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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 1.74 by root, Wed Dec 20 09:14:21 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 */
350object * 348object *
351object_get_env_recursive (object *op) 349object_get_env_recursive (object *op)
352{ 350{
353 while (op->env != NULL) 351 while (op->env != NULL)
354 op = op->env; 352 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op; 353 return op;
371} 354}
372 355
373/* 356/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
1057 1040
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 1043 * to save cpu time.
1061 */ 1044 */
1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 1046 fix_player (otmp);
1064 1047
1065 if (above != NULL) 1048 if (above != NULL)
1066 above->below = below; 1049 above->below = below;
1067 else 1050 else
1138 { 1121 {
1139 CLEAR_FLAG (this, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1140 tmp->container = 0; 1123 tmp->container = 0;
1141 } 1124 }
1142 1125
1143 tmp->contr->socket.update_look = 1; 1126 tmp->contr->socket->floorbox_update ();
1144 } 1127 }
1145 1128
1146 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1147 if (check_walk_off 1130 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1131 && ((move_type & tmp->move_off)
1200 1183
1201 for (; top != NULL; top = top->below) 1184 for (; top != NULL; top = top->below)
1202 { 1185 {
1203 if (top == op) 1186 if (top == op)
1204 continue; 1187 continue;
1205 if (CAN_MERGE (op, top)) 1188
1189 if (object::can_merge (op, top))
1206 { 1190 {
1207 top->nrof += op->nrof; 1191 top->nrof += op->nrof;
1208 1192
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1210 op->weight = 0; /* Don't want any adjustements now */ 1194 op->weight = 0; /* Don't want any adjustements now */
1343 1327
1344 /* this has to be done after we translate the coordinates. 1328 /* this has to be done after we translate the coordinates.
1345 */ 1329 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1330 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp)) 1332 if (object::can_merge (op, tmp))
1349 { 1333 {
1350 op->nrof += tmp->nrof; 1334 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1335 tmp->destroy ();
1352 } 1336 }
1353 1337
1484 * it, so save a few ticks and start from there. 1468 * it, so save a few ticks and start from there.
1485 */ 1469 */
1486 if (!(flag & INS_MAP_LOAD)) 1470 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER) 1472 if (tmp->type == PLAYER)
1489 tmp->contr->socket.update_look = 1; 1473 tmp->contr->socket->floorbox_update ();
1490 1474
1491 /* If this object glows, it may affect lighting conditions that are 1475 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1476 * 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 1477 * 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 1478 * on the map will get recalculated. The players could very well
1502 1486
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1487 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1488 update_object (op, UP_OBJ_INSERT);
1505 1489
1506 /* Don't know if moving this to the end will break anything. However, 1490 /* 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. 1491 * we want to have floorbox_update called before calling this.
1508 * 1492 *
1509 * check_move_on() must be after this because code called from 1493 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1494 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1495 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1496 * update_object().
1615 if (i > op->nrof) 1599 if (i > op->nrof)
1616 i = op->nrof; 1600 i = op->nrof;
1617 1601
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1602 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1603 op->nrof -= i;
1620 else if (op->env != NULL) 1604 else if (op->env)
1621 { 1605 {
1622 /* is this object in the players inventory, or sub container 1606 /* is this object in the players inventory, or sub container
1623 * therein? 1607 * therein?
1624 */ 1608 */
1625 tmp = is_player_inv (op->env); 1609 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1610 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1611 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1612 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1613 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1614 * and then searching the map for a player.
1631 */ 1615 */
1632 if (!tmp) 1616 if (!tmp)
1633 { 1617 {
1634 for (pl = first_player; pl; pl = pl->next) 1618 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1619 if (pl->ob->container == op->env)
1620 {
1621 tmp = pl->ob;
1636 break; 1622 break;
1637 if (pl) 1623 }
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1624 }
1642 1625
1643 if (i < op->nrof) 1626 if (i < op->nrof)
1644 { 1627 {
1645 sub_weight (op->env, op->weight * i); 1628 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1629 op->nrof -= i;
1647 if (tmp) 1630 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1631 esrv_send_item (tmp, op);
1650 }
1651 } 1632 }
1652 else 1633 else
1653 { 1634 {
1654 op->remove (); 1635 op->remove ();
1655 op->nrof = 0; 1636 op->nrof = 0;
1656 if (tmp) 1637 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1638 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1639 }
1661 } 1640 }
1662 else 1641 else
1663 { 1642 {
1664 object *above = op->above; 1643 object *above = op->above;
1670 op->remove (); 1649 op->remove ();
1671 op->nrof = 0; 1650 op->nrof = 0;
1672 } 1651 }
1673 1652
1674 /* Since we just removed op, op->above is null */ 1653 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1655 if (tmp->type == PLAYER)
1677 { 1656 {
1678 if (op->nrof) 1657 if (op->nrof)
1679 esrv_send_item (tmp, op); 1658 esrv_send_item (tmp, op);
1680 else 1659 else
1685 if (op->nrof) 1664 if (op->nrof)
1686 return op; 1665 return op;
1687 else 1666 else
1688 { 1667 {
1689 op->destroy (); 1668 op->destroy ();
1690 return NULL; 1669 return 0;
1691 } 1670 }
1692} 1671}
1693 1672
1694/* 1673/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1735 CLEAR_FLAG (op, FLAG_REMOVED);
1757 if (op->nrof) 1736 if (op->nrof)
1758 { 1737 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1738 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1760 if (CAN_MERGE (tmp, op)) 1739 if (object::can_merge (tmp, op))
1761 { 1740 {
1762 /* return the original object and remove inserted object 1741 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1742 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1743 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1744 /* Weight handling gets pretty funky. Since we are adding to
1783 add_weight (this, op->weight * op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1784 } 1763 }
1785 else 1764 else
1786 add_weight (this, (op->weight + op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1787 1766
1788 otmp = is_player_inv (this); 1767 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1768 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1770 fix_player (otmp);
1792 1771
1793 op->map = NULL; 1772 op->map = 0;
1794 op->env = this; 1773 op->env = this;
1795 op->above = NULL; 1774 op->above = 0;
1796 op->below = NULL; 1775 op->below = 0;
1797 op->x = 0, op->y = 0; 1776 op->x = 0, op->y = 0;
1798 1777
1799 /* reset the light list and los of the players on the map */ 1778 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1779 if ((op->glow_radius != 0) && map)
1801 { 1780 {
2138 * if the space being examined only has a wall to the north and empty 2117 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 2118 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2142 */ 2121 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2123 stop = maxfree[i];
2145 } 2124 }
2125
2146 if (!index) 2126 if (!index)
2147 return -1; 2127 return -1;
2128
2148 return altern[RANDOM () % index]; 2129 return altern[RANDOM () % index];
2149} 2130}
2150 2131
2151/* 2132/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like

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