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Comparing deliantra/server/common/object.C (file contents):
Revision 1.323 by root, Sun Apr 11 23:56:09 2010 UTC vs.
Revision 1.341 by root, Fri Feb 25 07:23:38 2011 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,
63static int maxfree[SIZEOFFREE] = { 69static int maxfree[SIZEOFFREE] = {
64 0, 70 0,
65 9, 10, 13, 14, 17, 18, 21, 22, 71 9, 10, 13, 14, 17, 18, 21, 22,
66 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,
67 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"
68}; 93};
69 94
70static void 95static void
71write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
72{ 97{
420 445
421 return 0; 446 return 0;
422} 447}
423 448
424// adjust weight per container type ("of holding") 449// adjust weight per container type ("of holding")
425static sint32 450static uint32
426weight_adjust_for (object *op, sint32 weight) 451weight_adjust_for (object *op, uint32 weight)
427{ 452{
428 return op->type == CONTAINER 453 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 454 ? weight - weight * op->stats.Str / 100
430 : weight; 455 : weight;
431} 456}
432 457
433/* 458/*
434 * adjust_weight(object, weight) adds the specified weight to an object, 459 * subtracts, then adds, the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying. 460 * and also updates how much the environment(s) is/are carrying.
436 */ 461 */
437static void 462static void
438adjust_weight (object *op, sint32 weight) 463adjust_weight (object *op, sint32 sub, sint32 add)
439{ 464{
440 while (op) 465 while (op)
441 { 466 {
442 // adjust by actual difference to account for rounding errors 467 sint32 ocarrying = op->carrying;
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446 468
447 if (!weight) 469 op->carrying -= weight_adjust_for (op, sub);
448 return; 470 op->carrying += weight_adjust_for (op, add);
449
450 op->carrying += weight;
451 471
452 if (object *pl = op->visible_to ()) 472 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily 473 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op); 474 esrv_update_item (UPD_WEIGHT, pl, op);
455 475
476 sub = ocarrying;
477 add = op->carrying;
478
456 op = op->env; 479 op = op->env;
457 } 480 }
458} 481}
459 482
460/* 483/*
467{ 490{
468 sint32 sum = 0; 491 sint32 sum = 0;
469 492
470 for (object *op = inv; op; op = op->below) 493 for (object *op = inv; op; op = op->below)
471 { 494 {
472 if (op->inv)
473 op->update_weight (); 495 op->update_weight ();
474 496
475 sum += op->total_weight (); 497 sum += weight_adjust_for (this, op->total_weight ());
476 } 498 }
477
478 sum = weight_adjust_for (this, sum);
479 499
480 if (sum != carrying) 500 if (sum != carrying)
481 { 501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
482 carrying = sum; 506 carrying = sum;
483 507
484 if (object *pl = visible_to ()) 508 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily 509 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this); 510 esrv_update_item (UPD_WEIGHT, pl, this);
643object::instantiate () 667object::instantiate ()
644{ 668{
645 if (!uuid.seq) // HACK 669 if (!uuid.seq) // HACK
646 uuid = UUID::gen (); 670 uuid = UUID::gen ();
647 671
648 // 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
649 if (flag [FLAG_RANDOM_SPEED] && speed) 673 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation 674 speed_left = - speed - rndm (); // TODO animation
651 else 675 else
652 speed_left = -1.; 676 speed_left = -1.;
653 677
809 unlink (); 833 unlink ();
810 834
811 free_key_values (this); 835 free_key_values (this);
812} 836}
813 837
814static int object_count;
815
816void object::link () 838void object::link ()
817{ 839{
818 assert (!index);//D 840 assert (!index);//D
819 uuid = UUID::gen (); 841 uuid = UUID::gen ();
820 count = ++object_count;
821 842
822 refcnt_inc (); 843 refcnt_inc ();
823 objects.insert (this); 844 objects.insert (this);
845
846 ++create_count;
847
824} 848}
825 849
826void object::unlink () 850void object::unlink ()
827{ 851{
828 if (!index) 852 if (!index)
829 return; 853 return;
854
855 ++destroy_count;
830 856
831 objects.erase (this); 857 objects.erase (this);
832 refcnt_dec (); 858 refcnt_dec ();
833} 859}
834 860
960 // then destroy 986 // then destroy
961 op->destroy (); 987 op->destroy ();
962 } 988 }
963} 989}
964 990
991void
992object::freelist_free (int count)
993{
994 while (count-- && freelist)
995 {
996 freelist_item *next = freelist->next;
997 // count is being "destroyed"
998
999 sfree ((char *)freelist, sizeof (object));
1000
1001 freelist = next;
1002 --free_count;
1003 }
1004}
1005
1006object *
965object *object::create () 1007object::create ()
966{ 1008{
967 object *op = new object; 1009 object *op;
1010
1011 if (freelist)
1012 {
1013 freelist_item li = *freelist;
1014 memset (freelist, 0, sizeof (object));
1015
1016 op = new (freelist) object;
1017 op->count = li.count;
1018
1019 freelist = li.next;
1020 --free_count;
1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1025
1026 op = new(ni) object;
1027
1028 op->count = ++object_count;
1029 }
1030
968 op->link (); 1031 op->link ();
1032
969 return op; 1033 return op;
970} 1034}
971 1035
1036void
1037object::do_delete ()
1038{
1039 uint32_t count = this->count;
1040
1041 this->~object ();
1042
1043 freelist_item *li = (freelist_item *)this;
1044 li->next = freelist;
1045 li->count = count;
1046
1047 freelist = li;
1048 ++free_count;
1049}
1050
972static struct freed_map : maptile 1051static struct freed_map : maptile
973{ 1052{
974 freed_map () 1053 freed_map ()
1054 : maptile (3, 3)
975 { 1055 {
976 path = "<freed objects map>"; 1056 path = "<freed objects map>";
977 name = "/internal/freed_objects_map"; 1057 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1; 1058 no_drop = 1;
981 no_reset = 1; 1059 no_reset = 1;
982 1060
983 alloc ();
984 in_memory = MAP_ACTIVE; 1061 in_memory = MAP_ACTIVE;
985 } 1062 }
986 1063
987 ~freed_map () 1064 ~freed_map ()
988 { 1065 {
1081 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
1082 if (object *pl = visible_to ()) 1159 if (object *pl = visible_to ())
1083 esrv_del_item (pl->contr, count); 1160 esrv_del_item (pl->contr, count);
1084 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
1085 1162
1086 adjust_weight (env, -total_weight ()); 1163 adjust_weight (env, total_weight (), 0);
1087 1164
1088 object *pl = in_player (); 1165 object *pl = in_player ();
1089 1166
1090 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1091 * 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
1105 1182
1106 if (pl && pl->is_player ()) 1183 if (pl && pl->is_player ())
1107 { 1184 {
1108 if (expect_false (pl->contr->combat_ob == this)) 1185 if (expect_false (pl->contr->combat_ob == this))
1109 { 1186 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY); 1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1111 pl->contr->combat_ob = 0; 1188 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); 1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 } 1190 }
1114 1191
1115 if (expect_false (pl->contr->ranged_ob == this)) 1192 if (expect_false (pl->contr->ranged_ob == this))
1116 { 1193 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY); 1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1118 pl->contr->ranged_ob = 0; 1195 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); 1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 } 1197 }
1121 1198
1122 pl->contr->queue_stats_update (); 1199 pl->contr->queue_stats_update ();
1509 */ 1586 */
1510 1587
1511 /* 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 */
1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1513 { 1590 {
1514 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1515 return 0; 1592 return 0;
1516 1593
1517 /* 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
1518 * walk on's. 1595 * walk on's.
1519 */ 1596 */
1520 for (object *tmp = op->more; tmp; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1521 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1522 return 0; 1599 return 0;
1523 } 1600 }
1524 1601
1525 return op; 1602 return op;
1526} 1603}
1592 1669
1593 nr = min (nr, nrof); 1670 nr = min (nr, nrof);
1594 1671
1595 if (nrof > nr) 1672 if (nrof > nr)
1596 { 1673 {
1674 sint64 oweight = total_weight ();
1675
1597 nrof -= nr; 1676 nrof -= nr;
1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1599 1677
1600 if (object *pl = visible_to ()) 1678 if (object *pl = visible_to ())
1601 esrv_update_item (UPD_NROF, pl, this); 1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1602 1682
1603 return true; 1683 return true;
1604 } 1684 }
1605 else 1685 else
1606 { 1686 {
1681 if (op->nrof) 1761 if (op->nrof)
1682 for (object *tmp = inv; tmp; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1683 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1684 { 1764 {
1685 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1686 (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
1687 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1688 1772
1689 if (object *pl = tmp->visible_to ()) 1773 if (object *pl = tmp->visible_to ())
1690 esrv_update_item (UPD_NROF, pl, tmp); 1774 esrv_update_item (UPD_NROF, pl, tmp);
1691 1775
1692 adjust_weight (this, op->total_weight ()); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1693 1777
1694 op->destroy (); 1778 op->destroy ();
1695 op = tmp; 1779 op = tmp;
1696 goto inserted; 1780 goto inserted;
1697 } 1781 }
1713 op->flag [FLAG_REMOVED] = 0; 1797 op->flag [FLAG_REMOVED] = 0;
1714 1798
1715 if (object *pl = op->visible_to ()) 1799 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op); 1800 esrv_send_item (pl, op);
1717 1801
1718 adjust_weight (this, op->total_weight ()); 1802 adjust_weight (this, 0, op->total_weight ());
1719 1803
1720inserted: 1804inserted:
1721 /* 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 */
1722 if (op->glow_radius && is_on_map ()) 1806 if (op->glow_radius && is_on_map ())
1723 { 1807 {
1752 * 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
1753 * 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
1754 * on top. 1838 * on top.
1755 */ 1839 */
1756int 1840int
1757check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1758{ 1842{
1759 if (op->flag [FLAG_NO_APPLY]) 1843 if (op->flag [FLAG_NO_APPLY])
1760 return 0; 1844 return 0;
1761 1845
1762 object *tmp; 1846 object *tmp;
1821 1905
1822 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1823 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1824 ((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))
1825 { 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
1826 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1827 1916
1828 if (op->destroyed ()) 1917 if (op->destroyed ())
1829 return 1; 1918 return 1;
1830 1919
2155{ 2244{
2156 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);
2157} 2246}
2158 2247
2159/* 2248/*
2160 * 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
2161 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2162 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2163 */ 2252 */
2164int 2253int
2165find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2166{ 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
2167 int q; 2299 int q;
2168 2300
2169 if (y) 2301 if (y)
2170 q = x * 100 / y; 2302 q = 128 * x / y;
2171 else if (x) 2303 else if (x)
2172 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2173 else 2305 else
2174 return 0; 2306 return 0;
2175 2307
2176 if (y > 0) 2308 if (y > 0)
2177 { 2309 {
2178 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
2179 return 3; 2315 return 3;
2180 if (q < -41) 2316 }
2181 return 2; 2317 else
2182 if (q < 41) 2318 {
2183 return 1; 2319 if (q < -309) return 3;
2184 if (q < 242) 2320 if (q < -52) return 2;
2185 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2186 return 7; 2324 return 7;
2187 } 2325 }
2188 2326#endif
2189 if (q < -242)
2190 return 7;
2191 if (q < -41)
2192 return 6;
2193 if (q < 41)
2194 return 5;
2195 if (q < 242)
2196 return 4;
2197
2198 return 3;
2199} 2327}
2200 2328
2201/* 2329/*
2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2203 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2204 */ 2332 */
2205int 2333int
2206dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2207{ 2335{
2208 int d;
2209
2210 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2211 if (d > 4)
2212 d = 8 - d;
2213 2337
2214 return d; 2338 return d > 4 ? 8 - d : d;
2215} 2339}
2216 2340
2217/* peterm: 2341/* peterm:
2218 * 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.
2219 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2677 } 2801 }
2678 else 2802 else
2679 move_type = mt; 2803 move_type = mt;
2680} 2804}
2681 2805
2806/* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2811 */
2812object *
2813object::mark () const
2814{
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2818 return 0;
2819}
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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