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Comparing deliantra/server/common/object.C (file contents):
Revision 1.65 by root, Wed Dec 13 00:42:03 2006 UTC vs.
Revision 1.70 by root, Tue Dec 19 05:12:52 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)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
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 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
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) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || 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)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
1138 { 1136 {
1139 CLEAR_FLAG (this, FLAG_APPLIED); 1137 CLEAR_FLAG (this, FLAG_APPLIED);
1140 tmp->container = 0; 1138 tmp->container = 0;
1141 } 1139 }
1142 1140
1143 tmp->contr->socket.update_look = 1; 1141 tmp->contr->socket->floorbox_update ();
1144 } 1142 }
1145 1143
1146 /* See if player moving off should effect something */ 1144 /* See if player moving off should effect something */
1147 if (check_walk_off 1145 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1146 && ((move_type & tmp->move_off)
1200 1198
1201 for (; top != NULL; top = top->below) 1199 for (; top != NULL; top = top->below)
1202 { 1200 {
1203 if (top == op) 1201 if (top == op)
1204 continue; 1202 continue;
1205 if (CAN_MERGE (op, top)) 1203
1204 if (object::can_merge (op, top))
1206 { 1205 {
1207 top->nrof += op->nrof; 1206 top->nrof += op->nrof;
1208 1207
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1210 op->weight = 0; /* Don't want any adjustements now */ 1209 op->weight = 0; /* Don't want any adjustements now */
1343 1342
1344 /* this has to be done after we translate the coordinates. 1343 /* this has to be done after we translate the coordinates.
1345 */ 1344 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1345 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp)) 1347 if (object::can_merge (op, tmp))
1349 { 1348 {
1350 op->nrof += tmp->nrof; 1349 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1350 tmp->destroy ();
1352 } 1351 }
1353 1352
1484 * it, so save a few ticks and start from there. 1483 * it, so save a few ticks and start from there.
1485 */ 1484 */
1486 if (!(flag & INS_MAP_LOAD)) 1485 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER) 1487 if (tmp->type == PLAYER)
1489 tmp->contr->socket.update_look = 1; 1488 tmp->contr->socket->floorbox_update ();
1490 1489
1491 /* If this object glows, it may affect lighting conditions that are 1490 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1491 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1492 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1493 * on the map will get recalculated. The players could very well
1502 1501
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1503 update_object (op, UP_OBJ_INSERT);
1505 1504
1506 /* Don't know if moving this to the end will break anything. However, 1505 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1506 * we want to have floorbox_update called before calling this.
1508 * 1507 *
1509 * check_move_on() must be after this because code called from 1508 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1509 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1510 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1511 * update_object().
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1754 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1755 CLEAR_FLAG (op, FLAG_REMOVED);
1757 if (op->nrof) 1756 if (op->nrof)
1758 { 1757 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1758 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1760 if (CAN_MERGE (tmp, op)) 1759 if (object::can_merge (tmp, op))
1761 { 1760 {
1762 /* return the original object and remove inserted object 1761 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1762 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1763 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1764 /* Weight handling gets pretty funky. Since we are adding to

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