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Comparing deliantra/server/common/object.C (file contents):
Revision 1.190 by root, Sat Sep 15 15:58:06 2007 UTC vs.
Revision 1.202 by root, Thu Apr 10 15:35:15 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
33#include <sproto.h> 33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38UUID UUID::cur;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19; 39static const uint64 UUID_SKIP = 1<<19;
41 40
42objectvec objects; 41objectvec objects;
43activevec actives; 42activevec actives;
44 43
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 44short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
70 { 69 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2); 70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return; 71 return;
73 } 72 }
74 73
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2); 74 fprintf (fp, "<1,%llx>\n", (unsigned long long)UUID::cur.seq + UUID_SKIP * 2);
76 fclose (fp); 75 fclose (fp);
77 rename (filename2, filename1); 76 rename (filename2, filename1);
78} 77}
79 78
80static void 79static void
89 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
90 { 89 {
91 if (errno == ENOENT) 90 if (errno == ENOENT)
92 { 91 {
93 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 93 UUID::cur.seq = 0;
95 write_uuid (); 94 write_uuid ();
96 return; 95 return;
97 } 96 }
98 97
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
106 { 105 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1); 107 _exit (1);
109 } 108 }
110 109
111 uuid.seq = uid; 110 UUID::cur.seq = uid;
112 write_uuid (); 111 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp); 113 fclose (fp);
115} 114}
116 115
117UUID 116UUID
118gen_uuid () 117UUID::gen ()
119{ 118{
120 UUID uid; 119 UUID uid;
121 120
122 uid.seq = ++uuid.seq; 121 uid.seq = ++cur.seq;
123 122
124 if (!(uuid.seq & (UUID_SKIP - 1))) 123 if (!(cur.seq & (UUID_SKIP - 1)))
125 write_uuid (); 124 write_uuid ();
126 125
127 return uid; 126 return uid;
128} 127}
129 128
130void 129void
131init_uuid () 130UUID::init ()
132{ 131{
133 read_uuid (); 132 read_uuid ();
134} 133}
135 134
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
254 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 254 * check all objects in the inventory.
256 */ 255 */
257 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
258 { 257 {
259 /* if one object has inventory but the other doesn't, not equiv */ 258 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 return 0; /* inventories differ in length */
261 return 0;
262 260
263 /* Now check to see if the two inventory objects could merge */ 261 if (ob1->inv->below || ob2->inv->below)
262 return 0; /* more than one object in inv */
263
264 if (!object::can_merge (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 265 return 0; /* inventory objexts differ */
266 266
267 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 268 * if it is valid.
269 */ 269 */
270 } 270 }
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2)) 310 {
311 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
313
314 if (k1 != k2)
311 return 0; 315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
312 } 321 }
313 322
314 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
315 return 1; 324 return 1;
316} 325}
419 break; 428 break;
420 429
421 return op; 430 return op;
422} 431}
423 432
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428}
429
430/* 433/*
431 * Sets the owner and sets the skill and exp pointers to owner's current 434 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects. 435 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO 436 * ACTUALLY NO! investigate! TODO
434 */ 437 */
437{ 440{
438 // allow objects which own objects 441 // allow objects which own objects
439 if (owner) 442 if (owner)
440 while (owner->owner) 443 while (owner->owner)
441 owner = owner->owner; 444 owner = owner->owner;
445
446 if (flag [FLAG_FREED])
447 {
448 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
449 return;
450 }
442 451
443 this->owner = owner; 452 this->owner = owner;
444} 453}
445 454
446int 455int
587 596
588void 597void
589object::instantiate () 598object::instantiate ()
590{ 599{
591 if (!uuid.seq) // HACK 600 if (!uuid.seq) // HACK
592 uuid = gen_uuid (); 601 uuid = UUID::gen ();
593 602
594 speed_left = -0.1f; 603 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really 604 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything. 605 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting 606 * by doing so, when a monster is created, it has good starting
756static int object_count; 765static int object_count;
757 766
758void object::link () 767void object::link ()
759{ 768{
760 assert (!index);//D 769 assert (!index);//D
761 uuid = gen_uuid (); 770 uuid = UUID::gen ();
762 count = ++object_count; 771 count = ++object_count;
763 772
764 refcnt_inc (); 773 refcnt_inc ();
765 objects.insert (this); 774 objects.insert (this);
766} 775}
919 928
920 freed_map->path = "<freed objects map>"; 929 freed_map->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3; 931 freed_map->width = 3;
923 freed_map->height = 3; 932 freed_map->height = 3;
933 freed_map->nodrop = 1;
924 934
925 freed_map->alloc (); 935 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY; 936 freed_map->in_memory = MAP_IN_MEMORY;
927 } 937 }
928 938
1140merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1141{ 1151{
1142 if (!op->nrof) 1152 if (!op->nrof)
1143 return 0; 1153 return 0;
1144 1154
1145 if (top) 1155 if (!top)
1146 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1147 ; 1157 ;
1148 1158
1149 for (; top; top = top->below) 1159 for (; top; top = top->below)
1150 { 1160 {
1290 else 1300 else
1291 { 1301 {
1292 top = ms.bot; 1302 top = ms.bot;
1293 1303
1294 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1295 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1296 { 1306 {
1297 object *last = 0; 1307 object *last = 0;
1298 1308
1299 /* 1309 /*
1300 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1352 */ 1362 */
1353 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1354 top = last->below; 1364 top = last->below;
1355 } 1365 }
1356 } /* If objects on this space */ 1366 } /* If objects on this space */
1357 if (flag & INS_MAP_LOAD)
1358 top = ms.top;
1359 1367
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1369 top = floor;
1362 1370
1363 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1396 op->map->touch (); 1404 op->map->touch ();
1397 } 1405 }
1398 1406
1399 op->map->dirty = true; 1407 op->map->dirty = true;
1400 1408
1401 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = ms.player ()) 1409 if (object *pl = ms.player ())
1403 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1404 1411
1405 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1406 * visible to others on this map. But update_all_los is really 1413 * visible to others on this map. But update_all_los is really
1407 * an inefficient way to do this, as it means los for all players 1414 * an inefficient way to do this, as it means los for all players
1408 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1945 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1946 */ 1953 */
1947void 1954void
1948flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1949{ 1956{
1950 if (op->inv)
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1957 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 { 1958 {
1953 SET_FLAG (tmp, flag); 1959 SET_FLAG (tmp, flag);
1954 flag_inv (tmp, flag); 1960 flag_inv (tmp, flag);
1955 } 1961 }
1956} 1962}
1957 1963
1958/* 1964/*
1959 * deactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
1960 */ 1966 */
1961void 1967void
1962unflag_inv (object *op, int flag) 1968unflag_inv (object *op, int flag)
1963{ 1969{
1964 if (op->inv)
1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1966 { 1971 {
1967 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1968 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
1969 } 1974 }
1970} 1975}
1971 1976
1972/* 1977/*
1973 * find_free_spot(object, map, x, y, start, stop) will search for 1978 * find_free_spot(object, map, x, y, start, stop) will search for
1974 * a spot at the given map and coordinates which will be able to contain 1979 * a spot at the given map and coordinates which will be able to contain
1976 * to search (see the freearr_x/y[] definition). 1981 * to search (see the freearr_x/y[] definition).
1977 * It returns a random choice among the alternatives found. 1982 * It returns a random choice among the alternatives found.
1978 * start and stop are where to start relative to the free_arr array (1,9 1983 * start and stop are where to start relative to the free_arr array (1,9
1979 * does all 4 immediate directions). This returns the index into the 1984 * does all 4 immediate directions). This returns the index into the
1980 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1985 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1981 * Note - this only checks to see if there is space for the head of the
1982 * object - if it is a multispace object, this should be called for all
1983 * pieces.
1984 * Note2: This function does correctly handle tiled maps, but does not 1986 * Note: This function does correctly handle tiled maps, but does not
1985 * inform the caller. However, insert_ob_in_map will update as 1987 * inform the caller. However, insert_ob_in_map will update as
1986 * necessary, so the caller shouldn't need to do any special work. 1988 * necessary, so the caller shouldn't need to do any special work.
1987 * Note - updated to take an object instead of archetype - this is necessary 1989 * Note - updated to take an object instead of archetype - this is necessary
1988 * because arch_blocked (now ob_blocked) needs to know the movement type 1990 * because arch_blocked (now ob_blocked) needs to know the movement type
1989 * to know if the space in question will block the object. We can't use 1991 * to know if the space in question will block the object. We can't use
2010 2012
2011 /* However, often 2013 /* However, often
2012 * ob doesn't have any move type (when used to place exits) 2014 * ob doesn't have any move type (when used to place exits)
2013 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 2015 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2014 */ 2016 */
2015 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 2017 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2016 { 2018 {
2017 altern [index++] = i; 2019 altern [index++] = i;
2018 continue; 2020 continue;
2019 } 2021 }
2020 2022
2034 2036
2035 /* Note it is intentional that we check ob - the movement type of the 2037 /* Note it is intentional that we check ob - the movement type of the
2036 * head of the object should correspond for the entire object. 2038 * head of the object should correspond for the entire object.
2037 */ 2039 */
2038 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue;
2042
2043 if (ob->blocked (m, pos.x, pos.y))
2039 continue; 2044 continue;
2040 2045
2041 altern [index++] = i; 2046 altern [index++] = i;
2042 } 2047 }
2043 2048

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