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Comparing deliantra/server/common/object.C (file contents):
Revision 1.311 by root, Sat Jan 16 13:41:37 2010 UTC vs.
Revision 1.336 by root, Wed Apr 28 11:19:09 2010 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 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.
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
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;
41 47
42//+GPL 48//+GPL
43 49
44short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
45 0, 51 0,
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);
514object * 524object *
515find_object (tag_t i) 525find_object (tag_t i)
516{ 526{
517 for_all_objects (op) 527 for_all_objects (op)
518 if (op->count == i) 528 if (op->count == i)
529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
519 return op; 544 return op;
520 545
521 return 0; 546 return 0;
522} 547}
523 548
557 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 ());
558 return; 583 return;
559 } 584 }
560 585
561 this->owner = owner; 586 this->owner = owner;
562}
563
564int
565object::slottype () const
566{
567 if (type == SKILL)
568 {
569 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
570 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
571 }
572 else
573 {
574 if (slot [body_combat].info) return slot_combat;
575 if (slot [body_range ].info) return slot_ranged;
576 }
577
578 return slot_none;
579}
580
581bool
582object::change_weapon (object *ob)
583{
584 if (current_weapon == ob)
585 return true;
586
587 if (chosen_skill)
588 chosen_skill->flag [FLAG_APPLIED] = false;
589
590 current_weapon = ob;
591 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
592
593 if (chosen_skill)
594 chosen_skill->flag [FLAG_APPLIED] = true;
595
596 update_stats ();
597
598 if (ob)
599 {
600 // now check wether any body locations became invalid, in which case
601 // we cannot apply the weapon at the moment.
602 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
603 if (slot[i].used < 0)
604 {
605 current_weapon = chosen_skill = 0;
606 update_stats ();
607
608 new_draw_info_format (NDI_UNIQUE, 0, this,
609 "You try to balance all your items at once, "
610 "but the %s is just too much for your body. "
611 "[You need to unapply some items first - use the 'body' command to see "
612 "how many items you cna wera on a specific body part.]", &ob->name);
613 return false;
614 }
615
616 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
617 }
618 else
619 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
620
621 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
622 {
623 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
624 &name, ob->debug_desc ());
625 return false;
626 }
627
628 return true;
629} 587}
630 588
631/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
632 * refcounts and freeing the links. 590 * refcounts and freeing the links.
633 */ 591 */
735 * 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.
736 */ 694 */
737void 695void
738update_turn_face (object *op) 696update_turn_face (object *op)
739{ 697{
740 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
741 return; 699 return;
742 700
743 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
744 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
745} 703}
811 /* nop */; 769 /* nop */;
812 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
813 { 771 {
814#if 0 772#if 0
815 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
818 || (op->is_player () && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
820 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
821 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
822 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
823 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
824 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
825 /* 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
826 * have move_allow right now. 784 * have move_allow right now.
847 update_object (op->more, action); 805 update_object (op->more, action);
848} 806}
849 807
850object::object () 808object::object ()
851{ 809{
852 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
853 811
854 //expmul = 1.0; declared const for the time being 812 //expmul = 1.0; declared const for the time being
855 face = blank_face; 813 face = blank_face;
856 material = MATERIAL_NULL; 814 material = MATERIAL_NULL;
857} 815}
861 unlink (); 819 unlink ();
862 820
863 free_key_values (this); 821 free_key_values (this);
864} 822}
865 823
866static int object_count;
867
868void object::link () 824void object::link ()
869{ 825{
870 assert (!index);//D 826 assert (!index);//D
871 uuid = UUID::gen (); 827 uuid = UUID::gen ();
872 count = ++object_count;
873 828
874 refcnt_inc (); 829 refcnt_inc ();
875 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
876} 834}
877 835
878void object::unlink () 836void object::unlink ()
879{ 837{
880 if (!index) 838 if (!index)
881 return; 839 return;
840
841 ++destroy_count;
882 842
883 objects.erase (this); 843 objects.erase (this);
884 refcnt_dec (); 844 refcnt_dec ();
885} 845}
886 846
991 map->insert (op, x, y); 951 map->insert (op, x, y);
992 } 952 }
993 } 953 }
994} 954}
995 955
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 *
996object *object::create () 993object::create ()
997{ 994{
998 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
999 op->link (); 1017 op->link ();
1018
1000 return op; 1019 return op;
1001} 1020}
1002 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
1003static struct freed_map : maptile 1037static struct freed_map : maptile
1004{ 1038{
1005 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
1006 { 1041 {
1007 path = "<freed objects map>"; 1042 path = "<freed objects map>";
1008 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
1009 width = 3;
1010 height = 3;
1011 no_drop = 1; 1044 no_drop = 1;
1012 no_reset = 1; 1045 no_reset = 1;
1013 1046
1014 alloc ();
1015 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
1016 } 1048 }
1017 1049
1018 ~freed_map () 1050 ~freed_map ()
1019 { 1051 {
1070 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1071 head->destroy (); 1103 head->destroy ();
1072 return; 1104 return;
1073 } 1105 }
1074 1106
1075 destroy_inv (false); 1107 destroy_inv_fast ();
1076 1108
1077 if (is_head ()) 1109 if (is_head ())
1078 if (sound_destroy) 1110 if (sound_destroy)
1079 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1080 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1134 below = 0; 1166 below = 0;
1135 env = 0; 1167 env = 0;
1136 1168
1137 if (pl && pl->is_player ()) 1169 if (pl && pl->is_player ())
1138 { 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
1139 pl->contr->queue_stats_update (); 1185 pl->contr->queue_stats_update ();
1140 1186
1141 if (glow_radius && pl->is_on_map ()) 1187 if (expect_false (glow_radius) && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y); 1188 update_all_los (pl->map, pl->x, pl->y);
1143 } 1189 }
1144 } 1190 }
1145 else if (map) 1191 else if (map)
1146 { 1192 {
1166 else if (pl->container_ () == this) 1212 else if (pl->container_ () == this)
1167 { 1213 {
1168 // removing a container should close it 1214 // removing a container should close it
1169 close_container (); 1215 close_container ();
1170 } 1216 }
1171 1217 else
1172 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1173 } 1219 }
1174 1220
1175 /* link the object above us */ 1221 /* link the object above us */
1176 // re-link, make sure compiler can easily use cmove 1222 // re-link, make sure compiler can easily use cmove
1177 *(above ? &above->below : &ms.top) = below; 1223 *(above ? &above->below : &ms.top) = below;
1316 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1317 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1318 * 1364 *
1319 * Return value: 1365 * Return value:
1320 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1321 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1322 * just 'op' otherwise 1368 * just 'op' otherwise
1323 */ 1369 */
1324object * 1370object *
1325insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1326{ 1372{
1363 // from here :/ 1409 // from here :/
1364 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1365 tmp->destroy (); 1411 tmp->destroy ();
1366 } 1412 }
1367 1413
1368 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 */
1369 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1370 1416
1371 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1372 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1373 1419
1374 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1375 { 1421 {
1376 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)
1377 { 1423 {
1412 * 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
1413 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1414 */ 1460 */
1415 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1416 { 1462 {
1417 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])
1418 floor = tmp; 1464 floor = tmp;
1419 1465
1420 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])
1421 { 1467 {
1422 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1423 top = tmp->below; 1469 top = tmp->below;
1424 break; 1470 break;
1425 } 1471 }
1443 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1444 { 1490 {
1445 object *last; 1491 object *last;
1446 1492
1447 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1448 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1449 break; 1495 break;
1450 1496
1451 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1452 * 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
1453 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1526 */ 1572 */
1527 1573
1528 /* 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 */
1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1530 { 1576 {
1531 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1532 return 0; 1578 return 0;
1533 1579
1534 /* 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
1535 * walk on's. 1581 * walk on's.
1536 */ 1582 */
1537 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1538 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1539 return 0; 1585 return 0;
1540 } 1586 }
1541 1587
1542 return op; 1588 return op;
1543} 1589}
1584 || (items < m->max_items 1630 || (items < m->max_items
1585 && ms.volume () < m->max_volume)) 1631 && ms.volume () < m->max_volume))
1586 return true; 1632 return true;
1587 1633
1588 if (originator && originator->is_player ()) 1634 if (originator && originator->is_player ())
1589 originator->contr->failmsg (format ( 1635 originator->contr->failmsgf (
1590 "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.>",
1591 query_name () 1637 query_name ()
1592 )); 1638 );
1593 1639
1594 return false; 1640 return false;
1595} 1641}
1596 1642
1597/* 1643/*
1769 * 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
1770 * 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
1771 * on top. 1817 * on top.
1772 */ 1818 */
1773int 1819int
1774check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1775{ 1821{
1776 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1822 if (op->flag [FLAG_NO_APPLY])
1777 return 0; 1823 return 0;
1778 1824
1779 object *tmp; 1825 object *tmp;
1780 maptile *m = op->map; 1826 maptile *m = op->map;
1781 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1818 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1819 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1820 * 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
1821 * 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.
1822 */ 1868 */
1823 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1824 { 1870 {
1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1826 ((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))
1827 { 1873 {
1828 float diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1838 1884
1839 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1840 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1841 ((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))
1842 { 1888 {
1889 if ((flags & INS_NO_AUTO_EXIT)
1890 && (tmp->type == EXIT || tmp->type == TELEPORTER
1891 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1892 continue;
1893
1843 move_apply (tmp, op, originator); 1894 move_apply (tmp, op, originator);
1844 1895
1845 if (op->destroyed ()) 1896 if (op->destroyed ())
1846 return 1; 1897 return 1;
1847 1898
1959void 2010void
1960flag_inv (object *op, int flag) 2011flag_inv (object *op, int flag)
1961{ 2012{
1962 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2013 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 { 2014 {
1964 SET_FLAG (tmp, flag); 2015 tmp->set_flag (flag);
1965 flag_inv (tmp, flag); 2016 flag_inv (tmp, flag);
1966 } 2017 }
1967} 2018}
1968 2019
1969/* 2020/*
1972void 2023void
1973unflag_inv (object *op, int flag) 2024unflag_inv (object *op, int flag)
1974{ 2025{
1975 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2026 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1976 { 2027 {
1977 CLEAR_FLAG (tmp, flag); 2028 tmp->clr_flag (flag);
1978 unflag_inv (tmp, flag); 2029 unflag_inv (tmp, flag);
1979 } 2030 }
1980} 2031}
1981 2032
1982/* 2033/*
2172{ 2223{
2173 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2224 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2174} 2225}
2175 2226
2176/* 2227/*
2177 * find_dir_2(delta-x,delta-y) will return a direction in which 2228 * find_dir_2(delta-x,delta-y) will return a direction value
2178 * an object which has subtracted the x and y coordinates of another 2229 * for running into direct [dx, dy].
2179 * object, needs to travel toward it. 2230 * (the opposite of crossfire's find_dir_2!)
2180 */ 2231 */
2181int 2232int
2182find_dir_2 (int x, int y) 2233find_dir_2 (int x, int y)
2183{ 2234{
2235#if 1 // new algorithm
2236 // this works by putting x, y into 16 sectors, which
2237 // are not equal sized, but are a better approximation
2238 // then the old algorithm, and then using a mapping
2239 // table to map it into a direction value.
2240 // basically, it maps these comparisons to each bit
2241 // bit #3: x < 0
2242 // bit #2: y < 0
2243 // bit #1: x > y
2244 // bit #0: x > 2y
2245
2246 static const uint8 dir[16] = {
2247 4, 5, 4, 3,
2248 2, 1, 2, 3,
2249 6, 5, 6, 7,
2250 8, 1, 8, 7,
2251 };
2252 int sector = 0;
2253
2254 // this is a bit ugly, but more likely to result in branchless code
2255 sector |= x < 0 ? 8 : 0;
2256 x = x < 0 ? -x : x; // abs
2257
2258 sector |= y < 0 ? 4 : 0;
2259 y = y < 0 ? -y : y; // abs
2260
2261 if (x > y)
2262 {
2263 sector |= 2;
2264
2265 if (x > y * 2)
2266 sector |= 1;
2267 }
2268 else
2269 {
2270 if (y > x * 2)
2271 sector |= 1;
2272 else if (!y)
2273 return 0; // x == 0 here
2274 }
2275
2276 return dir [sector];
2277#else // old algorithm
2184 int q; 2278 int q;
2185 2279
2186 if (y) 2280 if (y)
2187 q = x * 100 / y; 2281 q = 128 * x / y;
2188 else if (x) 2282 else if (x)
2189 q = -300 * x; 2283 q = -512 * x; // to make it > 309
2190 else 2284 else
2191 return 0; 2285 return 0;
2192 2286
2193 if (y > 0) 2287 if (y > 0)
2194 { 2288 {
2195 if (q < -242) 2289 if (q < -309) return 7;
2290 if (q < -52) return 6;
2291 if (q < 52) return 5;
2292 if (q < 309) return 4;
2293
2196 return 3; 2294 return 3;
2197 if (q < -41) 2295 }
2198 return 2; 2296 else
2199 if (q < 41) 2297 {
2200 return 1; 2298 if (q < -309) return 3;
2201 if (q < 242) 2299 if (q < -52) return 2;
2202 return 8; 2300 if (q < 52) return 1;
2301 if (q < 309) return 8;
2302
2203 return 7; 2303 return 7;
2204 } 2304 }
2205 2305#endif
2206 if (q < -242)
2207 return 7;
2208 if (q < -41)
2209 return 6;
2210 if (q < 41)
2211 return 5;
2212 if (q < 242)
2213 return 4;
2214
2215 return 3;
2216} 2306}
2217 2307
2218/* 2308/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2309 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2310 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2311 */
2222int 2312int
2223dirdiff (int dir1, int dir2) 2313dirdiff (int dir1, int dir2)
2224{ 2314{
2225 int d;
2226
2227 d = abs (dir1 - dir2); 2315 int d = abs (dir1 - dir2);
2228 if (d > 4)
2229 d = 8 - d;
2230 2316
2231 return d; 2317 return d > 4 ? 8 - d : d;
2232} 2318}
2233 2319
2234/* peterm: 2320/* peterm:
2235 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2321 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2236 * Basically, this is a table of directions, and what directions 2322 * Basically, this is a table of directions, and what directions
2342 * Add a check so we can't pick up invisible objects (0.93.8) 2428 * Add a check so we can't pick up invisible objects (0.93.8)
2343 */ 2429 */
2344int 2430int
2345can_pick (const object *who, const object *item) 2431can_pick (const object *who, const object *item)
2346{ 2432{
2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2433 return /*who->flag [FLAG_WIZ]|| */
2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2434 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2435 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2350} 2436}
2351 2437
2352/* 2438/*
2353 * create clone from object to another 2439 * create clone from object to another
2354 */ 2440 */
2678 2764
2679 insert (force); 2765 insert (force);
2680 } 2766 }
2681} 2767}
2682 2768
2769void object::change_move_type (MoveType mt)
2770{
2771 if (move_type == mt)
2772 return;
2773
2774 if (is_on_map ())
2775 {
2776 // we are on the map, so handle move_on/off effects
2777 remove ();
2778 move_type = mt;
2779 map->insert (this, x, y, this);
2780 }
2781 else
2782 move_type = mt;
2783}
2784
2785/* object should be a player.
2786 * we return the object the player has marked with the 'mark' command
2787 * below. If no match is found (or object has changed), we return
2788 * NULL. We leave it up to the calling function to print messages if
2789 * nothing is found.
2790 */
2791object *
2792object::mark () const
2793{
2794 if (contr && contr->mark && contr->mark->env == this)
2795 return contr->mark;
2796 else
2797 return 0;
2798}
2799

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