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Comparing deliantra/server/common/object.C (file contents):
Revision 1.256 by root, Sun Aug 31 05:47:14 2008 UTC vs.
Revision 1.265 by root, Tue Dec 23 00:39:48 2008 UTC

770 /* 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
771 * have move_allow right now. 771 * have move_allow right now.
772 */ 772 */
773 || ((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
774 || 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)
775 m.flags_ = 0; 775 m.invalidate ();
776 } 776 }
777 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 779 * that is being removed.
780 */ 780 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 782 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
785 else 785 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 787
830{ 830{
831 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
832 if (active) 832 if (active)
833 return; 833 return;
834 834
835 if (has_active_speed () && flag [FLAG_FREED ]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D 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
836 837
837 if (has_active_speed ()) 838 if (has_active_speed ())
838 actives.insert (this); 839 actives.insert (this);
839} 840}
840 841
908 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
909 || map->no_drop 910 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
911 { 912 {
912 while (inv) 913 while (inv)
913 inv->destroy (true); 914 inv->destroy ();
914 } 915 }
915 else 916 else
916 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
917 while (inv) 918 while (inv)
918 { 919 {
922 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 924 || op->type == RUNE
924 || op->type == TRAP 925 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 928 op->destroy ();
928 else 929 else
929 map->insert (op, x, y); 930 map->insert (op, x, y);
930 } 931 }
931 } 932 }
932} 933}
996 attacked_by = 0; 997 attacked_by = 0;
997 current_weapon = 0; 998 current_weapon = 0;
998} 999}
999 1000
1000void 1001void
1001object::destroy (bool destroy_inventory) 1002object::destroy ()
1002{ 1003{
1003 if (destroyed ()) 1004 if (destroyed ())
1004 return; 1005 return;
1005 1006
1006 if (!is_head () && !head->destroyed ()) 1007 if (!is_head () && !head->destroyed ())
1007 { 1008 {
1008 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1009 head->destroy (destroy_inventory); 1010 head->destroy ();
1010 return; 1011 return;
1011 } 1012 }
1012 1013
1013 destroy_inv (!destroy_inventory); 1014 destroy_inv (false);
1014 1015
1015 if (is_head ()) 1016 if (is_head ())
1016 if (sound_destroy) 1017 if (sound_destroy)
1017 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1018 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1054 if (object *pl = visible_to ()) 1055 if (object *pl = visible_to ())
1055 esrv_del_item (pl->contr, count); 1056 esrv_del_item (pl->contr, count);
1056 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
1057 1058
1058 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1059 1062
1060 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1061 * 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
1062 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1063 */ 1066 */
1075 1078
1076 /* 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
1077 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1078 * to save cpu time. 1081 * to save cpu time.
1079 */ 1082 */
1083 if (pl)
1080 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))
1085 {
1081 otmp->update_stats (); 1086 pl->update_stats ();
1087
1088 if (affects_los () && pl->is_on_map () && pl->map->darkness)
1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1082 } 1091 }
1083 else if (map) 1092 else if (map)
1084 { 1093 {
1085 map->dirty = true; 1094 map->dirty = true;
1086 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1113 *(below ? &below->above : &ms.bot) = above; 1122 *(below ? &below->above : &ms.bot) = above;
1114 1123
1115 above = 0; 1124 above = 0;
1116 below = 0; 1125 below = 0;
1117 1126
1118 ms.flags_ = 0; 1127 ms.invalidate ();
1119 1128
1120 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1121 return; 1130 return;
1122 1131
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1156 } 1165 }
1157 1166
1158 last = tmp; 1167 last = tmp;
1159 } 1168 }
1160 1169
1161 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1170 if (map->darkness && affects_los ())
1162 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1163 } 1172 }
1164} 1173}
1165 1174
1166/* 1175/*
1190 esrv_update_item (UPD_NROF, pl, top); 1199 esrv_update_item (UPD_NROF, pl, top);
1191 1200
1192 op->weight = 0; // cancel the addition above 1201 op->weight = 0; // cancel the addition above
1193 op->carrying = 0; // must be 0 already 1202 op->carrying = 0; // must be 0 already
1194 1203
1195 op->destroy (1); 1204 op->destroy ();
1196 1205
1197 return top; 1206 return top;
1198 } 1207 }
1199 1208
1200 return 0; 1209 return 0;
1262 * just 'op' otherwise 1271 * just 'op' otherwise
1263 */ 1272 */
1264object * 1273object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1275{
1267 if (op->is_on_map ())
1268 {
1269 LOG (llevError, "insert_ob_in_map called for object already on map");
1270 abort ();
1271 }
1272
1273 if (op->env)
1274 {
1275 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1276 op->remove (); 1276 op->remove ();
1277 }
1278 1277
1279 if (op->face && !face_info (op->face))//D TODO: remove soon 1278 if (m == &freed_map)//D TODO: remove soon
1280 {//D 1279 {//D
1281 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
1282 op->face = 1;//D
1283 }//D 1281 }//D
1284 1282
1285 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1286 * 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
1287 * need extra work 1285 * need extra work
1288 */ 1286 */
1289 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1290 { 1288 {
1291 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1292 return 0; 1290 return 0;
1293 } 1291 }
1294 1292
1295 if (object *more = op->more) 1293 if (object *more = op->more)
1296 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1309 { 1307 {
1310 // TODO: we actually want to update tmp, not op, 1308 // TODO: we actually want to update tmp, not op,
1311 // but some caller surely breaks when we return tmp 1309 // but some caller surely breaks when we return tmp
1312 // from here :/ 1310 // from here :/
1313 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1314 tmp->destroy (1); 1312 tmp->destroy ();
1315 } 1313 }
1316 1314
1317 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 */
1318 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1319 1317
1449 * 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 -
1450 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1451 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1452 * of effect may be sufficient. 1450 * of effect may be sufficient.
1453 */ 1451 */
1454 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1456 1457
1457 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1458 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1459 1460
1460 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1494{ 1495{
1495 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1496 1497
1497 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1498 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1499 tmp->destroy (1); 1500 tmp->destroy ();
1500 1501
1501 object *tmp = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1502 1503
1503 tmp->x = op->x; 1504 tmp->x = op->x;
1504 tmp->y = op->y; 1505 tmp->y = op->y;
1627 if (object *pl = tmp->visible_to ()) 1628 if (object *pl = tmp->visible_to ())
1628 esrv_update_item (UPD_NROF, pl, tmp); 1629 esrv_update_item (UPD_NROF, pl, tmp);
1629 1630
1630 adjust_weight (this, op->total_weight ()); 1631 adjust_weight (this, op->total_weight ());
1631 1632
1632 op->destroy (1); 1633 op->destroy ();
1633 op = tmp; 1634 op = tmp;
1634 goto inserted; 1635 goto inserted;
1635 } 1636 }
1636 1637
1637 op->owner = 0; // it's his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1655 1656
1656 adjust_weight (this, op->total_weight ()); 1657 adjust_weight (this, op->total_weight ());
1657 1658
1658inserted: 1659inserted:
1659 /* 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 */
1660 if (op->glow_radius && map && map->darkness) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1662 {
1663 update_stats ();
1661 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1662 1665 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1663 // if this is a player's inventory, update stats 1667 // if this is a player's inventory, update stats
1664 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1665 update_stats (); 1668 update_stats ();
1666 1669
1667 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1668 1671
1669 return op; 1672 return op;
1971 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
1972 */ 1975 */
1973 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1974 continue; 1977 continue;
1975 1978
1976 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
1977 continue; 1980 continue;
1978 1981
1979 altern [index++] = i; 1982 altern [index++] = i;
1980 } 1983 }
1981 1984
2548 return splay (tmp); 2551 return splay (tmp);
2549 2552
2550 return 0; 2553 return 0;
2551} 2554}
2552 2555
2553void 2556object *
2554object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2555{ 2558{
2556 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2557 force->destroy (); 2560 force->destroy ();
2558 2561
2564 2567
2565 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2566 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2567 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2568 2571
2569 insert (force); 2572 return insert (force);
2570} 2573}
2571 2574
2572void 2575void
2573object::play_sound (faceidx sound) 2576object::play_sound (faceidx sound)
2574{ 2577{
2585 } 2588 }
2586 else 2589 else
2587 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2588} 2591}
2589 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 // find old force, or create new one
2602 object *force = force_find (shstr_noise_force);
2603
2604 if (force)
2605 force->speed = 1.f / 4; // patch old speed up
2606 else
2607 {
2608 force = get_archetype (shstr_noise_force);
2609
2610 force->slaying = name;
2611 force->stats.food = 1;
2612 force->speed_left = -1.f;
2613
2614 force->set_speed (1.f / 4);
2615 force->flag [FLAG_IS_USED_UP] = true;
2616 force->flag [FLAG_APPLIED] = true;
2617
2618 insert (force);
2619 }
2620}
2621

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