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Comparing deliantra/server/common/object.C (file contents):
Revision 1.325 by root, Wed Apr 14 21:36:31 2010 UTC vs.
Revision 1.332 by root, Thu Apr 22 03:49:13 2010 UTC

445{ 445{
446 while (op) 446 while (op)
447 { 447 {
448 // adjust by actual difference to account for rounding errors 448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying) 450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying - weight); 451 - weight_adjust_for (op, op->carrying);
452 452
453 if (!weight) 453 if (!weight)
454 return; 454 return;
455 455
456 op->carrying += weight; 456 op->carrying += weight;
483 483
484 sum = weight_adjust_for (this, sum); 484 sum = weight_adjust_for (this, sum);
485 485
486 if (sum != carrying) 486 if (sum != carrying)
487 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
488 carrying = sum; 492 carrying = sum;
489 493
490 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
491 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
492 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
1031} 1035}
1032 1036
1033static struct freed_map : maptile 1037static struct freed_map : maptile
1034{ 1038{
1035 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
1036 { 1041 {
1037 path = "<freed objects map>"; 1042 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
1039 width = 3;
1040 height = 3;
1041 no_drop = 1; 1044 no_drop = 1;
1042 no_reset = 1; 1045 no_reset = 1;
1043 1046
1044 alloc ();
1045 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
1046 } 1048 }
1047 1049
1048 ~freed_map () 1050 ~freed_map ()
1049 { 1051 {
2216{ 2218{
2217 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2218} 2220}
2219 2221
2220/* 2222/*
2221 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2222 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2223 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2224 */ 2226 */
2225int 2227int
2226find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2227{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2228 int q; 2273 int q;
2229 2274
2230 if (y) 2275 if (y)
2231 q = x * 100 / y; 2276 q = 128 * x / y;
2232 else if (x) 2277 else if (x)
2233 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2234 else 2279 else
2235 return 0; 2280 return 0;
2236 2281
2237 if (y > 0) 2282 if (y > 0)
2238 { 2283 {
2239 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2240 return 3; 2289 return 3;
2241 if (q < -41) 2290 }
2242 return 2; 2291 else
2243 if (q < 41) 2292 {
2244 return 1; 2293 if (q < -309) return 3;
2245 if (q < 242) 2294 if (q < -52) return 2;
2246 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2247 return 7; 2298 return 7;
2248 } 2299 }
2249 2300#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} 2301}
2261 2302
2262/* 2303/*
2263 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2264 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2265 */ 2306 */
2266int 2307int
2267dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2268{ 2309{
2269 int d;
2270
2271 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2272 if (d > 4)
2273 d = 8 - d;
2274 2311
2275 return d; 2312 return d > 4 ? 8 - d : d;
2276} 2313}
2277 2314
2278/* peterm: 2315/* peterm:
2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions

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