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Comparing deliantra/server/common/object.C (file contents):
Revision 1.252 by root, Mon Aug 11 23:23:41 2008 UTC vs.
Revision 1.268 by root, Fri Dec 26 13:33:22 2008 UTC

186 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 187 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
189 return 0; 189 return 0;
190 190
191 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 192 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 194 return 0;
198 195
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 233 return 0;
237 234
238 if ((ob1->flag ^ ob2->flag) 235 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 236 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 237 .reset (FLAG_REMOVED)
242 .any ()) 238 .any ())
243 return 0; 239 return 0;
244 240
245 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
640 } 636 }
641 637
642 if (speed < 0) 638 if (speed < 0)
643 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
644 640
645 dst->set_speed (dst->speed); 641 dst->activate ();
646} 642}
647 643
648void 644void
649object::instantiate () 645object::instantiate ()
650{ 646{
762 else if (action == UP_OBJ_INSERT) 758 else if (action == UP_OBJ_INSERT)
763 { 759 {
764 // this is likely overkill, TODO: revisit (schmorp) 760 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
773 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
774 * have move_allow right now. 771 * have move_allow right now.
775 */ 772 */
776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
778 m.flags_ = 0; 775 m.invalidate ();
779 } 776 }
780 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
781 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
782 * that is being removed. 779 * that is being removed.
783 */ 780 */
784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
785 m.flags_ = 0; 782 m.invalidate ();
786 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
787 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
788 else 785 else
789 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
790 787
832object::activate () 829object::activate ()
833{ 830{
834 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
835 if (active) 832 if (active)
836 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837 837
838 if (has_active_speed ()) 838 if (has_active_speed ())
839 actives.insert (this); 839 actives.insert (this);
840} 840}
841 841
909 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop 910 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
912 { 912 {
913 while (inv) 913 while (inv)
914 inv->destroy (true); 914 inv->destroy ();
915 } 915 }
916 else 916 else
917 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
918 while (inv) 918 while (inv)
919 { 919 {
923 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE 924 || op->type == RUNE
925 || op->type == TRAP 925 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true); 928 op->destroy ();
929 else 929 else
930 map->insert (op, x, y); 930 map->insert (op, x, y);
931 } 931 }
932 } 932 }
933} 933}
997 attacked_by = 0; 997 attacked_by = 0;
998 current_weapon = 0; 998 current_weapon = 0;
999} 999}
1000 1000
1001void 1001void
1002object::destroy (bool destroy_inventory) 1002object::destroy ()
1003{ 1003{
1004 if (destroyed ()) 1004 if (destroyed ())
1005 return; 1005 return;
1006 1006
1007 if (!is_head () && !head->destroyed ()) 1007 if (!is_head () && !head->destroyed ())
1008 { 1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory); 1010 head->destroy ();
1011 return; 1011 return;
1012 } 1012 }
1013 1013
1014 destroy_inv (!destroy_inventory); 1014 destroy_inv (false);
1015 1015
1016 if (is_head ()) 1016 if (is_head ())
1017 if (sound_destroy) 1017 if (sound_destroy)
1018 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1055 if (object *pl = visible_to ()) 1055 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1056 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1058
1059 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1060 1062
1061 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1064 */ 1066 */
1076 1078
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1081 * to save cpu time.
1080 */ 1082 */
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 {
1082 otmp->update_stats (); 1086 pl->update_stats ();
1087
1088 if (glow_radius && pl->is_on_map () && pl->map->darklevel () > 0)
1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1083 } 1091 }
1084 else if (map) 1092 else if (map)
1085 { 1093 {
1086 map->dirty = true; 1094 map->dirty = true;
1087 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1114 *(below ? &below->above : &ms.bot) = above; 1122 *(below ? &below->above : &ms.bot) = above;
1115 1123
1116 above = 0; 1124 above = 0;
1117 below = 0; 1125 below = 0;
1118 1126
1127 ms.invalidate ();
1128
1119 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1120 return; 1130 return;
1121 1131
1122 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1133
1155 } 1165 }
1156 1166
1157 last = tmp; 1167 last = tmp;
1158 } 1168 }
1159 1169
1160 /* last == NULL if there are no objects on this space */ 1170 if (affect_los () && map->darklevel () > 0)
1161 //TODO: this makes little sense, why only update the topmost object?
1162 if (!last)
1163 map->at (x, y).flags_ = 0;
1164 else
1165 update_object (last, UP_OBJ_REMOVE);
1166
1167 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1168 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1169 } 1172 }
1170} 1173}
1171 1174
1172/* 1175/*
1196 esrv_update_item (UPD_NROF, pl, top); 1199 esrv_update_item (UPD_NROF, pl, top);
1197 1200
1198 op->weight = 0; // cancel the addition above 1201 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already 1202 op->carrying = 0; // must be 0 already
1200 1203
1201 op->destroy (1); 1204 op->destroy ();
1202 1205
1203 return top; 1206 return top;
1204 } 1207 }
1205 1208
1206 return 0; 1209 return 0;
1268 * just 'op' otherwise 1271 * just 'op' otherwise
1269 */ 1272 */
1270object * 1273object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1275{
1273 if (op->is_on_map ())
1274 {
1275 LOG (llevError, "insert_ob_in_map called for object already on map");
1276 abort ();
1277 }
1278
1279 if (op->env)
1280 {
1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1282 op->remove (); 1276 op->remove ();
1283 }
1284 1277
1285 if (op->face && !face_info (op->face))//D TODO: remove soon 1278 if (m == &freed_map)//D TODO: remove soon
1286 {//D 1279 {//D
1287 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 op->face = 1;//D
1289 }//D 1281 }//D
1290 1282
1291 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1292 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1293 * need extra work 1285 * need extra work
1294 */ 1286 */
1295 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1296 { 1288 {
1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1298 return 0; 1290 return 0;
1299 } 1291 }
1300 1292
1301 if (object *more = op->more) 1293 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1315 { 1307 {
1316 // TODO: we actually want to update tmp, not op, 1308 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp 1309 // but some caller surely breaks when we return tmp
1318 // from here :/ 1310 // from here :/
1319 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1320 tmp->destroy (1); 1312 tmp->destroy ();
1321 } 1313 }
1322 1314
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1325 1317
1455 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1456 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1457 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1458 * of effect may be sufficient. 1450 * of effect may be sufficient.
1459 */ 1451 */
1460 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darklevel () > 0)
1453 {
1454 op->ms ().invalidate ();
1461 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1462 1457
1463 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1464 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1465 1460
1466 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1500{ 1495{
1501 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1502 1497
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1505 tmp->destroy (1); 1500 tmp->destroy ();
1506 1501
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1508 1503
1509 tmp->x = op->x; 1504 tmp->x = op->x;
1510 tmp->y = op->y; 1505 tmp->y = op->y;
1633 if (object *pl = tmp->visible_to ()) 1628 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp); 1629 esrv_update_item (UPD_NROF, pl, tmp);
1635 1630
1636 adjust_weight (this, op->total_weight ()); 1631 adjust_weight (this, op->total_weight ());
1637 1632
1638 op->destroy (1); 1633 op->destroy ();
1639 op = tmp; 1634 op = tmp;
1640 goto inserted; 1635 goto inserted;
1641 } 1636 }
1642 1637
1643 op->owner = 0; // it's his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1661 1656
1662 adjust_weight (this, op->total_weight ()); 1657 adjust_weight (this, op->total_weight ());
1663 1658
1664inserted: 1659inserted:
1665 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1666 if (op->glow_radius && map && map->darkness) 1661 if (op->glow_radius && is_on_map () && map->darklevel () > 0)
1662 {
1663 update_stats ();
1667 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1668 1665 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1669 // if this is a player's inventory, update stats 1667 // if this is a player's inventory, update stats
1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1671 update_stats (); 1668 update_stats ();
1672 1669
1673 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1674 1671
1675 return op; 1672 return op;
1977 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
1978 */ 1975 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue; 1977 continue;
1981 1978
1982 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue; 1980 continue;
1984 1981
1985 altern [index++] = i; 1982 altern [index++] = i;
1986 } 1983 }
1987 1984
2554 return splay (tmp); 2551 return splay (tmp);
2555 2552
2556 return 0; 2553 return 0;
2557} 2554}
2558 2555
2559void 2556object *
2560object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2561{ 2558{
2562 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2563 force->destroy (); 2560 force->destroy ();
2564 2561
2570 2567
2571 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2574 2571
2575 insert (force); 2572 return insert (force);
2576} 2573}
2577 2574
2578void 2575void
2579object::play_sound (faceidx sound) 2576object::play_sound (faceidx sound)
2580{ 2577{
2591 } 2588 }
2592 else 2589 else
2593 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2594} 2591}
2595 2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // currently only works sensibly for players
2602 if (!is_player ())
2603 return;
2604
2605 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force);
2607
2608 if (force)
2609 force->speed = 1.f / 4; // patch old speed up
2610 else
2611 force_add (shstr_noise_force, 4);
2612}
2613

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