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Comparing deliantra/server/common/object.C (file contents):
Revision 1.291 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.298 by root, Sun Nov 8 00:01:33 2009 UTC

38uint32_t mapspace::smellcount = 10000; 38uint32_t mapspace::smellcount = 10000;
39 39
40objectvec objects; 40objectvec objects;
41activevec actives; 41activevec actives;
42 42
43//+GPL
44
43short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
44 0, 46 0,
45 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
46 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50 0, 52 0,
51 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
52 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
53 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
54}; 56};
55int maxfree[SIZEOFFREE] = {
56 0,
57 9, 10, 13, 14, 17, 18, 21, 22,
58 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
59 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
60};
61int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
62 0, 58 0,
63 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
64 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
65 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
66}; 69};
67 70
68static void 71static void
69write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
70{ 73{
183bool object::can_merge_slow (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
184{ 187{
185 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
186 if (ob1 == ob2 189 if (ob1 == ob2
187 || ob1->type != ob2->type 190 || ob1->type != ob2->type
188 || ob1->speed != ob2->speed 191 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
189 || ob1->value != ob2->value 192 || ob1->value != ob2->value
190 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
191 return 0; 194 return 0;
192 195
193 /* Do not merge objects if nrof would overflow, assume nrof 196 /* Do not merge objects if nrof would overflow, assume nrof
227 || ob1->move_block != ob2->move_block 230 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 231 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 232 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 233 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 234 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 235 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 238 return 0;
236 239
237 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
335 338
336 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
337 // even if our inv is in a player. 340 // even if our inv is in a player.
338 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
339 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
340 if (pl->container == env) 343 if (pl->container_ () == env)
341 return pl; 344 return pl;
342 } 345 }
343 else 346 else
344 { 347 {
345 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
346 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
347 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
348 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
349 || this == pl->container) 352 || pl->container_ () == this)
350 return pl; 353 return pl;
351 } 354 }
352 } 355 }
353 356
354 return 0; 357 return 0;
436 439
437char * 440char *
438object::as_string () 441object::as_string ()
439{ 442{
440 return dump_object (this); 443 return dump_object (this);
441}
442
443/*
444 * get_nearest_part(multi-object, object 2) returns the part of the
445 * multi-object 1 which is closest to the second object.
446 * If it's not a multi-object, it is returned.
447 */
448object *
449get_nearest_part (object *op, const object *pl)
450{
451 object *tmp, *closest;
452 int last_dist, i;
453
454 if (!op->more)
455 return op;
456
457 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
458 tmp;
459 tmp = tmp->more)
460 if ((i = distance (tmp, pl)) < last_dist)
461 closest = tmp, last_dist = i;
462
463 return closest;
464} 444}
465 445
466/* 446/*
467 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
468 * VERRRY slow. 448 * VERRRY slow.
699 * This function needs to be called whenever the speed of an object changes. 679 * This function needs to be called whenever the speed of an object changes.
700 */ 680 */
701void 681void
702object::set_speed (float speed) 682object::set_speed (float speed)
703{ 683{
704 if (flag [FLAG_FREED] && speed)
705 {
706 LOG (llevError, "Object %s is freed but has speed.\n", &name);
707 speed = 0;
708 }
709
710 this->speed = speed; 684 this->speed = speed;
711 685
712 if (has_active_speed ()) 686 if (has_active_speed ())
713 activate (); 687 activate ();
714 else 688 else
764 738
765 if (!(m.flags_ & P_UPTODATE)) 739 if (!(m.flags_ & P_UPTODATE))
766 /* nop */; 740 /* nop */;
767 else if (action == UP_OBJ_INSERT) 741 else if (action == UP_OBJ_INSERT)
768 { 742 {
743#if 0
769 // this is likely overkill, TODO: revisit (schmorp) 744 // this is likely overkill, TODO: revisit (schmorp)
770 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
771 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
772 || (op->is_player () && !(m.flags_ & P_PLAYER)) 747 || (op->is_player () && !(m.flags_ & P_PLAYER))
773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
778 || (m.move_slow | op->move_slow) != m.move_slow 753 || (m.move_slow | op->move_slow) != m.move_slow
779 /* This isn't perfect, but I don't expect a lot of objects to 754 /* This isn't perfect, but I don't expect a lot of objects to
780 * have move_allow right now. 755 * have move_allow right now.
781 */ 756 */
782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
783 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
784 m.invalidate (); 758 m.invalidate ();
759#else
760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
761 m.invalidate ();
762#endif
785 } 763 }
786 /* if the object is being removed, we can't make intelligent 764 /* if the object is being removed, we can't make intelligent
787 * decisions, because remove_ob can't really pass the object 765 * decisions, because remove_ob can't really pass the object
788 * that is being removed. 766 * that is being removed.
789 */ 767 */
1041 * the previous environment. 1019 * the previous environment.
1042 */ 1020 */
1043void 1021void
1044object::do_remove () 1022object::do_remove ()
1045{ 1023{
1046 object *tmp, *last = 0;
1047 object *otmp;
1048
1049 if (flag [FLAG_REMOVED]) 1024 if (flag [FLAG_REMOVED])
1050 return; 1025 return;
1051 1026
1052 INVOKE_OBJECT (REMOVE, this); 1027 INVOKE_OBJECT (REMOVE, this);
1053 1028
1119 close_container (); 1094 close_container ();
1120 1095
1121 --map->players; 1096 --map->players;
1122 map->touch (); 1097 map->touch ();
1123 } 1098 }
1124 else if (pl->container == this) 1099 else if (pl->container_ () == this)
1125 { 1100 {
1126 // removing a container should close it 1101 // removing a container should close it
1127 close_container (); 1102 close_container ();
1128 } 1103 }
1129 1104
1145 1120
1146 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 1122
1148 if (object *pl = ms.player ()) 1123 if (object *pl = ms.player ())
1149 { 1124 {
1150 if (pl->container == this) 1125 if (pl->container_ () == this)
1151 /* If a container that the player is currently using somehow gets 1126 /* If a container that the player is currently using somehow gets
1152 * removed (most likely destroyed), update the player view 1127 * removed (most likely destroyed), update the player view
1153 * appropriately. 1128 * appropriately.
1154 */ 1129 */
1155 pl->close_container (); 1130 pl->close_container ();
1159 //TODO: update floorbox to preserve ordering 1134 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns) 1135 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update (); 1136 pl->contr->ns->floorbox_update ();
1162 } 1137 }
1163 1138
1139 if (check_walk_off)
1164 for (tmp = ms.bot; tmp; tmp = tmp->above) 1140 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1165 { 1141 {
1142 above = tmp->above;
1143
1166 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1167 * being removed. 1145 * being removed.
1168 */ 1146 */
1169 1147
1170 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1171 if (check_walk_off
1172 && ((move_type & tmp->move_off) 1149 if ((move_type & tmp->move_off)
1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1174 {
1175 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1176
1177 if (destroyed ())
1178 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1179 } 1152 }
1180
1181 last = tmp;
1182 }
1183 1153
1184 if (affects_los ()) 1154 if (affects_los ())
1185 update_all_los (map, x, y); 1155 update_all_los (map, x, y);
1186 } 1156 }
1187} 1157}
2179 * This basically means that if direction is 15, then it could either go 2149 * This basically means that if direction is 15, then it could either go
2180 * direction 4, 14, or 16 to get back to where we are. 2150 * direction 4, 14, or 16 to get back to where we are.
2181 * Moved from spell_util.c to object.c with the other related direction 2151 * Moved from spell_util.c to object.c with the other related direction
2182 * functions. 2152 * functions.
2183 */ 2153 */
2184const int reduction_dir[SIZEOFFREE][3] = { 2154static const int reduction_dir[SIZEOFFREE][3] = {
2185 {0, 0, 0}, /* 0 */ 2155 {0, 0, 0}, /* 0 */
2186 {0, 0, 0}, /* 1 */ 2156 {0, 0, 0}, /* 1 */
2187 {0, 0, 0}, /* 2 */ 2157 {0, 0, 0}, /* 2 */
2188 {0, 0, 0}, /* 3 */ 2158 {0, 0, 0}, /* 3 */
2189 {0, 0, 0}, /* 4 */ 2159 {0, 0, 0}, /* 4 */
2548 return splay (tmp); 2518 return splay (tmp);
2549 2519
2550 return 0; 2520 return 0;
2551} 2521}
2552 2522
2523//-GPL
2524
2553void 2525void
2554object::force_set_timer (int duration) 2526object::force_set_timer (int duration)
2555{ 2527{
2556 this->duration = 1; 2528 this->duration = 1;
2557 this->speed_left = -1.f; 2529 this->speed_left = -1.f;
2566 force->destroy (); 2538 force->destroy ();
2567 2539
2568 object *force = get_archetype (FORCE_NAME); 2540 object *force = get_archetype (FORCE_NAME);
2569 2541
2570 force->slaying = name; 2542 force->slaying = name;
2571
2572 force->force_set_timer (duration); 2543 force->force_set_timer (duration);
2573
2574 force->flag [FLAG_APPLIED] = true; 2544 force->flag [FLAG_APPLIED] = true;
2575 2545
2576 return insert (force); 2546 return insert (force);
2577} 2547}
2578 2548
2579void 2549void

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