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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 1.248 by root, Mon Jul 14 23:47:06 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 { 915 {
914 inv->destroy_inv (false); 916 inv->destroy_inv (false);
943 945
944static struct freed_map : maptile 946static struct freed_map : maptile
945{ 947{
946 freed_map () 948 freed_map ()
947 { 949 {
948 path = "<freed objects map>"; 950 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 951 name = "/internal/freed_objects_map";
950 width = 3; 952 width = 3;
951 height = 3; 953 height = 3;
952 nodrop = 1; 954 no_drop = 1;
955 no_reset = 1;
953 956
954 alloc (); 957 alloc ();
955 in_memory = MAP_ACTIVE; 958 in_memory = MAP_ACTIVE;
956 } 959 }
957 960
1056 if (object *pl = visible_to ()) 1059 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1060 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1062
1060 adjust_weight (env, -total_weight ()); 1063 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 1064
1070 /* we set up values so that it could be inserted into 1065 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1066 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1067 * to the caller to decide what we want to do.
1073 */ 1068 */
1074 map = env->map; 1069 map = env->map;
1075 x = env->x; 1070 x = env->x;
1076 y = env->y; 1071 y = env->y;
1072
1073 // make sure cmov optimisation is applicable
1074 *(above ? &above->below : &env->inv) = below;
1075 *(below ? &below->above : &above ) = above; // &above is just a dummy
1076
1077 above = 0;
1078 below = 0;
1079 env = 0;
1077 1080
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1081 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1082 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1083 * to save cpu time.
1081 */ 1084 */
1235 * job preparing multi-part monsters. 1238 * job preparing multi-part monsters.
1236 */ 1239 */
1237object * 1240object *
1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1241insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1239{ 1242{
1243 op->remove ();
1244
1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1245 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1241 { 1246 {
1242 tmp->x = x + tmp->arch->x; 1247 tmp->x = x + tmp->arch->x;
1243 tmp->y = y + tmp->arch->y; 1248 tmp->y = y + tmp->arch->y;
1244 } 1249 }
1267 * just 'op' otherwise 1272 * just 'op' otherwise
1268 */ 1273 */
1269object * 1274object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1275insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1276{
1272 assert (!op->flag [FLAG_FREED]); 1277 if (op->is_on_map ())
1278 {
1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1280 abort ();
1281 }
1273 1282
1283 if (op->env)
1284 {
1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1274 op->remove (); 1286 op->remove ();
1287 }
1288
1289 if (op->face && !face_info (op->face))//D TODO: remove soon
1290 {//D
1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1292 op->face = 1;//D
1293 }//D
1275 1294
1276 /* Ideally, the caller figures this out. However, it complicates a lot 1295 /* 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 1296 * of areas of callers (eg, anything that uses find_free_spot would now
1278 * need extra work 1297 * need extra work
1279 */ 1298 */
1296 */ 1315 */
1297 if (op->nrof && !(flag & INS_NO_MERGE)) 1316 if (op->nrof && !(flag & INS_NO_MERGE))
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (object::can_merge (op, tmp)) 1318 if (object::can_merge (op, tmp))
1300 { 1319 {
1301 // TODO: we atcually want to update tmp, not op, 1320 // TODO: we actually want to update tmp, not op,
1302 // but some caller surely breaks when we return tmp 1321 // but some caller surely breaks when we return tmp
1303 // from here :/ 1322 // from here :/
1304 op->nrof += tmp->nrof; 1323 op->nrof += tmp->nrof;
1305 tmp->destroy (1); 1324 tmp->destroy (1);
1306 } 1325 }
1317 { 1336 {
1318 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1337 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1319 abort (); 1338 abort ();
1320 } 1339 }
1321 1340
1341 if (!originator->is_on_map ())
1342 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344
1322 op->above = originator; 1345 op->above = originator;
1323 op->below = originator->below; 1346 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; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1332 } 1350 }
1333 else 1351 else
1334 { 1352 {
1335 object *top, *floor = NULL; 1353 object *floor = 0;
1336 1354 object *top = ms.top;
1337 top = ms.bot;
1338 1355
1339 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1340 if (top) 1357 if (top)
1341 { 1358 {
1342 object *last = 0;
1343
1344 /* 1359 /*
1345 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1346 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1347 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1348 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * 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 1366 * 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 1367 * 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 1368 * when lots of spells are cast in one area. Currently, it is presumed
1354 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1355 */ 1370 */
1356 for (top = ms.bot; top; top = top->above) 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 { 1372 {
1358 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1359 floor = top; 1374 floor = tmp;
1360 1375
1361 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1362 { 1377 {
1363 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1364 top = top->below; 1379 top = tmp->below;
1365 break; 1380 break;
1366 } 1381 }
1367 1382
1368 last = top; 1383 top = tmp;
1369 } 1384 }
1370
1371 /* Don't want top to be NULL, so set it to the last valid object */
1372 top = last;
1373 1385
1374 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1375 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1376 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1377 */ 1389 */
1384 */ 1396 */
1385 if (!(flag & INS_ON_TOP) 1397 if (!(flag & INS_ON_TOP)
1386 && ms.flags () & P_BLOCKSVIEW 1398 && ms.flags () & P_BLOCKSVIEW
1387 && (op->face && !faces [op->face].visibility)) 1399 && (op->face && !faces [op->face].visibility))
1388 { 1400 {
1401 object *last;
1402
1389 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1390 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1391 break; 1405 break;
1392 1406
1393 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1401 } /* If objects on this space */ 1415 } /* If objects on this space */
1402 1416
1403 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1404 top = floor; 1418 top = floor;
1405 1419
1406 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1407 */
1408
1409 /* First object on this space */
1410 if (!top) 1421 if (!top)
1411 { 1422 {
1423 op->below = 0;
1412 op->above = ms.bot; 1424 op->above = ms.bot;
1413
1414 if (op->above)
1415 op->above->below = op;
1416
1417 op->below = 0;
1418 ms.bot = op; 1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1419 } 1428 }
1420 else 1429 else
1421 { /* get inserted into the stack above top */ 1430 {
1422 op->above = top->above; 1431 op->above = top->above;
1423
1424 if (op->above)
1425 op->above->below = op; 1432 top->above = op;
1426 1433
1427 op->below = top; 1434 op->below = top;
1428 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1429 } 1436 }
1430 1437 }
1431 if (!op->above)
1432 ms.top = op;
1433 } /* else not INS_BELOW_ORIGINATOR */
1434 1438
1435 if (op->type == PLAYER) 1439 if (op->type == PLAYER)
1436 { 1440 {
1437 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1438 ++op->map->players; 1442 ++op->map->players;
1538 1542
1539 nrof -= nr; 1543 nrof -= nr;
1540 1544
1541 if (nrof) 1545 if (nrof)
1542 { 1546 {
1543 adjust_weight (env, -weight * nr); // carrying == 0 1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1544 1548
1545 if (object *pl = visible_to ()) 1549 if (object *pl = visible_to ())
1546 esrv_update_item (UPD_NROF, pl, this); 1550 esrv_update_item (UPD_NROF, pl, this);
1547 1551
1548 return true; 1552 return true;
2433{ 2437{
2434 char flagdesc[512]; 2438 char flagdesc[512];
2435 char info2[256 * 4]; 2439 char info2[256 * 4];
2436 char *p = info; 2440 char *p = info;
2437 2441
2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2442 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2439 count, 2443 count,
2440 uuid.c_str (), 2444 uuid.c_str (),
2441 &name, 2445 &name,
2442 title ? "\",title:\"" : "", 2446 title ? ",title:\"" : "",
2443 title ? (const char *)title : "", 2447 title ? (const char *)title : "",
2448 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type); 2449 flag_desc (flagdesc, 512), type);
2445 2450
2446 if (!flag[FLAG_REMOVED] && env) 2451 if (!flag[FLAG_REMOVED] && env)
2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2452 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2448 2453

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