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Comparing deliantra/server/common/object.C (file contents):
Revision 1.298 by root, Sun Nov 8 00:01:33 2009 UTC vs.
Revision 1.320 by root, Wed Apr 7 19:54:44 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
26#include <stdio.h> 26#include <stdio.h>
27#include <sys/types.h> 27#include <sys/types.h>
28#include <sys/uio.h> 28#include <sys/uio.h>
29#include <object.h> 29#include <object.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 77 CALL_END;
79} 78}
80 79
81static void 80static void
82read_uuid (void) 81read_uuid ()
83{ 82{
84 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
85 84
86 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
87 86
101 100
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1); 102 _exit (1);
104 } 103 }
105 104
106 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
107 buf[0] = 0; 106 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
109 108
110 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
111 { 110 {
138 137
139void 138void
140UUID::init () 139UUID::init ()
141{ 140{
142 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
143} 207}
144 208
145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
146static bool 210static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
183 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
184 * check weight 248 * check weight
185 */ 249 */
186bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
187{ 251{
188 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
189 if (ob1 == ob2 253 if (ob1 == ob2
190 || ob1->type != ob2->type 254 || ob1->type != ob2->type
191 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
192 || ob1->value != ob2->value 255 || ob1->value != ob2->value
193 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
194 return 0; 258 return 0;
195 259
196 /* Do not merge objects if nrof would overflow, assume nrof 260 /* Do not merge objects if nrof would overflow, assume nrof
197 * is always 0 .. 2**31-1 */ 261 * is always 0 .. 2**31-1 */
198 if (ob1->nrof > 0x7fffffff - ob2->nrof) 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
219 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
220 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
221 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
222 || ob1->value != ob2->value 286 || ob1->value != ob2->value
223 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
225 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
226 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
227 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
228 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
229 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
230 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
231 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
456 520
457 return 0; 521 return 0;
458} 522}
459 523
460/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
461 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
462 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
463 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
464 */ 543 */
465object * 544object *
493 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
494 return; 573 return;
495 } 574 }
496 575
497 this->owner = owner; 576 this->owner = owner;
498}
499
500int
501object::slottype () const
502{
503 if (type == SKILL)
504 {
505 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
506 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
507 }
508 else
509 {
510 if (slot [body_combat].info) return slot_combat;
511 if (slot [body_range ].info) return slot_ranged;
512 }
513
514 return slot_none;
515}
516
517bool
518object::change_weapon (object *ob)
519{
520 if (current_weapon == ob)
521 return true;
522
523 if (chosen_skill)
524 chosen_skill->flag [FLAG_APPLIED] = false;
525
526 current_weapon = ob;
527 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
528
529 if (chosen_skill)
530 chosen_skill->flag [FLAG_APPLIED] = true;
531
532 update_stats ();
533
534 if (ob)
535 {
536 // now check wether any body locations became invalid, in which case
537 // we cannot apply the weapon at the moment.
538 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
539 if (slot[i].used < 0)
540 {
541 current_weapon = chosen_skill = 0;
542 update_stats ();
543
544 new_draw_info_format (NDI_UNIQUE, 0, this,
545 "You try to balance all your items at once, "
546 "but the %s is just too much for your body. "
547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
549 return false;
550 }
551
552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
553 }
554 else
555 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
556
557 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
558 {
559 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
560 &name, ob->debug_desc ());
561 return false;
562 }
563
564 return true;
565} 577}
566 578
567/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
568 * refcounts and freeing the links. 580 * refcounts and freeing the links.
569 */ 581 */
622 tail = new_link; 634 tail = new_link;
623 } 635 }
624 } 636 }
625 } 637 }
626 638
627 if (speed < 0)
628 dst->speed_left -= rndm ();
629
630 dst->activate (); 639 dst->activate ();
631} 640}
632 641
633void 642void
634object::instantiate () 643object::instantiate ()
635{ 644{
636 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
637 uuid = UUID::gen (); 646 uuid = UUID::gen ();
638 647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
639 speed_left = -0.1f; 652 speed_left = -1.;
653
640 /* copy the body_info to the body_used - this is only really 654 /* copy the body_info to the body_used - this is only really
641 * need for monsters, but doesn't hurt to do it for everything. 655 * need for monsters, but doesn't hurt to do it for everything.
642 * by doing so, when a monster is created, it has good starting 656 * by doing so, when a monster is created, it has good starting
643 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
644 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
652object * 666object *
653object::clone () 667object::clone ()
654{ 668{
655 object *neu = create (); 669 object *neu = create ();
656 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
657 neu->map = map; // not copied by copy_to 676 neu->map = map; // not copied by copy_to
658 return neu; 677 return neu;
659} 678}
660 679
661/* 680/*
779object::object () 798object::object ()
780{ 799{
781 SET_FLAG (this, FLAG_REMOVED); 800 SET_FLAG (this, FLAG_REMOVED);
782 801
783 //expmul = 1.0; declared const for the time being 802 //expmul = 1.0; declared const for the time being
784 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
785} 805}
786 806
787object::~object () 807object::~object ()
788{ 808{
789 unlink (); 809 unlink ();
919 map->insert (op, x, y); 939 map->insert (op, x, y);
920 } 940 }
921 } 941 }
922} 942}
923 943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963}
964
924object *object::create () 965object *object::create ()
925{ 966{
926 object *op = new object; 967 object *op = new object;
927 op->link (); 968 op->link ();
928 return op; 969 return op;
998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 head->destroy (); 1040 head->destroy ();
1000 return; 1041 return;
1001 } 1042 }
1002 1043
1003 destroy_inv (false); 1044 destroy_inv_fast ();
1004 1045
1005 if (is_head ()) 1046 if (is_head ())
1006 if (sound_destroy) 1047 if (sound_destroy)
1007 play_sound (sound_destroy); 1048 play_sound (sound_destroy);
1008 else if (flag [FLAG_MONSTER]) 1049 else if (flag [FLAG_MONSTER])
1060 1101
1061 above = 0; 1102 above = 0;
1062 below = 0; 1103 below = 0;
1063 env = 0; 1104 env = 0;
1064 1105
1065 /* NO_FIX_PLAYER is set when a great many changes are being 1106 if (pl && pl->is_player ())
1066 * made to players inventory. If set, avoiding the call
1067 * to save cpu time.
1068 */ 1107 {
1069 if (pl) 1108 if (expect_false (pl->contr->combat_ob == this))
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 { 1109 {
1072 pl->update_stats (); 1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1073 1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1074 if (glow_radius && pl->is_on_map ()) 1124 if (expect_false (glow_radius) && pl->is_on_map ())
1075 update_all_los (pl->map, pl->x, pl->y); 1125 update_all_los (pl->map, pl->x, pl->y);
1076 } 1126 }
1077 } 1127 }
1078 else if (map) 1128 else if (map)
1079 { 1129 {
1080 map->dirty = true; 1130 map->dirty = true;
1081 mapspace &ms = this->ms (); 1131 mapspace &ms = this->ms ();
1201 1251
1202 object *prev = this; 1252 object *prev = this;
1203 1253
1204 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1205 { 1255 {
1206 object *op = arch_to_object (at); 1256 object *op = at->instance ();
1207 1257
1208 op->name = name; 1258 op->name = name;
1209 op->name_pl = name_pl; 1259 op->name_pl = name_pl;
1210 op->title = title; 1260 op->title = title;
1211 1261
1249 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1250 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1251 * 1301 *
1252 * Return value: 1302 * Return value:
1253 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1254 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1255 * just 'op' otherwise 1305 * just 'op' otherwise
1256 */ 1306 */
1257object * 1307object *
1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1259{ 1309{
1486 1536
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (tmp->arch->archname == archname) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1539 tmp->destroy ();
1490 1540
1491 object *tmp = arch_to_object (archetype::find (archname)); 1541 object *tmp = archetype::find (archname)->instance ();
1492 1542
1493 tmp->x = op->x; 1543 tmp->x = op->x;
1494 tmp->y = op->y; 1544 tmp->y = op->y;
1495 1545
1496 insert_ob_in_map (tmp, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1501{ 1551{
1502 if (where->env) 1552 if (where->env)
1503 return where->env->insert (this); 1553 return where->env->insert (this);
1504 else 1554 else
1505 return where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1556}
1557
1558// check whether we can put this into the map, respect max_volume, max_items
1559bool
1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1561{
1562 mapspace &ms = m->at (x, y);
1563
1564 int items = ms.items ();
1565
1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1569 return true;
1570
1571 if (originator && originator->is_player ())
1572 originator->contr->failmsg (format (
1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1574 query_name ()
1575 ));
1576
1577 return false;
1506} 1578}
1507 1579
1508/* 1580/*
1509 * decrease(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1510 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1650 if (op->glow_radius && is_on_map ()) 1722 if (op->glow_radius && is_on_map ())
1651 { 1723 {
1652 update_stats (); 1724 update_stats ();
1653 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1654 } 1726 }
1655 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1727 else if (is_player ())
1656 // if this is a player's inventory, update stats 1728 // if this is a player's inventory, update stats
1657 update_stats (); 1729 contr->queue_stats_update ();
1658 1730
1659 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1660 1732
1661 return op; 1733 return op;
1662} 1734}
2430{ 2502{
2431 return map ? map->region (x, y) 2503 return map ? map->region (x, y)
2432 : region::default_region (); 2504 : region::default_region ();
2433} 2505}
2434 2506
2435const materialtype_t *
2436object::dominant_material () const
2437{
2438 if (materialtype_t *mt = name_to_material (materialname))
2439 return mt;
2440
2441 return name_to_material (shstr_unknown);
2442}
2443
2444void 2507void
2445object::open_container (object *new_container) 2508object::open_container (object *new_container)
2446{ 2509{
2447 if (container == new_container) 2510 if (container == new_container)
2448 return; 2511 return;
2482 // TODO: this does not seem to serve any purpose anymore? 2545 // TODO: this does not seem to serve any purpose anymore?
2483#if 0 2546#if 0
2484 // insert the "Close Container" object. 2547 // insert the "Close Container" object.
2485 if (archetype *closer = new_container->other_arch) 2548 if (archetype *closer = new_container->other_arch)
2486 { 2549 {
2487 object *closer = arch_to_object (new_container->other_arch); 2550 object *closer = new_container->other_arch->instance ();
2488 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2489 new_container->insert (closer); 2552 new_container->insert (closer);
2490 } 2553 }
2491#endif 2554#endif
2492 2555
2598 2661
2599 insert (force); 2662 insert (force);
2600 } 2663 }
2601} 2664}
2602 2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

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