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Comparing deliantra/server/common/object.C (file contents):
Revision 1.231 by root, Sun May 4 11:12:40 2008 UTC vs.
Revision 1.266 by root, Tue Dec 23 01:13:15 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
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;
355} 353}
356 354
357// adjust weight per container type ("of holding") 355// adjust weight per container type ("of holding")
358static sint32 356static sint32
359weight_adjust (object *op, sint32 weight) 357weight_adjust_for (object *op, sint32 weight)
360{ 358{
361 return op->type == CONTAINER 359 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 361 : weight;
364} 362}
370static void 368static void
371adjust_weight (object *op, sint32 weight) 369adjust_weight (object *op, sint32 weight)
372{ 370{
373 while (op) 371 while (op)
374 { 372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust (op, weight); 375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
376 377
377 if (!weight) 378 if (!weight)
378 return; 379 return;
379 380
380 op->carrying += weight; 381 op->carrying += weight;
403 op->update_weight (); 404 op->update_weight ();
404 405
405 sum += op->total_weight (); 406 sum += op->total_weight ();
406 } 407 }
407 408
408 sum = weight_adjust (this, sum); 409 sum = weight_adjust_for (this, sum);
409 410
410 if (sum != carrying) 411 if (sum != carrying)
411 { 412 {
412 carrying = sum; 413 carrying = sum;
413 414
475 */ 476 */
476object * 477object *
477find_object_name (const char *str) 478find_object_name (const char *str)
478{ 479{
479 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
480 object *op;
481 481
482 if (str_)
482 for_all_objects (op) 483 for_all_objects (op)
483 if (op->name == str_) 484 if (op->name == str_)
484 break; 485 return op;
485 486
486 return op; 487 return 0;
487} 488}
488 489
489/* 490/*
490 * 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
491 * skill and experience objects. 492 * skill and experience objects.
635 } 636 }
636 637
637 if (speed < 0) 638 if (speed < 0)
638 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
639 640
640 dst->set_speed (dst->speed); 641 dst->activate ();
641} 642}
642 643
643void 644void
644object::instantiate () 645object::instantiate ()
645{ 646{
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
769 /* 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
770 * to have move_allow right now. 771 * have move_allow right now.
771 */ 772 */
772 || ((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
773 || 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)
774 m.flags_ = 0; 775 m.invalidate ();
775 } 776 }
776 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 779 * that is being removed.
779 */ 780 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 782 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
784 else 785 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 787
828object::activate () 829object::activate ()
829{ 830{
830 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
831 if (active) 832 if (active)
832 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
833 837
834 if (has_active_speed ()) 838 if (has_active_speed ())
835 actives.insert (this); 839 actives.insert (this);
836} 840}
837 841
901 * drop on that space. 905 * drop on that space.
902 */ 906 */
903 if (!drop_to_ground 907 if (!drop_to_ground
904 || !map 908 || !map
905 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 910 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
908 { 912 {
909 while (inv) 913 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 914 inv->destroy ();
913 }
914 } 915 }
915 else 916 else
916 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
917 while (inv) 918 while (inv)
918 { 919 {
922 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 924 || op->type == RUNE
924 || op->type == TRAP 925 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 928 op->destroy ();
928 else 929 else
929 map->insert (op, x, y); 930 map->insert (op, x, y);
930 } 931 }
931 } 932 }
932} 933}
940 941
941static struct freed_map : maptile 942static struct freed_map : maptile
942{ 943{
943 freed_map () 944 freed_map ()
944 { 945 {
945 path = "<freed objects map>"; 946 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 947 name = "/internal/freed_objects_map";
947 width = 3; 948 width = 3;
948 height = 3; 949 height = 3;
949 nodrop = 1; 950 no_drop = 1;
951 no_reset = 1;
950 952
951 alloc (); 953 alloc ();
952 in_memory = MAP_ACTIVE; 954 in_memory = MAP_ACTIVE;
953 } 955 }
954 956
995 attacked_by = 0; 997 attacked_by = 0;
996 current_weapon = 0; 998 current_weapon = 0;
997} 999}
998 1000
999void 1001void
1000object::destroy (bool destroy_inventory) 1002object::destroy ()
1001{ 1003{
1002 if (destroyed ()) 1004 if (destroyed ())
1003 return; 1005 return;
1004 1006
1005 if (!is_head () && !head->destroyed ()) 1007 if (!is_head () && !head->destroyed ())
1006 { 1008 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1010 head->destroy ();
1009 return; 1011 return;
1010 } 1012 }
1011 1013
1012 destroy_inv (!destroy_inventory); 1014 destroy_inv (false);
1013 1015
1014 if (is_head ()) 1016 if (is_head ())
1015 if (sound_destroy) 1017 if (sound_destroy)
1016 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1054 esrv_del_item (pl->contr, count); 1056 esrv_del_item (pl->contr, count);
1055 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
1056 1058
1057 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1058 1060
1059 *(above ? &above->below : &env->inv) = below; 1061 object *pl = in_player ();
1060
1061 if (below)
1062 below->above = above;
1063 1062
1064 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1065 * 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
1066 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1067 */ 1066 */
1068 map = env->map; 1067 map = env->map;
1069 x = env->x; 1068 x = env->x;
1070 y = env->y; 1069 y = env->y;
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
1071 above = 0; 1075 above = 0;
1072 below = 0; 1076 below = 0;
1073 env = 0; 1077 env = 0;
1074 1078
1075 /* 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
1076 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 1081 * to save cpu time.
1078 */ 1082 */
1083 if (pl)
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))
1085 {
1080 otmp->update_stats (); 1086 pl->update_stats ();
1087
1088 if (affects_los () && pl->is_on_map () && pl->map->darkness)
1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1081 } 1091 }
1082 else if (map) 1092 else if (map)
1083 { 1093 {
1084 map->dirty = true; 1094 map->dirty = true;
1085 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1105 1115
1106 esrv_del_item (pl->contr, count); 1116 esrv_del_item (pl->contr, count);
1107 } 1117 }
1108 1118
1109 /* link the object above us */ 1119 /* link the object above us */
1110 if (above) 1120 // re-link, make sure compiler can easily use cmove
1111 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1112 else 1122 *(below ? &below->above : &ms.bot) = above;
1113 ms.top = below; /* we were top, set new top */
1114
1115 /* Relink the object below us, if there is one */
1116 if (below)
1117 below->above = above;
1118 else
1119 {
1120 /* Nothing below, which means we need to relink map object for this space
1121 * use translated coordinates in case some oddness with map tiling is
1122 * evident
1123 */
1124 if (GET_MAP_OB (map, x, y) != this)
1125 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1126
1127 ms.bot = above; /* goes on above it. */
1128 }
1129 1123
1130 above = 0; 1124 above = 0;
1131 below = 0; 1125 below = 0;
1126
1127 ms.invalidate ();
1132 1128
1133 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1134 return; 1130 return;
1135 1131
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1169 } 1165 }
1170 1166
1171 last = tmp; 1167 last = tmp;
1172 } 1168 }
1173 1169
1174 /* last == NULL if there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1175 //TODO: this makes little sense, why only update the topmost object?
1176 if (!last)
1177 map->at (x, y).flags_ = 0;
1178 else
1179 update_object (last, UP_OBJ_REMOVE);
1180
1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1183 } 1172 }
1184} 1173}
1185 1174
1186/* 1175/*
1210 esrv_update_item (UPD_NROF, pl, top); 1199 esrv_update_item (UPD_NROF, pl, top);
1211 1200
1212 op->weight = 0; // cancel the addition above 1201 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already 1202 op->carrying = 0; // must be 0 already
1214 1203
1215 op->destroy (1); 1204 op->destroy ();
1216 1205
1217 return top; 1206 return top;
1218 } 1207 }
1219 1208
1220 return 0; 1209 return 0;
1248 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1249 */ 1238 */
1250object * 1239object *
1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1252{ 1241{
1242 op->remove ();
1243
1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 { 1245 {
1255 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1256 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1257 } 1248 }
1280 * just 'op' otherwise 1271 * just 'op' otherwise
1281 */ 1272 */
1282object * 1273object *
1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1284{ 1275{
1285 assert (!op->flag [FLAG_FREED]);
1286
1287 op->remove (); 1276 op->remove ();
1277
1278 if (m == &freed_map)//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 }//D
1288 1282
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1285 * need extra work
1292 */ 1286 */
1293 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1294 { 1288 {
1295 op->destroy (1); 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1296 return 0; 1290 return 0;
1297 } 1291 }
1298 1292
1299 if (object *more = op->more) 1293 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1309 */ 1303 */
1310 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1313 { 1307 {
1314 // TODO: we atcually want to update tmp, not op, 1308 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp 1309 // but some caller surely breaks when we return tmp
1316 // from here :/ 1310 // from here :/
1317 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1318 tmp->destroy (1); 1312 tmp->destroy ();
1319 } 1313 }
1320 1314
1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1323 1317
1330 { 1324 {
1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332 abort (); 1326 abort ();
1333 } 1327 }
1334 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1335 op->above = originator; 1333 op->above = originator;
1336 op->below = originator->below; 1334 op->below = originator->below;
1337
1338 if (op->below)
1339 op->below->above = op;
1340 else
1341 ms.bot = op;
1342
1343 /* since *below* originator, no need to update top */
1344 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1345 } 1338 }
1346 else 1339 else
1347 { 1340 {
1348 object *top, *floor = NULL; 1341 object *floor = 0;
1349 1342 object *top = ms.top;
1350 top = ms.bot;
1351 1343
1352 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1353 if (top) 1345 if (top)
1354 { 1346 {
1355 object *last = 0;
1356
1357 /* 1347 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1365 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1366 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1368 */ 1358 */
1369 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1360 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1372 floor = top; 1362 floor = tmp;
1373 1363
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1375 { 1365 {
1376 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1377 top = top->below; 1367 top = tmp->below;
1378 break; 1368 break;
1379 } 1369 }
1380 1370
1381 last = top; 1371 top = tmp;
1382 } 1372 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1373
1387 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1390 */ 1377 */
1397 */ 1384 */
1398 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1401 { 1388 {
1389 object *last;
1390
1402 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break; 1393 break;
1405 1394
1406 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1414 } /* If objects on this space */ 1403 } /* If objects on this space */
1415 1404
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1406 top = floor;
1418 1407
1419 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1409 if (!top)
1424 { 1410 {
1411 op->below = 0;
1425 op->above = ms.bot; 1412 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1416 }
1433 else 1417 else
1434 { /* get inserted into the stack above top */ 1418 {
1435 op->above = top->above; 1419 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1420 top->above = op;
1439 1421
1440 op->below = top; 1422 op->below = top;
1441 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1424 }
1443 1425 }
1444 if (!op->above)
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447 1426
1448 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1449 { 1428 {
1450 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1451 ++op->map->players; 1430 ++op->map->players;
1468 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1469 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1470 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1471 * of effect may be sufficient. 1450 * of effect may be sufficient.
1472 */ 1451 */
1473 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1474 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1475 1457
1476 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1477 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1478 1460
1479 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1513{ 1495{
1514 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1515 1497
1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1518 tmp->destroy (1); 1500 tmp->destroy ();
1519 1501
1520 object *tmp = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1521 1503
1522 tmp->x = op->x; 1504 tmp->x = op->x;
1523 tmp->y = op->y; 1505 tmp->y = op->y;
1547 if (!nr) 1529 if (!nr)
1548 return true; 1530 return true;
1549 1531
1550 nr = min (nr, nrof); 1532 nr = min (nr, nrof);
1551 1533
1534 if (nrof > nr)
1535 {
1552 nrof -= nr; 1536 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0 1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557 1538
1558 if (object *pl = visible_to ()) 1539 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1540 esrv_update_item (UPD_NROF, pl, this);
1560 1541
1561 return true; 1542 return true;
1562 } 1543 }
1563 else 1544 else
1564 { 1545 {
1565 destroy (1); 1546 destroy ();
1566 return false; 1547 return false;
1567 } 1548 }
1568} 1549}
1569 1550
1570/* 1551/*
1647 if (object *pl = tmp->visible_to ()) 1628 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp); 1629 esrv_update_item (UPD_NROF, pl, tmp);
1649 1630
1650 adjust_weight (this, op->total_weight ()); 1631 adjust_weight (this, op->total_weight ());
1651 1632
1652 op->destroy (1); 1633 op->destroy ();
1653 op = tmp; 1634 op = tmp;
1654 goto inserted; 1635 goto inserted;
1655 } 1636 }
1656 1637
1657 op->owner = 0; // it's his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1675 1656
1676 adjust_weight (this, op->total_weight ()); 1657 adjust_weight (this, op->total_weight ());
1677 1658
1678inserted: 1659inserted:
1679 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && map && map->darkness) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1662 {
1663 update_stats ();
1681 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1682 1665 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1683 // if this is a player's inventory, update stats 1667 // if this is a player's inventory, update stats
1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1685 update_stats (); 1668 update_stats ();
1686 1669
1687 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1688 1671
1689 return op; 1672 return op;
1991 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
1992 */ 1975 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue; 1977 continue;
1995 1978
1996 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
1997 continue; 1980 continue;
1998 1981
1999 altern [index++] = i; 1982 altern [index++] = i;
2000 } 1983 }
2001 1984
2446{ 2429{
2447 char flagdesc[512]; 2430 char flagdesc[512];
2448 char info2[256 * 4]; 2431 char info2[256 * 4];
2449 char *p = info; 2432 char *p = info;
2450 2433
2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2452 count, 2435 count,
2453 uuid.c_str (), 2436 uuid.c_str (),
2454 &name, 2437 &name,
2455 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2456 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2457 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2458 2442
2459 if (!flag[FLAG_REMOVED] && env) 2443 if (!flag[FLAG_REMOVED] && env)
2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2461 2445
2567 return splay (tmp); 2551 return splay (tmp);
2568 2552
2569 return 0; 2553 return 0;
2570} 2554}
2571 2555
2572void 2556object *
2573object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2574{ 2558{
2575 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2576 force->destroy (); 2560 force->destroy ();
2577 2561
2583 2567
2584 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2585 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2586 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2587 2571
2588 insert (force); 2572 return insert (force);
2589} 2573}
2590 2574
2591void 2575void
2592object::play_sound (faceidx sound) 2576object::play_sound (faceidx sound)
2593{ 2577{
2604 } 2588 }
2605 else 2589 else
2606 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2607} 2591}
2608 2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed = 1.f / 4; // patch old speed up
2610 else
2611 force_add (shstr_noise_force, 4);
2612}
2613

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