--- deliantra/server/common/object.C 2008/05/06 20:08:37 1.236 +++ deliantra/server/common/object.C 2008/12/26 13:33:22 1.268 @@ -188,12 +188,9 @@ || ob1->name != ob2->name) return 0; - /* Do not merge objects if nrof would overflow. First part checks - * for unsigned overflow (2c), second part checks whether the result - * would fit into a 32 bit signed int, which is often used to hold - * nrof values. - */ - if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31)) + /* Do not merge objects if nrof would overflow, assume nrof + * is always 0 .. 2**31-1 */ + if (ob1->nrof > 0x7fffffff - ob2->nrof) return 0; /* If the objects have been identified, set the BEEN_APPLIED flag. @@ -208,7 +205,7 @@ if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) SET_FLAG (ob2, FLAG_BEEN_APPLIED); - if (ob1->arch->name != ob2->arch->name + if (ob1->arch->archname != ob2->arch->archname || ob1->name != ob2->name || ob1->title != ob2->title || ob1->msg != ob2->msg @@ -219,6 +216,7 @@ || ob1->skill != ob2->skill || ob1->value != ob2->value || ob1->animation_id != ob2->animation_id + || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other || ob1->client_type != ob2->client_type || ob1->materialname != ob2->materialname || ob1->lore != ob2->lore @@ -236,7 +234,6 @@ if ((ob1->flag ^ ob2->flag) .reset (FLAG_INV_LOCKED) - .reset (FLAG_CLIENT_SENT) .reset (FLAG_REMOVED) .any ()) return 0; @@ -346,7 +343,8 @@ // maybe there is a player standing on the same mapspace // this will catch the case where "this" is a player if (object *pl = ms ().player ()) - if (!pl->container || this == pl->container) + if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) + || this == pl->container) return pl; } } @@ -480,13 +478,13 @@ find_object_name (const char *str) { shstr_cmp str_ (str); - object *op; - for_all_objects (op) - if (op->name == str_) - break; + if (str_) + for_all_objects (op) + if (op->name == str_) + return op; - return op; + return 0; } /* @@ -640,7 +638,7 @@ if (speed < 0) dst->speed_left -= rndm (); - dst->set_speed (dst->speed); + dst->activate (); } void @@ -770,18 +768,18 @@ || (m.move_off | op->move_off ) != m.move_off || (m.move_slow | op->move_slow) != m.move_slow /* This isn't perfect, but I don't expect a lot of objects to - * to have move_allow right now. + * have move_allow right now. */ || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) - m.flags_ = 0; + m.invalidate (); } /* if the object is being removed, we can't make intelligent * decisions, because remove_ob can't really pass the object * that is being removed. */ else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) - m.flags_ = 0; + m.invalidate (); else if (action == UP_OBJ_FACE) /* Nothing to do for that case */ ; else @@ -834,6 +832,9 @@ if (active) return; + if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D + if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp + if (has_active_speed ()) actives.insert (this); } @@ -906,14 +907,11 @@ if (!drop_to_ground || !map || map->in_memory != MAP_ACTIVE - || map->nodrop + || map->no_drop || ms ().move_block == MOVE_ALL) { while (inv) - { - inv->destroy_inv (false); - inv->destroy (); - } + inv->destroy (); } else { /* Put objects in inventory onto this space */ @@ -927,7 +925,7 @@ || op->type == TRAP || op->flag [FLAG_IS_A_TEMPLATE] || op->flag [FLAG_DESTROY_ON_DEATH]) - op->destroy (true); + op->destroy (); else map->insert (op, x, y); } @@ -945,11 +943,12 @@ { freed_map () { - path = ""; - name = "/internal/freed_objects_map"; - width = 3; - height = 3; - nodrop = 1; + path = ""; + name = "/internal/freed_objects_map"; + width = 3; + height = 3; + no_drop = 1; + no_reset = 1; alloc (); in_memory = MAP_ACTIVE; @@ -1000,7 +999,7 @@ } void -object::destroy (bool destroy_inventory) +object::destroy () { if (destroyed ()) return; @@ -1008,11 +1007,11 @@ if (!is_head () && !head->destroyed ()) { LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); - head->destroy (destroy_inventory); + head->destroy (); return; } - destroy_inv (!destroy_inventory); + destroy_inv (false); if (is_head ()) if (sound_destroy) @@ -1059,13 +1058,7 @@ adjust_weight (env, -total_weight ()); - // make sure cmov optimisation is applicable - *(above ? &above->below : &env->inv) = below; - *(below ? &below->above : &above ) = above; // &above is just a dummy - - above = 0; - below = 0; - env = 0; + object *pl = in_player (); /* we set up values so that it could be inserted into * the map, but we don't actually do that - it is up @@ -1075,12 +1068,26 @@ x = env->x; y = env->y; + // make sure cmov optimisation is applicable + *(above ? &above->below : &env->inv) = below; + *(below ? &below->above : &above ) = above; // &above is just a dummy + + above = 0; + below = 0; + env = 0; + /* NO_FIX_PLAYER is set when a great many changes are being * made to players inventory. If set, avoiding the call * to save cpu time. */ - if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) - otmp->update_stats (); + if (pl) + if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))) + { + pl->update_stats (); + + if (glow_radius && pl->is_on_map () && pl->map->darklevel () > 0) + update_all_los (pl->map, pl->x, pl->y); + } } else if (map) { @@ -1117,6 +1124,8 @@ above = 0; below = 0; + ms.invalidate (); + if (map->in_memory == MAP_SAVING) return; @@ -1158,14 +1167,7 @@ last = tmp; } - /* last == NULL if there are no objects on this space */ - //TODO: this makes little sense, why only update the topmost object? - if (!last) - map->at (x, y).flags_ = 0; - else - update_object (last, UP_OBJ_REMOVE); - - if (flag [FLAG_BLOCKSVIEW] || glow_radius) + if (affect_los () && map->darklevel () > 0) update_all_los (map, x, y); } } @@ -1199,7 +1201,7 @@ op->weight = 0; // cancel the addition above op->carrying = 0; // must be 0 already - op->destroy (1); + op->destroy (); return top; } @@ -1237,6 +1239,8 @@ object * insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) { + op->remove (); + for (object *tmp = op->head_ (); tmp; tmp = tmp->more) { tmp->x = x + tmp->arch->x; @@ -1269,17 +1273,20 @@ object * insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { - assert (!op->flag [FLAG_FREED]); - op->remove (); + if (m == &freed_map)//D TODO: remove soon + {//D + LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D + }//D + /* Ideally, the caller figures this out. However, it complicates a lot * of areas of callers (eg, anything that uses find_free_spot would now * need extra work */ if (!xy_normalise (m, op->x, op->y)) { - op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found + op->head_ ()->destroy ();// remove head_ once all tail object destroyers found return 0; } @@ -1298,11 +1305,11 @@ for (object *tmp = ms.bot; tmp; tmp = tmp->above) if (object::can_merge (op, tmp)) { - // TODO: we atcually want to update tmp, not op, + // TODO: we actually want to update tmp, not op, // but some caller surely breaks when we return tmp // from here :/ op->nrof += tmp->nrof; - tmp->destroy (1); + tmp->destroy (); } CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ @@ -1319,28 +1326,24 @@ abort (); } + if (!originator->is_on_map ()) + LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", + op->debug_desc (), originator->debug_desc ()); + op->above = originator; op->below = originator->below; - - if (op->below) - op->below->above = op; - else - ms.bot = op; - - /* since *below* originator, no need to update top */ originator->below = op; + + *(op->below ? &op->below->above : &ms.bot) = op; } else { - object *top, *floor = NULL; - - top = ms.bot; + object *floor = 0; + object *top = ms.top; /* If there are other objects, then */ if (top) { - object *last = 0; - /* * If there are multiple objects on this space, we do some trickier handling. * We've already dealt with merging if appropriate. @@ -1353,24 +1356,21 @@ * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. */ - for (top = ms.bot; top; top = top->above) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) { - if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) - floor = top; + if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) + floor = tmp; - if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) + if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { /* We insert above top, so we want this object below this */ - top = top->below; + top = tmp->below; break; } - last = top; + top = tmp; } - /* Don't want top to be NULL, so set it to the last valid object */ - top = last; - /* We let update_position deal with figuring out what the space * looks like instead of lots of conditions here. * makes things faster, and effectively the same result. @@ -1386,6 +1386,8 @@ && ms.flags () & P_BLOCKSVIEW && (op->face && !faces [op->face].visibility)) { + object *last; + for (last = top; last != floor; last = last->below) if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) break; @@ -1403,34 +1405,24 @@ if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; - /* Top is the object that our object (op) is going to get inserted above. - */ - - /* First object on this space */ + // insert object above top, or bottom-most if top = 0 if (!top) { - op->above = ms.bot; - - if (op->above) - op->above->below = op; - op->below = 0; + op->above = ms.bot; ms.bot = op; + + *(op->above ? &op->above->below : &ms.top) = op; } else - { /* get inserted into the stack above top */ + { op->above = top->above; - - if (op->above) - op->above->below = op; + top->above = op; op->below = top; - top->above = op; + *(op->above ? &op->above->below : &ms.top) = op; } - - if (!op->above) - ms.top = op; - } /* else not INS_BELOW_ORIGINATOR */ + } if (op->type == PLAYER) { @@ -1457,8 +1449,11 @@ * or just updating the P_UPTODATE for spaces within this area * of effect may be sufficient. */ - if (op->map->darkness && (op->glow_radius != 0)) - update_all_los (op->map, op->x, op->y); + if (op->affects_los () && op->map->darklevel () > 0) + { + op->ms ().invalidate (); + update_all_los (op->map, op->x, op->y); + } /* updates flags (blocked, alive, no magic, etc) for this map space */ update_object (op, UP_OBJ_INSERT); @@ -1502,7 +1497,7 @@ for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ - tmp->destroy (1); + tmp->destroy (); object *tmp = arch_to_object (archetype::find (arch_string)); @@ -1536,11 +1531,10 @@ nr = min (nr, nrof); - nrof -= nr; - - if (nrof) + if (nrof > nr) { - adjust_weight (env, -weight * nr); // carrying == 0 + nrof -= nr; + adjust_weight (env, -weight * max (1, nr)); // carrying == 0 if (object *pl = visible_to ()) esrv_update_item (UPD_NROF, pl, this); @@ -1549,7 +1543,7 @@ } else { - destroy (1); + destroy (); return false; } } @@ -1636,7 +1630,7 @@ adjust_weight (this, op->total_weight ()); - op->destroy (1); + op->destroy (); op = tmp; goto inserted; } @@ -1664,11 +1658,13 @@ inserted: /* reset the light list and los of the players on the map */ - if (op->glow_radius && map && map->darkness) - update_all_los (map, x, y); - - // if this is a player's inventory, update stats - if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) + if (op->glow_radius && is_on_map () && map->darklevel () > 0) + { + update_stats (); + update_all_los (map, x, y); + } + else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) + // if this is a player's inventory, update stats update_stats (); INVOKE_OBJECT (INSERT, this); @@ -1980,7 +1976,7 @@ if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) continue; - if (ob->blocked (m, pos.x, pos.y)) + if (ob->blocked (pos.m, pos.x, pos.y)) continue; altern [index++] = i; @@ -2435,12 +2431,13 @@ char info2[256 * 4]; char *p = info; - p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", + p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}", count, uuid.c_str (), &name, - title ? "\",title:\"" : "", + title ? ",title:\"" : "", title ? (const char *)title : "", + title ? "\"" : "", flag_desc (flagdesc, 512), type); if (!flag[FLAG_REMOVED] && env) @@ -2556,7 +2553,7 @@ return 0; } -void +object * object::force_add (const shstr name, int duration) { if (object *force = force_find (name)) @@ -2572,7 +2569,7 @@ force->flag [FLAG_IS_USED_UP] = true; force->flag [FLAG_APPLIED] = true; - insert (force); + return insert (force); } void @@ -2593,3 +2590,24 @@ map->play_sound (sound, x, y); } +void +object::make_noise () +{ + // we do not model noise in the map, so instead put + // a temporary light into the noise source + // could use the map instead, but that's less reliable for our + // goal, which is to make invisibility a bit harder to exploit + + // currently only works sensibly for players + if (!is_player ()) + return; + + // find old force, or create new one + object *force = force_find (shstr_noise_force); + + if (force) + force->speed = 1.f / 4; // patch old speed up + else + force_add (shstr_noise_force, 4); +} +