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Comparing deliantra/server/common/object.C (file contents):
Revision 1.316 by root, Sun Mar 28 02:53:46 2010 UTC vs.
Revision 1.334 by root, Fri Apr 23 09:22:46 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,
266 * This is to the comparison of the flags below will be OK. We 272 * 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 273 * 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 274 * are not equal - just if it has been identified, the been_applied
269 * flags lose any meaning. 275 * flags lose any meaning.
270 */ 276 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
273 279
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
276 282
277 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name 284 || ob1->name != ob2->name
279 || ob1->title != ob2->title 285 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
329 335
330 /* Don't merge objects that are applied. With the new 'body' code, 336 /* 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 337 * 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. 338 * some items equipped, and we don't want those to merge.
333 */ 339 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
335 return 0; 341 return 0;
336 342
337 /* Note sure why the following is the case - either the object has to 343 /* 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 344 * be animated or have a very low speed. Is this an attempted monster
339 * check? 345 * check?
340 */ 346 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
342 return 0; 348 return 0;
343 349
344 switch (ob1->type) 350 switch (ob1->type)
345 { 351 {
346 case SCROLL: 352 case SCROLL:
439{ 445{
440 while (op) 446 while (op)
441 { 447 {
442 // adjust by actual difference to account for rounding errors 448 // adjust by actual difference to account for rounding errors
443 // 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
444 weight = weight_adjust_for (op, op->carrying) 450 weight = weight_adjust_for (op, op->carrying + weight)
445 - weight_adjust_for (op, op->carrying - weight); 451 - weight_adjust_for (op, op->carrying);
446 452
447 if (!weight) 453 if (!weight)
448 return; 454 return;
449 455
450 op->carrying += weight; 456 op->carrying += weight;
477 483
478 sum = weight_adjust_for (this, sum); 484 sum = weight_adjust_for (this, sum);
479 485
480 if (sum != carrying) 486 if (sum != carrying)
481 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
482 carrying = sum; 492 carrying = sum;
483 493
484 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this); 496 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 ()); 582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return; 583 return;
574 } 584 }
575 585
576 this->owner = owner; 586 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 if (chosen_skill)
621 chosen_skill->flag [FLAG_APPLIED] = false;
622
623 current_weapon = chosen_skill = 0;
624 update_stats ();
625
626 new_draw_info_format (NDI_UNIQUE, 0, this,
627 "You try to balance all your items at once, "
628 "but the %s is just too much for your body. "
629 "[You need to unapply some items first - use the 'body' command to see "
630 "how many items you can wear on a specific body part.]", &ob->name);
631 return false;
632 }
633
634 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
635 }
636 else
637 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
638
639 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
640 {
641 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
642 &name, ob->debug_desc ());
643 return false;
644 }
645
646 return true;
647} 587}
648 588
649/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
650 * refcounts and freeing the links. 590 * refcounts and freeing the links.
651 */ 591 */
753 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
754 */ 694 */
755void 695void
756update_turn_face (object *op) 696update_turn_face (object *op)
757{ 697{
758 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
759 return; 699 return;
760 700
761 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
762 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
763} 703}
829 /* nop */; 769 /* nop */;
830 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
831 { 771 {
832#if 0 772#if 0
833 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
834 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
835 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
836 || (op->is_player () && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
837 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
838 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
839 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
840 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
841 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
842 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
843 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
844 * have move_allow right now. 784 * have move_allow right now.
865 update_object (op->more, action); 805 update_object (op->more, action);
866} 806}
867 807
868object::object () 808object::object ()
869{ 809{
870 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
871 811
872 //expmul = 1.0; declared const for the time being 812 //expmul = 1.0; declared const for the time being
873 face = blank_face; 813 face = blank_face;
874 material = MATERIAL_NULL; 814 material = MATERIAL_NULL;
875} 815}
879 unlink (); 819 unlink ();
880 820
881 free_key_values (this); 821 free_key_values (this);
882} 822}
883 823
884static int object_count;
885
886void object::link () 824void object::link ()
887{ 825{
888 assert (!index);//D 826 assert (!index);//D
889 uuid = UUID::gen (); 827 uuid = UUID::gen ();
890 count = ++object_count;
891 828
892 refcnt_inc (); 829 refcnt_inc ();
893 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
894} 834}
895 835
896void object::unlink () 836void object::unlink ()
897{ 837{
898 if (!index) 838 if (!index)
899 return; 839 return;
840
841 ++destroy_count;
900 842
901 objects.erase (this); 843 objects.erase (this);
902 refcnt_dec (); 844 refcnt_dec ();
903} 845}
904 846
1009 map->insert (op, x, y); 951 map->insert (op, x, y);
1010 } 952 }
1011 } 953 }
1012} 954}
1013 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
1014object *object::create () 993object::create ()
1015{ 994{
1016 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
1017 op->link (); 1017 op->link ();
1018
1018 return op; 1019 return op;
1019} 1020}
1020 1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1021static struct freed_map : maptile 1037static struct freed_map : maptile
1022{ 1038{
1023 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
1024 { 1041 {
1025 path = "<freed objects map>"; 1042 path = "<freed objects map>";
1026 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
1027 width = 3;
1028 height = 3;
1029 no_drop = 1; 1044 no_drop = 1;
1030 no_reset = 1; 1045 no_reset = 1;
1031 1046
1032 alloc ();
1033 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
1034 } 1048 }
1035 1049
1036 ~freed_map () 1050 ~freed_map ()
1037 { 1051 {
1088 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1089 head->destroy (); 1103 head->destroy ();
1090 return; 1104 return;
1091 } 1105 }
1092 1106
1093 destroy_inv (false); 1107 destroy_inv_fast ();
1094 1108
1095 if (is_head ()) 1109 if (is_head ())
1096 if (sound_destroy) 1110 if (sound_destroy)
1097 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1098 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1152 below = 0; 1166 below = 0;
1153 env = 0; 1167 env = 0;
1154 1168
1155 if (pl && pl->is_player ()) 1169 if (pl && pl->is_player ())
1156 { 1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1157 pl->contr->queue_stats_update (); 1185 pl->contr->queue_stats_update ();
1158 1186
1159 if (glow_radius && pl->is_on_map ()) 1187 if (expect_false (glow_radius) && pl->is_on_map ())
1160 update_all_los (pl->map, pl->x, pl->y); 1188 update_all_los (pl->map, pl->x, pl->y);
1161 } 1189 }
1162 } 1190 }
1163 else if (map) 1191 else if (map)
1164 { 1192 {
1184 else if (pl->container_ () == this) 1212 else if (pl->container_ () == this)
1185 { 1213 {
1186 // removing a container should close it 1214 // removing a container should close it
1187 close_container (); 1215 close_container ();
1188 } 1216 }
1189 1217 else
1190 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1191 } 1219 }
1192 1220
1193 /* link the object above us */ 1221 /* link the object above us */
1194 // re-link, make sure compiler can easily use cmove 1222 // re-link, make sure compiler can easily use cmove
1195 *(above ? &above->below : &ms.top) = below; 1223 *(above ? &above->below : &ms.top) = below;
1381 // from here :/ 1409 // from here :/
1382 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1383 tmp->destroy (); 1411 tmp->destroy ();
1384 } 1412 }
1385 1413
1386 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1387 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1388 1416
1389 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1390 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1391 1419
1392 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1393 { 1421 {
1394 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1395 { 1423 {
1430 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1432 */ 1460 */
1433 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1434 { 1462 {
1435 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1436 floor = tmp; 1464 floor = tmp;
1437 1465
1438 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1439 { 1467 {
1440 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1441 top = tmp->below; 1469 top = tmp->below;
1442 break; 1470 break;
1443 } 1471 }
1461 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1462 { 1490 {
1463 object *last; 1491 object *last;
1464 1492
1465 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1467 break; 1495 break;
1468 1496
1469 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1470 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1471 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1544 */ 1572 */
1545 1573
1546 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1547 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1548 { 1576 {
1549 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1550 return 0; 1578 return 0;
1551 1579
1552 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1553 * walk on's. 1581 * walk on's.
1554 */ 1582 */
1555 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1556 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1557 return 0; 1585 return 0;
1558 } 1586 }
1559 1587
1560 return op; 1588 return op;
1561} 1589}
1602 || (items < m->max_items 1630 || (items < m->max_items
1603 && ms.volume () < m->max_volume)) 1631 && ms.volume () < m->max_volume))
1604 return true; 1632 return true;
1605 1633
1606 if (originator && originator->is_player ()) 1634 if (originator && originator->is_player ())
1607 originator->contr->failmsg (format ( 1635 originator->contr->failmsgf (
1608 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1609 query_name () 1637 query_name ()
1610 )); 1638 );
1611 1639
1612 return false; 1640 return false;
1613} 1641}
1614 1642
1615/* 1643/*
1787 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1788 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1789 * on top. 1817 * on top.
1790 */ 1818 */
1791int 1819int
1792check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1793{ 1821{
1794 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1822 if (op->flag [FLAG_NO_APPLY])
1795 return 0; 1823 return 0;
1796 1824
1797 object *tmp; 1825 object *tmp;
1798 maptile *m = op->map; 1826 maptile *m = op->map;
1799 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1836 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1837 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1838 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1839 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1840 */ 1868 */
1841 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1842 { 1870 {
1843 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1844 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1845 { 1873 {
1846 float diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1856 1884
1857 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1858 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1859 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1860 { 1888 {
1889 if (tmp->type == EXIT && (flags & INS_NO_AUTO_EXIT)) //TODO: temporary, fix exits instead
1890 continue;
1891
1861 move_apply (tmp, op, originator); 1892 move_apply (tmp, op, originator);
1862 1893
1863 if (op->destroyed ()) 1894 if (op->destroyed ())
1864 return 1; 1895 return 1;
1865 1896
1977void 2008void
1978flag_inv (object *op, int flag) 2009flag_inv (object *op, int flag)
1979{ 2010{
1980 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2011 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 { 2012 {
1982 SET_FLAG (tmp, flag); 2013 tmp->set_flag (flag);
1983 flag_inv (tmp, flag); 2014 flag_inv (tmp, flag);
1984 } 2015 }
1985} 2016}
1986 2017
1987/* 2018/*
1990void 2021void
1991unflag_inv (object *op, int flag) 2022unflag_inv (object *op, int flag)
1992{ 2023{
1993 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2024 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1994 { 2025 {
1995 CLEAR_FLAG (tmp, flag); 2026 tmp->clr_flag (flag);
1996 unflag_inv (tmp, flag); 2027 unflag_inv (tmp, flag);
1997 } 2028 }
1998} 2029}
1999 2030
2000/* 2031/*
2190{ 2221{
2191 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2222 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2192} 2223}
2193 2224
2194/* 2225/*
2195 * find_dir_2(delta-x,delta-y) will return a direction in which 2226 * find_dir_2(delta-x,delta-y) will return a direction value
2196 * an object which has subtracted the x and y coordinates of another 2227 * for running into direct [dx, dy].
2197 * object, needs to travel toward it. 2228 * (the opposite of crossfire's find_dir_2!)
2198 */ 2229 */
2199int 2230int
2200find_dir_2 (int x, int y) 2231find_dir_2 (int x, int y)
2201{ 2232{
2233#if 1 // new algorithm
2234 // this works by putting x, y into 16 sectors, which
2235 // are not equal sized, but are a better approximation
2236 // then the old algorithm, and then using a mapping
2237 // table to map it into a direction value.
2238 // basically, it maps these comparisons to each bit
2239 // bit #3: x < 0
2240 // bit #2: y < 0
2241 // bit #1: x > y
2242 // bit #0: x > 2y
2243
2244 static const uint8 dir[16] = {
2245 4, 5, 4, 3,
2246 2, 1, 2, 3,
2247 6, 5, 6, 7,
2248 8, 1, 8, 7,
2249 };
2250 int sector = 0;
2251
2252 // this is a bit ugly, but more likely to result in branchless code
2253 sector |= x < 0 ? 8 : 0;
2254 x = x < 0 ? -x : x; // abs
2255
2256 sector |= y < 0 ? 4 : 0;
2257 y = y < 0 ? -y : y; // abs
2258
2259 if (x > y)
2260 {
2261 sector |= 2;
2262
2263 if (x > y * 2)
2264 sector |= 1;
2265 }
2266 else
2267 {
2268 if (y > x * 2)
2269 sector |= 1;
2270 else if (!y)
2271 return 0; // x == 0 here
2272 }
2273
2274 return dir [sector];
2275#else // old algorithm
2202 int q; 2276 int q;
2203 2277
2204 if (y) 2278 if (y)
2205 q = x * 100 / y; 2279 q = 128 * x / y;
2206 else if (x) 2280 else if (x)
2207 q = -300 * x; 2281 q = -512 * x; // to make it > 309
2208 else 2282 else
2209 return 0; 2283 return 0;
2210 2284
2211 if (y > 0) 2285 if (y > 0)
2212 { 2286 {
2213 if (q < -242) 2287 if (q < -309) return 7;
2288 if (q < -52) return 6;
2289 if (q < 52) return 5;
2290 if (q < 309) return 4;
2291
2214 return 3; 2292 return 3;
2215 if (q < -41) 2293 }
2216 return 2; 2294 else
2217 if (q < 41) 2295 {
2218 return 1; 2296 if (q < -309) return 3;
2219 if (q < 242) 2297 if (q < -52) return 2;
2220 return 8; 2298 if (q < 52) return 1;
2299 if (q < 309) return 8;
2300
2221 return 7; 2301 return 7;
2222 } 2302 }
2223 2303#endif
2224 if (q < -242)
2225 return 7;
2226 if (q < -41)
2227 return 6;
2228 if (q < 41)
2229 return 5;
2230 if (q < 242)
2231 return 4;
2232
2233 return 3;
2234} 2304}
2235 2305
2236/* 2306/*
2237 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2307 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2238 * between two directions (which are expected to be absolute (see absdir()) 2308 * between two directions (which are expected to be absolute (see absdir())
2239 */ 2309 */
2240int 2310int
2241dirdiff (int dir1, int dir2) 2311dirdiff (int dir1, int dir2)
2242{ 2312{
2243 int d;
2244
2245 d = abs (dir1 - dir2); 2313 int d = abs (dir1 - dir2);
2246 if (d > 4)
2247 d = 8 - d;
2248 2314
2249 return d; 2315 return d > 4 ? 8 - d : d;
2250} 2316}
2251 2317
2252/* peterm: 2318/* peterm:
2253 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2319 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2254 * Basically, this is a table of directions, and what directions 2320 * Basically, this is a table of directions, and what directions
2360 * Add a check so we can't pick up invisible objects (0.93.8) 2426 * Add a check so we can't pick up invisible objects (0.93.8)
2361 */ 2427 */
2362int 2428int
2363can_pick (const object *who, const object *item) 2429can_pick (const object *who, const object *item)
2364{ 2430{
2365 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2431 return /*who->flag [FLAG_WIZ]|| */
2366 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2432 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2367 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2433 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2368} 2434}
2369 2435
2370/* 2436/*
2371 * create clone from object to another 2437 * create clone from object to another
2372 */ 2438 */
2712 } 2778 }
2713 else 2779 else
2714 move_type = mt; 2780 move_type = mt;
2715} 2781}
2716 2782
2783/* object should be a player.
2784 * we return the object the player has marked with the 'mark' command
2785 * below. If no match is found (or object has changed), we return
2786 * NULL. We leave it up to the calling function to print messages if
2787 * nothing is found.
2788 */
2789object *
2790object::mark () const
2791{
2792 if (contr && contr->mark && contr->mark->env == this)
2793 return contr->mark;
2794 else
2795 return 0;
2796}
2797

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