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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.265 by root, Tue Dec 23 00:39:48 2008 UTC vs.
Revision 1.271 by root, Sat Dec 27 04:07:44 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;
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
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 (pl) 1084 if (pl)
1084 if (pl->contr && !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 (affects_los () && pl->is_on_map () && pl->map->darkness) 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 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1101 // leaving a spot always closes any open container on the ground 1104 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env) 1105 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures 1106 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent. 1107 // that the CLOSE event is being sent.
1105 close_container (); 1108 close_container ();
1165 } 1168 }
1166 1169
1167 last = tmp; 1170 last = tmp;
1168 } 1171 }
1169 1172
1170 if (map->darkness && affects_los ()) 1173 if (affects_los ())
1171 update_all_los (map, x, y); 1174 update_all_los (map, x, y);
1172 } 1175 }
1173} 1176}
1174 1177
1175/* 1178/*
1422 op->below = top; 1425 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1427 }
1425 } 1428 }
1426 1429
1427 if (op->type == PLAYER) 1430 if (op->is_player ())
1428 { 1431 {
1429 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1430 ++op->map->players; 1433 ++op->map->players;
1431 op->map->touch (); 1434 op->map->touch ();
1432 } 1435 }
1447 * 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 -
1448 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1453 * of effect may be sufficient.
1451 */ 1454 */
1452 if (op->affects_los () && op->map->darkness) 1455 if (op->affects_los ())
1453 { 1456 {
1454 op->ms ().invalidate (); 1457 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1456 } 1459 }
1457 1460
1656 1659
1657 adjust_weight (this, op->total_weight ()); 1660 adjust_weight (this, op->total_weight ());
1658 1661
1659inserted: 1662inserted:
1660 /* 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 */
1661 if (op->glow_radius && is_on_map () && map->darkness) 1664 if (op->glow_radius && is_on_map ())
1662 { 1665 {
1663 update_stats (); 1666 update_stats ();
1664 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1665 } 1668 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1667 // if this is a player's inventory, update stats 1670 // if this is a player's inventory, update stats
1668 update_stats (); 1671 update_stats ();
1669 1672
1670 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1671 1674
1756 { 1759 {
1757 1760
1758 float 1761 float
1759 diff = tmp->move_slow_penalty * fabs (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
1760 1763
1761 if (op->type == PLAYER) 1764 if (op->is_player ())
1762 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)) ||
1763 (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)))
1764 diff /= 4.0; 1767 diff /= 4.0;
1765 1768
1766 op->speed_left -= diff; 1769 op->speed_left -= diff;
2092 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2093 max = maxfree[i]; 2096 max = maxfree[i];
2094 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2095 { 2098 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 break; 2102 break;
2100 2103
2101 if (tmp) 2104 if (tmp)
2102 return freedir[i]; 2105 return freedir[i];
2288int 2291int
2289can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2290{ 2293{
2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (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)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2294} 2297}
2295 2298
2296/* 2299/*
2297 * create clone from object to another 2300 * create clone from object to another
2298 */ 2301 */
2596 // we do not model noise in the map, so instead put 2599 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source 2600 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our 2601 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit 2602 // goal, which is to make invisibility a bit harder to exploit
2600 2603
2604 // currently only works sensibly for players
2605 if (!is_player ())
2606 return;
2607
2601 // find old force, or create new one 2608 // find old force, or create new one
2602 object *force = force_find (shstr_noise_force); 2609 object *force = force_find (shstr_noise_force);
2603 2610
2604 if (force) 2611 if (force)
2605 force->speed = 1.f / 4; // patch old speed up 2612 force->speed_left = -1.f; // patch old speed up
2606 else 2613 else
2607 { 2614 {
2608 force = get_archetype (shstr_noise_force); 2615 force = archetype::get (shstr_noise_force);
2609 2616
2610 force->slaying = name; 2617 force->slaying = shstr_noise_force;
2611 force->stats.food = 1; 2618 force->stats.food = 1;
2612 force->speed_left = -1.f; 2619 force->speed_left = -1.f;
2613 2620
2614 force->set_speed (1.f / 4); 2621 force->set_speed (1.f / 4.f);
2615 force->flag [FLAG_IS_USED_UP] = true; 2622 force->flag [FLAG_IS_USED_UP] = true;
2616 force->flag [FLAG_APPLIED] = true; 2623 force->flag [FLAG_APPLIED] = true;
2617 2624
2618 insert (force); 2625 insert (force);
2619 } 2626 }

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