env, -weight * nr); // carrying == 0 1539 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1544 1540
1545 if (object *pl = visible_to ()) 1541 if (object *pl = visible_to ())
1546 esrv_update_item (UPD_NROF, pl, this); 1542 esrv_update_item (UPD_NROF, pl, this);
1547 1543
1548 return true; 1544 return true;
1549 } 1545 }
1550 else 1546 else
1551 { 1547 {
1552 destroy (1); 1548 destroy ();
1553 return false; 1549 return false;
1554 } 1550 }
1555} 1551}
1556 1552
1557/* 1553/*
1634 if (object *pl = tmp->visible_to ()) 1630 if (object *pl = tmp->visible_to ())
1635 esrv_update_item (UPD_NROF, pl, tmp); 1631 esrv_update_item (UPD_NROF, pl, tmp);
1636 1632
1637 adjust_weight (this, op->total_weight ()); 1633 adjust_weight (this, op->total_weight ());
1638 1634
1639 op->destroy (1); 1635 op->destroy ();
1640 op = tmp; 1636 op = tmp;
1641 goto inserted; 1637 goto inserted;
1642 } 1638 }
1643 1639
1644 op->owner = 0; // it's his/hers now. period. 1640 op->owner = 0; // it's his/hers now. period.
1662 1658
1663 adjust_weight (this, op->total_weight ()); 1659 adjust_weight (this, op->total_weight ());
1664 1660
1665inserted: 1661inserted:
1666 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness) 1663 if (op->glow_radius && is_on_map ())
1664 {
1665 update_stats ();
1668 update_all_los (map, x, y); 1666 update_all_los (map, x, y);
1669 1667 }
1668 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1670 // if this is a player's inventory, update stats 1669 // if this is a player's inventory, update stats
1671 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1672 update_stats (); 1670 update_stats ();
1673 1671
1674 INVOKE_OBJECT (INSERT, this); 1672 INVOKE_OBJECT (INSERT, this);
1675 1673
1676 return op; 1674 return op;
1760 { 1758 {
1761 1759
1762 float 1760 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1762
1765 if (op->type == PLAYER) 1763 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1766 diff /= 4.0;
1769 1767
1770 op->speed_left -= diff; 1768 op->speed_left -= diff;
1978 * head of the object should correspond for the entire object. 1976 * head of the object should correspond for the entire object.
1979 */ 1977 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1978 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 1979 continue;
1982 1980
1983 if (ob->blocked (m, pos.x, pos.y)) 1981 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 1982 continue;
1985 1983
1986 altern [index++] = i; 1984 altern [index++] = i;
1987 } 1985 }
1988 1986
2096 if ((move_type & blocked) == move_type) 2094 if ((move_type & blocked) == move_type)
2097 max = maxfree[i]; 2095 max = maxfree[i];
2098 else if (mflags & P_IS_ALIVE) 2096 else if (mflags & P_IS_ALIVE)
2099 { 2097 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2099 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2100 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break; 2101 break;
2104 2102
2105 if (tmp) 2103 if (tmp)
2106 return freedir[i]; 2104 return freedir[i];
2292int 2290int
2293can_pick (const object *who, const object *item) 2291can_pick (const object *who, const object *item)
2294{ 2292{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2293 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2294 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2295 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298} 2296}
2299 2297
2300/* 2298/*
2301 * create clone from object to another 2299 * create clone from object to another
2302 */ 2300 */
2433{ 2431{
2434 char flagdesc[512]; 2432 char flagdesc[512];
2435 char info2[256 * 4]; 2433 char info2[256 * 4];
2436 char *p = info; 2434 char *p = info;
2437 2435
2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2436 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2439 count, 2437 count,
2440 uuid.c_str (), 2438 uuid.c_str (),
2441 &name, 2439 &name,
2442 title ? "\",title:\"" : "", 2440 title ? ",title:\"" : "",
2443 title ? (const char *)title : "", 2441 title ? (const char *)title : "",
2442 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type); 2443 flag_desc (flagdesc, 512), type);
2445 2444
2446 if (!flag[FLAG_REMOVED] && env) 2445 if (!flag[FLAG_REMOVED] && env)
2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2446 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2448 2447
2554 return splay (tmp); 2553 return splay (tmp);
2555 2554
2556 return 0; 2555 return 0;
2557} 2556}
2558 2557
2559void 2558object *
2560object::force_add (const shstr name, int duration) 2559object::force_add (const shstr name, int duration)
2561{ 2560{
2562 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2563 force->destroy (); 2562 force->destroy ();
2564 2563
2570 2569
2571 force->set_speed (duration ? 1.f / duration : 0.f); 2570 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true; 2571 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2572 force->flag [FLAG_APPLIED] = true;
2574 2573
2575 insert (force); 2574 return insert (force);
2576} 2575}
2577 2576
2578void 2577void
2579object::play_sound (faceidx sound) 2578object::play_sound (faceidx sound)
2580{ 2579{
2591 } 2590 }
2592 else 2591 else
2593 map->play_sound (sound, x, y); 2592 map->play_sound (sound, x, y);
2594} 2593}
2595 2594
2595void
2596object::make_noise ()
2597{
2598 // we do not model noise in the map, so instead put
2599 // a temporary light into the noise source
2600 // could use the map instead, but that's less reliable for our
2601 // goal, which is to make invisibility a bit harder to exploit
2602
2603 // currently only works sensibly for players
2604 if (!is_player ())
2605 return;
2606
2607 // find old force, or create new one
2608 object *force = force_find (shstr_noise_force);
2609
2610 if (force)
2611 force->speed_left = -1.f; // patch old speed up
2612 else
2613 {
2614 force = archetype::get (shstr_noise_force);
2615
2616 force->slaying = shstr_noise_force;
2617 force->stats.food = 1;
2618 force->speed_left = -1.f;
2619
2620 force->set_speed (1.f / 4.f);
2621 force->flag [FLAG_IS_USED_UP] = true;
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 insert (force);
2625 }
2626}
2627

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