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Comparing deliantra/server/common/object.C (file contents):
Revision 1.262 by elmex, Wed Oct 22 19:51:41 2008 UTC vs.
Revision 1.275 by root, Sun Dec 28 15:28:47 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 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1093 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1106 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1097 close_container (); 1109 close_container ();
1114 *(below ? &below->above : &ms.bot) = above; 1126 *(below ? &below->above : &ms.bot) = above;
1115 1127
1116 above = 0; 1128 above = 0;
1117 below = 0; 1129 below = 0;
1118 1130
1119 ms.flags_ = 0; 1131 ms.invalidate ();
1120 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];
1157 } 1169 }
1158 1170
1159 last = tmp; 1171 last = tmp;
1160 } 1172 }
1161 1173
1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1174 if (affects_los ())
1163 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1164 } 1176 }
1165} 1177}
1166 1178
1167/* 1179/*
1274 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 ();// 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
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))
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);
1645 1661
1646 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1647 1663
1648inserted: 1664inserted:
1649 /* 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 */
1650 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1651 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1652 1670 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1653 // if this is a player's inventory, update stats 1672 // if this is a player's inventory, update stats
1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1655 update_stats (); 1673 update_stats ();
1656 1674
1657 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1658 1676
1659 return op; 1677 return op;
1743 { 1761 {
1744 1762
1745 float 1763 float
1746 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1747 1765
1748 if (op->type == PLAYER) 1766 if (op->is_player ())
1749 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)) ||
1750 (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)))
1751 diff /= 4.0; 1769 diff /= 4.0;
1752 1770
1753 op->speed_left -= diff; 1771 op->speed_left -= diff;
2039 * there is capable of. 2057 * there is capable of.
2040 */ 2058 */
2041int 2059int
2042find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2043{ 2061{
2044 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2045
2046 sint16 nx, ny;
2047 object *tmp;
2048 maptile *mp;
2049
2050 MoveType blocked, move_type; 2063 MoveType move_type;
2051 2064
2052 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2053 { 2066 {
2054 exclude = exclude->head; 2067 exclude = exclude->head;
2055 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2058 { 2071 {
2059 /* 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. */
2060 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2061 } 2074 }
2062 2075
2063 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2064 { 2077 {
2065 mp = m; 2078 mapxy pos (m, x, y);
2066 nx = x + freearr_x[i]; 2079 pos.move (i);
2067 ny = y + freearr_y[i];
2068 2080
2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2070
2071 if (mflags & P_OUT_OF_MAP)
2072 max = maxfree[i]; 2082 max = maxfree[i];
2073 else 2083 else
2074 { 2084 {
2075 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2076 2086
2077 blocked = ms.move_block;
2078
2079 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2080 max = maxfree[i]; 2088 max = maxfree [i];
2081 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2082 { 2090 {
2083 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 break;
2087
2088 if (tmp)
2089 return freedir[i]; 2094 return freedir [i];
2090 } 2095 }
2091 } 2096 }
2092 } 2097 }
2093 2098
2094 return 0; 2099 return 0;
2275int 2280int
2276can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2277{ 2282{
2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2280 !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));
2281} 2286}
2282 2287
2283/* 2288/*
2284 * create clone from object to another 2289 * create clone from object to another
2285 */ 2290 */
2538 return splay (tmp); 2543 return splay (tmp);
2539 2544
2540 return 0; 2545 return 0;
2541} 2546}
2542 2547
2543void 2548object *
2544object::force_add (const shstr name, int duration) 2549object::force_add (const shstr name, int duration)
2545{ 2550{
2546 if (object *force = force_find (name)) 2551 if (object *force = force_find (name))
2547 force->destroy (); 2552 force->destroy ();
2548 2553
2554 2559
2555 force->set_speed (duration ? 1.f / duration : 0.f); 2560 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true; 2561 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true; 2562 force->flag [FLAG_APPLIED] = true;
2558 2563
2559 insert (force); 2564 return insert (force);
2560} 2565}
2561 2566
2562void 2567void
2563object::play_sound (faceidx sound) 2568object::play_sound (faceidx sound)
2564{ 2569{
2575 } 2580 }
2576 else 2581 else
2577 map->play_sound (sound, x, y); 2582 map->play_sound (sound, x, y);
2578} 2583}
2579 2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
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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