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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.335 by root, Sun Apr 25 10:45:38 2010 UTC vs.
Revision 1.341 by root, Fri Feb 25 07:23:38 2011 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 + weight)
451 - weight_adjust_for (op, op->carrying);
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 {
488 if (carrying != sum)//D 502 if (carrying != sum && carrying)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n", 503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ()); 504 (long long)sum, (long long)carrying, debug_desc ());
491 505
492 carrying = sum; 506 carrying = sum;
493 507
653object::instantiate () 667object::instantiate ()
654{ 668{
655 if (!uuid.seq) // HACK 669 if (!uuid.seq) // HACK
656 uuid = UUID::gen (); 670 uuid = UUID::gen ();
657 671
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 672 // TODO: unclean state changes, should not be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed) 673 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation 674 speed_left = - speed - rndm (); // TODO animation
661 else 675 else
662 speed_left = -1.; 676 speed_left = -1.;
663 677
1144 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
1145 if (object *pl = visible_to ()) 1159 if (object *pl = visible_to ())
1146 esrv_del_item (pl->contr, count); 1160 esrv_del_item (pl->contr, count);
1147 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
1148 1162
1149 adjust_weight (env, -total_weight ()); 1163 adjust_weight (env, total_weight (), 0);
1150 1164
1151 object *pl = in_player (); 1165 object *pl = in_player ();
1152 1166
1153 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1154 * 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
1168 1182
1169 if (pl && pl->is_player ()) 1183 if (pl && pl->is_player ())
1170 { 1184 {
1171 if (expect_false (pl->contr->combat_ob == this)) 1185 if (expect_false (pl->contr->combat_ob == this))
1172 { 1186 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY); 1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1174 pl->contr->combat_ob = 0; 1188 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 } 1190 }
1177 1191
1178 if (expect_false (pl->contr->ranged_ob == this)) 1192 if (expect_false (pl->contr->ranged_ob == this))
1179 { 1193 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); 1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1181 pl->contr->ranged_ob = 0; 1195 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 } 1197 }
1184 1198
1185 pl->contr->queue_stats_update (); 1199 pl->contr->queue_stats_update ();
1572 */ 1586 */
1573 1587
1574 /* 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 */
1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1576 { 1590 {
1577 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1578 return 0; 1592 return 0;
1579 1593
1580 /* If we are a multi part object, let's work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1581 * walk on's. 1595 * walk on's.
1582 */ 1596 */
1583 for (object *tmp = op->more; tmp; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1584 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1585 return 0; 1599 return 0;
1586 } 1600 }
1587 1601
1588 return op; 1602 return op;
1589} 1603}
1655 1669
1656 nr = min (nr, nrof); 1670 nr = min (nr, nrof);
1657 1671
1658 if (nrof > nr) 1672 if (nrof > nr)
1659 { 1673 {
1674 sint64 oweight = total_weight ();
1675
1660 nrof -= nr; 1676 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662 1677
1663 if (object *pl = visible_to ()) 1678 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this); 1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1665 1682
1666 return true; 1683 return true;
1667 } 1684 }
1668 else 1685 else
1669 { 1686 {
1744 if (op->nrof) 1761 if (op->nrof)
1745 for (object *tmp = inv; tmp; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1746 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1747 { 1764 {
1748 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1749 (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
1750 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1751 1772
1752 if (object *pl = tmp->visible_to ()) 1773 if (object *pl = tmp->visible_to ())
1753 esrv_update_item (UPD_NROF, pl, tmp); 1774 esrv_update_item (UPD_NROF, pl, tmp);
1754 1775
1755 adjust_weight (this, op->total_weight ()); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1756 1777
1757 op->destroy (); 1778 op->destroy ();
1758 op = tmp; 1779 op = tmp;
1759 goto inserted; 1780 goto inserted;
1760 } 1781 }
1776 op->flag [FLAG_REMOVED] = 0; 1797 op->flag [FLAG_REMOVED] = 0;
1777 1798
1778 if (object *pl = op->visible_to ()) 1799 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op); 1800 esrv_send_item (pl, op);
1780 1801
1781 adjust_weight (this, op->total_weight ()); 1802 adjust_weight (this, 0, op->total_weight ());
1782 1803
1783inserted: 1804inserted:
1784 /* 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 */
1785 if (op->glow_radius && is_on_map ()) 1806 if (op->glow_radius && is_on_map ())
1786 { 1807 {
1815 * 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
1816 * 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
1817 * on top. 1838 * on top.
1818 */ 1839 */
1819int 1840int
1820check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1821{ 1842{
1822 if (op->flag [FLAG_NO_APPLY]) 1843 if (op->flag [FLAG_NO_APPLY])
1823 return 0; 1844 return 0;
1824 1845
1825 object *tmp; 1846 object *tmp;
1884 1905
1885 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1887 ((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))
1888 { 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
1889 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1890 1916
1891 if (op->destroyed ()) 1917 if (op->destroyed ())
1892 return 1; 1918 return 1;
1893 1919
2790 return contr->mark; 2816 return contr->mark;
2791 else 2817 else
2792 return 0; 2818 return 0;
2793} 2819}
2794 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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