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Comparing deliantra/server/common/object.C (file contents):
Revision 1.241 by root, Wed May 7 19:19:09 2008 UTC vs.
Revision 1.274 by root, Sun Dec 28 03:58:36 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
908 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
909 || map->no_drop 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}
999 attacked_by = 0; 998 attacked_by = 0;
1000 current_weapon = 0; 999 current_weapon = 0;
1001} 1000}
1002 1001
1003void 1002void
1004object::destroy (bool destroy_inventory) 1003object::destroy ()
1005{ 1004{
1006 if (destroyed ()) 1005 if (destroyed ())
1007 return; 1006 return;
1008 1007
1009 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1010 { 1009 {
1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1012 head->destroy (destroy_inventory); 1011 head->destroy ();
1013 return; 1012 return;
1014 } 1013 }
1015 1014
1016 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1017 1016
1018 if (is_head ()) 1017 if (is_head ())
1019 if (sound_destroy) 1018 if (sound_destroy)
1020 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1057 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1058 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1059 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
1060 1059
1061 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1062 1063
1063 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1064 * 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
1065 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1066 */ 1067 */
1078 1079
1079 /* 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
1080 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1081 * to save cpu time. 1082 * to save cpu time.
1082 */ 1083 */
1083 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 {
1084 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 }
1085 } 1092 }
1086 else if (map) 1093 else if (map)
1087 { 1094 {
1088 map->dirty = true; 1095 map->dirty = true;
1089 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1090 1097
1091 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1092 { 1099 {
1093 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1094 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1095 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env) 1106 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1099 close_container (); 1109 close_container ();
1116 *(below ? &below->above : &ms.bot) = above; 1126 *(below ? &below->above : &ms.bot) = above;
1117 1127
1118 above = 0; 1128 above = 0;
1119 below = 0; 1129 below = 0;
1120 1130
1131 ms.invalidate ();
1132
1121 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1122 return; 1134 return;
1123 1135
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1137
1157 } 1169 }
1158 1170
1159 last = tmp; 1171 last = tmp;
1160 } 1172 }
1161 1173
1162 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1163 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last)
1165 map->at (x, y).flags_ = 0;
1166 else
1167 update_object (last, UP_OBJ_REMOVE);
1168
1169 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1170 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1171 } 1176 }
1172} 1177}
1173 1178
1174/* 1179/*
1198 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1199 1204
1200 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1202 1207
1203 op->destroy (1); 1208 op->destroy ();
1204 1209
1205 return top; 1210 return top;
1206 } 1211 }
1207 1212
1208 return 0; 1213 return 0;
1236 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1237 */ 1242 */
1238object * 1243object *
1239insert_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)
1240{ 1245{
1246 op->remove ();
1247
1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1249 {
1243 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1245 } 1252 }
1270object * 1277object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1279{
1273 op->remove (); 1280 op->remove ();
1274 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
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1289 * need extra work
1278 */ 1290 */
1291 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1293 {
1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1295 return 0;
1283 } 1296 }
1284 1297
1285 if (object *more = op->more) 1298 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1300 return 0;
1288 1301
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1290 1303
1291 op->map = m; 1304 op->map = newmap;
1292 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1293 1306
1294 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1295 */ 1308 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1299 { 1312 {
1300 // TODO: we actually want to update tmp, not op, 1313 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp 1314 // but some caller surely breaks when we return tmp
1302 // from here :/ 1315 // from here :/
1303 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1304 tmp->destroy (1); 1317 tmp->destroy ();
1305 } 1318 }
1306 1319
1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1308 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1309 1322
1414 op->below = top; 1427 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1429 }
1417 } 1430 }
1418 1431
1419 if (op->type == PLAYER) 1432 if (op->is_player ())
1420 { 1433 {
1421 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1422 ++op->map->players; 1435 ++op->map->players;
1423 op->map->touch (); 1436 op->map->touch ();
1424 } 1437 }
1439 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1455 * of effect may be sufficient.
1443 */ 1456 */
1444 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1446 1462
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1449 1465
1450 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1484{ 1500{
1485 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1486 1502
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1489 tmp->destroy (1); 1505 tmp->destroy ();
1490 1506
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1492 1508
1493 tmp->x = op->x; 1509 tmp->x = op->x;
1494 tmp->y = op->y; 1510 tmp->y = op->y;
1518 if (!nr) 1534 if (!nr)
1519 return true; 1535 return true;
1520 1536
1521 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1522 1538
1539 if (nrof > nr)
1540 {
1523 nrof -= nr; 1541 nrof -= nr;
1524
1525 if (nrof)
1526 {
1527 adjust_weight (env, -weight * nr); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1528 1543
1529 if (object *pl = visible_to ()) 1544 if (object *pl = visible_to ())
1530 esrv_update_item (UPD_NROF, pl, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1531 1546
1532 return true; 1547 return true;
1533 } 1548 }
1534 else 1549 else
1535 { 1550 {
1536 destroy (1); 1551 destroy ();
1537 return false; 1552 return false;
1538 } 1553 }
1539} 1554}
1540 1555
1541/* 1556/*
1618 if (object *pl = tmp->visible_to ()) 1633 if (object *pl = tmp->visible_to ())
1619 esrv_update_item (UPD_NROF, pl, tmp); 1634 esrv_update_item (UPD_NROF, pl, tmp);
1620 1635
1621 adjust_weight (this, op->total_weight ()); 1636 adjust_weight (this, op->total_weight ());
1622 1637
1623 op->destroy (1); 1638 op->destroy ();
1624 op = tmp; 1639 op = tmp;
1625 goto inserted; 1640 goto inserted;
1626 } 1641 }
1627 1642
1628 op->owner = 0; // it's his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1646 1661
1647 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1648 1663
1649inserted: 1664inserted:
1650 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1651 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1652 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1653 1670 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1654 // if this is a player's inventory, update stats 1672 // if this is a player's inventory, update stats
1655 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1656 update_stats (); 1673 update_stats ();
1657 1674
1658 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1659 1676
1660 return op; 1677 return op;
1744 { 1761 {
1745 1762
1746 float 1763 float
1747 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1748 1765
1749 if (op->type == PLAYER) 1766 if (op->is_player ())
1750 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1751 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1752 diff /= 4.0; 1769 diff /= 4.0;
1753 1770
1754 op->speed_left -= diff; 1771 op->speed_left -= diff;
1962 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1963 */ 1980 */
1964 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1965 continue; 1982 continue;
1966 1983
1967 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1968 continue; 1985 continue;
1969 1986
1970 altern [index++] = i; 1987 altern [index++] = i;
1971 } 1988 }
1972 1989
2080 if ((move_type & blocked) == move_type) 2097 if ((move_type & blocked) == move_type)
2081 max = maxfree[i]; 2098 max = maxfree[i];
2082 else if (mflags & P_IS_ALIVE) 2099 else if (mflags & P_IS_ALIVE)
2083 { 2100 {
2084 for (tmp = ms.bot; tmp; tmp = tmp->above) 2101 for (tmp = ms.bot; tmp; tmp = tmp->above)
2085 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2102 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2086 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2103 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2087 break; 2104 break;
2088 2105
2089 if (tmp) 2106 if (tmp)
2090 return freedir[i]; 2107 return freedir[i];
2276int 2293int
2277can_pick (const object *who, const object *item) 2294can_pick (const object *who, const object *item)
2278{ 2295{
2279 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2296 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2280 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2297 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2281 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2298 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2282} 2299}
2283 2300
2284/* 2301/*
2285 * create clone from object to another 2302 * create clone from object to another
2286 */ 2303 */
2417{ 2434{
2418 char flagdesc[512]; 2435 char flagdesc[512];
2419 char info2[256 * 4]; 2436 char info2[256 * 4];
2420 char *p = info; 2437 char *p = info;
2421 2438
2422 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2439 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2423 count, 2440 count,
2424 uuid.c_str (), 2441 uuid.c_str (),
2425 &name, 2442 &name,
2426 title ? "\",title:\"" : "", 2443 title ? ",title:\"" : "",
2427 title ? (const char *)title : "", 2444 title ? (const char *)title : "",
2445 title ? "\"" : "",
2428 flag_desc (flagdesc, 512), type); 2446 flag_desc (flagdesc, 512), type);
2429 2447
2430 if (!flag[FLAG_REMOVED] && env) 2448 if (!flag[FLAG_REMOVED] && env)
2431 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2449 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2432 2450
2538 return splay (tmp); 2556 return splay (tmp);
2539 2557
2540 return 0; 2558 return 0;
2541} 2559}
2542 2560
2543void 2561object *
2544object::force_add (const shstr name, int duration) 2562object::force_add (const shstr name, int duration)
2545{ 2563{
2546 if (object *force = force_find (name)) 2564 if (object *force = force_find (name))
2547 force->destroy (); 2565 force->destroy ();
2548 2566
2554 2572
2555 force->set_speed (duration ? 1.f / duration : 0.f); 2573 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true; 2574 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true; 2575 force->flag [FLAG_APPLIED] = true;
2558 2576
2559 insert (force); 2577 return insert (force);
2560} 2578}
2561 2579
2562void 2580void
2563object::play_sound (faceidx sound) 2581object::play_sound (faceidx sound)
2564{ 2582{
2575 } 2593 }
2576 else 2594 else
2577 map->play_sound (sound, x, y); 2595 map->play_sound (sound, x, y);
2578} 2596}
2579 2597
2598void
2599object::make_noise ()
2600{
2601 // we do not model noise in the map, so instead put
2602 // a temporary light into the noise source
2603 // could use the map instead, but that's less reliable for our
2604 // goal, which is to make invisibility a bit harder to exploit
2605
2606 // currently only works sensibly for players
2607 if (!is_player ())
2608 return;
2609
2610 // find old force, or create new one
2611 object *force = force_find (shstr_noise_force);
2612
2613 if (force)
2614 force->speed_left = -1.f; // patch old speed up
2615 else
2616 {
2617 force = archetype::get (shstr_noise_force);
2618
2619 force->slaying = shstr_noise_force;
2620 force->stats.food = 1;
2621 force->speed_left = -1.f;
2622
2623 force->set_speed (1.f / 4.f);
2624 force->flag [FLAG_IS_USED_UP] = true;
2625 force->flag [FLAG_APPLIED] = true;
2626
2627 insert (force);
2628 }
2629}
2630

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