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Comparing deliantra/server/common/object.C (file contents):
Revision 1.318 by root, Sat Apr 3 02:27:24 2010 UTC vs.
Revision 1.338 by root, Fri Jul 2 16:24:24 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} 601}
595 602
596/* Zero the key_values on op, decrementing the shared-string 603/* Zero the key_values on op, decrementing the shared-string
597 * refcounts and freeing the links. 604 * refcounts and freeing the links.
598 */ 605 */
700 * 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.
701 */ 708 */
702void 709void
703update_turn_face (object *op) 710update_turn_face (object *op)
704{ 711{
705 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
706 return; 713 return;
707 714
708 SET_ANIMATION (op, op->direction); 715 SET_ANIMATION (op, op->direction);
709 update_object (op, UP_OBJ_FACE); 716 update_object (op, UP_OBJ_FACE);
710} 717}
776 /* nop */; 783 /* nop */;
777 else if (action == UP_OBJ_INSERT) 784 else if (action == UP_OBJ_INSERT)
778 { 785 {
779#if 0 786#if 0
780 // this is likely overkill, TODO: revisit (schmorp) 787 // this is likely overkill, TODO: revisit (schmorp)
781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
783 || (op->is_player () && !(m.flags_ & P_PLAYER)) 790 || (op->is_player () && !(m.flags_ & P_PLAYER))
784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
787 || (m.move_on | op->move_on ) != m.move_on 794 || (m.move_on | op->move_on ) != m.move_on
788 || (m.move_off | op->move_off ) != m.move_off 795 || (m.move_off | op->move_off ) != m.move_off
789 || (m.move_slow | op->move_slow) != m.move_slow 796 || (m.move_slow | op->move_slow) != m.move_slow
790 /* 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
791 * have move_allow right now. 798 * have move_allow right now.
812 update_object (op->more, action); 819 update_object (op->more, action);
813} 820}
814 821
815object::object () 822object::object ()
816{ 823{
817 SET_FLAG (this, FLAG_REMOVED); 824 this->set_flag (FLAG_REMOVED);
818 825
819 //expmul = 1.0; declared const for the time being 826 //expmul = 1.0; declared const for the time being
820 face = blank_face; 827 face = blank_face;
821 material = MATERIAL_NULL; 828 material = MATERIAL_NULL;
822} 829}
826 unlink (); 833 unlink ();
827 834
828 free_key_values (this); 835 free_key_values (this);
829} 836}
830 837
831static int object_count;
832
833void object::link () 838void object::link ()
834{ 839{
835 assert (!index);//D 840 assert (!index);//D
836 uuid = UUID::gen (); 841 uuid = UUID::gen ();
837 count = ++object_count;
838 842
839 refcnt_inc (); 843 refcnt_inc ();
840 objects.insert (this); 844 objects.insert (this);
845
846 ++create_count;
847
841} 848}
842 849
843void object::unlink () 850void object::unlink ()
844{ 851{
845 if (!index) 852 if (!index)
846 return; 853 return;
854
855 ++destroy_count;
847 856
848 objects.erase (this); 857 objects.erase (this);
849 refcnt_dec (); 858 refcnt_dec ();
850} 859}
851 860
956 map->insert (op, x, y); 965 map->insert (op, x, y);
957 } 966 }
958 } 967 }
959} 968}
960 969
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 *
961object *object::create () 1007object::create ()
962{ 1008{
963 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
964 op->link (); 1031 op->link ();
1032
965 return op; 1033 return op;
966} 1034}
967 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
968static struct freed_map : maptile 1051static struct freed_map : maptile
969{ 1052{
970 freed_map () 1053 freed_map ()
1054 : maptile (3, 3)
971 { 1055 {
972 path = "<freed objects map>"; 1056 path = "<freed objects map>";
973 name = "/internal/freed_objects_map"; 1057 name = "/internal/freed_objects_map";
974 width = 3;
975 height = 3;
976 no_drop = 1; 1058 no_drop = 1;
977 no_reset = 1; 1059 no_reset = 1;
978 1060
979 alloc ();
980 in_memory = MAP_ACTIVE; 1061 in_memory = MAP_ACTIVE;
981 } 1062 }
982 1063
983 ~freed_map () 1064 ~freed_map ()
984 { 1065 {
1035 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1036 head->destroy (); 1117 head->destroy ();
1037 return; 1118 return;
1038 } 1119 }
1039 1120
1040 destroy_inv (false); 1121 destroy_inv_fast ();
1041 1122
1042 if (is_head ()) 1123 if (is_head ())
1043 if (sound_destroy) 1124 if (sound_destroy)
1044 play_sound (sound_destroy); 1125 play_sound (sound_destroy);
1045 else if (flag [FLAG_MONSTER]) 1126 else if (flag [FLAG_MONSTER])
1077 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
1078 if (object *pl = visible_to ()) 1159 if (object *pl = visible_to ())
1079 esrv_del_item (pl->contr, count); 1160 esrv_del_item (pl->contr, count);
1080 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
1081 1162
1082 adjust_weight (env, -total_weight ()); 1163 adjust_weight (env, total_weight (), 0);
1083 1164
1084 object *pl = in_player (); 1165 object *pl = in_player ();
1085 1166
1086 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1087 * 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
1145 else if (pl->container_ () == this) 1226 else if (pl->container_ () == this)
1146 { 1227 {
1147 // removing a container should close it 1228 // removing a container should close it
1148 close_container (); 1229 close_container ();
1149 } 1230 }
1150 1231 else
1151 esrv_del_item (pl->contr, count); 1232 esrv_del_item (pl->contr, count);
1152 } 1233 }
1153 1234
1154 /* link the object above us */ 1235 /* link the object above us */
1155 // re-link, make sure compiler can easily use cmove 1236 // re-link, make sure compiler can easily use cmove
1156 *(above ? &above->below : &ms.top) = below; 1237 *(above ? &above->below : &ms.top) = below;
1342 // from here :/ 1423 // from here :/
1343 op->nrof += tmp->nrof; 1424 op->nrof += tmp->nrof;
1344 tmp->destroy (); 1425 tmp->destroy ();
1345 } 1426 }
1346 1427
1347 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 */
1348 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1429 op->clr_flag (FLAG_INV_LOCKED);
1349 1430
1350 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1431 if (!op->flag [FLAG_ALIVE])
1351 CLEAR_FLAG (op, FLAG_NO_STEAL); 1432 op->clr_flag (FLAG_NO_STEAL);
1352 1433
1353 if (flag & INS_BELOW_ORIGINATOR) 1434 if (flag & INS_BELOW_ORIGINATOR)
1354 { 1435 {
1355 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)
1356 { 1437 {
1391 * 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
1392 * that flying non pickable objects are spell objects. 1473 * that flying non pickable objects are spell objects.
1393 */ 1474 */
1394 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1395 { 1476 {
1396 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])
1397 floor = tmp; 1478 floor = tmp;
1398 1479
1399 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])
1400 { 1481 {
1401 /* We insert above top, so we want this object below this */ 1482 /* We insert above top, so we want this object below this */
1402 top = tmp->below; 1483 top = tmp->below;
1403 break; 1484 break;
1404 } 1485 }
1422 && (op->face && !faces [op->face].visibility)) 1503 && (op->face && !faces [op->face].visibility))
1423 { 1504 {
1424 object *last; 1505 object *last;
1425 1506
1426 for (last = top; last != floor; last = last->below) 1507 for (last = top; last != floor; last = last->below)
1427 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1428 break; 1509 break;
1429 1510
1430 /* Check to see if we found the object that blocks view, 1511 /* Check to see if we found the object that blocks view,
1431 * 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
1432 * we can get inserted below this one, which requires we 1513 * we can get inserted below this one, which requires we
1505 */ 1586 */
1506 1587
1507 /* 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 */
1508 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1509 { 1590 {
1510 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1511 return 0; 1592 return 0;
1512 1593
1513 /* 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
1514 * walk on's. 1595 * walk on's.
1515 */ 1596 */
1516 for (object *tmp = op->more; tmp; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1517 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1518 return 0; 1599 return 0;
1519 } 1600 }
1520 1601
1521 return op; 1602 return op;
1522} 1603}
1563 || (items < m->max_items 1644 || (items < m->max_items
1564 && ms.volume () < m->max_volume)) 1645 && ms.volume () < m->max_volume))
1565 return true; 1646 return true;
1566 1647
1567 if (originator && originator->is_player ()) 1648 if (originator && originator->is_player ())
1568 originator->contr->failmsg (format ( 1649 originator->contr->failmsgf (
1569 "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.>",
1570 query_name () 1651 query_name ()
1571 )); 1652 );
1572 1653
1573 return false; 1654 return false;
1574} 1655}
1575 1656
1576/* 1657/*
1588 1669
1589 nr = min (nr, nrof); 1670 nr = min (nr, nrof);
1590 1671
1591 if (nrof > nr) 1672 if (nrof > nr)
1592 { 1673 {
1674 sint64 oweight = total_weight ();
1675
1593 nrof -= nr; 1676 nrof -= nr;
1594 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1595 1677
1596 if (object *pl = visible_to ()) 1678 if (object *pl = visible_to ())
1597 esrv_update_item (UPD_NROF, pl, this); 1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1598 1682
1599 return true; 1683 return true;
1600 } 1684 }
1601 else 1685 else
1602 { 1686 {
1677 if (op->nrof) 1761 if (op->nrof)
1678 for (object *tmp = inv; tmp; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1679 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1680 { 1764 {
1681 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1682 (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
1683 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1684 1772
1685 if (object *pl = tmp->visible_to ()) 1773 if (object *pl = tmp->visible_to ())
1686 esrv_update_item (UPD_NROF, pl, tmp); 1774 esrv_update_item (UPD_NROF, pl, tmp);
1687 1775
1688 adjust_weight (this, op->total_weight ()); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1689 1777
1690 op->destroy (); 1778 op->destroy ();
1691 op = tmp; 1779 op = tmp;
1692 goto inserted; 1780 goto inserted;
1693 } 1781 }
1709 op->flag [FLAG_REMOVED] = 0; 1797 op->flag [FLAG_REMOVED] = 0;
1710 1798
1711 if (object *pl = op->visible_to ()) 1799 if (object *pl = op->visible_to ())
1712 esrv_send_item (pl, op); 1800 esrv_send_item (pl, op);
1713 1801
1714 adjust_weight (this, op->total_weight ()); 1802 adjust_weight (this, 0, op->total_weight ());
1715 1803
1716inserted: 1804inserted:
1717 /* 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 */
1718 if (op->glow_radius && is_on_map ()) 1806 if (op->glow_radius && is_on_map ())
1719 { 1807 {
1748 * 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
1749 * 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
1750 * on top. 1838 * on top.
1751 */ 1839 */
1752int 1840int
1753check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1754{ 1842{
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1843 if (op->flag [FLAG_NO_APPLY])
1756 return 0; 1844 return 0;
1757 1845
1758 object *tmp; 1846 object *tmp;
1759 maptile *m = op->map; 1847 maptile *m = op->map;
1760 int x = op->x, y = op->y; 1848 int x = op->x, y = op->y;
1797 * Second check makes sure that the movement types not being slowed 1885 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1886 * (~slow_move) is not blocked on this space - just because the
1799 * 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
1800 * 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.
1801 */ 1889 */
1802 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1890 if (!op->flag [FLAG_WIZPASS])
1803 { 1891 {
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1892 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((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))
1806 { 1894 {
1807 float diff = tmp->move_slow_penalty * fabs (op->speed); 1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
1817 1905
1818 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1819 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1820 ((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))
1821 { 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
1822 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1823 1916
1824 if (op->destroyed ()) 1917 if (op->destroyed ())
1825 return 1; 1918 return 1;
1826 1919
1938void 2031void
1939flag_inv (object *op, int flag) 2032flag_inv (object *op, int flag)
1940{ 2033{
1941 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1942 { 2035 {
1943 SET_FLAG (tmp, flag); 2036 tmp->set_flag (flag);
1944 flag_inv (tmp, flag); 2037 flag_inv (tmp, flag);
1945 } 2038 }
1946} 2039}
1947 2040
1948/* 2041/*
1951void 2044void
1952unflag_inv (object *op, int flag) 2045unflag_inv (object *op, int flag)
1953{ 2046{
1954 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1955 { 2048 {
1956 CLEAR_FLAG (tmp, flag); 2049 tmp->clr_flag (flag);
1957 unflag_inv (tmp, flag); 2050 unflag_inv (tmp, flag);
1958 } 2051 }
1959} 2052}
1960 2053
1961/* 2054/*
2151{ 2244{
2152 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);
2153} 2246}
2154 2247
2155/* 2248/*
2156 * 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
2157 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2158 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2159 */ 2252 */
2160int 2253int
2161find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2162{ 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
2163 int q; 2299 int q;
2164 2300
2165 if (y) 2301 if (y)
2166 q = x * 100 / y; 2302 q = 128 * x / y;
2167 else if (x) 2303 else if (x)
2168 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2169 else 2305 else
2170 return 0; 2306 return 0;
2171 2307
2172 if (y > 0) 2308 if (y > 0)
2173 { 2309 {
2174 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
2175 return 3; 2315 return 3;
2176 if (q < -41) 2316 }
2177 return 2; 2317 else
2178 if (q < 41) 2318 {
2179 return 1; 2319 if (q < -309) return 3;
2180 if (q < 242) 2320 if (q < -52) return 2;
2181 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2182 return 7; 2324 return 7;
2183 } 2325 }
2184 2326#endif
2185 if (q < -242)
2186 return 7;
2187 if (q < -41)
2188 return 6;
2189 if (q < 41)
2190 return 5;
2191 if (q < 242)
2192 return 4;
2193
2194 return 3;
2195} 2327}
2196 2328
2197/* 2329/*
2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2199 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2200 */ 2332 */
2201int 2333int
2202dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2203{ 2335{
2204 int d;
2205
2206 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2207 if (d > 4)
2208 d = 8 - d;
2209 2337
2210 return d; 2338 return d > 4 ? 8 - d : d;
2211} 2339}
2212 2340
2213/* peterm: 2341/* peterm:
2214 * 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.
2215 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2321 * 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)
2322 */ 2450 */
2323int 2451int
2324can_pick (const object *who, const object *item) 2452can_pick (const object *who, const object *item)
2325{ 2453{
2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2454 return /*who->flag [FLAG_WIZ]|| */
2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2328 !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));
2329} 2457}
2330 2458
2331/* 2459/*
2332 * create clone from object to another 2460 * create clone from object to another
2333 */ 2461 */
2673 } 2801 }
2674 else 2802 else
2675 move_type = mt; 2803 move_type = mt;
2676} 2804}
2677 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

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