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Comparing deliantra/server/common/object.C (file contents):
Revision 1.237 by root, Tue May 6 21:04:37 2008 UTC vs.
Revision 1.273 by root, Sat Dec 27 04:15:56 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])
1056 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
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
1062 object *pl = in_player ();
1061 1063
1062 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1063 * 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
1064 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1065 */ 1067 */
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 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1094 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1106 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1098 close_container (); 1109 close_container ();
1115 *(below ? &below->above : &ms.bot) = above; 1126 *(below ? &below->above : &ms.bot) = above;
1116 1127
1117 above = 0; 1128 above = 0;
1118 below = 0; 1129 below = 0;
1119 1130
1131 ms.invalidate ();
1132
1120 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1121 return; 1134 return;
1122 1135
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1137
1156 } 1169 }
1157 1170
1158 last = tmp; 1171 last = tmp;
1159 } 1172 }
1160 1173
1161 /* last == NULL if there are no objects on this space */ 1174 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); 1175 update_all_los (map, x, y);
1170 } 1176 }
1171} 1177}
1172 1178
1173/* 1179/*
1197 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1198 1204
1199 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1201 1207
1202 op->destroy (1); 1208 op->destroy ();
1203 1209
1204 return top; 1210 return top;
1205 } 1211 }
1206 1212
1207 return 0; 1213 return 0;
1235 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1236 */ 1242 */
1237object * 1243object *
1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1239{ 1245{
1246 op->remove ();
1247
1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1241 { 1249 {
1242 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1243 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1244 } 1252 }
1269object * 1277object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1279{
1272 op->remove (); 1280 op->remove ();
1273 1281
1282 if (m == &freed_map)//D TODO: remove soon
1283 {//D
1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 }//D
1286
1274 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1275 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1276 * need extra work 1289 * need extra work
1277 */ 1290 */
1278 if (!xy_normalise (m, op->x, op->y)) 1291 if (!xy_normalise (m, op->x, op->y))
1279 { 1292 {
1280 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1293 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1281 return 0; 1294 return 0;
1282 } 1295 }
1283 1296
1284 if (object *more = op->more) 1297 if (object *more = op->more)
1285 if (!insert_ob_in_map (more, m, originator, flag)) 1298 if (!insert_ob_in_map (more, m, originator, flag))
1298 { 1311 {
1299 // TODO: we actually want to update tmp, not op, 1312 // TODO: we actually want to update tmp, not op,
1300 // but some caller surely breaks when we return tmp 1313 // but some caller surely breaks when we return tmp
1301 // from here :/ 1314 // from here :/
1302 op->nrof += tmp->nrof; 1315 op->nrof += tmp->nrof;
1303 tmp->destroy (1); 1316 tmp->destroy ();
1304 } 1317 }
1305 1318
1306 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1319 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1307 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1320 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1308 1321
1309 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1322 if (!QUERY_FLAG (op, FLAG_ALIVE))
1310 CLEAR_FLAG (op, FLAG_NO_STEAL); 1323 CLEAR_FLAG (op, FLAG_NO_STEAL);
1311 1324
1312 if (flag & INS_BELOW_ORIGINATOR) 1325 if (flag & INS_BELOW_ORIGINATOR)
1313 { 1326 {
1314 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ()) 1327 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1315 { 1328 {
1316 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1329 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1317 abort (); 1330 abort ();
1318 } 1331 }
1332
1333 if (!originator->is_on_map ())
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ());
1319 1336
1320 op->above = originator; 1337 op->above = originator;
1321 op->below = originator->below; 1338 op->below = originator->below;
1322 originator->below = op; 1339 originator->below = op;
1323 1340
1390 } /* If objects on this space */ 1407 } /* If objects on this space */
1391 1408
1392 if (flag & INS_ABOVE_FLOOR_ONLY) 1409 if (flag & INS_ABOVE_FLOOR_ONLY)
1393 top = floor; 1410 top = floor;
1394 1411
1395 /* Top is the object that our object (op) is going to get inserted above. 1412 // insert object above top, or bottom-most if top = 0
1396 */
1397
1398 /* no top found, insert on top */
1399 if (!top) 1413 if (!top)
1400 { 1414 {
1401 op->above = 0; 1415 op->below = 0;
1402 op->below = ms.top; 1416 op->above = ms.bot;
1403 ms.top = op; 1417 ms.bot = op;
1404 1418
1405 *(op->below ? &op->below->above : &ms.bot) = op; 1419 *(op->above ? &op->above->below : &ms.top) = op;
1406 } 1420 }
1407 else 1421 else
1408 { /* get inserted into the stack above top */ 1422 {
1409 op->above = top->above; 1423 op->above = top->above;
1410 top->above = op; 1424 top->above = op;
1411 1425
1412 op->below = top; 1426 op->below = top;
1413 *(op->above ? &op->above->below : &ms.top) = op; 1427 *(op->above ? &op->above->below : &ms.top) = op;
1414 } 1428 }
1415 } /* else not INS_BELOW_ORIGINATOR */ 1429 }
1416 1430
1417 if (op->type == PLAYER) 1431 if (op->is_player ())
1418 { 1432 {
1419 op->contr->do_los = 1; 1433 op->contr->do_los = 1;
1420 ++op->map->players; 1434 ++op->map->players;
1421 op->map->touch (); 1435 op->map->touch ();
1422 } 1436 }
1437 * be far away from this change and not affected in any way - 1451 * be far away from this change and not affected in any way -
1438 * this should get redone to only look for players within range, 1452 * this should get redone to only look for players within range,
1439 * or just updating the P_UPTODATE for spaces within this area 1453 * or just updating the P_UPTODATE for spaces within this area
1440 * of effect may be sufficient. 1454 * of effect may be sufficient.
1441 */ 1455 */
1442 if (op->map->darkness && (op->glow_radius != 0)) 1456 if (op->affects_los ())
1457 {
1458 op->ms ().invalidate ();
1443 update_all_los (op->map, op->x, op->y); 1459 update_all_los (op->map, op->x, op->y);
1460 }
1444 1461
1445 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1462 /* updates flags (blocked, alive, no magic, etc) for this map space */
1446 update_object (op, UP_OBJ_INSERT); 1463 update_object (op, UP_OBJ_INSERT);
1447 1464
1448 INVOKE_OBJECT (INSERT, op); 1465 INVOKE_OBJECT (INSERT, op);
1482{ 1499{
1483 /* first search for itself and remove any old instances */ 1500 /* first search for itself and remove any old instances */
1484 1501
1485 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1502 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1486 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1503 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1487 tmp->destroy (1); 1504 tmp->destroy ();
1488 1505
1489 object *tmp = arch_to_object (archetype::find (arch_string)); 1506 object *tmp = arch_to_object (archetype::find (arch_string));
1490 1507
1491 tmp->x = op->x; 1508 tmp->x = op->x;
1492 tmp->y = op->y; 1509 tmp->y = op->y;
1516 if (!nr) 1533 if (!nr)
1517 return true; 1534 return true;
1518 1535
1519 nr = min (nr, nrof); 1536 nr = min (nr, nrof);
1520 1537
1538 if (nrof > nr)
1539 {
1521 nrof -= nr; 1540 nrof -= nr;
1522
1523 if (nrof)
1524 {
1525 adjust_weight (env, -weight * nr); // carrying == 0 1541 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1526 1542
1527 if (object *pl = visible_to ()) 1543 if (object *pl = visible_to ())
1528 esrv_update_item (UPD_NROF, pl, this); 1544 esrv_update_item (UPD_NROF, pl, this);
1529 1545
1530 return true; 1546 return true;
1531 } 1547 }
1532 else 1548 else
1533 { 1549 {
1534 destroy (1); 1550 destroy ();
1535 return false; 1551 return false;
1536 } 1552 }
1537} 1553}
1538 1554
1539/* 1555/*
1616 if (object *pl = tmp->visible_to ()) 1632 if (object *pl = tmp->visible_to ())
1617 esrv_update_item (UPD_NROF, pl, tmp); 1633 esrv_update_item (UPD_NROF, pl, tmp);
1618 1634
1619 adjust_weight (this, op->total_weight ()); 1635 adjust_weight (this, op->total_weight ());
1620 1636
1621 op->destroy (1); 1637 op->destroy ();
1622 op = tmp; 1638 op = tmp;
1623 goto inserted; 1639 goto inserted;
1624 } 1640 }
1625 1641
1626 op->owner = 0; // it's his/hers now. period. 1642 op->owner = 0; // it's his/hers now. period.
1644 1660
1645 adjust_weight (this, op->total_weight ()); 1661 adjust_weight (this, op->total_weight ());
1646 1662
1647inserted: 1663inserted:
1648 /* reset the light list and los of the players on the map */ 1664 /* reset the light list and los of the players on the map */
1649 if (op->glow_radius && map && map->darkness) 1665 if (op->glow_radius && is_on_map ())
1666 {
1667 update_stats ();
1650 update_all_los (map, x, y); 1668 update_all_los (map, x, y);
1651 1669 }
1670 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1652 // if this is a player's inventory, update stats 1671 // if this is a player's inventory, update stats
1653 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1654 update_stats (); 1672 update_stats ();
1655 1673
1656 INVOKE_OBJECT (INSERT, this); 1674 INVOKE_OBJECT (INSERT, this);
1657 1675
1658 return op; 1676 return op;
1742 { 1760 {
1743 1761
1744 float 1762 float
1745 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1746 1764
1747 if (op->type == PLAYER) 1765 if (op->is_player ())
1748 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1749 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1750 diff /= 4.0; 1768 diff /= 4.0;
1751 1769
1752 op->speed_left -= diff; 1770 op->speed_left -= diff;
1960 * head of the object should correspond for the entire object. 1978 * head of the object should correspond for the entire object.
1961 */ 1979 */
1962 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1963 continue; 1981 continue;
1964 1982
1965 if (ob->blocked (m, pos.x, pos.y)) 1983 if (ob->blocked (pos.m, pos.x, pos.y))
1966 continue; 1984 continue;
1967 1985
1968 altern [index++] = i; 1986 altern [index++] = i;
1969 } 1987 }
1970 1988
2078 if ((move_type & blocked) == move_type) 2096 if ((move_type & blocked) == move_type)
2079 max = maxfree[i]; 2097 max = maxfree[i];
2080 else if (mflags & P_IS_ALIVE) 2098 else if (mflags & P_IS_ALIVE)
2081 { 2099 {
2082 for (tmp = ms.bot; tmp; tmp = tmp->above) 2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2083 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2084 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2085 break; 2103 break;
2086 2104
2087 if (tmp) 2105 if (tmp)
2088 return freedir[i]; 2106 return freedir[i];
2274int 2292int
2275can_pick (const object *who, const object *item) 2293can_pick (const object *who, const object *item)
2276{ 2294{
2277 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2278 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2279 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2280} 2298}
2281 2299
2282/* 2300/*
2283 * create clone from object to another 2301 * create clone from object to another
2284 */ 2302 */
2415{ 2433{
2416 char flagdesc[512]; 2434 char flagdesc[512];
2417 char info2[256 * 4]; 2435 char info2[256 * 4];
2418 char *p = info; 2436 char *p = info;
2419 2437
2420 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2421 count, 2439 count,
2422 uuid.c_str (), 2440 uuid.c_str (),
2423 &name, 2441 &name,
2424 title ? "\",title:\"" : "", 2442 title ? ",title:\"" : "",
2425 title ? (const char *)title : "", 2443 title ? (const char *)title : "",
2444 title ? "\"" : "",
2426 flag_desc (flagdesc, 512), type); 2445 flag_desc (flagdesc, 512), type);
2427 2446
2428 if (!flag[FLAG_REMOVED] && env) 2447 if (!flag[FLAG_REMOVED] && env)
2429 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2448 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2430 2449
2536 return splay (tmp); 2555 return splay (tmp);
2537 2556
2538 return 0; 2557 return 0;
2539} 2558}
2540 2559
2541void 2560object *
2542object::force_add (const shstr name, int duration) 2561object::force_add (const shstr name, int duration)
2543{ 2562{
2544 if (object *force = force_find (name)) 2563 if (object *force = force_find (name))
2545 force->destroy (); 2564 force->destroy ();
2546 2565
2552 2571
2553 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->set_speed (duration ? 1.f / duration : 0.f);
2554 force->flag [FLAG_IS_USED_UP] = true; 2573 force->flag [FLAG_IS_USED_UP] = true;
2555 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2556 2575
2557 insert (force); 2576 return insert (force);
2558} 2577}
2559 2578
2560void 2579void
2561object::play_sound (faceidx sound) 2580object::play_sound (faceidx sound)
2562{ 2581{
2573 } 2592 }
2574 else 2593 else
2575 map->play_sound (sound, x, y); 2594 map->play_sound (sound, x, y);
2576} 2595}
2577 2596
2597void
2598object::make_noise ()
2599{
2600 // we do not model noise in the map, so instead put
2601 // a temporary light into the noise source
2602 // could use the map instead, but that's less reliable for our
2603 // goal, which is to make invisibility a bit harder to exploit
2604
2605 // currently only works sensibly for players
2606 if (!is_player ())
2607 return;
2608
2609 // find old force, or create new one
2610 object *force = force_find (shstr_noise_force);
2611
2612 if (force)
2613 force->speed_left = -1.f; // patch old speed up
2614 else
2615 {
2616 force = archetype::get (shstr_noise_force);
2617
2618 force->slaying = shstr_noise_force;
2619 force->stats.food = 1;
2620 force->speed_left = -1.f;
2621
2622 force->set_speed (1.f / 4.f);
2623 force->flag [FLAG_IS_USED_UP] = true;
2624 force->flag [FLAG_APPLIED] = true;
2625
2626 insert (force);
2627 }
2628}
2629

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