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Comparing deliantra/server/common/object.C (file contents):
Revision 1.313 by root, Fri Mar 26 00:05:45 2010 UTC vs.
Revision 1.342 by sf-kernelpanic, Sun Apr 10 20:30:53 2011 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,
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
68}; 74};
69 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"
93};
94
70static void 95static void
71write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
72{ 97{
73 CALL_BEGIN (2); 98 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
249 */ 274 */
250bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
251{ 276{
252 /* A couple quick sanity checks */ 277 /* A couple quick sanity checks */
253 if (ob1 == ob2 278 if (ob1 == ob2
254 || ob1->type != ob2->type 279 || ob1->type != ob2->type
255 || ob1->value != ob2->value 280 || ob1->value != ob2->value
256 || ob1->name != ob2->name 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
258 return 0; 284 return 0;
259 285
260 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
266 * This is to the comparison of the flags below will be OK. We 292 * 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 293 * 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 294 * are not equal - just if it has been identified, the been_applied
269 * flags lose any meaning. 295 * flags lose any meaning.
270 */ 296 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
273 299
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
276 302
277 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name 304 || ob1->name != ob2->name
279 || ob1->title != ob2->title 305 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
329 355
330 /* Don't merge objects that are applied. With the new 'body' code, 356 /* 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 357 * 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. 358 * some items equipped, and we don't want those to merge.
333 */ 359 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
335 return 0; 361 return 0;
336 362
337 /* Note sure why the following is the case - either the object has to 363 /* 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 364 * be animated or have a very low speed. Is this an attempted monster
339 * check? 365 * check?
340 */ 366 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
342 return 0; 368 return 0;
343 369
344 switch (ob1->type) 370 switch (ob1->type)
345 { 371 {
346 case SCROLL: 372 case SCROLL:
420 446
421 return 0; 447 return 0;
422} 448}
423 449
424// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
425static sint32 451static uint32
426weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
427{ 453{
428 return op->type == CONTAINER 454 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
430 : weight; 456 : weight;
431} 457}
432 458
433/* 459/*
434 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
436 */ 462 */
437static void 463static void
438adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
439{ 465{
440 while (op) 466 while (op)
441 { 467 {
442 // adjust by actual difference to account for rounding errors 468 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);
446 469
447 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
448 return; 471 op->carrying += weight_adjust_for (op, add);
449
450 op->carrying += weight;
451 472
452 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
455 476
477 sub = ocarrying;
478 add = op->carrying;
479
456 op = op->env; 480 op = op->env;
457 } 481 }
458} 482}
459 483
460/* 484/*
467{ 491{
468 sint32 sum = 0; 492 sint32 sum = 0;
469 493
470 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
471 { 495 {
472 if (op->inv)
473 op->update_weight (); 496 op->update_weight ();
474 497
475 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
476 } 499 }
477
478 sum = weight_adjust_for (this, sum);
479 500
480 if (sum != carrying) 501 if (sum != carrying)
481 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
482 carrying = sum; 507 carrying = sum;
483 508
484 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this); 511 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 ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return; 598 return;
574 } 599 }
575 600
576 this->owner = owner; 601 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 current_weapon = chosen_skill = 0;
621 update_stats ();
622
623 new_draw_info_format (NDI_UNIQUE, 0, this,
624 "You try to balance all your items at once, "
625 "but the %s is just too much for your body. "
626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
628 return false;
629 }
630
631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
632 }
633 else
634 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
635
636 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
637 {
638 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
639 &name, ob->debug_desc ());
640 return false;
641 }
642
643 return true;
644} 602}
645 603
646/* Zero the key_values on op, decrementing the shared-string 604/* Zero the key_values on op, decrementing the shared-string
647 * refcounts and freeing the links. 605 * refcounts and freeing the links.
648 */ 606 */
710object::instantiate () 668object::instantiate ()
711{ 669{
712 if (!uuid.seq) // HACK 670 if (!uuid.seq) // HACK
713 uuid = UUID::gen (); 671 uuid = UUID::gen ();
714 672
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 673 // TODO: unclean state changes, should not be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed) 674 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation 675 speed_left = - speed - rndm (); // TODO animation
718 else 676 else
719 speed_left = -1.; 677 speed_left = -1.;
720 678
750 * be called to update the face variable, _and_ how it looks on the map. 708 * be called to update the face variable, _and_ how it looks on the map.
751 */ 709 */
752void 710void
753update_turn_face (object *op) 711update_turn_face (object *op)
754{ 712{
755 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 713 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
756 return; 714 return;
757 715
758 SET_ANIMATION (op, op->direction); 716 SET_ANIMATION (op, op->direction);
759 update_object (op, UP_OBJ_FACE); 717 update_object (op, UP_OBJ_FACE);
760} 718}
826 /* nop */; 784 /* nop */;
827 else if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
828 { 786 {
829#if 0 787#if 0
830 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 790 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
833 || (op->is_player () && !(m.flags_ & P_PLAYER)) 791 || (op->is_player () && !(m.flags_ & P_PLAYER))
834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 793 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 794 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
837 || (m.move_on | op->move_on ) != m.move_on 795 || (m.move_on | op->move_on ) != m.move_on
838 || (m.move_off | op->move_off ) != m.move_off 796 || (m.move_off | op->move_off ) != m.move_off
839 || (m.move_slow | op->move_slow) != m.move_slow 797 || (m.move_slow | op->move_slow) != m.move_slow
840 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
841 * have move_allow right now. 799 * have move_allow right now.
862 update_object (op->more, action); 820 update_object (op->more, action);
863} 821}
864 822
865object::object () 823object::object ()
866{ 824{
867 SET_FLAG (this, FLAG_REMOVED); 825 this->set_flag (FLAG_REMOVED);
868 826
869 //expmul = 1.0; declared const for the time being 827 //expmul = 1.0; declared const for the time being
870 face = blank_face; 828 face = blank_face;
871 material = MATERIAL_NULL; 829 material = MATERIAL_NULL;
872} 830}
876 unlink (); 834 unlink ();
877 835
878 free_key_values (this); 836 free_key_values (this);
879} 837}
880 838
881static int object_count;
882
883void object::link () 839void object::link ()
884{ 840{
885 assert (!index);//D 841 assert (!index);//D
886 uuid = UUID::gen (); 842 uuid = UUID::gen ();
887 count = ++object_count;
888 843
889 refcnt_inc (); 844 refcnt_inc ();
890 objects.insert (this); 845 objects.insert (this);
846
847 ++create_count;
848
891} 849}
892 850
893void object::unlink () 851void object::unlink ()
894{ 852{
895 if (!index) 853 if (!index)
896 return; 854 return;
855
856 ++destroy_count;
897 857
898 objects.erase (this); 858 objects.erase (this);
899 refcnt_dec (); 859 refcnt_dec ();
900} 860}
901 861
1006 map->insert (op, x, y); 966 map->insert (op, x, y);
1007 } 967 }
1008 } 968 }
1009} 969}
1010 970
971/*
972 * Remove and free all objects in the inventory of the given object.
973 * Unlike destroy_inv, this assumes the *this is destroyed as well
974 * well, so we can (and have to!) take shortcuts.
975 */
976void
977object::destroy_inv_fast ()
978{
979 while (object *op = inv)
980 {
981 // remove from object the fast way
982 op->flag [FLAG_REMOVED] = true;
983 op->env = 0;
984 if ((inv = inv->below))
985 inv->above = 0;
986
987 // then destroy
988 op->destroy ();
989 }
990}
991
992void
993object::freelist_free (int count)
994{
995 while (count-- && freelist)
996 {
997 freelist_item *next = freelist->next;
998 // count is being "destroyed"
999
1000 sfree ((char *)freelist, sizeof (object));
1001
1002 freelist = next;
1003 --free_count;
1004 }
1005}
1006
1007object *
1011object *object::create () 1008object::create ()
1012{ 1009{
1013 object *op = new object; 1010 object *op;
1011
1012 if (freelist)
1013 {
1014 freelist_item li = *freelist;
1015 memset (freelist, 0, sizeof (object));
1016
1017 op = new (freelist) object;
1018 op->count = li.count;
1019
1020 freelist = li.next;
1021 --free_count;
1022 }
1023 else
1024 {
1025 void *ni = salloc0<char> (sizeof (object));
1026
1027 op = new(ni) object;
1028
1029 op->count = ++object_count;
1030 }
1031
1014 op->link (); 1032 op->link ();
1033
1015 return op; 1034 return op;
1016} 1035}
1017 1036
1037void
1038object::do_delete ()
1039{
1040 uint32_t count = this->count;
1041
1042 this->~object ();
1043
1044 freelist_item *li = (freelist_item *)this;
1045 li->next = freelist;
1046 li->count = count;
1047
1048 freelist = li;
1049 ++free_count;
1050}
1051
1018static struct freed_map : maptile 1052static struct freed_map : maptile
1019{ 1053{
1020 freed_map () 1054 freed_map ()
1055 : maptile (3, 3)
1021 { 1056 {
1022 path = "<freed objects map>"; 1057 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map"; 1058 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1; 1059 no_drop = 1;
1027 no_reset = 1; 1060 no_reset = 1;
1028 1061
1029 alloc ();
1030 in_memory = MAP_ACTIVE; 1062 in_memory = MAP_ACTIVE;
1031 } 1063 }
1032 1064
1033 ~freed_map () 1065 ~freed_map ()
1034 { 1066 {
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1117 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy (); 1118 head->destroy ();
1087 return; 1119 return;
1088 } 1120 }
1089 1121
1090 destroy_inv (false); 1122 destroy_inv_fast ();
1091 1123
1092 if (is_head ()) 1124 if (is_head ())
1093 if (sound_destroy) 1125 if (sound_destroy)
1094 play_sound (sound_destroy); 1126 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER]) 1127 else if (flag [FLAG_MONSTER])
1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1159 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1128 if (object *pl = visible_to ()) 1160 if (object *pl = visible_to ())
1129 esrv_del_item (pl->contr, count); 1161 esrv_del_item (pl->contr, count);
1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1162 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1131 1163
1132 adjust_weight (env, -total_weight ()); 1164 adjust_weight (env, total_weight (), 0);
1133 1165
1134 object *pl = in_player (); 1166 object *pl = in_player ();
1135 1167
1136 /* we set up values so that it could be inserted into 1168 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 1169 * the map, but we don't actually do that - it is up
1149 below = 0; 1181 below = 0;
1150 env = 0; 1182 env = 0;
1151 1183
1152 if (pl && pl->is_player ()) 1184 if (pl && pl->is_player ())
1153 { 1185 {
1186 if (expect_false (pl->contr->combat_ob == this))
1187 {
1188 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1189 pl->contr->combat_ob = 0;
1190 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1191 }
1192
1193 if (expect_false (pl->contr->ranged_ob == this))
1194 {
1195 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1196 pl->contr->ranged_ob = 0;
1197 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1198 }
1199
1154 pl->contr->queue_stats_update (); 1200 pl->contr->queue_stats_update ();
1155 1201
1156 if (glow_radius && pl->is_on_map ()) 1202 if (expect_false (glow_radius) && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y); 1203 update_all_los (pl->map, pl->x, pl->y);
1158 } 1204 }
1159 } 1205 }
1160 else if (map) 1206 else if (map)
1161 { 1207 {
1181 else if (pl->container_ () == this) 1227 else if (pl->container_ () == this)
1182 { 1228 {
1183 // removing a container should close it 1229 // removing a container should close it
1184 close_container (); 1230 close_container ();
1185 } 1231 }
1186 1232 else
1187 esrv_del_item (pl->contr, count); 1233 esrv_del_item (pl->contr, count);
1188 } 1234 }
1189 1235
1190 /* link the object above us */ 1236 /* link the object above us */
1191 // re-link, make sure compiler can easily use cmove 1237 // re-link, make sure compiler can easily use cmove
1192 *(above ? &above->below : &ms.top) = below; 1238 *(above ? &above->below : &ms.top) = below;
1378 // from here :/ 1424 // from here :/
1379 op->nrof += tmp->nrof; 1425 op->nrof += tmp->nrof;
1380 tmp->destroy (); 1426 tmp->destroy ();
1381 } 1427 }
1382 1428
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1429 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1430 op->clr_flag (FLAG_INV_LOCKED);
1385 1431
1386 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1432 if (!op->flag [FLAG_ALIVE])
1387 CLEAR_FLAG (op, FLAG_NO_STEAL); 1433 op->clr_flag (FLAG_NO_STEAL);
1388 1434
1389 if (flag & INS_BELOW_ORIGINATOR) 1435 if (flag & INS_BELOW_ORIGINATOR)
1390 { 1436 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 { 1438 {
1427 * when lots of spells are cast in one area. Currently, it is presumed 1473 * when lots of spells are cast in one area. Currently, it is presumed
1428 * that flying non pickable objects are spell objects. 1474 * that flying non pickable objects are spell objects.
1429 */ 1475 */
1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1476 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1431 { 1477 {
1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1478 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1433 floor = tmp; 1479 floor = tmp;
1434 1480
1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1481 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1436 { 1482 {
1437 /* We insert above top, so we want this object below this */ 1483 /* We insert above top, so we want this object below this */
1438 top = tmp->below; 1484 top = tmp->below;
1439 break; 1485 break;
1440 } 1486 }
1458 && (op->face && !faces [op->face].visibility)) 1504 && (op->face && !faces [op->face].visibility))
1459 { 1505 {
1460 object *last; 1506 object *last;
1461 1507
1462 for (last = top; last != floor; last = last->below) 1508 for (last = top; last != floor; last = last->below)
1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1509 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1464 break; 1510 break;
1465 1511
1466 /* Check to see if we found the object that blocks view, 1512 /* Check to see if we found the object that blocks view,
1467 * and make sure we have a below pointer for it so that 1513 * and make sure we have a below pointer for it so that
1468 * we can get inserted below this one, which requires we 1514 * we can get inserted below this one, which requires we
1541 */ 1587 */
1542 1588
1543 /* if this is not the head or flag has been passed, don't check walk on status */ 1589 /* if this is not the head or flag has been passed, don't check walk on status */
1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1590 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1545 { 1591 {
1546 if (check_move_on (op, originator)) 1592 if (check_move_on (op, originator, flag))
1547 return 0; 1593 return 0;
1548 1594
1549 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, let's work our way through the check
1550 * walk on's. 1596 * walk on's.
1551 */ 1597 */
1552 for (object *tmp = op->more; tmp; tmp = tmp->more) 1598 for (object *tmp = op->more; tmp; tmp = tmp->more)
1553 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator, flag))
1554 return 0; 1600 return 0;
1555 } 1601 }
1556 1602
1557 return op; 1603 return op;
1558} 1604}
1599 || (items < m->max_items 1645 || (items < m->max_items
1600 && ms.volume () < m->max_volume)) 1646 && ms.volume () < m->max_volume))
1601 return true; 1647 return true;
1602 1648
1603 if (originator && originator->is_player ()) 1649 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format ( 1650 originator->contr->failmsgf (
1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1651 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1606 query_name () 1652 query_name ()
1607 )); 1653 );
1608 1654
1609 return false; 1655 return false;
1610} 1656}
1611 1657
1612/* 1658/*
1624 1670
1625 nr = min (nr, nrof); 1671 nr = min (nr, nrof);
1626 1672
1627 if (nrof > nr) 1673 if (nrof > nr)
1628 { 1674 {
1675 sint64 oweight = total_weight ();
1676
1629 nrof -= nr; 1677 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631 1678
1632 if (object *pl = visible_to ()) 1679 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this); 1680 esrv_update_item (UPD_NROF, pl, this);
1681
1682 adjust_weight (env, oweight, total_weight ());
1634 1683
1635 return true; 1684 return true;
1636 } 1685 }
1637 else 1686 else
1638 { 1687 {
1713 if (op->nrof) 1762 if (op->nrof)
1714 for (object *tmp = inv; tmp; tmp = tmp->below) 1763 for (object *tmp = inv; tmp; tmp = tmp->below)
1715 if (object::can_merge (tmp, op)) 1764 if (object::can_merge (tmp, op))
1716 { 1765 {
1717 /* return the original object and remove inserted object 1766 /* return the original object and remove inserted object
1718 (client needs the original object) */ 1767 (client prefers the original object) */
1768
1769 // carring must be 0 for mergable objects
1770 sint64 oweight = tmp->weight * tmp->nrof;
1771
1719 tmp->nrof += op->nrof; 1772 tmp->nrof += op->nrof;
1720 1773
1721 if (object *pl = tmp->visible_to ()) 1774 if (object *pl = tmp->visible_to ())
1722 esrv_update_item (UPD_NROF, pl, tmp); 1775 esrv_update_item (UPD_NROF, pl, tmp);
1723 1776
1724 adjust_weight (this, op->total_weight ()); 1777 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1725 1778
1726 op->destroy (); 1779 op->destroy ();
1727 op = tmp; 1780 op = tmp;
1728 goto inserted; 1781 goto inserted;
1729 } 1782 }
1745 op->flag [FLAG_REMOVED] = 0; 1798 op->flag [FLAG_REMOVED] = 0;
1746 1799
1747 if (object *pl = op->visible_to ()) 1800 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op); 1801 esrv_send_item (pl, op);
1749 1802
1750 adjust_weight (this, op->total_weight ()); 1803 adjust_weight (this, 0, op->total_weight ());
1751 1804
1752inserted: 1805inserted:
1753 /* reset the light list and los of the players on the map */ 1806 /* reset the light list and los of the players on the map */
1754 if (op->glow_radius && is_on_map ()) 1807 if (op->glow_radius && is_on_map ())
1755 { 1808 {
1784 * MSW 2001-07-08: Check all objects on space, not just those below 1837 * MSW 2001-07-08: Check all objects on space, not just those below
1785 * object being inserted. insert_ob_in_map may not put new objects 1838 * object being inserted. insert_ob_in_map may not put new objects
1786 * on top. 1839 * on top.
1787 */ 1840 */
1788int 1841int
1789check_move_on (object *op, object *originator) 1842check_move_on (object *op, object *originator, int flags)
1790{ 1843{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1844 if (op->flag [FLAG_NO_APPLY])
1792 return 0; 1845 return 0;
1793 1846
1794 object *tmp; 1847 object *tmp;
1795 maptile *m = op->map; 1848 maptile *m = op->map;
1796 int x = op->x, y = op->y; 1849 int x = op->x, y = op->y;
1833 * Second check makes sure that the movement types not being slowed 1886 * Second check makes sure that the movement types not being slowed
1834 * (~slow_move) is not blocked on this space - just because the 1887 * (~slow_move) is not blocked on this space - just because the
1835 * space doesn't slow down swimming (for example), if you can't actually 1888 * space doesn't slow down swimming (for example), if you can't actually
1836 * swim on that space, can't use it to avoid the penalty. 1889 * swim on that space, can't use it to avoid the penalty.
1837 */ 1890 */
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1891 if (!op->flag [FLAG_WIZPASS])
1839 { 1892 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1893 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1894 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1842 { 1895 {
1843 float diff = tmp->move_slow_penalty * fabs (op->speed); 1896 float diff = tmp->move_slow_penalty * fabs (op->speed);
1853 1906
1854 /* Basically same logic as above, except now for actual apply. */ 1907 /* Basically same logic as above, except now for actual apply. */
1855 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1908 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1856 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1909 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1857 { 1910 {
1911 if ((flags & INS_NO_AUTO_EXIT)
1912 && (tmp->type == EXIT || tmp->type == TELEPORTER
1913 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1914 continue;
1915
1858 move_apply (tmp, op, originator); 1916 move_apply (tmp, op, originator);
1859 1917
1860 if (op->destroyed ()) 1918 if (op->destroyed ())
1861 return 1; 1919 return 1;
1862 1920
1974void 2032void
1975flag_inv (object *op, int flag) 2033flag_inv (object *op, int flag)
1976{ 2034{
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2035 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 { 2036 {
1979 SET_FLAG (tmp, flag); 2037 tmp->set_flag (flag);
1980 flag_inv (tmp, flag); 2038 flag_inv (tmp, flag);
1981 } 2039 }
1982} 2040}
1983 2041
1984/* 2042/*
1987void 2045void
1988unflag_inv (object *op, int flag) 2046unflag_inv (object *op, int flag)
1989{ 2047{
1990 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2048 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1991 { 2049 {
1992 CLEAR_FLAG (tmp, flag); 2050 tmp->clr_flag (flag);
1993 unflag_inv (tmp, flag); 2051 unflag_inv (tmp, flag);
1994 } 2052 }
1995} 2053}
1996 2054
1997/* 2055/*
2187{ 2245{
2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2246 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2189} 2247}
2190 2248
2191/* 2249/*
2192 * find_dir_2(delta-x,delta-y) will return a direction in which 2250 * find_dir_2(delta-x,delta-y) will return a direction value
2193 * an object which has subtracted the x and y coordinates of another 2251 * for running into direct [dx, dy].
2194 * object, needs to travel toward it. 2252 * (the opposite of crossfire's find_dir_2!)
2195 */ 2253 */
2196int 2254int
2197find_dir_2 (int x, int y) 2255find_dir_2 (int x, int y)
2198{ 2256{
2257#if 1 // new algorithm
2258 // this works by putting x, y into 16 sectors, which
2259 // are not equal sized, but are a better approximation
2260 // then the old algorithm, and then using a mapping
2261 // table to map it into a direction value.
2262 // basically, it maps these comparisons to each bit
2263 // bit #3: x < 0
2264 // bit #2: y < 0
2265 // bit #1: x > y
2266 // bit #0: x > 2y
2267
2268 static const uint8 dir[16] = {
2269 4, 5, 4, 3,
2270 2, 1, 2, 3,
2271 6, 5, 6, 7,
2272 8, 1, 8, 7,
2273 };
2274 int sector = 0;
2275
2276 // this is a bit ugly, but more likely to result in branchless code
2277 sector |= x < 0 ? 8 : 0;
2278 x = x < 0 ? -x : x; // abs
2279
2280 sector |= y < 0 ? 4 : 0;
2281 y = y < 0 ? -y : y; // abs
2282
2283 if (x > y)
2284 {
2285 sector |= 2;
2286
2287 if (x > y * 2)
2288 sector |= 1;
2289 }
2290 else
2291 {
2292 if (y > x * 2)
2293 sector |= 1;
2294 else if (!y)
2295 return 0; // x == 0 here
2296 }
2297
2298 return dir [sector];
2299#else // old algorithm
2199 int q; 2300 int q;
2200 2301
2201 if (y) 2302 if (y)
2202 q = x * 100 / y; 2303 q = 128 * x / y;
2203 else if (x) 2304 else if (x)
2204 q = -300 * x; 2305 q = -512 * x; // to make it > 309
2205 else 2306 else
2206 return 0; 2307 return 0;
2207 2308
2208 if (y > 0) 2309 if (y > 0)
2209 { 2310 {
2210 if (q < -242) 2311 if (q < -309) return 7;
2312 if (q < -52) return 6;
2313 if (q < 52) return 5;
2314 if (q < 309) return 4;
2315
2211 return 3; 2316 return 3;
2212 if (q < -41) 2317 }
2213 return 2; 2318 else
2214 if (q < 41) 2319 {
2215 return 1; 2320 if (q < -309) return 3;
2216 if (q < 242) 2321 if (q < -52) return 2;
2217 return 8; 2322 if (q < 52) return 1;
2323 if (q < 309) return 8;
2324
2218 return 7; 2325 return 7;
2219 } 2326 }
2220 2327#endif
2221 if (q < -242)
2222 return 7;
2223 if (q < -41)
2224 return 6;
2225 if (q < 41)
2226 return 5;
2227 if (q < 242)
2228 return 4;
2229
2230 return 3;
2231} 2328}
2232 2329
2233/* 2330/*
2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2331 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2235 * between two directions (which are expected to be absolute (see absdir()) 2332 * between two directions (which are expected to be absolute (see absdir())
2236 */ 2333 */
2237int 2334int
2238dirdiff (int dir1, int dir2) 2335dirdiff (int dir1, int dir2)
2239{ 2336{
2240 int d;
2241
2242 d = abs (dir1 - dir2); 2337 int d = abs (dir1 - dir2);
2243 if (d > 4)
2244 d = 8 - d;
2245 2338
2246 return d; 2339 return d > 4 ? 8 - d : d;
2247} 2340}
2248 2341
2249/* peterm: 2342/* peterm:
2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2343 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2251 * Basically, this is a table of directions, and what directions 2344 * Basically, this is a table of directions, and what directions
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2450 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2451 */
2359int 2452int
2360can_pick (const object *who, const object *item) 2453can_pick (const object *who, const object *item)
2361{ 2454{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2455 return /*who->flag [FLAG_WIZ]|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2456 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2457 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2365} 2458}
2366 2459
2367/* 2460/*
2368 * create clone from object to another 2461 * create clone from object to another
2369 */ 2462 */
2709 } 2802 }
2710 else 2803 else
2711 move_type = mt; 2804 move_type = mt;
2712} 2805}
2713 2806
2807/* object should be a player.
2808 * we return the object the player has marked with the 'mark' command
2809 * below. If no match is found (or object has changed), we return
2810 * NULL. We leave it up to the calling function to print messages if
2811 * nothing is found.
2812 */
2813object *
2814object::mark () const
2815{
2816 if (contr && contr->mark && contr->mark->env == this)
2817 return contr->mark;
2818 else
2819 return 0;
2820}
2821
2822// put marked object first in the inventory
2823// this is used by identify-like spells so players can influence
2824// the order a bit.
2825void
2826object::splay_marked ()
2827{
2828 if (object *marked = mark ())
2829 splay (marked);
2830}
2831

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