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 1.67 by root, Thu Dec 14 04:30:32 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
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (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)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
352object * 348object *
353object_get_env_recursive (object *op) 349object_get_env_recursive (object *op)
354{ 350{
355 while (op->env != NULL) 351 while (op->env != NULL)
356 op = op->env; 352 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op; 353 return op;
373} 354}
374 355
375/* 356/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
1059 1040
1060 /* 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
1061 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 1043 * to save cpu time.
1063 */ 1044 */
1064 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))
1065 fix_player (otmp); 1046 fix_player (otmp);
1066 1047
1067 if (above != NULL) 1048 if (above != NULL)
1068 above->below = below; 1049 above->below = below;
1069 else 1050 else
1140 { 1121 {
1141 CLEAR_FLAG (this, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1142 tmp->container = 0; 1123 tmp->container = 0;
1143 } 1124 }
1144 1125
1145 tmp->contr->socket->update_look = 1; 1126 tmp->contr->socket->floorbox_update ();
1146 } 1127 }
1147 1128
1148 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1149 if (check_walk_off 1130 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1131 && ((move_type & tmp->move_off)
1487 * it, so save a few ticks and start from there. 1468 * it, so save a few ticks and start from there.
1488 */ 1469 */
1489 if (!(flag & INS_MAP_LOAD)) 1470 if (!(flag & INS_MAP_LOAD))
1490 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)
1491 if (tmp->type == PLAYER) 1472 if (tmp->type == PLAYER)
1492 tmp->contr->socket->update_look = 1; 1473 tmp->contr->socket->floorbox_update ();
1493 1474
1494 /* If this object glows, it may affect lighting conditions that are 1475 /* If this object glows, it may affect lighting conditions that are
1495 * 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
1496 * 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
1497 * on the map will get recalculated. The players could very well 1478 * on the map will get recalculated. The players could very well
1505 1486
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1487 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1488 update_object (op, UP_OBJ_INSERT);
1508 1489
1509 /* 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,
1510 * we want to have update_look set above before calling this. 1491 * we want to have floorbox_update called before calling this.
1511 * 1492 *
1512 * check_move_on() must be after this because code called from 1493 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1494 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1495 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1496 * update_object().
1618 if (i > op->nrof) 1599 if (i > op->nrof)
1619 i = op->nrof; 1600 i = op->nrof;
1620 1601
1621 if (QUERY_FLAG (op, FLAG_REMOVED)) 1602 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i; 1603 op->nrof -= i;
1623 else if (op->env != NULL) 1604 else if (op->env)
1624 { 1605 {
1625 /* is this object in the players inventory, or sub container 1606 /* is this object in the players inventory, or sub container
1626 * therein? 1607 * therein?
1627 */ 1608 */
1628 tmp = is_player_inv (op->env); 1609 tmp = op->in_player ();
1629 /* nope. Is this a container the player has opened? 1610 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player. 1611 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly 1612 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map, 1613 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player. 1614 * and then searching the map for a player.
1634 */ 1615 */
1635 if (!tmp) 1616 if (!tmp)
1636 { 1617 {
1637 for (pl = first_player; pl; pl = pl->next) 1618 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env) 1619 if (pl->ob->container == op->env)
1620 {
1621 tmp = pl->ob;
1639 break; 1622 break;
1640 if (pl) 1623 }
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 } 1624 }
1645 1625
1646 if (i < op->nrof) 1626 if (i < op->nrof)
1647 { 1627 {
1648 sub_weight (op->env, op->weight * i); 1628 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i; 1629 op->nrof -= i;
1650 if (tmp) 1630 if (tmp)
1651 {
1652 esrv_send_item (tmp, op); 1631 esrv_send_item (tmp, op);
1653 }
1654 } 1632 }
1655 else 1633 else
1656 { 1634 {
1657 op->remove (); 1635 op->remove ();
1658 op->nrof = 0; 1636 op->nrof = 0;
1659 if (tmp) 1637 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count); 1638 esrv_del_item (tmp->contr, op->count);
1662 }
1663 } 1639 }
1664 } 1640 }
1665 else 1641 else
1666 { 1642 {
1667 object *above = op->above; 1643 object *above = op->above;
1673 op->remove (); 1649 op->remove ();
1674 op->nrof = 0; 1650 op->nrof = 0;
1675 } 1651 }
1676 1652
1677 /* Since we just removed op, op->above is null */ 1653 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1679 if (tmp->type == PLAYER) 1655 if (tmp->type == PLAYER)
1680 { 1656 {
1681 if (op->nrof) 1657 if (op->nrof)
1682 esrv_send_item (tmp, op); 1658 esrv_send_item (tmp, op);
1683 else 1659 else
1688 if (op->nrof) 1664 if (op->nrof)
1689 return op; 1665 return op;
1690 else 1666 else
1691 { 1667 {
1692 op->destroy (); 1668 op->destroy ();
1693 return NULL; 1669 return 0;
1694 } 1670 }
1695} 1671}
1696 1672
1697/* 1673/*
1698 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1786 add_weight (this, op->weight * op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1787 } 1763 }
1788 else 1764 else
1789 add_weight (this, (op->weight + op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1790 1766
1791 otmp = is_player_inv (this); 1767 otmp = this->in_player ();
1792 if (otmp && otmp->contr) 1768 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp); 1770 fix_player (otmp);
1795 1771
1796 op->map = NULL; 1772 op->map = 0;
1797 op->env = this; 1773 op->env = this;
1798 op->above = NULL; 1774 op->above = 0;
1799 op->below = NULL; 1775 op->below = 0;
1800 op->x = 0, op->y = 0; 1776 op->x = 0, op->y = 0;
1801 1777
1802 /* 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 */
1803 if ((op->glow_radius != 0) && map) 1779 if ((op->glow_radius != 0) && map)
1804 { 1780 {
2141 * 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
2142 * 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
2143 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2145 */ 2121 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2147 stop = maxfree[i]; 2123 stop = maxfree[i];
2148 } 2124 }
2125
2149 if (!index) 2126 if (!index)
2150 return -1; 2127 return -1;
2128
2151 return altern[RANDOM () % index]; 2129 return altern[RANDOM () % index];
2152} 2130}
2153 2131
2154/* 2132/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines