--- deliantra/server/common/object.C 2011/05/08 12:40:41 1.350 +++ deliantra/server/common/object.C 2018/11/17 23:33:17 1.365 @@ -1,24 +1,24 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen - * + * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. - * + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * + * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . - * + * * The authors can be reached via e-mail to */ @@ -47,13 +47,13 @@ //+GPL -short freearr_x[SIZEOFFREE] = { +int freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 }; -short freearr_y[SIZEOFFREE] = { +int freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, @@ -74,22 +74,22 @@ }; const char *wall_suffix[16] = { - "0", - "1_3", - "1_4", - "2_1_2", - "1_2", - "2_2_4", - "2_2_1", - "3_1", - "1_1", - "2_2_3", - "2_2_2", - "3_3", - "2_1_1", - "3_4", - "3_2", - "4" + "0", + "1_3", + "1_4", + "2_1_2", + "1_2", + "2_2_4", + "2_2_1", + "3_1", + "1_1", + "2_2_3", + "2_2_2", + "3_3", + "2_1_1", + "3_4", + "3_2", + "4" }; static void @@ -237,7 +237,7 @@ { /* n-squared behaviour (see kv.get), but I'm hoping both * objects with lists are rare, and lists stay short. If not, use a - * different structure or at least keep the lists sorted... + * different structure or at least keep the lists sorted... */ /* For each field in wants, */ @@ -353,15 +353,15 @@ */ } - /* Don't merge objects that are applied. With the new 'body' code, + /* Don't merge objects that are applied. With the new 'body' code, * it is possible for most any character to have more than one of * some items equipped, and we don't want those to merge. */ if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) return 0; - /* Note sure why the following is the case - either the object has to - * be animated or have a very low speed. Is this an attempted monster + /* Not sure why the following is the case - either the object has to + * be animated or have a very low speed. Is this an attempted monster * check? */ if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) @@ -448,12 +448,13 @@ } // adjust weight per container type ("of holding") -static uint32 -weight_adjust_for (object *op, uint32 weight) +static weight_t +weight_adjust_for (object *op, weight_t weight) { - return op->type == CONTAINER - ? weight - weight * op->stats.Str / 100 - : weight; + if (op->type == CONTAINER) + weight -= weight * op->stats.Str / 100; + + return weight; } /* @@ -461,22 +462,22 @@ * and also updates how much the environment(s) is/are carrying. */ static void -adjust_weight (object *op, sint32 sub, sint32 add) +adjust_weight (object *op, weight_t sub, weight_t add) { while (op) { - sint32 ocarrying = op->carrying; + weight_t carrying = (weight_t)op->carrying + - weight_adjust_for (op, sub) + + weight_adjust_for (op, add); - op->carrying -= weight_adjust_for (op, sub); - op->carrying += weight_adjust_for (op, add); + sub = op->carrying; + op->carrying = carrying; + add = op->carrying; if (object *pl = op->visible_to ()) if (pl != op) // player is handled lazily esrv_update_item (UPD_WEIGHT, pl, op); - sub = ocarrying; - add = op->carrying; - op = op->env; } } @@ -489,7 +490,7 @@ void object::update_weight () { - sint32 sum = 0; + weight_t sum = 0; for (object *op = inv; op; op = op->below) { @@ -637,10 +638,10 @@ /* copy the body_info to the body_used - this is only really * need for monsters, but doesn't hurt to do it for everything. * by doing so, when a monster is created, it has good starting - * values for the body_used info, so when items are created + * values for the body_used info, so when items are created * for it, they can be properly equipped. */ - for (int i = NUM_BODY_LOCATIONS; i--; ) + for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) slot[i].used = slot[i].info; attachable::instantiate (); @@ -754,7 +755,7 @@ || (m.move_off | op->move_off ) != m.move_off || (m.move_slow | op->move_slow) != m.move_slow /* This isn't perfect, but I don't expect a lot of objects to - * have move_allow right now. + * have move_allow right now. */ || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block m.invalidate (); @@ -844,7 +845,7 @@ /* This function removes object 'op' from the list of active * objects. - * This should only be used for style maps or other such + * This should only be used for style maps or other such * reference maps where you don't want an object that isn't * in play chewing up cpu time getting processed. * The reverse of this is to call update_ob_speed, which @@ -1007,29 +1008,6 @@ ++free_count; } -// special "grave" map used to store all removed objects -// till they can be destroyed - saves a lot of checks in the rest -// of the code -static struct freed_map -: maptile -{ - freed_map () - : maptile (3, 3) - { - path = ""; - name = "/internal/freed_objects_map"; - no_drop = 1; - no_reset = 1; - - state = MAP_ACTIVE; - } - - ~freed_map () - { - destroy (); - } -} freed_map; // freed objects are moved here to avoid crashes - void object::do_destroy () { @@ -1112,7 +1090,7 @@ if (more) more->remove (); - /* + /* * In this case, the object to be removed is in someones * inventory. */ @@ -1427,7 +1405,7 @@ * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last * floor, we want to insert above that and no further. * Also, if there are spell objects on this space, we stop processing - * once we get to them. This reduces the need to traverse over all of + * once we get to them. This reduces the need to traverse over all of * them when adding another one - this saves quite a bit of cpu time * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. @@ -1563,7 +1541,7 @@ } /* this function inserts an object in the map, but if it - * finds an object of its own type, it'll remove that one first. + * finds an object of its own type, it'll remove that one first. * op is the object to insert it under: supplies x and the map. */ void @@ -1605,9 +1583,9 @@ && ms.volume () < m->max_volume)) return true; - if (originator && originator->is_player ()) - originator->contr->failmsgf ( - "No matter how hard you try, you just cannot put the %s here H", + if (originator) + originator->failmsgf ( + "No matter how hard you try, you just cannot put the %s here! H", query_name () ); @@ -1631,7 +1609,7 @@ if (nrof > nr) { - sint64 oweight = total_weight (); + weight_t oweight = total_weight (); nrof -= nr; @@ -1702,7 +1680,7 @@ * This function inserts the object op in the linked list * inside the object environment. * - * The function returns now pointer to inserted item, and return value can + * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ object * @@ -1725,15 +1703,15 @@ /* return the original object and remove inserted object (client prefers the original object) */ - // carring must be 0 for mergable objects - sint64 oweight = tmp->weight * tmp->nrof; + // carrying must be 0 for mergable objects + weight_t oweight = weight_t (tmp->weight) * tmp->nrof; tmp->nrof += op->nrof; if (object *pl = tmp->visible_to ()) esrv_update_item (UPD_NROF, pl, tmp); - adjust_weight (this, oweight, tmp->weight * tmp->nrof); + adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof); op->destroy (); op = tmp; @@ -1832,7 +1810,7 @@ return 0; /* The objects have to be checked from top to bottom. - * Hence, we first go to the top: + * Hence, we first go to the top: */ for (object *next, *tmp = ms.top; tmp; tmp = next) { @@ -2026,14 +2004,14 @@ * Note - updated to take an object instead of archetype - this is necessary * because arch_blocked (now ob_blocked) needs to know the movement type * to know if the space in question will block the object. We can't use - * the archetype because that isn't correct if the monster has been + * the archetype because that isn't correct if the monster has been * customized, changed states, etc. */ int find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) { int altern[SIZEOFFREE]; - int index = 0, flag; + int index = 0; for (int i = start; i < stop; i++) { @@ -2059,7 +2037,7 @@ /* Basically, if we find a wall on a space, we cut down the search size. * In this way, we won't return spaces that are on another side of a wall. - * This mostly work, but it cuts down the search size in all directions - + * This mostly work, but it cuts down the search size in all directions - * if the space being examined only has a wall to the north and empty * spaces in all the other directions, this will reduce the search space * to only the spaces immediately surrounding the target area, and @@ -2099,7 +2077,7 @@ find_first_free_spot (const object *ob, maptile *m, int x, int y) { for (int i = 0; i < SIZEOFFREE; i++) - if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) + if (!ob->blocked (m, x + DIRX (i), y + DIRY (i))) return i; return -1; @@ -2120,7 +2098,7 @@ swap (arr [end], arr [rndm (end + 1)]); } -/* new function to make monster searching more efficient, and effective! +/* new function to make monster searching more efficient, and effective! * This basically returns a randomized array (in the passed pointer) of * the spaces to find monsters. In this way, it won't always look for * monsters to the north first. However, the size of the array passed @@ -2155,7 +2133,7 @@ int find_dir (maptile *m, int x, int y, object *exclude) { - int max = SIZEOFFREE, mflags; + int max = SIZEOFFREE; MoveType move_type; if (exclude && exclude->head_ () != exclude) @@ -2374,8 +2352,8 @@ if (dir < 0) return 0; /* exit condition: invalid direction */ - dx = x + freearr_x[dir]; - dy = y + freearr_y[dir]; + dx = x + DIRX (dir); + dy = y + DIRY (dir); mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); @@ -2458,7 +2436,7 @@ } /* Zero the key_values on op, decrementing the shared-string - * refcounts and freeing the links. + * refcounts and freeing the links. */ void key_values::clear () @@ -2743,8 +2721,8 @@ object * object::force_find (shstr_tmp name) { - /* cycle through his inventory to look for the MARK we want to - * place + /* cycle through his inventory to look for the MARK we want to + * place */ for (object *tmp = inv; tmp; tmp = tmp->below) if (tmp->type == FORCE && tmp->slaying == name)