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Comparing deliantra/server/common/object.C (file contents):
Revision 1.326 by root, Thu Apr 15 00:56:40 2010 UTC vs.
Revision 1.339 by root, Fri Jul 2 17:39:23 2010 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)
451 - weight_adjust_for (op, op->carrying - weight);
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 weight 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
494 if (object *pl = visible_to ()) 508 if (object *pl = visible_to ())
1035} 1049}
1036 1050
1037static struct freed_map : maptile 1051static struct freed_map : maptile
1038{ 1052{
1039 freed_map () 1053 freed_map ()
1054 : maptile (3, 3)
1040 { 1055 {
1041 path = "<freed objects map>"; 1056 path = "<freed objects map>";
1042 name = "/internal/freed_objects_map"; 1057 name = "/internal/freed_objects_map";
1043 width = 3;
1044 height = 3;
1045 no_drop = 1; 1058 no_drop = 1;
1046 no_reset = 1; 1059 no_reset = 1;
1047 1060
1048 alloc ();
1049 in_memory = MAP_ACTIVE; 1061 in_memory = MAP_ACTIVE;
1050 } 1062 }
1051 1063
1052 ~freed_map () 1064 ~freed_map ()
1053 { 1065 {
1146 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
1147 if (object *pl = visible_to ()) 1159 if (object *pl = visible_to ())
1148 esrv_del_item (pl->contr, count); 1160 esrv_del_item (pl->contr, count);
1149 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
1150 1162
1151 adjust_weight (env, -total_weight ()); 1163 adjust_weight (env, total_weight (), 0);
1152 1164
1153 object *pl = in_player (); 1165 object *pl = in_player ();
1154 1166
1155 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1156 * 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
1170 1182
1171 if (pl && pl->is_player ()) 1183 if (pl && pl->is_player ())
1172 { 1184 {
1173 if (expect_false (pl->contr->combat_ob == this)) 1185 if (expect_false (pl->contr->combat_ob == this))
1174 { 1186 {
1175 pl->apply (pl->contr->combat_ob, AP_UNAPPLY); 1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1176 pl->contr->combat_ob = 0; 1188 pl->contr->combat_ob = 0;
1177 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1178 } 1190 }
1179 1191
1180 if (expect_false (pl->contr->ranged_ob == this)) 1192 if (expect_false (pl->contr->ranged_ob == this))
1181 { 1193 {
1182 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); 1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1183 pl->contr->ranged_ob = 0; 1195 pl->contr->ranged_ob = 0;
1184 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1185 } 1197 }
1186 1198
1187 pl->contr->queue_stats_update (); 1199 pl->contr->queue_stats_update ();
1574 */ 1586 */
1575 1587
1576 /* 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 */
1577 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1578 { 1590 {
1579 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1580 return 0; 1592 return 0;
1581 1593
1582 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1583 * walk on's. 1595 * walk on's.
1584 */ 1596 */
1585 for (object *tmp = op->more; tmp; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1586 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1587 return 0; 1599 return 0;
1588 } 1600 }
1589 1601
1590 return op; 1602 return op;
1591} 1603}
1657 1669
1658 nr = min (nr, nrof); 1670 nr = min (nr, nrof);
1659 1671
1660 if (nrof > nr) 1672 if (nrof > nr)
1661 { 1673 {
1674 sint64 oweight = total_weight ();
1675
1662 nrof -= nr; 1676 nrof -= nr;
1663 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1664 1677
1665 if (object *pl = visible_to ()) 1678 if (object *pl = visible_to ())
1666 esrv_update_item (UPD_NROF, pl, this); 1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1667 1682
1668 return true; 1683 return true;
1669 } 1684 }
1670 else 1685 else
1671 { 1686 {
1746 if (op->nrof) 1761 if (op->nrof)
1747 for (object *tmp = inv; tmp; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1748 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1749 { 1764 {
1750 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1751 (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
1752 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1753 1772
1754 if (object *pl = tmp->visible_to ()) 1773 if (object *pl = tmp->visible_to ())
1755 esrv_update_item (UPD_NROF, pl, tmp); 1774 esrv_update_item (UPD_NROF, pl, tmp);
1756 1775
1757 adjust_weight (this, op->total_weight ()); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1758 1777
1759 op->destroy (); 1778 op->destroy ();
1760 op = tmp; 1779 op = tmp;
1761 goto inserted; 1780 goto inserted;
1762 } 1781 }
1778 op->flag [FLAG_REMOVED] = 0; 1797 op->flag [FLAG_REMOVED] = 0;
1779 1798
1780 if (object *pl = op->visible_to ()) 1799 if (object *pl = op->visible_to ())
1781 esrv_send_item (pl, op); 1800 esrv_send_item (pl, op);
1782 1801
1783 adjust_weight (this, op->total_weight ()); 1802 adjust_weight (this, 0, op->total_weight ());
1784 1803
1785inserted: 1804inserted:
1786 /* 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 */
1787 if (op->glow_radius && is_on_map ()) 1806 if (op->glow_radius && is_on_map ())
1788 { 1807 {
1817 * 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
1818 * 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
1819 * on top. 1838 * on top.
1820 */ 1839 */
1821int 1840int
1822check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1823{ 1842{
1824 if (op->flag [FLAG_NO_APPLY]) 1843 if (op->flag [FLAG_NO_APPLY])
1825 return 0; 1844 return 0;
1826 1845
1827 object *tmp; 1846 object *tmp;
1886 1905
1887 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1889 ((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))
1890 { 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
1891 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1892 1916
1893 if (op->destroyed ()) 1917 if (op->destroyed ())
1894 return 1; 1918 return 1;
1895 1919
2220{ 2244{
2221 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2222} 2246}
2223 2247
2224/* 2248/*
2225 * find_dir_2(delta-x,delta-y) will return a direction in which 2249 * find_dir_2(delta-x,delta-y) will return a direction value
2226 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2227 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2228 */ 2252 */
2229int 2253int
2230find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2231{ 2255{
2256#if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298#else // old algorithm
2232 int q; 2299 int q;
2233 2300
2234 if (y) 2301 if (y)
2235 q = x * 100 / y; 2302 q = 128 * x / y;
2236 else if (x) 2303 else if (x)
2237 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2238 else 2305 else
2239 return 0; 2306 return 0;
2240 2307
2241 if (y > 0) 2308 if (y > 0)
2242 { 2309 {
2243 if (q < -242) 2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2244 return 3; 2315 return 3;
2245 if (q < -41) 2316 }
2246 return 2; 2317 else
2247 if (q < 41) 2318 {
2248 return 1; 2319 if (q < -309) return 3;
2249 if (q < 242) 2320 if (q < -52) return 2;
2250 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2251 return 7; 2324 return 7;
2252 } 2325 }
2253 2326#endif
2254 if (q < -242)
2255 return 7;
2256 if (q < -41)
2257 return 6;
2258 if (q < 41)
2259 return 5;
2260 if (q < 242)
2261 return 4;
2262
2263 return 3;
2264} 2327}
2265 2328
2266/* 2329/*
2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2268 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2269 */ 2332 */
2270int 2333int
2271dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2272{ 2335{
2273 int d;
2274
2275 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2276 if (d > 4)
2277 d = 8 - d;
2278 2337
2279 return d; 2338 return d > 4 ? 8 - d : d;
2280} 2339}
2281 2340
2282/* peterm: 2341/* peterm:
2283 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2284 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions

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