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Comparing deliantra/server/common/object.C (file contents):
Revision 1.268 by root, Fri Dec 26 13:33:22 2008 UTC vs.
Revision 1.278 by root, Thu Jan 1 19:42:43 2009 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
1083 if (pl) 1084 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))) 1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 { 1086 {
1086 pl->update_stats (); 1087 pl->update_stats ();
1087 1088
1088 if (glow_radius && pl->is_on_map () && pl->map->darklevel () > 0) 1089 if (glow_radius && pl->is_on_map ())
1089 update_all_los (pl->map, pl->x, pl->y); 1090 update_all_los (pl->map, pl->x, pl->y);
1090 } 1091 }
1091 } 1092 }
1092 else if (map) 1093 else if (map)
1093 { 1094 {
1094 map->dirty = true; 1095 map->dirty = true;
1095 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1096 1097
1097 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1098 { 1099 {
1099 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1100 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1101 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env) 1106 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1105 close_container (); 1109 close_container ();
1165 } 1169 }
1166 1170
1167 last = tmp; 1171 last = tmp;
1168 } 1172 }
1169 1173
1170 if (affect_los () && map->darklevel () > 0) 1174 if (affects_los ())
1171 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1172 } 1176 }
1173} 1177}
1174 1178
1175/* 1179/*
1282 1286
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * 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
1285 * need extra work 1289 * need extra work
1286 */ 1290 */
1291 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1293 {
1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1295 return 0;
1291 } 1296 }
1292 1297
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1300 return 0;
1296 1301
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1298 1303
1299 op->map = m; 1304 op->map = newmap;
1300 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1301 1306
1302 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1303 */ 1308 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1422 op->below = top; 1427 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1429 }
1425 } 1430 }
1426 1431
1427 if (op->type == PLAYER) 1432 if (op->is_player ())
1428 { 1433 {
1429 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1430 ++op->map->players; 1435 ++op->map->players;
1431 op->map->touch (); 1436 op->map->touch ();
1432 } 1437 }
1447 * 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 -
1448 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1455 * of effect may be sufficient.
1451 */ 1456 */
1452 if (op->affects_los () && op->map->darklevel () > 0) 1457 if (op->affects_los ())
1453 { 1458 {
1454 op->ms ().invalidate (); 1459 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1456 } 1461 }
1457 1462
1489/* this function inserts an object in the map, but if it 1494/* this function inserts an object in the map, but if it
1490 * finds an object of its own type, it'll remove that one first. 1495 * finds an object of its own type, it'll remove that one first.
1491 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1492 */ 1497 */
1493void 1498void
1494replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (shstr_tmp archname, object *op)
1495{ 1500{
1496 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1497 1502
1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (tmp->arch->archname == archname) /* same archetype */
1500 tmp->destroy (); 1505 tmp->destroy ();
1501 1506
1502 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (archname));
1503 1508
1504 tmp->x = op->x; 1509 tmp->x = op->x;
1505 tmp->y = op->y; 1510 tmp->y = op->y;
1506 1511
1507 insert_ob_in_map (tmp, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1656 1661
1657 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1658 1663
1659inserted: 1664inserted:
1660 /* 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 */
1661 if (op->glow_radius && is_on_map () && map->darklevel () > 0) 1666 if (op->glow_radius && is_on_map ())
1662 { 1667 {
1663 update_stats (); 1668 update_stats ();
1664 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1665 } 1670 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1667 // if this is a player's inventory, update stats 1672 // if this is a player's inventory, update stats
1668 update_stats (); 1673 update_stats ();
1669 1674
1670 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1671 1676
1756 { 1761 {
1757 1762
1758 float 1763 float
1759 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1760 1765
1761 if (op->type == PLAYER) 1766 if (op->is_player ())
1762 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)) ||
1763 (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)))
1764 diff /= 4.0; 1769 diff /= 4.0;
1765 1770
1766 op->speed_left -= diff; 1771 op->speed_left -= diff;
2052 * there is capable of. 2057 * there is capable of.
2053 */ 2058 */
2054int 2059int
2055find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2056{ 2061{
2057 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2058
2059 sint16 nx, ny;
2060 object *tmp;
2061 maptile *mp;
2062
2063 MoveType blocked, move_type; 2063 MoveType move_type;
2064 2064
2065 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2066 { 2066 {
2067 exclude = exclude->head; 2067 exclude = exclude->head;
2068 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2071 { 2071 {
2072 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2073 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2074 } 2074 }
2075 2075
2076 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2077 { 2077 {
2078 mp = m; 2078 mapxy pos (m, x, y);
2079 nx = x + freearr_x[i]; 2079 pos.move (i);
2080 ny = y + freearr_y[i];
2081 2080
2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2083
2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i]; 2082 max = maxfree[i];
2086 else 2083 else
2087 { 2084 {
2088 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2089 2086
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2093 max = maxfree[i]; 2088 max = maxfree [i];
2094 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2095 { 2090 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 break;
2100
2101 if (tmp)
2102 return freedir[i]; 2094 return freedir [i];
2103 } 2095 }
2104 } 2096 }
2105 } 2097 }
2106 2098
2107 return 0; 2099 return 0;
2182 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2183 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2184 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2185 * functions. 2177 * functions.
2186 */ 2178 */
2187int reduction_dir[SIZEOFFREE][3] = { 2179const int reduction_dir[SIZEOFFREE][3] = {
2188 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2189 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2190 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2191 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2192 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2288int 2280int
2289can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2290{ 2282{
2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2293 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2294} 2286}
2295 2287
2296/* 2288/*
2297 * create clone from object to another 2289 * create clone from object to another
2298 */ 2290 */
2330 return tmp; 2322 return tmp;
2331 2323
2332 return 0; 2324 return 0;
2333} 2325}
2334 2326
2335const shstr & 2327shstr_tmp
2336object::kv_get (const shstr &key) const 2328object::kv_get (shstr_tmp key) const
2337{ 2329{
2338 for (key_value *kv = key_values; kv; kv = kv->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2339 if (kv->key == key) 2331 if (kv->key == key)
2340 return kv->value; 2332 return kv->value;
2341 2333
2342 return shstr_null; 2334 return shstr ();
2343} 2335}
2344 2336
2345void 2337void
2346object::kv_set (const shstr &key, const shstr &value) 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2347{ 2339{
2348 for (key_value *kv = key_values; kv; kv = kv->next) 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2349 if (kv->key == key) 2341 if (kv->key == key)
2350 { 2342 {
2351 kv->value = value; 2343 kv->value = value;
2360 2352
2361 key_values = kv; 2353 key_values = kv;
2362} 2354}
2363 2355
2364void 2356void
2365object::kv_del (const shstr &key) 2357object::kv_del (shstr_tmp key)
2366{ 2358{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key) 2360 if ((*kvp)->key == key)
2369 { 2361 {
2370 key_value *kv = *kvp; 2362 key_value *kv = *kvp;
2539// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2541} 2533}
2542 2534
2543object * 2535object *
2544object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2545{ 2537{
2546 /* cycle through his inventory to look for the MARK we want to 2538 /* cycle through his inventory to look for the MARK we want to
2547 * place 2539 * place
2548 */ 2540 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2552 2544
2553 return 0; 2545 return 0;
2554} 2546}
2555 2547
2556object * 2548object *
2557object::force_add (const shstr name, int duration) 2549object::force_add (shstr_tmp name, int duration)
2558{ 2550{
2559 if (object *force = force_find (name)) 2551 if (object *force = force_find (name))
2560 force->destroy (); 2552 force->destroy ();
2561 2553
2562 object *force = get_archetype (FORCE_NAME); 2554 object *force = get_archetype (FORCE_NAME);
2604 2596
2605 // find old force, or create new one 2597 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force); 2598 object *force = force_find (shstr_noise_force);
2607 2599
2608 if (force) 2600 if (force)
2609 force->speed = 1.f / 4; // patch old speed up 2601 force->speed_left = -1.f; // patch old speed up
2610 else 2602 else
2611 force_add (shstr_noise_force, 4); 2603 {
2612} 2604 force = archetype::get (shstr_noise_force);
2613 2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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