ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
224 * being locked in inventory should prevent merging. 228 || ob1->arch != ob2->arch
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* 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
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
588 } 587 }
589 588
590 update_ob_speed (dst); 589 update_ob_speed (dst);
591} 590}
592 591
592object *
593object::clone ()
594{
595 object *neu = create ();
596 copy_to (neu);
597 return neu;
598}
599
593/* 600/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 601 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can 602 * to the closest player being on the other side, this function can
596 * be called to update the face variable, _and_ how it looks on the map. 603 * be called to update the face variable, _and_ how it looks on the map.
597 */ 604 */
1130 { 1137 {
1131 CLEAR_FLAG (this, FLAG_APPLIED); 1138 CLEAR_FLAG (this, FLAG_APPLIED);
1132 tmp->container = 0; 1139 tmp->container = 0;
1133 } 1140 }
1134 1141
1135 tmp->contr->socket.update_look = 1; 1142 tmp->contr->socket->update_look = 1;
1136 } 1143 }
1137 1144
1138 /* See if player moving off should effect something */ 1145 /* See if player moving off should effect something */
1139 if (check_walk_off 1146 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1147 && ((move_type & tmp->move_off)
1192 1199
1193 for (; top != NULL; top = top->below) 1200 for (; top != NULL; top = top->below)
1194 { 1201 {
1195 if (top == op) 1202 if (top == op)
1196 continue; 1203 continue;
1197 if (CAN_MERGE (op, top)) 1204
1205 if (object::can_merge (op, top))
1198 { 1206 {
1199 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1200 1208
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1210 op->weight = 0; /* Don't want any adjustements now */
1335 1343
1336 /* this has to be done after we translate the coordinates. 1344 /* this has to be done after we translate the coordinates.
1337 */ 1345 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1346 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1348 if (object::can_merge (op, tmp))
1341 { 1349 {
1342 op->nrof += tmp->nrof; 1350 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1351 tmp->destroy ();
1344 } 1352 }
1345 1353
1476 * it, so save a few ticks and start from there. 1484 * it, so save a few ticks and start from there.
1477 */ 1485 */
1478 if (!(flag & INS_MAP_LOAD)) 1486 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1480 if (tmp->type == PLAYER) 1488 if (tmp->type == PLAYER)
1481 tmp->contr->socket.update_look = 1; 1489 tmp->contr->socket->update_look = 1;
1482 1490
1483 /* If this object glows, it may affect lighting conditions that are 1491 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really 1492 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players 1493 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well 1494 * on the map will get recalculated. The players could very well
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1756 CLEAR_FLAG (op, FLAG_REMOVED);
1749 if (op->nrof) 1757 if (op->nrof)
1750 { 1758 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1759 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1760 if (object::can_merge (tmp, op))
1753 { 1761 {
1754 /* return the original object and remove inserted object 1762 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1763 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1764 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1765 /* Weight handling gets pretty funky. Since we are adding to
2518 src = src->head; 2526 src = src->head;
2519 2527
2520 prev = 0; 2528 prev = 0;
2521 for (part = src; part; part = part->more) 2529 for (part = src; part; part = part->more)
2522 { 2530 {
2523 tmp = object::create (); 2531 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2532 tmp->x -= src->x;
2526 tmp->y -= src->y; 2533 tmp->y -= src->y;
2527 2534
2528 if (!part->head) 2535 if (!part->head)
2529 { 2536 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines