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Comparing deliantra/server/common/object.C (file contents):
Revision 1.250 by root, Wed Jul 16 14:29:40 2008 UTC vs.
Revision 1.266 by root, Tue Dec 23 01:13:15 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{
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
774 /* 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
775 * to have move_allow right now. 771 * have move_allow right now.
776 */ 772 */
777 || ((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
778 || 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)
779 m.flags_ = 0; 775 m.invalidate ();
780 } 776 }
781 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 779 * that is being removed.
784 */ 780 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 782 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
789 else 785 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 787
833object::activate () 829object::activate ()
834{ 830{
835 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
836 if (active) 832 if (active)
837 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
838 837
839 if (has_active_speed ()) 838 if (has_active_speed ())
840 actives.insert (this); 839 actives.insert (this);
841} 840}
842 841
910 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 910 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
913 { 912 {
914 while (inv) 913 while (inv)
915 inv->destroy (true); 914 inv->destroy ();
916 } 915 }
917 else 916 else
918 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
919 while (inv) 918 while (inv)
920 { 919 {
924 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE 924 || op->type == RUNE
926 || op->type == TRAP 925 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true); 928 op->destroy ();
930 else 929 else
931 map->insert (op, x, y); 930 map->insert (op, x, y);
932 } 931 }
933 } 932 }
934} 933}
998 attacked_by = 0; 997 attacked_by = 0;
999 current_weapon = 0; 998 current_weapon = 0;
1000} 999}
1001 1000
1002void 1001void
1003object::destroy (bool destroy_inventory) 1002object::destroy ()
1004{ 1003{
1005 if (destroyed ()) 1004 if (destroyed ())
1006 return; 1005 return;
1007 1006
1008 if (!is_head () && !head->destroyed ()) 1007 if (!is_head () && !head->destroyed ())
1009 { 1008 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1010 head->destroy ();
1012 return; 1011 return;
1013 } 1012 }
1014 1013
1015 destroy_inv (!destroy_inventory); 1014 destroy_inv (false);
1016 1015
1017 if (is_head ()) 1016 if (is_head ())
1018 if (sound_destroy) 1017 if (sound_destroy)
1019 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1056 if (object *pl = visible_to ()) 1055 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1056 esrv_del_item (pl->contr, count);
1058 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
1059 1058
1060 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1060
1061 object *pl = in_player ();
1061 1062
1062 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1063 * 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
1064 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1065 */ 1066 */
1077 1078
1078 /* 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
1079 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1081 * to save cpu time.
1081 */ 1082 */
1083 if (pl)
1082 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 {
1083 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 }
1084 } 1091 }
1085 else if (map) 1092 else if (map)
1086 { 1093 {
1087 map->dirty = true; 1094 map->dirty = true;
1088 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1115 *(below ? &below->above : &ms.bot) = above; 1122 *(below ? &below->above : &ms.bot) = above;
1116 1123
1117 above = 0; 1124 above = 0;
1118 below = 0; 1125 below = 0;
1119 1126
1127 ms.invalidate ();
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];
1124 1133
1156 } 1165 }
1157 1166
1158 last = tmp; 1167 last = tmp;
1159 } 1168 }
1160 1169
1161 /* last == NULL if there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1170 } 1172 }
1171} 1173}
1172 1174
1173/* 1175/*
1197 esrv_update_item (UPD_NROF, pl, top); 1199 esrv_update_item (UPD_NROF, pl, top);
1198 1200
1199 op->weight = 0; // cancel the addition above 1201 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1202 op->carrying = 0; // must be 0 already
1201 1203
1202 op->destroy (1); 1204 op->destroy ();
1203 1205
1204 return top; 1206 return top;
1205 } 1207 }
1206 1208
1207 return 0; 1209 return 0;
1269 * just 'op' otherwise 1271 * just 'op' otherwise
1270 */ 1272 */
1271object * 1273object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1275{
1274 if (op->is_on_map ())
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object already on map");
1277 abort ();
1278 }
1279
1280 if (op->env)
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1283 op->remove (); 1276 op->remove ();
1284 }
1285 1277
1286 if (op->face && !face_info (op->face))//D TODO: remove soon 1278 if (m == &freed_map)//D TODO: remove soon
1287 {//D 1279 {//D
1288 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
1289 op->face = 1;//D
1290 }//D 1281 }//D
1291 1282
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * 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
1294 * need extra work 1285 * need extra work
1295 */ 1286 */
1296 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1297 { 1288 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1290 return 0;
1300 } 1291 }
1301 1292
1302 if (object *more = op->more) 1293 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1316 { 1307 {
1317 // TODO: we actually want to update tmp, not op, 1308 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1309 // but some caller surely breaks when we return tmp
1319 // from here :/ 1310 // from here :/
1320 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1312 tmp->destroy ();
1322 } 1313 }
1323 1314
1324 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 */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1317
1456 * 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 -
1457 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1458 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1459 * of effect may be sufficient. 1450 * of effect may be sufficient.
1460 */ 1451 */
1461 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1462 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1463 1457
1464 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1465 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1466 1460
1467 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1501{ 1495{
1502 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1503 1497
1504 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1505 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1506 tmp->destroy (1); 1500 tmp->destroy ();
1507 1501
1508 object *tmp = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1509 1503
1510 tmp->x = op->x; 1504 tmp->x = op->x;
1511 tmp->y = op->y; 1505 tmp->y = op->y;
1535 if (!nr) 1529 if (!nr)
1536 return true; 1530 return true;
1537 1531
1538 nr = min (nr, nrof); 1532 nr = min (nr, nrof);
1539 1533
1534 if (nrof > nr)
1535 {
1540 nrof -= nr; 1536 nrof -= nr;
1541
1542 if (nrof)
1543 {
1544 adjust_weight (env, -weight * max (1, nr)); // carrying == 0 1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1545 1538
1546 if (object *pl = visible_to ()) 1539 if (object *pl = visible_to ())
1547 esrv_update_item (UPD_NROF, pl, this); 1540 esrv_update_item (UPD_NROF, pl, this);
1548 1541
1635 if (object *pl = tmp->visible_to ()) 1628 if (object *pl = tmp->visible_to ())
1636 esrv_update_item (UPD_NROF, pl, tmp); 1629 esrv_update_item (UPD_NROF, pl, tmp);
1637 1630
1638 adjust_weight (this, op->total_weight ()); 1631 adjust_weight (this, op->total_weight ());
1639 1632
1640 op->destroy (1); 1633 op->destroy ();
1641 op = tmp; 1634 op = tmp;
1642 goto inserted; 1635 goto inserted;
1643 } 1636 }
1644 1637
1645 op->owner = 0; // it's his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1663 1656
1664 adjust_weight (this, op->total_weight ()); 1657 adjust_weight (this, op->total_weight ());
1665 1658
1666inserted: 1659inserted:
1667 /* 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 */
1668 if (op->glow_radius && map && map->darkness) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1662 {
1663 update_stats ();
1669 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1670 1665 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1671 // if this is a player's inventory, update stats 1667 // if this is a player's inventory, update stats
1672 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1673 update_stats (); 1668 update_stats ();
1674 1669
1675 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1676 1671
1677 return op; 1672 return op;
1979 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
1980 */ 1975 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue; 1977 continue;
1983 1978
1984 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
1985 continue; 1980 continue;
1986 1981
1987 altern [index++] = i; 1982 altern [index++] = i;
1988 } 1983 }
1989 1984
2556 return splay (tmp); 2551 return splay (tmp);
2557 2552
2558 return 0; 2553 return 0;
2559} 2554}
2560 2555
2561void 2556object *
2562object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2563{ 2558{
2564 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2565 force->destroy (); 2560 force->destroy ();
2566 2561
2572 2567
2573 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2574 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2575 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2576 2571
2577 insert (force); 2572 return insert (force);
2578} 2573}
2579 2574
2580void 2575void
2581object::play_sound (faceidx sound) 2576object::play_sound (faceidx sound)
2582{ 2577{
2593 } 2588 }
2594 else 2589 else
2595 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2596} 2591}
2597 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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