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Comparing deliantra/server/common/object.C (file contents):
Revision 1.314 by root, Fri Mar 26 00:59:20 2010 UTC vs.
Revision 1.331 by root, Sun Apr 18 14:04:50 2010 UTC

37uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41 41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
42//+GPL 48//+GPL
43 49
44short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
45 0, 51 0,
46 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
266 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
267 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
268 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
269 * flags lose any meaning. 275 * flags lose any meaning.
270 */ 276 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
273 279
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
276 282
277 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name 284 || ob1->name != ob2->name
279 || ob1->title != ob2->title 285 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
329 335
330 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
331 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
332 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
333 */ 339 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
335 return 0; 341 return 0;
336 342
337 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
338 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
339 * check? 345 * check?
340 */ 346 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
342 return 0; 348 return 0;
343 349
344 switch (ob1->type) 350 switch (ob1->type)
345 { 351 {
346 case SCROLL: 352 case SCROLL:
477 483
478 sum = weight_adjust_for (this, sum); 484 sum = weight_adjust_for (this, sum);
479 485
480 if (sum != carrying) 486 if (sum != carrying)
481 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
482 carrying = sum; 492 carrying = sum;
483 493
484 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return; 583 return;
574 } 584 }
575 585
576 this->owner = owner; 586 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594}
595
596bool
597object::change_weapon (object *ob)
598{
599 if (current_weapon == ob)
600 return true;
601
602 if (chosen_skill)
603 chosen_skill->flag [FLAG_APPLIED] = false;
604
605 current_weapon = ob;
606 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
607
608 if (chosen_skill)
609 chosen_skill->flag [FLAG_APPLIED] = true;
610
611 update_stats ();
612
613 if (ob)
614 {
615 // now check wether any body locations became invalid, in which case
616 // we cannot apply the weapon at the moment.
617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
618 if (slot[i].used < 0)
619 {
620 current_weapon = chosen_skill = 0;
621 update_stats ();
622
623 new_draw_info_format (NDI_UNIQUE, 0, this,
624 "You try to balance all your items at once, "
625 "but the %s is just too much for your body. "
626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
628 return false;
629 }
630
631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
632 }
633 else
634 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
635
636 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
637 {
638 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
639 &name, ob->debug_desc ());
640 return false;
641 }
642
643 return true;
644} 587}
645 588
646/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
647 * refcounts and freeing the links. 590 * refcounts and freeing the links.
648 */ 591 */
750 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
751 */ 694 */
752void 695void
753update_turn_face (object *op) 696update_turn_face (object *op)
754{ 697{
755 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
756 return; 699 return;
757 700
758 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
759 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
760} 703}
826 /* nop */; 769 /* nop */;
827 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
828 { 771 {
829#if 0 772#if 0
830 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
833 || (op->is_player () && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
837 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
838 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
839 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
840 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
841 * have move_allow right now. 784 * have move_allow right now.
862 update_object (op->more, action); 805 update_object (op->more, action);
863} 806}
864 807
865object::object () 808object::object ()
866{ 809{
867 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
868 811
869 //expmul = 1.0; declared const for the time being 812 //expmul = 1.0; declared const for the time being
870 face = blank_face; 813 face = blank_face;
871 material = MATERIAL_NULL; 814 material = MATERIAL_NULL;
872} 815}
876 unlink (); 819 unlink ();
877 820
878 free_key_values (this); 821 free_key_values (this);
879} 822}
880 823
881static int object_count;
882
883void object::link () 824void object::link ()
884{ 825{
885 assert (!index);//D 826 assert (!index);//D
886 uuid = UUID::gen (); 827 uuid = UUID::gen ();
887 count = ++object_count;
888 828
889 refcnt_inc (); 829 refcnt_inc ();
890 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
891} 834}
892 835
893void object::unlink () 836void object::unlink ()
894{ 837{
895 if (!index) 838 if (!index)
896 return; 839 return;
840
841 ++destroy_count;
897 842
898 objects.erase (this); 843 objects.erase (this);
899 refcnt_dec (); 844 refcnt_dec ();
900} 845}
901 846
1006 map->insert (op, x, y); 951 map->insert (op, x, y);
1007 } 952 }
1008 } 953 }
1009} 954}
1010 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
1011object *object::create () 993object::create ()
1012{ 994{
1013 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
1014 op->link (); 1017 op->link ();
1018
1015 return op; 1019 return op;
1016} 1020}
1017 1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1018static struct freed_map : maptile 1037static struct freed_map : maptile
1019{ 1038{
1020 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
1021 { 1041 {
1022 path = "<freed objects map>"; 1042 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1; 1044 no_drop = 1;
1027 no_reset = 1; 1045 no_reset = 1;
1028 1046
1029 alloc ();
1030 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
1031 } 1048 }
1032 1049
1033 ~freed_map () 1050 ~freed_map ()
1034 { 1051 {
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy (); 1103 head->destroy ();
1087 return; 1104 return;
1088 } 1105 }
1089 1106
1090 destroy_inv (false); 1107 destroy_inv_fast ();
1091 1108
1092 if (is_head ()) 1109 if (is_head ())
1093 if (sound_destroy) 1110 if (sound_destroy)
1094 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1149 below = 0; 1166 below = 0;
1150 env = 0; 1167 env = 0;
1151 1168
1152 if (pl && pl->is_player ()) 1169 if (pl && pl->is_player ())
1153 { 1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1154 pl->contr->queue_stats_update (); 1185 pl->contr->queue_stats_update ();
1155 1186
1156 if (glow_radius && pl->is_on_map ()) 1187 if (expect_false (glow_radius) && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y); 1188 update_all_los (pl->map, pl->x, pl->y);
1158 } 1189 }
1159 } 1190 }
1160 else if (map) 1191 else if (map)
1161 { 1192 {
1181 else if (pl->container_ () == this) 1212 else if (pl->container_ () == this)
1182 { 1213 {
1183 // removing a container should close it 1214 // removing a container should close it
1184 close_container (); 1215 close_container ();
1185 } 1216 }
1186 1217 else
1187 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1188 } 1219 }
1189 1220
1190 /* link the object above us */ 1221 /* link the object above us */
1191 // re-link, make sure compiler can easily use cmove 1222 // re-link, make sure compiler can easily use cmove
1192 *(above ? &above->below : &ms.top) = below; 1223 *(above ? &above->below : &ms.top) = below;
1378 // from here :/ 1409 // from here :/
1379 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1380 tmp->destroy (); 1411 tmp->destroy ();
1381 } 1412 }
1382 1413
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1385 1416
1386 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1387 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1388 1419
1389 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1390 { 1421 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 { 1423 {
1427 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1428 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1429 */ 1460 */
1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1431 { 1462 {
1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1433 floor = tmp; 1464 floor = tmp;
1434 1465
1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1436 { 1467 {
1437 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1438 top = tmp->below; 1469 top = tmp->below;
1439 break; 1470 break;
1440 } 1471 }
1458 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1459 { 1490 {
1460 object *last; 1491 object *last;
1461 1492
1462 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1464 break; 1495 break;
1465 1496
1466 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1467 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1468 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1599 || (items < m->max_items 1630 || (items < m->max_items
1600 && ms.volume () < m->max_volume)) 1631 && ms.volume () < m->max_volume))
1601 return true; 1632 return true;
1602 1633
1603 if (originator && originator->is_player ()) 1634 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format ( 1635 originator->contr->failmsgf (
1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1606 query_name () 1637 query_name ()
1607 )); 1638 );
1608 1639
1609 return false; 1640 return false;
1610} 1641}
1611 1642
1612/* 1643/*
1786 * on top. 1817 * on top.
1787 */ 1818 */
1788int 1819int
1789check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1790{ 1821{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1822 if (op->flag [FLAG_NO_APPLY])
1792 return 0; 1823 return 0;
1793 1824
1794 object *tmp; 1825 object *tmp;
1795 maptile *m = op->map; 1826 maptile *m = op->map;
1796 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1833 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1834 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1835 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1836 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1837 */ 1868 */
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1839 { 1870 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 { 1873 {
1843 float diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1974void 2005void
1975flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
1976{ 2007{
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 { 2009 {
1979 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
1980 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
1981 } 2012 }
1982} 2013}
1983 2014
1984/* 2015/*
1987void 2018void
1988unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
1989{ 2020{
1990 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1991 { 2022 {
1992 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
1993 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
1994 } 2025 }
1995} 2026}
1996 2027
1997/* 2028/*
2187{ 2218{
2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189} 2220}
2190 2221
2191/* 2222/*
2192 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2193 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2194 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2195 */ 2226 */
2196int 2227int
2197find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2198{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2199 int q; 2273 int q;
2200 2274
2201 if (y) 2275 if (y)
2202 q = x * 100 / y; 2276 q = 128 * x / y;
2203 else if (x) 2277 else if (x)
2204 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2205 else 2279 else
2206 return 0; 2280 return 0;
2207 2281
2208 if (y > 0) 2282 if (y > 0)
2209 { 2283 {
2210 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2211 return 3; 2289 return 3;
2212 if (q < -41) 2290 }
2213 return 2; 2291 else
2214 if (q < 41) 2292 {
2215 return 1; 2293 if (q < -309) return 3;
2216 if (q < 242) 2294 if (q < -52) return 2;
2217 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2218 return 7; 2298 return 7;
2219 } 2299 }
2220 2300#endif
2221 if (q < -242)
2222 return 7;
2223 if (q < -41)
2224 return 6;
2225 if (q < 41)
2226 return 5;
2227 if (q < 242)
2228 return 4;
2229
2230 return 3;
2231} 2301}
2232 2302
2233/* 2303/*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2236 */ 2306 */
2237int 2307int
2238dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2239{ 2309{
2240 int d;
2241
2242 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245 2311
2246 return d; 2312 return d > 4 ? 8 - d : d;
2247} 2313}
2248 2314
2249/* peterm: 2315/* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2424 */
2359int 2425int
2360can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2361{ 2427{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2365} 2431}
2366 2432
2367/* 2433/*
2368 * create clone from object to another 2434 * create clone from object to another
2369 */ 2435 */
2709 } 2775 }
2710 else 2776 else
2711 move_type = mt; 2777 move_type = mt;
2712} 2778}
2713 2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2785 */
2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2792 return 0;
2793}
2794

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