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Comparing deliantra/server/common/object.C (file contents):
Revision 1.236 by root, Tue May 6 20:08:37 2008 UTC vs.
Revision 1.257 by root, Tue Sep 16 16:03:02 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
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 204
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 207
211 if (ob1->arch->name != ob2->arch->name 208 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 209 || ob1->name != ob2->name
213 || ob1->title != ob2->title 210 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 217 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 233 return 0;
236 234
237 if ((ob1->flag ^ ob2->flag) 235 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 236 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 237 .reset (FLAG_REMOVED)
241 .any ()) 238 .any ())
242 return 0; 239 return 0;
243 240
244 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
344 else 341 else
345 { 342 {
346 // maybe there is a player standing on the same mapspace 343 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 344 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 347 || this == pl->container)
350 return pl; 348 return pl;
351 } 349 }
352 } 350 }
353 351
354 return 0; 352 return 0;
478 */ 476 */
479object * 477object *
480find_object_name (const char *str) 478find_object_name (const char *str)
481{ 479{
482 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
483 object *op;
484 481
482 if (str_)
485 for_all_objects (op) 483 for_all_objects (op)
486 if (op->name == str_) 484 if (op->name == str_)
487 break; 485 return op;
488 486
489 return op; 487 return 0;
490} 488}
491 489
492/* 490/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 492 * skill and experience objects.
638 } 636 }
639 637
640 if (speed < 0) 638 if (speed < 0)
641 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
642 640
643 dst->set_speed (dst->speed); 641 dst->activate ();
644} 642}
645 643
646void 644void
647object::instantiate () 645object::instantiate ()
648{ 646{
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
772 /* 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
773 * to have move_allow right now. 771 * have move_allow right now.
774 */ 772 */
775 || ((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
776 || 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)
777 m.flags_ = 0; 775 m.flags_ = 0;
778 } 776 }
832{ 830{
833 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
834 if (active) 832 if (active)
835 return; 833 return;
836 834
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
837
837 if (has_active_speed ()) 838 if (has_active_speed ())
838 actives.insert (this); 839 actives.insert (this);
839} 840}
840 841
841void 842void
904 * drop on that space. 905 * drop on that space.
905 */ 906 */
906 if (!drop_to_ground 907 if (!drop_to_ground
907 || !map 908 || !map
908 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 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 {
914 inv->destroy_inv (false);
915 inv->destroy (); 914 inv->destroy (true);
916 }
917 } 915 }
918 else 916 else
919 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
920 while (inv) 918 while (inv)
921 { 919 {
943 941
944static struct freed_map : maptile 942static struct freed_map : maptile
945{ 943{
946 freed_map () 944 freed_map ()
947 { 945 {
948 path = "<freed objects map>"; 946 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 947 name = "/internal/freed_objects_map";
950 width = 3; 948 width = 3;
951 height = 3; 949 height = 3;
952 nodrop = 1; 950 no_drop = 1;
951 no_reset = 1;
953 952
954 alloc (); 953 alloc ();
955 in_memory = MAP_ACTIVE; 954 in_memory = MAP_ACTIVE;
956 } 955 }
957 956
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 ());
1061
1062 // make sure cmov optimisation is applicable
1063 *(above ? &above->below : &env->inv) = below;
1064 *(below ? &below->above : &above ) = above; // &above is just a dummy
1065
1066 above = 0;
1067 below = 0;
1068 env = 0;
1069 1060
1070 /* we set up values so that it could be inserted into 1061 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1062 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1063 * to the caller to decide what we want to do.
1073 */ 1064 */
1074 map = env->map; 1065 map = env->map;
1075 x = env->x; 1066 x = env->x;
1076 y = env->y; 1067 y = env->y;
1068
1069 // make sure cmov optimisation is applicable
1070 *(above ? &above->below : &env->inv) = below;
1071 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072
1073 above = 0;
1074 below = 0;
1075 env = 0;
1077 1076
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1077 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1079 * to save cpu time.
1081 */ 1080 */
1115 *(below ? &below->above : &ms.bot) = above; 1114 *(below ? &below->above : &ms.bot) = above;
1116 1115
1117 above = 0; 1116 above = 0;
1118 below = 0; 1117 below = 0;
1119 1118
1119 ms.flags_ = 0;
1120
1120 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
1121 return; 1122 return;
1122 1123
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1125
1156 } 1157 }
1157 1158
1158 last = tmp; 1159 last = tmp;
1159 } 1160 }
1160 1161
1161 /* last == NULL if there are no objects on this space */
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) 1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1163 update_all_los (map, x, y);
1170 } 1164 }
1171} 1165}
1172 1166
1235 * job preparing multi-part monsters. 1229 * job preparing multi-part monsters.
1236 */ 1230 */
1237object * 1231object *
1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1239{ 1233{
1234 op->remove ();
1235
1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1236 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1241 { 1237 {
1242 tmp->x = x + tmp->arch->x; 1238 tmp->x = x + tmp->arch->x;
1243 tmp->y = y + tmp->arch->y; 1239 tmp->y = y + tmp->arch->y;
1244 } 1240 }
1267 * just 'op' otherwise 1263 * just 'op' otherwise
1268 */ 1264 */
1269object * 1265object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1267{
1272 assert (!op->flag [FLAG_FREED]); 1268 if (op->is_on_map ())
1269 {
1270 LOG (llevError, "insert_ob_in_map called for object already on map");
1271 abort ();
1272 }
1273 1273
1274 if (op->env)
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1274 op->remove (); 1277 op->remove ();
1278 }
1279
1280 if (op->face && !face_info (op->face))//D TODO: remove soon
1281 {//D
1282 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1283 op->face = 1;//D
1284 }//D
1275 1285
1276 /* Ideally, the caller figures this out. However, it complicates a lot 1286 /* Ideally, the caller figures this out. However, it complicates a lot
1277 * of areas of callers (eg, anything that uses find_free_spot would now 1287 * of areas of callers (eg, anything that uses find_free_spot would now
1278 * need extra work 1288 * need extra work
1279 */ 1289 */
1296 */ 1306 */
1297 if (op->nrof && !(flag & INS_NO_MERGE)) 1307 if (op->nrof && !(flag & INS_NO_MERGE))
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1308 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (object::can_merge (op, tmp)) 1309 if (object::can_merge (op, tmp))
1300 { 1310 {
1301 // TODO: we atcually want to update tmp, not op, 1311 // TODO: we actually want to update tmp, not op,
1302 // but some caller surely breaks when we return tmp 1312 // but some caller surely breaks when we return tmp
1303 // from here :/ 1313 // from here :/
1304 op->nrof += tmp->nrof; 1314 op->nrof += tmp->nrof;
1305 tmp->destroy (1); 1315 tmp->destroy (1);
1306 } 1316 }
1317 { 1327 {
1318 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1319 abort (); 1329 abort ();
1320 } 1330 }
1321 1331
1332 if (!originator->is_on_map ())
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ());
1335
1322 op->above = originator; 1336 op->above = originator;
1323 op->below = originator->below; 1337 op->below = originator->below;
1324
1325 if (op->below)
1326 op->below->above = op;
1327 else
1328 ms.bot = op;
1329
1330 /* since *below* originator, no need to update top */
1331 originator->below = op; 1338 originator->below = op;
1339
1340 *(op->below ? &op->below->above : &ms.bot) = op;
1332 } 1341 }
1333 else 1342 else
1334 { 1343 {
1335 object *top, *floor = NULL; 1344 object *floor = 0;
1336 1345 object *top = ms.top;
1337 top = ms.bot;
1338 1346
1339 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1340 if (top) 1348 if (top)
1341 { 1349 {
1342 object *last = 0;
1343
1344 /* 1350 /*
1345 * If there are multiple objects on this space, we do some trickier handling. 1351 * If there are multiple objects on this space, we do some trickier handling.
1346 * We've already dealt with merging if appropriate. 1352 * We've already dealt with merging if appropriate.
1347 * Generally, we want to put the new object on top. But if 1353 * Generally, we want to put the new object on top. But if
1348 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1351 * once we get to them. This reduces the need to traverse over all of 1357 * once we get to them. This reduces the need to traverse over all of
1352 * them when adding another one - this saves quite a bit of cpu time 1358 * them when adding another one - this saves quite a bit of cpu time
1353 * when lots of spells are cast in one area. Currently, it is presumed 1359 * when lots of spells are cast in one area. Currently, it is presumed
1354 * that flying non pickable objects are spell objects. 1360 * that flying non pickable objects are spell objects.
1355 */ 1361 */
1356 for (top = ms.bot; top; top = top->above) 1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 { 1363 {
1358 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1359 floor = top; 1365 floor = tmp;
1360 1366
1361 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1362 { 1368 {
1363 /* We insert above top, so we want this object below this */ 1369 /* We insert above top, so we want this object below this */
1364 top = top->below; 1370 top = tmp->below;
1365 break; 1371 break;
1366 } 1372 }
1367 1373
1368 last = top; 1374 top = tmp;
1369 } 1375 }
1370
1371 /* Don't want top to be NULL, so set it to the last valid object */
1372 top = last;
1373 1376
1374 /* We let update_position deal with figuring out what the space 1377 /* We let update_position deal with figuring out what the space
1375 * looks like instead of lots of conditions here. 1378 * looks like instead of lots of conditions here.
1376 * makes things faster, and effectively the same result. 1379 * makes things faster, and effectively the same result.
1377 */ 1380 */
1384 */ 1387 */
1385 if (!(flag & INS_ON_TOP) 1388 if (!(flag & INS_ON_TOP)
1386 && ms.flags () & P_BLOCKSVIEW 1389 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility)) 1390 && (op->face && !faces [op->face].visibility))
1388 { 1391 {
1392 object *last;
1393
1389 for (last = top; last != floor; last = last->below) 1394 for (last = top; last != floor; last = last->below)
1390 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1391 break; 1396 break;
1392 1397
1393 /* Check to see if we found the object that blocks view, 1398 /* Check to see if we found the object that blocks view,
1401 } /* If objects on this space */ 1406 } /* If objects on this space */
1402 1407
1403 if (flag & INS_ABOVE_FLOOR_ONLY) 1408 if (flag & INS_ABOVE_FLOOR_ONLY)
1404 top = floor; 1409 top = floor;
1405 1410
1406 /* Top is the object that our object (op) is going to get inserted above. 1411 // insert object above top, or bottom-most if top = 0
1407 */
1408
1409 /* First object on this space */
1410 if (!top) 1412 if (!top)
1411 { 1413 {
1414 op->below = 0;
1412 op->above = ms.bot; 1415 op->above = ms.bot;
1413
1414 if (op->above)
1415 op->above->below = op;
1416
1417 op->below = 0;
1418 ms.bot = op; 1416 ms.bot = op;
1417
1418 *(op->above ? &op->above->below : &ms.top) = op;
1419 } 1419 }
1420 else 1420 else
1421 { /* get inserted into the stack above top */ 1421 {
1422 op->above = top->above; 1422 op->above = top->above;
1423
1424 if (op->above)
1425 op->above->below = op; 1423 top->above = op;
1426 1424
1427 op->below = top; 1425 op->below = top;
1428 top->above = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1429 } 1427 }
1430 1428 }
1431 if (!op->above)
1432 ms.top = op;
1433 } /* else not INS_BELOW_ORIGINATOR */
1434 1429
1435 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1436 { 1431 {
1437 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1438 ++op->map->players; 1433 ++op->map->players;
1534 if (!nr) 1529 if (!nr)
1535 return true; 1530 return true;
1536 1531
1537 nr = min (nr, nrof); 1532 nr = min (nr, nrof);
1538 1533
1534 if (nrof > nr)
1535 {
1539 nrof -= nr; 1536 nrof -= nr;
1540
1541 if (nrof)
1542 {
1543 adjust_weight (env, -weight * nr); // carrying == 0 1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1544 1538
1545 if (object *pl = visible_to ()) 1539 if (object *pl = visible_to ())
1546 esrv_update_item (UPD_NROF, pl, this); 1540 esrv_update_item (UPD_NROF, pl, this);
1547 1541
1548 return true; 1542 return true;
1549 } 1543 }
1550 else 1544 else
1551 { 1545 {
1552 destroy (1); 1546 destroy ();
1553 return false; 1547 return false;
1554 } 1548 }
1555} 1549}
1556 1550
1557/* 1551/*
2433{ 2427{
2434 char flagdesc[512]; 2428 char flagdesc[512];
2435 char info2[256 * 4]; 2429 char info2[256 * 4];
2436 char *p = info; 2430 char *p = info;
2437 2431
2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2432 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2439 count, 2433 count,
2440 uuid.c_str (), 2434 uuid.c_str (),
2441 &name, 2435 &name,
2442 title ? "\",title:\"" : "", 2436 title ? ",title:\"" : "",
2443 title ? (const char *)title : "", 2437 title ? (const char *)title : "",
2438 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type); 2439 flag_desc (flagdesc, 512), type);
2445 2440
2446 if (!flag[FLAG_REMOVED] && env) 2441 if (!flag[FLAG_REMOVED] && env)
2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2442 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2448 2443

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