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Comparing deliantra/server/common/object.C (file contents):
Revision 1.324 by root, Mon Apr 12 05:22:37 2010 UTC vs.
Revision 1.340 by root, Fri Jul 2 19:54:41 2010 UTC

69static int maxfree[SIZEOFFREE] = { 69static int maxfree[SIZEOFFREE] = {
70 0, 70 0,
71 9, 10, 13, 14, 17, 18, 21, 22, 71 9, 10, 13, 14, 17, 18, 21, 22,
72 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,
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 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
74};
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"
74}; 93};
75 94
76static void 95static void
77write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
78{ 97{
426 445
427 return 0; 446 return 0;
428} 447}
429 448
430// adjust weight per container type ("of holding") 449// adjust weight per container type ("of holding")
431static sint32 450static uint32
432weight_adjust_for (object *op, sint32 weight) 451weight_adjust_for (object *op, uint32 weight)
433{ 452{
434 return op->type == CONTAINER 453 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 454 ? weight - weight * op->stats.Str / 100
436 : weight; 455 : weight;
437} 456}
438 457
439/* 458/*
440 * adjust_weight(object, weight) adds the specified weight to an object, 459 * subtracts, then adds, the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying. 460 * and also updates how much the environment(s) is/are carrying.
442 */ 461 */
443static void 462static void
444adjust_weight (object *op, sint32 weight) 463adjust_weight (object *op, sint32 sub, sint32 add)
445{ 464{
446 while (op) 465 while (op)
447 { 466 {
448 // adjust by actual difference to account for rounding errors 467 sint32 ocarrying = op->carrying;
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452 468
453 if (!weight) 469 op->carrying -= weight_adjust_for (op, sub);
454 return; 470 op->carrying += weight_adjust_for (op, add);
455
456 op->carrying += weight;
457 471
458 if (object *pl = op->visible_to ()) 472 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily 473 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op); 474 esrv_update_item (UPD_WEIGHT, pl, op);
461 475
476 sub = ocarrying;
477 add = op->carrying;
478
462 op = op->env; 479 op = op->env;
463 } 480 }
464} 481}
465 482
466/* 483/*
473{ 490{
474 sint32 sum = 0; 491 sint32 sum = 0;
475 492
476 for (object *op = inv; op; op = op->below) 493 for (object *op = inv; op; op = op->below)
477 { 494 {
478 if (op->inv)
479 op->update_weight (); 495 op->update_weight ();
480 496
481 sum += op->total_weight (); 497 sum += weight_adjust_for (this, op->total_weight ());
482 } 498 }
483
484 sum = weight_adjust_for (this, sum);
485 499
486 if (sum != carrying) 500 if (sum != carrying)
487 { 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
488 carrying = sum; 506 carrying = sum;
489 507
490 if (object *pl = visible_to ()) 508 if (object *pl = visible_to ())
491 if (pl != this) // player is handled lazily 509 if (pl != this) // player is handled lazily
492 esrv_update_item (UPD_WEIGHT, pl, this); 510 esrv_update_item (UPD_WEIGHT, pl, this);
1031} 1049}
1032 1050
1033static struct freed_map : maptile 1051static struct freed_map : maptile
1034{ 1052{
1035 freed_map () 1053 freed_map ()
1054 : maptile (3, 3)
1036 { 1055 {
1037 path = "<freed objects map>"; 1056 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map"; 1057 name = "/internal/freed_objects_map";
1039 width = 3;
1040 height = 3;
1041 no_drop = 1; 1058 no_drop = 1;
1042 no_reset = 1; 1059 no_reset = 1;
1043 1060
1044 alloc ();
1045 in_memory = MAP_ACTIVE; 1061 in_memory = MAP_ACTIVE;
1046 } 1062 }
1047 1063
1048 ~freed_map () 1064 ~freed_map ()
1049 { 1065 {
1142 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
1143 if (object *pl = visible_to ()) 1159 if (object *pl = visible_to ())
1144 esrv_del_item (pl->contr, count); 1160 esrv_del_item (pl->contr, count);
1145 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
1146 1162
1147 adjust_weight (env, -total_weight ()); 1163 adjust_weight (env, total_weight (), 0);
1148 1164
1149 object *pl = in_player (); 1165 object *pl = in_player ();
1150 1166
1151 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1152 * 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
1166 1182
1167 if (pl && pl->is_player ()) 1183 if (pl && pl->is_player ())
1168 { 1184 {
1169 if (expect_false (pl->contr->combat_ob == this)) 1185 if (expect_false (pl->contr->combat_ob == this))
1170 { 1186 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY); 1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1172 pl->contr->combat_ob = 0; 1188 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 } 1190 }
1175 1191
1176 if (expect_false (pl->contr->ranged_ob == this)) 1192 if (expect_false (pl->contr->ranged_ob == this))
1177 { 1193 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); 1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1179 pl->contr->ranged_ob = 0; 1195 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 } 1197 }
1182 1198
1183 pl->contr->queue_stats_update (); 1199 pl->contr->queue_stats_update ();
1570 */ 1586 */
1571 1587
1572 /* 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 */
1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1574 { 1590 {
1575 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1576 return 0; 1592 return 0;
1577 1593
1578 /* 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
1579 * walk on's. 1595 * walk on's.
1580 */ 1596 */
1581 for (object *tmp = op->more; tmp; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1582 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1583 return 0; 1599 return 0;
1584 } 1600 }
1585 1601
1586 return op; 1602 return op;
1587} 1603}
1653 1669
1654 nr = min (nr, nrof); 1670 nr = min (nr, nrof);
1655 1671
1656 if (nrof > nr) 1672 if (nrof > nr)
1657 { 1673 {
1674 sint64 oweight = total_weight ();
1675
1658 nrof -= nr; 1676 nrof -= nr;
1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1660 1677
1661 if (object *pl = visible_to ()) 1678 if (object *pl = visible_to ())
1662 esrv_update_item (UPD_NROF, pl, this); 1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1663 1682
1664 return true; 1683 return true;
1665 } 1684 }
1666 else 1685 else
1667 { 1686 {
1742 if (op->nrof) 1761 if (op->nrof)
1743 for (object *tmp = inv; tmp; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1744 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1745 { 1764 {
1746 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1747 (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
1748 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1749 1772
1750 if (object *pl = tmp->visible_to ()) 1773 if (object *pl = tmp->visible_to ())
1751 esrv_update_item (UPD_NROF, pl, tmp); 1774 esrv_update_item (UPD_NROF, pl, tmp);
1752 1775
1753 adjust_weight (this, op->total_weight ()); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1754 1777
1755 op->destroy (); 1778 op->destroy ();
1756 op = tmp; 1779 op = tmp;
1757 goto inserted; 1780 goto inserted;
1758 } 1781 }
1774 op->flag [FLAG_REMOVED] = 0; 1797 op->flag [FLAG_REMOVED] = 0;
1775 1798
1776 if (object *pl = op->visible_to ()) 1799 if (object *pl = op->visible_to ())
1777 esrv_send_item (pl, op); 1800 esrv_send_item (pl, op);
1778 1801
1779 adjust_weight (this, op->total_weight ()); 1802 adjust_weight (this, 0, op->total_weight ());
1780 1803
1781inserted: 1804inserted:
1782 /* 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 */
1783 if (op->glow_radius && is_on_map ()) 1806 if (op->glow_radius && is_on_map ())
1784 { 1807 {
1813 * 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
1814 * 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
1815 * on top. 1838 * on top.
1816 */ 1839 */
1817int 1840int
1818check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1819{ 1842{
1820 if (op->flag [FLAG_NO_APPLY]) 1843 if (op->flag [FLAG_NO_APPLY])
1821 return 0; 1844 return 0;
1822 1845
1823 object *tmp; 1846 object *tmp;
1882 1905
1883 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1884 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1885 ((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))
1886 { 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
1887 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1888 1916
1889 if (op->destroyed ()) 1917 if (op->destroyed ())
1890 return 1; 1918 return 1;
1891 1919
2216{ 2244{
2217 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);
2218} 2246}
2219 2247
2220/* 2248/*
2221 * 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
2222 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2223 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2224 */ 2252 */
2225int 2253int
2226find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2227{ 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
2228 int q; 2299 int q;
2229 2300
2230 if (y) 2301 if (y)
2231 q = x * 100 / y; 2302 q = 128 * x / y;
2232 else if (x) 2303 else if (x)
2233 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2234 else 2305 else
2235 return 0; 2306 return 0;
2236 2307
2237 if (y > 0) 2308 if (y > 0)
2238 { 2309 {
2239 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
2240 return 3; 2315 return 3;
2241 if (q < -41) 2316 }
2242 return 2; 2317 else
2243 if (q < 41) 2318 {
2244 return 1; 2319 if (q < -309) return 3;
2245 if (q < 242) 2320 if (q < -52) return 2;
2246 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2247 return 7; 2324 return 7;
2248 } 2325 }
2249 2326#endif
2250 if (q < -242)
2251 return 7;
2252 if (q < -41)
2253 return 6;
2254 if (q < 41)
2255 return 5;
2256 if (q < 242)
2257 return 4;
2258
2259 return 3;
2260} 2327}
2261 2328
2262/* 2329/*
2263 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2264 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2265 */ 2332 */
2266int 2333int
2267dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2268{ 2335{
2269 int d;
2270
2271 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2272 if (d > 4)
2273 d = 8 - d;
2274 2337
2275 return d; 2338 return d > 4 ? 8 - d : d;
2276} 2339}
2277 2340
2278/* peterm: 2341/* peterm:
2279 * 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.
2280 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2738 } 2801 }
2739 else 2802 else
2740 move_type = mt; 2803 move_type = mt;
2741} 2804}
2742 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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