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Comparing deliantra/server/common/object.C (file contents):
Revision 1.260 by root, Mon Sep 29 10:35:36 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] = {
323 { 324 {
324 // see if we are in a container of sorts 325 // see if we are in a container of sorts
325 if (env) 326 if (env)
326 { 327 {
327 // the player inventory itself is always visible 328 // the player inventory itself is always visible
328 if (env->type == PLAYER) 329 if (env->is_player ())
329 return env; 330 return env;
330 331
331 // else a player could have our env open 332 // else a player could have our env open
332 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
333 334
758 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
759 { 760 {
760 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
770 /* 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
771 * have move_allow right now. 772 * have move_allow right now.
772 */ 773 */
773 || ((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
774 || 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)
775 m.flags_ = 0; 776 m.invalidate ();
776 } 777 }
777 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 780 * that is being removed.
780 */ 781 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 783 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
785 else 786 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 788
1056 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1057 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
1058 1059
1059 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1060 1061
1062 object *pl = in_player ();
1063
1061 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1062 * 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
1063 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1064 */ 1067 */
1065 map = env->map; 1068 map = env->map;
1076 1079
1077 /* 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
1078 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1082 * to save cpu time.
1080 */ 1083 */
1081 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 {
1082 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 }
1083 } 1092 }
1084 else if (map) 1093 else if (map)
1085 { 1094 {
1086 map->dirty = true; 1095 map->dirty = true;
1087 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1088 1097
1089 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1090 { 1099 {
1091 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1092 { 1101 {
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1093 // leaving a spot always closes any open container on the ground 1104 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1105 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1106 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1107 // that the CLOSE event is being sent.
1097 close_container (); 1108 close_container ();
1114 *(below ? &below->above : &ms.bot) = above; 1125 *(below ? &below->above : &ms.bot) = above;
1115 1126
1116 above = 0; 1127 above = 0;
1117 below = 0; 1128 below = 0;
1118 1129
1119 ms.flags_ = 0; 1130 ms.invalidate ();
1120 1131
1121 if (map->in_memory == MAP_SAVING) 1132 if (map->in_memory == MAP_SAVING)
1122 return; 1133 return;
1123 1134
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1135 int check_walk_off = !flag [FLAG_NO_APPLY];
1157 } 1168 }
1158 1169
1159 last = tmp; 1170 last = tmp;
1160 } 1171 }
1161 1172
1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1173 if (affects_los ())
1163 update_all_los (map, x, y); 1174 update_all_los (map, x, y);
1164 } 1175 }
1165} 1176}
1166 1177
1167/* 1178/*
1263 * just 'op' otherwise 1274 * just 'op' otherwise
1264 */ 1275 */
1265object * 1276object *
1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1267{ 1278{
1268 if (op->is_on_map ())
1269 {
1270 LOG (llevError, "insert_ob_in_map called for object already on map");
1271 abort ();
1272 }
1273
1274 if (op->env)
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1277 op->remove (); 1279 op->remove ();
1278 }
1279 1280
1280 if (m == &freed_map)//D TODO: remove soon 1281 if (m == &freed_map)//D TODO: remove soon
1281 {//D 1282 {//D
1282 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1283 }//D 1284 }//D
1424 op->below = top; 1425 op->below = top;
1425 *(op->above ? &op->above->below : &ms.top) = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1427 }
1427 } 1428 }
1428 1429
1429 if (op->type == PLAYER) 1430 if (op->is_player ())
1430 { 1431 {
1431 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1432 ++op->map->players; 1433 ++op->map->players;
1433 op->map->touch (); 1434 op->map->touch ();
1434 } 1435 }
1449 * 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 -
1450 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1451 * or just updating the P_UPTODATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1452 * of effect may be sufficient. 1453 * of effect may be sufficient.
1453 */ 1454 */
1454 if (op->map->darkness && (op->glow_radius != 0)) 1455 if (op->affects_los ())
1456 {
1457 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1459 }
1456 1460
1457 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1461 /* updates flags (blocked, alive, no magic, etc) for this map space */
1458 update_object (op, UP_OBJ_INSERT); 1462 update_object (op, UP_OBJ_INSERT);
1459 1463
1460 INVOKE_OBJECT (INSERT, op); 1464 INVOKE_OBJECT (INSERT, op);
1655 1659
1656 adjust_weight (this, op->total_weight ()); 1660 adjust_weight (this, op->total_weight ());
1657 1661
1658inserted: 1662inserted:
1659 /* 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 */
1660 if (op->glow_radius && map && map->darkness) 1664 if (op->glow_radius && is_on_map ())
1665 {
1666 update_stats ();
1661 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1662 1668 }
1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1663 // if this is a player's inventory, update stats 1670 // if this is a player's inventory, update stats
1664 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1665 update_stats (); 1671 update_stats ();
1666 1672
1667 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1668 1674
1669 return op; 1675 return op;
1753 { 1759 {
1754 1760
1755 float 1761 float
1756 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1757 1763
1758 if (op->type == PLAYER) 1764 if (op->is_player ())
1759 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)) ||
1760 (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)))
1761 diff /= 4.0; 1767 diff /= 4.0;
1762 1768
1763 op->speed_left -= diff; 1769 op->speed_left -= diff;
1971 * head of the object should correspond for the entire object. 1977 * head of the object should correspond for the entire object.
1972 */ 1978 */
1973 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1974 continue; 1980 continue;
1975 1981
1976 if (ob->blocked (m, pos.x, pos.y)) 1982 if (ob->blocked (pos.m, pos.x, pos.y))
1977 continue; 1983 continue;
1978 1984
1979 altern [index++] = i; 1985 altern [index++] = i;
1980 } 1986 }
1981 1987
2089 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2090 max = maxfree[i]; 2096 max = maxfree[i];
2091 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2092 { 2098 {
2093 for (tmp = ms.bot; tmp; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2094 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2095 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2096 break; 2102 break;
2097 2103
2098 if (tmp) 2104 if (tmp)
2099 return freedir[i]; 2105 return freedir[i];
2285int 2291int
2286can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2287{ 2293{
2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2290 !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));
2291} 2297}
2292 2298
2293/* 2299/*
2294 * create clone from object to another 2300 * create clone from object to another
2295 */ 2301 */
2548 return splay (tmp); 2554 return splay (tmp);
2549 2555
2550 return 0; 2556 return 0;
2551} 2557}
2552 2558
2553void 2559object *
2554object::force_add (const shstr name, int duration) 2560object::force_add (const shstr name, int duration)
2555{ 2561{
2556 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2557 force->destroy (); 2563 force->destroy ();
2558 2564
2564 2570
2565 force->set_speed (duration ? 1.f / duration : 0.f); 2571 force->set_speed (duration ? 1.f / duration : 0.f);
2566 force->flag [FLAG_IS_USED_UP] = true; 2572 force->flag [FLAG_IS_USED_UP] = true;
2567 force->flag [FLAG_APPLIED] = true; 2573 force->flag [FLAG_APPLIED] = true;
2568 2574
2569 insert (force); 2575 return insert (force);
2570} 2576}
2571 2577
2572void 2578void
2573object::play_sound (faceidx sound) 2579object::play_sound (faceidx sound)
2574{ 2580{
2585 } 2591 }
2586 else 2592 else
2587 map->play_sound (sound, x, y); 2593 map->play_sound (sound, x, y);
2588} 2594}
2589 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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