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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 1.358 by root, Sun Nov 25 15:50:20 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <stdio.h> 26#include <stdio.h>
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}; 74};
75 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
76static void 95static void
77write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
78{ 97{
79 CALL_BEGIN (2); 98 CALL_BEGIN (2);
80 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
214 233
215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
216static bool 235static bool
217compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
218{ 237{
219 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
220 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
221 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
222 */ 241 */
223 242
224 /* For each field in wants, */ 243 /* For each field in wants, */
225 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
226 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
227 return false; 246 return false;
228 247
229 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
230 return true; 249 return true;
231} 250}
255 */ 274 */
256bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
257{ 276{
258 /* A couple quick sanity checks */ 277 /* A couple quick sanity checks */
259 if (ob1 == ob2 278 if (ob1 == ob2
260 || ob1->type != ob2->type 279 || ob1->type != ob2->type
261 || ob1->value != ob2->value 280 || ob1->value != ob2->value
262 || ob1->name != ob2->name 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
264 return 0; 284 return 0;
265 285
266 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
353 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
354 return 0; 374 return 0;
355 break; 375 break;
356 } 376 }
357 377
358 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
359 { 379 {
360 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
361 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
362 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
363 383
364 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
365 return 0; 385 return 0;
366 } 386 }
426 446
427 return 0; 447 return 0;
428} 448}
429 449
430// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
431static sint32 451static weight_t
432weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, weight_t weight)
433{ 453{
434 return op->type == CONTAINER 454 if (op->type == CONTAINER)
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 weight -= weight * op->stats.Str / 100;
436 : weight;
437}
438 456
457 return weight;
458}
459
439/* 460/*
440 * adjust_weight(object, weight) adds the specified weight to an object, 461 * subtracts, then adds, the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying. 462 * and also updates how much the environment(s) is/are carrying.
442 */ 463 */
443static void 464static void
444adjust_weight (object *op, sint32 weight) 465adjust_weight (object *op, weight_t sub, weight_t add)
445{ 466{
446 while (op) 467 while (op)
447 { 468 {
448 // adjust by actual difference to account for rounding errors 469 weight_t carrying = (weight_t)op->carrying
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 470 - weight_adjust_for (op, sub)
450 weight = weight_adjust_for (op, op->carrying) 471 + weight_adjust_for (op, add);
451 - weight_adjust_for (op, op->carrying - weight);
452 472
453 if (!weight) 473 sub = op->carrying;
454 return;
455
456 op->carrying += weight; 474 op->carrying = carrying;
475 add = op->carrying;
457 476
458 if (object *pl = op->visible_to ()) 477 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily 478 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op); 479 esrv_update_item (UPD_WEIGHT, pl, op);
461 480
469 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
470 */ 489 */
471void 490void
472object::update_weight () 491object::update_weight ()
473{ 492{
474 sint32 sum = 0; 493 weight_t sum = 0;
475 494
476 for (object *op = inv; op; op = op->below) 495 for (object *op = inv; op; op = op->below)
477 { 496 {
478 if (op->inv)
479 op->update_weight (); 497 op->update_weight ();
480 498
481 sum += op->total_weight (); 499 sum += weight_adjust_for (this, op->total_weight ());
482 } 500 }
483
484 sum = weight_adjust_for (this, sum);
485 501
486 if (sum != carrying) 502 if (sum != carrying)
487 { 503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
488 carrying = sum; 508 carrying = sum;
489 509
490 if (object *pl = visible_to ()) 510 if (object *pl = visible_to ())
491 if (pl != this) // player is handled lazily 511 if (pl != this) // player is handled lazily
492 esrv_update_item (UPD_WEIGHT, pl, this); 512 esrv_update_item (UPD_WEIGHT, pl, this);
578 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
579 return; 599 return;
580 } 600 }
581 601
582 this->owner = owner; 602 this->owner = owner;
583}
584
585/* Zero the key_values on op, decrementing the shared-string
586 * refcounts and freeing the links.
587 */
588static void
589free_key_values (object *op)
590{
591 for (key_value *i = op->key_values; i; )
592 {
593 key_value *next = i->next;
594 delete i;
595
596 i = next;
597 }
598
599 op->key_values = 0;
600} 603}
601 604
602/* 605/*
603 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
604 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
610void 613void
611object::copy_to (object *dst) 614object::copy_to (object *dst)
612{ 615{
613 dst->remove (); 616 dst->remove ();
614 *(object_copy *)dst = *this; 617 *(object_copy *)dst = *this;
618
619 // maybe move to object_copy?
620 dst->kv = kv;
621
615 dst->flag [FLAG_REMOVED] = true; 622 dst->flag [FLAG_REMOVED] = true;
616
617 /* Copy over key_values, if any. */
618 if (key_values)
619 {
620 key_value *tail = 0;
621 dst->key_values = 0;
622
623 for (key_value *i = key_values; i; i = i->next)
624 {
625 key_value *new_link = new key_value;
626
627 new_link->next = 0;
628 new_link->key = i->key;
629 new_link->value = i->value;
630
631 /* Try and be clever here, too. */
632 if (!dst->key_values)
633 {
634 dst->key_values = new_link;
635 tail = new_link;
636 }
637 else
638 {
639 tail->next = new_link;
640 tail = new_link;
641 }
642 }
643 }
644
645 dst->activate (); 623 dst->activate ();
646} 624}
647 625
648void 626void
649object::instantiate () 627object::instantiate ()
650{ 628{
651 if (!uuid.seq) // HACK 629 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 630 uuid = UUID::gen ();
653 631
654 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
655 if (flag [FLAG_RANDOM_SPEED] && speed) 633 if (flag [FLAG_RANDOM_SPEED] && speed)
656 speed_left = - speed - rndm (); // TODO animation 634 speed_left = - speed - rndm (); // TODO animation
657 else 635 else
658 speed_left = -1.; 636 speed_left = -1.;
659 637
660 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
661 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
662 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
663 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
664 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
665 */ 643 */
666 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = NUM_BODY_LOCATIONS; i--; )
667 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
668 646
760 } 738 }
761 739
762 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
763 741
764 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
765 /* nop */; 743 m.update_up (); // nothing to do except copy up
766 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
767 { 745 {
768#if 0 746#if 0
769 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
791 * that is being removed. 769 * that is being removed.
792 */ 770 */
793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
794 m.invalidate (); 772 m.invalidate ();
795 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
796 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
797 else 775 else
798 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
799 777
800 if (op->more) 778 if (op->more)
801 update_object (op->more, action); 779 update_object (op->more, action);
812 790
813object::~object () 791object::~object ()
814{ 792{
815 unlink (); 793 unlink ();
816 794
817 free_key_values (this); 795 kv.clear ();
818} 796}
819 797
820void object::link () 798void object::link ()
821{ 799{
822 assert (!index);//D 800 assert (!index);//D
921 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
922 * drop on that space. 900 * drop on that space.
923 */ 901 */
924 if (!drop_to_ground 902 if (!drop_to_ground
925 || !map 903 || !map
926 || map->in_memory != MAP_ACTIVE 904 || !map->linkable ()
927 || map->no_drop 905 || map->no_drop
928 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
929 { 907 {
930 while (inv) 908 while (inv)
931 inv->destroy (); 909 inv->destroy ();
1028 1006
1029 freelist = li; 1007 freelist = li;
1030 ++free_count; 1008 ++free_count;
1031} 1009}
1032 1010
1033static struct freed_map : maptile
1034{
1035 freed_map ()
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 width = 3;
1040 height = 3;
1041 no_drop = 1;
1042 no_reset = 1;
1043
1044 alloc ();
1045 in_memory = MAP_ACTIVE;
1046 }
1047
1048 ~freed_map ()
1049 {
1050 destroy ();
1051 }
1052} freed_map; // freed objects are moved here to avoid crashes
1053
1054void 1011void
1055object::do_destroy () 1012object::do_destroy ()
1056{ 1013{
1057 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
1058 remove_link (); 1015 remove_link ();
1142 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1143 if (object *pl = visible_to ()) 1100 if (object *pl = visible_to ())
1144 esrv_del_item (pl->contr, count); 1101 esrv_del_item (pl->contr, count);
1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1146 1103
1147 adjust_weight (env, -total_weight ()); 1104 adjust_weight (env, total_weight (), 0);
1148 1105
1149 object *pl = in_player (); 1106 object *pl = in_player ();
1150 1107
1151 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1152 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
1166 1123
1167 if (pl && pl->is_player ()) 1124 if (pl && pl->is_player ())
1168 { 1125 {
1169 if (expect_false (pl->contr->combat_ob == this)) 1126 if (expect_false (pl->contr->combat_ob == this))
1170 { 1127 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY); 1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1172 pl->contr->combat_ob = 0; 1129 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 } 1131 }
1175 1132
1176 if (expect_false (pl->contr->ranged_ob == this)) 1133 if (expect_false (pl->contr->ranged_ob == this))
1177 { 1134 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); 1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1179 pl->contr->ranged_ob = 0; 1136 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 } 1138 }
1182 1139
1183 pl->contr->queue_stats_update (); 1140 pl->contr->queue_stats_update ();
1223 1180
1224 above = 0; 1181 above = 0;
1225 below = 0; 1182 below = 0;
1226 1183
1227 ms.invalidate (); 1184 ms.invalidate ();
1228
1229 if (map->in_memory == MAP_SAVING)
1230 return;
1231 1185
1232 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1233 1187
1234 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1235 { 1189 {
1370{ 1324{
1371 op->remove (); 1325 op->remove ();
1372 1326
1373 if (m == &freed_map)//D TODO: remove soon 1327 if (m == &freed_map)//D TODO: remove soon
1374 {//D 1328 {//D
1375 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1376 }//D 1330 }//D
1377 1331
1378 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1379 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1380 * need extra work 1334 * need extra work
1570 */ 1524 */
1571 1525
1572 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* 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 ()) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1574 { 1528 {
1575 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1576 return 0; 1530 return 0;
1577 1531
1578 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1579 * walk on's. 1533 * walk on's.
1580 */ 1534 */
1581 for (object *tmp = op->more; tmp; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1582 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1583 return 0; 1537 return 0;
1584 } 1538 }
1585 1539
1586 return op; 1540 return op;
1587} 1541}
1627 if (!items // testing !items ensures we can drop at least one item 1581 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items 1582 || (items < m->max_items
1629 && ms.volume () < m->max_volume)) 1583 && ms.volume () < m->max_volume))
1630 return true; 1584 return true;
1631 1585
1632 if (originator && originator->is_player ()) 1586 if (originator)
1633 originator->contr->failmsgf ( 1587 originator->failmsgf (
1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1635 query_name () 1589 query_name ()
1636 ); 1590 );
1637 1591
1638 return false; 1592 return false;
1639} 1593}
1653 1607
1654 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1655 1609
1656 if (nrof > nr) 1610 if (nrof > nr)
1657 { 1611 {
1612 weight_t oweight = total_weight ();
1613
1658 nrof -= nr; 1614 nrof -= nr;
1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1660 1615
1661 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1662 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1663 1620
1664 return true; 1621 return true;
1665 } 1622 }
1666 else 1623 else
1667 { 1624 {
1742 if (op->nrof) 1699 if (op->nrof)
1743 for (object *tmp = inv; tmp; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1744 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1745 { 1702 {
1746 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1747 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1748 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1749 1710
1750 if (object *pl = tmp->visible_to ()) 1711 if (object *pl = tmp->visible_to ())
1751 esrv_update_item (UPD_NROF, pl, tmp); 1712 esrv_update_item (UPD_NROF, pl, tmp);
1752 1713
1753 adjust_weight (this, op->total_weight ()); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1754 1715
1755 op->destroy (); 1716 op->destroy ();
1756 op = tmp; 1717 op = tmp;
1757 goto inserted; 1718 goto inserted;
1758 } 1719 }
1774 op->flag [FLAG_REMOVED] = 0; 1735 op->flag [FLAG_REMOVED] = 0;
1775 1736
1776 if (object *pl = op->visible_to ()) 1737 if (object *pl = op->visible_to ())
1777 esrv_send_item (pl, op); 1738 esrv_send_item (pl, op);
1778 1739
1779 adjust_weight (this, op->total_weight ()); 1740 adjust_weight (this, 0, op->total_weight ());
1780 1741
1781inserted: 1742inserted:
1782 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1783 if (op->glow_radius && is_on_map ()) 1744 if (op->glow_radius && is_on_map ())
1784 { 1745 {
1813 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * 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 1775 * object being inserted. insert_ob_in_map may not put new objects
1815 * on top. 1776 * on top.
1816 */ 1777 */
1817int 1778int
1818check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1819{ 1780{
1820 if (op->flag [FLAG_NO_APPLY]) 1781 if (op->flag [FLAG_NO_APPLY])
1821 return 0; 1782 return 0;
1822 1783
1823 object *tmp; 1784 object *tmp;
1882 1843
1883 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1884 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 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)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1886 { 1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1887 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1888 1854
1889 if (op->destroyed ()) 1855 if (op->destroyed ())
1890 return 1; 1856 return 1;
1891 1857
2043 */ 2009 */
2044int 2010int
2045find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2046{ 2012{
2047 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2048 int index = 0, flag; 2014 int index = 0;
2049 2015
2050 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2051 { 2017 {
2052 mapxy pos (m, x, y); pos.move (i); 2018 mapxy pos (m, x, y); pos.move (i);
2053 2019
2165 * there is capable of. 2131 * there is capable of.
2166 */ 2132 */
2167int 2133int
2168find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2169{ 2135{
2170 int max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2171 MoveType move_type; 2137 MoveType move_type;
2172 2138
2173 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2174 { 2140 {
2175 exclude = exclude->head; 2141 exclude = exclude->head;
2216{ 2182{
2217 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2218} 2184}
2219 2185
2220/* 2186/*
2221 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * 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 2188 * for running into direct [dx, dy].
2223 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2224 */ 2190 */
2225int 2191int
2226find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2227{ 2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2228 int q; 2237 int q;
2229 2238
2230 if (y) 2239 if (y)
2231 q = x * 100 / y; 2240 q = 128 * x / y;
2232 else if (x) 2241 else if (x)
2233 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2234 else 2243 else
2235 return 0; 2244 return 0;
2236 2245
2237 if (y > 0) 2246 if (y > 0)
2238 { 2247 {
2239 if (q < -242) 2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2240 return 3; 2253 return 3;
2241 if (q < -41) 2254 }
2242 return 2; 2255 else
2243 if (q < 41) 2256 {
2244 return 1; 2257 if (q < -309) return 3;
2245 if (q < 242) 2258 if (q < -52) return 2;
2246 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2247 return 7; 2262 return 7;
2248 } 2263 }
2249 2264#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} 2265}
2261 2266
2262/* 2267/*
2263 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2264 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2265 */ 2270 */
2266int 2271int
2267dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2268{ 2273{
2269 int d;
2270
2271 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2272 if (d > 4)
2273 d = 8 - d;
2274 2275
2275 return d; 2276 return d > 4 ? 8 - d : d;
2276} 2277}
2277 2278
2278/* peterm: 2279/* peterm:
2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2391 return /*who->flag [FLAG_WIZ]|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2394} 2395}
2395 2396
2397//-GPL
2398
2396/* 2399/*
2397 * create clone from object to another 2400 * create clone from object to another
2398 */ 2401 */
2399object * 2402object *
2400object::deep_clone () 2403object::deep_clone ()
2430 return tmp; 2433 return tmp;
2431 2434
2432 return 0; 2435 return 0;
2433} 2436}
2434 2437
2438/* Zero the key_values on op, decrementing the shared-string
2439 * refcounts and freeing the links.
2440 */
2441void
2442key_values::clear ()
2443{
2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2435shstr_tmp 2454shstr_tmp
2436object::kv_get (shstr_tmp key) const 2455key_values::get (shstr_tmp key) const
2437{ 2456{
2438 for (key_value *kv = key_values; kv; kv = kv->next) 2457 for (key_value *kv = first; kv; kv = kv->next)
2439 if (kv->key == key) 2458 if (kv->key == key)
2440 return kv->value; 2459 return kv->value;
2441 2460
2442 return shstr (); 2461 return shstr ();
2443} 2462}
2444 2463
2445void 2464void
2465key_values::add (shstr_tmp key, shstr_tmp value)
2466{
2467 key_value *kv = new key_value;
2468
2469 kv->next = first;
2470 kv->key = key;
2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2446object::kv_set (shstr_tmp key, shstr_tmp value) 2477key_values::set (shstr_tmp key, shstr_tmp value)
2447{ 2478{
2448 for (key_value *kv = key_values; kv; kv = kv->next) 2479 for (key_value *kv = first; kv; kv = kv->next)
2449 if (kv->key == key) 2480 if (kv->key == key)
2450 { 2481 {
2451 kv->value = value; 2482 kv->value = value;
2452 return; 2483 return;
2453 } 2484 }
2454 2485
2455 key_value *kv = new key_value; 2486 add (key, value);
2456
2457 kv->next = key_values;
2458 kv->key = key;
2459 kv->value = value;
2460
2461 key_values = kv;
2462} 2487}
2463 2488
2464void 2489void
2465object::kv_del (shstr_tmp key) 2490key_values::del (shstr_tmp key)
2466{ 2491{
2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2468 if ((*kvp)->key == key) 2493 if ((*kvp)->key == key)
2469 { 2494 {
2470 key_value *kv = *kvp; 2495 key_value *kv = *kvp;
2471 *kvp = (*kvp)->next; 2496 *kvp = (*kvp)->next;
2472 delete kv; 2497 delete kv;
2473 return; 2498 return;
2474 } 2499 }
2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2509 {
2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2515
2516 first = prev;
2517}
2518
2519key_values &
2520key_values::operator =(const key_values &kv)
2521{
2522 clear ();
2523
2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2475} 2528}
2476 2529
2477object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2478: iterator_base (container) 2531: iterator_base (container)
2479{ 2532{
2562object::region () const 2615object::region () const
2563{ 2616{
2564 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2565 : region::default_region (); 2618 : region::default_region ();
2566} 2619}
2620
2621//+GPL
2567 2622
2568void 2623void
2569object::open_container (object *new_container) 2624object::open_container (object *new_container)
2570{ 2625{
2571 if (container == new_container) 2626 if (container == new_container)
2629 } 2684 }
2630// else if (!old_container->env && contr && contr->ns) 2685// else if (!old_container->env && contr && contr->ns)
2631// contr->ns->floorbox_reset (); 2686// contr->ns->floorbox_reset ();
2632} 2687}
2633 2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2634object * 2721object *
2635object::force_find (shstr_tmp name) 2722object::force_find (shstr_tmp name)
2636{ 2723{
2637 /* cycle through his inventory to look for the MARK we want to 2724 /* cycle through his inventory to look for the MARK we want to
2638 * place 2725 * place
2642 return splay (tmp); 2729 return splay (tmp);
2643 2730
2644 return 0; 2731 return 0;
2645} 2732}
2646 2733
2647//-GPL
2648
2649void 2734void
2650object::force_set_timer (int duration) 2735object::force_set_timer (int duration)
2651{ 2736{
2652 this->duration = 1; 2737 this->duration = 1;
2653 this->speed_left = -1.f; 2738 this->speed_left = -1.f;
2659object::force_add (shstr_tmp name, int duration) 2744object::force_add (shstr_tmp name, int duration)
2660{ 2745{
2661 if (object *force = force_find (name)) 2746 if (object *force = force_find (name))
2662 force->destroy (); 2747 force->destroy ();
2663 2748
2664 object *force = get_archetype (FORCE_NAME); 2749 object *force = archetype::get (FORCE_NAME);
2665 2750
2666 force->slaying = name; 2751 force->slaying = name;
2667 force->force_set_timer (duration); 2752 force->force_set_timer (duration);
2668 force->flag [FLAG_APPLIED] = true; 2753 force->flag [FLAG_APPLIED] = true;
2669 2754
2738 } 2823 }
2739 else 2824 else
2740 move_type = mt; 2825 move_type = mt;
2741} 2826}
2742 2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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