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Comparing deliantra/server/common/object.C (file contents):
Revision 1.231 by root, Sun May 4 11:12:40 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;
355} 357}
356 358
357// adjust weight per container type ("of holding") 359// adjust weight per container type ("of holding")
358static sint32 360static sint32
359weight_adjust (object *op, sint32 weight) 361weight_adjust_for (object *op, sint32 weight)
360{ 362{
361 return op->type == CONTAINER 363 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 365 : weight;
364} 366}
370static void 372static void
371adjust_weight (object *op, sint32 weight) 373adjust_weight (object *op, sint32 weight)
372{ 374{
373 while (op) 375 while (op)
374 { 376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust (op, weight); 379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
376 381
377 if (!weight) 382 if (!weight)
378 return; 383 return;
379 384
380 op->carrying += weight; 385 op->carrying += weight;
403 op->update_weight (); 408 op->update_weight ();
404 409
405 sum += op->total_weight (); 410 sum += op->total_weight ();
406 } 411 }
407 412
408 sum = weight_adjust (this, sum); 413 sum = weight_adjust_for (this, sum);
409 414
410 if (sum != carrying) 415 if (sum != carrying)
411 { 416 {
412 carrying = sum; 417 carrying = sum;
413 418
475 */ 480 */
476object * 481object *
477find_object_name (const char *str) 482find_object_name (const char *str)
478{ 483{
479 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
480 object *op;
481 485
486 if (str_)
482 for_all_objects (op) 487 for_all_objects (op)
483 if (op->name == str_) 488 if (op->name == str_)
484 break; 489 return op;
485 490
486 return op; 491 return 0;
487} 492}
488 493
489/* 494/*
490 * 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
491 * skill and experience objects. 496 * skill and experience objects.
901 * drop on that space. 906 * drop on that space.
902 */ 907 */
903 if (!drop_to_ground 908 if (!drop_to_ground
904 || !map 909 || !map
905 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 911 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
908 { 913 {
909 while (inv) 914 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 915 inv->destroy (true);
913 }
914 } 916 }
915 else 917 else
916 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
917 while (inv) 919 while (inv)
918 { 920 {
940 942
941static struct freed_map : maptile 943static struct freed_map : maptile
942{ 944{
943 freed_map () 945 freed_map ()
944 { 946 {
945 path = "<freed objects map>"; 947 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 948 name = "/internal/freed_objects_map";
947 width = 3; 949 width = 3;
948 height = 3; 950 height = 3;
949 nodrop = 1; 951 no_drop = 1;
952 no_reset = 1;
950 953
951 alloc (); 954 alloc ();
952 in_memory = MAP_ACTIVE; 955 in_memory = MAP_ACTIVE;
953 } 956 }
954 957
1053 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1055 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
1056 1059
1057 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1058
1059 *(above ? &above->below : &env->inv) = below;
1060
1061 if (below)
1062 below->above = above;
1063 1061
1064 /* we set up values so that it could be inserted into 1062 /* we set up values so that it could be inserted into
1065 * 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
1066 * to the caller to decide what we want to do. 1064 * to the caller to decide what we want to do.
1067 */ 1065 */
1068 map = env->map; 1066 map = env->map;
1069 x = env->x; 1067 x = env->x;
1070 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
1071 above = 0; 1074 above = 0;
1072 below = 0; 1075 below = 0;
1073 env = 0; 1076 env = 0;
1074 1077
1075 /* 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
1105 1108
1106 esrv_del_item (pl->contr, count); 1109 esrv_del_item (pl->contr, count);
1107 } 1110 }
1108 1111
1109 /* link the object above us */ 1112 /* link the object above us */
1110 if (above) 1113 // re-link, make sure compiler can easily use cmove
1111 above->below = below; 1114 *(above ? &above->below : &ms.top) = below;
1112 else 1115 *(below ? &below->above : &ms.bot) = above;
1113 ms.top = below; /* we were top, set new top */
1114
1115 /* Relink the object below us, if there is one */
1116 if (below)
1117 below->above = above;
1118 else
1119 {
1120 /* Nothing below, which means we need to relink map object for this space
1121 * use translated coordinates in case some oddness with map tiling is
1122 * evident
1123 */
1124 if (GET_MAP_OB (map, x, y) != this)
1125 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1126
1127 ms.bot = above; /* goes on above it. */
1128 }
1129 1116
1130 above = 0; 1117 above = 0;
1131 below = 0; 1118 below = 0;
1132 1119
1133 if (map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1248 * job preparing multi-part monsters. 1235 * job preparing multi-part monsters.
1249 */ 1236 */
1250object * 1237object *
1251insert_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)
1252{ 1239{
1240 op->remove ();
1241
1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1242 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 { 1243 {
1255 tmp->x = x + tmp->arch->x; 1244 tmp->x = x + tmp->arch->x;
1256 tmp->y = y + tmp->arch->y; 1245 tmp->y = y + tmp->arch->y;
1257 } 1246 }
1280 * just 'op' otherwise 1269 * just 'op' otherwise
1281 */ 1270 */
1282object * 1271object *
1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1284{ 1273{
1285 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 }
1286 1279
1280 if (op->env)
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1287 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
1288 1291
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * 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
1291 * need extra work 1294 * need extra work
1292 */ 1295 */
1293 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (m, op->x, op->y))
1294 { 1297 {
1295 op->destroy (1); 1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1296 return 0; 1299 return 0;
1297 } 1300 }
1298 1301
1299 if (object *more = op->more) 1302 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag)) 1303 if (!insert_ob_in_map (more, m, originator, flag))
1309 */ 1312 */
1310 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 if (object::can_merge (op, tmp)) 1315 if (object::can_merge (op, tmp))
1313 { 1316 {
1314 // TODO: we atcually want to update tmp, not op, 1317 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp 1318 // but some caller surely breaks when we return tmp
1316 // from here :/ 1319 // from here :/
1317 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1318 tmp->destroy (1); 1321 tmp->destroy (1);
1319 } 1322 }
1330 { 1333 {
1331 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");
1332 abort (); 1335 abort ();
1333 } 1336 }
1334 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
1335 op->above = originator; 1342 op->above = originator;
1336 op->below = originator->below; 1343 op->below = originator->below;
1337
1338 if (op->below)
1339 op->below->above = op;
1340 else
1341 ms.bot = op;
1342
1343 /* since *below* originator, no need to update top */
1344 originator->below = op; 1344 originator->below = op;
1345
1346 *(op->below ? &op->below->above : &ms.bot) = op;
1345 } 1347 }
1346 else 1348 else
1347 { 1349 {
1348 object *top, *floor = NULL; 1350 object *floor = 0;
1349 1351 object *top = ms.top;
1350 top = ms.bot;
1351 1352
1352 /* If there are other objects, then */ 1353 /* If there are other objects, then */
1353 if (top) 1354 if (top)
1354 { 1355 {
1355 object *last = 0;
1356
1357 /* 1356 /*
1358 * 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.
1359 * We've already dealt with merging if appropriate. 1358 * We've already dealt with merging if appropriate.
1360 * 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
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1360 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * 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
1365 * 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
1366 * 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
1367 * that flying non pickable objects are spell objects. 1366 * that flying non pickable objects are spell objects.
1368 */ 1367 */
1369 for (top = ms.bot; top; top = top->above) 1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1369 {
1371 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))
1372 floor = top; 1371 floor = tmp;
1373 1372
1374 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))
1375 { 1374 {
1376 /* We insert above top, so we want this object below this */ 1375 /* We insert above top, so we want this object below this */
1377 top = top->below; 1376 top = tmp->below;
1378 break; 1377 break;
1379 } 1378 }
1380 1379
1381 last = top; 1380 top = tmp;
1382 } 1381 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1382
1387 /* We let update_position deal with figuring out what the space 1383 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1384 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1385 * makes things faster, and effectively the same result.
1390 */ 1386 */
1397 */ 1393 */
1398 if (!(flag & INS_ON_TOP) 1394 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1395 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1396 && (op->face && !faces [op->face].visibility))
1401 { 1397 {
1398 object *last;
1399
1402 for (last = top; last != floor; last = last->below) 1400 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break; 1402 break;
1405 1403
1406 /* Check to see if we found the object that blocks view, 1404 /* Check to see if we found the object that blocks view,
1414 } /* If objects on this space */ 1412 } /* If objects on this space */
1415 1413
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1414 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1415 top = floor;
1418 1416
1419 /* 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
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1418 if (!top)
1424 { 1419 {
1420 op->below = 0;
1425 op->above = ms.bot; 1421 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1422 ms.bot = op;
1423
1424 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1425 }
1433 else 1426 else
1434 { /* get inserted into the stack above top */ 1427 {
1435 op->above = top->above; 1428 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1429 top->above = op;
1439 1430
1440 op->below = top; 1431 op->below = top;
1441 top->above = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1433 }
1443 1434 }
1444 if (!op->above)
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447 1435
1448 if (op->type == PLAYER) 1436 if (op->type == PLAYER)
1449 { 1437 {
1450 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1451 ++op->map->players; 1439 ++op->map->players;
1547 if (!nr) 1535 if (!nr)
1548 return true; 1536 return true;
1549 1537
1550 nr = min (nr, nrof); 1538 nr = min (nr, nrof);
1551 1539
1540 if (nrof > nr)
1541 {
1552 nrof -= nr; 1542 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0 1543 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1557 1544
1558 if (object *pl = visible_to ()) 1545 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1546 esrv_update_item (UPD_NROF, pl, this);
1560 1547
1561 return true; 1548 return true;
1562 } 1549 }
1563 else 1550 else
1564 { 1551 {
1565 destroy (1); 1552 destroy ();
1566 return false; 1553 return false;
1567 } 1554 }
1568} 1555}
1569 1556
1570/* 1557/*
2446{ 2433{
2447 char flagdesc[512]; 2434 char flagdesc[512];
2448 char info2[256 * 4]; 2435 char info2[256 * 4];
2449 char *p = info; 2436 char *p = info;
2450 2437
2451 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}",
2452 count, 2439 count,
2453 uuid.c_str (), 2440 uuid.c_str (),
2454 &name, 2441 &name,
2455 title ? "\",title:\"" : "", 2442 title ? ",title:\"" : "",
2456 title ? (const char *)title : "", 2443 title ? (const char *)title : "",
2444 title ? "\"" : "",
2457 flag_desc (flagdesc, 512), type); 2445 flag_desc (flagdesc, 512), type);
2458 2446
2459 if (!flag[FLAG_REMOVED] && env) 2447 if (!flag[FLAG_REMOVED] && env)
2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2448 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2461 2449

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