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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 1.251 by root, Sun Jul 20 16:56:34 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.
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;
1126 1119
1127 if (map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1242 * job preparing multi-part monsters. 1235 * job preparing multi-part monsters.
1243 */ 1236 */
1244object * 1237object *
1245insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1246{ 1239{
1240 op->remove ();
1241
1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1242 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1248 { 1243 {
1249 tmp->x = x + tmp->arch->x; 1244 tmp->x = x + tmp->arch->x;
1250 tmp->y = y + tmp->arch->y; 1245 tmp->y = y + tmp->arch->y;
1251 } 1246 }
1274 * just 'op' otherwise 1269 * just 'op' otherwise
1275 */ 1270 */
1276object * 1271object *
1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278{ 1273{
1279 assert (!op->flag [FLAG_FREED]); 1274 if (op->is_on_map ())
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object already on map");
1277 abort ();
1278 }
1280 1279
1280 if (op->env)
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1281 op->remove (); 1283 op->remove ();
1284 }
1285
1286 if (op->face && !face_info (op->face))//D TODO: remove soon
1287 {//D
1288 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1289 op->face = 1;//D
1290 }//D
1282 1291
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* 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 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1294 * need extra work
1286 */ 1295 */
1303 */ 1312 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 if (object::can_merge (op, tmp)) 1315 if (object::can_merge (op, tmp))
1307 { 1316 {
1308 // TODO: we atcually want to update tmp, not op, 1317 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp 1318 // but some caller surely breaks when we return tmp
1310 // from here :/ 1319 // from here :/
1311 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1312 tmp->destroy (1); 1321 tmp->destroy (1);
1313 } 1322 }
1324 { 1333 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1335 abort ();
1327 } 1336 }
1328 1337
1338 if (!originator->is_on_map ())
1339 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341
1329 op->above = originator; 1342 op->above = originator;
1330 op->below = originator->below; 1343 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; 1344 originator->below = op;
1345
1346 *(op->below ? &op->below->above : &ms.bot) = op;
1339 } 1347 }
1340 else 1348 else
1341 { 1349 {
1342 object *top, *floor = NULL; 1350 object *floor = 0;
1343 1351 object *top = ms.top;
1344 top = ms.bot;
1345 1352
1346 /* If there are other objects, then */ 1353 /* If there are other objects, then */
1347 if (top) 1354 if (top)
1348 { 1355 {
1349 object *last = 0;
1350
1351 /* 1356 /*
1352 * If there are multiple objects on this space, we do some trickier handling. 1357 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate. 1358 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if 1359 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1360 * 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 1363 * 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 1364 * 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 1365 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects. 1366 * that flying non pickable objects are spell objects.
1362 */ 1367 */
1363 for (top = ms.bot; top; top = top->above) 1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 { 1369 {
1365 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1370 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1366 floor = top; 1371 floor = tmp;
1367 1372
1368 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1369 { 1374 {
1370 /* We insert above top, so we want this object below this */ 1375 /* We insert above top, so we want this object below this */
1371 top = top->below; 1376 top = tmp->below;
1372 break; 1377 break;
1373 } 1378 }
1374 1379
1375 last = top; 1380 top = tmp;
1376 } 1381 }
1377
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380 1382
1381 /* We let update_position deal with figuring out what the space 1383 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here. 1384 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result. 1385 * makes things faster, and effectively the same result.
1384 */ 1386 */
1391 */ 1393 */
1392 if (!(flag & INS_ON_TOP) 1394 if (!(flag & INS_ON_TOP)
1393 && ms.flags () & P_BLOCKSVIEW 1395 && ms.flags () & P_BLOCKSVIEW
1394 && (op->face && !faces [op->face].visibility)) 1396 && (op->face && !faces [op->face].visibility))
1395 { 1397 {
1398 object *last;
1399
1396 for (last = top; last != floor; last = last->below) 1400 for (last = top; last != floor; last = last->below)
1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1398 break; 1402 break;
1399 1403
1400 /* Check to see if we found the object that blocks view, 1404 /* Check to see if we found the object that blocks view,
1408 } /* If objects on this space */ 1412 } /* If objects on this space */
1409 1413
1410 if (flag & INS_ABOVE_FLOOR_ONLY) 1414 if (flag & INS_ABOVE_FLOOR_ONLY)
1411 top = floor; 1415 top = floor;
1412 1416
1413 /* Top is the object that our object (op) is going to get inserted above. 1417 // insert object above top, or bottom-most if top = 0
1414 */
1415
1416 /* First object on this space */
1417 if (!top) 1418 if (!top)
1418 { 1419 {
1420 op->below = 0;
1419 op->above = ms.bot; 1421 op->above = ms.bot;
1420
1421 if (op->above)
1422 op->above->below = op;
1423
1424 op->below = 0;
1425 ms.bot = op; 1422 ms.bot = op;
1423
1424 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1425 }
1427 else 1426 else
1428 { /* get inserted into the stack above top */ 1427 {
1429 op->above = top->above; 1428 op->above = top->above;
1430
1431 if (op->above)
1432 op->above->below = op; 1429 top->above = op;
1433 1430
1434 op->below = top; 1431 op->below = top;
1435 top->above = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1433 }
1437 1434 }
1438 if (!op->above)
1439 ms.top = op;
1440 } /* else not INS_BELOW_ORIGINATOR */
1441 1435
1442 if (op->type == PLAYER) 1436 if (op->type == PLAYER)
1443 { 1437 {
1444 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1445 ++op->map->players; 1439 ++op->map->players;
1541 if (!nr) 1535 if (!nr)
1542 return true; 1536 return true;
1543 1537
1544 nr = min (nr, nrof); 1538 nr = min (nr, nrof);
1545 1539
1540 if (nrof > nr)
1541 {
1546 nrof -= nr; 1542 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0 1543 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1551 1544
1552 if (object *pl = visible_to ()) 1545 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this); 1546 esrv_update_item (UPD_NROF, pl, this);
1554 1547
1555 return true; 1548 return true;
1556 } 1549 }
1557 else 1550 else
1558 { 1551 {
1559 destroy (1); 1552 destroy ();
1560 return false; 1553 return false;
1561 } 1554 }
1562} 1555}
1563 1556
1564/* 1557/*
2440{ 2433{
2441 char flagdesc[512]; 2434 char flagdesc[512];
2442 char info2[256 * 4]; 2435 char info2[256 * 4];
2443 char *p = info; 2436 char *p = info;
2444 2437
2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2446 count, 2439 count,
2447 uuid.c_str (), 2440 uuid.c_str (),
2448 &name, 2441 &name,
2449 title ? "\",title:\"" : "", 2442 title ? ",title:\"" : "",
2450 title ? (const char *)title : "", 2443 title ? (const char *)title : "",
2444 title ? "\"" : "",
2451 flag_desc (flagdesc, 512), type); 2445 flag_desc (flagdesc, 512), type);
2452 2446
2453 if (!flag[FLAG_REMOVED] && env) 2447 if (!flag[FLAG_REMOVED] && env)
2454 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2448 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2455 2449

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