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Comparing deliantra/server/common/object.C (file contents):
Revision 1.357 by root, Tue Nov 13 01:29:30 2012 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
45uint32_t object::create_count; 46uint32_t object::create_count;
46uint32_t object::destroy_count; 47uint32_t object::destroy_count;
47 48
48//+GPL 49//+GPL
49 50
50short freearr_x[SIZEOFFREE] = { 51int freearr_x[SIZEOFFREE] = {
51 0, 52 0,
52 0, 1, 1, 1, 0, -1, -1, -1, 53 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
55}; 56};
56short freearr_y[SIZEOFFREE] = { 57int freearr_y[SIZEOFFREE] = {
57 0, 58 0,
58 -1, -1, 0, 1, 1, 1, 0, -1, 59 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
61}; 62};
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, 73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74}; 75};
75 76
76const char *wall_suffix[16] = { 77const char *wall_suffix[16] = {
77 "0", 78 "0",
78 "1_3", 79 "1_3",
79 "1_4", 80 "1_4",
80 "2_1_2", 81 "2_1_2",
81 "1_2", 82 "1_2",
82 "2_2_4", 83 "2_2_4",
83 "2_2_1", 84 "2_2_1",
84 "3_1", 85 "3_1",
85 "1_1", 86 "1_1",
86 "2_2_3", 87 "2_2_3",
87 "2_2_2", 88 "2_2_2",
88 "3_3", 89 "3_3",
89 "2_1_1", 90 "2_1_1",
90 "3_4", 91 "3_4",
91 "3_2", 92 "3_2",
92 "4" 93 "4"
93}; 94};
94 95
95static void 96static void
96write_uuid (uval64 skip, bool sync) 97write_uuid (uval64 skip, bool sync)
97{ 98{
148{ 149{
149 UUID uid; 150 UUID uid;
150 151
151 uid.seq = ++cur.seq; 152 uid.seq = ++cur.seq;
152 153
153 if (expect_false (cur.seq >= seq_next_save)) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
154 { 155 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); 156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false); 157 write_uuid (UUID_GAP, false);
157 } 158 }
158 159
235static bool 236static bool
236compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
237{ 238{
238 /* n-squared behaviour (see kv.get), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
239 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
240 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
241 */ 242 */
242 243
243 /* For each field in wants, */ 244 /* For each field in wants, */
244 for (key_value *kv = wants->kv.first; kv; kv = kv->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
245 if (has->kv.get (kv->key) != kv->value) 246 if (has->kv.get (kv->key) != kv->value)
351 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
352 * if it is valid. 353 * if it is valid.
353 */ 354 */
354 } 355 }
355 356
356 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
357 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
358 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
359 */ 360 */
360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
361 return 0; 362 return 0;
362 363
363 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
364 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
365 * check? 366 * check?
366 */ 367 */
367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
368 return 0; 369 return 0;
369 370
636 speed_left = -1.; 637 speed_left = -1.;
637 638
638 /* copy the body_info to the body_used - this is only really 639 /* copy the body_info to the body_used - this is only really
639 * need for monsters, but doesn't hurt to do it for everything. 640 * need for monsters, but doesn't hurt to do it for everything.
640 * by doing so, when a monster is created, it has good starting 641 * by doing so, when a monster is created, it has good starting
641 * values for the body_used info, so when items are created 642 * values for the body_used info, so when items are created
642 * for it, they can be properly equipped. 643 * for it, they can be properly equipped.
643 */ 644 */
644 for (int i = NUM_BODY_LOCATIONS; i--; ) 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
645 slot[i].used = slot[i].info; 646 slot[i].used = slot[i].info;
646 647
647 attachable::instantiate (); 648 attachable::instantiate ();
648} 649}
649 650
659 660
660 neu->map = map; // not copied by copy_to 661 neu->map = map; // not copied by copy_to
661 return neu; 662 return neu;
662} 663}
663 664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
674}
675
664/* 676/*
665 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
666 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
667 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
668 */ 680 */
670update_turn_face (object *op) 682update_turn_face (object *op)
671{ 683{
672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
673 return; 685 return;
674 686
675 SET_ANIMATION (op, op->direction); 687 op->update_anim_frame (op->direction);
676 update_object (op, UP_OBJ_FACE);
677} 688}
678 689
679/* 690/*
680 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
681 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
691 else 702 else
692 deactivate (); 703 deactivate ();
693} 704}
694 705
695/* 706/*
696 * update_object() updates the the map. 707 * update_object() updates the map.
697 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
698 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
699 * invisible object, etc...) 710 * invisible object, etc...)
700 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
701 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
754 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
755 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
756 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
757 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
758 * have move_allow right now. 769 * have move_allow right now.
759 */ 770 */
760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
761 m.invalidate (); 772 m.invalidate ();
762#else 773#else
763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
843 op->activate_recursive (); 854 op->activate_recursive ();
844} 855}
845 856
846/* This function removes object 'op' from the list of active 857/* This function removes object 'op' from the list of active
847 * objects. 858 * objects.
848 * This should only be used for style maps or other such 859 * This should only be used for style maps or other such
849 * reference maps where you don't want an object that isn't 860 * reference maps where you don't want an object that isn't
850 * in play chewing up cpu time getting processed. 861 * in play chewing up cpu time getting processed.
851 * The reverse of this is to call update_ob_speed, which 862 * The reverse of this is to call update_ob_speed, which
852 * will do the right thing based on the speed of the object. 863 * will do the right thing based on the speed of the object.
853 */ 864 */
1088 flag [FLAG_REMOVED] = true; 1099 flag [FLAG_REMOVED] = true;
1089 1100
1090 if (more) 1101 if (more)
1091 more->remove (); 1102 more->remove ();
1092 1103
1093 /* 1104 /*
1094 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1095 * inventory. 1106 * inventory.
1096 */ 1107 */
1097 if (env) 1108 if (env)
1098 { 1109 {
1121 below = 0; 1132 below = 0;
1122 env = 0; 1133 env = 0;
1123 1134
1124 if (pl && pl->is_player ()) 1135 if (pl && pl->is_player ())
1125 { 1136 {
1126 if (expect_false (pl->contr->combat_ob == this)) 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1127 { 1138 {
1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE); 1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0; 1140 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 } 1142 }
1132 1143
1133 if (expect_false (pl->contr->ranged_ob == this)) 1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1134 { 1145 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE); 1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0; 1147 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 } 1149 }
1139 1150
1140 pl->contr->queue_stats_update (); 1151 pl->contr->queue_stats_update ();
1141 1152
1142 if (expect_false (glow_radius) && pl->is_on_map ()) 1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y); 1154 update_all_los (pl->map, pl->x, pl->y);
1144 } 1155 }
1145 } 1156 }
1146 else if (map) 1157 else if (map)
1147 { 1158 {
1403 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1404 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1406 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1407 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1408 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1409 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1410 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1411 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1412 */ 1423 */
1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1539 1550
1540 return op; 1551 return op;
1541} 1552}
1542 1553
1543/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1544 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1545 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1546 */ 1557 */
1547void 1558void
1548replace_insert_ob_in_map (shstr_tmp archname, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1549{ 1560{
1678/* 1689/*
1679 * env->insert (op) 1690 * env->insert (op)
1680 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1681 * inside the object environment. 1692 * inside the object environment.
1682 * 1693 *
1683 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1684 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1685 */ 1696 */
1686object * 1697object *
1687object::insert (object *op) 1698object::insert (object *op)
1688{ 1699{
1808 */ 1819 */
1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1810 return 0; 1821 return 0;
1811 1822
1812 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1813 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1814 */ 1825 */
1815 for (object *next, *tmp = ms.top; tmp; tmp = next) 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1816 { 1827 {
1817 next = tmp->below; 1828 next = tmp->below;
1818 1829
2002 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
2003 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
2004 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
2005 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2006 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
2007 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
2008 * customized, changed states, etc. 2019 * customized, changed states, etc.
2009 */ 2020 */
2010int 2021int
2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012{ 2023{
2035 continue; 2046 continue;
2036 } 2047 }
2037 2048
2038 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
2039 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
2040 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
2041 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
2042 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
2043 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2044 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2045 */ 2056 */
2075 */ 2086 */
2076int 2087int
2077find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2078{ 2089{
2079 for (int i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2080 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2081 return i; 2092 return i;
2082 2093
2083 return -1; 2094 return -1;
2084} 2095}
2085 2096
2096 2107
2097 while (--end) 2108 while (--end)
2098 swap (arr [end], arr [rndm (end + 1)]); 2109 swap (arr [end], arr [rndm (end + 1)]);
2099} 2110}
2100 2111
2101/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2102 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2103 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2104 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2105 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2106 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2350 int mflags; 2361 int mflags;
2351 2362
2352 if (dir < 0) 2363 if (dir < 0)
2353 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2354 2365
2355 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2356 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2357 2368
2358 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2359 2370
2360 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2361 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2434 2445
2435 return 0; 2446 return 0;
2436} 2447}
2437 2448
2438/* Zero the key_values on op, decrementing the shared-string 2449/* Zero the key_values on op, decrementing the shared-string
2439 * refcounts and freeing the links. 2450 * refcounts and freeing the links.
2440 */ 2451 */
2441void 2452void
2442key_values::clear () 2453key_values::clear ()
2443{ 2454{
2444 for (key_value *kvp = first; kvp; ) 2455 for (key_value *kvp = first; kvp; )
2523 2534
2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next) 2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value); 2536 add (kvp->key, kvp->value);
2526 2537
2527 reverse (); 2538 reverse ();
2539
2540 return *this;
2528} 2541}
2529 2542
2530object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2531: iterator_base (container) 2544: iterator_base (container)
2532{ 2545{
2719//+GPL 2732//+GPL
2720 2733
2721object * 2734object *
2722object::force_find (shstr_tmp name) 2735object::force_find (shstr_tmp name)
2723{ 2736{
2724 /* cycle through his inventory to look for the MARK we want to 2737 /* cycle through his inventory to look for the MARK we want to
2725 * place 2738 * place
2726 */ 2739 */
2727 for (object *tmp = inv; tmp; tmp = tmp->below) 2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2728 if (tmp->type == FORCE && tmp->slaying == name) 2741 if (tmp->type == FORCE && tmp->slaying == name)
2729 return splay (tmp); 2742 return splay (tmp);
2730 2743

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