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Comparing deliantra/server/common/object.C (file contents):
Revision 1.235 by root, Tue May 6 20:00:12 2008 UTC vs.
Revision 1.253 by root, Sun Aug 17 22:46:26 2008 UTC

206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 207
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 210
211 if (ob1->arch->name != ob2->arch->name 211 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 212 || ob1->name != ob2->name
213 || ob1->title != ob2->title 213 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 220 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 221 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 223 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 224 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 225 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 226 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 227 || ob1->move_type != ob2->move_type
344 else 345 else
345 { 346 {
346 // maybe there is a player standing on the same mapspace 347 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 348 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 351 || this == pl->container)
350 return pl; 352 return pl;
351 } 353 }
352 } 354 }
353 355
354 return 0; 356 return 0;
478 */ 480 */
479object * 481object *
480find_object_name (const char *str) 482find_object_name (const char *str)
481{ 483{
482 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
483 object *op;
484 485
486 if (str_)
485 for_all_objects (op) 487 for_all_objects (op)
486 if (op->name == str_) 488 if (op->name == str_)
487 break; 489 return op;
488 490
489 return op; 491 return 0;
490} 492}
491 493
492/* 494/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 496 * skill and experience objects.
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 771 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 772 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 773 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 774 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 775 * have move_allow right now.
774 */ 776 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 779 m.flags_ = 0;
778 } 780 }
904 * drop on that space. 906 * drop on that space.
905 */ 907 */
906 if (!drop_to_ground 908 if (!drop_to_ground
907 || !map 909 || !map
908 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 911 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
911 { 913 {
912 while (inv) 914 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 915 inv->destroy (true);
916 }
917 } 916 }
918 else 917 else
919 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
920 while (inv) 919 while (inv)
921 { 920 {
943 942
944static struct freed_map : maptile 943static struct freed_map : maptile
945{ 944{
946 freed_map () 945 freed_map ()
947 { 946 {
948 path = "<freed objects map>"; 947 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 948 name = "/internal/freed_objects_map";
950 width = 3; 949 width = 3;
951 height = 3; 950 height = 3;
952 nodrop = 1; 951 no_drop = 1;
952 no_reset = 1;
953 953
954 alloc (); 954 alloc ();
955 in_memory = MAP_ACTIVE; 955 in_memory = MAP_ACTIVE;
956 } 956 }
957 957
1056 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1059
1060 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061
1062 *(above ? &above->below : &env->inv) = below;
1063
1064 if (below)
1065 below->above = above;
1066 1061
1067 /* we set up values so that it could be inserted into 1062 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1063 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1064 * to the caller to decide what we want to do.
1070 */ 1065 */
1071 map = env->map; 1066 map = env->map;
1072 x = env->x; 1067 x = env->x;
1073 y = env->y; 1068 y = env->y;
1069
1070 // make sure cmov optimisation is applicable
1071 *(above ? &above->below : &env->inv) = below;
1072 *(below ? &below->above : &above ) = above; // &above is just a dummy
1073
1074 above = 0; 1074 above = 0;
1075 below = 0; 1075 below = 0;
1076 env = 0; 1076 env = 0;
1077 1077
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1078 /* NO_FIX_PLAYER is set when a great many changes are being
1108 1108
1109 esrv_del_item (pl->contr, count); 1109 esrv_del_item (pl->contr, count);
1110 } 1110 }
1111 1111
1112 /* link the object above us */ 1112 /* link the object above us */
1113 if (above) 1113 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1114 *(above ? &above->below : &ms.top) = below;
1115 else 1115 *(below ? &below->above : &ms.bot) = above;
1116 ms.top = below; /* we were top, set new top */
1117
1118 /* Relink the object below us, if there is one */
1119 if (below)
1120 below->above = above;
1121 else
1122 ms.bot = above;
1123 1116
1124 above = 0; 1117 above = 0;
1125 below = 0; 1118 below = 0;
1119
1120 ms.flags_ = 0;
1126 1121
1127 if (map->in_memory == MAP_SAVING) 1122 if (map->in_memory == MAP_SAVING)
1128 return; 1123 return;
1129 1124
1130 int check_walk_off = !flag [FLAG_NO_APPLY]; 1125 int check_walk_off = !flag [FLAG_NO_APPLY];
1163 } 1158 }
1164 1159
1165 last = tmp; 1160 last = tmp;
1166 } 1161 }
1167 1162
1168 /* last == NULL if there are no objects on this space */
1169 //TODO: this makes little sense, why only update the topmost object?
1170 if (!last)
1171 map->at (x, y).flags_ = 0;
1172 else
1173 update_object (last, UP_OBJ_REMOVE);
1174
1175 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1163 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1176 update_all_los (map, x, y); 1164 update_all_los (map, x, y);
1177 } 1165 }
1178} 1166}
1179 1167
1242 * job preparing multi-part monsters. 1230 * job preparing multi-part monsters.
1243 */ 1231 */
1244object * 1232object *
1245insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1233insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1246{ 1234{
1235 op->remove ();
1236
1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1237 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1248 { 1238 {
1249 tmp->x = x + tmp->arch->x; 1239 tmp->x = x + tmp->arch->x;
1250 tmp->y = y + tmp->arch->y; 1240 tmp->y = y + tmp->arch->y;
1251 } 1241 }
1274 * just 'op' otherwise 1264 * just 'op' otherwise
1275 */ 1265 */
1276object * 1266object *
1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1267insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278{ 1268{
1279 assert (!op->flag [FLAG_FREED]); 1269 if (op->is_on_map ())
1270 {
1271 LOG (llevError, "insert_ob_in_map called for object already on map");
1272 abort ();
1273 }
1280 1274
1275 if (op->env)
1276 {
1277 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1281 op->remove (); 1278 op->remove ();
1279 }
1280
1281 if (op->face && !face_info (op->face))//D TODO: remove soon
1282 {//D
1283 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1284 op->face = 1;//D
1285 }//D
1282 1286
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1289 * need extra work
1286 */ 1290 */
1303 */ 1307 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1308 if (op->nrof && !(flag & INS_NO_MERGE))
1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1309 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 if (object::can_merge (op, tmp)) 1310 if (object::can_merge (op, tmp))
1307 { 1311 {
1308 // TODO: we atcually want to update tmp, not op, 1312 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp 1313 // but some caller surely breaks when we return tmp
1310 // from here :/ 1314 // from here :/
1311 op->nrof += tmp->nrof; 1315 op->nrof += tmp->nrof;
1312 tmp->destroy (1); 1316 tmp->destroy (1);
1313 } 1317 }
1324 { 1328 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1329 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1330 abort ();
1327 } 1331 }
1328 1332
1333 if (!originator->is_on_map ())
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ());
1336
1329 op->above = originator; 1337 op->above = originator;
1330 op->below = originator->below; 1338 op->below = originator->below;
1331
1332 if (op->below)
1333 op->below->above = op;
1334 else
1335 ms.bot = op;
1336
1337 /* since *below* originator, no need to update top */
1338 originator->below = op; 1339 originator->below = op;
1340
1341 *(op->below ? &op->below->above : &ms.bot) = op;
1339 } 1342 }
1340 else 1343 else
1341 { 1344 {
1342 object *top, *floor = NULL; 1345 object *floor = 0;
1343 1346 object *top = ms.top;
1344 top = ms.bot;
1345 1347
1346 /* If there are other objects, then */ 1348 /* If there are other objects, then */
1347 if (top) 1349 if (top)
1348 { 1350 {
1349 object *last = 0;
1350
1351 /* 1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling. 1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate. 1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if 1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1358 * once we get to them. This reduces the need to traverse over all of 1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time 1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed 1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects. 1361 * that flying non pickable objects are spell objects.
1362 */ 1362 */
1363 for (top = ms.bot; top; top = top->above) 1363 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 { 1364 {
1365 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1365 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1366 floor = top; 1366 floor = tmp;
1367 1367
1368 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1368 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1369 { 1369 {
1370 /* We insert above top, so we want this object below this */ 1370 /* We insert above top, so we want this object below this */
1371 top = top->below; 1371 top = tmp->below;
1372 break; 1372 break;
1373 } 1373 }
1374 1374
1375 last = top; 1375 top = tmp;
1376 } 1376 }
1377
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380 1377
1381 /* We let update_position deal with figuring out what the space 1378 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here. 1379 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result. 1380 * makes things faster, and effectively the same result.
1384 */ 1381 */
1391 */ 1388 */
1392 if (!(flag & INS_ON_TOP) 1389 if (!(flag & INS_ON_TOP)
1393 && ms.flags () & P_BLOCKSVIEW 1390 && ms.flags () & P_BLOCKSVIEW
1394 && (op->face && !faces [op->face].visibility)) 1391 && (op->face && !faces [op->face].visibility))
1395 { 1392 {
1393 object *last;
1394
1396 for (last = top; last != floor; last = last->below) 1395 for (last = top; last != floor; last = last->below)
1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1396 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1398 break; 1397 break;
1399 1398
1400 /* Check to see if we found the object that blocks view, 1399 /* Check to see if we found the object that blocks view,
1408 } /* If objects on this space */ 1407 } /* If objects on this space */
1409 1408
1410 if (flag & INS_ABOVE_FLOOR_ONLY) 1409 if (flag & INS_ABOVE_FLOOR_ONLY)
1411 top = floor; 1410 top = floor;
1412 1411
1413 /* Top is the object that our object (op) is going to get inserted above. 1412 // insert object above top, or bottom-most if top = 0
1414 */
1415
1416 /* First object on this space */
1417 if (!top) 1413 if (!top)
1418 { 1414 {
1415 op->below = 0;
1419 op->above = ms.bot; 1416 op->above = ms.bot;
1420
1421 if (op->above)
1422 op->above->below = op;
1423
1424 op->below = 0;
1425 ms.bot = op; 1417 ms.bot = op;
1418
1419 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1420 }
1427 else 1421 else
1428 { /* get inserted into the stack above top */ 1422 {
1429 op->above = top->above; 1423 op->above = top->above;
1430
1431 if (op->above)
1432 op->above->below = op; 1424 top->above = op;
1433 1425
1434 op->below = top; 1426 op->below = top;
1435 top->above = op; 1427 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1428 }
1437 1429 }
1438 if (!op->above)
1439 ms.top = op;
1440 } /* else not INS_BELOW_ORIGINATOR */
1441 1430
1442 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1443 { 1432 {
1444 op->contr->do_los = 1; 1433 op->contr->do_los = 1;
1445 ++op->map->players; 1434 ++op->map->players;
1541 if (!nr) 1530 if (!nr)
1542 return true; 1531 return true;
1543 1532
1544 nr = min (nr, nrof); 1533 nr = min (nr, nrof);
1545 1534
1535 if (nrof > nr)
1536 {
1546 nrof -= nr; 1537 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0 1538 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551 1539
1552 if (object *pl = visible_to ()) 1540 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this); 1541 esrv_update_item (UPD_NROF, pl, this);
1554 1542
1555 return true; 1543 return true;
1556 } 1544 }
1557 else 1545 else
1558 { 1546 {
1559 destroy (1); 1547 destroy ();
1560 return false; 1548 return false;
1561 } 1549 }
1562} 1550}
1563 1551
1564/* 1552/*
2440{ 2428{
2441 char flagdesc[512]; 2429 char flagdesc[512];
2442 char info2[256 * 4]; 2430 char info2[256 * 4];
2443 char *p = info; 2431 char *p = info;
2444 2432
2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2433 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2446 count, 2434 count,
2447 uuid.c_str (), 2435 uuid.c_str (),
2448 &name, 2436 &name,
2449 title ? "\",title:\"" : "", 2437 title ? ",title:\"" : "",
2450 title ? (const char *)title : "", 2438 title ? (const char *)title : "",
2439 title ? "\"" : "",
2451 flag_desc (flagdesc, 512), type); 2440 flag_desc (flagdesc, 512), type);
2452 2441
2453 if (!flag[FLAG_REMOVED] && env) 2442 if (!flag[FLAG_REMOVED] && env)
2454 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2443 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2455 2444

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