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Comparing deliantra/server/common/object.C (file contents):
Revision 1.315 by root, Fri Mar 26 21:43:43 2010 UTC vs.
Revision 1.340 by root, Fri Jul 2 19:54:41 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,
65 9, 10, 13, 14, 17, 18, 21, 22, 71 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, 72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68}; 74};
69 75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
70static void 95static void
71write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
72{ 97{
73 CALL_BEGIN (2); 98 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
266 * This is to the comparison of the flags below will be OK. We 291 * 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 292 * 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 293 * are not equal - just if it has been identified, the been_applied
269 * flags lose any meaning. 294 * flags lose any meaning.
270 */ 295 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 296 if (ob1->flag [FLAG_IDENTIFIED])
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 297 ob1->set_flag (FLAG_BEEN_APPLIED);
273 298
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 299 if (ob2->flag [FLAG_IDENTIFIED])
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 300 ob2->set_flag (FLAG_BEEN_APPLIED);
276 301
277 if (ob1->arch->archname != ob2->arch->archname 302 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name 303 || ob1->name != ob2->name
279 || ob1->title != ob2->title 304 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg 305 || ob1->msg != ob2->msg
329 354
330 /* Don't merge objects that are applied. With the new 'body' code, 355 /* 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 356 * 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. 357 * some items equipped, and we don't want those to merge.
333 */ 358 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 359 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
335 return 0; 360 return 0;
336 361
337 /* Note sure why the following is the case - either the object has to 362 /* 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 363 * be animated or have a very low speed. Is this an attempted monster
339 * check? 364 * check?
340 */ 365 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 366 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
342 return 0; 367 return 0;
343 368
344 switch (ob1->type) 369 switch (ob1->type)
345 { 370 {
346 case SCROLL: 371 case SCROLL:
420 445
421 return 0; 446 return 0;
422} 447}
423 448
424// adjust weight per container type ("of holding") 449// adjust weight per container type ("of holding")
425static sint32 450static uint32
426weight_adjust_for (object *op, sint32 weight) 451weight_adjust_for (object *op, uint32 weight)
427{ 452{
428 return op->type == CONTAINER 453 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 454 ? weight - weight * op->stats.Str / 100
430 : weight; 455 : weight;
431} 456}
432 457
433/* 458/*
434 * adjust_weight(object, weight) adds the specified weight to an object, 459 * subtracts, then adds, the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying. 460 * and also updates how much the environment(s) is/are carrying.
436 */ 461 */
437static void 462static void
438adjust_weight (object *op, sint32 weight) 463adjust_weight (object *op, sint32 sub, sint32 add)
439{ 464{
440 while (op) 465 while (op)
441 { 466 {
442 // adjust by actual difference to account for rounding errors 467 sint32 ocarrying = op->carrying;
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446 468
447 if (!weight) 469 op->carrying -= weight_adjust_for (op, sub);
448 return; 470 op->carrying += weight_adjust_for (op, add);
449
450 op->carrying += weight;
451 471
452 if (object *pl = op->visible_to ()) 472 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily 473 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op); 474 esrv_update_item (UPD_WEIGHT, pl, op);
455 475
476 sub = ocarrying;
477 add = op->carrying;
478
456 op = op->env; 479 op = op->env;
457 } 480 }
458} 481}
459 482
460/* 483/*
467{ 490{
468 sint32 sum = 0; 491 sint32 sum = 0;
469 492
470 for (object *op = inv; op; op = op->below) 493 for (object *op = inv; op; op = op->below)
471 { 494 {
472 if (op->inv)
473 op->update_weight (); 495 op->update_weight ();
474 496
475 sum += op->total_weight (); 497 sum += weight_adjust_for (this, op->total_weight ());
476 } 498 }
477
478 sum = weight_adjust_for (this, sum);
479 499
480 if (sum != carrying) 500 if (sum != carrying)
481 { 501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
482 carrying = sum; 506 carrying = sum;
483 507
484 if (object *pl = visible_to ()) 508 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily 509 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this); 510 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 ()); 596 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return; 597 return;
574 } 598 }
575 599
576 this->owner = owner; 600 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 can wear 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} 601}
645 602
646/* Zero the key_values on op, decrementing the shared-string 603/* Zero the key_values on op, decrementing the shared-string
647 * refcounts and freeing the links. 604 * refcounts and freeing the links.
648 */ 605 */
750 * be called to update the face variable, _and_ how it looks on the map. 707 * be called to update the face variable, _and_ how it looks on the map.
751 */ 708 */
752void 709void
753update_turn_face (object *op) 710update_turn_face (object *op)
754{ 711{
755 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
756 return; 713 return;
757 714
758 SET_ANIMATION (op, op->direction); 715 SET_ANIMATION (op, op->direction);
759 update_object (op, UP_OBJ_FACE); 716 update_object (op, UP_OBJ_FACE);
760} 717}
826 /* nop */; 783 /* nop */;
827 else if (action == UP_OBJ_INSERT) 784 else if (action == UP_OBJ_INSERT)
828 { 785 {
829#if 0 786#if 0
830 // this is likely overkill, TODO: revisit (schmorp) 787 // this is likely overkill, TODO: revisit (schmorp)
831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
833 || (op->is_player () && !(m.flags_ & P_PLAYER)) 790 || (op->is_player () && !(m.flags_ & P_PLAYER))
834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
837 || (m.move_on | op->move_on ) != m.move_on 794 || (m.move_on | op->move_on ) != m.move_on
838 || (m.move_off | op->move_off ) != m.move_off 795 || (m.move_off | op->move_off ) != m.move_off
839 || (m.move_slow | op->move_slow) != m.move_slow 796 || (m.move_slow | op->move_slow) != m.move_slow
840 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
841 * have move_allow right now. 798 * have move_allow right now.
862 update_object (op->more, action); 819 update_object (op->more, action);
863} 820}
864 821
865object::object () 822object::object ()
866{ 823{
867 SET_FLAG (this, FLAG_REMOVED); 824 this->set_flag (FLAG_REMOVED);
868 825
869 //expmul = 1.0; declared const for the time being 826 //expmul = 1.0; declared const for the time being
870 face = blank_face; 827 face = blank_face;
871 material = MATERIAL_NULL; 828 material = MATERIAL_NULL;
872} 829}
876 unlink (); 833 unlink ();
877 834
878 free_key_values (this); 835 free_key_values (this);
879} 836}
880 837
881static int object_count;
882
883void object::link () 838void object::link ()
884{ 839{
885 assert (!index);//D 840 assert (!index);//D
886 uuid = UUID::gen (); 841 uuid = UUID::gen ();
887 count = ++object_count;
888 842
889 refcnt_inc (); 843 refcnt_inc ();
890 objects.insert (this); 844 objects.insert (this);
845
846 ++create_count;
847
891} 848}
892 849
893void object::unlink () 850void object::unlink ()
894{ 851{
895 if (!index) 852 if (!index)
896 return; 853 return;
854
855 ++destroy_count;
897 856
898 objects.erase (this); 857 objects.erase (this);
899 refcnt_dec (); 858 refcnt_dec ();
900} 859}
901 860
1006 map->insert (op, x, y); 965 map->insert (op, x, y);
1007 } 966 }
1008 } 967 }
1009} 968}
1010 969
970/*
971 * Remove and free all objects in the inventory of the given object.
972 * Unlike destroy_inv, this assumes the *this is destroyed as well
973 * well, so we can (and have to!) take shortcuts.
974 */
975void
976object::destroy_inv_fast ()
977{
978 while (object *op = inv)
979 {
980 // remove from object the fast way
981 op->flag [FLAG_REMOVED] = true;
982 op->env = 0;
983 if ((inv = inv->below))
984 inv->above = 0;
985
986 // then destroy
987 op->destroy ();
988 }
989}
990
991void
992object::freelist_free (int count)
993{
994 while (count-- && freelist)
995 {
996 freelist_item *next = freelist->next;
997 // count is being "destroyed"
998
999 sfree ((char *)freelist, sizeof (object));
1000
1001 freelist = next;
1002 --free_count;
1003 }
1004}
1005
1006object *
1011object *object::create () 1007object::create ()
1012{ 1008{
1013 object *op = new object; 1009 object *op;
1010
1011 if (freelist)
1012 {
1013 freelist_item li = *freelist;
1014 memset (freelist, 0, sizeof (object));
1015
1016 op = new (freelist) object;
1017 op->count = li.count;
1018
1019 freelist = li.next;
1020 --free_count;
1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1025
1026 op = new(ni) object;
1027
1028 op->count = ++object_count;
1029 }
1030
1014 op->link (); 1031 op->link ();
1032
1015 return op; 1033 return op;
1016} 1034}
1017 1035
1036void
1037object::do_delete ()
1038{
1039 uint32_t count = this->count;
1040
1041 this->~object ();
1042
1043 freelist_item *li = (freelist_item *)this;
1044 li->next = freelist;
1045 li->count = count;
1046
1047 freelist = li;
1048 ++free_count;
1049}
1050
1018static struct freed_map : maptile 1051static struct freed_map : maptile
1019{ 1052{
1020 freed_map () 1053 freed_map ()
1054 : maptile (3, 3)
1021 { 1055 {
1022 path = "<freed objects map>"; 1056 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map"; 1057 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1; 1058 no_drop = 1;
1027 no_reset = 1; 1059 no_reset = 1;
1028 1060
1029 alloc ();
1030 in_memory = MAP_ACTIVE; 1061 in_memory = MAP_ACTIVE;
1031 } 1062 }
1032 1063
1033 ~freed_map () 1064 ~freed_map ()
1034 { 1065 {
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy (); 1117 head->destroy ();
1087 return; 1118 return;
1088 } 1119 }
1089 1120
1090 destroy_inv (false); 1121 destroy_inv_fast ();
1091 1122
1092 if (is_head ()) 1123 if (is_head ())
1093 if (sound_destroy) 1124 if (sound_destroy)
1094 play_sound (sound_destroy); 1125 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER]) 1126 else if (flag [FLAG_MONSTER])
1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1158 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1128 if (object *pl = visible_to ()) 1159 if (object *pl = visible_to ())
1129 esrv_del_item (pl->contr, count); 1160 esrv_del_item (pl->contr, count);
1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1161 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1131 1162
1132 adjust_weight (env, -total_weight ()); 1163 adjust_weight (env, total_weight (), 0);
1133 1164
1134 object *pl = in_player (); 1165 object *pl = in_player ();
1135 1166
1136 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 1168 * the map, but we don't actually do that - it is up
1149 below = 0; 1180 below = 0;
1150 env = 0; 1181 env = 0;
1151 1182
1152 if (pl && pl->is_player ()) 1183 if (pl && pl->is_player ())
1153 { 1184 {
1185 if (expect_false (pl->contr->combat_ob == this))
1186 {
1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1188 pl->contr->combat_ob = 0;
1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1190 }
1191
1192 if (expect_false (pl->contr->ranged_ob == this))
1193 {
1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1195 pl->contr->ranged_ob = 0;
1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1197 }
1198
1154 pl->contr->queue_stats_update (); 1199 pl->contr->queue_stats_update ();
1155 1200
1156 if (glow_radius && pl->is_on_map ()) 1201 if (expect_false (glow_radius) && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y); 1202 update_all_los (pl->map, pl->x, pl->y);
1158 } 1203 }
1159 } 1204 }
1160 else if (map) 1205 else if (map)
1161 { 1206 {
1181 else if (pl->container_ () == this) 1226 else if (pl->container_ () == this)
1182 { 1227 {
1183 // removing a container should close it 1228 // removing a container should close it
1184 close_container (); 1229 close_container ();
1185 } 1230 }
1186 1231 else
1187 esrv_del_item (pl->contr, count); 1232 esrv_del_item (pl->contr, count);
1188 } 1233 }
1189 1234
1190 /* link the object above us */ 1235 /* link the object above us */
1191 // re-link, make sure compiler can easily use cmove 1236 // re-link, make sure compiler can easily use cmove
1192 *(above ? &above->below : &ms.top) = below; 1237 *(above ? &above->below : &ms.top) = below;
1378 // from here :/ 1423 // from here :/
1379 op->nrof += tmp->nrof; 1424 op->nrof += tmp->nrof;
1380 tmp->destroy (); 1425 tmp->destroy ();
1381 } 1426 }
1382 1427
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1428 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1429 op->clr_flag (FLAG_INV_LOCKED);
1385 1430
1386 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1431 if (!op->flag [FLAG_ALIVE])
1387 CLEAR_FLAG (op, FLAG_NO_STEAL); 1432 op->clr_flag (FLAG_NO_STEAL);
1388 1433
1389 if (flag & INS_BELOW_ORIGINATOR) 1434 if (flag & INS_BELOW_ORIGINATOR)
1390 { 1435 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 { 1437 {
1427 * when lots of spells are cast in one area. Currently, it is presumed 1472 * when lots of spells are cast in one area. Currently, it is presumed
1428 * that flying non pickable objects are spell objects. 1473 * that flying non pickable objects are spell objects.
1429 */ 1474 */
1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1431 { 1476 {
1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1477 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1433 floor = tmp; 1478 floor = tmp;
1434 1479
1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1480 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1436 { 1481 {
1437 /* We insert above top, so we want this object below this */ 1482 /* We insert above top, so we want this object below this */
1438 top = tmp->below; 1483 top = tmp->below;
1439 break; 1484 break;
1440 } 1485 }
1458 && (op->face && !faces [op->face].visibility)) 1503 && (op->face && !faces [op->face].visibility))
1459 { 1504 {
1460 object *last; 1505 object *last;
1461 1506
1462 for (last = top; last != floor; last = last->below) 1507 for (last = top; last != floor; last = last->below)
1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1464 break; 1509 break;
1465 1510
1466 /* Check to see if we found the object that blocks view, 1511 /* Check to see if we found the object that blocks view,
1467 * and make sure we have a below pointer for it so that 1512 * and make sure we have a below pointer for it so that
1468 * we can get inserted below this one, which requires we 1513 * we can get inserted below this one, which requires we
1541 */ 1586 */
1542 1587
1543 /* if this is not the head or flag has been passed, don't check walk on status */ 1588 /* if this is not the head or flag has been passed, don't check walk on status */
1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1545 { 1590 {
1546 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1547 return 0; 1592 return 0;
1548 1593
1549 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1550 * walk on's. 1595 * walk on's.
1551 */ 1596 */
1552 for (object *tmp = op->more; tmp; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1553 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1554 return 0; 1599 return 0;
1555 } 1600 }
1556 1601
1557 return op; 1602 return op;
1558} 1603}
1599 || (items < m->max_items 1644 || (items < m->max_items
1600 && ms.volume () < m->max_volume)) 1645 && ms.volume () < m->max_volume))
1601 return true; 1646 return true;
1602 1647
1603 if (originator && originator->is_player ()) 1648 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format ( 1649 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.>", 1650 "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 () 1651 query_name ()
1607 )); 1652 );
1608 1653
1609 return false; 1654 return false;
1610} 1655}
1611 1656
1612/* 1657/*
1624 1669
1625 nr = min (nr, nrof); 1670 nr = min (nr, nrof);
1626 1671
1627 if (nrof > nr) 1672 if (nrof > nr)
1628 { 1673 {
1674 sint64 oweight = total_weight ();
1675
1629 nrof -= nr; 1676 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631 1677
1632 if (object *pl = visible_to ()) 1678 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this); 1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1634 1682
1635 return true; 1683 return true;
1636 } 1684 }
1637 else 1685 else
1638 { 1686 {
1713 if (op->nrof) 1761 if (op->nrof)
1714 for (object *tmp = inv; tmp; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1715 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1716 { 1764 {
1717 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1718 (client needs the original object) */ 1766 (client prefers the original object) */
1767
1768 // carring must be 0 for mergable objects
1769 sint64 oweight = tmp->weight * tmp->nrof;
1770
1719 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1720 1772
1721 if (object *pl = tmp->visible_to ()) 1773 if (object *pl = tmp->visible_to ())
1722 esrv_update_item (UPD_NROF, pl, tmp); 1774 esrv_update_item (UPD_NROF, pl, tmp);
1723 1775
1724 adjust_weight (this, op->total_weight ()); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1725 1777
1726 op->destroy (); 1778 op->destroy ();
1727 op = tmp; 1779 op = tmp;
1728 goto inserted; 1780 goto inserted;
1729 } 1781 }
1745 op->flag [FLAG_REMOVED] = 0; 1797 op->flag [FLAG_REMOVED] = 0;
1746 1798
1747 if (object *pl = op->visible_to ()) 1799 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op); 1800 esrv_send_item (pl, op);
1749 1801
1750 adjust_weight (this, op->total_weight ()); 1802 adjust_weight (this, 0, op->total_weight ());
1751 1803
1752inserted: 1804inserted:
1753 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1754 if (op->glow_radius && is_on_map ()) 1806 if (op->glow_radius && is_on_map ())
1755 { 1807 {
1784 * MSW 2001-07-08: Check all objects on space, not just those below 1836 * MSW 2001-07-08: Check all objects on space, not just those below
1785 * object being inserted. insert_ob_in_map may not put new objects 1837 * object being inserted. insert_ob_in_map may not put new objects
1786 * on top. 1838 * on top.
1787 */ 1839 */
1788int 1840int
1789check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1790{ 1842{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1843 if (op->flag [FLAG_NO_APPLY])
1792 return 0; 1844 return 0;
1793 1845
1794 object *tmp; 1846 object *tmp;
1795 maptile *m = op->map; 1847 maptile *m = op->map;
1796 int x = op->x, y = op->y; 1848 int x = op->x, y = op->y;
1833 * Second check makes sure that the movement types not being slowed 1885 * Second check makes sure that the movement types not being slowed
1834 * (~slow_move) is not blocked on this space - just because the 1886 * (~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 1887 * 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. 1888 * swim on that space, can't use it to avoid the penalty.
1837 */ 1889 */
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1890 if (!op->flag [FLAG_WIZPASS])
1839 { 1891 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1892 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)) 1893 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 { 1894 {
1843 float diff = tmp->move_slow_penalty * fabs (op->speed); 1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
1853 1905
1854 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1855 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1856 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1908 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1857 { 1909 {
1910 if ((flags & INS_NO_AUTO_EXIT)
1911 && (tmp->type == EXIT || tmp->type == TELEPORTER
1912 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1913 continue;
1914
1858 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1859 1916
1860 if (op->destroyed ()) 1917 if (op->destroyed ())
1861 return 1; 1918 return 1;
1862 1919
1974void 2031void
1975flag_inv (object *op, int flag) 2032flag_inv (object *op, int flag)
1976{ 2033{
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 { 2035 {
1979 SET_FLAG (tmp, flag); 2036 tmp->set_flag (flag);
1980 flag_inv (tmp, flag); 2037 flag_inv (tmp, flag);
1981 } 2038 }
1982} 2039}
1983 2040
1984/* 2041/*
1987void 2044void
1988unflag_inv (object *op, int flag) 2045unflag_inv (object *op, int flag)
1989{ 2046{
1990 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1991 { 2048 {
1992 CLEAR_FLAG (tmp, flag); 2049 tmp->clr_flag (flag);
1993 unflag_inv (tmp, flag); 2050 unflag_inv (tmp, flag);
1994 } 2051 }
1995} 2052}
1996 2053
1997/* 2054/*
2187{ 2244{
2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189} 2246}
2190 2247
2191/* 2248/*
2192 * find_dir_2(delta-x,delta-y) will return a direction in which 2249 * 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 2250 * for running into direct [dx, dy].
2194 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2195 */ 2252 */
2196int 2253int
2197find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2198{ 2255{
2256#if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298#else // old algorithm
2199 int q; 2299 int q;
2200 2300
2201 if (y) 2301 if (y)
2202 q = x * 100 / y; 2302 q = 128 * x / y;
2203 else if (x) 2303 else if (x)
2204 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2205 else 2305 else
2206 return 0; 2306 return 0;
2207 2307
2208 if (y > 0) 2308 if (y > 0)
2209 { 2309 {
2210 if (q < -242) 2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2211 return 3; 2315 return 3;
2212 if (q < -41) 2316 }
2213 return 2; 2317 else
2214 if (q < 41) 2318 {
2215 return 1; 2319 if (q < -309) return 3;
2216 if (q < 242) 2320 if (q < -52) return 2;
2217 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2218 return 7; 2324 return 7;
2219 } 2325 }
2220 2326#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} 2327}
2232 2328
2233/* 2329/*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2236 */ 2332 */
2237int 2333int
2238dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2239{ 2335{
2240 int d;
2241
2242 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245 2337
2246 return d; 2338 return d > 4 ? 8 - d : d;
2247} 2339}
2248 2340
2249/* peterm: 2341/* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions 2343 * 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) 2449 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2450 */
2359int 2451int
2360can_pick (const object *who, const object *item) 2452can_pick (const object *who, const object *item)
2361{ 2453{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2454 return /*who->flag [FLAG_WIZ]|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2456 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2365} 2457}
2366 2458
2367/* 2459/*
2368 * create clone from object to another 2460 * create clone from object to another
2369 */ 2461 */
2709 } 2801 }
2710 else 2802 else
2711 move_type = mt; 2803 move_type = mt;
2712} 2804}
2713 2805
2806/* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2811 */
2812object *
2813object::mark () const
2814{
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2818 return 0;
2819}
2820
2821// put marked object first in the inventory
2822// this is used by identify-like spells so players can influence
2823// the order a bit.
2824void
2825object::splay_marked ()
2826{
2827 if (object *marked = mark ())
2828 splay (marked);
2829}
2830

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